呵呵。
首先先要有牌库来存储所有的牌,然后再弄个手牌库来存储抽出来的牌:
public static List pai = new();
public static List moster_pai = new();
public List handpaiku = new();
public List monsterpaiku = new();
牌库应该可以添加牌,也就是说它的长度可以改变,所以集合就成了我们的首选。
然后就到了构建牌属性的时候了,牌应该被分为几个种类例如攻击或回血。所以我们可以利用是一个(继承)的办法。看作攻击等牌类是一种牌的特性。这样就出来了
class Pai
{
public int ATk = 0;
//可以使用属性封装字段
public int huiHP = 0;
public int useblue = 0;
public string PaiName;//牌的名字,给check方法使用
public int burn = 0;
public int frozen = 0;
public int bleed = 0;
public int kuangbao = 0;
public static List pai = new();
public static List moster_pai = new();
protected int identifier=0;
}
class ATkPai : Pai
{
public void SetAtkPai()
{
ATkPai kill = new();
ATkPai kill2 = new();
ATkPai kill3 = new();
ATkPai kill4 = new();
ATkPai kill5= new();
ATkPai kill6 = new();
kill.ATk = 10;
kill2.ATk =16;
kill3.ATk = 30;
kill4.ATk = 10;
kill5.ATk = 24;
kill6.ATk = 34;
kill.PaiName = "斩";
kill2.PaiName = "射击";
kill3.PaiName = "重斩";
kill4.PaiName = "突刺";
kill5.PaiName = "雷切";
kill6.PaiName = "全力一击";
kill4.bleed = 2;
pai.Add(kill);
pai.Add(kill2);
pai.Add(kill3);
pai.Add(kill4);
pai.Add(kill5);
pai.Add(kill6);
}
}//6
class HPPai : Pai
{
public void SetHPPai()
{
HPPai hppai = new();
HPPai hppai2 = new();
HPPai hppai3 = new();
hppai.huiHP = 20;
hppai2.huiHP = 100;
hppai3.huiHP = 40;
hppai.PaiName = "治疗";
hppai2.PaiName = "自然恩赐";
hppai3.PaiName = "滋润";
pai.Add(hppai);
pai.Add(hppai2);
pai.Add(hppai3);
}
}//3
class NullPAi:Pai
{
public void SetNullPai()
{
NullPAi nullPAi = new();
NullPAi nullPAi2 = new();
NullPAi nullPAi3 = new();
NullPAi nullPAi4 = new();
nullPAi.PaiName = "自残";
nullPAi2.PaiName = "俄罗斯轮盘赌";
nullPAi3.PaiName = "终止";
nullPAi4.PaiName = "轮到你了";
nullPAi.ATk = 15;
nullPAi2.ATk = 2000;
pai.Add(nullPAi);
pai.Add(nullPAi2);
pai.Add(nullPAi3);
pai.Add(nullPAi4);
}
}//4
class MonsterATKPai : Pai
{
public void SetMonsterATKPai()
{
MonsterATKPai monsterATKPai = new();
MonsterATKPai monsterATKPai2 = new();
MonsterATKPai monsterATKPai3 = new();
monsterATKPai.ATk = 10;
monsterATKPai2.ATk = 20;
monsterATKPai3.ATk = 14;
monsterATKPai.PaiName = "斩";
monsterATKPai2.PaiName = "斩2";
monsterATKPai3.PaiName = "斩3";
moster_pai.Add(monsterATKPai);
moster_pai.Add(monsterATKPai2);
moster_pai.Add(monsterATKPai3);
}
}
class MonsterHPPai : Pai
{
public void SetmonsterHPPAi()
{
MonsterHPPai monsterHPPai = new();
MonsterHPPai monsterHPPai2 = new();
MonsterHPPai monsterHPPai3 = new();
monsterHPPai.huiHP = 20;
monsterHPPai2.huiHP = 40;
monsterHPPai3.huiHP = 1000;
monsterHPPai.PaiName = "回复";
monsterHPPai2.PaiName = "回复2";
monsterHPPai3.PaiName = "起死回生";
moster_pai.Add(monsterHPPai);
moster_pai.Add(monsterHPPai2);
moster_pai.Add(monsterHPPai3);
}
}
而每张牌都是一个对象。而每个对象又都有自己的属性。属性用来区分对象
