/// <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 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);
        }