Process() публичный Метод

public Process ( ) : void
Результат void
Пример #1
0
    private void PlayAnimation(Game game)
    {
        //     if (!isGameStarted)
        //         isGameStarted = true;
        bossInfo = game.boss;
        bossInfo["hp"] = 80;
        bossInfo["max_hp"] = 100;
        bossInfo["mp"] = 80;
        bossInfo["max_mp"] = 100;
        heroInfo = game.hero;
        heroInfo["hp"] = 80;
        heroInfo["max_hp"] = 100;
        heroInfo["mp"] = 80;
        heroInfo["max_mp"] = 100;
        swordInfo = game.sword;
        swordInfo["hp"] = 80;
        swordInfo["max_hp"] = 100;
        swordInfo["mp"] = 80;
        swordInfo["max_mp"] = 100;

        //当三人操作完毕之后才开始渲染
        //剑防御 人攻击 魔攻击
        if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE &&
            (NewServer.Status)game.hero_status == NewServer.Status.ATTACK &&
            (NewServer.Status)game.boss_status == NewServer.Status.ATTACK)
        {
            HatkSdogeBatk hatkSdogeBatk = new HatkSdogeBatk();
            hatkSdogeBatk.animationPlayOverCallbackEvent += aniCallback;
            hatkSdogeBatk.Process(
                HeroMotion,
                BossMotion,
                hero_hp_Max,
                hero_hp_now,
                hero_sp_max,
                hero_sp_now,
                boss_hp_Max,
                boss_hp_now,
                boss_sp_max,
                boss_sp_now,
                heroInfo,
                bossInfo,
                swordInfo);
        }
        //剑防御 人攻击 魔放弃
        else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE &&
           (NewServer.Status)game.hero_status == NewServer.Status.ATTACK &&
           (NewServer.Status)game.boss_status == NewServer.Status.PASS)
        {
            HatkSdogBpass hatkSdogBpass = new HatkSdogBpass();
            hatkSdogBpass.animationPlayOverCallbackEvent += aniCallback;
            hatkSdogBpass.Process(
                HeroMotion,
                BossMotion,
                hero_hp_Max,
                hero_hp_now,
                hero_sp_max,
                hero_sp_now,
                boss_hp_Max,
                boss_hp_now,
                boss_sp_max,
                boss_sp_now,
                heroInfo,
                bossInfo,
                swordInfo);
        }
        //剑防御 人攻击 魔防御
        else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE &&
           (NewServer.Status)game.hero_status == NewServer.Status.ATTACK &&
           (NewServer.Status)game.boss_status == NewServer.Status.DEFEND)
        {
            shied.SetActive(true);
            HatkSdogeBdef hatkSdogeBdef = new HatkSdogeBdef();
            hatkSdogeBdef.animationPlayOverCallbackEvent += aniCallback;
            hatkSdogeBdef.Process(
                HeroMotion,
                BossMotion,
                hero_hp_Max,
                hero_hp_now,
                hero_sp_max,
                hero_sp_now,
                boss_hp_Max,
                boss_hp_now,
                boss_sp_max,
                boss_sp_now,
                heroInfo,
                bossInfo,
                swordInfo);
        }
        //剑防御 人暴击 魔攻击
        else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE &&
            (NewServer.Status)game.hero_status == NewServer.Status.CRITICAL_ATTACK &&
            (NewServer.Status)game.boss_status == NewServer.Status.ATTACK)
        {
            HsatkSdogeBatk hsatkSdogeBatk = new HsatkSdogeBatk();
            hsatkSdogeBatk.animationPlayOverCallbackEvent += aniCallback;
            hsatkSdogeBatk.Process(
                HeroMotion,
                BossMotion,
                hero_hp_Max,
                hero_hp_now,
                hero_sp_max,
                hero_sp_now,
                boss_hp_Max,
                boss_hp_now,
                boss_sp_max,
                boss_sp_now,
                heroInfo,
                bossInfo,
                swordInfo);
        }
        //剑防御 人暴击 魔放弃
        else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE &&
            (NewServer.Status)game.hero_status == NewServer.Status.CRITICAL_ATTACK &&
            (NewServer.Status)game.boss_status == NewServer.Status.PASS)
        {
            HsatkSdogBpass hsatkSdogBpass = new HsatkSdogBpass();
            hsatkSdogBpass.animationPlayOverCallbackEvent += aniCallback;
            hsatkSdogBpass.Process(
                HeroMotion,
                BossMotion,
                hero_hp_Max,
                hero_hp_now,
                hero_sp_max,
                hero_sp_now,
                boss_hp_Max,
                boss_hp_now,
                boss_sp_max,
                boss_sp_now,
                heroInfo,
