ElementMaster::ElementMaster(PaintStruct* paintStruct,QWidget *parent) : CardAndSkill(paintStruct,parent) { magicCount = 0; //dialog->init(11);//无 magicGroup[0] = new PicButton(92,362,559,100,42,false); magicGroup[1] = new PicButton(93,465,559,100,42,false); magicGroup[2] = new PicButton(94,568,559,100,42,false); for(int i = 0;i < 3;i++) { connect(this,SIGNAL(mouseClick(int,int)),magicGroup[i],SLOT(isThisClicked(int,int))); } for(int i = 0;i < 3;i++) { for(int j = 0;j < 3;j++) { if(i != j) { connect(magicGroup[i],SIGNAL(changeClicked()),magicGroup[j],SLOT(cancelX())); } } } //system("pause"); connect(magicGroup[0],SIGNAL(changeClicked()),this,SLOT(magicSetZero())); connect(magicGroup[1],SIGNAL(changeClicked()),this,SLOT(magicSetOne())); connect(magicGroup[2],SIGNAL(changeClicked()),this,SLOT(magicSetTwo())); for(int i = 0;i < 3;i++) { connect(magicGroup[i],SIGNAL(notClicked()),this,SLOT(skillClear())); } }
void PureMaid::pureCurePlus() { pureCureCount ++; ensure->isClicked = false; ensure->canBeClicked = false; for(int i = 0;i < 6;i++) { if(paintStructX->gameCharacter[i]->characterPic->isClicked) { int site = (-i + paintStructX->yourSite + 5) % 6; select[pureCureCount - 1] = site; } } for(int i = 0;i < 6;i++) { paintStructX->gameCharacter[i]->characterPic->isClicked = false; } if(pureCureCount == 3) { sendMessageCardAndSkill(); pureCureFrame->labelOne->hide(); pureCureFrame->labelTwo->hide(); //system("pause"); linkReset(); connect(ensure,SIGNAL(changeClicked()),this,SLOT(reset())); } }
SwordMaster::SwordMaster(PaintStruct* paintStruct,QWidget *parent) : CardAndSkill(paintStruct,parent) { ask = false; dialog = new NewDialog(windowX); dialog->init(1);//连续技,疾风技,烈风技,剑影 for(int i = 0;i < 4;i++) { for(int j = 0;j < 4;j++) { if(i != j) { connect(dialog->skillGroup[i],SIGNAL(changeClicked()),dialog->skillGroup[j],SLOT(cancelX())); } } connect(this,SIGNAL(mouseClick(int,int)),dialog->skillGroup[i],SLOT(isThisClicked(int,int))); connect(dialog->skillGroup[i],SIGNAL(changeClicked()),ensure,SLOT(recoverClick())); connect(dialog->skillGroup[i],SIGNAL(notClicked()),ensure,SLOT(cancelClick())); } }
PureMaid::PureMaid(PaintStruct* paintStruct,QWidget *parent) : CardAndSkill(paintStruct,parent) { ask = false; pureLightCount = 0; pureCureCount = 0; pureCureFrame = new FrameLabel(windowX); //dialog->init(6);//无响应 magicGroup[0] = new PicButton(71,362,559,100,42,false); magicGroup[1] = new PicButton(72,465,559,100,42,false); magicGroup[2] = new PicButton(74,568,559,100,42,false); for(int i = 0;i < 3;i++) { select[i] = 0; } for(int i = 0;i < 3;i++) { connect(this,SIGNAL(mouseClick(int,int)),magicGroup[i],SLOT(isThisClicked(int,int))); } for(int i = 0;i < 3;i++) { for(int j = 0;j < 3;j++) { if(i != j) { connect(magicGroup[i],SIGNAL(changeClicked()),magicGroup[j],SLOT(cancelX())); } } } //system("pause"); connect(magicGroup[0],SIGNAL(changeClicked()),this,SLOT(magicSetZero())); connect(magicGroup[1],SIGNAL(changeClicked()),this,SLOT(magicSetOne())); connect(magicGroup[2],SIGNAL(changeClicked()),this,SLOT(magicSetTwo())); for(int i = 0;i < 3;i++) { connect(magicGroup[i],SIGNAL(notClicked()),this,SLOT(skillClear())); } pureCureFrame->labelOne->setText(QString::fromUtf8("")); pureCureFrame->labelTwo->setText(""); frame = false; }
