CardManager.cs 4.0 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using FSEvent;
  5. using FSBuff;
  6. using LitJson;
  7. using FSFile;
  8. using FSAssist;
  9. namespace FSCard {
  10. /*
  11. * 卡片管理
  12. * 负责卡片的生成,销和执行
  13. */
  14. public class CardManager : Singleton<CardManager> {
  15. // 我方的手牌
  16. public ArrayList ArmCards { set; get; }
  17. // 地方手牌
  18. public ArrayList EnemyCards { set; get; }
  19. // 卡片json数据
  20. private JsonData cardValue = null;
  21. public CardManager() {
  22. ArmCards = new ArrayList();
  23. EnemyCards = new ArrayList();
  24. ReadCardData();
  25. InitListener();
  26. }
  27. /*
  28. * 从资源中读取json数据
  29. */
  30. private void ReadCardData() {
  31. string json = FileManager.Instance.ReadResourceText("Jsons/cards");
  32. if (json != null) {
  33. try {
  34. cardValue = JsonMapper.ToObject(json);
  35. } catch (JsonException e) {
  36. Debug.Log(e.ToString());
  37. }
  38. }
  39. }
  40. /*
  41. * 初始化监听
  42. */
  43. private void InitListener() {
  44. EventListener.Instance.RegisterEvent(EventEnum.EVENT_ATTACK_CARD_EXECUTE, AttackExecute);
  45. EventListener.Instance.RegisterEvent(EventEnum.EVENT_DEFENSE_CARD_EXECUTE, DefenseExecute);
  46. EventListener.Instance.RegisterEvent(EventEnum.EVENT_SPECIAL_CARD_EXECUTE, SpecialExecute);
  47. }
  48. /*
  49. * 传入数据和GameObject
  50. * 挂上卡片类
  51. */
  52. public void LoadCard(GameObject obj, string id) {
  53. // 读取数据,如果没有此项数据,则抛出错误
  54. JsonData oneValue = cardValue[id];
  55. if (oneValue != null && oneValue.IsObject){
  56. Card card = obj.AddComponent<SepCard>();
  57. // 获取卡片类
  58. int getType = AssistMethods.ReadInt(oneValue, "type");
  59. switch (getType) {
  60. case 1:
  61. card.Type = CardType.CARD_TYPE_ATTACK;
  62. break;
  63. case 2:
  64. card.Type = CardType.CARD_TYPE_DEFANCE;
  65. break;
  66. case 3:
  67. card.Type = CardType.CARD_TYPE_SPEC;
  68. break;
  69. }
  70. // 获取消耗
  71. card.Cost = AssistMethods.ReadInt(oneValue, "cost");
  72. // 获得韧性
  73. card.Tenacity = AssistMethods.ReadInt(oneValue, "tenacity");
  74. // 获得值
  75. card.Value = AssistMethods.ReadInt(oneValue, "value");
  76. // 获得对应的BUFF
  77. card.BuffID = AssistMethods.ReadInt(oneValue, "buff");
  78. } else {
  79. throw new System.Exception("没有对应ID的卡片 ... ");
  80. }
  81. }
  82. /*
  83. * 卡片执行,根据卡片种类来分别操作
  84. */
  85. /*
  86. * 攻击执行
  87. */
  88. private void AttackExecute(Dictionary<string, object> info) {
  89. Card card = (Card)info["card"];
  90. // 消耗HP
  91. card.Target.CurrentAttr.Hp -= card.Value;
  92. }
  93. /*
  94. * 防御执行
  95. */
  96. private void DefenseExecute(Dictionary<string, object> info) {
  97. Card card = (Card)info["card"];
  98. // 增加防御
  99. card.Target.CurrentAttr.Def += card.Value;
  100. }
  101. /*
  102. * 特殊功能执行
  103. */
  104. private void SpecialExecute(Dictionary<string, object> info) {
  105. SepCard card = (SepCard)info["card"];
  106. if (card != null) {
  107. Debug.Log("给角色添加BUFF, ID为 : " + card.BuffID.ToString());
  108. BuffManager.Instance.LoadBuff(card.Target.gameObject, card.BuffID.ToString());
  109. }
  110. }
  111. }
  112. }