コード例 #1
0
    void Start()
    {
        Debug.Log("Debug开始");

        //显示round1
        num_of_round = 1;
        round.text   = "Round" + num_of_round.ToString();
        round.gameObject.SetActive(true);
        Invoke("Close_round", 3);                                             //轮次信息显示持续三秒钟

        transmission_ob = GameObject.Find("Data_transmission");               //找到从地下城界面和阵容选择界面传输来的信息载体
        trans           = transmission_ob.GetComponent <Data_transmission>(); //获取信息载体的代码组件——Data_transmission类并生产对象

        Loading();                                                            //加载所有参与战斗的卡牌

        offensive_queue = trans.of_or_def ? player_queue : enemy_queue;       //设置攻方队列
        defensive_queue = trans.of_or_def ? enemy_queue : player_queue;       //设置防守方队列

        stage = battlecry;
        Battlecry();
        Invoke("Turn_start_skill", 2);

        Interrupt(4, false); //开始之前暂停四秒,用于显示轮次信息和欣赏卡牌(x

        adr = -1;            //重置防守方下标
    }
コード例 #2
0
ファイル: Battle_system.cs プロジェクト: NullaDev/RRS_chess
    void Start()
    {
        Debug.Log("Debug.start");

        num_of_round = 1;
        round.text   = "Round" + num_of_round.ToString();
        round.gameObject.SetActive(true);
        Invoke("Close_round", 3);
        //root = GameObject.Find("GameObject");//找到顶级对象
        transmission_ob = GameObject.Find("Data_transmission");     //找到从地下城界面和阵容选择界面传输来的信息载体
        //transmission_ob = root.transform.Find("Data_transmission").gameObject;//找到从地下城界面和阵容选择界面传输来的信息载体
        trans = transmission_ob.GetComponent <Data_transmission>(); //获取信息载体的代码组件——Data_transmission类并生产对象
        Loading();
        offensive_queue = trans.of_or_def ? player_queue : enemy_queue;
        defensive_queue = trans.of_or_def ? enemy_queue : player_queue;
        Interrupt(4, false);
        adr = -1;
    }