void Update() { collisiondelay += Time.deltaTime; if (TurnBaseManager.PlayerTurn == ID && health != 0) { Moving = Input.GetAxis("Vertical") * MoveSpeed; Rotate = Input.GetAxis("Horizontal") * 5; if (Input.GetKeyDown(KeyCode.Space)) { GameObject clone = Instantiate(bullet); clone.transform.position = FiringEnd.transform.position; clone.GetComponent <Rigidbody>().velocity = FiringEnd.transform.right * 10; rb.AddForce(transform.right * -Recoil); TurnBaseManager.EndTurn(); } } else if (TurnBaseManager.PlayerTurn >= 2) { TurnBaseManager.PlayerTurn = 0; } if (ID == 0 && health == 0) { SceneManager.LoadScene("player2wins", LoadSceneMode.Single); } if (ID == 1 && health == 0) { SceneManager.LoadScene("player1wins", LoadSceneMode.Single); } healthobject.GetComponent <Slider>().value = health; }
void Start() { m_Camera = Camera.main; m_TurnBaseManager = GameObject.Find("TurnBaseManager").GetComponent <TurnBaseManager>(); }
void Start() { state = ControlState.Wait; unitCtrl = this.GetComponent <UnitMoveControl>(); camManager = this.GetComponent <CameraManager>(); battle = this.GetComponent <BattleManager>(); turn = this.GetComponent <TurnBaseManager>(); controlPanel.SetActive(true); cam = camManager.cam; }
/// <summary> /// 施放技能 /// </summary> public void Spell(TurnBaseManager turnBaseManager) { if (!IsActive) { return; } skill.Effect(turnBaseManager); this.cooldown += skill.Cooldown; if (this.cooldown > 0) { IsActive = false; } }
public virtual void OnExecutiveEnter(TurnBaseManager turnBaseManager) { }
public virtual void OnDrawEnter(TurnBaseManager turnBaseManager) { }
public override void Addon(TurnBaseManager turnBaseManager) { // turnBaseManager.addBuff(character); }
public override void OnDrawEnter(TurnBaseManager turnBaseManager) { //修改drawstate中的抽卡数量,然后抽牌 }
/// <summary> /// 讲技能效果保存到manager里,在结算阶段一起调用 /// </summary> /// <param name="turnBaseManager"></param> public abstract void Effect(TurnBaseManager turnBaseManager);
public PrepareState(TurnBaseManager manager, string name, float maxWaitTime = 30f) : base(manager) { this.Name = name; this.maxWaitTime = maxWaitTime; }
public TimeWaitState(TurnBaseManager manager, string name, float waitTime = .3f) : base(manager) { this.Name = name; this.waitTime = waitTime; }
public virtual void OnTurnStartEnter(TurnBaseManager turnBaseManager) { }
public virtual void OnTurnEndEnter(TurnBaseManager turnBaseManager) { }
public virtual void OnPrepareEnter(TurnBaseManager turnBaseManager) { }
public virtual void OnAttacked(TurnBaseManager turnBaseManager) { }
/// <summary> /// 战斗开始时发动的附加状态 /// </summary> /// <param name="turnBaseManager"></param> public abstract void Addon(TurnBaseManager turnBaseManager);
public State(TurnBaseManager tbManager) { this.tbManager = tbManager; }
public DrawState(TurnBaseManager manager, string name, float waitTime = 1f) : base(manager, name, waitTime) { }
public override void Effect(TurnBaseManager turnBaseManager) { }
/// <summary> /// 施放技能 /// </summary> public void Spell(TurnBaseManager turnBaseManager) { if (!IsActive) return; skill.Effect(turnBaseManager); this.cooldown += skill.Cooldown; if (this.cooldown > 0) { IsActive = false; } }
// Start is called before the first frame update void Start() { ins = this; }