CardPanelManager.cs 14 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.UI;
  5. using FSEvent;
  6. using FSBattle;
  7. using FSCard;
  8. using FSRole;
  9. using FSAssist;
  10. public class CardPanelManager : MonoBehaviour {
  11. public Transform cardPanel;
  12. public GameObject cardPrefab;
  13. // 牌比较区中的牌间距
  14. private int spaceX = 80;
  15. private int spaceY = 120;
  16. // 牌缩小的值
  17. private float cardScale = 0.6f;
  18. // Use this for initialization
  19. void Start () {
  20. InitEvents();
  21. }
  22. // Update is called once per frame
  23. void Update () {
  24. }
  25. private void OnDestroy() {
  26. RemoveEvents();
  27. }
  28. /*
  29. * 注册监听事件
  30. */
  31. private void InitEvents() {
  32. print("Card Panel 注册事件 ... ");
  33. EventListener.Instance.RegisterEvent(EventEnum.EVENT_PLAYER_SHUFFLING_CARD, ShufflingCard);
  34. EventListener.Instance.RegisterEvent(EventEnum.EVENT_CLEAR_HAND_CARDS, ClearHandCards);
  35. EventListener.Instance.RegisterEvent(EventEnum.EVENT_CLEAR_COMPAIRE_CARDS, ClearCompaireCards);
  36. EventListener.Instance.RegisterEvent(EventEnum.EVENT_REMOVE_TARGET_CARD, RemoveTargetCard);
  37. EventListener.Instance.RegisterEvent(EventEnum.EVENT_ENEMY_DEAL_CARD, EnemyDealCard);
  38. EventListener.Instance.RegisterEvent(EventEnum.EVENT_ARMY_DEAL_CARD, ArmyDealCard);
  39. }
  40. /*
  41. * 移除监听事件
  42. */
  43. private void RemoveEvents() {
  44. EventListener.Instance.RemoveEvent(EventEnum.EVENT_PLAYER_SHUFFLING_CARD);
  45. EventListener.Instance.RemoveEvent(EventEnum.EVENT_CLEAR_HAND_CARDS);
  46. EventListener.Instance.RemoveEvent(EventEnum.EVENT_CLEAR_COMPAIRE_CARDS);
  47. EventListener.Instance.RemoveEvent(EventEnum.EVENT_REMOVE_TARGET_CARD);
  48. EventListener.Instance.RemoveEvent(EventEnum.EVENT_ENEMY_DEAL_CARD);
  49. EventListener.Instance.RemoveEvent(EventEnum.EVENT_ARMY_DEAL_CARD);
  50. }
  51. /*
  52. * 发牌
  53. */
  54. private void ShufflingCard() {
  55. // 如果手牌小于5,则
  56. if (BattleFieldManager.Instance.ArmyHandCards.Count < 5 &&
  57. BattleFieldManager.Instance.EnemyHandCards.Count < 5) {
  58. AddPlayerCard();
  59. AddEnemyCard();
  60. Invoke("ShufflingCard", 1.0f);
  61. } else {
  62. Invoke("NoticeEnemyDeal", 2.0f);
  63. }
  64. }
  65. /*
  66. * 通知可以进入敌人出牌的回合了
  67. */
  68. private void NoticeEnemyDeal() {
  69. EventListener.Instance.PostEvent(EventEnum.EVENT_ENTER_ENEMY_DEAL_ROUND);
  70. }
  71. /*
  72. * 添加卡牌
  73. */
  74. public void AddPlayerCard() {
  75. // 保证卡池中有牌
  76. if (BattleFieldManager.Instance.ArmyTakePool.Count > 0) {
  77. // 从卡池中取出一张牌放入手牌中
  78. Transform cardTrs = (Transform)BattleFieldManager.Instance.ArmyTakePool[0];
  79. // 加入手牌
  80. BattleFieldManager.Instance.ArmyHandCards.Add(cardTrs);
  81. // 从卡池中移除
  82. BattleFieldManager.Instance.ArmyTakePool.Remove(cardTrs);
  83. cardTrs.SetParent(cardPanel, false);
  84. // 添加卡片事件组件,如果没有,则添加事件
  85. CardAction action = cardTrs.GetComponent<CardAction>();
  86. if (action == null){
  87. cardTrs.gameObject.AddComponent<CardAction>();
