コード例 #1
0
    //   [SerializeField] bool isAutoPlayEnabled;

    private void Awake()
    {
        int gameStatusCount = FindObjectsOfType <GameStatus>().Length;

        player    = FindObjectOfType <Player>();
        oppPlayer = FindObjectOfType <OppPlayer>();
        if (gameStatusCount > 1)
        {
            Destroy(gameObject);
        }
        else
        {
            DontDestroyOnLoad(gameObject);
        }
    }
コード例 #2
0
ファイル: BattleMgr.cs プロジェクト: PenpenLi/BIG_HEAD
 public void Clear()
 {
     //Game.UI.CloseForm<UIBattleForm>();
     RemoveMessage();
     OppPlayer.StopAI();
     MonsterId = 0;
     uiActions.Clear();
     MyPlayer.Data.BuffList.Clear();
     MyPlayer         = null;
     OppPlayer        = null;
     dicRoundCounter  = null;
     dicBattleCounter = null;
     RewardData       = null;
     State            = BattleState.None;
     lastState        = BattleState.None;
 }
コード例 #3
0
ファイル: BattleMgr.cs プロジェクト: PenpenLi/BIG_HEAD
    void OnEnterState()
    {
        switch (State)
        {
        case BattleState.Loading:
            break;

        case BattleState.Ready:
            break;

        case BattleState.MyRoundStart:
            //MyPlayer.Data.AP = MyPlayer.Data.MaxAP = MyPlayer.Data.MaxAP + 1;
            RoundCount++;
            State++;
            break;

        case BattleState.MyDrawCard:
            //ApplyPlayerBuffs(MyPlayer, 1);
            MyPlayer.ApplyTimeEffects(BattleActionTime.RoundStart);
            //DrawCard(MyPlayer.Data, 3);
            MyPlayer.ApplyAction(BattleActionType.DrawCard, 3);
            State++;
            break;

        case BattleState.MyRound:
            CanUseCard = true;
            break;

        case BattleState.MyUsingCard:
            break;

        case BattleState.MyRoundEnd:
            CanUseCard = false;
            //ApplyPlayerBuffs(MyPlayer, 2);
            MyPlayer.ApplyTimeEffects(BattleActionTime.RoundEnd);
            State++;
            break;

        case BattleState.OppRoundStart:
            //OppPlayer.Data.AP = OppPlayer.Data.MaxAP = OppPlayer.Data.MaxAP + 1;
            State++;
            break;

        case BattleState.OppDrawCard:
            //ApplyPlayerBuffs(OppPlayer, 1);
            //DrawCard(OppPlayer.Data, 3);
            OppPlayer.ApplyTimeEffects(BattleActionTime.RoundStart);
            OppPlayer.ApplyAction(BattleActionType.DrawCard, 3);
            State++;
            break;

        case BattleState.OppRound:
            //开启AI
            OppPlayer.UpdateAI();
            break;

        case BattleState.OppUsingCard:
            State++;
            break;

        case BattleState.OppRoundEnd:
            //ApplyPlayerBuffs(OppPlayer, 2);
            OppPlayer.ApplyTimeEffects(BattleActionTime.RoundEnd);
            State = BattleState.MyRoundStart;
            break;

        case BattleState.BattleEnd_MyEscape:

            MyPlayer.Data.HP = 1;
            SaveData(2);
            break;

        case BattleState.BattleEnd_OppEscape:

            SaveData(3);
            break;

        case BattleState.BattleEnd_Win:

            SaveData(0);
            break;

        case BattleState.BattleEnd_Lose:
            //battleForm.LoseBattle();

            SaveData(1);

            break;

        default:
            break;
        }
    }