예제 #1
0
파일: FightMgr.cs 프로젝트: YuTing0815/Hero
    IEnumerator EnemyFight()//敌人攻击回合
    {
        //遍历,若有敌人死亡则销毁敌人
        DestoryEnemy();
        if (enemyList.Count != 0)
        {
            for (int i = 0; i < enemyList.Count; i++)
            {
                if (enemyList[i].subRounds())//回合数减少,0时攻击
                {
                    enemyList[i].role = rolelist[UnityEngine.Random.Range(0, 3)];
                    enemyList[i].goMove();
                    yield return(new WaitForSeconds(1));

                    Hurt(Random.Range(Mathf.CeilToInt(enemyList[i].enemy.PhyAttck * 0.8f), enemyList[i].enemy.PhyAttck * 2));//敌人攻击方法,伤害随机计算

                    switch (enemyList[i].isBoss)
                    {
                    case 2:
                        if (Random.Range(0, 2) == 0)
                        {
                            stateMgr.randomBuddle(Random.Range(2, 5));    //随机生成障碍
                        }
                        break;

                    case 3:
                        if (Random.Range(0, 2) == 0)
                        {
                            stateMgr.randomState(State.burn, Random.Range(1, 3));    //随机生成燃烧状态
                        }
                        break;

                    case 4:
                        if (Random.Range(0, 2) == 0)
                        {
                            stateMgr.randomState(State.poison, Random.Range(1, 3));    //随机生成中毒状态
                        }
                        break;

                    default:
                        break;
                    }

                    enemyList[i].Back();
                    yield return(new WaitForSeconds(fillTime));
                }
            }
        }

        if (enemyList.Count == 0 && Levelnum > 1)//如果没有敌人,则再次生成,共三波敌人
        {
            //地图移动
            if (SaveIndexMgr.Instance.SaveSceneId == 1)
            {
                MapTranslateOne.Instance.MapRun();
            }
            if (SaveIndexMgr.Instance.SaveSceneId == 2)
            {
                MapTranslateTwo.Instance.MapRun();
            }
            if (SaveIndexMgr.Instance.SaveSceneId == 3)
            {
                MapTranslateThree.Instance.MapRun();
            }
            if (SaveIndexMgr.Instance.SaveSceneId == 4)
            {
                MapTranslateFour.Instance.MapRun();
            }
            roleMove();//人物移动动画
            yield return(new WaitForSeconds(2.4f));

            OnceAgain();
            roleStop();//人物停止动画
            int i = int.Parse(RoleInfoMgr.Instance.timeRound.text);
            i++;
            RoleInfoMgr.Instance.timeRound.text = i.ToString();//显示回合数
            Levelnum -= 1;
        }

        if (enemyList.Count == 0 && Levelnum == 1)
        {
            Debug.Log("Success");
            Vectory();
        }

        CheckState(); //检查消消乐棋盘是否存在debuff
        grid.Start(); //人物动画执行完毕后打开消消乐界面格子拖动操作
    }