                bossInfo,
                swordInfo);
        }
        //剑防御 人暴击 魔防御
        else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE &&
        (NewServer.Status)game.hero_status == NewServer.Status.CRITICAL_ATTACK &&
        (NewServer.Status)game.boss_status == NewServer.Status.DEFEND)
        {
            shied.SetActive(true);
            HsatkSdogeBdef hsatkSdogeBdef = new HsatkSdogeBdef();
            hsatkSdogeBdef.animationPlayOverCallbackEvent += aniCallback;
            hsatkSdogeBdef.Process(
                HeroMotion,
                BossMotion,
                hero_hp_Max,
                hero_hp_now,
                hero_sp_max,
                hero_sp_now,
                boss_hp_Max,
                boss_hp_now,
                boss_sp_max,
                boss_sp_now,
                heroInfo,
                bossInfo,
                swordInfo);
        }
        //剑防御 人放弃 魔功击
        else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE &&
            (NewServer.Status)game.hero_status == NewServer.Status.PASS &&
            (NewServer.Status)game.boss_status == NewServer.Status.ATTACK)
        {
            HpassSpassBatk hpassSpassBatk = new HpassSpassBatk();
            hpassSpassBatk.animationPlayOverCallbackEvent += aniCallback;
            hpassSpassBatk.Process(
                HeroMotion,
                BossMotion,
                hero_hp_Max,
                hero_hp_now,
                hero_sp_max,
                hero_sp_now,
                boss_hp_Max,
                boss_hp_now,
                boss_sp_max,
                boss_sp_now,
                heroInfo,
                bossInfo,
                swordInfo);
        }
        //剑防御 人放弃 魔放弃
        else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE &&
           (NewServer.Status)game.hero_status == NewServer.Status.PASS &&
           (NewServer.Status)game.boss_status == NewServer.Status.PASS)
        {
            HpassSdogBpass hpassSdogBpass = new HpassSdogBpass();
            hpassSdogBpass.animationPlayOverCallbackEvent += aniCallback;
            hpassSdogBpass.Process(
                );
        }
        //剑防御 人放弃 魔防御
        else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE &&
        (NewServer.Status)game.hero_status == NewServer.Status.PASS &&
        (NewServer.Status)game.boss_status == NewServer.Status.DEFEND)
        {
            shied.SetActive(true);
            HpassSdogBpass hpassSdogBpass = new HpassSdogBpass();
            hpassSdogBpass.animationPlayOverCallbackEvent += aniCallback;
            hpassSdogBpass.Process();
        }
        //剑放弃 人放弃 魔功击
        //剑放弃 人攻击 魔攻击
        if ((NewServer.Status)game.sword_status == NewServer.Status.PASS &&
            (NewServer.Status)game.hero_status == NewServer.Status.ATTACK &&
            (NewServer.Status)game.boss_status == NewServer.Status.ATTACK)
        {
            bossInfo = game.boss;
            heroInfo = game.hero;
            swordInfo = game.sword;

            HatkSpassBatk hatkSpassBatk = new HatkSpassBatk();

            hatkSpassBatk.animationPlayOverCallbackEvent += aniCallback;
            hatkSpassBatk.Process(
                HeroMotion,
                BossMotion,
                hero_hp_Max,
                hero_hp_now,
                hero_sp_max,
                hero_sp_now,
                boss_hp_Max,
                boss_hp_now,
                boss_sp_max,
                boss_sp_now,
                heroInfo,
                bossInfo,
                swordInfo);
        }
        //剑放弃 人攻击 魔放弃
        else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS &&
           (NewServer.Status)game.hero_status == NewServer.Status.ATTACK &&
           (NewServer.Status)game.boss_status == NewServer.Status.PASS)
        {
            HatkSpassBpass hatkSpassBpass = new HatkSpassBpass();
            hatkSpassBpass.animationPlayOverCallbackEvent += aniCallback;
            hatkSpassBpass.Process(
                HeroMotion,
                BossMotion,
                hero_hp_Max,
                hero_hp_now,
                hero_sp_max,
                hero_sp_now,
                boss_hp_Max,
                boss_hp_now,
                boss_sp_max,
                boss_sp_now,
                heroInfo,
                bossInfo,
                swordInfo);
        }
        //剑放弃 人攻击 魔防御
        else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS &&
           (NewServer.Status)game.hero_status == NewServer.Status.ATTACK &&
           (NewServer.Status)game.boss_status == NewServer.Status.DEFEND)
        {
            shied.SetActive(true);
            HatkSpassBdef hatkSpassBdef = new HatkSpassBdef();
