public void Reset(Int32 seed) { Clear(); System.Random random = new System.Random(seed); Int32 winPropId = 1; // 胜利道具ID // 添加非胜利道具的拍卖品 Int32 itemCount = 0; Int32 targetCount = auctionItemCount - 1; while (itemCount < targetCount) { var prop = CombatPropHelper.RandomProp(random.Next()); if (prop.GetId() != winPropId) { itemCount++; m_Props.Add(prop); m_Prices.Add(prop.GetUpsetPrice()); } } // 添加胜利道具拍卖品 var winProp = CombatPropHelper.CreateProp(winPropId); m_Props.Add(winProp); m_Prices.Add(winProp.GetUpsetPrice()); m_CurrIdx = 0; currentCaller = null; }
private CombatGameCenter.Player GetSelfPlayer() { if (m_SelfPlayer == null) { var gameCenter = CombatManager.instance.gameCenter; m_SelfPlayer = gameCenter.playerSet.GetSelfPlayer(); } return(m_SelfPlayer); }
public bool RisePrice(CombatGameCenter.Player caller, Int32 value) { if (IsEnd()) { return(false); // 无拍卖品 } if (currentCaller != null && caller.id == currentCaller.id) { return(false); // 重复叫价 } if (caller.money < m_Prices[m_CurrIdx] + value) { return(false); // 不够钱 } m_Prices[m_CurrIdx] += value; currentCaller = caller; return(true); }
public override void OnCollect(CombatGameCenter.Player player) { base.OnCollect(player); owner.SetStorehouseCapacity(owner.storehouseCapacity + 1); }
public override void OnCollect(CombatGameCenter.Player player) { base.OnCollect(player); CombatManager.instance.TryWin(); }
public virtual void OnDiscard() { owner = null; }
public virtual void OnCollect(CombatGameCenter.Player player) { owner = player; owner.AddProp(this); }
public void Next() { m_CurrIdx = Math.Min(m_CurrIdx + 1, m_Props.Count); m_PassPlayers.Clear(); currentCaller = null; }