ArrowMaid::ArrowMaid(PaintStruct* paintStruct,QWidget *parent) : CardAndSkill(paintStruct,parent) { ask = false; dialog = new NewDialog(windowX); dialog->init(3);//贯穿射击,精准射击 for(int i = 0;i < 2;i++) { for(int j = 0;j < 2;j++) { if(i != j) { connect(dialog->skillGroup[i],SIGNAL(changeClicked()),dialog->skillGroup[j],SLOT(cancelX())); } } connect(this,SIGNAL(mouseClick(int,int)),dialog->skillGroup[i],SLOT(isThisClicked(int,int))); connect(dialog->skillGroup[i],SIGNAL(changeClicked()),ensure,SLOT(recoverClick())); connect(dialog->skillGroup[i],SIGNAL(notClicked()),ensure,SLOT(cancelClick())); } kiraTrap = new PicButton(62,362,559,100,42,false); snipe = new PicButton(64,465,559,100,42,false); connect(this,SIGNAL(mouseClick(int,int)),kiraTrap,SLOT(isThisClicked(int,int))); connect(this,SIGNAL(mouseClick(int,int)),snipe,SLOT(isThisClicked(int,int))); connect(kiraTrap,SIGNAL(changeClicked()),snipe,SLOT(cancelX())); connect(snipe,SIGNAL(changeClicked()),kiraTrap,SLOT(cancelX())); connect(kiraTrap,SIGNAL(changeClicked()),this,SLOT(kiraTrapRes())); connect(snipe,SIGNAL(changeClicked()),this,SLOT(snipeRes())); connect(kiraTrap,SIGNAL(notClicked()),this,SLOT(skillClear())); connect(snipe,SIGNAL(notClicked()),this,SLOT(skillClear())); }
void PureMaid::skillCancel() { //system("pause"); pureLightCount = 0; frame = false; pureCureCount = 0; //pureCureFrame->reset(); for(int i = 0;i < 6;i++) { disconnect(paintStructX->gameCharacter[i]->characterPic,SIGNAL(changeClicked()),this,SLOT(countPlus())); disconnect(paintStructX->gameCharacter[i]->characterPic,SIGNAL(notClicked()),this,SLOT(countMinus())); } for(int i = 0;i < 6;i++) { disconnect(ensure,SIGNAL(changeClicked()),this,SLOT(pureCurePlus())); } for(int i = 0;i < 3;i++) { magicGroup[i]->canBeClicked = false; magicGroup[i]->isClicked = false; } }
void ElementMaster::skillCancel() { magicCount = 0; for(int i = 0;i < cardNum;i++) { disconnect(cardButton[i],SIGNAL(changeClicked()),this,SLOT(countPlus())); disconnect(cardButton[i],SIGNAL(notClicked()),this,SLOT(countMinus())); } for(int i = 0;i < 3;i++) { magicGroup[i]->canBeClicked = false; magicGroup[i]->isClicked = false; } }
void RedWhite::skillCancel() { if(!intervalSet) { bloodAsk = false; for(int i = 0;i < 5;i++) { blood->number[i]->isClicked = false; blood->number[i]->canBeClicked = false; } } bloodCount = 0; curseCount = 0; blood->labelOne->hide(); blood->labelTwo->hide(); for(int i = 0;i < 4;i++) { magicGroup[i]->canBeClicked = false; magicGroup[i]->isClicked = false; } blood->ensure->canBeClicked = false; blood->cancel->canBeClicked = false; blood->ensure->isClicked = false; blood->cancel->isClicked = false; for(int i = 0;i < cardNum;i++) { disconnect(cardButton[i],SIGNAL(changeClicked()),this,SLOT(clickAllSet())); disconnect(cardButton[i],SIGNAL(changeClicked()),this,SLOT(singleToEnsure())); disconnect(cardButton[i],SIGNAL(notClicked()),this,SLOT(allReset())); disconnect(cardButton[i],SIGNAL(changeClicked()),this,SLOT(cursePlus())); disconnect(cardButton[i],SIGNAL(notClicked()),this,SLOT(curseMinus())); disconnect(cardButton[i],SIGNAL(changeClicked()),this,SLOT(bloodPlus())); disconnect(cardButton[i],SIGNAL(notClicked()),this,SLOT(bloodMinus())); } disconnect(ensure,SIGNAL(changeClicked()),this,SLOT(bloodSet())); }
void RedWhite::clickRedWhiteSet() { for(int i = 0;i < 6;i++) { for(int j = 0;j < 6;j++) { if(i != j) { connect(paintStructX->gameCharacter[i]->characterPic,SIGNAL(changeClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(cancelX())); } } if(i != lifeLinkCha) { paintStructX->gameCharacter[i]->characterPic->canBeClicked = true; } } }