            hatkSpassBdef.animationPlayOverCallbackEvent += aniCallback;
            hatkSpassBdef.Process(
                HeroMotion,
                BossMotion,
                hero_hp_Max,
                hero_hp_now,
                hero_sp_max,
                hero_sp_now,
                boss_hp_Max,
                boss_hp_now,
                boss_sp_max,
                boss_sp_now,
                heroInfo,
                bossInfo,
                swordInfo);
        }
        //剑放弃 人暴击 魔攻击
        else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS &&
            (NewServer.Status)game.hero_status == NewServer.Status.CRITICAL_ATTACK &&
            (NewServer.Status)game.boss_status == NewServer.Status.ATTACK)
        {
            HsatkSpassBatk hsatkSpassBatk = new HsatkSpassBatk();
            hsatkSpassBatk.animationPlayOverCallbackEvent += aniCallback;
            hsatkSpassBatk.Process(
                HeroMotion,
                BossMotion,
                hero_hp_Max,
                hero_hp_now,
                hero_sp_max,
                hero_sp_now,
                boss_hp_Max,
                boss_hp_now,
                boss_sp_max,
                boss_sp_now,
                heroInfo,
                bossInfo,
                swordInfo);
        }
        //剑放弃 人暴击 魔放弃
        else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS &&
            (NewServer.Status)game.hero_status == NewServer.Status.CRITICAL_ATTACK &&
            (NewServer.Status)game.boss_status == NewServer.Status.PASS)
        {
            HsatkSpassBpass hsatkSpassBpass = new HsatkSpassBpass();
            hsatkSpassBpass.animationPlayOverCallbackEvent += aniCallback;
            hsatkSpassBpass.Process(
                HeroMotion,
                BossMotion,
                hero_hp_Max,
                hero_hp_now,
                hero_sp_max,
                hero_sp_now,
                boss_hp_Max,
                boss_hp_now,
                boss_sp_max,
                boss_sp_now,
                heroInfo,
                bossInfo,
                swordInfo);
        }
        //剑放弃 人暴击 魔防御
        else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS &&
        (NewServer.Status)game.hero_status == NewServer.Status.CRITICAL_ATTACK &&
        (NewServer.Status)game.boss_status == NewServer.Status.DEFEND)
        {
            shied.SetActive(true);
            HsatkSpassBdef hsatkSpassBdef = new HsatkSpassBdef();
            hsatkSpassBdef.animationPlayOverCallbackEvent += aniCallback;
            hsatkSpassBdef.Process(
                HeroMotion,
                BossMotion,
                hero_hp_Max,
                hero_hp_now,
                hero_sp_max,
                hero_sp_now,
                boss_hp_Max,
                boss_hp_now,
                boss_sp_max,
                boss_sp_now,
                heroInfo,
                bossInfo,
                swordInfo);
        }
        //剑放弃 人放弃 魔功击
        else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS &&
            (NewServer.Status)game.hero_status == NewServer.Status.PASS &&
            (NewServer.Status)game.boss_status == NewServer.Status.ATTACK)
        {
            HpassSpassBatk hpassSpassBatk = new HpassSpassBatk();
            hpassSpassBatk.animationPlayOverCallbackEvent += aniCallback;
            hpassSpassBatk.Process(
                HeroMotion,
                BossMotion,
                hero_hp_Max,
                hero_hp_now,
                hero_sp_max,
                hero_sp_now,
                boss_hp_Max,
                boss_hp_now,
                boss_sp_max,
                boss_sp_now,
                heroInfo,
                bossInfo,
                swordInfo);
        }
        //剑放弃 人放弃 魔放弃
        else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS &&
           (NewServer.Status)game.hero_status == NewServer.Status.PASS &&
           (NewServer.Status)game.boss_status == NewServer.Status.PASS)
        {
            HpassSdogBpass hpassSdogBpass = new HpassSdogBpass();
            hpassSdogBpass.animationPlayOverCallbackEvent += aniCallback;
            hpassSdogBpass.Process(
                );
        }
        //剑放弃 人放弃 魔防御
        else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS &&
        (NewServer.Status)game.hero_status == NewServer.Status.PASS &&
        (NewServer.Status)game.boss_status == NewServer.Status.DEFEND)
        {
            shied.SetActive(true);
            HpassSdogBpass hpassSdogBpass = new HpassSdogBpass();
            hpassSdogBpass.animationPlayOverCallbackEvent += aniCallback;
            hpassSdogBpass.Process();
        }
    }