private void __sendDestroyedMessage(ServerCharacter serverCharacter)
        {
            var message = new Messages.TurnActionEventMessage();

            message.turnActionEvent = TurnActionEvent.Destroyed;
            message.instanceId      = serverCharacter.Id;

            GameServer.Instance.sendMessage(Messages.Type.TURN_ACTION_EVENT, message);
        }
        private void __sendCharacterDamagedMessage(int damageeId, int damagerId)
        {
            var message = new Messages.TurnActionEventMessage();

            message.turnActionEvent   = TurnActionEvent.CharacterDamaged;
            message.instanceIdDamager = damagerId;
            message.instanceIdDamagee = damageeId;

            GameServer.Instance.sendMessage(Messages.Type.TURN_ACTION_EVENT, message);
        }
        private void __sendCardUsedMessage(int playerId, int cardId)
        {
            var message = new Messages.TurnActionEventMessage();

            message.turnActionEvent = TurnActionEvent.CardUsed;
            message.playerId        = playerId;
            message.cardId          = cardId;

            GameServer.Instance.sendMessage(Messages.Type.TURN_ACTION_EVENT, message);
        }
        private void __sendCharacterStateChangedMessage(ServerCharacter serverCharacter)
        {
            var message = new Messages.TurnActionEventMessage();

            message.turnActionEvent = TurnActionEvent.CharacterStateChanged;
            message.instanceId      = serverCharacter.Id;
            message.hp     = serverCharacter.HP;
            message.attack = serverCharacter.AttackChance;

            GameServer.Instance.sendMessage(Messages.Type.TURN_ACTION_EVENT, message);
        }
        private void __sendStateChangedMessage(int playerId, PlayerGameState state)
        {
            var message = new Messages.TurnActionEventMessage();

            message.turnActionEvent = TurnActionEvent.StateChanged;
            message.playerId        = playerId;
            message.hp   = state.HP;
            message.cost = state.Cost;

            GameServer.Instance.sendMessage(Messages.Type.TURN_ACTION_EVENT, message);
        }
        public void setAttackChance(int attackChance)
        {
            this.AttackChance = attackChance;

            var message = new Messages.TurnActionEventMessage();

            message.turnActionEvent = TurnActionEvent.CharacterStateChanged;
            message.instanceId      = this.Id;
            message.hp     = this.HP;
            message.attack = this.AttackChance;

            GameServer.Instance.sendMessage(Messages.Type.TURN_ACTION_EVENT, message);
        }
示例#7
0
        public bool ended(int playerId)
        {
            --this.Duration;

            if (this.Duration < 1)
            {
                var message = new Messages.TurnActionEventMessage();
                message.turnActionEvent = TurnActionEvent.BuffRemoved;
                message.playerId        = playerId;
                message.buffName        = this.Name;

                GameServer.Instance.sendMessage(Messages.Type.TURN_ACTION_EVENT, message);

                return(true);
            }

            return(false);
        }