/// <summary> /// 卡片以覆盖方式进入怪物区时,怪物区控件的操作 /// </summary> /// <param name="cv">怪物区控件</param> /// <param name="card">卡片</param> public static void add2MagicTrapOP(MyCanvas cv, CardUI card) { card.reSetAtk(); switch (card.Status) { case Status.FRONT_ATK: case Status.FRONT_DEF: card.set2FrontAtk(); break; case Status.BACK_ATK: case Status.BACK_DEF: card.set2BackAtk(); break; default: break; } int count = cv.Children.Count; if (count == 1) { card.centerAtVerticalInParent(); card.ContextMenu = AllMenu.Instance.cm_magictrap; //添加指示物 showSigns(cv, card); } }
/// <summary> /// 卡片以覆盖方式进入手卡区时,手卡区控件的操作 /// </summary> /// <param name="cv">手卡区控件</param> /// <param name="card">卡片</param> public static void add2ExtraOP(MyCanvas cv, CardUI card) { card.reSetAtk(); if (card.info.CardDType.Contains("灵摆")) { card.set2FrontAtk(); } else { card.set2BackAtk(); } card.centerAtVerticalInParent(); card.clearSigns(); }
/// <summary> /// 卡片以覆盖方式进入手卡区时,手卡区控件的操作 /// </summary> /// <param name="cv">手卡区控件</param> /// <param name="card">卡片</param> public static void add2Hand(MyCanvas cv, CardUI card) { card.clearSigns(); card.reSetAtk(); card.set2FrontAtk(); card.CurLocation = new Location(cv.area, cv.Children.IndexOf(card)); card.outputChange(); int count = cv.Children.Count; Service.CardOperate.sort_HandCard(cv); card.ContextMenu = AllMenu.Instance.cm_hand; }
/// <summary> /// 卡片以插入方式进入怪物区时,怪物区控件的操作 /// </summary> /// <param name="cv">怪物区控件</param> /// <param name="card">卡片</param> public static void insert2Monster(MyCanvas cv, CardUI card) { if (cv.Children.Count == 0) { if (card.Status == Status.BACK_ATK || card.Status == Status.FRONT_ATK) { card.centerAtVerticalInParent(); } else { card.centerAtHorizontalInParent(); } card.ContextMenu = AllMenu.Instance.cm_monster; } if (cv.Children.Count > 1) { card.reSetAtk(); card.set2FrontAtk(); int count = cv.Children.Count; CardUI top = cv.Children[count - 1] as CardUI; if (top.Status == Status.FRONT_ATK || top.Status == Status.BACK_ATK) { Canvas.SetTop(card, (cv.ActualHeight - card.ActualHeight) / 2.0); Canvas.SetLeft(card, 0); Service.CardOperate.sort_XYZ_atk(cv); } else { if (count == 2) { card.centerAtVerticalInParent(); } else { Canvas.SetTop(card, (cv.ActualHeight - card.ActualHeight) / 2.0); Canvas.SetLeft(card, 0); Service.CardOperate.sort_XYZ_def2(cv); } } } }
/// <summary> /// 初始化加载要预览的卡 /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void Window_Loaded(object sender, RoutedEventArgs e) { MyStoryboard msb = CardAnimation.scalXY_120(mcv_from.Children); msb.FillBehavior = System.Windows.Media.Animation.FillBehavior.Stop; msb.Completed += (object c, EventArgs d) => { Point start = new Point((this.ActualWidth - 56) / 2, (this.ActualHeight - 80 - 80) / 2); while (mcv_from.Children.Count != 0) { CardUI card = mcv_from.Children[0] as CardUI; card.getAwayFromParents(); mcv.Children.Add(card); card.set2FrontAtk(); card.BeginAnimation(Canvas.LeftProperty, null); card.BeginAnimation(Canvas.TopProperty, null); Canvas.SetLeft(card, start.X); Canvas.SetTop(card, start.Y); } setCardAutoFit(); }; msb.Begin(); }
/// <summary> /// 卡片进入墓地时,墓地控件的操作 /// </summary> /// <param name="cv">墓地控件</param> /// <param name="card">卡片</param> public static void add2Graveyrad(MyCanvas cv, CardUI card) { card.reSetAtk(); card.centerAtVerticalInParent(); card.clearSigns(); if (card.Status == Status.BACK_ATK) { CardAnimation.turn(card); } else { card.set2FrontAtk(); } card.ContextMenu = AllMenu.Instance.cm_graveyard; #region 指令发送 MoveInfo moveInfo = new MoveInfo(); moveInfo.cardID = CardOperate.getCardID(card); moveInfo.isAdd = true; moveInfo.aimArea = cv.area; moveInfo.aimStatus = Status.FRONT_ATK; String contentJson = JsonConvert.SerializeObject(moveInfo); BaseJson bj = new BaseJson(); bj.guid = DuelOperate.getInstance().myself.userindex; bj.cid = ""; bj.action = ActionCommand.CARD_MOVE; bj.json = contentJson; String json = JsonConvert.SerializeObject(bj); DuelOperate.getInstance().sendMsg(json); #endregion //card.set2FrontAtk(); }
/// <summary> /// 卡片以覆盖方式进入怪物区时,怪物区控件的操作 /// </summary> /// <param name="cv">怪物区控件</param> /// <param name="card">卡片</param> public static void add2Monster(MyCanvas cv, CardUI card) { int count = cv.Children.Count; if (count == 1) { if (card.Status == Status.BACK_ATK || card.Status == Status.FRONT_ATK) { card.centerAtVerticalInParent(); } else { card.centerAtHorizontalInParent(); } card.ContextMenu = AllMenu.Instance.cm_monster; } else { card.ContextMenuOpening += (sender, e) => { card.ContextMenu.DataContext = card; }; CardUI second = cv.Children[count - 2] as CardUI; second.reSetAtk(); //当被叠放时要重置攻击力 second.clearSigns(); //当被叠放时要清除卡片指示物 /* * 判断加入前最顶层的卡的状态,若是只要是存在背面或防守,则应先启动相关动画 */ //CardAnimation.setTransformGroup(second); TransLibrary.StoryboardChain animator0 = new TransLibrary.StoryboardChain(); if (second.Status == Status.BACK_DEF) { //MyStoryboard msb1 = CardAnimation.ScaleX_120_Rotate(-90, 0, 150, 200); MyStoryboard msb1 = CardAnimation.scalX_120_rotate_9020(); msb1.card = second; msb1.Completed += (object sender_, EventArgs e_) => { //卡片切换为背面 msb1.card.set2FrontAtk(); //msb1.card.showImg(); }; animator0.Animates.Add(msb1); MyStoryboard msb2 = CardAnimation.scalX_021(); animator0.Animates.Add(msb2); } if (second.Status == Status.FRONT_DEF) { MyStoryboard msb = CardAnimation.Rotate_D2A(); msb.card = second; msb.Completed += (object sender_, EventArgs e_) => { msb.card.set2FrontAtk(); }; animator0.Animates.Add(msb); } animator0.Begin(second); Canvas.SetTop(card, (cv.ActualHeight - card.ActualHeight) / 2.0); Canvas.SetLeft(card, cv.ActualWidth - card.ActualWidth); card.set2FrontAtk(); Service.CardOperate.sort_XYZ_atk(cv); } //MainWindow mainwin = Application.Current.MainWindow as MainWindow; #region 攻守显示绑定卡片 bindingAtk(cv, card); #endregion //添加指示物 showSigns(cv, card); }