顺便说一下new关键字,它分配内存给实例并初始化内部数据:
A a=new A();
它把A的地址分给a这个实例,并初始化A内的数据(靠的是它后面的()也就是构造函数)。
然后是打乱牌的顺序,这里采用一个冒泡排序算法跟据每个对象的HashCode来进行排序:
public List Sort(List a )//使用冒泡排序把牌库打乱
{
int z = a.ToArray().Length;
for (int i = 0; i < z - 1; i++)
{
for (int j = 0; j < z - 1 - i; j++)
{
if (a[j].GetHashCode() > a[j + 1].GetHashCode())
{
var temp = a[j + 1];
a[j + 1] = a[j];
a[j] = temp;
}
}
}
return a;
}
完成了牌属性后,就到了出牌逻辑了。
public void Use()//使用牌方法
{
do
{
if (handpaiku.Count== 0)
{
Game.Round++;
break;
}
foreach (var i in handpaiku)//var关键字的正确用法
{
WriteLine($"你有的牌为{i.PaiName},耗蓝为{i.useblue}");
WriteLine();//如果感觉游玩时看着比较怪可以删掉它
}//每次获得新牌都输出手牌库中有什么牌
string use = ReadLine();
if(use=="t")
{
Game.Round++;
break;
}
if (handpaiku.Count > 0)
{
switch (use)
{
case "1":
if (handpaiku.Count >= 1 && Role_bule > handpaiku[0].useblue)
{
if (handpaiku[0] is ATkPai)
{
Moster_HP -= (handpaiku[0].ATk + handpaiku[0].bleed * 2);
//Role_bule -= handpaiku[0].useblue;
WriteLine($"你打出了一张{handpaiku[0].PaiName}");
WriteLine($"你造成伤害为{handpaiku[0].ATk},敌方血量还有{Moster_HP}");
}
if(handpaiku[0] is HPPai)
{
Role_HP += handpaiku[0].huiHP;
WriteLine($"你打出了一张{handpaiku[0].PaiName}");
WriteLine($"你的血量恢复到了{Role_HP},恢复了{handpaiku[0].huiHP}血");
}
else
{
Check(0);
}
}
handpaiku.RemoveAt(0);
break;
case "2":
if (handpaiku.Count >= 2 && Role_bule > handpaiku[1].useblue)
{
if (handpaiku[1] is ATkPai)
{
Moster_HP -= (handpaiku[1].ATk + handpaiku[1].bleed * 2);
//Role_bule -= handpaiku[0].useblue;
WriteLine($"你打出了一张{handpaiku[1].PaiName}");
WriteLine($"你造成伤害为{handpaiku[1].ATk},敌方血量还有{Moster_HP}");
}
if (handpaiku[1] is HPPai)
{
Role_HP += handpaiku[1].huiHP;
WriteLine($"你打出了一张{handpaiku[1].PaiName}");
WriteLine($"你的血量恢复到了{Role_HP},恢复了{handpaiku[1].huiHP}血");
}
else
{
Check(1);
}
}
else
{
WriteLine("查无此牌");
goto case "1";//返回第一个元素
}
handpaiku.RemoveAt(1);
break;
case "3":
if (handpaiku.Count >= 3 && Role_bule > handpaiku[2].useblue)
{
if (handpaiku[2] is ATkPai)
{
Moster_HP -= (handpaiku[2].ATk + handpaiku[2].bleed * 2);
//Role_bule -= handpaiku[0].useblue;
WriteLine($"你打出了一张{handpaiku[2].PaiName}");
WriteLine($"你造成伤害为{handpaiku[2].ATk},敌方血量还有{Moster_HP}");
}
if (handpaiku[2] is HPPai)
{
Role_HP += handpaiku[2].huiHP;
WriteLine($"你打出了一张{handpaiku[2].PaiName}");
WriteLine($"你的血量恢复到了{Role_HP},恢复了{handpaiku[2].huiHP}血");
}
else
{
Check(2);
}
}
else
{
WriteLine("查无此牌");
goto case "1";//返回第一个元素
}
handpaiku.RemoveAt(2);
break;
case "4":
if (handpaiku.Count >= 4 && Role_bule > handpaiku[3].useblue)
{
if (handpaiku[3] is ATkPai)
{
Moster_HP -= (handpaiku[3].ATk + handpaiku[3].bleed * 2);
//Role_bule -= handpaiku[0].useblue;
WriteLine($"你打出了一张{handpaiku[3].PaiName}");
WriteLine($"你造成伤害为{handpaiku[3].ATk},敌方血量还有{Moster_HP}");
