/// <summary> /// 获取被伤害者 /// </summary> /// <param name="self">GameplayTool 自身或者子类</param> /// <returns></returns> public static GameUnit.GameUnit GetInjuredUnit(this GameplayTool self) { return(Info.InjuredUnit); }
public static PlayerEnum GetDrawer(this GameplayTool self) { return(Info.Drawer); }
public static List <BaseCard> GetCaughtCard(this GameplayTool self) { return(Info.CaughtCard); }
public static PlayerEnum GetSummonersController(this GameplayTool self) { return(Info.SummonersController); }
public static List <GameUnit.GameUnit> GetSummonUnit(this GameplayTool self) { return(Info.SummonUnit); }
public static PlayerEnum GetCaster(this GameplayTool self) { return(Gameplay.Info.Caster); }
public static BaseCard GetCastingCard(this GameplayTool self) { return(Info.CastingCard); }
/// <summary> /// 获取被击杀者 /// </summary> /// <param name="self"></param> /// <returns></returns> public static GameUnit.GameUnit GetKilledUnit(this GameplayTool self) { return(Info.KilledUnit); }
/// <summary> /// 获取死亡单位 /// </summary> /// <param name="self"></param> /// <returns></returns> public static GameUnit.GameUnit GetDead(this GameplayTool self) { return(Info.Dead); }
/// <summary> /// 设置击杀者 /// </summary> /// <param name="self">GameplayTool 自身或者子类</param> /// <param name="killer">击杀者</param> public static void SetKiller(this GameplayTool self, GameUnit.GameUnit killer) { Gameplay.Info.Killer = killer; }
/// <summary> /// 设置被击杀者和死者 /// </summary> /// <param name="self">GameplayTool 自身或者子类</param> /// <param name="killedUnit">被击杀者</param> public static void SetKilledAndDeadUnit(this GameplayTool self, GameUnit.GameUnit killedUnit) { Gameplay.Info.KilledUnit = killedUnit; Gameplay.Info.Dead = killedUnit; }
public static void SetRoundOwned(this GameplayTool self, PlayerEnum player) { Gameplay.Info.RoundOwned = player; }
/// <summary> /// 获取当前伤害数值 /// </summary> /// <param name="self">GameplayTool 自身或者子类</param> /// <returns></returns> public static Damage GetDamage(this GameplayTool self) { return(Info.damage); }
/// <summary> /// 设置伤害数值大小 /// </summary> /// <param name="self">GameplayTool 自身或者子类</param> /// <param name="damage">当前伤害数值</param> public static void SetDamage(this GameplayTool self, Damage damage) { Info.damage = damage; }
/// <summary> /// 传入Monobehaviour脚本,返回该脚本所依附的GameUnit的MsgReceiver /// </summary> /// <param name="self"></param> /// <param name="script"></param> /// <returns></returns> public static IMessage.MsgReceiver GetUnitReceiver(this GameplayTool self, MonoBehaviour script) { return(script.GetComponent <GameUnit.GameUnit>().GetMsgReceiver()); }
public static PlayerEnum GetRoundOwned(this GameplayTool self) { return(Gameplay.Info.RoundOwned); }
/// <summary> /// 传入Monobehaviour脚本,返回该脚本所依附的BaseCard的MsgReceiver /// </summary> /// <param name="self"></param> /// <param name="script"></param> /// <returns></returns> public static IMessage.MsgReceiver GetCardReceiver(this GameplayTool self, MonoBehaviour script) { return(script.GetComponent <BaseCard>().GetMsgReceiver()); }
//public static void SetSelectingUnit(this GameplayTool self, GameUnit.GameUnit unit) //{ // Info.SelectingUnit = unit; //} /// <summary> /// 获取指令牌发动选择的目标List,对象类型需要自行强转GameUnit或者BattleMapBlock /// </summary> /// <param name="self"></param> /// <returns></returns> public static List <object> GetSelectingUnits(this GameplayTool self) { return(Gameplay.Instance().gamePlayInput.SelectingList); }
public static void SetCastingCard(this GameplayTool self, BaseCard card) { Info.CastingCard = card; }
/// <summary> /// 复活某个单位 /// </summary> /// <param name="name"></param>被复活单位的名字 /// <param name="position"></param>单位被复活在哪个地形上 /// <returns></returns> public static GameUnit.GameUnit Regenerate(this GameplayTool self, string name, Vector2 position) { //TODO:没写完的复活功能 return(null); }
public static void SetSummonersController(this GameplayTool self, PlayerEnum player) { Info.SummonersController = player; }
/// <summary> /// 获取某个单位的坐标 /// </summary> /// <param name="unit"></param> /// <returns></returns> public static Vector2 GetUnitPosition(this GameplayTool self, GameUnit.GameUnit unit) { return(BattleMap.BattleMap.Instance().GetUnitCoordinate(unit)); }
public static void SetSummonUnit(this GameplayTool self, List <GameUnit.GameUnit> units) { Info.SummonUnit = units; }
/// <summary> /// 删除某个单位的某个技能 /// </summary> /// <param name="unit"></param>被删除技能的单位 /// <param name="ability"></param>被删除的技能 public static void DeleteUnitAbility(this GameplayTool self, GameUnit.GameUnit unit, string ability) { GameObject.Destroy(unit.GetComponent(ability)); }
public static void SetDrawer(this GameplayTool self, PlayerEnum player) { Info.Drawer = player; }
public static void SetCaster(this GameplayTool self, PlayerEnum player) { Gameplay.Info.Caster = player; }
public static void SetCaughtCard(this GameplayTool self, List <BaseCard> cards) { Info.CaughtCard = cards; }
/// <summary> /// 传入Monobehaviour脚本,返回该脚本所依附的GameUnit /// </summary> /// <param name="self"></param> /// <param name="ability"></param> /// <returns></returns> public static GameUnit.GameUnit GetUnit(this GameplayTool self, MonoBehaviour script) { return(script.GetComponent <GameUnit.GameUnit>()); }
public static void SetHandAdder(this GameplayTool self, PlayerEnum player) { Info.HandAdder = player; }
/// <summary> /// 设置被伤害者 /// </summary> /// <param name="self">GameplayTool 自身或者子类</param> /// <param name="unit">被触发伤害者</param> public static void SetInjuredUnit(this GameplayTool self, GameUnit.GameUnit unit) { Gameplay.Info.InjuredUnit = unit; }