/// <summary>
 /// 重置可攻击次数
 /// </summary>
 public void ResetAttackTimes()
 {
     if (Actual风怒)
     {
         RemainAttactTimes = 2;
     }
     else
     {
         RemainAttactTimes = 1;
     }
     AttactStatus = 攻击状态.可攻击;
 }
 /// <summary>
 /// 攻击后
 /// </summary>
 public void AfterAttack(Boolean 被动攻击)
 {
     //失去潜行
     if (!被动攻击)
     {
         Is潜行Status = false;
         RemainAttactTimes--;
         if (RemainAttactTimes == 0)
         {
             AttactStatus = MinionCard.攻击状态.攻击完毕;
         }
     }
 }
 /// <summary>
 /// 设置初始状态
 /// </summary>
 public new void Init()
 {
     //将运行时状态设置为设计时状态
     this.实际攻击力           = this.StandardAttackPoint;
     this.ActualCostPoint = this.StandardCostPoint;
     this.实际生命值上限         = this.标准生命值上限;
     this.实际生命值           = this.标准生命值上限;
     this.Actual冲锋        = this.Standard冲锋;
     this.Actual嘲讽        = this.Standard嘲讽;
     this.Actual风怒        = this.Standard风怒;
     this.Actual不能攻击      = this.Standard不能攻击;
     this.Is潜行Status      = this.潜行特性;
     this.Is圣盾Status      = this.圣盾特性;
     this.Is英雄技能免疫Status  = this.英雄技能免疫特性;
     this.Is法术免疫Status    = this.法术免疫特性;
     //初始状态
     this.冰冻状态       = CardUtility.EffectTurn.无效果;
     this.Is沉默Status = false;
     this.Is激怒Status = false;
     if (Actual风怒)
     {
         RemainAttactTimes = 2;
     }
     else
     {
         RemainAttactTimes = 1;
     }
     //攻击次数
     if (Actual冲锋)
     {
         this.AttactStatus = 攻击状态.可攻击;
     }
     else
     {
         this.AttactStatus = 攻击状态.准备中;
     }
 }
Exemple #4
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 /// <summary>
 /// 重置可攻击次数
 /// </summary>
 public void ResetAttackTimes()
 {
     if (Actual风怒)
     {
         RemainAttactTimes = 2;
     }
     else
     {
         RemainAttactTimes = 1;
     }
     AttactStatus = 攻击状态.可攻击;
 }
Exemple #5
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 /// <summary>
 /// 设置初始状态
 /// </summary>
 public new void Init()
 {
     //将运行时状态设置为设计时状态
     this.实际攻击力 = this.StandardAttackPoint;
     this.ActualCostPoint = this.StandardCostPoint;
     this.实际生命值上限 = this.标准生命值上限;
     this.实际生命值 = this.标准生命值上限;
     this.Actual冲锋 = this.Standard冲锋;
     this.Actual嘲讽 = this.Standard嘲讽;
     this.Actual风怒 = this.Standard风怒;
     this.Actual不能攻击 = this.Standard不能攻击;
     this.Is潜行Status = this.潜行特性;
     this.Is圣盾Status = this.圣盾特性;
     this.Is英雄技能免疫Status = this.英雄技能免疫特性;
     this.Is法术免疫Status = this.法术免疫特性;
     //初始状态
     this.冰冻状态 = CardUtility.EffectTurn.无效果;
     this.Is沉默Status = false;
     this.Is激怒Status = false;
     if (Actual风怒)
     {
         RemainAttactTimes = 2;
     }
     else
     {
         RemainAttactTimes = 1;
     }
     //攻击次数
     if (Actual冲锋)
     {
         this.AttactStatus = 攻击状态.可攻击;
     }
     else
     {
         this.AttactStatus = 攻击状态.准备中;
     }
 }
Exemple #6
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 /// <summary>
 /// 攻击后
 /// </summary>
 public void AfterAttack(Boolean 被动攻击)
 {
     //失去潜行
     if (!被动攻击)
     {
         Is潜行Status = false;
         RemainAttactTimes--;
         if (RemainAttactTimes == 0) AttactStatus = MinionCard.攻击状态.攻击完毕;
     }
 }
Exemple #7
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 /// <summary>
 /// 重置可攻击次数
 /// </summary>
 public void ResetAttackTimes()
 {
     if (风怒特性)
     {
         剩余攻击次数 = 2;
     }
     else
     {
         剩余攻击次数 = 1;
     }
     AttactStatus = 攻击状态.可攻击;
 }
Exemple #8
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 /// <summary>
 /// 设置随从初始状态
 /// </summary>
 public new void Init()
 {
     //初始状态
     生命值 = 生命值上限;
     this.冰冻状态 = CardUtility.EffectTurn.无效果;
     //攻击次数
     if (风怒特性)
     {
         剩余攻击次数 = 2;
     }
     else
     {
         剩余攻击次数 = 1;
     }
     if (冲锋特性)
     {
         this.AttactStatus = 攻击状态.可攻击;
     }
     else
     {
         this.AttactStatus = 攻击状态.准备中;
     }
 }
Exemple #9
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 /// <summary>
 /// 攻击后
 /// </summary>
 public void AfterDoAttack(Boolean 被动攻击)
 {
     //失去潜行
     if (!被动攻击)
     {
         潜行特性 = false;
         剩余攻击次数--;
         if (剩余攻击次数 == 0) AttactStatus = MinionCard.攻击状态.攻击完毕;
     }
 }