}
if (handpaiku[3] is HPPai)
{
Role_HP += handpaiku[3].huiHP;
WriteLine($"你打出了一张{handpaiku[3].PaiName}");
WriteLine($"你的血量恢复到了{Role_HP},恢复了{handpaiku[3].huiHP}血");
}
else
{
Check(3);
}
}
else
{
WriteLine("查无此牌");
goto case "1";//返回第一个元素
}
handpaiku.RemoveAt(3);
break;
case "5":
if (handpaiku.Count >= 5 && Role_bule > handpaiku[4].useblue)
{
if (handpaiku[4] is ATkPai)
{
Moster_HP -= (handpaiku[4].ATk + handpaiku[4].bleed * 2);
//Role_bule -= handpaiku[0].useblue;
WriteLine($"你打出了一张{handpaiku[4].PaiName}");
WriteLine($"你造成伤害为{handpaiku[4].ATk},敌方血量还有{Moster_HP}");
}
if (handpaiku[4] is HPPai)
{
Role_HP += handpaiku[4].huiHP;
WriteLine($"你打出了一张{handpaiku[4].PaiName}");
WriteLine($"你的血量恢复到了{Role_HP},恢复了{handpaiku[4].huiHP}血");
}
else
{
Check(4);
}
}
else
{
WriteLine("查无此牌");
goto case "1";//返回第一个元素
}
handpaiku.RemoveAt(4);
break;
case "弃牌":
{
if(Game.time<=20)
{
handpaiku.RemoveAt(0);
}
Game.time++;
}
break;
default:
goto case "1";//如果错误输入,默认为第一张手牌
}
}
} while (Role_HP >0);
}
首先先判断List中的成员有多少个,再进行出哪张牌的判定
顺便一提:Length指的是长度,而Count指的是成员数量
全代码:
using System.Collections.Generic;
using static System.Console;
using System;
using System.IO;
using static System.IO.Directory;
using static System.IO.Path;
using static System.Environment;
class Game
{
public static int Round = 1;
public static byte time = 0;
public static void Main()
{
WriteLine("请按z开始游戏,按1打出第一张牌,按2出第二张牌以此类推。输入弃牌来弃置第一张牌");
Role role_Main_Game = new();//角色类实例
ATkPai atkpai_Main_Game = new();
HPPai hppai_Main_Game = new();
NullPAi nullPAi_Main_Game = new();
MonsterATKPai monsterATKPai_Main_Game = new();
MonsterHPPai monsterHPPai_Main_Game = new();
//Game game_Main_Game = new();
role_Main_Game.ChooseRole();
atkpai_Main_Game.SetAtkPai();//初始化攻击类牌
hppai_Main_Game.SetHPPai();//初始化回血类牌
nullPAi_Main_Game.SetNullPai();
monsterATKPai_Main_Game.SetMonsterATKPai();
monsterHPPai_Main_Game.SetmonsterHPPAi();
atkpai_Main_Game.Sort(Pai.pai);//调用Sort函数,以此来打乱牌
atkpai_Main_Game.Sort(Pai.moster_pai);
do
{
if (Round % 2 == 0)
{
WriteLine($"怪物的回合,第{Round}回合");
role_Main_Game.GetmonsterPai();
role_Main_Game.AI();
}
if (Round % 2 == 1)
{
WriteLine($"你的回合,第{Round}回合");
role_Main_Game.GetPai();
role_Main_Game.Use();
}
} while (role_Main_Game.Role_HP > 0 && role_Main_Game.Moster_HP > 0);
if (role_Main_Game.Role_HP <= 0)
{
WriteLine("感谢游玩");
ReadLine();
}
else
{
WriteLine("你最终杀死了怪物");
WriteLine("看着落日的余晖,你突然发现这座城市与你十分陌生");
WriteLine("陌生到你不认识它,它也不在乎你......");
}
}
}
class Pai
{
public int ATk = 0;
//可以使用属性封装字段
public int huiHP = 0;
public int useblue = 0;
public string PaiName;//牌的名字,给check方法使用
public int burn = 0;
public int frozen = 0;
public int bleed = 0;
public int kuangbao = 0;
public static List pai = new();
