//攻击指令拉起一个等待进程 private void Button2_Click(object sender, EventArgs e) { if (fromMainMc is Mon_null) { return; } AttackChoose attackChoose = new AttackChoose(fromMainMc); attackChoose.ShowDialog(); button2.Hide();//攻击指令 button3.Hide(); }
/// <summary> /// 【攻击按钮】被按下时 /// </summary> /// 先判断是否是空怪物,是则直接返回 /// 否则判断怪物攻击宣言的剩余次数 /// 可以攻击则唤起可攻击的列表 /// <param name="sender"></param> /// <param name="e"></param> private void Button2_Click(object sender, EventArgs e) { if (selectFromMonPlace_Mc is Mon_null) { return; } if (selectFromMonPlace_Mc.AttAllow_Rest > 0) { if (Player.BeBlocked) { this.Player.MainPlaceInfo.MainFightPlace.textBox3.Text = Player.Name + " 处于阻塞阶段,等待对方操作"; } else { AttackChoose attackChooseForm = new AttackChoose(selectFromMonPlace_Mc); attackChooseForm.ShowDialog(); } } button2.Hide();//攻击指令 button3.Hide(); }