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C# Info.EndTurn方法代码示例

本文整理汇总了C#中Info.EndTurn方法的典型用法代码示例。如果您正苦于以下问题:C# Info.EndTurn方法的具体用法?C# Info.EndTurn怎么用?C# Info.EndTurn使用的例子?那么恭喜您, 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Info的用法示例。


在下文中一共展示了Info.EndTurn方法的4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: UseTeleport

    /// <summary>
    /// Uses the Teleport ability to instantly move a piece a few spaces away.
    /// </summary>
    public void UseTeleport( Piece p, Tile t, Info info )
    {
        //Change the tile references
        p.currentTile.currentPiece = null;
        p.currentTile = t;
        t.currentPiece = p;

        //Clear board
        info.ResetBoardColor ( );

        //Mark that it is no longer the beginning of a turn
        info.beginningOfTurn = false;
        info.DisableAbilityButtons ( );

        //Animate teleport
        Sequence s = DOTween.Sequence ( )
            .Append ( p.sprite.DOFade ( 0, ANIMATE_TIME ) )
            .AppendCallback ( () =>
            {
                //Move piece
                p.Move ( t.transform.position );
            } )
            .Append ( p.sprite.DOFade ( 1, ANIMATE_TIME ) )
            .OnComplete ( () =>
            {
                //End turn
                info.EndTurn ( );
            } );
    }
开发者ID:ethancaraway,项目名称:Evasion,代码行数:32,代码来源:Ability.cs

示例2: UseCaboose

    /// <summary>
    /// Uses the Caboose ability by moving each piece in the caboose forward.
    /// </summary>
    public void UseCaboose( CabooseList l, Info info )
    {
        //Store animation
        Sequence s = DOTween.Sequence ( );

        //Move each piece in the caboose
        for ( int i = l.list.Count - 1; i > -1; i-- )
        {
            //Store destination
            Tile t = l.list [ i ];
            Tile d = l.list [ i ].neighbors [ l.direction ];

            //Update tile and piece references
            t.currentPiece.currentTile = d;
            d.currentPiece = t.currentPiece;
            t.currentPiece = null;

            //Move the piece
            s.Insert ( 0, d.currentPiece.transform.DOMove ( d.transform.position, ANIMATE_TIME ) );
        }

        //End turn
        s.OnComplete ( () =>
            {
                //Clear caboose info
                info.cabooseList.Clear ( );
                info.selectedCaboose = null;
                info.multiCabooseTile = false;

                //End turn
                info.EndTurn ( );
            } );
    }
开发者ID:ethancaraway,项目名称:Evasion,代码行数:36,代码来源:Ability.cs

示例3: UseCatapult

    /// <summary>
    /// Uses the Catapult ability.
    /// </summary>
    public void UseCatapult( Piece p, Tile t, Info info )
    {
        //Store the two tiles being jumped
        Tile mid1 = null;
        Tile mid2 = null;
        for ( int i = 0; i < t.neighbors.Length; i++ )
        {
            //Find middle tiles
            if ( p.currentTile.neighbors [ i ] != null && p.currentTile.neighbors [ i ].neighbors [ i ] != null && p.currentTile.neighbors [ i ].neighbors [ i ].neighbors [ i ] != null && p.currentTile.neighbors [ i ].neighbors [ i ].neighbors [ i ] == t )
            {
                mid1 = p.currentTile.neighbors [ i ];
                mid2 = p.currentTile.neighbors [ i ].neighbors [ i ];
                break;
            }
        }

        //Mark that it is no longer the beginning of a turn
        info.beginningOfTurn = false;
        info.DisableAbilityButtons ( );

        //Check if piece is friendly on the first tile
        if ( mid1.state == TileState.PotentialCapture )
            mid1.CapturePiece ( mid1 );

        //Check if piece is friendly on the second tile
        if ( mid2.state == TileState.PotentialCapture )
            mid2.CapturePiece ( mid2 );

        //Clear board
        info.ResetBoardColor ( );
        info.BringPieceToFront ( p );

        //Animate catapult
        Sequence s = DOTween.Sequence ( )
            .Append ( p.transform.DOMove ( t.transform.position, ANIMATE_TIME * 2 ) )
            .Insert ( 0, p.transform.DOScale ( 4, ANIMATE_TIME ).SetLoops ( 2, LoopType.Yoyo ) )
            .OnComplete ( () =>
            {
                //Update tile references
                p.currentTile.currentPiece = null;
                p.currentTile = t;
                t.currentPiece = p;

                //End turn
                info.EndTurn ( );
            } );
    }
开发者ID:ethancaraway,项目名称:Evasion,代码行数:50,代码来源:Ability.cs