public static List moster_pai = new();
protected int identifier = 0;
public List Sort(List a)//使用冒泡排序把牌库打乱
{
int z = a.ToArray().Length;
for (int i = 0; i < z - 1; i++)
{
for (int j = 0; j < z - 1 - i; j++)
{
if (a[j].GetHashCode() > a[j + 1].GetHashCode())
{
var temp = a[j + 1];
a[j + 1] = a[j];
a[j] = temp;
}
}
}
return a;
}
}
class ATkPai : Pai
{
public void SetAtkPai()
{
ATkPai kill = new();
ATkPai kill2 = new();
ATkPai kill3 = new();
ATkPai kill4 = new();
ATkPai kill5 = new();
ATkPai kill6 = new();
kill.ATk = 10;
kill2.ATk = 16;
kill3.ATk = 30;
kill4.ATk = 10;
kill5.ATk = 24;
kill6.ATk = 34;
kill.PaiName = "斩";
kill2.PaiName = "射击";
kill3.PaiName = "重斩";
kill4.PaiName = "突刺";
kill5.PaiName = "雷切";
kill6.PaiName = "全力一击";
kill4.bleed = 2;
pai.Add(kill);
pai.Add(kill2);
pai.Add(kill3);
pai.Add(kill4);
pai.Add(kill5);
pai.Add(kill6);
}
}//6
class HPPai : Pai
{
public void SetHPPai()
{
HPPai hppai = new();
HPPai hppai2 = new();
HPPai hppai3 = new();
hppai.huiHP = 20;
hppai2.huiHP = 100;
hppai3.huiHP = 40;
hppai.PaiName = "治疗";
hppai2.PaiName = "自然恩赐";
hppai3.PaiName = "滋润";
pai.Add(hppai);
pai.Add(hppai2);
pai.Add(hppai3);
}
}//3
class NullPAi : Pai
{
public void SetNullPai()
{
NullPAi nullPAi = new();
NullPAi nullPAi2 = new();
NullPAi nullPAi3 = new();
NullPAi nullPAi4 = new();
nullPAi.PaiName = "自残";
nullPAi2.PaiName = "俄罗斯轮盘赌";
nullPAi3.PaiName = "终止";
nullPAi4.PaiName = "轮到你了";
nullPAi.ATk = 15;
nullPAi2.ATk = 2000;
pai.Add(nullPAi);
pai.Add(nullPAi2);
pai.Add(nullPAi3);
pai.Add(nullPAi4);
}
}//4
class MonsterATKPai : Pai
{
public void SetMonsterATKPai()
{
MonsterATKPai monsterATKPai = new();
MonsterATKPai monsterATKPai2 = new();
MonsterATKPai monsterATKPai3 = new();
monsterATKPai.ATk = 10;
monsterATKPai2.ATk = 20;
monsterATKPai3.ATk = 14;
monsterATKPai.PaiName = "斩";
monsterATKPai2.PaiName = "斩2";
monsterATKPai3.PaiName = "斩3";
moster_pai.Add(monsterATKPai);
moster_pai.Add(monsterATKPai2);
moster_pai.Add(monsterATKPai3);
}
}
class MonsterHPPai : Pai
{
public void SetmonsterHPPAi()
{
MonsterHPPai monsterHPPai = new();
MonsterHPPai monsterHPPai2 = new();
MonsterHPPai monsterHPPai3 = new();
monsterHPPai.huiHP = 20;
monsterHPPai2.huiHP = 40;
monsterHPPai3.huiHP = 300;
monsterHPPai.PaiName = "回复";
monsterHPPai2.PaiName = "回复2";
monsterHPPai3.PaiName = "起死回生";
moster_pai.Add(monsterHPPai);
moster_pai.Add(monsterHPPai2);
moster_pai.Add(monsterHPPai3);
}
}
class Role
{
public int Role_bule = 0;
public int Role_HP = 0;
public int Moster_HP = 2000;
public List handpaiku = new();
public List monsterpaiku = new();
Random random = new();
public void ChooseRole()
{
string choose = ReadLine();
if (choose == "z")//选择角色
{
Role_HP = 1000;
Role_bule = 30;
