Esempio n. 1
0
    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);
    }
Esempio n. 2
0
    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);
    }
Esempio n. 3
0
    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);
    }
Esempio n. 4
0
    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);
    }
Esempio n. 5
0
    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);
    }
Esempio n. 6
0
    public void NextBattle()
    {
        if (GameConst.CanShowText() == false)
        {
            return;
        }

        showStringList.Add(showString);
        GameConst.curShowTextConut = showStringList.Count;
        showString = null;
    }
Esempio n. 7
0
    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);
    }
Esempio n. 8
0
    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);
    }
Esempio n. 9
0
    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);
    }
Esempio n. 10
0
    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);
    }