/// <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); }
/// <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); }
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); }