public FinalizedFightBuilder Initial(FightPhase phase) { _initial = phase; return(this); }
private void OnAttackComplete() { Debug.Log("OnAttackComplete."); FightPhase nextPhase = FightPhase.Attack1; switch (fightPhase) { case FightPhase.Attack1: if (fightInformation.Attack2 != null) { nextPhase = FightPhase.Attack2; } else if (fightInformation.Back1 != null) { nextPhase = FightPhase.Back1; } else { nextPhase = FightPhase.Completed; } break; case FightPhase.Attack2: if (fightInformation.Back1 != null) { nextPhase = FightPhase.Back1; } else { nextPhase = FightPhase.Completed; } break; case FightPhase.Back1: if (fightInformation.Back2 != null) { nextPhase = FightPhase.Back2; } else { nextPhase = FightPhase.Completed; } break; case FightPhase.Back2: nextPhase = FightPhase.Completed; break; default: nextPhase = FightPhase.Completed; break; } fightPhase = nextPhase; switch (nextPhase) { case FightPhase.Attack2: Invoke("DoSubjectAttack", 0.2f); break; case FightPhase.Back1: case FightPhase.Back2: Invoke("DoTargetAttack", 0.2f); break; case FightPhase.Completed: CompletFight(); break; default: break; } }
public FinalizedFightBuilder Counter(FightPhase phase) { _counter = phase; return(this); }
public FinalizedFightBuilder Double(FightPhase phase) { _double = phase; return(this); }
//结束阶段 public virtual void EndPhase(FightPhase fightPhase, FightHero target, FightHero other, string data) { }
public FinalizedFightBuilder Flank(FightPhase phase) { _flank = phase; return(this); }
private void OnStateChanged(Fight fight, FightPhase phase) { if (phase == FightPhase.Placement) { m_bot.CallDelayed(500, PlaceToWeakestEnemy); m_bot.CallDelayed(2500, new Action(() => m_bot.SendToServer(new GameFightReadyMessage(true)))); } }
//敌方行动阶段 public virtual void OtherActionPhase(FightPhase fightPhase, FightHero target, FightHero other, string data) { }
public void Update() { matchUI(); MatchLogic(); switch (currentFightPhase) { case FightPhase.PreMatch: _PlayerMomentum = 0; _PlayerMomentum += _initPlayerMomentum; _OpponentMomentum = 0; _OpponentMomentum += _initOpponentMomentum; _MatchHeat = 0; _MatchHeat += _initialMatchHeat; _MatchTimeMin = 0; HideMoves(true); break; case FightPhase.PlayerTurnInput: //Full_Match_UI.gameObject.SetActive(true); HideMoves(false); break; case FightPhase.PlayerTurnOutcome: //Full_Match_UI.gameObject.SetActive(false); PerformMove(); break; case FightPhase.PlayerMove: _timer -= 1 * Time.deltaTime; if (_timer <= 0) { currentFightPhase++; _timer = 3; } break; case FightPhase.CPUTurnInput: HideMoves(true); CPUGetMove(); break; case FightPhase.CPUTurnOutcome: NextMinute(); CooldownCheck(); currentFightPhase = FightPhase.PlayerTurnInput; break; } }
public virtual IEnumerator SpecialAttack(FightPhase phase, MapDimensions dimensions, CombatantView receiverView, WeaponHitSeverity severity) { throw new InvalidOperationException("Combatant: " + CombatantId + " has no special attack."); }
//Get CPU Move public void CPUGetMove() { //_currentMove = Random.RandomRange(0, opponent.Moves.Length); //_MatchHeat += 5; currentFightPhase = FightPhase.CPUTurnOutcome; }
protected void SetPhase(FightPhase phase) { Phase = phase; OnStateChanged(phase); }
//使用双方被动技能 private void UseProssiveSkill(FightPhase fightPhase, FightHero player_1, FightHero player_2) { player_1.Hero_Card.Prossive_skill_function(fightPhase, player_1, player_2); player_2.Hero_Card.Prossive_skill_function(fightPhase, player_2, player_1); }
//主动技能 public void Action_skill_function(FightPhase fightPhase, FightHero source, FightHero target) { Action_skill.skill_function(fightPhase, source, target); }
public Skill(int skill_id, string skill_name, string skill_function_name, string skill_describe, bool is_action_skill, FightPhase skill_phase, float skill_cd, string skill_effect_path) { this.Skill_id = skill_id; this.Skill_name = skill_name; this.Skill_describe = skill_describe; this.isActionSkill = is_action_skill; this.Skill_phase = skill_phase; this.Skill_function_name = skill_function_name; this.Skill_cd = skill_cd; this.Skill_effect_path = skill_effect_path; this.Skill_enable = true; }