// Use this for initialization void Start() { //whosRound = 0; waterPower = 5; roundIndex = 1; //获取当前的networkPlayer player_side = Player_side.player1; }
public void RoundTurn() { // GameController.whosRound = (whosRound == 0) ? 1 : 0; GameController.player_side = (GameController.player_side == Player_side.player1) ? Player_side.player2 : Player_side.player1; GameController.waterPower = (GameController.roundIndex > 6) ? 10 : 5 + GameController.roundIndex - 1; //计算圣水量 GameController.roundIndex += (GameController.player_side == GameController.Player_side.player1) ? 0 : 1; //计算回合数 // print("谁的回合:" + whosRound); }
// Use this for initialization void Start() { whosRound = 0; waterPower = 5; roundIndex = 1; //获取当前的networkPlayer networkPlayer = int.Parse(Network.player + ""); player_side = Player_side.player1; }
//void showAllCanMove(Node start, int maxDistance) //{ // ArrayList allNode = new ArrayList(); // allNode = AStar.checkDistance(start, maxDistance); // //print(allNode.Count); // //for (int i = 0; i < allNode.Count; i++) // //{ // // print(((Node)allNode[i]).position + " + " + ((Node)allNode[i]).distance); // //} //} //移动 //重置英雄状态(是否移动,是否攻击过) public static void resetHero(Player_side player_side) { //获取当前玩家的英雄 GameObject[] heros = (player_side == Player_side.player1) ? GameObject.FindGameObjectsWithTag("Player1_hero") : GameObject.FindGameObjectsWithTag("Player2_hero"); foreach (GameObject data in heros) { data.gameObject.GetComponent <HeroController>().is_attacked = false; data.gameObject.GetComponent <HeroController>().is_moved = false; } }