示例#1
0
 /// <summary>
 /// 移除效果处理
 /// </summary>
 /// <param name="effectProcess"></param>
 public void RemoveEffectProcess(EffectProcessBase effectProcess)
 {
     if (currentEffectProcess == effectProcess)
     {
         currentEffectProcess = null;
     }
     effectProcessList.Remove(effectProcess);
 }
示例#2
0
 /// <summary>
 /// 移除当前效果处理类
 /// </summary>
 /// <param name="effectProcess"></param>
 public void RemoveCurrentEffectProcess(EffectProcessBase effectProcess)
 {
     if (currentEffectProcess == null)
     {
         return;
     }
     else if (currentEffectProcess == effectProcess)
     {
         currentEffectProcess = null;
     }
     else
     {
         Debug.LogError("此玩家无法移除当前效果处理!");
     }
 }
示例#3
0
 public void Update()
 {
     if (startDuel)
     {
         if (Input.GetMouseButtonDown(1))
         {
             MouseRightButtonDown();
         }
         //判断连锁
         if (effectProcessChainStack.Count > 0)
         {
             EffectProcessBase effectProcess = effectProcessChainStack.Peek();
             if (effectProcess.GetHaveFinish())
             {
                 effectProcessChainStack.Pop();
             }
             else
             {
                 if (effectProcess.GetBeInterrupted())
                 {
                     if (effectProcess != effectProcess.GetOwnerPlayer().GetCurrentEffectProcess())
                     {
                         effectProcess.GetOwnerPlayer().SetCurrentEffectProcess(effectProcess);
                     }
                     effectProcess.ContinueProcess();
                 }
             }
         }
         else
         {
             currentPlayer.ThinkAction();
         }
         startPlayer.Update();
         startPlayer.GetOpponentPlayer().Update();
         if (currentInfoCard != null)
         {
             currentInfoCard.Update();
         }
     }
 }
示例#4
0
 /// <summary>
 /// 添加效果连锁
 /// </summary>
 /// <param name="effectProcess"></param>
 public void AddEffectProcessChain(EffectProcessBase effectProcess)
 {
     effectProcessChainStack.Push(effectProcess);
 }
示例#5
0
 /// <summary>
 /// 一般由效果处理类调用,设置当前对玩家产生影响效果处理类
 /// </summary>
 /// <param name="currentEffectProcess"></param>
 public void SetCurrentEffectProcess(EffectProcessBase currentEffectProcess)
 {
     this.currentEffectProcess = currentEffectProcess;
 }
示例#6
0
 /// <summary>
 /// 添加效果处理
 /// </summary>
 public void AddEffectProcess(EffectProcessBase effectProcess)
 {
     effectProcessList.Add(effectProcess);
     effectProcess.Process();
 }