示例4: UseTorus


//.........这里部分代码省略.........
                }
                else if ( p.currentTile.torusNeighbors [ i ] != null && p.currentTile.torusNeighbors [ i ].neighbors [ i ] != null && p.currentTile.torusNeighbors [ i ].neighbors [ i ] == t )
                {
                    //Store middle tile
                    mid = p.currentTile.torusNeighbors [ i ];
                    isTorusFirst = true;
                    break;
                }
            }

            //Check if torus is first
            if ( isTorusFirst )
            {
                //Determine starting tile position
                if ( p.currentTile.transform.position.y < 0 )
                    yMove *= -1;
                else
                    reentry *= -1;
                if ( p.currentTile.transform.position.x > t.transform.position.x )
                    xMove *= -1;

                //Animate torus
                s.Append ( p.transform.DOMove ( new Vector3 ( p.transform.position.x + xMove, p.transform.position.y + yMove, p.transform.position.y ), ANIMATE_TIME ) )
                    .Insert ( 0, p.sprite.DOFade ( 0, ANIMATE_TIME ) )
                    .Append ( p.transform.DOMove ( new Vector3 ( mid.transform.position.x, mid.transform.position.y + reentry, mid.transform.position.z ), 0 ) )
                    .AppendCallback ( () =>
                    {
                        //Check for capture
                        if ( mid.currentPiece.owner == info.opponent )
                            mid.CapturePiece ( mid );
                    } )
                    .AppendInterval ( delay );

                //Check middle tile position
                if ( mid.transform.position.x != t.transform.position.x )
                    s.Append ( p.transform.DOMove ( mid.transform.position, ANIMATE_TIME ) );
                else
                    s.Append ( p.transform.DOMove ( t.transform.position, ANIMATE_TIME * 2 ) );

                //Finish torus animation
                s.Insert ( ANIMATE_TIME + delay, p.sprite.DOFade ( 1, ANIMATE_TIME ) )
                    .Append ( p.transform.DOMove ( t.transform.position, ANIMATE_TIME ) );
            }
            else
            {
                //Determine middle tile position
                if ( mid.transform.position.y < 0 )
                    yMove *= -1;
                else
                    reentry *= -1;
                if ( mid.transform.position.x > t.transform.position.x )
                    xMove *= -1;

                //Check for capture
                if ( mid.currentPiece.owner == info.opponent )
                    mid.CapturePiece ( mid );

                //Animate torus
                s.Append ( p.transform.DOMove ( new Vector3 ( mid.transform.position.x + xMove, mid.transform.position.y + yMove, mid.transform.position.z ), ANIMATE_TIME * 2 ) )
                    .Insert ( ANIMATE_TIME, p.sprite.DOFade ( 0, ANIMATE_TIME ) )
                    .Append ( p.transform.DOMove ( new Vector3 ( t.transform.position.x, t.transform.position.y + reentry, t.transform.position.z ), 0 ) )
                    .AppendInterval ( delay )
                    .Append ( p.transform.DOMove ( t.transform.position, ANIMATE_TIME ) )
                    .Insert ( ( ANIMATE_TIME * 2 ) + delay, p.sprite.DOFade ( 1, ANIMATE_TIME ) );
            }
        }
        else
        {
            //Determine starting tile position
            if ( p.currentTile.transform.position.y < 0 )
                yMove *= -1;
            else
                reentry *= -1;
            if ( p.currentTile.transform.position.x > t.transform.position.x )
                xMove *= -1;

            //Animate torus
            s.Append ( p.transform.DOMove ( new Vector3 ( p.transform.position.x + xMove, p.transform.position.y + yMove, p.transform.position.z ), ANIMATE_TIME ) )
                .Insert ( 0, p.sprite.DOFade ( 0, ANIMATE_TIME ) )
                .Append ( p.transform.DOMove ( new Vector3 ( t.transform.position.x, t.transform.position.y + reentry, t.transform.position.z ), 0 ) )
                .AppendInterval ( delay )
                .Append ( p.transform.DOMove ( t.transform.position, ANIMATE_TIME ) )
                .Insert ( ANIMATE_TIME + delay, p.sprite.DOFade ( 1, ANIMATE_TIME ) );
        }

        //Update tile references and check for additional movement at the end of the animation
        s.OnComplete ( () =>
            {
                //Change the tile references
                p.currentTile.currentPiece = null;
                p.currentTile = t;
                t.currentPiece = p;

                //Check follow up
                if ( isTorusJump )
                    t.SelectPiece ( );
                else
                    info.EndTurn ( );
            } );
    }
开发者ID:ethancaraway,项目名称:Evasion,代码行数:101,代码来源:Ability.cs


注:本文中的Info.EndTurn方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。