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2 Коммиты 9537d863d8 ... 3643b93f87

Автор SHA1 Сообщение Дата
  芋圆号航母 3643b93f87 调整比牌的位置;增加卡片内容 7 лет назад
  芋圆号航母 3db6868b63 调整比价卡片的位置 7 лет назад
100 измененных файлов с 2495 добавлено и 226 удалено
  1. 5 5
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+ 5 - 5
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Разница между файлами не показана из-за своего большого размера
+ 2 - 2
Assembly-CSharp.csproj


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Assets/Scenes/BattleGroundScene.unity

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+ 8 - 0
Assets/Scripts/Assist/AssistConfig.cs

@@ -6,6 +6,14 @@ namespace FSAssist {
     // 配置处
     public class AssistConfig {
         public static float RoleSpace = 1.5f;      // 同阵营角色之间的距离
+        public static float CpCardWidthSpace = 100.0f;   // 比较卡片中宽的距离
+        public static float CpCardHeightSpace = 60.0f;   // 比较卡片中高的距离
+
+        public static string Army = "army";        // 我方的字符串
+        public static string Enemy = "enemy";      // 敌方的字符串
+
+        public static float CardScale = 0.6f;      // 卡片的缩放
+        public static float CardRefuseScale = 0.4f;// 卡片拒绝时的缩放
     }
 }
 

+ 85 - 88
Assets/Scripts/Battle/BattleField.cs

@@ -4,6 +4,7 @@ using UnityEngine;
 using FSEvent;
 using FSRole;
 using FSCard;
+using FSAssist;
 
 // 战场相关
 namespace FSBattle {
@@ -213,78 +214,73 @@ namespace FSBattle {
             // 循环遍历两个数组
             int index = 0;
             // 暂定动画为缩小,缩小的尺寸
-            Vector3 scaleSize = new Vector3(0.4f, 0.4f, 0.4f);
+            Vector3 scaleSize = new Vector3(AssistConfig.CardScale, AssistConfig.CardScale, AssistConfig.CardScale);
 
