public void Next() { RoundMark++; FlowWordQueue.Next(); EffectQueue.Next(); MissileQueue.Next(); if (RoundMark % 4 == 0) //200ms { float pastRound = (float)200 / GameConstants.RoundTime; MonsterQueue.NextAction(pastRound); //1回合 PlayerManager.Update(false, pastRound, StatisticData.Round); Round += pastRound; if (Round >= 1) { Round = 0; PlayerManager.CheckRoundCard(); //1回合 } } StatisticData.Round = RoundMark * 50 / GameConstants.RoundTime + 1;//50ms if (RoundMark % 10 == 0) { AIStrategy.AIProc(PlayerManager.RightPlayer); } }
public void Init() { EffectQueue = new EffectQueue(); FlowWordQueue = new FlowWordQueue(); MonsterQueue = new MonsterQueue(); StatisticData = new BattleStatisticData(); RuleData = new BattleRuleData(); PlayerManager = new PlayerManager(); MissileQueue = new MissileQueue(); IsNight = false; }