/// <summary> /// 发动卡片 /// </summary> /// <param name="target"></param> private void DoCasted(ActorMono target) { //holder.GetComponent<ActorMono>().StartCoroutine(holder.GetComponent<ActorMono>().CastCard(card, target)); holder.GetComponent <ActorMono>().CastCard(card, target); state = State.none; OnNone(); }
private void OnTurnStart() { BattleState = State.TurnStart; Camera.main.GetComponent <CameraController>().MoveToTarget(actor_curTurn.gameObject); // buff清零 actor_curTurn.atk_addValue = 0; if (actor_curTurn.group == ActorMono.Group.monster) { actor_curTurn.ResumeMovePoint(); actor_curTurn.DiscardFocusedCard(); actor_curTurn.GetComponent <MonsterController>().TurnStart(); } else { actor_curTurn.DiscardFocusedCard(); actor_curTurn.FocusUp(); actor_curTurn.DrawStartCard(); actor_curTurn.ResumeActionPoint(); actor_curTurn.ResumeMovePoint(); } bool isPlayerTurn = (actor_curTurn.group == ActorMono.Group.player); UIManager.instance.ActiveUI("ActionPoint", isPlayerTurn); UIManager.instance.ActiveUI("MovePoint", isPlayerTurn); UIManager.instance.ActiveUI("UIArea", isPlayerTurn); UIManager.instance.ActiveUI("Hand", isPlayerTurn); UIManager.instance.ActiveUI("DeckNum", isPlayerTurn); UIManager.instance.ActiveUI("DiscardNum", isPlayerTurn); UIManager.instance.ActiveUI("FocusPoint", isPlayerTurn); UIManager.instance.ActiveUI("TurnEnd", isPlayerTurn); UIManager.instance.ActiveUI("Resources", isPlayerTurn); }