Ejemplo n.º 1
0
        /// <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);
        }
Ejemplo n.º 2
0
        /// <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);
        }