//---------------------------------------------------------------- //事件组合器; public override void Update() { _double = CoreDataObserver.GetInstance().Get_CardOfThePlayAtPresent();//获取最新的打出卡牌数据; if (_double != _cardOfThePlayAtPresent) { _cardOfThePlayAtPresent = _double; //------------------------------------------------------------------------------------------------- //Do something: //Put event; switch (_cardOfThePlayAtPresent.GetCardType()) { case CardType.MagicCard: //----------------------------------------------------------------------------------------- //当前出的卡片为魔法卡; //EventQueue.GetInstance().PushEventForSecondqueue(EventFactory.GetInstance().GetEvent("Debuff_CreatEventOne"));//投递事件; if (CoreDataObserver.GetInstance().GetMomentTypeAtPresent() == MomentType.DisruptivePhase || CoreDataObserver.GetInstance().GetMomentTypeAtPresent() == MomentType.A_HandoutPhase) { //如果当前阶段为捣乱阶段或者施舍阶段; EventQueue.GetInstance().PushEventForSecondqueue(EventFactory.GetInstance().GetEvent("PushAttackEnemyCards")); //投递事件; } else { //为其他阶段; //表明作用对象为本人或者为本人所面对的怪物; EventQueue.GetInstance().PushEventForSecondqueue(EventFactory.GetInstance().GetEvent("Magic_CreatEvent")); //投递事件; } //----------------------------------------------------------------------------------------- break; case CardType.MonsterCard: //----------------------------------------------------------------------------------------- //当前出的卡片为怪兽卡; //----------------------------------------------------------------------------------------- break; case CardType.EquipmentCard: //----------------------------------------------------------------------------------------- //当前出的卡牌为装备卡; //----------------------------------------------------------------------------------------- break; case CardType.OccupationCard: //----------------------------------------------------------------------------------------- //当前出的卡牌为职业卡; //----------------------------------------------------------------------------------------- break; case CardType.RaceCard: //----------------------------------------------------------------------------------------- //当前出的卡牌为种族卡; //----------------------------------------------------------------------------------------- break; case CardType.DebuffCard: //----------------------------------------------------------------------------------------- //当前出的卡牌为诅咒卡; //----------------------------------------------------------------------------------------- break; default: //----------------------------------------------------------------------------------------- //----------------------------------------------------------------------------------------- break; } //------------------------------------------------------------------------------------------------- } }