             while (true) {
                 // 首先判断两个数组是否到最大位置
-                if (index < BattleFieldManager.Instance.ArmyCpArray.Count && index < BattleFieldManager.Instance.EnemyCpArray.Count) {
+                if (index < BattleFieldManager.Instance.CpArray.Count) {
+                    Dictionary<string, Transform> info = (Dictionary<string, Transform>)BattleFieldManager.Instance.CpArray[index];
                     // 获取两张卡片
-                    Transform armyTrs = (Transform)BattleFieldManager.Instance.ArmyCpArray[index];
-                    Transform enemyTrs = (Transform)BattleFieldManager.Instance.EnemyCpArray[index];
-                    Card armyCard = armyTrs.GetComponent<Card>();
-                    Card enemyCard = enemyTrs.GetComponent<Card>();
-
-                    // 比较韧性
-                    // 首先比较两张牌类型一样的情况
-                    if (armyCard.Type == enemyCard.Type) {
-                        if (armyCard.Type == CardType.CARD_TYPE_ATTACK) {
-                            // 当都是攻击类型的时候
-                            // 根据韧性来进行比较
-                            if (armyCard.Tenacity > enemyCard.Tenacity) {
-                                executeArray.Add(armyCard);
-                                enemyTrs.localScale = scaleSize;
-                            } else if (armyCard.Tenacity < enemyCard.Tenacity) {
-                                executeArray.Add(enemyCard);
-                                armyTrs.localScale = scaleSize;
-                            } else {
-                                // 当相等的时候,都不处理
-                                armyTrs.localScale = scaleSize;
-                                enemyTrs.localScale = scaleSize;
-                            }
-                        } else if (armyCard.Type == CardType.CARD_TYPE_DEFANCE) {
-                            // 当都是防御类型的时候
-                            if (armyCard.Tenacity > enemyCard.Tenacity) {
-                                executeArray.Add(armyCard);
-                                enemyTrs.localScale = scaleSize;
-                            } else if (armyCard.Tenacity < enemyCard.Tenacity) {
-                                executeArray.Add(enemyCard);
-                                armyTrs.localScale = scaleSize;
+                    // 再比较两张卡片是否存在,有一方不存在则另一方加入比较数组中
+                    if (info.ContainsKey(AssistConfig.Army) && !info.ContainsKey(AssistConfig.Enemy)) {
+                        Transform armyTrs = info[AssistConfig.Army];
+                        executeArray.Add(armyTrs.GetComponent<Card>());
+                    } else if (!info.ContainsKey(AssistConfig.Army) && info.ContainsKey(AssistConfig.Enemy)) {
+                        Transform enemyTrs = info[AssistConfig.Enemy];
+                        executeArray.Add(enemyTrs.GetComponent<Card>());
+                    } else {
+                        Transform armyTrs = info[AssistConfig.Army];
+                        Transform enemyTrs = info[AssistConfig.Enemy];
+                        // 获取两张牌
+                        Card armyCard = armyTrs.GetComponent<Card>();
+                        Card enemyCard = enemyTrs.GetComponent<Card>();
+
+                        // 比较韧性
+                        // 首先比较两张牌类型一样的情况
+                        if (armyCard.Type == enemyCard.Type) {
+                            if (armyCard.Type == CardType.CARD_TYPE_ATTACK) {
+                                // 当都是攻击类型的时候
+                                // 根据韧性来进行比较
+                                if (armyCard.Tenacity > enemyCard.Tenacity) {
+                                    executeArray.Add(armyCard);
+                                    enemyTrs.localScale = scaleSize;
+                                } else if (armyCard.Tenacity < enemyCard.Tenacity) {
+                                    executeArray.Add(enemyCard);
+                                    armyTrs.localScale = scaleSize;
+                                } else {
+                                    // 当相等的时候,都不处理
+                                    armyTrs.localScale = scaleSize;
+                                    enemyTrs.localScale = scaleSize;
+                                }
+                            } else if (armyCard.Type == CardType.CARD_TYPE_DEFANCE) {
+                                // 当都是防御类型的时候
+                                if (armyCard.Tenacity > enemyCard.Tenacity) {
+                                    executeArray.Add(armyCard);
+                                    enemyTrs.localScale = scaleSize;
+                                } else if (armyCard.Tenacity < enemyCard.Tenacity) {
+                                    executeArray.Add(enemyCard);
+                                    armyTrs.localScale = scaleSize;
+                                } else {
+                                    // 当相等的时候,都加入处理
+                                    executeArray.Add(armyCard);
+                                    executeArray.Add(enemyCard);
+                                }
                             } else {
-                                // 当相等的时候,都加入处理
+                                // 特殊牌全部加入处理
