public void ButtonClick() { cardEffect.ActionEffect(enemyAttack, noCounterCard, false); roundManager.MeWaitOK(); Destroy(gameObject); }
public void debug3_5() { //对方不出反击 if (roundManager.waitCounter == WaitPhase.WaitEnemy) { cardEffect.ActionEffect(showingCard.enemyAttack, noCounterCard, true); roundManager.EnemyWaitOK(); } }
//生成牌,播放出牌动画,消耗行动点,先行效果 public void InstantiateInit() { Destroy(GoShowCard); GoShowCard = Instantiate(showCard) as GameObject; showCardManager = GoShowCard.GetComponent <CardManager>(); showCardManager.attackCard = attackCard; showCardManager.counterCard = counterCard; showCardManager.cardButton = HandCardButton.Cannot; showCardManager.init(); //出牌动画 CardShowAnimation(GoShowCard.transform); //消耗行动点 if (roundManager.isMyturn) { user.ApChange(-showCardManager.attackCard.ActionPoint); } else { user.ApChange(-showCardManager.counterCard.ActionPoint); } if (roundManager.isMyturn && roundManager.waitCounter == WaitPhase.WaitEnemy) { //打出反击卡 //共鸣法师技能 if (user.hero.No == 3) { if (enemyAttack.damageAttribute == Attribute.Magic) { SkillManager.printSkill("对方共鸣法师使用技能"); user.HP++; } } //等待结束 roundManager.EnemyWaitOK(); roundManager.WaitPrefabOff(); //判定 cardEffect.ActionEffect(enemyAttack, showCardManager.counterCard, true); } else { //打出进攻卡 //水晶剑士技能 if (user.hero.No == 2) { if (showCardManager.attackCard.damageAttribute == Attribute.Magic) { SkillManager.printSkill("对方水晶剑士增加计数器"); user.HeroTimer++; } else if (showCardManager.attackCard.damageAttribute == Attribute.Physical) { if (user.HeroTimer >= 1) { SkillManager.printSkill("对方水晶剑士使用技能"); user.HeroTimer = 0; showCardManager.attackCard.Damage++; showCardManager.init(); } } } //进攻牌先行效果 switch (showCardManager.attackCard.attackCardNo) { case 2: //上挑 cardCurved.RandomDestroyCard(); break; case 10: //流星雨 delayAttack = true; showingCard.enemyAttack = showCardManager.attackCard; //额外伤害归零 addDamage = 0; break; } if (!delayAttack) { AttackAction(); } } }
//生成牌,出牌动画,消耗行动点,先行效果 public void InstantiateInit() { Destroy(GoShowCard); GoShowCard = Instantiate(showCard) as GameObject; showCardManager = GoShowCard.GetComponent <CardManager>(); showCardManager.attackCard = attackCard; showCardManager.counterCard = counterCard; showCardManager.cardButton = HandCardButton.Cannot; showCardManager.init(); //出牌动画 CardShowAnimation(GoShowCard.transform); //消耗行动点 if (roundManager.isMyturn) { user.ApChange(-showCardManager.attackCard.ActionPoint); } else { user.ApChange(-showCardManager.counterCard.ActionPoint); } if (roundManager.isMyturn && roundManager.roundPhase == RoundPhase.Main && roundManager.waitCounter == WaitPhase.NoWait) { //打出进攻卡 //水晶剑士技能 if (user.hero.No == 2) { if (showCardManager.attackCard.damageAttribute == Attribute.Magic) { SkillManager.printSkill("我方水晶剑士增加计数器"); user.HeroTimer++; } else if (showCardManager.attackCard.damageAttribute == Attribute.Physical) { if (user.HeroTimer >= 1) { SkillManager.printSkill("我方水晶剑士使用技能"); user.HeroTimer = 0; showCardManager.attackCard.Damage++; showCardManager.init(); } } } //进攻牌先行效果 switch (showCardManager.attackCard.attackCardNo) { case 2: //上挑 enemyHCurved.RandomDestroyCard(); break; case 10: //流星雨 delayAttack = true; enemyShowCard.enemyAttack = showCardManager.attackCard; //生成发射按钮(按钮计算额外伤害) GameObject GOCardButton = Instantiate(FireballGO) as GameObject; GOCardButton.transform.parent = GameObject.Find("MiddleButtonInit").transform; GOCardButton.transform.position = GameObject.Find("MiddleButtonInit").transform.position; break; } if (!delayAttack) { AttackAction(); } } else { //打出反击卡 //共鸣法师技能 if (user.hero.No == 3) { if (enemyAttack.damageAttribute == Attribute.Magic) { SkillManager.printSkill("我方共鸣法师使用技能"); user.HP++; } } //结束我方等待,等待对方回合 roundManager.MeWaitOK(); roundManager.WaitPrefabOn(); //判定 cardEffect.ActionEffect(enemyAttack, showCardManager.counterCard, false); //删除“不打出”按钮 GameObject.Find("NothingButton(Clone)").GetComponent <NotCounter>().BeDestroy(); } }