Example #1
0
 private void Start()
 {
     //创建Trigger实例,传入技能的发动者
     trigger = new TInstantIdea(this.GetUnitReceiver(this));
     //注册Trigger进消息中心
     MsgDispatcher.RegisterMsg(trigger, "Ponder");
 }
 private void Start()
 {
     //创建Trigger实例,传入技能的发动者
     trigger = new TRegeneration(GetComponent <GameUnit.GameUnit>().GetMsgReceiver());
     //注册Trigger进消息中心
     MsgDispatcher.RegisterMsg(trigger, "Regeneration");
 }
        private void Start()
        {
            // 注册函数响应抽牌信息
            MsgDispatcher.RegisterMsg(
                this.GetMsgReceiver(),
                (int)MessageType.DrawCard,
                canDoExtractAction,
                () => { ExtractCards(); },
                "Extract cards Trigger"
                );

            // 注册函数响应回合结束信息
            MsgDispatcher.RegisterMsg(
                this.GetMsgReceiver(),
                (int)MessageType.EP,
                canDoCoolDownAction,
                HandleCooldownEvent,
                "Cooldown cards Trigger"
                );

            MsgDispatcher.RegisterMsg(
                this.GetMsgReceiver(),
                (int)MessageType.Dead,
                canSendToCoolDownList,
                HandleCardOnMapToCooldown,
                "Map Unit cooldown Trigger"
                );

            ExtractCards(3);
        }
Example #4
0
 private void Start()
 {
     //创建Trigger实例,传入技能的发动者
     trigger = new TCourage(this.GetCardReceiver(this));
     //注册Trigger进消息中心
     MsgDispatcher.RegisterMsg(trigger, "Courage");
 }
Example #5
0
 private void AddListener()
 {
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.ActorAddReply, OnActorAddReply);
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.ActorRemoveReply, OnActorRemoveReply);
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.ActorMoveReply, OnActorMoveReply);
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.CityAddReply, OnCityAddReply);
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.CityRemoveReply, OnCityRemoveReply);
 }
 private void AddListener()
 {
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.ActorAiStateHighReply, OnActorAiStateHighReply);
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.UpdateActorInfoReply, OnUpdateActorInfoReply);
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.FightStartReply, OnFightStartReply);
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.FightStopReply, OnFightStopReply);
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.AmmoSupplyReply, OnAmmoSupplyReply);
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.TryCommandReply, OnTryCommandReply);
 }
Example #7
0
 private void Start()
 {
     //获得这个技能的持有者,并修改其护甲恢复值
     GetComponent <GameUnit.GameUnit>().armorRestore = armor;
     //创建Trigger实例,传入技能的发动者和护甲恢复值
     trigger = new TArmor(GetComponent <GameUnit.GameUnit>().GetMsgReceiver());
     //注册Trigger进消息中心
     MsgDispatcher.RegisterMsg(trigger, "Armor");
 }
Example #8
0
 private void Start()
 {
     //创建Trigger实例
     triggerMove   = new TMoveStrike(GetComponent <GameUnit>().GetMsgReceiver(), this);
     triggerAFMove = new TAFMoveStrike(GetComponent <GameUnit>().GetMsgReceiver(), this);
     //注册Trigger进消息中心
     MsgDispatcher.RegisterMsg(triggerMove, "Move");
     MsgDispatcher.RegisterMsg(triggerAFMove, "AFMove");
 }
Example #9
0
 private void Start()
 {
     arrowrRain = AbilityDatabase.GetInstance().GetAbilityFormat("Arrowrain");
     range      = (int)arrowrRain.AbilityVariable.Range;
     damage     = (int)arrowrRain.AbilityVariable.Damage;
     //创建Trigger实例,传入技能的发动者
     trigger = new TArrowrain(this.GetCardReceiver(this));
     //注册Trigger进消息中心
     MsgDispatcher.RegisterMsg(trigger, "Arrowrains");
 }
 void OnEnable()
 {
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.ActorAiStateReply, OnActorAiStateReply);
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.HarvestStartReply, OnHarvestStartReply);
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.HarvestStopReply, OnHarvestStopReply);
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.FightStartReply, OnFightStartReply);
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.FightStopReply, OnFightStopReply);
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.SprayBloodReply, OnSprayBloodReply);
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.UpdateActorInfoReply, OnUpdateActorInfoReply);
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.ActorPlayAniReply, OnActorPlayAniReply);
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.AmmoSupplyReply, OnAmmoSupplyReply);
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.TryCommandReply, OnTryCommandReply);
 }
Example #11
0
        private void Start()
        {
            InitAp();

            // 注册恢复AP值的函数
            MsgDispatcher.RegisterMsg(
                this.GetMsgReceiver(),
                (int)MessageType.UpdateSource,
                canDoAction,
                ReCalculateAp,
                "RestoreAP Trigger"
                );
        }
Example #12
0
        private void Start()
        {
            _battleAreaDictionary =
                BattleMap.BattleMap.Instance().battleArea.BattleAreaDic;

            MsgDispatcher.RegisterMsg(
                this.GetMsgReceiver(),
                (int)MessageType.Dead,
                NeedToDoJudge,
                CountEnemyControllingArea,
                "Game Judge CBA trigger"
                );
            MsgDispatcher.RegisterMsg(
                this.GetMsgReceiver(),
                (int)MessageType.Encounter,
                InEncounter,
                EncounterJudge,
                "Encounter Game Judge CBA trigger"
                );
        }
Example #13
0
        private void Start()
        {
            InitMap();

            MsgDispatcher.RegisterMsg(
                this.GetMsgReceiver(),
                (int)MessageType.MPBegin,
                canDoMPAction,
                MpBegin,
                "Mp Begin Trigger"
                );

