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. // Use this for initialization
  14. void Start () {
  15. InitEvents();
  16. }
  17. // Update is called once per frame
  18. void Update () {
  19. }
  20. private void OnDestroy() {
  21. RemoveEvents();
  22. }
  23. /*
  24. * 注册监听事件
  25. */
  26. private void InitEvents() {
  27. print("Card Panel 注册事件 ... ");
  28. EventListener.Instance.RegisterEvent(EventEnum.EVENT_PLAYER_SHUFFLING_CARD, ShufflingCard);
  29. EventListener.Instance.RegisterEvent(EventEnum.EVENT_CLEAR_HAND_CARDS, ClearHandCards);
  30. EventListener.Instance.RegisterEvent(EventEnum.EVENT_CLEAR_COMPAIRE_CARDS, ClearCompaireCards);
  31. EventListener.Instance.RegisterEvent(EventEnum.EVENT_REMOVE_TARGET_CARD, RemoveTargetCard);
  32. EventListener.Instance.RegisterEvent(EventEnum.EVENT_ENEMY_DEAL_CARD, EnemyDealCard);
  33. EventListener.Instance.RegisterEvent(EventEnum.EVENT_ARMY_DEAL_CARD, ArmyDealCard);
  34. }
  35. /*
  36. * 移除监听事件
  37. */
  38. private void RemoveEvents() {
  39. EventListener.Instance.RemoveEvent(EventEnum.EVENT_PLAYER_SHUFFLING_CARD);
  40. EventListener.Instance.RemoveEvent(EventEnum.EVENT_CLEAR_HAND_CARDS);
  41. EventListener.Instance.RemoveEvent(EventEnum.EVENT_CLEAR_COMPAIRE_CARDS);
  42. EventListener.Instance.RemoveEvent(EventEnum.EVENT_REMOVE_TARGET_CARD);
  43. EventListener.Instance.RemoveEvent(EventEnum.EVENT_ENEMY_DEAL_CARD);
  44. EventListener.Instance.RemoveEvent(EventEnum.EVENT_ARMY_DEAL_CARD);
  45. }
  46. /*
  47. * 发牌
  48. */
  49. private void ShufflingCard() {
  50. // 如果手牌小于5,则
  51. if (BattleFieldManager.Instance.ArmyHandCards.Count < 5 &&
  52. BattleFieldManager.Instance.EnemyHandCards.Count < 5) {
  53. AddPlayerCard();
  54. AddEnemyCard();
  55. Invoke("ShufflingCard", 1.0f);
  56. } else {
  57. Invoke("NoticeEnemyDeal", 2.0f);
  58. }
  59. }
  60. /*
  61. * 通知可以进入敌人出牌的回合了
  62. */
  63. private void NoticeEnemyDeal() {
  64. EventListener.Instance.PostEvent(EventEnum.EVENT_ENTER_ENEMY_DEAL_ROUND);
  65. }
  66. /*
  67. * 添加卡牌
  68. */
  69. public void AddPlayerCard() {
  70. // 保证卡池中有牌
  71. if (BattleFieldManager.Instance.ArmyTakePool.Count > 0) {
  72. // 从卡池中取出一张牌放入手牌中
  73. Transform cardTrs = (Transform)BattleFieldManager.Instance.ArmyTakePool[0];
  74. // 加入手牌
  75. BattleFieldManager.Instance.ArmyHandCards.Add(cardTrs);
  76. // 从卡池中移除
  77. BattleFieldManager.Instance.ArmyTakePool.Remove(cardTrs);
  78. cardTrs.SetParent(cardPanel, false);
  79. // 添加卡片事件组件,如果没有,则添加事件
  80. CardAction action = cardTrs.GetComponent<CardAction>();
  81. if (action == null){
  82. cardTrs.gameObject.AddComponent<CardAction>();
  83. }
  84. Card armyCard = (Card)cardTrs.GetComponent<Card>();
  85. armyCard.SetFront(true);
  86. // 通知修改
  87. Dictionary<string, object> info = new Dictionary<string, object>();
  88. info.Add("index", 0);
  89. info.Add("num", BattleFieldManager.Instance.ArmyTakePool.Count);
  90. EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
  91. } else {
  92. // 如果卡池中没有牌了,将弃牌区的卡全部放回卡池
  93. foreach(Transform cardTrs in BattleFieldManager.Instance.ArmyThrowPool) {
  94. BattleFieldManager.Instance.ArmyTakePool.Add(cardTrs);
  95. }
