/// <summary> /// 去掉使用过的手牌 /// </summary> /// <param name="CardSn"></param> public void RemoveUsedCard(string CardSn) { CardBasicInfo removeCard = new CardBasicInfo(); foreach (var Seekcard in handCards) { if (Seekcard.序列号 == CardSn) { removeCard = Seekcard; } } handCards.Remove(removeCard); }
private static void Combo(ActionStatus actionStatus, CardBasicInfo card, List<string> ActionCodeLst, PublicInfo PlayInfo) { if ((card.卡牌种类 != CardBasicInfo.资源类型枚举.法术) && PlayInfo.连击状态 && (!string.IsNullOrEmpty(card.连击效果))) { //初始化 Buff效果等等 SpellCard ablity = (SpellCard)CardUtility.GetCardInfoBySN(card.连击效果); if (ablity != null) { var ResultArg = ablity.UseSpell(actionStatus); if (ResultArg.Count != 0) { ActionCodeLst.AddRange(ResultArg); //英雄技能等的时候,不算[本方施法] if (ablity.法术卡牌类型 == CardBasicInfo.法术卡牌类型枚举.普通卡牌) actionStatus.battleEvenetHandler.事件池.Add(new EventCard.全局事件() { 触发事件类型 = EventCard.事件类型枚举.施法, 触发位置 = PlayInfo.Hero.战场位置 }); } } } }
/// <summary> /// 将UI数据设定到对象上 /// </summary> /// <param name="card"></param> public void SetBasicInfo(CardBasicInfo card) { card.使用成本 = (int)numCost.Value; card.名称 = txtName.Text; card.描述 = txtDescription.Text; }
/// <summary> /// 初始化 /// </summary> /// <param name="card"></param> public void Init(CardBasicInfo card) { 序列号 = card.序列号; 名称 = card.名称; 使用成本 = card.使用成本; 描述 = card.描述; switch (card.卡牌种类) { case CardBasicInfo.资源类型枚举.随从: 攻击力 = ((MinionCard)card).攻击力; 生命值 = ((MinionCard)card).生命值; break; case CardBasicInfo.资源类型枚举.法术: break; case CardBasicInfo.资源类型枚举.武器: 攻击力 = ((WeaponCard)card).攻击力; 生命值 = ((WeaponCard)card).耐久度; break; case CardBasicInfo.资源类型枚举.奥秘: break; case CardBasicInfo.资源类型枚举.其他: break; default: break; } }
/// <summary> /// 去掉使用过的手牌 /// </summary> /// <param name="CardSn"></param> public void RemoveUsedCard(String CardSn) { Engine.Card.CardBasicInfo removeCard = new CardBasicInfo(); foreach (var Seekcard in MySelfInfo.handCards) { if (Seekcard.序列号 == CardSn) { removeCard = Seekcard; } } MySelfInfo.handCards.Remove(removeCard); MyInfo.HandCardCount = MySelfInfo.handCards.Count; }