Beispiel #1
0
        private bool RoundBegin()
        {
            ConsoleEx.DebugLog("############## RoundBegin ##############");
            _battleStatus = CMsgHeader.STATUS_ROUND_BEGIN;
            _curAtter     = _attTeam.curPet;
            _curDefer     = _defTeam.curPet;

            bool canBegin = false;

            //------------ 可能因为自爆技能导致,后续队员的死亡 -------
            if (_curDefer != null && _curAtter != null && _curDefer.alive && _curAtter.alive)
            {
                canBegin = true;
            }

            if (canBegin)
            {
                //重置一个回合奥义释放的次数
                _AoYiCastCount_Att = 0;
                _AoYiCastCount_Def = 0;
                fullFateOneAngry();
                CMsgRoundBegin msg = new CMsgRoundBegin(_curAtter.pveId, _curDefer.pveId,
                                                        _curAtter.curAtt, _curDefer.curAtt,
                                                        _attTeam.curAngry, _defTeam.curAngry);
                addMsgToRecorder(msg);
            }

            return(canBegin);
        }
Beispiel #2
0
        //这个函数已不再使用
        private int startOneRound()
        {
            _battleStatus = CMsgHeader.STATUS_ROUND_BEGIN;
            _curAtter     = _attTeam.curPet;
            _curDefer     = _defTeam.curPet;

            //------------ 可能因为自爆技能导致,后续队员的死亡 -------
            if (_curDefer.alive && _curAtter.alive)
            {
                //重置一个回合奥义释放的次数
                _AoYiCastCount_Att = 0;
                _AoYiCastCount_Def = 0;
                fullFateOneAngry();

                CMsgRoundBegin msg = new CMsgRoundBegin(_curAtter.pveId, _curDefer.pveId,
                                                        _curAtter.curAtt, _curDefer.curAtt,
                                                        _attTeam.curAngry, _defTeam.curAngry);
                addMsgToRecorder(msg);

                addAngryByAoYi();
                bufOrDebufSkill();
                propertyChg();
                propertyKill();
                castAngrySkill();
                castNormalSkill();
                fighting();
                castEndSkill();
            }

            checkToNextOrOver();
            return(_attTeam.over ? 2 : 1);
        }