/// <summary> /// 重置可攻击次数 /// </summary> public void ResetAttackTimes() { if (Actual风怒) { RemainAttactTimes = 2; } else { RemainAttactTimes = 1; } AttactStatus = 攻击状态.可攻击; }
/// <summary> /// 攻击后 /// </summary> public void AfterAttack(Boolean 被动攻击) { //失去潜行 if (!被动攻击) { Is潜行Status = false; RemainAttactTimes--; if (RemainAttactTimes == 0) { AttactStatus = MinionCard.攻击状态.攻击完毕; } } }
/// <summary> /// 设置初始状态 /// </summary> public new void Init() { //将运行时状态设置为设计时状态 this.实际攻击力 = this.StandardAttackPoint; this.ActualCostPoint = this.StandardCostPoint; this.实际生命值上限 = this.标准生命值上限; this.实际生命值 = this.标准生命值上限; this.Actual冲锋 = this.Standard冲锋; this.Actual嘲讽 = this.Standard嘲讽; this.Actual风怒 = this.Standard风怒; this.Actual不能攻击 = this.Standard不能攻击; this.Is潜行Status = this.潜行特性; this.Is圣盾Status = this.圣盾特性; this.Is英雄技能免疫Status = this.英雄技能免疫特性; this.Is法术免疫Status = this.法术免疫特性; //初始状态 this.冰冻状态 = CardUtility.EffectTurn.无效果; this.Is沉默Status = false; this.Is激怒Status = false; if (Actual风怒) { RemainAttactTimes = 2; } else { RemainAttactTimes = 1; } //攻击次数 if (Actual冲锋) { this.AttactStatus = 攻击状态.可攻击; } else { this.AttactStatus = 攻击状态.准备中; } }
/// <summary> /// 攻击后 /// </summary> public void AfterAttack(Boolean 被动攻击) { //失去潜行 if (!被动攻击) { Is潜行Status = false; RemainAttactTimes--; if (RemainAttactTimes == 0) AttactStatus = MinionCard.攻击状态.攻击完毕; } }
/// <summary> /// 重置可攻击次数 /// </summary> public void ResetAttackTimes() { if (风怒特性) { 剩余攻击次数 = 2; } else { 剩余攻击次数 = 1; } AttactStatus = 攻击状态.可攻击; }
/// <summary> /// 设置随从初始状态 /// </summary> public new void Init() { //初始状态 生命值 = 生命值上限; this.冰冻状态 = CardUtility.EffectTurn.无效果; //攻击次数 if (风怒特性) { 剩余攻击次数 = 2; } else { 剩余攻击次数 = 1; } if (冲锋特性) { this.AttactStatus = 攻击状态.可攻击; } else { this.AttactStatus = 攻击状态.准备中; } }
/// <summary> /// 攻击后 /// </summary> public void AfterDoAttack(Boolean 被动攻击) { //失去潜行 if (!被动攻击) { 潜行特性 = false; 剩余攻击次数--; if (剩余攻击次数 == 0) AttactStatus = MinionCard.攻击状态.攻击完毕; } }