public override List <GamePlayer> GetCanChooseTarget() { CampType m_camp = self_player.CampType; CampType oppo_camp = GameFacade.GetCurrentCardGame().GetOppoType(m_camp); return(GameFacade.GetCurrentCardGame().GetGamePlayersByCamp(oppo_camp)); }
public IEnumerator StartGetTarget(GamePlayer player, GameTargetType tartget) { ChoosingTarget = true; Interface_Target I_target = null; if (m_tartgetDic.TryGetValue(tartget, out I_target)) { m_CurrentTarget = I_target; m_CurrentTarget.Reset(); m_CurrentTarget.SetGameTarget(player); if (!I_target.NeedChooseTarget()) { ChoosingTarget = false; } else { List <GamePlayer> alternate_target = I_target.GetCanChooseTarget(); GameFacade.GetCurrentCardGame().GameEventDispatcher.DispatchEvent((uint)EventID.INPUT_TARGET_ADD_REQUEST, alternate_target); while (ChoosingTarget) { yield return(null); } } } }
public override void OnStartProgress() { if (GameFacade.GetCurrentCardGame().GetCurrentAuthorizationPlayer() == GamePlayer.GAME_MANAGER) { CalculateSpeedEffect(); } }
public override void SetGameTarget(GamePlayer player) { base.SetGameTarget(player); CampType m_camp = self_player.CampType; CampType oppo_camp = GameFacade.GetCurrentCardGame().GetOppoType(m_camp); m_gameplayer = GameFacade.GetCurrentCardGame().GetGamePlayersByCamp(oppo_camp); }
public override void OnStartProgress() { GamePlayer authorization_player = GameFacade.GetCurrentCardGame().GetCurrentAuthorizationPlayer(); if (authorization_player != GamePlayer.GAME_MANAGER) { //GameManager.Instance.StartCoroutine(UseCardTimeCounting()); } }
private void CalculateSpeedEffect() { float temp_load = 0; float temp_min_time = float.MaxValue; PlayerID get_round_id = 0; GamePlayer getRoundPlayer = null; List <GamePlayer> PlayerList = GameFacade.GetCurrentCardGame().GetAllGamePlayers(); m_need_time_list.Clear(); foreach (var player in PlayerList) { if (m_players_race_flag[player.PlayerID] >= 100) { m_players_race_flag[player.PlayerID] = 0; getRoundPlayer = player; m_getRoundPlayer = getRoundPlayer; SetProgressEnd(); return; } temp_load = RACE_LOAD_LENGTH - m_players_race_flag[player.PlayerID]; m_need_time_list.Add(player.PlayerID, temp_load / player.Role.CurrentSpeed); } foreach (var number in m_need_time_list) { if (number.Value <= temp_min_time) { temp_min_time = number.Value; get_round_id = number.Key; } } foreach (var player in PlayerList) { if (get_round_id == player.PlayerID) { m_players_race_flag[player.PlayerID] = 0; getRoundPlayer = player; } else { m_players_race_flag[player.PlayerID] += temp_min_time * player.Role.CurrentSpeed; } } m_getRoundPlayer = getRoundPlayer; SetProgressEnd(); }
// 更改这个角色的当前进度 public void ChangeActProgress(float percent) { if (GameFacade.GetCurrentCardGame() != null) { GameFacade.GetCurrentCardGame().GetSpeedProgress().SetProgressPercentByPlayer(PlayerID, percent); } else { Debug.LogError("Cant find the CurrentGame"); } }
// --------------------------------------------------------- // 进度条百分比 public float GetActProgress() { if (GameFacade.GetCurrentCardGame() != null) { return(GameFacade.GetCurrentCardGame().GetSpeedProgress().GetProgressPercentByPlayer(PlayerID)); } else { Debug.LogError("Cant find the CurrentGame"); } return(0); }
public override void OnStartProgress() { if (GameFacade.GetCurrentCardGame().GetCurrentAuthorizationPlayer() != GamePlayer.GAME_MANAGER) { GamePlayer player = GameFacade.GetCurrentCardGame().GetCurrentAuthorizationPlayer(); //deal with Get Card if (player.Role != null) { player.Role.GetCard(3); } } SetProgressEnd(); }
public override List <GamePlayer> GetCanChooseTarget() { List <GamePlayer> players = new List <GamePlayer>(); foreach (var player in GameFacade.GetCurrentCardGame().GetGamePlayersByCamp(self_player.CampType)) { if (player != GameFacade.GetCurrentCardGame().GetMyPlayer()) { players.Add(player); } } return(players); }
public override void SetGameTarget(GamePlayer player) { base.SetGameTarget(player); List <GamePlayer> players = new List <GamePlayer>(); foreach (var player_target in GameFacade.GetCurrentCardGame().GetAllGamePlayers()) { if (player != GameFacade.GetCurrentCardGame().GetMyPlayer()) { players.Add(player); } } m_gameplayer = players; }
public override void OnInitProgress() { if (GameFacade.GetCurrentCardGame().GetAllGamePlayers() != null) { foreach (var player in GameFacade.GetCurrentCardGame().GetAllGamePlayers()) { m_players_race_flag.Add(player.PlayerID, 0); } } else { Debug.LogError("CalculateSpeedProgress:playerList is null,InitProgress faild"); } }
public override void OnEndProgress() { GameFacade.GetCurrentCardGame().GetBackAuthorization(); }
public void KillCurrentRound() { OnClearGameProgress(); GameFacade.GetCurrentCardGame().JumpToLastProgress(); }
protected void EndProgress() { OnEndProgress(); GameFacade.GetCurrentCardGame().StartNextProgress(); }
public override void SetGameTarget(GamePlayer player) { base.SetGameTarget(player); m_gameplayer = GameFacade.GetCurrentCardGame().GetAllGamePlayers(); }
public override void SetGameTarget(GamePlayer player) { base.SetGameTarget(player); m_gameplayer = GameFacade.GetCurrentCardGame().GetGamePlayersByCamp(self_player.CampType); }
public override void OnEndProgress() { GameFacade.GetCurrentCardGame().SetAuthorization(m_getRoundPlayer); }
public override List <GamePlayer> GetCanChooseTarget() { return(GameFacade.GetCurrentCardGame().GetGamePlayersByCamp(self_player.CampType)); }