// 出牌 void PlayCard() { List <CardFighter> temp = new List <CardFighter>(); // 能出场的卡牌全部出场 for (int i = 0; i < waitCard.Count; i++) { CardFighter card = waitCard[i]; if (card.waitRound <= 0) { temp.Add(card); } } foreach (CardFighter card in temp) { waitCard[waitCard.IndexOf(card)] = null; fightCard.Add(card); Actions.Add(CardFightAction.GetAction(ID, card.ID, CardArea.WaitArea)); // 卡牌出场消息 card.OnPresent(); } status = FigtherStatus.attack; }
// 出牌 void PlayCard() { List <CardFighter> temp = new List <CardFighter>(); // 能出场的卡牌全部出场 for (int i = 0; i < waitCard.Count; i++) { CardFighter card = waitCard[i]; if (card.waitRound <= 0) { temp.Add(card); } } foreach (CardFighter card in temp) { waitCard.Remove(card); fightCard.Add(card); // 卡牌出场消息 card.OnPresent(); } status = FigtherStatus.attack; }
// 抽牌 void DrawCard() { status = FigtherStatus.playCard; // 随机抽取卡牌 if (initialCard.Count == 0) { return; } CardFighter card = initialCard[Random.Range(0, initialCard.Count)]; CardToWait(card, CardArea.InitArea); }
// 卡牌战斗 void FightCard() { CardFighter card; for (int i = 0; i < fightCard.Count; i++) { if (IsDead || rival.IsDead) { return; } // 卡牌战斗 card = fightCard[i]; if (card == null || card.IsDead) { continue; } card.Action(); } status = FigtherStatus.actionEnd; }
void ActionEnd() { status = FigtherStatus.waiting; }
void ActionStart() { status = FigtherStatus.drawCard; }