                                 executeArray.Add(armyCard);
                                 executeArray.Add(enemyCard);
                             }
                         } else {
-                            // 特殊牌全部加入处理
-                            executeArray.Add(armyCard);
-                            executeArray.Add(enemyCard);
+                            // 当韧性不相等的时候,高的生效
+                                if (armyCard.Tenacity > enemyCard.Tenacity) {
+                                    executeArray.Add(armyCard);
+                                    enemyTrs.localScale = scaleSize;
+                                } else {
+                                    executeArray.Add(enemyCard);
+                                    armyTrs.localScale = scaleSize;
+                                }
                         }
-                    } else {
-                        // 当韧性不相等的时候,高的生效
-                            if (armyCard.Tenacity > enemyCard.Tenacity) {
-                                executeArray.Add(armyCard);
-                                enemyTrs.localScale = scaleSize;
-                            } else {
-                                executeArray.Add(enemyCard);
-                                armyTrs.localScale = scaleSize;
-                            }
-                    }
-                } else if (index < BattleFieldManager.Instance.ArmyCpArray.Count && index >= BattleFieldManager.Instance.EnemyCpArray.Count) {
-                    // 此种是我方比较卡片比较多的情况,将剩下的牌都放入比较数组中
-                    for (; index < BattleFieldManager.Instance.ArmyCpArray.Count; index++) {
-                        Transform trs = (Transform)BattleFieldManager.Instance.ArmyArray[index];
-                        executeArray.Add(trs.GetComponent<Card>());
                     }
-
-                    break;
-                } else if (index >= BattleFieldManager.Instance.ArmyCpArray.Count && index < BattleFieldManager.Instance.EnemyCpArray.Count) {
-                    // 此种是地方比较卡片比较多的情况,将剩下的牌都放入比较数组中
-                    for (; index < BattleFieldManager.Instance.EnemyCpArray.Count; index++) {
-                        Transform trs = (Transform)BattleFieldManager.Instance.EnemyCpArray[index];
-                        executeArray.Add(trs.GetComponent<Card>());
-                    }
-
-                    break;
                 } else {
                     break;
                 }
@@ -307,32 +303,33 @@ namespace FSBattle {
             cardTrs.SetParent(cachePlace);
             cardTrs.localScale = Vector3.zero;
         }
-        /*
-         * 给本类使用的移除方法,需要传入对应的角色
-        */
-        private void EraseCPCard(Transform cardTrs, int index) {
-            cardTrs.SetParent(cachePlace);
-            cardTrs.localScale = Vector3.zero;
-            // 判断角色,同时从对应的比较数组中移除,添加到弃牌堆
-            if (index == 0) {
-                // 首先保证在数组中
-                if (BattleFieldManager.Instance.ArmyCpArray.Contains(cardTrs)) {
-                    BattleFieldManager.Instance.ArmyThrowPool.Add(cardTrs);
-                    BattleFieldManager.Instance.ArmyCpArray.Remove(cardTrs);
-                    // 同时通知更新牌堆数据
-                    Dictionary<string, object> info = new Dictionary<string, object>();
-                    info.Add("index", 1);
-                    info.Add("num", BattleFieldManager.Instance.ArmyThrowPool.Count);
-
-                    EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
-                }
-            } else if (index == 1) {
-                // 首先保证在数组中
-                if (BattleFieldManager.Instance.EnemyCpArray.Contains(cardTrs)) {
-                    BattleFieldManager.Instance.EnemyThrowPool.Add(cardTrs);
-                    BattleFieldManager.Instance.EnemyCpArray.Remove(cardTrs);
-                }
-            }
-        }
+
+        ///*
+        // * 给本类使用的移除方法,需要传入对应的角色
+        //*/
+        //private void EraseCPCard(Transform cardTrs, int index) {
+        //    cardTrs.SetParent(cachePlace);
+        //    cardTrs.localScale = Vector3.zero;
+        //    // 判断角色,同时从对应的比较数组中移除,添加到弃牌堆
+        //    if (index == 0) {
+        //        // 首先保证在数组中
+        //        if (BattleFieldManager.Instance.ArmyCpArray.Contains(cardTrs)) {
+        //            BattleFieldManager.Instance.ArmyThrowPool.Add(cardTrs);
+        //            BattleFieldManager.Instance.ArmyCpArray.Remove(cardTrs);
+        //            // 同时通知更新牌堆数据
+        //            Dictionary<string, object> info = new Dictionary<string, object>();
+        //            info.Add("index", 1);
+        //            info.Add("num", BattleFieldManager.Instance.ArmyThrowPool.Count);
+
+        //            EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
+        //        }
+        //    } else if (index == 1) {
+        //        // 首先保证在数组中
+        //        if (BattleFieldManager.Instance.EnemyCpArray.Contains(cardTrs)) {
+        //            BattleFieldManager.Instance.EnemyThrowPool.Add(cardTrs);
+        //            BattleFieldManager.Instance.EnemyCpArray.Remove(cardTrs);
+        //        }
+        //    }
+        //}
     }
 }

