コード例 #1
0
 // Use this for initialization
 void Start()
 {
     //whosRound = 0;
     waterPower = 5;
     roundIndex = 1;
     //获取当前的networkPlayer
     player_side = Player_side.player1;
 }
コード例 #2
0
 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);
 }
コード例 #3
0
ファイル: GameManager.cs プロジェクト: Rinsunsama/Water-War
 // 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;
 }
コード例 #4
0
    //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;
        }
    }