KviFontSelector::KviFontSelector(QWidget * par,const QString & txt,QFont * pOption,bool bEnabled) : KviTalHBox(par), KviSelectorInterface() { m_pLabel = new QLabel(txt,this); m_pButton = new QPushButton("",this); // m_pButton->setMinimumWidth(150); connect(m_pButton,SIGNAL(clicked()),this,SLOT(changeClicked())); setSpacing(4); setStretchFactor(m_pLabel,1); setButtonFont(pOption); m_pOption = pOption; setEnabled(bEnabled); }
void RedWhite::changeSelfMode(int mode) { switch(mode) { case 4://同生共死响应阶段 { clickAllSet(); singleToEnsure(); break; } case 7://逆流响应阶段 { cardSetOne(); for(int i = 0;i < cardNum;i++) { connect(cardButton[i],SIGNAL(changeClicked()),this,SLOT(bloodPlus())); connect(cardButton[i],SIGNAL(notClicked()),this,SLOT(bloodMinus())); } break; } case 8://血之悲鸣响应阶段 { cardSingleSet(231); for(int i = 0;i < cardNum;i++) { connect(cardButton[i],SIGNAL(changeClicked()),this,SLOT(clickAllSet())); connect(cardButton[i],SIGNAL(changeClicked()),this,SLOT(singleToEnsure())); connect(cardButton[i],SIGNAL(notClicked()),this,SLOT(allReset())); } break; } case 9://血之诅咒响应阶段 { cardSetOne(); if(cardNum > 2) { curseLine = 3; } else { curseLine = cardNum; if(!cardNum) { clickAllSet(); singleToEnsure(); return; } } for(int i = 0;i < cardNum;i++) { connect(cardButton[i],SIGNAL(changeClicked()),this,SLOT(cursePlus())); connect(cardButton[i],SIGNAL(notClicked()),this,SLOT(curseMinus())); } break; } case 10://血之悲鸣响应二阶段 { bloodAsk = true; blood->ensure->canBeClicked = false; for(int i = 0;i < 5;i++) { if(i < 3) { blood->number[i]->canBeClicked = true; } else { blood->number[i]->canBeClicked = false; } } break; } } }
RedWhite::RedWhite(PaintStruct* paintStruct,QWidget *parent,Window* bloodX): CardAndSkill(paintStruct,parent) { lifeLinkCha = -1; bloodAsk = false; bloodCount = 0; curseCount = 0; curseLine = 0; lifeLink = false; intervalSet = false; int info[3] = {2,0,0}; blood = new AskDialog(info,bloodX,paintStructX,false); blood->ensure->canBeClicked = false; blood->cancel->canBeClicked = false; blood->ensure->isClicked = false; blood->cancel->isClicked = false; for(int i = 0;i < 5;i++) { blood->number[i]->isClicked = false; blood->number[i]->canBeClicked = false; } connect(blood->ensure,SIGNAL(changeClicked()),this,SLOT(sendMessageCardAndSkill())); connect(blood->cancel,SIGNAL(changeClicked()),this,SLOT(sendMessageCardAndSkill())); disconnect(blood->ensure,SIGNAL(changeClicked()),blood,SLOT(destroyLabel())); disconnect(blood->cancel,SIGNAL(changeClicked()),blood,SLOT(destroyLabel())); connect(blood->ensure,SIGNAL(changeClicked()),this,SLOT(intervalReset())); connect(blood->cancel,SIGNAL(changeClicked()),this,SLOT(intervalReset())); connect(blood->ensure,SIGNAL(changeClicked()),this,SLOT(reset())); connect(blood->cancel,SIGNAL(changeClicked()),this,SLOT(reset())); magicGroup[0] = new PicButton(151,362,559,100,42,false); magicGroup[1] = new PicButton(154,465,559,100,42,false); magicGroup[2] = new PicButton(155,568,559,100,42,false); magicGroup[3] = new PicButton(156,671,559,100,42,false); for(int i = 0;i < 4;i++) { connect(this,SIGNAL(mouseClick(int,int)),magicGroup[i],SLOT(isThisClicked(int,int))); } for(int i = 0;i < 4;i++) { for(int j = 0;j < 4;j++) { if(i != j) { connect(magicGroup[i],SIGNAL(changeClicked()),magicGroup[j],SLOT(cancelX())); } } } //system("pause"); connect(magicGroup[0],SIGNAL(changeClicked()),this,SLOT(magicSetZero())); connect(magicGroup[1],SIGNAL(changeClicked()),this,SLOT(magicSetOne())); connect(magicGroup[2],SIGNAL(changeClicked()),this,SLOT(magicSetTwo())); connect(magicGroup[3],SIGNAL(changeClicked()),this,SLOT(magicSetThree())); for(int i = 0;i < 4;i++) { connect(magicGroup[i],SIGNAL(notClicked()),this,SLOT(skillClear())); } }