+ 40 - 7
Assets/Scripts/Battle/BattleFieldManager.cs

@@ -1,6 +1,7 @@
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
+using FSAssist;
 
 namespace FSBattle {
     /*
@@ -27,10 +28,12 @@ namespace FSBattle {
         // 敌方弃卡池
         public ArrayList EnemyThrowPool { set; get; }
 
-        // 我方比较牌数组
-        public ArrayList ArmyCpArray { set; get; }
-        // 敌方比较牌数组
-        public ArrayList EnemyCpArray { set; get; }
+        //// 我方比较牌数组
+        //public ArrayList ArmyCpArray { set; get; }
+        //// 敌方比较牌数组
+        //public ArrayList EnemyCpArray { set; get; }
+        // 比较数组
+        public ArrayList CpArray { set; get; }
 
         public BattleFieldManager() {
             // 初始化手牌
@@ -50,9 +53,39 @@ namespace FSBattle {
             ArmyThrowPool = new ArrayList();
             EnemyThrowPool = new ArrayList();
 
-            // 初始化比较手牌
-            ArmyCpArray = new ArrayList();
-            EnemyCpArray = new ArrayList();
+            //// 初始化比较手牌
+            //ArmyCpArray = new ArrayList(10);
+            //EnemyCpArray = new ArrayList(10);
+
+            // 比较数组,每个元素都是一个字典
+            CpArray = new ArrayList();
+        }
+
+        /*
+         * 添加角色到字典中
+        */
+        public void AddCardToCpArray(string key, Transform value) {
+            // 首先创建一个字典
+            Dictionary<string, Transform> info = new Dictionary<string, Transform>();
+            // 把数据添加到字典中
+            info.Add(key, value);
+            CpArray.Add(info);
+        }
+
+        /*
+         * 添加到指定位置
+        */
+        public void AddCardToIndex(string key, int index, Transform value) {
+            // 首先获取指定位置的字典,如果没有则创建一个
+            Dictionary<string, Transform> info = (Dictionary<string, Transform>)CpArray[index];
+            if (info == null) {
+                info = new Dictionary<string, Transform>();
+                CpArray.Add(info);
+            }
+
+            if (!info.ContainsKey(key)) {
+                info.Add(key, value);
+            }
         }
     }
 }

+ 17 - 1
Assets/Scripts/Card/AckCard.cs

@@ -28,11 +28,21 @@ namespace FSCard {
         // 发起者
         public Role Source { set; get; }
         // 卡面
-        public Image Face { set; get; }
+        public Image Face { set; get; }
+        // 韧性
+        public Image TenacityImage { set; get; }
+        // 花费
+        public Image CostImage { set; get; }
+        // Buff
+        public Image BuffImage { set; get; }
 
         // Use this for initialization
         void Start() {
             Face = transform.Find("Face").GetComponent<Image>();
+            TenacityImage = transform.Find("Tenacity").GetComponent<Image>();
+            CostImage = transform.Find("Cost").GetComponent<Image>();
+            BuffImage = transform.Find("Buff").GetComponent<Image>();
+
             if (Face != null) {
                 // 加载图片
                 Image image = gameObject.GetComponent<Image>();
@@ -54,6 +64,12 @@ namespace FSCard {
                     }
                 }
                 Face.sprite = Resources.Load("Textures/Cards/Face/" + ID, typeof(Sprite)) as Sprite;
+
+                string url = string.Format("Textures/Cards/Tenacity/tenacity_{0:d2}", Tenacity);
+                TenacityImage.sprite = Resources.Load(url, typeof(Sprite)) as Sprite;
+                url = string.Format("Textures/Cards/Cost/cost_{0:d2}", Cost);
+                CostImage.sprite = Resources.Load(url, typeof(Sprite)) as Sprite;
+                BuffImage.gameObject.SetActive(false);
             }
         }
 

+ 6 - 1
Assets/Scripts/Card/Card.cs

@@ -61,7 +61,12 @@ namespace FSCard
         Role Source { set; get; }
         // 卡面
         Image Face { set; get; }
-
+        // 韧性
+        Image TenacityImage { set; get; }
+        // 花费
+        Image CostImage { set; get; }
+        // Buff
+        Image BuffImage { set; get; }
         // 执行
         void OnExecute();
     }

+ 97 - 39
Assets/Scripts/Card/CardAction.cs

@@ -5,6 +5,7 @@ using UnityEngine.EventSystems;
 using FSEvent;
 using FSBattle;
 using FSRole;
+using FSAssist;
 
