Пример #1
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 /// <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);
 }
Пример #2
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 public static PlayerEnum GetDrawer(this GameplayTool self)
 {
     return(Info.Drawer);
 }
Пример #3
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 public static List <BaseCard> GetCaughtCard(this GameplayTool self)
 {
     return(Info.CaughtCard);
 }
Пример #4
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 public static PlayerEnum GetSummonersController(this GameplayTool self)
 {
     return(Info.SummonersController);
 }
Пример #5
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 public static List <GameUnit.GameUnit> GetSummonUnit(this GameplayTool self)
 {
     return(Info.SummonUnit);
 }
Пример #6
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 public static PlayerEnum GetCaster(this GameplayTool self)
 {
     return(Gameplay.Info.Caster);
 }
Пример #7
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 public static BaseCard GetCastingCard(this GameplayTool self)
 {
     return(Info.CastingCard);
 }
Пример #8
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 /// <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);
 }
Пример #9
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 /// <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);
 }
Пример #10
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 /// <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;
 }
Пример #11
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 /// <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;
 }
Пример #12
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 public static void SetRoundOwned(this GameplayTool self, PlayerEnum player)
 {
     Gameplay.Info.RoundOwned = player;
 }
Пример #13
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 /// <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);
 }
Пример #14
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 /// <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;
 }
Пример #15
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 /// <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());
 }
Пример #16
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 public static PlayerEnum GetRoundOwned(this GameplayTool self)
 {
     return(Gameplay.Info.RoundOwned);
 }
Пример #17
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 /// <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());
 }
Пример #18
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 //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);
 }
Пример #19
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 public static void SetCastingCard(this GameplayTool self, BaseCard card)
 {
     Info.CastingCard = card;
 }
Пример #20
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 /// <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);
 }
Пример #21
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 public static void SetSummonersController(this GameplayTool self, PlayerEnum player)
 {
     Info.SummonersController = player;
 }
Пример #22
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 /// <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));
 }
Пример #23
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 public static void SetSummonUnit(this GameplayTool self, List <GameUnit.GameUnit> units)
 {
     Info.SummonUnit = units;
 }
Пример #24
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 /// <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));
 }
Пример #25
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 public static void SetDrawer(this GameplayTool self, PlayerEnum player)
 {
     Info.Drawer = player;
 }
Пример #26
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 public static void SetCaster(this GameplayTool self, PlayerEnum player)
 {
     Gameplay.Info.Caster = player;
 }
Пример #27
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 public static void SetCaughtCard(this GameplayTool self, List <BaseCard> cards)
 {
     Info.CaughtCard = cards;
 }
Пример #28
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 /// <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>());
 }
Пример #29
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 public static void SetHandAdder(this GameplayTool self, PlayerEnum player)
 {
     Info.HandAdder = player;
 }
Пример #30
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 /// <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;
 }