void ArrowMaid::changeSelfMode(int mode) { for(int i = 0;i < cardNum;i++) { for(int j = 0;j < cardNum;j++) { if(i != j) { connect(cardButton[i],SIGNAL(changeClicked()),cardButton[j],SLOT(cancelX())); } } for(int j = 0;j < 6;j++) { if(paintStructX->gameCharacter[5]->color != paintStructX->gameCharacter[j]->color) { connect(cardButton[i],SIGNAL(changeClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(recoverClick())); connect(cardButton[i],SIGNAL(notClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(cancelClick())); } } } for(int i = 0;i < 6;i++) { connect(paintStructX->gameCharacter[i]->characterPic,SIGNAL(changeClicked()),ensure,SLOT(recoverClick())); connect(paintStructX->gameCharacter[i]->characterPic,SIGNAL(notClicked()),ensure,SLOT(cancelClick())); for(int j = 0;j < 6;j ++) { if(i != j) { connect(paintStructX->gameCharacter[i]->characterPic,SIGNAL(changeClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(cancelX())); } } } cancel->canBeClicked = true; switch(mode) { case 6://闪光陷阱响应阶段 { cancel->canBeClicked = false; //system("pause"); //system("pause"); for(int i = 0;i < cardNum;i++) { if(cardList->getSkillTwo(card[i]) == 31) { cardButton[i]->canBeClicked = true; } } //disconnect(ensure,SIGNAL(changeClicked()),this,SLOT(selfReset())); break; } case 4://贯穿射击响应阶段 { for(int i = 0;i < cardNum;i++) { if(cardList->getType(card[i]) == magic) { cardButton[i]->canBeClicked = true; connect(cardButton[i],SIGNAL(changeClicked()),ensure,SLOT(recoverClick())); connect(cardButton[i],SIGNAL(notClicked()),ensure,SLOT(cancelClick())); } } for(int i = 0;i < cardNum;i++) { for(int j = 0;j < 6;j++) { if(paintStructX->gameCharacter[5]->color != paintStructX->gameCharacter[j]->color) { disconnect(cardButton[i],SIGNAL(changeClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(recoverClick())); disconnect(cardButton[i],SIGNAL(notClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(cancelClick())); } } } break; } case 5://精准射击响应阶段 { emit resetSignal(); disconnect(ensure,SIGNAL(changeClicked()),this,SLOT(selfReset())); break; } case 7://狙击 { cancel->canBeClicked = false; for(int i = 0;i < 6;i++) { paintStructX->gameCharacter[i]->characterPic->canBeClicked = true; //disconnect(ensure,SIGNAL(changeClicked()),this,SLOT(selfReset())); } break; } } }
void PureMaid::changeSelfMode(int mode) { for(int i = 0;i < cardNum;i++) { for(int j = 0;j < cardNum;j++) { if(i != j) { connect(cardButton[i],SIGNAL(changeClicked()),cardButton[j],SLOT(cancelX())); } } for(int j = 0;j < 6;j++) { if(paintStructX->gameCharacter[5]->color != paintStructX->gameCharacter[j]->color) { connect(cardButton[i],SIGNAL(changeClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(recoverClick())); connect(cardButton[i],SIGNAL(notClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(cancelClick())); } } } for(int i = 0;i < 6;i++) { connect(paintStructX->gameCharacter[i]->characterPic,SIGNAL(changeClicked()),ensure,SLOT(recoverClick())); connect(paintStructX->gameCharacter[i]->characterPic,SIGNAL(notClicked()),ensure,SLOT(cancelClick())); for(int