 namespace FSCard {
     /*
@@ -47,50 +48,107 @@ namespace FSCard {
          * 鼠标抬起时的回调
         */
         public void OnPointerUp(PointerEventData eventData) {
-            foreach (Transform trs in BattleFieldManager.Instance.RoleArray) {
-                //Vector3 screenTrs = Camera.main.WorldToScreenPoint(trs.position);
-
-                BoxCollider roleCollider = trs.GetComponent<BoxCollider>();
-                // 再将世界碰撞区域转为屏幕上的
-                Vector2 roleMax = Camera.main.WorldToScreenPoint(roleCollider.bounds.max);
-                Vector2 roleMin = Camera.main.WorldToScreenPoint(roleCollider.bounds.min);
-                Bounds roleBounds = new Bounds();
-                roleBounds.SetMinMax(roleMin, roleMax);
-
-                BoxCollider2D cardBox = transform.GetComponent<BoxCollider2D>();
-                if (roleBounds.Intersects(cardBox.bounds)) {
-
-                    Card card = this.GetComponent<Card>();
-                    if (card != null) {
-                        print("出牌 ... ");
-
-                        Role role = trs.GetComponent<Role>();
-                        if (role != null) {
-                            card.Target = role;
-                            //card.OnExecute();
-
-                            // 需要保证剩下的能量足够
-                            if (role.CurrentAttr.Mp >= card.Cost) {
-                                role.CurrentAttr.Mp -= card.Cost;
-
-                                Dictionary<string, object> info = new Dictionary<string, object>();
-                                info.Add("card", this.transform);
-                                EventListener.Instance.PostEvent(EventEnum.EVENT_ARMY_DEAL_CARD, info);
-
-                                info.Add("role", role);
-                                EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_PLAYER_ENGINE, info);
-                            } else {
-                                // 否则将卡片移回原位
-                                transform.position = StartPos;
-                            }
-
-                            return;
+            for (int i = 0; i < BattleFieldManager.Instance.CpArray.Count; i++) {
+                Dictionary<string, Transform> cpCard = (Dictionary<string, Transform>)BattleFieldManager.Instance.CpArray[i];
+                Transform trs = cpCard[AssistConfig.Enemy];
+
+                // 需要保证敌方卡片存在
+                if (trs != null) {
+                    // 获取碰撞位置
+                    BoxCollider2D enemyBox = trs.GetComponent<BoxCollider2D>();
+                    // 我方碰撞位置
+                    BoxCollider2D roleBox = transform.GetComponent<BoxCollider2D>();
+                    // 当接触时
+                    if (enemyBox.bounds.Intersects(roleBox.bounds)) {
+                        Card myCard = this.GetComponent<Card>();
+                        Card enemyCard = trs.GetComponent<Card>();
+
+                        // 设置目标
+                        myCard.Target = enemyCard.Source;
+                        // 需要保证剩下的能量足够
+                        if (myCard.Source.CurrentAttr.Mp >= myCard.Cost) {
+                            myCard.Source.CurrentAttr.Mp -= myCard.Cost;
+
+                            // 排列新的位置
+                            transform.position = new Vector3(trs.position.x, Screen.height / 2 - AssistConfig.CpCardHeightSpace, 0);
+                            transform.localScale = new Vector3(AssistConfig.CardScale, AssistConfig.CardScale, AssistConfig.CardScale);
+                            transform.rotation = Quaternion.Euler(0, 0, 0);
+
+                            Dictionary<string, object> info = new Dictionary<string, object>();
+                            info.Add("card", this.transform);
+                            info.Add("index", i);
+                            EventListener.Instance.PostEvent(EventEnum.EVENT_ARMY_DEAL_CARD, info);
+
+                            info.Add("role", myCard.Source);
+                            EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_PLAYER_ENGINE, info);
+                        } else {
+                            // 否则将卡片移回原位
+                            transform.position = StartPos;
                         }
+
+                        return;
                     }
                 }
             }
 
-            transform.position = StartPos;
+            //for (int i = 0; i < BattleFieldManager.Instance.EnemyCpArray.Count; i++) {
+            //    Transform trs = (Transform)BattleFieldManager.Instance.EnemyCpArray[i];
+            //    // 获取地方比较牌的碰撞位置
+            //    BoxCollider2D enemyBox = trs.GetComponent<BoxCollider2D>();
+            //    // 我方的碰撞位置
+            //    BoxCollider2D roleBox = transform.GetComponent<BoxCollider2D>();
+
+            //    if (enemyBox.bounds.Intersects(roleBox.bounds)) {
+            //        print("碰撞了,选择它了 ... ");
+
+            //        BattleFieldManager.Instance.ArmyCpArray.Insert(i, transform);
+            //    }
+            //}
+
+            //foreach (Transform trs in BattleFieldManager.Instance.RoleArray) {
+            //    //Vector3 screenTrs = Camera.main.WorldToScreenPoint(trs.position);
+
+            //    BoxCollider roleCollider = trs.GetComponent<BoxCollider>();
+            //    // 再将世界碰撞区域转为屏幕上的
+            //    Vector2 roleMax = Camera.main.WorldToScreenPoint(roleCollider.bounds.max);
+            //    Vector2 roleMin = Camera.main.WorldToScreenPoint(roleCollider.bounds.min);
+            //    Bounds roleBounds = new Bounds();
+            //    roleBounds.SetMinMax(roleMin, roleMax);
+
+            //    BoxCollider2D cardBox = transform.GetComponent<BoxCollider2D>();
+            //    if (roleBounds.Intersects(cardBox.bounds)) {
+
+            //        Card card = this.GetComponent<Card>();
+            //        if (card != null) {
+            //            print("出牌 ... ");
+
+            //            Role role = trs.GetComponent<Role>();
+            //            if (role != null) {
+            //                card.Target = role;
+            //                //card.OnExecute();
+
+            //                // 需要保证剩下的能量足够
+            //                if (role.CurrentAttr.Mp >= card.Cost) {
+            //                    role.CurrentAttr.Mp -= card.Cost;
+
+            //                    Dictionary<string, object> info = new Dictionary<string, object>();
+            //                    info.Add("card", this.transform);
+            //                    EventListener.Instance.PostEvent(EventEnum.EVENT_ARMY_DEAL_CARD, info);
+
+            //                    info.Add("role", role);
+            //                    EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_PLAYER_ENGINE, info);
+            //                } else {
+            //                    // 否则将卡片移回原位
+            //                    transform.position = StartPos;
+            //                }
+
+            //                return;
+            //            }
+            //        }
+            //    }
+            //}
+
+            //transform.position = StartPos;
         }
 
