private void waitComplete() { go = false; phase.waitComplete(); phase = null; Destroy(this.gameObject); }
public void Init(WaitPhase phase, DialogueEditorWaitTypes type, float duration) { this.phase = phase; this.type = type; this.duration = duration; elapsed = 0; go = true; }
//游戏初始化赋值 public void RoundGoingStart() { roundPhase = RoundPhase.Preparatory; waitCounter = WaitPhase.NoWait; roundNum = 0; myPlayer = GameObject.Find("MainUI").GetComponent <PlayerManager>(); EnemyPlayer = GameObject.Find("EnemyUI").GetComponent <PlayerManager>(); cardCurved = GameObject.Find("HandCardPrefab").GetComponent <CardCurved>(); enemyHCurved = GameObject.Find("EnemyHCPrefab").GetComponent <EnemyHCurved>(); RoundNumText = GameObject.Find("RoundNumText").GetComponent <Text>(); skillButtonGet = GameObject.Find("MainUI").GetComponent <SkillButtonGet>(); skillManager = GameObject.Find("SkillManager").GetComponent <SkillManager>(); }
//我方打出反击牌,等待结束 public void MeWaitOK() { waitCounter = WaitPhase.NoWait; }
//对方回合,等待我方打出反击牌 public void WaitingMe() { waitCounter = WaitPhase.WaitMe; Instantiate(NoCounterPrefab, MainCanvas); }
//等待结束 public void EnemyWaitOK() { waitCounter = WaitPhase.NoWait; }
//等待对方 public void WaitingEnemy() { waitCounter = WaitPhase.WaitEnemy; }