//顺序结算 public void useinput(inputpackage p) { //if (p.wasd) { } if (p.useCard_skill) { card_mini c = mini(p.user).minion;//可能是手牌也可能是场上的 if (c != null && cards.Contains(p.user)) { order o = new order(); o.usecard = mini(p.use_mini); o.whichTrigger = p.use_trigger; //------------------------------------ o.Target_pos = p.targetposs; o.Target_card = mini(p.target_mini); o.Target_trigger = trigger(p.target_trigger); o.action = p.action; bool r = c.get_Input_order(o); if (r == false) { print("tool false"); } } } }
//递归 逐条分解 void moveOneLine(card_mini begin) { //如果有等待的上级移动 而且还没有移动 if (begin.upmove && todoList.Contains(begin.upmove)) { moveOneLine(begin.upmove); } begin.move_New_pos(deltaTime);//调用 todoList.Remove(begin); }
public void OnTriggerEnter(Collider c) { if (debug) { print(c.gameObject.name); } card_mini m = c.gameObject.GetComponent <card_mini>(); if (!m) { return; } if (debug) { print("get"); } if (isfriend == miniKind.onlytarget) { if (m == mini().target) { lastenter = m; return; } else { return; } } int k = 0; if (m.player() == player()) { k += 1; } else { k += 2; } if (m.player().hero == m) { k += 16; } else { k += 32; } //print("" + k + kind); if ((k & (int)isfriend) != 0 && (k & (int)ishero) != 0) { lastenter = m; } }
public override step_target test() { if (!lastenter) { return(null); } step_target n = new step_target(); n.user = mini(); n.targretposs = transform.position; n.targetcard = lastenter; //print(n); lastenter = null; return(n); }
public void setUpMove(card_mini theset) { card_mini toTest = theset; while (toTest.upmove_ != null) { if (toTest.upmove_ == this) { return; } else { toTest = toTest.upmove_; } } upmove = theset; return; }
public void setHP(card_mini m) { HP.value = m.now_HP / m.now_MaxHP; }