コード例 #1
0
        public static void Cast(ICast cast, BattleUnitsStack caster, params BattleUnitsStack[] targets)
        {
            caster.state = State.MadeMove;

            caster.GetLastEffect()?.BeforeCast(cast, caster, targets);
            foreach (var target in targets)
            {
                target.GetLastEffect()?.BeforeCast(cast, caster, targets);
            }

            if (cast is ISingleCast)
            {
                if (targets.Length != 1)
                {
                    throw new GameException($"Invalid number of targets: {targets.Length} (Cast {cast.type})");
                }
                ((ISingleCast)cast).Cast(caster, targets[0]);
            }

            caster.GetLastEffect()?.AfterCast(cast, caster, targets);
            foreach (var target in targets)
            {
                target.GetLastEffect()?.AfterCast(cast, caster, targets);
            }

            Console.ForegroundColor = ConsoleColor.Red;
            Console.WriteLine($"{cast.type} casted!");
            Console.ResetColor();
        }
コード例 #2
0
        public static void Attack(BattleUnitsStack attackingStack, BattleUnitsStack defendingStack)
        {
            attackingStack.state = State.MadeMove;

            attackingStack.GetLastEffect()?.BeforeAttack(attackingStack, defendingStack);
            defendingStack.GetLastEffect()?.BeforeAttack(attackingStack, defendingStack);

            PureAttack(attackingStack, defendingStack);

            attackingStack.GetLastEffect()?.AfterAttack(attackingStack, defendingStack);
            defendingStack.GetLastEffect()?.AfterAttack(attackingStack, defendingStack);

            attackingStack.GetLastEffect()?.BeforeFightBack(attackingStack, defendingStack);
            defendingStack.GetLastEffect()?.BeforeFightBack(attackingStack, defendingStack);

            if (!defendingStack.fightedBack)
            {
                defendingStack.fightedBack = true;
                PureAttack(defendingStack, attackingStack);
            }

            attackingStack.GetLastEffect()?.AfterFightBack(attackingStack, defendingStack);
            defendingStack.GetLastEffect()?.AfterFightBack(attackingStack, defendingStack);
        }