public HatredRecorder hatredRecorder = new HatredRecorder(); //TODO from pool //判断一个手动操作的目标是否可以进行某些操作 public bool CheckManualState(ManualActionState actionState) { if ((manualActionState & actionState) != ManualActionState.None) { return(true); } return(false); }
//手动操作 private HeroActionState ManualAction(List <BattleAction> heroActions) { //重置手动操作状态 manualActionState |= ManualActionState.Move; manualActionState |= ManualActionState.Skill; //创建一个手动操作的行动用于显示 BattleHeroManualAction action = new BattleHeroManualAction(this); heroActions.Add(action); return(HeroActionState.WaitForPlayerChoose); }
//手动操作 private HeroActionState ManualAction(BattleUnitAction battleUnitAction) { //重置手动操作状态 manualActionState |= ManualActionState.Move; manualActionState |= ManualActionState.Skill; //创建一个手动操作的行动用于显示 if (battleUnitAction != null) { battleUnitAction.manualAction = LiteSingleton <BattleUnitManualAction> .Instance; } return(HeroActionState.WaitForPlayerChoose); }
//手动操作 private HeroActionState ManualAction() { //重置手动操作状态 manualActionState |= ManualActionState.Move; manualActionState |= ManualActionState.SkillOrItem; BroadcastManualStateChanged(); //创建一个手动操作的行动用于显示 BattleUnitManualAction action = BattleUnitActionEvent.CreateEvent <BattleUnitManualAction>(BattleUnitActionType.ManualOperate, this); battleField.AppendBattleAction(action); return(HeroActionState.WaitForPlayerChoose); }
//完成一个手动操作,核销这个状态 public void CompleteManualState(ManualActionState actionState) { manualActionState &= (~actionState); }
//完成一个手动操作,核销这个状态 public void CompleteManualState(ManualActionState actionState) { manualActionState &= (~actionState); BroadcastManualStateChanged(); }