public void ShowCastSkill(Army army, Skill skill, SkillState state) { if (GameConst.CanShowText() == false) { return; } string temp = ""; switch (state) { case SkillState.READY_1: temp = "<color=" + GameConst.Color.greenColor + "【" + army.name + "】</color>的战法【" + skill.name + "】开始准备!"; break; case SkillState.INSTANT_CAST: if (skill.name.Equals("") == false) { temp = "<color=" + army.color + "【" + army.name + "】</color>发动【" + skill.name + "】!"; } else { return; } break; case SkillState.DAMAGE: temp = "\t\t造成了" + "百分之" + skill.curDamge + "的伤害(" + skill.curTrunTargetCount + "个目标)"; break; } Append(temp); }
public void ShowHitBuff(Army army, BuffClass buff, int type) { if (GameConst.CanShowText() == false) { return; } string temp = ""; switch (type) { case 0: temp = "\t\t" + "<color=" + GameConst.Color.redColor + "【" + army.name + "】</color>的" + "<color=" + GameConst.Color.yellowColor + buff.effectName + "</color>" + "效果无法施加,存在一个相同或更强的效果"; break; case 1: temp = "\t\t" + "<color=" + GameConst.Color.redColor + "【" + army.name + "】</color>的" + "<color=" + GameConst.Color.yellowColor + buff.effectName + "</color>" + "效果已施加 (来自 " + buff.skill.name + " )"; break; case 2: temp = "\t\t" + "<color=" + GameConst.Color.redColor + "【" + army.name + "】</color>的" + "<color=" + GameConst.Color.yellowColor + buff.effectName + "</color>" + "效果被刷新了! (来自 " + buff.skill.name + " )"; break; case 3: break; } Append(temp); }
public void ShowTrun(int num) { if (GameConst.CanShowText() == false) { return; } string temp = "\n\t\t\t<color=" + GameConst.Color.lightColor + "__________第 " + num + " 回合__________</color>"; Append(temp); }
public void BattleBegin(int num) { if (GameConst.CanShowText() == false) { return; } string temp = "\n<color=" + GameConst.Color.lightColor + "############第 " + num + " 场战斗开始#############</color>\n"; Append(temp); }
public void BattleEnd(int num) { if (GameConst.CanShowText() == false) { return; } string temp = "\n<color=" + GameConst.Color.lightColor + "____________________第 " + num + " 场战斗结束____________________</color>\n"; Append(temp); }
public void NextBattle() { if (GameConst.CanShowText() == false) { return; } showStringList.Add(showString); GameConst.curShowTextConut = showStringList.Count; showString = null; }
public void ShowHurt(Army army, float damage) { if (GameConst.CanShowText() == false) { return; } string temp = "\t\t" + "<color=" + army.color + "【" + army.name + "】</color>损失了" + "<color=" + GameConst.Color.yellowColor + damage.ToString("0.0") + "</color>" + "兵力 (" + army.getCount().ToString("0") + ")"; Append(temp); }
public void ShowAttack(Army attacker, Army defender) { if (GameConst.CanShowText() == false) { return; } string temp = "" + "<color=" + attacker.color + "【" + attacker.name + "】</color>对" + "<color=" + defender.color + "【" + defender.name + "】</color>" + "发动普通攻击"; Append(temp); }
public void ShowRemoveBuff(Army army, BuffClass buff) { if (GameConst.CanShowText() == false) { return; } string temp = ""; switch (buff.buffType) { case BuffType.DOT: temp = "" + "<color=" + GameConst.Color.redColor + "【" + army.name + "】 </color>的来自" + "<color=" + GameConst.Color.greenColor + buff.skill.army.name + "</color>【" + buff.skill.name + "】的" + buff.effectName + "效果消失了"; break; } Append(temp); }
public void ShowDotHurt(Army defender, DotBuff buff, bool hit) { if (GameConst.CanShowText() == false) { return; } string temp = ""; if (hit) { temp = "" + "<color=" + GameConst.Color.redColor + "【" + defender.name + "】 </color>由于" + buff.skill.army.name + "【" + buff.skill.name + "】施加的" + buff.effectName + "效果损失了<color=" + GameConst.Color.yellowColor + buff.dotDamage.ToString("0.0") + "</color>" + "兵力 (" + defender.getCount().ToString("0") + ") [剩" + buff.currentRound + "回合]"; } else { temp = "" + "<color=" + buff.skill.army.color + "【" + buff.skill.army.name + "】</color>" + "【" + buff.skill.name + "】的" + buff.effectName + "对 <color=" + defender.color + "【" + defender.name + "】" + " </color>没有生效"; } Append(temp); }