public override void OnUpdateTurn() { //base.OnUpdateTurn(); //此处基类只是在debug switch (state) { case ENTRANCE: break; case STAGE_1: { if (!bossTalking) { _bui.ShowBossTalkingVFX(DIALOG_TIME, dialogues[text_idx], GotoNextBossText); bossTalking = true; } } break; case STAGE_2: { if (curRound == START_ROUND) { //显示boss主体 boss_body.gameObject.SetActive(true); //直接跳转 CB_OnFinishMovement(); } } break; case STAGE_3: { if (!bossTalking) { _bui.ShowBossTalkingVFX(DIALOG_TIME, dialogues[text_idx], null); bossTalking = true; _battleTurnsModule.NextTurn(); } } break; } }
public override void OnStartTurn() { base.OnStartTurn(); // _bim.locked = true; // switch (state) { case ENTRANCE: { _bui.ShowBossWarningVFX(BOSSWARNING_TIME, GotoNextState); remainTalk = bossTalk_1_num; break; } case STAGE_1: { var t = _bfm.Field.GetRandomTile("Bunker.Game.NormalTile", true); if (t != null) { var robot = _rmm.CreateRobot <RobotThief>(); robot.SetToGird(t.ParentGrid); robotDeployCounter++; _bui.ShowBossTalkingVFX(DIALOG_TIME, dialogues[bossTalk_1_during], null); } break; } case STAGE_2: { MissionManager.getInstance.ConsumeStep(); _bui.ShowBossTalkingVFX(DIALOG_TIME, dialogues[bossTalk_2_during], null); break; } } }