WriteLine(Role_HP);
WriteLine(Role_bule);
}
}
public void GetPai()//获取手牌库
{
int i = handpaiku.Count;//手牌库中的剩余的手牌
//用以确保手牌库中派的上限为5
for (; i < 5; i++)
{
int a = random.Next(1, 10);
handpaiku.Add(Pai.pai[a]);
}
}
public void GetmonsterPai()//获取怪物的手牌库
{
for (int i = 0; i < 5; i++)
{
int a = random.Next(1, 6);
monsterpaiku.Add(Pai.moster_pai[a]);
}
}
public void Check(int i)
{
Random random = new();
byte a = (byte)random.Next(1, 3);
switch (handpaiku[i].PaiName)
{
case "自残":
{
Role_HP -= handpaiku[i].ATk;
WriteLine($"你扣除了{handpaiku[i].ATk},还剩{Role_HP }血");
if (handpaiku.Count > 2)
{
handpaiku.RemoveAt(0);
}
}
break;
case "俄罗斯轮盘赌":
{
if (a == 1)
{
Role_HP -= handpaiku[i].ATk;
WriteLine($"角色扣除了{handpaiku[i].ATk}血,角色还有{Role_HP}血");
}
else
{
Moster_HP -= handpaiku[i].ATk;
WriteLine($"怪物扣除了{handpaiku[i].ATk}血,怪物还有{Moster_HP}血");
}
}
break;
case "终止":
{
Game.Round++;
}
break;
case "轮到你了":
{
WriteLine("一点用都没有,哈哈哈哈");
break;
}
//break;
}
}
public void Use()//使用牌方法
{
do
{
if (handpaiku.Count == 0)
{
Game.Round++;
break;
}
foreach (var i in handpaiku)//var关键字的正确用法
{
WriteLine($"你有的牌为{i.PaiName},耗蓝为{i.useblue}");
WriteLine();//如果感觉游玩时看着比较怪可以删掉它
}//每次获得新牌都输出手牌库中有什么牌
string use = ReadLine();
if (use == "t")
{
Game.Round++;
break;
}
if (handpaiku.Count > 0)
{
switch (use)
{
case "1":
if (handpaiku.Count >= 1 && Role_bule > handpaiku[0].useblue)
{
if (handpaiku[0] is ATkPai)
{
Moster_HP -= (handpaiku[0].ATk + handpaiku[0].bleed * 2);
//Role_bule -= handpaiku[0].useblue;
WriteLine($"你打出了一张{handpaiku[0].PaiName}");
WriteLine($"你造成伤害为{handpaiku[0].ATk},敌方血量还有{Moster_HP}");
}
if (handpaiku[0] is HPPai)
{
Role_HP += handpaiku[0].huiHP;
WriteLine($"你打出了一张{handpaiku[0].PaiName}");
WriteLine($"你的血量恢复到了{Role_HP},恢复了{handpaiku[0].huiHP}血");
}
else
{
Check(0);
}
}
handpaiku.RemoveAt(0);
break;
case "2":
if (handpaiku.Count >= 2 && Role_bule > handpaiku[1].useblue)
{
if (handpaiku[1] is ATkPai)
{
Moster_HP -= (handpaiku[1].ATk + handpaiku[1].bleed * 2);
//Role_bule -= handpaiku[0].useblue;
WriteLine($"你打出了一张{handpaiku[1].PaiName}");
WriteLine($"你造成伤害为{handpaiku[1].ATk},敌方血量还有{Moster_HP}");
}
if (handpaiku[1] is HPPai)
{
Role_HP += handpaiku[1].huiHP;
WriteLine($"你打出了一张{handpaiku[1].PaiName}");
WriteLine($"你的血量恢复到了{Role_HP},恢复了{handpaiku[1].huiHP}血");
}
else
{
Check(1);
}
}
else
{
WriteLine("查无此牌");
goto case "1";//返回第一个元素
}
handpaiku.RemoveAt(1);
break;
case "3":
if (handpaiku.Count >= 3 && Role_bule > handpaiku[2].useblue)
{
if (handpaiku[2] is ATkPai)
{
Moster_HP -= (handpaiku[2].ATk + handpaiku[2].bleed * 2);
//Role_bule -= handpaiku[0].useblue;
WriteLine($"你打出了一张{handpaiku[2].PaiName}");
WriteLine($"你造成伤害为{handpaiku[2].ATk},敌方血量还有{Moster_HP}");
}
if (handpaiku[2] is HPPai)
