private bool RoundBegin() { ConsoleEx.DebugLog("############## RoundBegin ##############"); _battleStatus = CMsgHeader.STATUS_ROUND_BEGIN; _curAtter = _attTeam.curPet; _curDefer = _defTeam.curPet; bool canBegin = false; //------------ 可能因为自爆技能导致,后续队员的死亡 ------- if (_curDefer != null && _curAtter != null && _curDefer.alive && _curAtter.alive) { canBegin = true; } if (canBegin) { //重置一个回合奥义释放的次数 _AoYiCastCount_Att = 0; _AoYiCastCount_Def = 0; fullFateOneAngry(); CMsgRoundBegin msg = new CMsgRoundBegin(_curAtter.pveId, _curDefer.pveId, _curAtter.curAtt, _curDefer.curAtt, _attTeam.curAngry, _defTeam.curAngry); addMsgToRecorder(msg); } return(canBegin); }
//这个函数已不再使用 private int startOneRound() { _battleStatus = CMsgHeader.STATUS_ROUND_BEGIN; _curAtter = _attTeam.curPet; _curDefer = _defTeam.curPet; //------------ 可能因为自爆技能导致,后续队员的死亡 ------- if (_curDefer.alive && _curAtter.alive) { //重置一个回合奥义释放的次数 _AoYiCastCount_Att = 0; _AoYiCastCount_Def = 0; fullFateOneAngry(); CMsgRoundBegin msg = new CMsgRoundBegin(_curAtter.pveId, _curDefer.pveId, _curAtter.curAtt, _curDefer.curAtt, _attTeam.curAngry, _defTeam.curAngry); addMsgToRecorder(msg); addAngryByAoYi(); bufOrDebufSkill(); propertyChg(); propertyKill(); castAngrySkill(); castNormalSkill(); fighting(); castEndSkill(); } checkToNextOrOver(); return(_attTeam.over ? 2 : 1); }