示例#1
0
    //处理战斗view的事件
    public IEnumerator FightViewTouchFn(Const.FIGHT_BTN_TYPE state)
    {
        //场上必须得有卡牌才能响应
        if (MineFightData.getInstance().usingCardsNumber() > 0 && FightController.getInstance().RightToPlay == FightController.RIGHTTOPLAY.MINE)
        {
            if (Const.FIGHT_BTN_TYPE.NO_OUT == state)
            {
                noOut();
                FightController.getInstance().RightToPlay = FightController.RIGHTTOPLAY.ENEMY;
            }
            else if (Const.FIGHT_BTN_TYPE.TIP == state)
            {
                noOut();
                if (currOutCardRule.Count == 0)
                {
                    currOutCardRule = getItemOutCardRule();
                }
                if (currOutCardRule.Count > 0)
                {
                    List <int> l = new List <int>();
                    l = currOutCardRule[0];
                    currOutCardRule.RemoveAt(0);
                    foreach (var pos in l)
                    {
                        cardToWaitPos(pos);
                    }
                }
            }
            //出击
            else if (Const.FIGHT_BTN_TYPE.ATK == state)
            {
                //此时是否有卡片可以出
                bool isHaveCardCanOut = false;
                for (int i = 1; i <= Const.FRIST_CARD_NUM; ++i)
                {
                    if (viewCardDic.ContainsKey(i) && viewCardDic[i].getCardState() == Card.CardState.waitFight)
                    {
                        isHaveCardCanOut = true;
                        FightController.getInstance().RightToPlay = FightController.RIGHTTOPLAY.MINEING;

                        viewCardDic[i].getObj().transform.SetAsLastSibling();
                        viewCardDic [i].getObj().GetComponent <RectTransform> ().DOLocalMove(FightUIData.getInstance().EnemyVec3 + new Vector3(0, Screen.height * 0.2f, 0), 0.1f)
                        .SetEase(Ease.InBack).SetUpdate(true);
                        yield return(new WaitForSeconds(0.3f));
                    }
                }
                if (isHaveCardCanOut)
                {
                    yield return(new WaitForSeconds(0.6f));

                    FightController.getInstance().RightToPlay = FightController.RIGHTTOPLAY.ENEMY;
                }
                else
                {
                    MsgPrompts.create("请选择至少一张卡牌", Color.red);
                }
            }
        }
    }
示例#2
0
    /// <summary>
    /// 执行攻击
    /// </summary>
    /// <returns></returns>
    override public IEnumerator DoAtk()
    {
        //foreach (KeyValuePair<int, GameObject> item in dicCardObj)
        //{
        //    FightCard vFightCard = item.Value.GetComponent<FightCard>();
        //    if (vFightCard.postionState == FightCard.PostionState.choice)
        //    {

        //    }
        //}


        List <int>       canAtkCardList = new List <int>();
        List <FightCard> list           = new List <FightCard>();
        int numberSum = 0;

        foreach (KeyValuePair <int, GameObject> item in dicCardObj)
        {
            FightCard vFightCard = item.Value.GetComponent <FightCard>();
            if (vFightCard.postionState == FightCard.PostionState.choice)
            {
                list.Add(vFightCard);
                FightAtkAnim atkAnim = item.Value.GetComponent <FightAtkAnim>();
                atkAnim.PlayAtk(canAtkCardList.Count * atkSpaceTime);
                canAtkCardList.Add(vFightCard.GetCardDetail().id);
                if (!listSpcaePos.ContainsKey(vFightCard.pos))
                {
                    listSpcaePos.Add(vFightCard.pos, vFightCard.pos);
                    this.listFightCard.Remove(vFightCard);
                    numberSum = numberSum + vFightCard.GetCardDetail().number;
                }
            }
        }

        lastFightData.CalculationType(list, numberSum);

        if (canAtkCardList.Count == 0)
        {
            MsgPrompts.create("未选择一张卡片");
        }
        else
        {
            for (int i = 0; i < canAtkCardList.Count; ++i)
            {
                this.dicCardObj.Remove(canAtkCardList[i]);
            }

            yield return(new WaitForSeconds(canAtkCardList.Count * atkSpaceTime + 1));

            this.Licensing();
            yield return(new WaitForSeconds(canAtkCardList.Count * atkSpaceTime + 1));

            this.fightState.Waiver();
        }
    }
示例#3
0
    void EveSure(GameObject obj)
    {
        string touchTag = obj.transform.parent.gameObject.name;

        Debug.Log(touchTag);
        int tag = int.Parse(touchTag);

        if (tag == 1)
        {
            SceneManager.LoadSceneAsync("ChoiceEnemy");
        }
        else
        {
            MsgPrompts.create(string.Format("角色Lv{0:0}级开放", unlock[tag]), Color.red);
        }
    }
示例#4
0
 //我方获得出牌权
 public void MineGetWaiver()
 {
     if (lastFightData.GetOutType() == OUTTYPE.None)
     {
         MsgPrompts.create("表示敌方要不起我方牌 我方可以随意出牌");
     }
     else
     {
         List <FightCard> temp = this.isCanWantLastCard(lastFightData);
         if (temp.Count == 0)
         {
             MsgPrompts.create("要不起自动交出出牌权");
         }
         else
         {
             MsgPrompts.create("要的起");
         }
     }
 }
示例#5
0
 /// <summary>
 /// 蓄力按钮事件回调
 /// </summary>
 public void EveStorage()
 {
     MsgPrompts.create("我方蓄力");
     this.lastFightData.ClearUp();
     this.fightState.Waiver();
 }