/// <summary> /// 实施效果 /// </summary> /// <param name="singleEffect">效果</param> /// <param name="Field"></param> /// <param name="Pos">指定对象</param> /// <returns></returns> public static List <String> RunSingleEffect(EffectDefine singleEffect, Card.Client.GameManager game, Card.CardUtility.TargetPosition Pos, int Seed) { List <String> Result = new List <string>(); List <String> PosList = Card.Effect.EffectDefine.GetTargetList(singleEffect, game, Pos, Seed); //切记,这里的EffectCount都是1 switch (singleEffect.AbilityEffectType) { case AbilityEffectEnum.攻击: Result.AddRange(AttackEffect.RunEffect(singleEffect, game, PosList)); break; case AbilityEffectEnum.回复: Result.AddRange(HealthEffect.RunEffect(singleEffect, game, PosList)); break; case AbilityEffectEnum.状态: Result.AddRange(StatusEffect.RunEffect(singleEffect, game, PosList)); break; case AbilityEffectEnum.召唤: Result.AddRange(SummonEffect.RunEffect(singleEffect, game, Seed)); break; case AbilityEffectEnum.点数: Result.AddRange(PointEffect.RunEffect(singleEffect, game, PosList)); break; case AbilityEffectEnum.卡牌: Result.AddRange(CardEffect.RunEffect(singleEffect, game)); break; case AbilityEffectEnum.变形: Result.AddRange(TransformEffect.RunEffect(singleEffect, game, Pos)); break; case AbilityEffectEnum.水晶: Result.AddRange(CrystalEffect.RunEffect(singleEffect, game)); break; case AbilityEffectEnum.控制: Result.AddRange(ControlEffect.RunEffect(singleEffect, game, PosList)); break; case AbilityEffectEnum.奥秘: break; default: break; } return(Result); }
/// <summary> /// 运行奥秘 /// </summary> /// <param name="SecretCardSN"></param> /// <param name="ActionCode"></param> /// <param name="HitMySelf"></param> /// <returns></returns> public static List <String> RunSecretHit(String SecretCardSN, String ActionCode, Boolean HitMySelf, Card.Client.GameManager game) { List <String> ActionLst = new List <string>(); SecretCard card = (SecretCard)CardUtility.GetCardInfoBySN(SecretCardSN); var actiontype = Card.Server.ActionCode.GetActionType(ActionCode); var actionField = ActionCode.Split(Card.CardUtility.strSplitMark.ToCharArray()); ActionLst.Add(Card.Server.ActionCode.strHitSecret + CardUtility.strSplitMark + (HitMySelf ? CardUtility.strMe : CardUtility.strYou) + CardUtility.strSplitMark + SecretCardSN); //HitMySelf 在自己的回合运行自己的奥秘 switch (card.Condition) { case SecretCondition.对方召唤随从: //如果是召唤系的 if (HitMySelf) { //在自己的回合运行自己的奥秘 //SUMMON#YOU#M000001#POS //例如:亡语的时候可能召唤一个新的随从 PointEffect.RunPointEffect(game.YourInfo.BattleField.BattleMinions[int.Parse(actionField[3]) - 1], card.AdditionInfo); ActionLst.Add(Card.Server.ActionCode.strPoint + Card.CardUtility.strSplitMark + CardUtility.strYou + Card.CardUtility.strSplitMark + actionField[3] + Card.CardUtility.strSplitMark + card.AdditionInfo); } else { //在自己的回合运行别人的奥秘 if (actiontype == Server.ActionCode.ActionType.Summon) { //SUMMON#YOU#M000001#POS PointEffect.RunPointEffect(game.MyInfo.BattleField.BattleMinions[int.Parse(actionField[3]) - 1], card.AdditionInfo); ActionLst.Add(Card.Server.ActionCode.strPoint + Card.CardUtility.strSplitMark + CardUtility.strMe + Card.CardUtility.strSplitMark + actionField[3] + Card.CardUtility.strSplitMark + card.AdditionInfo); } else { //MINION#M000001#1 PointEffect.RunPointEffect(game.MyInfo.BattleField.BattleMinions[int.Parse(actionField[2]) - 1], card.AdditionInfo); ActionLst.Add(Card.Server.ActionCode.strPoint + Card.CardUtility.strSplitMark + CardUtility.strMe + Card.CardUtility.strSplitMark + actionField[2] + Card.CardUtility.strSplitMark + card.AdditionInfo); } } break; default: break; } return(ActionLst); }