/// <summary> 处理输入 </summary> private void HandleInput() { if (IsOnUI()) { return; } currentTrail = self.GetPlayer().GetConcentrateTrailAt(cardID); currentTrail.DrawTrail(self.GetPlayer(), GetPosition()); // 设定轨迹 if (Input.GetMouseButtonDown(0)) { points.Add(GetPosition()); } else if (Input.GetMouseButtonDown(1)) { fsm.TransitionTo <IdleState>(); } }
/// <summary> 专注效果 (玩家, 攻击方, 攻击轨迹) </summary> public virtual void Activate(ConcentrateTrail self, Player player, Player attacker, AttackTrail trail) { }
public override void Activate(ConcentrateTrail self, Player player, Player enemy, AttackTrail trail) { self.card.Activate(player, self.card.discardEffects); self.isExist = false; }
public override void Activate(ConcentrateTrail self, Player player, Player enemy, AttackTrail trail) { player.hitPoint += power; Log($"{player.name} 恢复了 {power} HP."); }
public override void Activate(ConcentrateTrail self, Player player, Player enemy, AttackTrail trail) { player.isDodge = true; Log($"{enemy.name} 没打中."); }