public void setCurrentState_Action() { currentUnit.disableAimObject_Interactable(); currentState = TurnEnum.ACTION; currentUnit.changeState(); Debug.Log(currentUnit.name + " selected state Action"); }
public void setCurrentState_Interation() { currentUnit.disableAimObject_Attack(); currentState = TurnEnum.INTERACTION; currentUnit.changeState(); Debug.Log(currentUnit.name + " selected state Interaction"); }
public void setCurrentState_Movement() { currentUnit.disableAimObject_Interactable(); currentUnit.disableAimObject_Attack(); currentState = TurnEnum.MOVEMENT; currentUnit.changeState(); Debug.Log(currentUnit.name + " selected state Movement"); }
public async Task DistanceDrive(DirectionEnum direction, byte distance, TurnEnum turn, int angle) { List <byte> bytes = new List <byte>(); bytes.Add((byte)direction); bytes.Add(distance); bytes.Add((byte)turn); byte highbyte = (byte)((angle >> 8) & 0xff); byte lowbyte = (byte)(angle & 0xff); bytes.Add(highbyte); bytes.Add(lowbyte); await SendCommand(0x70, bytes); }
public void switchTurn() { if (this.curTurn == TurnEnum.MONSTER) { this.curTurn = TurnEnum.PLAYER; // TODO: 对玩家相关状态进行重置 } if (this.curTurn == TurnEnum.PLAYER) { this.curTurn = TurnEnum.MONSTER; this.battleMonster.recoveryState(); } }
public override void playerTrigger(AbilityData abilityData) { TurnEnum curTurn = AppContext.instance.battleManager.curTurn; if (curTurn == TurnEnum.PLAYER) { // 作用于怪物 AppContext.instance.battleManager.battleMonster.damage(abilityData.baseValue); } else if (curTurn == TurnEnum.MONSTER) { // 作用于玩家 AppContext.instance.battleManager.battlePlayer.damage(abilityData.baseValue); } }
public void battlePrepare(Monster monster, RectTransform cardParent) { this.curTurn = TurnEnum.PLAYER; this.battleMonster = monster; this.battlePlayer = new Player(); this.cardParent = cardParent; this.curCardIndex = 0; // 复制玩家数据 this._battlePlayerData = AppContext.instance.playerDataManager.playerData.clone <PlayerData> (); // 混乱玩家卡牌 CommonUtil.confusionElement <int> (this._battlePlayerData.cardList); // 播放敌人动画 this.battleMonster.playAnimation(); // 生成玩家卡牌 this.spawnPlayerCards(); }
private void SetTurn() { switch (turn) { case TurnEnum.unknown: this.turn = TurnEnum.left; break; case TurnEnum.left: this.turn = TurnEnum.straight; break; case TurnEnum.straight: this.turn = TurnEnum.right; break; case TurnEnum.right: this.turn = TurnEnum.left; break; } }
public void currentUnit_Use() { currentUnit.useInteractable(); currentState = TurnEnum.NONE; }
public void currentUnit_PickUp() { currentUnit.pickUpLoot(); currentState = TurnEnum.NONE; }
public void currentUnit_Dash() { currentUnit.dash(); currentState = TurnEnum.NONE; }
public void currentUnit_Ability() { currentUnit.useAbility(); currentState = TurnEnum.NONE; }
private static Employee CreateEmployee(string name, int phoneNumber, TurnEnum turn) { return(new Employee(name, phoneNumber, turn)); }
public Employee(string name, int employeeNumber, TurnEnum turn) { Name = name; EmployeeNumber = employeeNumber; Turn = turn; }
public Employee() { Name = string.Empty; Turn = TurnEnum.Noche; EmployeeNumber = 0; }
public void setCurrentState_None() { currentState = TurnEnum.NONE; currentUnit.changeState(); Debug.Log(currentUnit.name + " selected state None"); }
public void currentUnit_Attack() { currentUnit.weaponAttack(); currentState = TurnEnum.NONE; }