/// <summary> /// 初始化奥术飞弹 /// </summary> /// <returns></returns> public static Card.MagicCard Get奥术飞弹() { Card.MagicCard 奥术飞弹 = new Card.MagicCard(); 奥术飞弹.SN = "M000001"; 奥术飞弹.Name = "奥术飞弹"; 奥术飞弹.Description = "造成3点伤害,随机分配给敌方角色。"; 奥术飞弹.Rare = Card.CardBasicInfo.稀有程度.绿色; //使用成本 奥术飞弹.ActualCostPoint = 1; 奥术飞弹.StandardCostPoint = 1; //3回1点攻击 奥术飞弹.FirstMagicDefine.StandardEffectPoint = 1; 奥术飞弹.FirstMagicDefine.ActualEffectPoint = 1; 奥术飞弹.FirstMagicDefine.EffectCount = 3; 奥术飞弹.FirstMagicDefine.EffictTargetSelectMode = Card.CardUtility.TargetSelectModeEnum.随机; return 奥术飞弹; }
/// <summary> /// 初始化奥术智慧 /// </summary> /// <returns></returns> public static Card.MagicCard Get奥术智慧() { Card.MagicCard 奥术智慧 = new Card.MagicCard(); 奥术智慧.SN = "M000002"; 奥术智慧.Name = "奥术智慧"; 奥术智慧.Description = "随机抽两张牌。"; 奥术智慧.Rare = Card.CardBasicInfo.稀有程度.绿色; //使用成本 奥术智慧.ActualCostPoint = 1; 奥术智慧.StandardCostPoint = 1; 奥术智慧.JoinType = Card.MagicCard.EffectJoinType.None; //随机抽两张牌 Card.MagicCardStockEffect cardStockEffect = new Card.MagicCardStockEffect(); cardStockEffect.StandardEffectPoint = 2; cardStockEffect.EffectCount = 1; cardStockEffect.EffectTargetSelectDirect = Card.CardUtility.TargetSelectDirectEnum.本方; 奥术智慧.FirstMagicDefine = cardStockEffect; return 奥术智慧; }
/// <summary> /// 导入 /// </summary> private void Import() { dynamic excelObj = Interaction.CreateObject("Excel.Application"); excelObj.Visible = true; dynamic workbook; dynamic worksheet; workbook = excelObj.Workbooks.Open(ExcelPicker.SelectedPathOrFileName); for (int i = 1; i < 5; i++) { Card.CardBasicInfo.稀有程度 Rare; Rare = Card.CardBasicInfo.稀有程度.白色; worksheet = workbook.Sheets(i); switch (i) { case 1: Rare = Card.CardBasicInfo.稀有程度.白色; break; case 2: Rare = Card.CardBasicInfo.稀有程度.绿色; break; case 3: Rare = Card.CardBasicInfo.稀有程度.蓝色; break; case 4: Rare = Card.CardBasicInfo.稀有程度.紫色; break; case 5: Rare = Card.CardBasicInfo.稀有程度.橙色; break; default: break; } int rowCount = 2; while (!String.IsNullOrEmpty(worksheet.Cells(rowCount, 1).Text)) { //名称 说明 职业 种族 花费资源 攻击 生命 类型 来源 稀有程度 String CardType = worksheet.Cells(rowCount, 8).Text; switch (CardType) { case "仆从": Card.FollowerCard follower = new Card.FollowerCard(); follower.Name = worksheet.Cells(rowCount, 1).Text; follower.Description = worksheet.Cells(rowCount, 2).Text; follower.StandardCostPoint = GetInt(worksheet.Cells(rowCount, 5).Text); follower.StandardAttackPoint = GetInt(worksheet.Cells(rowCount, 6).Text); follower.StandardHealthPoint = GetInt(worksheet.Cells(rowCount, 7).Text); follower.Rare = Rare; innerCollection.Insert<Card.FollowerCard>(follower); break; case "法术": Card.MagicCard magic = new Card.MagicCard(); magic.Name = worksheet.Cells(rowCount, 1).Text; magic.Description = worksheet.Cells(rowCount, 2).Text; magic.StandardCostPoint = GetInt(worksheet.Cells(rowCount, 5).Text); magic.Rare = Rare; innerCollection.Insert<Card.MagicCard>(magic); break; case "武器": Card.WeaponCard weapon = new Card.WeaponCard(); weapon.Name = worksheet.Cells(rowCount, 1).Text; weapon.Description = worksheet.Cells(rowCount, 2).Text; weapon.StandardCostPoint = GetInt(worksheet.Cells(rowCount, 5).Text); weapon.Rare = Rare; innerCollection.Insert<Card.WeaponCard>(weapon); break; default: break; } rowCount++; } } workbook.Close(); excelObj.Quit(); excelObj = null; }
private void btnCreate奥术飞弹_Click(object sender, EventArgs e) { 奥术飞弹 = Utility.Get奥术飞弹(); }