using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; public enum BattleCardState { inHand,inBlock } public class BattleCard : MonoBehaviour, IPointerDownHandler { public int playerID; public BattleCardState state = BattleCardState.inHand; public int AttackCount; private int attackCount; public void OnPointerDown(PointerEventData eventData) { if (BattleManager.Instance.gamePhase == GamePhase.playerAction|| BattleManager.Instance.gamePhase == GamePhase.enemyAction) //if(BattleManager.Instance.gamePhase.ToString() == "playerAction") { if (GetComponent().card is MonsterCard) { //在手牌时发起召唤请求 if (state == BattleCardState.inHand) { BattleManager.Instance.SummonRequst(playerID, gameObject); } //在场上点击时发起攻击请求 else if (state == BattleCardState.inBlock && attackCount > 0) { BattleManager.Instance.AttackRequst(playerID, gameObject); } } if (GetComponent().card is SpellCard) { //在手牌时发起效果请求 if (state == BattleCardState.inHand) { BattleManager.Instance.EffectRequst(playerID, gameObject); } } } } public void ResetAttack() { attackCount = AttackCount; } public void CostAttackCount() { attackCount--; } // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { } }