/// <summary> /// 针对系统的法术效果 /// </summary> /// <param name="game"></param> /// <param name="ConvertPosDirect"></param> /// <param name="Ability"></param> /// <returns></returns> public static List <string> RunGameSystemEffect(ActionStatus game, AtomicEffectDefine effect, CardUtility.位置选择用参数结构体 Option) { List <string> Result = new List <string>(); switch (effect.AtomicEffectType) { case AtomicEffectDefine.AtomicEffectEnum.卡牌: CardEffect CardAtomic = new CardEffect(); CardAtomic.GetField(effect.InfoArray); return(CardAtomic.RunEffect(game, Option.EffectTargetSelectDirect)); case AtomicEffectDefine.AtomicEffectEnum.水晶: CrystalEffect CrystalAtomic = new CrystalEffect(); CrystalAtomic.GetField(effect.InfoArray); return(CrystalAtomic.RunEffect(game, Option.EffectTargetSelectDirect)); case AtomicEffectDefine.AtomicEffectEnum.武器: WeaponPointEffect WeaponPointAtomic = new WeaponPointEffect(); WeaponPointAtomic.GetField(effect.InfoArray); return(WeaponPointAtomic.RunEffect(game, Option.EffectTargetSelectDirect)); case AtomicEffectDefine.AtomicEffectEnum.召唤: SummonEffect SummonAtomic = new SummonEffect(); SummonAtomic.GetField(effect.InfoArray); return(SummonAtomic.RunEffect(game, Option.EffectTargetSelectDirect)); } return(Result); }
/// <summary> /// 处理对方的动作 /// </summary> /// <param name="ActionCommand"></param> /// <param name="game"></param> public static void Process(string ActionCommand, ActionStatus game) { string[] actField = ActionCommand.Split(CardUtility.strSplitMark.ToCharArray()); switch (ActionCode.GetActionType(ActionCommand)) { case ActionCode.ActionType.Card: CardEffect.ReRunEffect(1, game, actField); break; case ActionCode.ActionType.UseMinion: int Pos = int.Parse(actField[2]); var minion = (MinionCard)CardUtility.GetCardInfoBySN(actField[1]); minion.初始化(); game.AllRole.YourPublicInfo.BattleField.PutToBattle(Pos, minion); Buff.ResetBuff(game); break; case ActionCode.ActionType.UseWeapon: game.AllRole.YourPublicInfo.Hero.Weapon = (WeaponCard)CardUtility.GetCardInfoBySN(actField[1]); break; case ActionCode.ActionType.UseSecret: game.AllRole.YourPublicInfo.Hero.SecretCount++;; break; case ActionCode.ActionType.UseAbility: break; case ActionCode.ActionType.Fight: //FIGHT#1#2 FightHandler.Fight(int.Parse(actField[2]), int.Parse(actField[1]), game, false); break; case ActionCode.ActionType.Point: IAtomicEffect point = new PointEffect(); point.ReRunEffect(game, actField); break; case ActionCode.ActionType.Health: IAtomicEffect health = new HealthEffect(); health.ReRunEffect(game, actField); break; case ActionCode.ActionType.Status: IAtomicEffect status = new StatusEffect(); status.ReRunEffect(game, actField); break; case ActionCode.ActionType.Transform: IAtomicEffect transform = new TransformEffect(); transform.ReRunEffect(game, actField); break; case ActionCode.ActionType.Attack: IAtomicEffect attack = new AttackEffect(); attack.ReRunEffect(game, actField); break; case ActionCode.ActionType.HitSecret: SecretCard.ReRunSecret(game, actField); break; case ActionCode.ActionType.Control: ControlEffect.ReRunEffect(game, actField); break; case ActionCode.ActionType.Summon: SummonEffect.ReRunEffect(game, actField); break; case ActionCode.ActionType.Crystal: CrystalEffect.ReRunEffect(game, actField); break; case ActionCode.ActionType.WeaponPoint: WeaponPointEffect.ReRunEffect(game, actField); break; case ActionCode.ActionType.Settle: ActionStatus.Settle(game); break; } }