本文整理汇总了C#中Card.IsVanguard方法的典型用法代码示例。如果您正苦于以下问题:C# Card.IsVanguard方法的具体用法?C# Card.IsVanguard怎么用?C# Card.IsVanguard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.IsVanguard方法的13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: Auto
public override void Auto(CardState cs, Card ownerEffect)
{
if(cs == CardState.Attacking_NotMe)
{
if(VC ()
&& GetDefensor().IsVanguard()
&& !ownerEffect.IsVanguard()
&& ownerEffect.BelongsToClan("Great Nature"))
{
StartEffect();
ShowAndDelay();
}
}
}
示例2: Auto
public override void Auto(CardState cs, Card ownerEffect)
{
if(cs == CardState.Attacking_NotMe)
{
if(VC()
&& LimitBreak(4)
&& GetDefensor().IsVanguard()
&& !ownerEffect.IsVanguard()
&& Game.numBattle >= 3)
{
IncreasePowerAndCriticalByTurn(OwnerCard, 2000, 1);
}
}
else if(cs == CardState.Attacking)
{
if(VC ()
&& GetDefensor().IsVanguard()
&& Game.numBattle >= 4)
{
IncreasePowerByBattle(OwnerCard, 5000);
}
}
}
示例3: Open
public void Open(Card card)
{
bIgnore = true;
_Card = card;
bOpen = true;
iSelectedCard = 0;
_Game.playerHand.bBlockHand = false;
num_options = 0;
if(_Card.bIsInhand)
{
Card tmpVanguard = _Game.field.GetCardAt(fieldPositions.VANGUARD_CIRCLE);
if(tmpVanguard.grade >= _Card.grade)
{
SetOption("Call");
}
if(tmpVanguard.grade == _Card.grade || tmpVanguard.grade == (_Card.grade - 1))
{
if(_Game.bRideThisTurn && _Card.unitAbilities.CanRide())
{
SetOption("Ride");
}
}
if(_Card.unitAbilities.HasInHandEffect(_Card))
{
SetOption ("Activate");
}
}
else if(_Card._Coord == CardCoord.DAMAGE)
{
if(_Card.unitAbilities.HasOnDamageEffect() > 0)
{
SetOption("Activate");
}
}
else
{
//Card is on the field.
int count = _Card.unitAbilities.HasOnFieldEffect(_Card);
if(count == 1)
{
SetOption("Activate");
}
else if(count > 1)
{
for(int i = 1; i <= count; i++)
{
SetOption("Activate " + i);
}
}
if(card.IsVanguard() && _Game.field.GetNumberOfCardsInSoul() > 0)
{
SetOption("View soul");
}
if(card.pos == fieldPositions.REAR_GUARD_LEFT ||
card.pos == fieldPositions.REAR_GUARD_RIGHT||
card.pos == fieldPositions.FRONT_GUARD_LEFT||
card.pos == fieldPositions.FRONT_GUARD_RIGHT)
{
Card c = card.unitAbilities.GetSameColum(card.pos);
if(c == null || !c.IsLocked())
{
SetOption("Move");
}
}
}
SetOption("Cancel");
Vector3 pos = _Camera.WorldToScreenPoint(card.GetGameObject().transform.position);
_x = pos.x + 10.0f;
_y = Camera.main.pixelHeight - pos.y - 50.0f;
//_Game.bBlockMouse = true;
if(num_options == 1)
{
Close ();
_Game.bCardMenuJustClosed = false;
}
}
示例4: 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: GoldRutile_Auto
public void GoldRutile_Auto(CardState cs, Card card)
{
if(cs == CardState.AttackHits)
{
if(card.IsVanguard())
{
if(GetDefensor().IsVanguard())
{
if(Game.field.GetNumberOfUnitRested() > 1 && Game.field.GetNumberOfCardsWithClanName("Nova Grappler") > 1)
{
if(Game.field.GetNumberOfDamageCardsFaceup() >= 2)
{
SetCard(card);
DisplayConfirmationWindow();
}
}
}
}
}
else if(cs == CardState.Attacking)
{
ConfirmAttack();
