Пример #1
0
    void Start()
    {
        test1 = FindObjectOfType <test>();

        oyuncu  = FindObjectOfType <Player>();
        oyuncuA = FindObjectOfType <PlayerA>();
        oyuncuB = FindObjectOfType <PlayerB>();
        oyuncuC = FindObjectOfType <PlayerC>();
        oyuncuD = FindObjectOfType <PlayerD>();
        ld      = FindObjectOfType <LoadScene>();
        StartCoroutine(Text());
        UnityEngine.PlayerPrefs.SetInt("FirstSituation", oyuncu.MevcutAltin);

        UnityEngine.PlayerPrefs.Save();
    }
Пример #2
0
        //返回游戏是否结束,项羽1, 虞姬2, 游戏没结束0, 都死3
        public PlayerD ArrowAttack()
        {
            if (m_status != ArrowStatus.ATTACK)
            {
                SetType(ArrowStatus.ATTACK);
                return(0);
            }

            PlayerD     Ret          = 0;
            SceneModule _sceneModule = (SceneModule)GameManager.GameManagerObj.GetComponent <GameManager>().GetModuleByName("SceneModule");
            //消灭攻击位置的所有的人;不同棋子不会在一个位置
            MapPos pos = new MapPos();

            _sceneModule.GetPlayerPos(ref pos);
            bool YuJiExist = _sceneModule.UpdateYuJiPos();

            for (int _i = 0; _i < m_AttackArea.Count; _i++)
            {
                //敌人判断
                if (_sceneModule.m_enemyList[m_AttackArea[_i].m_row][m_AttackArea[_i].m_col] != null)
                {
                    //敌人被弓箭杀死的动画

                    //敌人死亡处理
                    _sceneModule.m_enemyList[m_AttackArea[_i].m_row][m_AttackArea[_i].m_col].DestroyObj();
                }

                //虞姬项羽判断
                if ((Ret != PlayerD.XIANGYU || Ret != PlayerD.ALL) && pos.m_row == m_AttackArea[_i].m_row && pos.m_col == m_AttackArea[_i].m_col)
                {
                    Ret = Ret == PlayerD.YUJI ? PlayerD.ALL : PlayerD.XIANGYU;
                }

                if ((Ret != PlayerD.YUJI || Ret != PlayerD.ALL) && YuJiExist && _sceneModule.YuJiPos.m_row == m_AttackArea[_i].m_row && _sceneModule.YuJiPos.m_col == m_AttackArea[_i].m_col)
                {
                    Ret = Ret == PlayerD.XIANGYU ? PlayerD.ALL : PlayerD.YUJI;
                }
            }

            SetType(ArrowStatus.WAIT);
            //删除这个arrow
            DestroyObj();
            return(Ret);
        }
Пример #3
0
 // Start is called before the first frame update
 void Start()
 {
     playerd = FindObjectOfType <PlayerD>();
 }
Пример #4
0
 public int CompareTo(PlayerD comparePart)
 {
     return(score - comparePart.score);
 }