  88. }
  89. // 通知修改
  90. Dictionary<string, object> info = new Dictionary<string, object>();
  91. info.Add("index", 0);
  92. info.Add("num", BattleFieldManager.Instance.ArmyTakePool.Count);
  93. EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
  94. } else {
  95. // 如果卡池中没有牌了,将弃牌区的卡全部放回卡池
  96. foreach(Transform cardTrs in BattleFieldManager.Instance.ArmyThrowPool) {
  97. BattleFieldManager.Instance.ArmyTakePool.Add(cardTrs);
  98. }
  99. BattleFieldManager.Instance.ArmyThrowPool.Clear();
  100. // 更新牌池数量显示
  101. Dictionary<string, object> info = new Dictionary<string, object>();
  102. info.Add("index", 0);
  103. info.Add("num", BattleFieldManager.Instance.ArmyThrowPool.Count);
  104. EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
  105. info["index"] = 1;
  106. info["num"] = 0;
  107. EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
  108. }
  109. ArrangePlayerCards();
  110. }
  111. /*
  112. * 添加敌人卡牌
  113. */
  114. private void AddEnemyCard() {
  115. // 获取位置
  116. int index = BattleFieldManager.Instance.EnemyHandCards.Count;
  117. // 从卡池中获取卡片
  118. if (BattleFieldManager.Instance.EnemyTakePool.Count > 0) {
  119. // 从卡池取出手牌
  120. Transform cardTrs = (Transform)BattleFieldManager.Instance.EnemyTakePool[0];
  121. // 加入手牌
  122. BattleFieldManager.Instance.EnemyHandCards.Add(cardTrs);
  123. // 从卡池中移除
  124. BattleFieldManager.Instance.EnemyTakePool.Remove(cardTrs);
  125. cardTrs.SetParent(cardPanel);
  126. cardTrs.localScale = new Vector3(cardScale, cardScale, 1);
  127. cardTrs.localPosition = new Vector3(Screen.width / 2, Screen.height / 2 + index * 30, 0);
  128. // 如果有卡片事件组件,如果有则将事件移除
  129. //CardAction action = cardTrs.GetComponent<CardAction>();
  130. //if (action != null) {
  131. // Object.Destroy(action);
  132. //}
  133. } else {
  134. // 如果卡池中没有牌了,将弃牌区的卡全部放回卡池
  135. foreach(Transform cardTrs in BattleFieldManager.Instance.EnemyThrowPool) {
  136. BattleFieldManager.Instance.EnemyTakePool.Add(cardTrs);
  137. }
  138. BattleFieldManager.Instance.EnemyThrowPool.Clear();
  139. }
  140. }
  141. /*
  142. * 重新排列卡牌
  143. */
  144. private void ArrangePlayerCards() {
  145. // 空隙
  146. float space = 50;
  147. // 配置的半径
  148. float radius = 400;
  149. // 获取偏移的角度
  150. float angle = Mathf.Atan(space / radius) * 180 / Mathf.PI;
  151. // 遍历数组
  152. for (int i = 0; i < BattleFieldManager.Instance.ArmyHandCards.Count; i++) {
  153. // 重定义位置
  154. float loc = i - (float)(BattleFieldManager.Instance.ArmyHandCards.Count - 1) / 2;
  155. Transform cardTransform = (Transform)BattleFieldManager.Instance.ArmyHandCards[i];
  156. // 设置位置
  157. cardTransform.localPosition = new Vector3(loc * space, 0, 0);
  158. CardAction action = cardTransform.GetComponent<CardAction>();
  159. action.StartPos = cardTransform.position;
  160. // 设置角度
  161. cardTransform.localRotation = Quaternion.Euler(0, 0, (int)(angle * (loc * -1)));
  162. float scale = 1 - (Mathf.Abs(loc) / 5);
  163. cardTransform.localScale = new Vector3(scale, scale, 1);