         public void OnBeginDrag(PointerEventData eventData) {

+ 16 - 0
Assets/Scripts/Card/DefCard.cs

@@ -30,10 +30,20 @@ namespace FSCard {
         public Role Source { set; get; }
         // 卡面
         public Image Face { set; get; }
+        // 韧性
+        public Image TenacityImage { set; get; }
+        // 花费
+        public Image CostImage { set; get; }
+        // Buff
+        public Image BuffImage { set; get; }
 
         // Use this for initialization
         void Start() {
             Face = transform.Find("Face").GetComponent<Image>();
+            TenacityImage = transform.Find("Tenacity").GetComponent<Image>();
+            CostImage = transform.Find("Cost").GetComponent<Image>();
+            BuffImage = transform.Find("Buff").GetComponent<Image>();
+
             if (Face != null) {
                 // 加载图片
                 Image image = gameObject.GetComponent<Image>();
@@ -55,6 +65,12 @@ namespace FSCard {
                     }
                 }
                 Face.sprite = Resources.Load("Textures/Cards/Face/" + ID, typeof(Sprite)) as Sprite;
+
+                string url = string.Format("Textures/Cards/Tenacity/tenacity_{0:d2}", Tenacity);
+                TenacityImage.sprite = Resources.Load(url , typeof(Sprite)) as Sprite;
+                url = string.Format("Textures/Cards/Cost/cost_{0:d2}", Cost);
+                CostImage.sprite = Resources.Load(url, typeof(Sprite)) as Sprite;
+                BuffImage.gameObject.SetActive(false);
             }
         }
 

+ 16 - 0
Assets/Scripts/Card/SepCard.cs

@@ -28,10 +28,20 @@ namespace FSCard {
         public Role Source { set; get; }
         // 卡面
         public Image Face { set; get; }
+        // 韧性
+        public Image TenacityImage { set; get; }
+        // 花费
+        public Image CostImage { set; get; }
+        // Buff
+        public Image BuffImage { set; get; }
 
         // Use this for initialization
         void Start() {
             Face = transform.Find("Face").GetComponent<Image>();
+            TenacityImage = transform.Find("Tenacity").GetComponent<Image>();
+            CostImage = transform.Find("Cost").GetComponent<Image>();
+            BuffImage = transform.Find("Buff").GetComponent<Image>();
+
             if (Face != null) {
                 // 加载图片
                 Image image = gameObject.GetComponent<Image>();
@@ -53,6 +63,12 @@ namespace FSCard {
                     }
                 }
                 Face.sprite = Resources.Load("Textures/Cards/Face/" + ID, typeof(Sprite)) as Sprite;
+
+                string url = string.Format("Textures/Cards/Tenacity/tenacity_{0:d2}", Tenacity);
+                TenacityImage.sprite = Resources.Load(url, typeof(Sprite)) as Sprite;
+                url = string.Format("Textures/Cards/Cost/cost_{0:d2}", Cost);
+                CostImage.sprite = Resources.Load(url, typeof(Sprite)) as Sprite;
+                BuffImage.gameObject.SetActive(false);
             }
         }
 

+ 0 - 2
Assets/Scripts/Role/RoleManager.cs

@@ -42,7 +42,6 @@ namespace FSRole {
             ReadRoleData();
             CreateRole("00000");
             CreateRole("10002");
-            CreateRole("10002");
         }
 
         /*
@@ -80,7 +79,6 @@ namespace FSRole {
                     if (cards.IsArray) {
                         for (int i = 0; i < cards.Count; i++) {
                             string cardId = AssistMethods.ReadString(cards, i);
-                            print("从中获取到了卡片数组 ... " + AssistMethods.ReadString(cards, i));
 
