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类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 ( );
} );
}
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 ( );
} );
}
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 ( );
} );
}
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 ( );
} );
}