/// <summary> /// 触发事件 /// </summary> /// <param name="事件"></param> /// <param name="game"></param> /// <returns></returns> public List <String> 触发事件(CardUtility.全局事件 事件, GameManager game) { List <String> ActionLst = new List <string>(); for (int i = 0; i < BattleMinions.Length; i++) { var minion = BattleMinions[i]; if (minion != null) { ActionLst.AddRange(minion.触发事件(事件, game)); } } return(ActionLst); }
/// <summary> /// 事件处理 /// </summary> /// <returns></returns> public List <String> 事件处理() { List <String> Result = new List <string>(); for (int j = 0; j < 事件池.Count; j++) { CardUtility.全局事件 事件 = 事件池[j]; for (int i = 0; i < MyInfo.BattleField.MinionCount; i++) { if (事件.事件类型 == CardUtility.事件类型列表.召唤 && 事件.触发位置 == (i + 1) && 事件.触发方向 == CardUtility.TargetSelectDirectEnum.本方) { continue; } else { Result.AddRange(MyInfo.BattleField.BattleMinions[i].事件处理方法(事件, this, CardUtility.strMe + CardUtility.strSplitMark + (i + 1).ToString())); } } //转换触发方向,对方触发事件?结果是否传送?传送时候要改变strMe和strYou! if (事件.触发方向 == CardUtility.TargetSelectDirectEnum.本方) { 事件.触发方向 = CardUtility.TargetSelectDirectEnum.对方; } else { 事件.触发方向 = CardUtility.TargetSelectDirectEnum.本方; } for (int i = 0; i < YourInfo.BattleField.MinionCount; i++) { YourInfo.BattleField.BattleMinions[i].事件处理方法(事件, this, CardUtility.strYou + CardUtility.strSplitMark + (i + 1).ToString()); } } return(Result); }