コード例 #1
0
ファイル: GameDelays.cs プロジェクト: kingling/sgs
 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);
 }
コード例 #2
0
ファイル: GameDelays.cs プロジェクト: h1398123/sgs
 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);
 }