public SummonSpellEffect(Game gameCore, Player player, Skill skill, UnitBase unitBase, ChessboardCell cbCell) { this._gameCore = gameCore; this._player = player; this._skill = skill; this._unitBase = unitBase; this._cbCell = cbCell; }
protected Unit(UnitBase unitBase, Player owner) { InitAttribute(unitBase); this.GameCore = owner.GameCore; this.Team = owner.atTeam; this.Owner = owner; Owner.unit.Add(this); // TODO : Need change to Player's function this.GameCore.IDP.UID.ApplyID(this); ActionState = new UnitActionState(); foreach (Skill s in skill) { s.Register(this); } }
public void InitAttribute(UnitBase unitBase) { this.UnitBase = unitBase; this.UnitBaseId = unitBase.Id; this.UnitType = unitBase.Type; this.HitPoint = new UnitHitPoint(unitBase.HitPoint); this.Mobility = new UnitMobility(unitBase.Mobility, unitBase.MoveMethod); this.AttackPower = new UnitAttackPower(unitBase.AttackPower); this.AttackRange = new UnitAttackRange(unitBase.AttackRange); }
public static Unit FromUnitBase(UnitBase unitBase, Player owner) { switch (unitBase.Type) { case UnitType.Girl: return new UnitGirl(unitBase, owner); break; case UnitType.Minion: return new UnitMinion(unitBase, owner); break; case UnitType.Servant: return new UnitServant(unitBase, owner); break; default: throw new Exception("Undefined Unit Type"); } }
public UnitGirl(UnitBase unitBase, Player owner) : base(unitBase, owner) { }
public UnitServant(UnitBase unitBase, Player owner) : base(unitBase, owner) { }
/// <summary> /// 将特定单位加入单位池 /// </summary> /// <param name="unitBase">要加入的单位</param> public void AddUnit(UnitBase unitBase) { Unit aUnit = Unit.FromUnitBase(unitBase, _game.NeutralPlayer); _selectedUnits.Add(aUnit); }
public UnitMinion(UnitBase unitBase, Player owner) : base(unitBase, owner) { }