Ejemplo n.º 1
0
    void OnEnterState()
    {
        switch (State)
        {
        case BattleState.Loading:
            break;

        case BattleState.Ready:
            break;

        case BattleState.MyRoundStart:
            //MyPlayer.Data.AP = MyPlayer.Data.MaxAP = MyPlayer.Data.MaxAP + 1;
            RoundCount++;
            State++;
            break;

        case BattleState.MyDrawCard:
            //ApplyPlayerBuffs(MyPlayer, 1);
            MyPlayer.ApplyTimeEffects(BattleActionTime.RoundStart);
            //DrawCard(MyPlayer.Data, 3);
            MyPlayer.ApplyAction(BattleActionType.DrawCard, 3);
            State++;
            break;

        case BattleState.MyRound:
            CanUseCard = true;
            break;

        case BattleState.MyUsingCard:
            break;

        case BattleState.MyRoundEnd:
            CanUseCard = false;
            //ApplyPlayerBuffs(MyPlayer, 2);
            MyPlayer.ApplyTimeEffects(BattleActionTime.RoundEnd);
            State++;
            break;

        case BattleState.OppRoundStart:
            //OppPlayer.Data.AP = OppPlayer.Data.MaxAP = OppPlayer.Data.MaxAP + 1;
            State++;
            break;

        case BattleState.OppDrawCard:
            //ApplyPlayerBuffs(OppPlayer, 1);
            //DrawCard(OppPlayer.Data, 3);
            OppPlayer.ApplyTimeEffects(BattleActionTime.RoundStart);
            OppPlayer.ApplyAction(BattleActionType.DrawCard, 3);
            State++;
            break;

        case BattleState.OppRound:
            //开启AI
            OppPlayer.UpdateAI();
            break;

        case BattleState.OppUsingCard:
            State++;
            break;

        case BattleState.OppRoundEnd:
            //ApplyPlayerBuffs(OppPlayer, 2);
            OppPlayer.ApplyTimeEffects(BattleActionTime.RoundEnd);
            State = BattleState.MyRoundStart;
            break;

        case BattleState.BattleEnd_MyEscape:

            MyPlayer.Data.HP = 1;
            SaveData(2);
            break;

        case BattleState.BattleEnd_OppEscape:

            SaveData(3);
            break;

        case BattleState.BattleEnd_Win:

            SaveData(0);
            break;

        case BattleState.BattleEnd_Lose:
            //battleForm.LoseBattle();

            SaveData(1);

            break;

        default:
            break;
        }
    }