コード例 #1
0
        //----------------------------------------------------------------
        //事件组合器;
        public override void Update()
        {
            _double = CoreDataObserver.GetInstance().Get_CardOfThePlayAtPresent();//获取最新的打出卡牌数据;
            if (_double != _cardOfThePlayAtPresent)
            {
                _cardOfThePlayAtPresent = _double;
                //-------------------------------------------------------------------------------------------------
                //Do something:
                //Put event;
                switch (_cardOfThePlayAtPresent.GetCardType())
                {
                case CardType.MagicCard:
                    //-----------------------------------------------------------------------------------------
                    //当前出的卡片为魔法卡;
                    //EventQueue.GetInstance().PushEventForSecondqueue(EventFactory.GetInstance().GetEvent("Debuff_CreatEventOne"));//投递事件;
                    if (CoreDataObserver.GetInstance().GetMomentTypeAtPresent() == MomentType.DisruptivePhase || CoreDataObserver.GetInstance().GetMomentTypeAtPresent() == MomentType.A_HandoutPhase)
                    {
                        //如果当前阶段为捣乱阶段或者施舍阶段;
                        EventQueue.GetInstance().PushEventForSecondqueue(EventFactory.GetInstance().GetEvent("PushAttackEnemyCards"));    //投递事件;
                    }
                    else
                    {
                        //为其他阶段;
                        //表明作用对象为本人或者为本人所面对的怪物;
                        EventQueue.GetInstance().PushEventForSecondqueue(EventFactory.GetInstance().GetEvent("Magic_CreatEvent"));    //投递事件;
                    }
                    //-----------------------------------------------------------------------------------------
                    break;

                case CardType.MonsterCard:
                    //-----------------------------------------------------------------------------------------
                    //当前出的卡片为怪兽卡;


                    //-----------------------------------------------------------------------------------------
                    break;

                case CardType.EquipmentCard:
                    //-----------------------------------------------------------------------------------------
                    //当前出的卡牌为装备卡;


                    //-----------------------------------------------------------------------------------------
                    break;

                case CardType.OccupationCard:
                    //-----------------------------------------------------------------------------------------
                    //当前出的卡牌为职业卡;


                    //-----------------------------------------------------------------------------------------
                    break;

                case CardType.RaceCard:
                    //-----------------------------------------------------------------------------------------
                    //当前出的卡牌为种族卡;


                    //-----------------------------------------------------------------------------------------
                    break;

                case CardType.DebuffCard:

                    //-----------------------------------------------------------------------------------------
                    //当前出的卡牌为诅咒卡;


                    //-----------------------------------------------------------------------------------------
                    break;



                default:
                    //-----------------------------------------------------------------------------------------


                    //-----------------------------------------------------------------------------------------
                    break;
                }

                //-------------------------------------------------------------------------------------------------
            }
        }