  96. BattleFieldManager.Instance.ArmyThrowPool.Clear();
  97. // 更新牌池数量显示
  98. Dictionary<string, object> info = new Dictionary<string, object>();
  99. info.Add("index", 0);
  100. info.Add("num", BattleFieldManager.Instance.ArmyThrowPool.Count);
  101. EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
  102. info["index"] = 1;
  103. info["num"] = 0;
  104. EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
  105. }
  106. ArrangePlayerCards();
  107. }
  108. /*
  109. * 添加敌人卡牌
  110. */
  111. private void AddEnemyCard() {
  112. // 获取位置
  113. int index = BattleFieldManager.Instance.EnemyHandCards.Count;
  114. // 从卡池中获取卡片
  115. if (BattleFieldManager.Instance.EnemyTakePool.Count > 0) {
  116. // 从卡池取出手牌
  117. Transform cardTrs = (Transform)BattleFieldManager.Instance.EnemyTakePool[0];
  118. // 加入手牌
  119. BattleFieldManager.Instance.EnemyHandCards.Add(cardTrs);
  120. // 从卡池中移除
  121. BattleFieldManager.Instance.EnemyTakePool.Remove(cardTrs);
  122. cardTrs.SetParent(cardPanel);
  123. cardTrs.localScale = new Vector3(AssistConfig.CardScale, AssistConfig.CardScale, 1);
  124. cardTrs.localPosition = new Vector3(Screen.width / 2, Screen.height / 2 + index * 30, 0);
  125. Card enemyCard = (Card)cardTrs.GetComponent<Card>();
  126. enemyCard.SetFront(false);
  127. } else {
  128. // 如果卡池中没有牌了,将弃牌区的卡全部放回卡池
  129. foreach(Transform cardTrs in BattleFieldManager.Instance.EnemyThrowPool) {
  130. BattleFieldManager.Instance.EnemyTakePool.Add(cardTrs);
  131. }
  132. BattleFieldManager.Instance.EnemyThrowPool.Clear();
  133. }
  134. }
  135. /*
  136. * 重新排列卡牌
  137. */
  138. private void ArrangePlayerCards() {
  139. // 空隙
  140. float space = 50;
  141. // 配置的半径
  142. float radius = 400;
  143. // 获取偏移的角度
  144. float angle = Mathf.Atan(space / radius) * 180 / Mathf.PI;
  145. // 遍历数组
  146. for (int i = 0; i < BattleFieldManager.Instance.ArmyHandCards.Count; i++) {
  147. // 重定义位置
  148. float loc = i - (float)(BattleFieldManager.Instance.ArmyHandCards.Count - 1) / 2;
  149. Transform cardTransform = (Transform)BattleFieldManager.Instance.ArmyHandCards[i];
  150. // 设置位置
  151. cardTransform.localPosition = new Vector3(loc * space, 0, 0);
  152. CardAction action = cardTransform.GetComponent<CardAction>();
  153. action.StartPos = cardTransform.position;
  154. // 设置角度
  155. cardTransform.localRotation = Quaternion.Euler(0, 0, (int)(angle * (loc * -1)));
  156. float scale = 1 - (Mathf.Abs(loc) / 5);
  157. cardTransform.localScale = new Vector3(scale, scale, 1);
  158. }
  159. }
  160. /*
  161. * 玩家出牌,由外部通知进行处理
  162. */
  163. private void ArmyDealCard(Dictionary<string, object> info) {
  164. print("我的牌出了 ... ");
  165. Transform cardTrs = (Transform)info["card"];
  166. int index = (int)info["index"];
  167. // 将传入的牌从手牌数组中移,再加入到比较牌数组中
  168. BattleFieldManager.Instance.ArmyHandCards.Remove(cardTrs);
  169. BattleFieldManager.Instance.AddCardToIndex(AssistConfig.Army, index, cardTrs);
  170. // 重新排列
  171. ArrangePlayerCards();
  172. }
  173. /*
  174. * 敌人出牌
  175. */
  176. private void EnemyDealCard() {
  177. // 敌人出牌
  178. print("敌人开始出牌 ... ");
  179. int index = 0;
  180. // 从数组中选出几张牌放入卡牌管理器的选择数组中
  181. while (BattleFieldManager.Instance.EnemyHandCards.Count > 0) {
