public void debug2() { //对方准备阶段抽牌 if (roundManager.roundPhase == RoundPhase.Draw && !roundManager.isMyturn) { enemyHCurved.HCNumChange(2); roundManager.MainRoundStart(); } }
//双方各抽4张牌 public void AllGet4Card() { //我方抽卡,播放动画 cardCurved.GetCards(); cardCurved.GetCards(); cardCurved.GetCards(); cardCurved.GetCards(); cardCurved.AddCardAnimations(); //对方抽卡,播放动画 enemyHCurved.HCNumChange(4); }
public void SkillEffect(int heroNo, bool isMyAction) { PlayerManager user; //进攻方 PlayerManager opposite; //反击方 if (isMyAction) { user = myPlayer; opposite = enemyPlayer; } else { user = enemyPlayer; opposite = myPlayer; } //主要阶段发动挑战者技能 if (heroNo == 1 && isMyAction) { enemyHCurved.RandomDestroyCard(); user.HpChange(-1, 1); } else if (heroNo == 2 && !isMyAction) { cardCurved.RandomDestroyCard(); user.HpChange(-1, 1); } //结束阶段发动光之猎手技能 if (heroNo == 4 && isMyAction) { cardCurved.GetCards(); cardCurved.AddCardAnimations(); } else if (heroNo == 4 && !isMyAction) { enemyHCurved.HCNumChange(1); } }
public void ActionEffect(AttackCard aCard, CounterCard cCard, bool isMyAction) { print(aCard.CardName + " " + cCard.CardName); int damage = aCard.Damage; //伤害 int backDamage = 0; //反击伤害 Attribute backAttribute = Attribute.Physical; //反击伤害类型 PlayerManager user; //进攻方 PlayerManager opposite; //反击方 Transform userHead; //进攻方动画播放位置 Transform oppositeHead; //反击方动画播放位置 float r_miss = 0; //闪避值,超过500闪避成功 if (isMyAction) { user = myPlayer; opposite = enemyPlayer; userHead = myHeadPosition; oppositeHead = enemyHeadPosition; } else { user = enemyPlayer; opposite = myPlayer; userHead = enemyHeadPosition; oppositeHead = myHeadPosition; } //反击牌效果 switch (cCard.counterCardNo) { case 5: //暗器 backDamage = 1; break; case 6: //幸运牌 if (isMyAction) { enemyHCurved.HCNumChange(2); } else { cardCurved.GetCards(); cardCurved.GetCards(); cardCurved.AddCardAnimations(); } break; case 7: //停战号令 roundManager.AbandonmentRoundStart(); break; case 8: //气流吸纳 opposite.saveAp++; break; } //进攻牌效果 switch (aCard.attackCardNo) { case 4: //魔力引爆 opposite.burnDamage += 2; break; case 5: //恢复魔法 user.HpChange(3, 0); break; case 7: //正义审判 if (user.HP > opposite.HP) { damage++; } break; case 8: //结晶风暴 opposite.saveAp--; break; case 9: //黑炎仪式 user.darkfire = true; break; } //黑炎Buff生效 if (user.darkfire) { damage *= 2; if (aCard.attackCardNo != 9) { user.darkfire = false; } } //反击牌改变伤害效果 switch (cCard.counterCardNo) { case 1: //钢盾 if (aCard.damageAttribute == Attribute.Physical) { damage = 1; } break; case 2: //图纹盾 damage -= 1; break; case 3: //闪避 r_miss = Random.Range(0, 1000f); if (r_miss > 500) { damage = 0; } break; case 4: //魔法反射 if (aCard.damageAttribute == Attribute.Magic) { backDamage = damage; backAttribute = Attribute.Magic; damage = 0; } break; } if (r_miss > 500) { //闪避 ShowEffect(effect_C[2], userHead); } else { //没有闪避,播放进攻牌动画 switch (aCard.attackCardNo) { case 1: float r_color = Random.Range(0, 1000f); if (r_color < 200) { ShowEffect(effect_A[0], oppositeHead); } else if (r_color < 400) { ShowEffect(effect_A[1], oppositeHead); } else if (r_color < 600) { ShowEffect(effect_A[2], oppositeHead); } else if (r_color < 800) { ShowEffect(effect_A[3], oppositeHead); } else { ShowEffect(effect_A[4], oppositeHead); } break; case 2: ShowEffect(effect_A[5], oppositeHead); break; case 3: ShowEffect(effect_A[6], oppositeHead); break; case 4: ShowEffect(effect_A[7], oppositeHead); break; case 5: ShowEffect(effect_A[9], userHead); break; case 6: ShowEffect(effect_A[10], oppositeHead); break; case 7: ShowEffect(effect_A[11], oppositeHead); break; case 8: ShowEffect(effect_A[12], oppositeHead); break; case 9: ShowEffect(effect_A[13], userHead); break; case 10: ShowEffect(effect_A[14], oppositeHead); break; } attackJustOver = true; effect_cCard = cCard.counterCardNo; effect_isMyAction = isMyAction; } user.HpChange(-backDamage, 2); opposite.HpChange(-damage, 2); }