public void DeadLogicBefore(DeadInfo dead_info) { belong = dead_info.turn_to.belong; BuffContrllor.removeAll(this); if (Main.Inst.lv_ctrl.map_data.my_type == eMapType.PvP_2P) { Main.Inst.overturn_list.Add(this); my_state = eChessState.Deading; } }
//检查夹击 public void CheckPincer(float delay) { //保险 if (belong != Main.Inst.turn_player) { return; } //正文 Main.Inst.b_battbe_phase_pincer_over = false; StartCoroutine(CheckLineCoroutine(delay, false)); my_state = eChessState.Normal; }
public void DeadLogicAfter(DeadInfo dead_info) { //if (Data.DEAD_ENDING_TURN) { //PVP反面,其他都删除【设计】PVE场景中NPC的阵营转变由事件处理 if (Main.Inst.lv_ctrl.map_data.my_type == eMapType.PvP_2P) { setHP(attribute.Max_mana); initImage(); my_state = eChessState.Overturn; if (Main.Inst.lv_ctrl.map_data.my_type == eMapType.PvP_2P) { Main.Inst.DamageOnOppoPlayer(attribute.Cost); } } else { //坑 或许逻辑有问题 my_state = eChessState.Deading; //container.clearMoveFlag(); //Destroy(gameObject); remove(); } }