示例#1
0
 private void waitComplete()
 {
     go = false;
     phase.waitComplete();
     phase = null;
     Destroy(this.gameObject);
 }
示例#2
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 public void Init(WaitPhase phase, DialogueEditorWaitTypes type, float duration)
 {
     this.phase    = phase;
     this.type     = type;
     this.duration = duration;
     elapsed       = 0;
     go            = true;
 }
示例#3
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    //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>();
    }
示例#4
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 //我方打出反击牌,等待结束
 public void MeWaitOK()
 {
     waitCounter = WaitPhase.NoWait;
 }
示例#5
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    //对方回合,等待我方打出反击牌
    public void WaitingMe()
    {
        waitCounter = WaitPhase.WaitMe;

        Instantiate(NoCounterPrefab, MainCanvas);
    }
示例#6
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 //等待结束
 public void EnemyWaitOK()
 {
     waitCounter = WaitPhase.NoWait;
 }
示例#7
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 //等待对方
 public void WaitingEnemy()
 {
     waitCounter = WaitPhase.WaitEnemy;
 }