Пример #1
0
 public void RefreshDefenceCampInfo(DicePanelParam dicePanelParam)
 {
     defenceCampName.text            = dicePanelParam.campName;
     defenceCampIcon.sprite          = dicePanelParam.campIcon;
     defenceCampBattleUnitCount.text = string.Format("× {0}", dicePanelParam.diceRolls.ToString());
     defenceCampResult.text          = dicePanelParam.diceResult.ToString();
 }
Пример #2
0
 private void ShowDiceRollPanel(DicePanelParam attackLandParam, DicePanelParam defenceLandParam)
 {
     //弹出骰子面板
     if (_battleDicePanel == null)
     {
         _battleDicePanel = GlobalUImanager.Instance.BattleDicePanel.GetComponent <BattleDicePanel>();
     }
     _battleDicePanel.RefreshAttackCampInfo(attackLandParam);
     _battleDicePanel.RefreshDefenceCampInfo(defenceLandParam);
     _battleDicePanel.ShowSelf();
 }
Пример #3
0
    private IEnumerator CorotineTwoLandFight(Land attackLand, Land defenceLand)
    {
        DicePanelParam attackLandParam  = GetDicePanelParamByLand(attackLand, true);
        DicePanelParam defenceLandParam = GetDicePanelParamByLand(defenceLand, false);

        ShowDiceRollPanel(attackLandParam, defenceLandParam);
        //等界面关闭立即执行地块逻辑
        yield return(new WaitWhile(() => { return _battleDicePanel.isActiveAndEnabled; }));

        //守方胜
        if (_attackPoint <= _defencePoint)
        {
            DefenceVictory(attackLand);
        }
        else
        {
            AttackVictory(attackLand, defenceLand);
        }
        //一次进攻结束的回调
        if (BATTLE_EVENT_FinishAttackOneLand != null)
        {
            BATTLE_EVENT_FinishAttackOneLand();
        }
    }