//走棋 virtual public void moveChess(Chess moving_chess, ChessContainer targetContainer, bool trigger_strike) { /* 移动耗牌 * if (Data.MOVE_COST_HANDCARD) * { * CardContainer cdc; * GameObject[] cdcs; * ArrayList hand; * if (turn_player == ePlayer.Player1) * { * cdc = cardcont_p1[0].GetComponent<CardContainer>(); * cdcs = cardcont_p1; * hand = player_1.hand_cards; * } else * { * cdc = cardcont_p2[0].GetComponent<CardContainer>(); * cdcs = cardcont_p2; * hand = player_2.hand_cards; * } * if (cdc.gameObject.transform.childCount <= 0) * { * return; * } * Card card = cdc.gameObject.transform.GetChild(0).gameObject.GetComponent<Card>(); * if (!judgeSelectCard(card)) * return; * removeCard(card); * setHand(hand, cdcs); * }*/ moving_chess.container.removeChess(); targetContainer.appendChess(moving_chess); //驱散迷雾 随设计改变而无效 //BKTools.FogLift(moving_chess.container.number, moving_chess.attribute.spd + GameRule.Default_PvE_Fog_Lift_Range, GameRule.Default_PvE_Fog_Lift_Range, new int[] { (int)moving_chess.belong }); //攻击 if (trigger_strike && !BuffContrllor.ContainEffect(moving_chess, eBuff_Effect.Attack_BAN)) { moving_chess.CheckStrike(0); } //卡牌信息显示 Main.Inst.clearCardInfo(); //TODO 流程控制更新 // Main.Instance.b_setchess = true; // Main.Instance.now_phase = ePhase.Battle; // Main.Instance.b_phase_trigger = true;//从战斗阶段往主要阶段2 //清除移动操作暴击 Main.Inst.b_moving_chess = false; //应该已经没用了 Chess.clear_Moveable_Area(); //清理所有移动标记(上面谁写的,都是错别字! foreach (var item in Main.Inst.chess_grids) { item.Value.clearMoveFlag(); } CheckMoveEvent(moving_chess, nextPhaseDefault); }