static ArrayList fnLoadFile(eResBundle eID, string path)
    {
        //BKTools.Assetbundle_path + BKTools.Assetbundle_Name_By_Platform + BKTools.bundles_dir[(int)eID]
        //var ta = BKTools.getBundle(eID).LoadAsset<TextAsset> (path);
        var       ta           = BKTools.LoadAsset <TextAsset>(eID, path);
        var       xmlText      = ta.text;
        ArrayList t_aArrayList = new ArrayList();         // 容器

        string[] arrs = xmlText.Split(new string[] { "\r\n", "\n" }, StringSplitOptions.RemoveEmptyEntries);
        foreach (string str in arrs)
        {
            t_aArrayList.Add(str);
        }
        return(t_aArrayList);
    }
예제 #2
0
    //下棋
    virtual public Chess setChess(int card_id, ePlayer card_belong, ChessContainer t_grid, BKKZ.POW01.AI.eAI_Type ai_type, bool trigger_shokan_skill, int shoukan_event, int event_sequence)
    {
        //TODO 后期加入召唤参数,如果是强制召唤才能把当前格子上的骑士顶开
        if (t_grid.my_chess != null)
        {
            t_grid.my_chess.KickAway();
        }

        //分支 pve玩家召唤时有可能是第二次召唤
        bool need_new = true;
        long chessid  = 0;

        if (Main.Inst.lv_ctrl.map_data.my_type == eMapType.PvE_Mult || Main.Inst.lv_ctrl.map_data.my_type == eMapType.PvE_Solo)
        {
            chessid  = Chess.genarateChessID(card_id, (int)card_belong, shoukan_event, event_sequence);
            need_new = !Main.Inst.dic_chess.ContainsKey(chessid);
        }
        Chess the_chess = null;

        if (need_new)
        {
            //创建棋子
            the_chess = Instantiate(BKTools.LoadAsset <GameObject>(eResBundle.Prefabs, PrefabPath.Chess)).GetComponent <Chess>();
            the_chess.attribute.card_id = card_id;
            the_chess.belong            = card_belong;
            the_chess.owner             = card_belong;
            the_chess.MouseDown         = Main.Inst.MouseDownOnChess;
            the_chess.MouseUp           = Main.Inst.MouseUpOnChess;
            //召唤信息——对应事件——玩家为-1
            the_chess.shoukan_event = shoukan_event;
            //事件ID确认后可以获得事件序号
            the_chess.shoukan_event_sequence = event_sequence;
            //初始化数据
            the_chess.initData();
            //初始化图片
            the_chess.initImage();

            Main.Inst.dic_chess.Add(the_chess.ChessID, the_chess);

            //创建AI
            if (card_belong < ePlayer.Player1 || card_belong > ePlayer.Player4)
            {
                BKKZ.POW01.AI.MonsterAI.createMonsterAI(the_chess.ChessID, ai_type);
            }
        }
        else
        {
            the_chess = Main.Inst.dic_chess[chessid];
            the_chess.gameObject.SetActive(true);
        }
        t_grid.appendChess(the_chess);
        //召唤技能
        if (trigger_shokan_skill)
        {
            the_chess.ShouKanSkillAndPincer();
        }

        //驱散迷雾
        //BKTools.FogLift(newchess.container.number, newchess.attribute.spd + GameRule.Default_PvE_Fog_Lift_Range, GameRule.Default_PvE_Fog_Lift_Range, new int[] { (int)newchess.belong });

        //		Main.Instance.b_setchess = true;
        //		Main.Instance.now_phase = ePhase.Battle;
        //		Main.Instance.b_phase_trigger = true;//从战斗阶段往主要阶段2

        // 只有主流会耗卡
        if (Main.Inst.now_turnphase.myType == ePhaseType.Main1)
        {
            UseHandCard();
        }

        if (Main.Inst.now_turnphase.myType != ePhaseType.Drama)
        {
            CheckMoveEvent(the_chess, nextPhaseDefault);
        }
        return(the_chess);
    }