j = 0;j < 6;j ++) { if(i != j) { connect(paintStructX->gameCharacter[i]->characterPic,SIGNAL(changeClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(cancelX())); } } } cancel->canBeClicked = true; switch(mode) { case 4://治疗术响应阶段 { cancel->canBeClicked = false; //system("pause"); //system("pause"); for(int i = 0;i < cardNum;i++) { if(cardList->getSkillOne(card[i]) == 61) { cardButton[i]->canBeClicked = true; } } for(int i = 0;i < cardNum;i++) { for(int j = 0;j < 6;j++) { if(paintStructX->gameCharacter[5]->color != paintStructX->gameCharacter[j]->color) { disconnect(cardButton[i],SIGNAL(changeClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(recoverClick())); disconnect(cardButton[i],SIGNAL(notClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(cancelClick())); } connect(cardButton[i],SIGNAL(changeClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(recoverClick())); connect(cardButton[i],SIGNAL(notClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(cancelClick())); } } //disconnect(ensure,SIGNAL(changeClicked()),this,SLOT(selfReset())); break; } case 5://治愈之光响应阶段 { cancel->canBeClicked = false; for(int i = 0;i < 6;i++) { disconnect(paintStructX->gameCharacter[i]->characterPic,SIGNAL(changeClicked()),ensure,SLOT(recoverClick())); disconnect(paintStructX->gameCharacter[i]->characterPic,SIGNAL(notClicked()),ensure,SLOT(cancelClick())); for(int j = 0;j < 6;j ++) { if(i != j) { disconnect(paintStructX->gameCharacter[i]->characterPic,SIGNAL(changeClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(cancelX())); } } } for(int i = 0;i < cardNum;i++) { if(cardList->getSkillOne(card[i]) == 62) { cardButton[i]->canBeClicked = true; } } for(int i = 0;i < 6;i++) { connect(paintStructX->gameCharacter[i]->characterPic,SIGNAL(changeClicked()),this,SLOT(countPlus())); connect(paintStructX->gameCharacter[i]->characterPic,SIGNAL(notClicked()),this,SLOT(countMinus())); } for(int i = 0;i < cardNum;i++) { for(int j = 0;j < 6;j++) { if(paintStructX->gameCharacter[5]->color != paintStructX->gameCharacter[j]->color) { disconnect(cardButton[i],SIGNAL(changeClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(recoverClick())); disconnect(cardButton[i],SIGNAL(notClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(cancelClick())); } connect(cardButton[i],SIGNAL(changeClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(recoverClick())); connect(cardButton[i],SIGNAL(notClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(cancelClick())); } } break; } case 7://圣疗响应阶段 { //system("pause"); cancel->canBeClicked = false; for(int i = 0;i < 6;i++) { paintStructX->gameCharacter[i]->characterPic->canBeClicked = true; } connect(ensure,SIGNAL(changeClicked()),this,SLOT(pureCurePlus())); //system("pause"); disconnect(ensure,SIGNAL(changeClicked()),this,SLOT(reset())); frame = true; //system("pause"); break; } case 8://冰霜祷言响应阶段 { cancel->canBeClicked = false; for(int i = 0;i < 6;i++) { paintStructX->gameCharacter[i]->characterPic->canBeClicked = true; } break; } } }
