/// <summary> /// 战斗失败 /// </summary> private void battlestateFailed() { //敌方全员播放胜利动作 for (int i = 0; i < SpriteMgr.getInstance().EnemySoldiers.Count; i++) { GeneralSoldier soldier = SpriteMgr.getInstance().EnemySoldiers[i] as GeneralSoldier; soldier.setState(soldier.WinState); } //弹失败窗口 UIManager.getInstance().openPanel(PanelConfig.FAILEDPANEL); Debug.Log("弹失败窗口"); }
/// <summary> /// 生成下一个战场的显示内容 /// </summary> private void creatNextBattle(BattleData data) { int spriteCount = 0; bool isBreak = false; if (num == 1) { //生成自己的部队 for (int i = 0; i < MyFormationData.formationList.Count; i++) { for (int j = 0; j < MyFormationData.formationList[i].SoldiersDict.Count; j++) { if (MyFormationData.formationList[i].SoldiersDict[j] != null) { MyFormationData.formationList[i].SoldiersDict[j].Country = Defaults.Country.Me; if (i == 0) { SpriteMgr.getInstance().addSoldier(MyFormationData.formationList[i].SoldiersDict[j], Defaults.SoldierType.Cavalryman, new Vector3(j % 3 + _mySoldierPoints[i].x, 0 + _mySoldierPoints[i].y, (int)(j / 3) + _mySoldierPoints[i].z)); } else { SpriteMgr.getInstance().addSoldier(MyFormationData.formationList[i].SoldiersDict[j], Defaults.SoldierType.Armorman, new Vector3(j % 3 + _mySoldierPoints[i].x, 0 + _mySoldierPoints[i].y, (int)(j / 3) + _mySoldierPoints[i].z)); } if (++spriteCount >= SPRITE_COUNT) { isBreak = true; break; } } } if (isBreak) { break; } } } spriteCount = 0; if (num == 0) { //自己部队停止动作 for (int i = 0; i < SpriteMgr.getInstance().SelfSoldiers.Count; i++) { GeneralSoldier soldier = SpriteMgr.getInstance().SelfSoldiers[i] as GeneralSoldier; soldier.setState(soldier.IdleState); soldier.IsDebug = true; if (++spriteCount >= SPRITE_COUNT) { break; } } } //生成敌人的部队 spriteCount = 0; isBreak = false; for (int i = 0; i < campaignData.BattleList[campaignData.battleIndex].FormationList.Count; i++) { for (int j = 0; j < campaignData.BattleList[campaignData.battleIndex].FormationList[i].SoldiersDict.Count; j++) { //Debug.Log(i + " " + j + " " + campaignData.BattleList[campaignData.battleIndex].FormationList[i].soldiersDict[j]); if (campaignData.BattleList[campaignData.battleIndex].FormationList[i].SoldiersDict[j] != null) { campaignData.BattleList[campaignData.battleIndex].FormationList[i].SoldiersDict[j].Country = Defaults.Country.Enemy; if (j == 0) { SpriteMgr.getInstance().addSoldier(campaignData.BattleList[campaignData.battleIndex].FormationList[i].SoldiersDict[j], Defaults.SoldierType.Masterman, new Vector3(j % 3 + _enemySoldierPoints[i].x, 0 + _enemySoldierPoints[i].y, (int)(j / 3) + _enemySoldierPoints[i].z)); } else { SpriteMgr.getInstance().addSoldier(campaignData.BattleList[campaignData.battleIndex].FormationList[i].SoldiersDict[j], Defaults.SoldierType.Axeman, new Vector3(j % 3 + _enemySoldierPoints[i].x, 0 + _enemySoldierPoints[i].y, (int)(j / 3) + _enemySoldierPoints[i].z)); } } if (++spriteCount >= SPRITE_COUNT) { isBreak = true; break; } } if (isBreak) { break; } } }