  164. }
  165. }
  166. /*
  167. * 玩家出牌,由外部通知进行处理
  168. */
  169. private void ArmyDealCard(Dictionary<string, object> info) {
  170. print("我的牌出了 ... ");
  171. int originX = Screen.width / 2 - spaceX / 2 - 30;
  172. int originY = Screen.height / 2 + 50;
  173. Transform cardTrs = (Transform)info["card"];
  174. // 将传入的牌从手牌数组中移,再加入到比较牌数组中
  175. BattleFieldManager.Instance.ArmyHandCards.Remove(cardTrs);
  176. BattleFieldManager.Instance.ArmyCpArray.Add(cardTrs);
  177. // 放置位置
  178. int line = (BattleFieldManager.Instance.ArmyCpArray.Count - 1) / 3;
  179. int row = (BattleFieldManager.Instance.ArmyCpArray.Count - 1) % 3;
  180. cardTrs.position = new Vector3(originX - row * spaceX, originY - line * spaceY);
  181. cardTrs.localScale = new Vector3(cardScale, cardScale, 1);
  182. cardTrs.localRotation = Quaternion.Euler(0, 0, 0);
  183. // 重新排列
  184. ArrangePlayerCards();
  185. }
  186. /*
  187. * 敌人出牌
  188. */
  189. private void EnemyDealCard() {
  190. // 敌人出牌
  191. print("敌人开始出牌 ... ");
  192. int index = 0;
  193. int originX = Screen.width / 2 + spaceX / 2 + 30;
  194. int originY = Screen.height / 2 + 50;
  195. // 从数组中选出几张牌放入卡牌管理器的选择数组中
  196. while (BattleFieldManager.Instance.EnemyHandCards.Count > 0) {
  197. Transform cardTrs = (Transform)BattleFieldManager.Instance.EnemyHandCards[0];
  198. // 将此卡牌放入选择数组中
  199. BattleFieldManager.Instance.EnemyCpArray.Add(cardTrs);
  200. BattleFieldManager.Instance.EnemyHandCards.Remove(cardTrs);
  201. // 根据卡片的类型来处理如角色这样的属性
  202. Card card = cardTrs.GetComponent<Card>();
  203. if (card.Type == CardType.CARD_TYPE_ATTACK) {
  204. // 设置我方为卡片处理对象
  205. int random = Random.Range(0, BattleFieldManager.Instance.ArmyArray.Count);
  206. Transform trs = (Transform)BattleFieldManager.Instance.RoleArray[random];
  207. if (trs != null) {
  208. Role role = trs.GetComponent<Role>();
  209. if (role != null) {
  210. card.Target = role;
  211. }
  212. }
  213. } else {
  214. // 设置敌方为处理对象
  215. int random = Random.Range(0, BattleFieldManager.Instance.EnemyArray.Count);
  216. Transform trs = (Transform)BattleFieldManager.Instance.EnemyArray[random];
  217. if (trs != null) {
  218. Role role = trs.GetComponent<Role>();
  219. if (role != null) {
  220. card.Target = role;
  221. }
  222. }
  223. }
  224. // 第奇数个和偶数个处理
  225. if (index % 2 == 0) {
  226. // 偶数个
  227. cardTrs.position = new Vector3(index / 2 * AssistConfig.CpCardSpace * -1 + Screen.width / 2, Screen.height / 2, 0);
  228. } else {
  229. // 奇数个
  230. float loc = (float)index / 2 + 0.5f;
  231. cardTrs.position = new Vector3(loc * AssistConfig.CpCardSpace + Screen.width / 2, Screen.height / 2, 0);
  232. }
  233. index++;
  234. }
  235. Invoke("NotifyPlayerDeal", 0.2f);
  236. }
  237. /*
  238. * 通知玩家出牌
  239. */
  240. private void NotifyPlayerDeal() {
  241. EventListener.Instance.PostEvent(EventEnum.EVENT_ENTER_PLAYER_DEAL_ROUND);
  242. }
  243. /*
  244. * 移除指定的卡片
  245. */
  246. private void RemoveTargetCard(Dictionary<string, object> info) {
