/// <summary> /// 对法力水晶的法术实施 /// </summary> /// <param name="role"></param> /// <param name="Ability"></param> public List <string> RunEffect(ActionStatus game, Utility.CardUtility.目标选择方向枚举 Direct) { List <string> Result = new List <string>(); switch (Direct) { case CardUtility.目标选择方向枚举.本方: game.AllRole.MyPublicInfo.crystal.CurrentRemainPoint = ExpressHandler.PointProcess(game.AllRole.MyPublicInfo.crystal.CurrentRemainPoint, 获得法力水晶); game.AllRole.MyPublicInfo.crystal.CurrentFullPoint = ExpressHandler.PointProcess(game.AllRole.MyPublicInfo.crystal.CurrentFullPoint, 获得空法力水晶); break; case CardUtility.目标选择方向枚举.对方: game.AllRole.YourPublicInfo.crystal.CurrentRemainPoint = ExpressHandler.PointProcess(game.AllRole.YourPublicInfo.crystal.CurrentRemainPoint, 获得法力水晶); game.AllRole.YourPublicInfo.crystal.CurrentFullPoint = ExpressHandler.PointProcess(game.AllRole.YourPublicInfo.crystal.CurrentFullPoint, 获得空法力水晶); break; case CardUtility.目标选择方向枚举.双方: game.AllRole.MyPublicInfo.crystal.CurrentRemainPoint = ExpressHandler.PointProcess(game.AllRole.MyPublicInfo.crystal.CurrentRemainPoint, 获得法力水晶); game.AllRole.MyPublicInfo.crystal.CurrentFullPoint = ExpressHandler.PointProcess(game.AllRole.MyPublicInfo.crystal.CurrentFullPoint, 获得空法力水晶); game.AllRole.YourPublicInfo.crystal.CurrentRemainPoint = ExpressHandler.PointProcess(game.AllRole.YourPublicInfo.crystal.CurrentRemainPoint, 获得法力水晶); game.AllRole.YourPublicInfo.crystal.CurrentFullPoint = ExpressHandler.PointProcess(game.AllRole.YourPublicInfo.crystal.CurrentFullPoint, 获得空法力水晶); break; default: break; } //Crystal#ME#4#4 if (Direct == CardUtility.目标选择方向枚举.本方) { Result.Add(ActionCode.strCrystal + CardUtility.strSplitMark + CardUtility.strMe + CardUtility.strSplitMark + game.AllRole.MyPublicInfo.crystal.CurrentRemainPoint + CardUtility.strSplitMark + game.AllRole.MyPublicInfo.crystal.CurrentFullPoint); } else { Result.Add(ActionCode.strCrystal + CardUtility.strSplitMark + CardUtility.strYou + CardUtility.strSplitMark + game.AllRole.YourPublicInfo.crystal.CurrentRemainPoint + CardUtility.strSplitMark + game.AllRole.YourPublicInfo.crystal.CurrentFullPoint); } return(Result); }
/// <summary> /// 对武器增益的法术实施 /// </summary> /// <param name="role"></param> /// <param name="Ability"></param> public List <string> RunEffect(ActionStatus game, Utility.CardUtility.目标选择方向枚举 Direct) { List <string> Result = new List <string>(); if (Direct == CardUtility.目标选择方向枚举.本方) { if (game.AllRole.MyPublicInfo.Hero.Weapon != null) { game.AllRole.MyPublicInfo.Hero.Weapon.攻击力 += int.Parse(攻击力); game.AllRole.MyPublicInfo.Hero.Weapon.耐久度 += int.Parse(耐久度); Result.Add(ActionCode.strWeaponPoint + CardUtility.strSplitMark + CardUtility.strMe + CardUtility.strSplitMark); } } else { if (game.AllRole.YourPublicInfo.Hero.Weapon != null) { game.AllRole.YourPublicInfo.Hero.Weapon.攻击力 += int.Parse(攻击力); game.AllRole.YourPublicInfo.Hero.Weapon.耐久度 += int.Parse(耐久度); Result.Add(ActionCode.strWeaponPoint + CardUtility.strSplitMark + CardUtility.strYou + CardUtility.strSplitMark); } } return(Result); }