public TurnWorkResult ExecTurnStateChange(ITurnOperator instance, bool force, TurnState state) { if (instance == null) { return(null); } if (force) { return(ExecOwnEndWork()); } switch (state) { case TurnState.CONTINOUS: return(null); case TurnState.TURN_START: return(ExecTurnStartWork()); case TurnState.OWN_END: return(ExecOwnEndWork()); case TurnState.ENEMY_START: return(ExecEnemyStartWork()); case TurnState.ENEMY_END: return(ExecEnemyEndWork()); case TurnState.TURN_END: return(ExecTurnEndWork()); default: return(null); } }
public TurnWorkResult ExecTurnStateChange(ITurnOperator instance, bool force, TurnState state) { if (instance == null) { return(null); } if (force) { return(this.ExecOwnEndWork()); } if (state == TurnState.CONTINOUS) { return(null); } if (state == TurnState.TURN_START) { return(this.ExecTurnStartWork()); } if (state == TurnState.OWN_END) { return(this.ExecOwnEndWork()); } if (state == TurnState.ENEMY_START) { return(this.ExecEnemyStartWork()); } if (state == TurnState.ENEMY_END) { return(this.ExecEnemyEndWork()); } if (state == TurnState.TURN_END) { return(this.ExecTurnEndWork()); } return(null); }