public static void Delay(GameDelayTypes DelayCategory) { if (Game.CurrentGame.IsUiDetached != 0) return; if (DelayCategory == GameDelayTypes.None) { return; } int toDelay = 200; if (_delays.Keys.Contains(DelayCategory)) toDelay = _delays[DelayCategory]; if (Game.CurrentGame.ReplayController != null) toDelay = (int)(toDelay / Game.CurrentGame.ReplayController.Speed); Thread.Sleep(toDelay); }
public static void Delay(GameDelayTypes DelayCategory) { int toDelay = 200; if (DelayCategory == GameDelayTypes.GameStart) toDelay = 1000; if (DelayCategory == GameDelayTypes.JunWei) toDelay = 380; if (DelayCategory == GameDelayTypes.TieSuoDamage) toDelay = 610; if (DelayCategory == GameDelayTypes.JudgeEnd) toDelay = 500; if (DelayCategory == GameDelayTypes.Discard) toDelay = 480; if (DelayCategory == GameDelayTypes.CardTransfer) toDelay = 700; if (DelayCategory == GameDelayTypes.Draw) toDelay = 400; if (DelayCategory == GameDelayTypes.ChangePlayer) toDelay = 300; if (DelayCategory == GameDelayTypes.PlayerAction) toDelay = 500; if (DelayCategory == GameDelayTypes.Awaken) toDelay = 2550; if (DelayCategory == GameDelayTypes.RoleDistribute) toDelay = 400; if (Game.CurrentGame.ReplayController != null) toDelay = (int)(toDelay / Game.CurrentGame.ReplayController.Speed); Thread.Sleep(toDelay); }