                             GameObject cardObj = Instantiate(cardPrefab, cachePlace);
                             // 挂载卡片组件

+ 54 - 46
Assets/Scripts/ViewManager/BattleGround/CardPanelManager.cs

@@ -6,6 +6,7 @@ using FSEvent;
 using FSBattle;
 using FSCard;
 using FSRole;
+using FSAssist;
 
 public class CardPanelManager : MonoBehaviour {
     public Transform cardPanel;
@@ -15,9 +16,6 @@ public class CardPanelManager : MonoBehaviour {
     private int spaceX = 80;
     private int spaceY = 120;
 
-    // 牌缩小的值
-    private float cardScale = 0.6f;
-
 	// Use this for initialization
 	void Start () {
         InitEvents();
@@ -145,7 +143,7 @@ public class CardPanelManager : MonoBehaviour {
             // 从卡池中移除
             BattleFieldManager.Instance.EnemyTakePool.Remove(cardTrs);
             cardTrs.SetParent(cardPanel);
-            cardTrs.localScale = new Vector3(cardScale, cardScale, 1);
+            cardTrs.localScale = new Vector3(AssistConfig.CardScale, AssistConfig.CardScale, 1);
             cardTrs.localPosition = new Vector3(Screen.width / 2, Screen.height / 2 + index * 30, 0);
             // 如果有卡片事件组件,如果有则将事件移除
             //CardAction action = cardTrs.GetComponent<CardAction>();
@@ -200,17 +198,11 @@ public class CardPanelManager : MonoBehaviour {
         int originX = Screen.width / 2 - spaceX / 2 - 30;
         int originY = Screen.height / 2 + 50;
         Transform cardTrs = (Transform)info["card"];
+        int index = (int)info["index"];
+
         // 将传入的牌从手牌数组中移,再加入到比较牌数组中
         BattleFieldManager.Instance.ArmyHandCards.Remove(cardTrs);
-        BattleFieldManager.Instance.ArmyCpArray.Add(cardTrs);
-
-        // 放置位置
-        int line = (BattleFieldManager.Instance.ArmyCpArray.Count - 1) / 3;
-        int row = (BattleFieldManager.Instance.ArmyCpArray.Count - 1) % 3;
-
-        cardTrs.position = new Vector3(originX - row * spaceX, originY - line * spaceY);
-        cardTrs.localScale = new Vector3(cardScale, cardScale, 1);
-        cardTrs.localRotation = Quaternion.Euler(0, 0, 0);
+        BattleFieldManager.Instance.AddCardToIndex(AssistConfig.Army, index, cardTrs);
 
         // 重新排列
         ArrangePlayerCards();
@@ -231,7 +223,7 @@ public class CardPanelManager : MonoBehaviour {
         while (BattleFieldManager.Instance.EnemyHandCards.Count > 0) {
             Transform cardTrs = (Transform)BattleFieldManager.Instance.EnemyHandCards[0];
             // 将此卡牌放入选择数组中
-            BattleFieldManager.Instance.EnemyCpArray.Add(cardTrs);
+            BattleFieldManager.Instance.AddCardToCpArray(AssistConfig.Enemy, cardTrs);
             BattleFieldManager.Instance.EnemyHandCards.Remove(cardTrs);
 
             // 根据卡片的类型来处理如角色这样的属性
@@ -257,16 +249,22 @@ public class CardPanelManager : MonoBehaviour {
                     }
                 }
             }
-
-            // 移动位置
-            int line = index / 3;
-            int row = index % 3;
-
-            cardTrs.position = new Vector3(originX + row * spaceX, originY - line * spaceY);
+            
+            // 第奇数个和偶数个处理
+            if (index % 2 == 0) {
+                // 偶数个
+                cardTrs.position = new Vector3(index / 2 * AssistConfig.CpCardWidthSpace * -1 + Screen.width / 2, Screen.height / 2 + AssistConfig.CpCardHeightSpace, 0);
+            } else {
+                // 奇数个
+                float loc = (float)index / 2 + 0.5f;
+                cardTrs.position = new Vector3(loc * AssistConfig.CpCardWidthSpace + Screen.width / 2, Screen.height / 2 + AssistConfig.CpCardHeightSpace, 0);
+            }
 
             index++;
         }
 
+        print("查看比较牌有 : " + BattleFieldManager.Instance.CpArray.Count + " 张 ... ");
+
         Invoke("NotifyPlayerDeal", 0.2f);
     }
 