  247. // 首先获取卡片
  248. Transform card = (Transform)info["card"];
  249. // 从视图和数组中
  250. Destroy(card.gameObject);
  251. BattleFieldManager.Instance.ArmyHandCards.Remove(card);
  252. // 重新排列
  253. ArrangePlayerCards();
  254. }
  255. /*
  256. * 清理手牌
  257. */
  258. private void ClearHandCards() {
  259. // 清理我方手牌
  260. while (BattleFieldManager.Instance.ArmyHandCards.Count > 0) {
  261. Transform cardTrs = (Transform)BattleFieldManager.Instance.ArmyHandCards[0];
  262. // 首先将卡片从数组移除,计入弃牌数组
  263. BattleFieldManager.Instance.ArmyHandCards.Remove(cardTrs);
  264. BattleFieldManager.Instance.ArmyThrowPool.Add(cardTrs);
  265. Dictionary<string, object> info = new Dictionary<string, object>();
  266. info.Add("card", cardTrs);
  267. info.Add("num", BattleFieldManager.Instance.ArmyThrowPool.Count);
  268. info.Add("index", 1);
  269. EventListener.Instance.PostEvent(EventEnum.EVENT_ERASE_CARD, info);
  270. EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
  271. }
  272. // 清理敌方手牌
  273. while (BattleFieldManager.Instance.EnemyHandCards.Count > 0) {
  274. Transform cardTrs = (Transform)BattleFieldManager.Instance.EnemyHandCards[0];
  275. // 将卡片从数组移除,放入弃牌卡组中
  276. BattleFieldManager.Instance.EnemyHandCards.Remove(cardTrs);
  277. BattleFieldManager.Instance.ArmyThrowPool.Add(cardTrs);
  278. // 通知更新位置
  279. Dictionary<string, object> info = new Dictionary<string, object>();
  280. info.Add("card", cardTrs);
  281. EventListener.Instance.PostEvent(EventEnum.EVENT_ERASE_CARD, info);
  282. }
  283. EventListener.Instance.PostEvent(EventEnum.EVENT_ENTER_PLAY_A_HAND_ROUND);
  284. }
  285. /*
  286. * 清理比较牌
  287. */
  288. private void ClearCompaireCards() {
  289. // 清理我方比较牌
  290. while (BattleFieldManager.Instance.ArmyCpArray.Count > 0) {
  291. Transform cardTrs = (Transform)BattleFieldManager.Instance.ArmyCpArray[0];
  292. // 将卡片从数组移除,加入弃牌数组
  293. BattleFieldManager.Instance.ArmyCpArray.Remove(cardTrs);
  294. BattleFieldManager.Instance.ArmyThrowPool.Add(cardTrs);
  295. Dictionary<string, object> info = new Dictionary<string, object>();
  296. info.Add("card", cardTrs);
  297. info.Add("num", BattleFieldManager.Instance.ArmyThrowPool.Count);
  298. info.Add("index", 1);
  299. EventListener.Instance.PostEvent(EventEnum.EVENT_ERASE_CARD, info);
  300. EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
  301. }
  302. // 清理敌方比较牌
  303. while (BattleFieldManager.Instance.EnemyCpArray.Count > 0) {
  304. Transform cardTrs = (Transform)BattleFieldManager.Instance.EnemyCpArray[0];
  305. // 将卡片从数组移除,放入弃牌卡组中
  306. BattleFieldManager.Instance.EnemyCpArray.Remove(cardTrs);
  307. BattleFieldManager.Instance.EnemyThrowPool.Add(cardTrs);
  308. // 通知更新位置
  309. Dictionary<string, object> info = new Dictionary<string, object>();
  310. info.Add("card", cardTrs);
  311. info.Add("num", BattleFieldManager.Instance.EnemyThrowPool.Count);
  312. info.Add("index", 1);
  313. EventListener.Instance.PostEvent(EventEnum.EVENT_ERASE_CARD, info);
  314. }
  315. }
  316. }