本文整理汇总了C#中Card.CheckAbilities方法的典型用法代码示例。如果您正苦于以下问题:C# Card.CheckAbilities方法的具体用法?C# Card.CheckAbilities怎么用?C# Card.CheckAbilities使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Card
的用法示例。
在下文中一共展示了Card.CheckAbilities方法的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: CallFromDeck
public void CallFromDeck(Card c, fieldPositions p)
{
Game.playerDeck.RemoveFromDeck(c);
Game.field.Call(c, p);
c.CheckAbilities(CardState.CallFromDeck, c);
Game.field.CheckAbilitiesExcept(c.pos, CardState.CallFromDeck_NotMe, c);
Game.SendPacket(GameAction.PLAY_CARD_FROM_DECK, c.cardID, (int)Util.TranformToEnemyPosition(c.pos));
c.TurnUp();
}
示例2: ReturnToHand
public void ReturnToHand(Card c)
{
bool bIsVanguard = c.IsVanguard();
fieldPositions cardPos = c.pos;
Game.SendPacket(GameAction.RETURN_FROM_FIELD_TO_HAND, c.pos);
Game.field.RemoveFrom(c.pos);
Game.playerHand.AddToHand(c);
if(!bIsVanguard)
{
c.CheckAbilities(CardState.HandFromRear);
//Game.GameChat.AddChatMessage("ADMIN", c.name + " returns to hand." + " " + cardPos);
Game.field.CheckAbilitiesExcept(cardPos, CardState.HandFromRear_NotMe, c);
}
}
示例3: StandUnit
public void StandUnit(Card card)
{
card.bBecomeStandThisTurn = true;
card.Stand();
Game.SendPacket(GameAction.STAND_UNIT, card.pos);
card.CheckAbilities(CardState.Stand, card);
Game.field.CheckAbilitiesExcept(card.pos, CardState.Stand_NotMe, card);
}
示例4: RestUnit
public void RestUnit(Card card)
{
Game.LastRest = card;
card.Rest();
Game.SendPacket(GameAction.REST_UNIT, card.pos);
card.CheckAbilities(CardState.Rest);
Game.field.CheckAbilitiesExcept(card.pos, CardState.Rest_NotMe);
}
示例5: RetireUnit
public void RetireUnit(Card card)
{
if(!card.bCanBeRetireByEffects)
{
SelectAnimField(card);
return;
}
Game.field.ClearZone(card.pos);
Game.field.AddToDropZone(card);
Game.SendPacket(GameAction.SEND_TO_DROPZONE, card.pos);
if(!card.IsVanguard())
{
Game.field.CheckAbilitiesExcept(card.pos, CardState.UnitSendToDropZoneFromRC, card);
card.CheckAbilities(CardState.DropZoneFromRC);
}
}
示例6: ReturnToHand
public void ReturnToHand(Card c)
{
bool bIsVanguard = c.IsVanguard();
Game.SendPacket(GameAction.RETURN_FROM_FIELD_TO_HAND, c.pos);
Game.field.RemoveFrom(c.pos);
Game.playerHand.AddToHand(c);
if(!bIsVanguard)
{
c.CheckAbilities(CardState.HandFromRear);
Game.field.CheckAbilitiesExcept(c.pos, CardState.HandFromRear_NotMe, c);
}
}
示例7: Remove
public void Remove(Card c, bool myGuardian = false)
{
cards.Remove(c);
game.CardToAttack.extraShield -= c.shield;
if(myGuardian)
{
field.AddToDropZone(c);
c.CheckAbilities(CardState.DropZoneFromGC);
field.CheckAbilities(CardState.DropZoneFromGC_NotMe, c);
if(c.bSentinel)
{
bPerfectGuard = false;
game.CardToAttack.bCanBeHit = true;
}
}
else
{
enemyField.AddToDropZone(c, false);
}
}
示例8: RetireUnit
public void RetireUnit(Card card)
{
if(!card.IsVanguard())
{
card.CheckAbilities(CardState.DropZoneFromRC);
}
field.ClearZone(card.pos);
field.AddToDropZone(card);
SendPacket(GameAction.SEND_TO_DROPZONE, card.pos);
}
示例9: CallFromDrop
public void CallFromDrop(Card card, fieldPositions p)
{
field.RemoveFromDropzone(card);
field.Call(card, p);
LastCallFromDrop = card;
card.CheckAbilities(CardState.CallFromDrop);
field.CheckAbilitiesExcept(card.pos, CardState.CallFromDrop_NotMe);
SendPacket(GameAction.PLAY_CARD_FROM_DROP, card.cardID, p);
}
示例10: BoostUnit
void BoostUnit(Card c)
{
//C: Attacer
//B: Booster
Card b = field.GetCardAt(BackRow(c.pos));
c.IncreasePower(b.GetPower());
SendPacket(GameAction.POWER_INCREASE, c.pos, b.GetPower());
b.boostedUnit = c;
b.Rest();
SendPacket(GameAction.REST_UNIT, b.pos);
b.CheckAbilities(CardState.Boost);
c.IsBoostedBy = b;
SendPacket (GameAction.BOOST, c.pos);
c.CheckAbilities(CardState.IsBoosted);
//bEffectOnGoing = false;
//bConfirmBoost = true;
BoostUnit();
}
示例11: Call
public void Call(Card card, fieldPositions pos)
{
_Game.SendGameChatMessage(card.name + ", Call!", ChatTab.GAME);
_Game.UnitsCalled.Add(card);
_Game.LastCall = card;
//Reseting current status.