{
Role_HP += handpaiku[2].huiHP;
WriteLine($"你打出了一张{handpaiku[2].PaiName}");
WriteLine($"你的血量恢复到了{Role_HP},恢复了{handpaiku[2].huiHP}血");
}
else
{
Check(2);
}
}
else
{
WriteLine("查无此牌");
goto case "1";//返回第一个元素
}
handpaiku.RemoveAt(2);
break;
case "4":
if (handpaiku.Count >= 4 && Role_bule > handpaiku[3].useblue)
{
if (handpaiku[3] is ATkPai)
{
Moster_HP -= (handpaiku[3].ATk + handpaiku[3].bleed * 2);
//Role_bule -= handpaiku[0].useblue;
WriteLine($"你打出了一张{handpaiku[3].PaiName}");
WriteLine($"你造成伤害为{handpaiku[3].ATk},敌方血量还有{Moster_HP}");
}
if (handpaiku[3] is HPPai)
{
Role_HP += handpaiku[3].huiHP;
WriteLine($"你打出了一张{handpaiku[3].PaiName}");
WriteLine($"你的血量恢复到了{Role_HP},恢复了{handpaiku[3].huiHP}血");
}
else
{
Check(3);
}
}
else
{
WriteLine("查无此牌");
goto case "1";//返回第一个元素
}
handpaiku.RemoveAt(3);
break;
case "5":
if (handpaiku.Count >= 5 && Role_bule > handpaiku[4].useblue)
{
if (handpaiku[4] is ATkPai)
{
Moster_HP -= (handpaiku[4].ATk + handpaiku[4].bleed * 2);
//Role_bule -= handpaiku[0].useblue;
WriteLine($"你打出了一张{handpaiku[4].PaiName}");
WriteLine($"你造成伤害为{handpaiku[4].ATk},敌方血量还有{Moster_HP}");
}
if (handpaiku[4] is HPPai)
{
Role_HP += handpaiku[4].huiHP;
WriteLine($"你打出了一张{handpaiku[4].PaiName}");
WriteLine($"你的血量恢复到了{Role_HP},恢复了{handpaiku[4].huiHP}血");
}
else
{
Check(4);
}
}
else
{
WriteLine("查无此牌");
goto case "1";//返回第一个元素
}
handpaiku.RemoveAt(4);
break;
case "弃牌":
{
if (Game.time <= 20)
{
handpaiku.RemoveAt(0);
}
Game.time++;
}
break;
default:
goto case "1";//如果错误输入,默认为第一张手牌
}
}
} while (Role_HP > 0);
}
public void AI()//怪物的AI行为
{
do
{
//如果打不过或者想降低难度可以调一下这个if
if (monsterpaiku.Count == 0)
{
Game.Round++;
break;
}
if (Moster_HP <= Moster_HP / 2)//怪物残血时回血方式
{
int lenght = monsterpaiku.ToArray().Length;
for (int i = 0; i < lenght - 1; i++)//运用冒泡函数将恢复量大的牌放到前面
{
for (int j = 0; j < lenght - 1 - i; j++)
{
if (monsterpaiku[j].huiHP < monsterpaiku[j + 1].huiHP)
{
var temp = monsterpaiku[j + 1];
monsterpaiku[j + 1] = monsterpaiku[j];
monsterpaiku[j] = temp;
}
}
}
if (monsterpaiku[0] is MonsterHPPai)
{
Moster_HP += monsterpaiku[0].huiHP;
WriteLine($"怪物的血恢复到了{Moster_HP},怪物回了{monsterpaiku[0].huiHP}血");
monsterpaiku.RemoveAt(0);
}
}
if (monsterpaiku[0] is MonsterATKPai)//让怪物打出牌(攻击)
{
Role_HP -= monsterpaiku[0].ATk;
WriteLine($"怪物用了一张{monsterpaiku[0].PaiName},你扣除了{monsterpaiku[0].ATk },你还剩{Role_HP}血");
monsterpaiku.Remove(monsterpaiku[0]);
}
else
{
Moster_HP += monsterpaiku[0].huiHP;
WriteLine($"怪物用了一张{monsterpaiku[0].PaiName},它恢复了{monsterpaiku[0].huiHP},怪物还有{Moster_HP}血");
monsterpaiku.Remove(monsterpaiku[0]);
}
} while (Moster_HP > 0);
}
}
小知识:
在天文学当中有一种东西叫多普勒红移。它是由于多普勒效应而出现的
在unity中可以调节几个参数来实现多普勒效应
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