@@ -329,33 +327,43 @@ public class CardPanelManager : MonoBehaviour {
      * 清理比较牌
     */
     private void ClearCompaireCards() {
-        // 清理我方比较牌
-        while (BattleFieldManager.Instance.ArmyCpArray.Count > 0) {
-            Transform cardTrs = (Transform)BattleFieldManager.Instance.ArmyCpArray[0];
-            // 将卡片从数组移除,加入弃牌数组
-            BattleFieldManager.Instance.ArmyCpArray.Remove(cardTrs);
-            BattleFieldManager.Instance.ArmyThrowPool.Add(cardTrs);
+        // 清理比较牌
+        while (BattleFieldManager.Instance.CpArray.Count > 0) {
+            Dictionary<string, Transform> cpCard = (Dictionary<string, Transform>)BattleFieldManager.Instance.CpArray[0];
+            // 提取两张牌
+            // 处理我方卡片
+            if (cpCard.ContainsKey(AssistConfig.Army)) {
+                Transform armyCardTrs = cpCard[AssistConfig.Army];
+                // 将卡片移除,加入弃牌数组
+                BattleFieldManager.Instance.ArmyThrowPool.Add(armyCardTrs);
+                cpCard.Remove(AssistConfig.Army);
+
+                Dictionary<string, object> eraseInfo = new Dictionary<string, object>();
+                eraseInfo.Add("card", armyCardTrs);
+                EventListener.Instance.PostEvent(EventEnum.EVENT_ERASE_CARD, eraseInfo);
+            }
 
-            Dictionary<string, object> info = new Dictionary<string, object>();
-            info.Add("card", cardTrs);
-            info.Add("num", BattleFieldManager.Instance.ArmyThrowPool.Count);
-            info.Add("index", 1);
-            EventListener.Instance.PostEvent(EventEnum.EVENT_ERASE_CARD, info);
-            EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
-        }
-        
-        // 清理敌方比较牌
-        while (BattleFieldManager.Instance.EnemyCpArray.Count > 0) {
-            Transform cardTrs = (Transform)BattleFieldManager.Instance.EnemyCpArray[0];
-            // 将卡片从数组移除,放入弃牌卡组中
-            BattleFieldManager.Instance.EnemyCpArray.Remove(cardTrs);
-            BattleFieldManager.Instance.EnemyThrowPool.Add(cardTrs);
-            // 通知更新位置
-            Dictionary<string, object> info = new Dictionary<string, object>();
-            info.Add("card", cardTrs);
-            info.Add("num", BattleFieldManager.Instance.EnemyThrowPool.Count);
-            info.Add("index", 1);
-            EventListener.Instance.PostEvent(EventEnum.EVENT_ERASE_CARD, info);
+            // 清理敌方数据
+            if (cpCard.ContainsKey(AssistConfig.Enemy)) {
+                Transform enemyCardTrs = cpCard[AssistConfig.Enemy];
+                // 将卡片移除,加入弃牌数组
+                BattleFieldManager.Instance.EnemyThrowPool.Add(enemyCardTrs);
+                cpCard.Remove(AssistConfig.Enemy);
+
+                Dictionary<string, object> eraseInfo = new Dictionary<string, object>();
+                eraseInfo.Add("card", enemyCardTrs);
+                EventListener.Instance.PostEvent(EventEnum.EVENT_ERASE_CARD, eraseInfo);
+            }
+
+            BattleFieldManager.Instance.CpArray.RemoveAt(0);
         }
+
+        // 通知更新数据
+        Dictionary<string, object> info = new Dictionary<string, object>();
+        info.Add("num", BattleFieldManager.Instance.ArmyThrowPool.Count);
+        info.Add("index", 1);
+        EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
+        // 清理比较牌
+        BattleFieldManager.Instance.CpArray.Clear();
     }
 }

+ 2 - 2
Library/EditorInstance.json

@@ -1,4 +1,4 @@
 {
-	"process_id" : 447,
-	"version" : "2018.2.14f1"
+	"process_id" : 41009,
+	"version" : "2018.2.15f1"
 }

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+ 1 - 1
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@@ -1 +1 @@
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+ 0 - 0
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Некоторые файлы не были показаны из-за большого количества измененных файлов