            MsgDispatcher.RegisterMsg(
                this.GetMsgReceiver(),
                (int)MessageType.MPEnd,
                canDoMPEndAction,
                MpEnd,
                "Mp End Trigger"
                );
        }
Example #14
0
    public void AddListener()
    {
        MsgDispatcher.RegisterMsg((int)ROOM.CityAdd, OnCityAdd);
        MsgDispatcher.RegisterMsg((int)ROOM.CityRemove, OnCityRemove);

        MsgDispatcher.RegisterMsg((int)ROOM.ActorAdd, OnActorAdd);
        MsgDispatcher.RegisterMsg((int)ROOM.ActorRemove, OnActorRemove);
        MsgDispatcher.RegisterMsg((int)ROOM.ActorMove, OnActorMove);
        MsgDispatcher.RegisterMsg((int)ROOM.ActorAiState, OnActorAiState);
        MsgDispatcher.RegisterMsg((int)ROOM.ActorAiStateHigh, OnActorAiStateHigh);
        MsgDispatcher.RegisterMsg((int)ROOM.UpdateActorPos, OnUpdateActorPos);
        MsgDispatcher.RegisterMsg((int)ROOM.ActorPlayAni, OnActorPlayAni);
        MsgDispatcher.RegisterMsg((int)ROOM.TryCommand, OnTryCommand);

        MsgDispatcher.RegisterMsg((int)ROOM.HarvestStart, OnHarvestStart);
        MsgDispatcher.RegisterMsg((int)ROOM.HarvestStop, OnHarvestStop);
        MsgDispatcher.RegisterMsg((int)ROOM.UpdateRes, OnUpdateRes);
        MsgDispatcher.RegisterMsg((int)ROOM.UpdateActionPoint, OnUpdateActionPoint);

        MsgDispatcher.RegisterMsg((int)ROOM.FightStart, OnFightStart);
        MsgDispatcher.RegisterMsg((int)ROOM.FightStop, OnFightStop);
    }
Example #15
0
 /// <summary>
 /// 注册遭遇战胜负判断消息
 /// </summary>
 public void EncounterJudge()
 {
     MsgDispatcher.RegisterMsg(
         this.GetMsgReceiver(),
         (int)MessageType.Dead,
         NeedToDoJudge,
         KillSpecifyUnit,
         "Game Judge KillUnit trigger"
         );
     MsgDispatcher.RegisterMsg(
         this.GetMsgReceiver(),
         (int)MessageType.RoundsEnd,
         NeedToDoJudge,
         ProtectArea,
         "Game Judge ProtectArea trigger"
         ); MsgDispatcher.RegisterMsg(
         this.GetMsgReceiver(),
         (int)MessageType.Aftermove,
         NeedToDoJudge,
         EscortUnitToArea,
         "Game Judge ProtectUnitToArea trigger"
         );
 }
    // Use this for initialization
    void Start()
    {
        #region 处理其他UI
        _battleMapBlockAndUnits = GameObject.Find("MainPanel");
        _roundStateText         = GameObject.Find("phaseNameText");

        _uiToHide = new List <GameObject>();

        _uiToHide.Add(_battleMapBlockAndUnits);
        _uiToHide.Add(_roundStateText);
        #endregion

        #region 获取卡牌管理器上相应列表引用
        handcardList         = CardManager.Instance().cardsInHand;
        cardSetsList         = CardManager.Instance().cardsSets;
        cooldownList         = CardManager.Instance().cooldownCards;
        handcardInstanceList = CardManager.Instance().handcardsInstance;
        #endregion

        // 卡牌书界面内关闭按钮事件监听
        _closeWindowButton.onClick.Add(ShowCardBook);

        // 回合结束按钮添加事件监听
        _endRoundButton.onClick.Add(Gameplay.Instance().switchPhaseHandler);

        // 卡牌堆按钮添加事件监听
        _cardSetsButton.onClick.Add(ShowCardBook);

        _handcardList.childrenRenderOrder = ChildrenRenderOrder.Arch;

        MsgDispatcher.RegisterMsg(
            this.GetMsgReceiver(),
            (int)MessageType.HandcardChange,
            () => { return(true); },
            UpdateHandcards,
            "Hand cards observer"
            );

        MsgDispatcher.RegisterMsg(
            this.GetMsgReceiver(),
            (int)MessageType.CardsetChange,
            () => { return(true); },
            UpdateCardsSets,
            "Card sets observer"
            );

        MsgDispatcher.RegisterMsg(
            this.GetMsgReceiver(),
            (int)MessageType.CooldownlistChange,
            () => { return(true); },
            UpdateCooldownList,
            "Cooldown list observer"
            );

        UpdateHandcards();
        UpdateCardsSets();
        UpdateCooldownList();

        _handcardList.onClickItem.Add(OnClickHandCard);

        _cardsSetsList.onClickItem.Add(OnClickCardInCardSets);
    }
Example #17
0
 private void Start()
 {
     trigger = new THaste(GetComponent <GameUnit.GameUnit>().GetMsgReceiver());
     MsgDispatcher.RegisterMsg(trigger, "Haste");
 }
 void AddListener()
 {
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.UpdateResReply, OnUpdateResReply);
     MsgDispatcher.RegisterMsg((int)ROOM_REPLY.UpdateActionPointReply, OnUpdateActionPointReply);
 }
 public void Init(RoomLogic roomLogic)
 {
     _roomLogic = roomLogic;
     MsgDispatcher.RegisterMsg((int)ROOM.AmmoSupply, OnAmmoSupply);
 }