public Process ( CharaMotion HeroMotion, CharaMotion BossMotion, Image HeroHpMax, Image HeroHpNow, Image HeroSpMax, Image HeroSpNow, Image BossHpMax, Image BossHpNow, Image BossSpMax, Image BossSpNow, double>.IDictionary |
||
HeroMotion | CharaMotion | |
BossMotion | CharaMotion | |
HeroHpMax | Image | |
HeroHpNow | Image | |
HeroSpMax | Image | |
HeroSpNow | Image | |
BossHpMax | Image | |
BossHpNow | Image | |
BossSpMax | Image | |
BossSpNow | Image | |
heroInfo | double>.IDictionary | |
bossInfo | double>.IDictionary | |
swordInfo | double>.IDictionary | |
return | void |
private void PlayAnimation(Game game) { // if (!isGameStarted) // isGameStarted = true; bossInfo = game.boss; bossInfo["hp"] = 80; bossInfo["max_hp"] = 100; bossInfo["mp"] = 80; bossInfo["max_mp"] = 100; heroInfo = game.hero; heroInfo["hp"] = 80; heroInfo["max_hp"] = 100; heroInfo["mp"] = 80; heroInfo["max_mp"] = 100; swordInfo = game.sword; swordInfo["hp"] = 80; swordInfo["max_hp"] = 100; swordInfo["mp"] = 80; swordInfo["max_mp"] = 100; //当三人操作完毕之后才开始渲染 //剑防御 人攻击 魔攻击 if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE && (NewServer.Status)game.hero_status == NewServer.Status.ATTACK && (NewServer.Status)game.boss_status == NewServer.Status.ATTACK) { HatkSdogeBatk hatkSdogeBatk = new HatkSdogeBatk(); hatkSdogeBatk.animationPlayOverCallbackEvent += aniCallback; hatkSdogeBatk.Process( HeroMotion, BossMotion, hero_hp_Max, hero_hp_now, hero_sp_max, hero_sp_now, boss_hp_Max, boss_hp_now, boss_sp_max, boss_sp_now, heroInfo, bossInfo, swordInfo); } //剑防御 人攻击 魔放弃 else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE && (NewServer.Status)game.hero_status == NewServer.Status.ATTACK && (NewServer.Status)game.boss_status == NewServer.Status.PASS) { HatkSdogBpass hatkSdogBpass = new HatkSdogBpass(); hatkSdogBpass.animationPlayOverCallbackEvent += aniCallback; hatkSdogBpass.Process( HeroMotion, BossMotion, hero_hp_Max, hero_hp_now, hero_sp_max, hero_sp_now, boss_hp_Max, boss_hp_now, boss_sp_max, boss_sp_now, heroInfo, bossInfo, swordInfo); } //剑防御 人攻击 魔防御 else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE && (NewServer.Status)game.hero_status == NewServer.Status.ATTACK && (NewServer.Status)game.boss_status == NewServer.Status.DEFEND) { shied.SetActive(true); HatkSdogeBdef hatkSdogeBdef = new HatkSdogeBdef(); hatkSdogeBdef.animationPlayOverCallbackEvent += aniCallback; hatkSdogeBdef.Process( HeroMotion, BossMotion, hero_hp_Max, hero_hp_now, hero_sp_max, hero_sp_now, boss_hp_Max, boss_hp_now, boss_sp_max, boss_sp_now, heroInfo, bossInfo, swordInfo); } //剑防御 人暴击 魔攻击 else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE && (NewServer.Status)game.hero_status == NewServer.Status.CRITICAL_ATTACK && (NewServer.Status)game.boss_status == NewServer.Status.ATTACK) { HsatkSdogeBatk hsatkSdogeBatk = new HsatkSdogeBatk(); hsatkSdogeBatk.animationPlayOverCallbackEvent += aniCallback; hsatkSdogeBatk.Process( HeroMotion, BossMotion, hero_hp_Max, hero_hp_now, hero_sp_max, hero_sp_now, boss_hp_Max, boss_hp_now, boss_sp_max, boss_sp_now, heroInfo, bossInfo, swordInfo); } //剑防御 人暴击 魔放弃 else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE && (NewServer.Status)game.hero_status == NewServer.Status.CRITICAL_ATTACK && (NewServer.Status)game.boss_status == NewServer.Status.PASS) { HsatkSdogBpass hsatkSdogBpass = new HsatkSdogBpass(); hsatkSdogBpass.animationPlayOverCallbackEvent += aniCallback; hsatkSdogBpass.Process( HeroMotion, BossMotion, hero_hp_Max, hero_hp_now, hero_sp_max, hero_sp_now, boss_hp_Max, boss_hp_now, boss_sp_max, boss_sp_now, heroInfo, bossInfo, swordInfo); } //剑防御 人暴击 魔防御 else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE && (NewServer.Status)game.hero_status == NewServer.Status.CRITICAL_ATTACK && (NewServer.Status)game.boss_status == NewServer.Status.DEFEND) { shied.SetActive(true); HsatkSdogeBdef hsatkSdogeBdef = new HsatkSdogeBdef(); hsatkSdogeBdef.animationPlayOverCallbackEvent += aniCallback; hsatkSdogeBdef.Process( HeroMotion, BossMotion, hero_hp_Max, hero_hp_now, hero_sp_max, hero_sp_now, boss_hp_Max, boss_hp_now, boss_sp_max, boss_sp_now, heroInfo, bossInfo, swordInfo); } //剑防御 人放弃 魔功击 else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE && (NewServer.Status)game.hero_status == NewServer.Status.PASS && (NewServer.Status)game.boss_status == NewServer.Status.ATTACK) { HpassSpassBatk hpassSpassBatk = new HpassSpassBatk(); hpassSpassBatk.animationPlayOverCallbackEvent += aniCallback; hpassSpassBatk.Process( HeroMotion, BossMotion, hero_hp_Max, hero_hp_now, hero_sp_max, hero_sp_now, boss_hp_Max, boss_hp_now, boss_sp_max, boss_sp_now, heroInfo, bossInfo, swordInfo); } //剑防御 人放弃 魔放弃 else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE && (NewServer.Status)game.hero_status == NewServer.Status.PASS && (NewServer.Status)game.boss_status == NewServer.Status.PASS) { HpassSdogBpass hpassSdogBpass = new HpassSdogBpass(); hpassSdogBpass.animationPlayOverCallbackEvent += aniCallback; hpassSdogBpass.Process( ); } //剑防御 人放弃 魔防御 else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE && (NewServer.Status)game.hero_status == NewServer.Status.PASS && (NewServer.Status)game.boss_status == NewServer.Status.DEFEND) { shied.SetActive(true); HpassSdogBpass hpassSdogBpass = new HpassSdogBpass(); hpassSdogBpass.animationPlayOverCallbackEvent += aniCallback; hpassSdogBpass.Process(); } //剑放弃 人放弃 魔功击 //剑放弃 人攻击 魔攻击 if ((NewServer.Status)game.sword_status == NewServer.Status.PASS && (NewServer.Status)game.hero_status == NewServer.Status.ATTACK && (NewServer.Status)game.boss_status == NewServer.Status.ATTACK) { bossInfo = game.boss; heroInfo = game.hero; swordInfo = game.sword; HatkSpassBatk hatkSpassBatk = new HatkSpassBatk(); hatkSpassBatk.animationPlayOverCallbackEvent += aniCallback; hatkSpassBatk.Process( HeroMotion, BossMotion, hero_hp_Max, hero_hp_now, hero_sp_max, hero_sp_now, boss_hp_Max, boss_hp_now, boss_sp_max, boss_sp_now, heroInfo, bossInfo, swordInfo); } //剑放弃 人攻击 魔放弃 else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS && (NewServer.Status)game.hero_status == NewServer.Status.ATTACK && (NewServer.Status)game.boss_status == NewServer.Status.PASS) { HatkSpassBpass hatkSpassBpass = new HatkSpassBpass(); hatkSpassBpass.animationPlayOverCallbackEvent += aniCallback; hatkSpassBpass.Process( HeroMotion, BossMotion, hero_hp_Max, hero_hp_now, hero_sp_max, hero_sp_now, boss_hp_Max, boss_hp_now, boss_sp_max, boss_sp_now, heroInfo, bossInfo, swordInfo); } //剑放弃 人攻击 魔防御 else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS && (NewServer.Status)game.hero_status == NewServer.Status.ATTACK && (NewServer.Status)game.boss_status == NewServer.Status.DEFEND) { shied.SetActive(true); HatkSpassBdef hatkSpassBdef = new HatkSpassBdef(); hatkSpassBdef.animationPlayOverCallbackEvent += aniCallback; hatkSpassBdef.Process( HeroMotion, BossMotion, hero_hp_Max, hero_hp_now, hero_sp_max, hero_sp_now, boss_hp_Max, boss_hp_now, boss_sp_max, boss_sp_now, heroInfo, bossInfo, swordInfo); } //剑放弃 人暴击 魔攻击 else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS && (NewServer.Status)game.hero_status == NewServer.Status.CRITICAL_ATTACK && (NewServer.Status)game.boss_status == NewServer.Status.ATTACK) { HsatkSpassBatk hsatkSpassBatk = new HsatkSpassBatk(); hsatkSpassBatk.animationPlayOverCallbackEvent += aniCallback; hsatkSpassBatk.Process( HeroMotion, BossMotion, hero_hp_Max, hero_hp_now, hero_sp_max, hero_sp_now, boss_hp_Max, boss_hp_now, boss_sp_max, boss_sp_now, heroInfo, bossInfo, swordInfo); } //剑放弃 人暴击 魔放弃 else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS && (NewServer.Status)game.hero_status == NewServer.Status.CRITICAL_ATTACK && (NewServer.Status)game.boss_status == NewServer.Status.PASS) { HsatkSpassBpass hsatkSpassBpass = new HsatkSpassBpass(); hsatkSpassBpass.animationPlayOverCallbackEvent += aniCallback; hsatkSpassBpass.Process( HeroMotion, BossMotion, hero_hp_Max, hero_hp_now, hero_sp_max, hero_sp_now, boss_hp_Max, boss_hp_now, boss_sp_max, boss_sp_now, heroInfo, bossInfo, swordInfo); } //剑放弃 人暴击 魔防御 else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS && (NewServer.Status)game.hero_status == NewServer.Status.CRITICAL_ATTACK && (NewServer.Status)game.boss_status == NewServer.Status.DEFEND) { shied.SetActive(true); HsatkSpassBdef hsatkSpassBdef = new HsatkSpassBdef(); hsatkSpassBdef.animationPlayOverCallbackEvent += aniCallback; hsatkSpassBdef.Process( HeroMotion, BossMotion, hero_hp_Max, hero_hp_now, hero_sp_max, hero_sp_now, boss_hp_Max, boss_hp_now, boss_sp_max, boss_sp_now, heroInfo, bossInfo, swordInfo); } //剑放弃 人放弃 魔功击 else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS && (NewServer.Status)game.hero_status == NewServer.Status.PASS && (NewServer.Status)game.boss_status == NewServer.Status.ATTACK) { HpassSpassBatk hpassSpassBatk = new HpassSpassBatk(); hpassSpassBatk.animationPlayOverCallbackEvent += aniCallback; hpassSpassBatk.Process( HeroMotion, BossMotion, hero_hp_Max, hero_hp_now, hero_sp_max, hero_sp_now, boss_hp_Max, boss_hp_now, boss_sp_max, boss_sp_now, heroInfo, bossInfo, swordInfo); } //剑放弃 人放弃 魔放弃 else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS && (NewServer.Status)game.hero_status == NewServer.Status.PASS && (NewServer.Status)game.boss_status == NewServer.Status.PASS) { HpassSdogBpass hpassSdogBpass = new HpassSdogBpass(); hpassSdogBpass.animationPlayOverCallbackEvent += aniCallback; hpassSdogBpass.Process( ); } //剑放弃 人放弃 魔防御 else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS && (NewServer.Status)game.hero_status == NewServer.Status.PASS && (NewServer.Status)game.boss_status == NewServer.Status.DEFEND) { shied.SetActive(true); HpassSdogBpass hpassSdogBpass = new HpassSdogBpass(); hpassSdogBpass.animationPlayOverCallbackEvent += aniCallback; hpassSdogBpass.Process(); } }