void ElementMaster::changeSelfMode(int mode) { for(int i = 0;i < cardNum;i++) { for(int j = 0;j < cardNum;j++) { if(i != j) { connect(cardButton[i],SIGNAL(changeClicked()),cardButton[j],SLOT(cancelX())); } } for(int j = 0;j < 6;j++) { if(paintStructX->gameCharacter[5]->color != paintStructX->gameCharacter[j]->color) { connect(cardButton[i],SIGNAL(changeClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(recoverClick())); connect(cardButton[i],SIGNAL(notClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(cancelClick())); } } } for(int i = 0;i < 6;i++) { connect(paintStructX->gameCharacter[i]->characterPic,SIGNAL(changeClicked()),ensure,SLOT(recoverClick())); connect(paintStructX->gameCharacter[i]->characterPic,SIGNAL(notClicked()),ensure,SLOT(cancelClick())); for(int j = 0;j < 6;j ++) { if(i != j) { connect(paintStructX->gameCharacter[i]->characterPic,SIGNAL(changeClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(cancelX())); } } } cancel->canBeClicked = true; switch(mode) { case 4://元素点燃响应阶段 { cancel->canBeClicked = false; for(int i = 0;i < 6;i++) { paintStructX->gameCharacter[i]->characterPic->canBeClicked = true; } break; } case 5://元素法术响应阶段 { cancel->canBeClicked = false; for(int i = 0;i < cardNum;i++) { if(cardList->getSkillTwo(card[i])/10 == 11) { cardButton[i]->canBeClicked = true; } } for(int i = 0;i < cardNum;i++) { for(int j = 0;j < cardNum;j++) { if(i != j) { disconnect(cardButton[i],SIGNAL(changeClicked()),cardButton[j],SLOT(cancelX())); } } connect(cardButton[i],SIGNAL(changeClicked()),this,SLOT(countPlus())); connect(cardButton[i],SIGNAL(notClicked()),this,SLOT(countMinus())); for(int j = 0;j < 6;j++) { if(paintStructX->gameCharacter[5]->color != paintStructX->gameCharacter[j]->color) { disconnect(cardButton[i],SIGNAL(changeClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(recoverClick())); disconnect(cardButton[i],SIGNAL(notClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(cancelClick())); } } } break; } case 6://月光响应阶段 { cancel->canBeClicked = false; for(int i = 0;i < 6;i++) { paintStructX->gameCharacter[i]->characterPic->canBeClicked = true; } break; } } }
void SwordMaster::changeSelfMode(int mode) { for(int i = 0;i < cardNum;i++) { for(int j = 0;j < cardNum;j++) { if(i != j) { connect(cardButton[i],SIGNAL(changeClicked()),cardButton[j],SLOT(cancelX())); } } for(int j = 0;j < 6;j++) { if(paintStructX->gameCharacter[5]->color != paintStructX->gameCharacter[j]->color) { connect(cardButton[i],SIGNAL(changeClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(recoverClick())); connect(cardButton[i],SIGNAL(notClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(cancelClick())); } } } for(int i = 0;i < 6;i++) { connect(paintStructX->gameCharacter[i]->characterPic,SIGNAL(changeClicked()),ensure,SLOT(recoverClick())); connect(paintStructX->gameCharacter[i]->characterPic,SIGNAL(notClicked()),ensure,SLOT(cancelClick())); for(int j = 0;j < 6;j ++) { if(i != j) { connect(paintStructX->gameCharacter[i]->characterPic,SIGNAL(changeClicked()),paintStructX->gameCharacter[j]->characterPic,SLOT(cancelX())); } } } cancel->canBeClicked = true; switch(mode) { case 4://连续技能响应阶段 { for(int i = 0;i < cardNum;i++) { if(cardList->getName(card[i]) == windAttack) { cardButton[i]->canBeClicked = true; } } disconnect(ensure,SIGNAL(changeClicked()),this,SLOT(selfReset())); //system("pause"); break; } case 6://疾风技能响应阶段 case 7://剑影响应阶段 { for(int i = 0;i < cardNum;i++) { if(cardList->getType(card[i]) == attack) { cardButton[i]->canBeClicked = true; } } //system("pause"); disconnect(ensure,SIGNAL(changeClicked()),this,SLOT(selfReset())); break; } case 5://烈风技能响应阶段 { emit resetSignal(); disconnect(ensure,SIGNAL(changeClicked()),this,SLOT(selfReset())); break; } } }