Example #1
0
        /// <summary>
        /// 实施效果
        /// </summary>
        /// <param name="singleEffect">效果</param>
        /// <param name="Field"></param>
        /// <param name="Pos">指定对象</param>
        /// <returns></returns>
        public static List <String> RunSingleEffect(EffectDefine singleEffect, Card.Client.GameManager game, Card.CardUtility.TargetPosition Pos, int Seed)
        {
            List <String> Result  = new List <string>();
            List <String> PosList = Card.Effect.EffectDefine.GetTargetList(singleEffect, game, Pos, Seed);

            //切记,这里的EffectCount都是1
            switch (singleEffect.AbilityEffectType)
            {
            case AbilityEffectEnum.攻击:
                Result.AddRange(AttackEffect.RunEffect(singleEffect, game, PosList));
                break;

            case AbilityEffectEnum.回复:
                Result.AddRange(HealthEffect.RunEffect(singleEffect, game, PosList));
                break;

            case AbilityEffectEnum.状态:
                Result.AddRange(StatusEffect.RunEffect(singleEffect, game, PosList));
                break;

            case AbilityEffectEnum.召唤:
                Result.AddRange(SummonEffect.RunEffect(singleEffect, game, Seed));
                break;

            case AbilityEffectEnum.点数:
                Result.AddRange(PointEffect.RunEffect(singleEffect, game, PosList));
                break;

            case AbilityEffectEnum.卡牌:
                Result.AddRange(CardEffect.RunEffect(singleEffect, game));
                break;

            case AbilityEffectEnum.变形:
                Result.AddRange(TransformEffect.RunEffect(singleEffect, game, Pos));
                break;

            case AbilityEffectEnum.水晶:
                Result.AddRange(CrystalEffect.RunEffect(singleEffect, game));
                break;

            case AbilityEffectEnum.控制:
                Result.AddRange(ControlEffect.RunEffect(singleEffect, game, PosList));
                break;

            case AbilityEffectEnum.奥秘:
                break;

            default:
                break;
            }
            return(Result);
        }
Example #2
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="singleEffect"></param>
        /// <param name="game"></param>
        /// <param name="PosList"></param>
        /// <returns></returns>
        public static List <String> RunNormalSingleEffect(EffectDefine singleEffect, Client.GameManager game, List <String> PosList)
        {
            List <String>  Result    = new List <string>();
            String         strResult = String.Empty;
            String         strEffect = String.Empty;
            IEffectHandler handler   = new AttackEffect();

            switch (singleEffect.AbilityEffectType)
            {
            case Card.Effect.EffectDefine.AbilityEffectEnum.攻击:
                handler   = new AttackEffect();
                strResult = Card.Server.ActionCode.strAttack;
                strEffect = singleEffect.ActualEffectPoint.ToString();
                break;

            case Card.Effect.EffectDefine.AbilityEffectEnum.回复:
                handler   = new HealthEffect();
                strResult = Card.Server.ActionCode.strHealth;
                strEffect = singleEffect.ActualEffectPoint.ToString() + CardUtility.strSplitMark + singleEffect.AdditionInfo;
                break;

            case Card.Effect.EffectDefine.AbilityEffectEnum.状态:
                handler   = new StatusEffect();
                strResult = Card.Server.ActionCode.strStatus;
                strEffect = singleEffect.AdditionInfo;
                break;

            case Card.Effect.EffectDefine.AbilityEffectEnum.点数:
                handler   = new PointEffect();
                strResult = Card.Server.ActionCode.strPoint;
                strEffect = singleEffect.AdditionInfo + CardUtility.strSplitMark + singleEffect.StandardEffectPoint;
                break;

            case Card.Effect.EffectDefine.AbilityEffectEnum.变形:
                handler   = new TransformEffect();
                strResult = Card.Server.ActionCode.strTransform;
                strEffect = singleEffect.AdditionInfo;
                break;
            }
            strResult += Card.CardUtility.strSplitMark;
            foreach (var PosInfo in PosList)
            {
                var PosField = PosInfo.Split(CardUtility.strSplitMark.ToCharArray());
                if (PosField[0] == CardUtility.strMe)
                {
                    strResult += CardUtility.strMe + Card.CardUtility.strSplitMark;
                    switch (int.Parse(PosField[1]))
                    {
                    case Card.Client.BattleFieldInfo.HeroPos:
                        handler.DealHero(game, singleEffect, true);
                        strResult += Card.Client.BattleFieldInfo.HeroPos.ToString();
                        break;

                    case Card.Client.BattleFieldInfo.AllPos:
                        for (int i = 0; i < game.MyInfo.BattleField.MinionCount; i++)
                        {
                            handler.DealMinion(game, singleEffect, true, i);
                        }
                        strResult += Card.Client.BattleFieldInfo.AllPos.ToString();
                        break;

                    default:
                        handler.DealMinion(game, singleEffect, true, int.Parse(PosField[1]) - 1);
                        strResult += PosField[1];
                        break;
                    }
                }
                else
                {
                    strResult += CardUtility.strYou + Card.CardUtility.strSplitMark;
                    switch (int.Parse(PosField[1]))
                    {
                    case Card.Client.BattleFieldInfo.HeroPos:
                        handler.DealHero(game, singleEffect, false);
                        strResult += Card.Client.BattleFieldInfo.HeroPos.ToString();
                        break;

                    case Card.Client.BattleFieldInfo.AllPos:
                        for (int i = 0; i < game.YourInfo.BattleField.MinionCount; i++)
                        {
                            handler.DealMinion(game, singleEffect, false, i);
                        }
                        strResult += Card.Client.BattleFieldInfo.AllPos.ToString();
                        break;

                    default:
                        handler.DealMinion(game, singleEffect, false, int.Parse(PosField[1]) - 1);
                        strResult += PosField[1];
                        break;
                    }
                }
                strResult += Card.CardUtility.strSplitMark + strEffect;
                Result.Add(strResult);
            }
            return(Result);
        }