Exemple #1
0
    //下一轮开会投票
    public void NextVote()
    {
        CheckVoteStatus();
        SkillConfirmButton.SetActive(false);
        for (int i = 0; i < VoteStrs.Count; i++)
        {
            if (VoteStrs[i].Active == true)
            {
                TempStrs.Add(VoteStrs[i].Str);
                StrInfos.Remove(VoteStrs[i].TargetStr);//在待激活面板中删除对应战略
            }
            Destroy(VoteStrs[i].TargetStr.gameObject);
            Destroy(VoteStrs[i].gameObject);
        }
        VoteStrs.Clear();

        if (VoteSeqNum == 3)
        {
            VoteSeqNum = 0;
        }
        else
        {
            VoteSeqNum += 1;
            if (VoteSeqNum == 3)
            {
                VoteSeqNum += 1;
            }
        }

        if (VoteSeqNum < 5)
        {
            StartVote();
        }
        else
        {
            for (int i = 0; i < TempStrs.Count; i++)
            {
                StrategyInfo NewStr = Instantiate(ActivePrefab, ActiveStrsContent);
                NewStr.SC  = this;
                NewStr.Str = TempStrs[i];
                NewStr.UpdateUI();
                NewStr.Str.Effect(GC);
                ActiveStrs.Add(NewStr);
            }
            MeetingButton.interactable = false;
            TempStrs.Clear();
            TimeLeft = 384;
            if (CultureTimeLeft == -1)
            {
                CultureTimeLeft = 1152;
            }
            UpdateUI();
            VotePanel.gameObject.SetActive(false);
        }
    }
Exemple #2
0
    public void TimePass()
    {
        //旧时限部分
        #region
        //for(int i = 0; i < BlockTime.Length; i++)
        //{
        //    if(BlockTime[i] > 0)
        //    {
        //        BlockTime[i] -= 1;
        //        if (BlockTime[i] == 0)
        //        {
        //            Texts_BlockTime[i].gameObject.SetActive(false);
        //            NewStrs[i].gameObject.SetActive(true);
        //            NewStrs[i].Active = false;
        //            GC.Morale += 10;
        //        }
        //        else
        //            Texts_BlockTime[i].text = "剩余封锁时间:" + BlockTime[i] + "时";
        //    }
        //}

        //if(TimeLeft > 0)
        //{
        //    TimeLeft -= 1;
        //    if(TimeLeft == 0)
        //    {
        //        NewStrButton.interactable = true;
        //        for(int i = 0; i < CurrentStrs.Length; i++)
        //        {
        //            if (CurrentStrs[i].Used == false)
        //            {
        //                CurrentStrs[i].Str.EffectRemove(GC);
        //                CurrentStrs[i].Used = true;
        //                CurrentStrs[i].UseButton.interactable = false;
        //                GC.HourEvent.RemoveListener(CurrentStrs[i].TimePass);
        //                if (CurrentStrs[i].Active == false)
        //                {
        //                    GC.Morale -= 10;
        //                    BlockTime[CurrentStrs[i].StrNum] = 96;
        //                    NewStrs[CurrentStrs[i].StrNum].Active = true;
        //                    NewStrs[CurrentStrs[i].StrNum].gameObject.SetActive(false);
        //                    Texts_BlockTime[CurrentStrs[i].StrNum].gameObject.SetActive(true);
        //                }
        //            }
        //        }
        //    }
        //}
        #endregion
        if (TimeLeft > 0)
        {
            TimeLeft -= 1;
            if (TimeLeft == 0)
            {
                MeetingButton.interactable = true;
                for (int i = 0; i < ActiveStrs.Count; i++)
                {
                    if (ActiveStrs[i].Active == false)
                    {
                        GC.Stamina -= 20;
                    }
                    ActiveStrs[i].Str.EffectRemove(GC);
                    Destroy(ActiveStrs[i].gameObject);
                }
                ActiveStrs.Clear();
            }
        }
        if (CultureTimeLeft > 0)
        {
            CultureTimeLeft -= 1;
            if (CultureTimeLeft == 0)
            {
                canChangeCulture = true;
            }
        }
        UpdateUI();
    }