ResetCard(card);
card._Coord = CardCoord.FIELD;
card.pos = pos;
if(pos == fieldPositions.FRONT_GUARD_LEFT)
{
if(Left_Front != null)
{
AddToDropZone(RemoveFrom(pos));
}
Left_Front = card;
Left_Front.GetGameObject().transform.position = fieldInfo.GetPosition((int)fieldPositions.FRONT_GUARD_LEFT);
Left_Front.GetGameObject().transform.eulerAngles = fieldInfo.GetCardRotation();
FrontLeftPower.text = card.GetPower() + "";
}
else if(pos == fieldPositions.FRONT_GUARD_RIGHT)
{
if(Right_Front != null)
{
Debug.Log("Adding to DropZone");
AddToDropZone(RemoveFrom(pos));
}
Right_Front = card;
Right_Front.GetGameObject().transform.position = fieldInfo.GetPosition((int)fieldPositions.FRONT_GUARD_RIGHT);
Right_Front.GetGameObject().transform.eulerAngles = fieldInfo.GetCardRotation();
FrontRightPower.text = card.GetPower() + "";
}
else if(pos == fieldPositions.REAR_GUARD_CENTER)
{
if(Center_Rear != null)
AddToDropZone(RemoveFrom(pos));
Center_Rear = card;
Center_Rear.GetGameObject().transform.position = fieldInfo.GetPosition((int)fieldPositions.REAR_GUARD_CENTER);
Center_Rear.GetGameObject().transform.eulerAngles = fieldInfo.GetCardRotation();
RearCenterPower.text = card.GetPower() + "";
}
else if(pos == fieldPositions.REAR_GUARD_LEFT)
{
if(Left_Rear != null)
AddToDropZone(RemoveFrom(pos));
Left_Rear = card;
Left_Rear.GetGameObject().transform.position = fieldInfo.GetPosition((int)fieldPositions.REAR_GUARD_LEFT);
Left_Rear.GetGameObject().transform.eulerAngles = fieldInfo.GetCardRotation();
RearLeftPower.text = card.GetPower() + "";
}
else if(pos == fieldPositions.REAR_GUARD_RIGHT)
{
if(Right_Rear != null)
AddToDropZone(RemoveFrom(pos));
Right_Rear = card;
Right_Rear.GetGameObject().transform.position = fieldInfo.GetPosition((int)fieldPositions.REAR_GUARD_RIGHT);
Right_Rear.GetGameObject().transform.eulerAngles = fieldInfo.GetCardRotation();
RearRightPower.text = card.GetPower() + "";
}
card.CheckAbilities(CardState.Call);
LastUnitCalled = card;
CheckAbilities(CardState.Call_NotMe, card);
CallAnimation(card);
}
示例12: Ride
public void Ride(Card card, bool bActiveEvents = true)
{
_Game.SendGameChatMessage(card.name + ", Ride!", ChatTab.GAME);
//Reseting current status.
ResetCard(card);
if(Soul.Count > 0)
{
Soul[Soul.Count - 1].SetIsVanguard(false);
Soul[Soul.Count - 1]._Coord = CardCoord.SOUL;
lastVanguard = Soul[Soul.Count - 1];
}
Soul.Add (card);
card._Coord = CardCoord.FIELD;
card.SetIsVanguard(true);
Vanguard = card;
//Vanguard.GetGameObject().transform.position = fieldInfo.GetPosition((int)fieldPositions.VANGUARD_CIRCLE) + delta * (Soul.Count - 1);
//Vanguard.GetGameObject().transform.eulerAngles = fieldInfo.GetCardRotation();
Vanguard.MoveAndRotate(fieldInfo.GetPosition((int)fieldPositions.VANGUARD_CIRCLE) + delta * (Soul.Count - 1), fieldInfo.GetCardRotation());
VanguardPower.text = card.GetPower() + "";
card.pos = fieldPositions.VANGUARD_CIRCLE;
CallAnimation(card);
FixSoulPosition();
if(Soul.Count > 1 && bActiveEvents)
{
Soul[Soul.Count - 2].CheckAbilities(CardState.RideAboveIt);
Soul[Soul.Count - 2].CheckAbilities(CardState.LeaveField);
}
CheckAbilitiesDrop(CardState.DropZone_Ride);
CheckAbilitiesSoul(CardState.Soul_Ride);
if(bActiveEvents)
{
CheckAbilitiesExcept(card.pos, CardState.Ride_NotMe, card);
card.CheckAbilities(CardState.Ride);
}
}