/// <summary>
        /// 回复卡牌
        /// </summary>
        /// <returns></returns>
        public BaseSkill getRecoverSkill(int number)
        {
            //还要消耗栏
            UseSkill cardEffect1 = (sender, args) =>
            {
                BaseRoleAction baseRole = (BaseRoleAction)sender;
                if (baseRole.GetMp() >= number)
                {
                    baseRole.SetMp(baseRole.GetMp() - number);
                    return(new ReturnDTO(RETURN_CODE.SUCCESS));
                }
                else
                {   //打断
                    Console.WriteLine("法力值不足");
                    return(new ReturnDTO(RETURN_CODE.BATTLE_HAS_NO_MP));
                }
            };
            UseSkill cardEffect2 = (sender, args) =>
            {
                BaseRoleAction baseRole = ((BaseRoleAction)sender);
                //TODO 让target受到伤害。反射判断target有没有受伤害都脚本
//                baseRole.attacked();的动画
                baseRole.SetHp(baseRole.GetHp() + number);
                return(new ReturnDTO(RETURN_CODE.SUCCESS));
            };
            BaseSkill card = new BaseSkill(2, "回复术", "", 1, 1, 1, false, number, null,
                                           "没有什么是钱解决不了的问题", new UseSkill[] { cardEffect1, cardEffect2 });

            card.IsAvailable = true;
            return(card);
        }
Example #2
0
        public object CollectManager;        //搜集的卡牌列表

        public GameModel(long accountId, long roleId)
        {
            this.roleId    = roleId;
            this.accountId = accountId;
            //TODO 初始化一个游戏角色模型!
            this.baseRole = new PlayerBattleRole();
        }
Example #3
0
        /// <summary>
        /// 回复卡牌
        /// </summary>
        /// <returns></returns>
        public BaseCard getRecoverCard(int number)
        {
            UseCard cardEffect = (sender, args) =>
            {
                BaseRoleAction baseRole = (BaseRoleAction)sender;
                //TODO 让target受到伤害。反射判断target有没有受伤害都脚本
//                baseRole.attacked();的动画
                baseRole.SetHp(baseRole.GetHp() + number);
                return(new ReturnDTO(RETURN_CODE.SUCCESS));
            };
            PermanentCard card = new PermanentCard(2, "回复术", "", 1, 1, 1, false, null,
                                                   "没有什么是钱解决不了的问题", new UseCard[] { cardEffect });

            card.IsAvailable = true;
            return(card);
        }
Example #4
0
        public static UseSkill getSkillWhenNoSkill()
        {
            UseSkill boming = (sender, args) =>
            {
                BaseRoleAction        source    = (BaseRoleAction)sender;
                List <BaseRoleAction> baseRoles = ((UseSkillEventArgs)args).targets;
                var baseRole = baseRoles[0];
                //TODO 让target受到伤害。反射判断target有没有受伤害都脚本
                //                baseRole.attacked();的动画
                var hp = (int)Math.Round(source.GetMaxHp() * 0.1, 0);
                baseRole.SetHp(baseRole.GetHp() - hp);
                source.SetHp(source.GetHp() - hp);
                return(new ReturnDTO(RETURN_CODE.SUCCESS));
            };

            return(boming);
        }
Example #5
0
        public static UseSkill checkMpIsEnough(int mp)
        {
            //还要消耗栏
            UseSkill cardEffect1 = (sender, args) =>
            {
                BaseRoleAction baseRole = (BaseRoleAction)sender;
                if (baseRole.GetMp() >= mp)
                {
                    baseRole.SetMp(baseRole.GetMp() - mp);
                    return(new ReturnDTO(RETURN_CODE.SUCCESS));
                }
                else
                {   //打断
                    Console.WriteLine("法力值不足");
                    return(new ReturnDTO(RETURN_CODE.BATTLE_HAS_NO_MP));
                }
            };

            return(cardEffect1);
        }
Example #6
0
        private void _init(string roomId, long accontId, BaseRoleAction role, RoleType roleType)
        {
            this.accontId = accontId;
            this.id       = CommonUtil.getUUID();
            this.role     = role;
            this.roomId   = roomId;
            this.roleType = roleType;
            //初始化房间角色信息
            // 信息托管
            this.cardList  = role.GetBaseCards();
            this.skillList = role.GetBaseSkills();
            //TODO 如果技能和卡牌为空,那么设置一个默认的技能(搏命!每次消耗10%的最大生命值,造成其同等伤害!)

            //判断buff效果
            foreach (var item in buffs)
            {
                if (item.buffType == BuffType.ONE_EFFECT)
                {
                    item.effect(this.role, this.role);
                }
            }
        }
Example #7
0
 /// <summary>
 /// 作用于同一个物体身上
 /// </summary>
 /// <param name="baseRole"></param>
 /// <param name="baseRoleAction"></param>
 public virtual void effect(object baseRole, BaseRoleAction baseRoleAction)
 {
     //(BaseRoleData)baseRole,用到的时候再转换
 }
Example #8
0
 public TwoPlayerRoomRole(string roomId, BaseRoleAction role, RoleType roleType) : base(roomId, role, roleType)
 {
 }
Example #9
0
 public RoomRole(string roomId, long accontId, BaseRoleAction role, RoleType roleType)
 {
     _init(roomId, accontId, role, roleType);
 }
Example #10
0
        /// <summary>
        /// 默认不是自己的回合
        /// </summary>

        //override public bool IsMyTime
        //{
        //    get { return isMyTime; }
        //    set
        //    {
        //        isMyTime = value;
        //        //如果我是玩家,进入我的回合
        //        if (isMyTime && roleType == RoleType.PLAYER)
        //        {
        //            //打印我能用的技能
        //            foreach (var item in cardList)
        //            {
        //                Console.WriteLine("我拥有卡牌:" + item.Name + " 介绍:" + item.Description);
        //            }
        //            foreach (var item in skillList)
        //            {
        //                Console.WriteLine("我拥有技能:" + item.Name + " 介绍:" + item.Description + "消耗MP:" + item.needMp);
        //            }
        //        }
        //    }
        //}
        public RoomRole(string roomId, BaseRoleAction role, RoleType roleType)
        {
            _init(roomId, -1, role, roleType);
        }