}
else if(cs == CardState.AttackHits_NotMe)
{
if(card.IsVanguard())
{
if(GetAttacker() != OwnerCard)
{
if(GetDefensor().IsVanguard())
{
if(Game.field.GetNumberOfDamageCardsFacedown() >= 1)
{
ShowOnScreen(card);
UnflipCardInDamageZone(1);
}
}
}
}
}
}
示例7: FlameOfHopeAermo_Auto
public void FlameOfHopeAermo_Auto(CardState cs, Card card)
{
if(cs == CardState.AttackHits_NotMe)
{
if(!card.IsVanguard())
{
if(card.boostedUnit == GetAttacker())
{
SetCard(card);
DisplayConfirmationWindow();
}
}
}
else if(cs == CardState.Attacking)
{
ConfirmAttack();
}
}
示例8: DemonicDragonMageRakshasa_Auto
public void DemonicDragonMageRakshasa_Auto(CardState cs, Card card)
{
if(cs == CardState.EnemyCardSendToDropZone)
{
if(CurrentPhaseIs(GamePhase.MAIN_PHASE))
{
if(!card.IsVanguard())
{
_AuxCard = card;
IncreasePowerByTurn(3000);
}
}
}
else if(cs == CardState.Attacking)
{
ConfirmAttack();
}
}
示例9: WyvernStrikeJarran_Auto
public void WyvernStrikeJarran_Auto(CardState cs, Card card)
{
if(cs == CardState.Boost)
{
if(!card.IsVanguard())
{
if(card.boostedUnit.cardID == CardIdentifier.WYVERN_STRIKE_TEJAS)
{
_AuxCard = card.boostedUnit;
IncreasePowerByBattle(4000);
}
}
}
else if(cs == CardState.Attacking)
{
ConfirmAttack();
}
}
示例10: 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11: 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12: ResolveLastBattle
private void ResolveLastBattle(Card c)
{
bTakeDamage = false;
if(c.IsVanguard())
{
if(AttackHits(c))
{
if(bCanReceiveDamage)
{
bTakeDamage = true;
}
else
{
SendPacket(GameAction.ATTACK_HITS);
}
}
else
{
SendPacket(GameAction.ATTACK_NOT_HIT);
}
}
else
{
ResolveBattle(c);
}
//End the guard phase
bShowAttackPowerWindow = false;
bShowDefensePowerWindow = false;
SendAction(GameAction.END_ATTACK);
guardZone.CleanGuardZone(field);
bBlockGuardEndBattle = false;
bMinGuardGradeBlocked = 0;
bMaxGuardGradeBlocked = 99;
UntargetCard(c);
AttackedList.Clear();
//Damage
if(bTakeDamage)
{
num_damage = CardAttacking.GetCritical();
Debug.Log ("Damage: " + num_damage);
DamageCheck();
}
else
{
/*
SendConfirmation();
CardAttacking.ResetPower();
SendPacket(GameAction.END_BATTLE, CardAttacking.pos);
bDoPerfectGuardPerBattle = false;
gamePhase = GamePhase.ENEMY_TURN;
UntargetCard(c);
CardToAttack = null;
CardAttacking = null;
bBlockGuardEndBattle = false;
*/
EndBattle(false);
UntargetCard(c);
CardToAttack = CardAttacking = null;
gamePhase = GamePhase.ENEMY_TURN;
LastAttackedListIndex = -1;
for(int i = 0; i < playerHand.Size(); i++)
{
Card tempCard = playerHand.GetCardAtIndex(i);
if(tempCard != null)
{
tempCard.SetOpacity(true);
}
}
}
}
示例13: CanBeBoosted
bool CanBeBoosted(Card c)
{
if(c == null) return false;
if(c.IsVanguard() && !c.CanBeBoostedVanguard()) return false;
if(!c.IsVanguard() && !c.CanBeBoostedRearGuard()) return false;
Card b = field.GetCardAt(BackRow(c.pos));
if(b == null) return false;
if(!b.CanBoost(c)) return false;
if(!b.IsStand()) return false;
if(b.IsLocked()) return false;
return true;
}