public SummonCard(Game core) : base(core) { GameCore = core; unitAttribute = new Unit.Attribute(); SetAttribute(); }
public SummonSpellEffect(Game gameCore, Player player, Skill skill, UnitBase unitBase, ChessboardCell cbCell) { this._gameCore = gameCore; this._player = player; this._skill = skill; this._unitBase = unitBase; this._cbCell = cbCell; }
public Team(Game core) { GameCore = core; GameCore.IDP.TID.ApplyID(this); playerList = new List<Player>(); OwnRegion = new List<ChessboardCell>(); blood = 4; }
// /// <summary> /// 自动生成一张地图 第一个参数为其所在核心,会自动分配地区ID并将区块注册至区域表 /// </summary> /// <param name="core"></param> public Chessboard(Game core) { GameCore = core; CellList = MakeMap(); for (int x = 0; x < CellList.GetLength(0); x++)//注册区块 { for (int y = 0; y < CellList.GetLength(1); y++) { GameCore.IDP.RID.SetID(CellList[x, y]); } } }
/// <summary> /// 自动读取一张地图,并将区块注册至区域表 /// </summary> /// <param name="core"></param> /// <param name="map"></param> public Chessboard(Game core, ChessboardCell[,] map) { GameCore = core; CellList = map; for (int x = 0; x < map.GetLength(0); x++)//注册区块 { for (int y = 0; y < map.GetLength(1); y++) { GameCore.IDP.RID.SetID(CellList[x, y]); } } }
protected Unit(UnitBase unitBase, Player owner) { InitAttribute(unitBase); this.GameCore = owner.GameCore; this.Team = owner.atTeam; this.Owner = owner; Owner.unit.Add(this); // TODO : Need change to Player's function this.GameCore.IDP.UID.ApplyID(this); ActionState = new UnitActionState(); foreach (Skill s in skill) { s.Register(this); } }
public HeroCard(Game core) : base(core) { }
//未完成 public Chessboard ToMap(Game core) { return new Chessboard(core); }
public UnitPool(Game game, int MaxUnitNumber = 6) { this._game = game; this.MaxUnit = MaxUnitNumber; InitUnitPool(); }