  182. Transform cardTrs = (Transform)BattleFieldManager.Instance.EnemyHandCards[0];
  183. // 根据卡片的类型来处理如角色这样的属性
  184. Card card = cardTrs.GetComponent<Card>();
  185. // 选择的卡片如果花费过高,则结束出牌
  186. if (card.Cost > card.Source.CurrentAttr.Mp) {
  187. break;
  188. }
  189. // 将此卡牌放入选择数组中
  190. BattleFieldManager.Instance.AddCardToCpArray(AssistConfig.Enemy, cardTrs);
  191. BattleFieldManager.Instance.EnemyHandCards.Remove(cardTrs);
  192. card.Source.CurrentAttr.Mp -= card.Cost;
  193. if (card.Type == CardType.CARD_TYPE_ATTACK) {
  194. // 设置我方为卡片处理对象
  195. int random = Random.Range(0, BattleFieldManager.Instance.ArmyArray.Count);
  196. Transform trs = (Transform)BattleFieldManager.Instance.RoleArray[random];
  197. if (trs != null) {
  198. Role role = trs.GetComponent<Role>();
  199. if (role != null) {
  200. card.Target = role;
  201. }
  202. }
  203. } else {
  204. // 设置敌方为处理对象
  205. int random = Random.Range(0, BattleFieldManager.Instance.EnemyArray.Count);
  206. Transform trs = (Transform)BattleFieldManager.Instance.EnemyArray[random];
  207. if (trs != null) {
  208. Role role = trs.GetComponent<Role>();
  209. if (role != null) {
  210. card.Target = role;
  211. }
  212. }
  213. }
  214. // 第奇数个和偶数个处理
  215. if (index % 2 == 0) {
  216. // 偶数个
  217. cardTrs.position = new Vector3(index / 2 * AssistConfig.CpCardWidthSpace * -1 + Screen.width / 2, Screen.height / 2 + AssistConfig.CpCardHeightSpace, 0);
  218. } else {
  219. // 奇数个
  220. float loc = (float)index / 2 + 0.5f;
  221. cardTrs.position = new Vector3(loc * AssistConfig.CpCardWidthSpace + Screen.width / 2, Screen.height / 2 + AssistConfig.CpCardHeightSpace, 0);
  222. }
  223. index++;
  224. }
  225. Invoke("NotifyPlayerDeal", 0.2f);
  226. }
  227. /*
  228. * 通知玩家出牌
  229. */
  230. private void NotifyPlayerDeal() {
  231. EventListener.Instance.PostEvent(EventEnum.EVENT_ENTER_PLAYER_DEAL_ROUND);
  232. }
  233. /*
  234. * 移除指定的卡片
  235. */
  236. private void RemoveTargetCard(Dictionary<string, object> info) {
  237. // 首先获取卡片
  238. Transform card = (Transform)info["card"];
  239. // 从视图和数组中
  240. Destroy(card.gameObject);
  241. BattleFieldManager.Instance.ArmyHandCards.Remove(card);
  242. // 重新排列
  243. ArrangePlayerCards();
  244. }
  245. /*
  246. * 清理手牌
  247. */
  248. private void ClearHandCards() {
  249. // 清理我方手牌
  250. while (BattleFieldManager.Instance.ArmyHandCards.Count > 0) {
  251. Transform cardTrs = (Transform)BattleFieldManager.Instance.ArmyHandCards[0];
  252. // 首先将卡片从数组移除,计入弃牌数组
  253. BattleFieldManager.Instance.ArmyHandCards.Remove(cardTrs);
  254. BattleFieldManager.Instance.ArmyThrowPool.Add(cardTrs);
  255. Dictionary<string, object> info = new Dictionary<string, object>();
  256. info.Add("card", cardTrs);
  257. info.Add("num", BattleFieldManager.Instance.ArmyThrowPool.Count);
  258. info.Add("index", 1);
  259. EventListener.Instance.PostEvent(EventEnum.EVENT_ERASE_CARD, info);
  260. EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
  261. }
  262. // 清理敌方手牌
  263. while (BattleFieldManager.Instance.EnemyHandCards.Count > 0) {
  264. Transform cardTrs = (Transform)BattleFieldManager.Instance.EnemyHandCards[0];
  265. // 将卡片从数组移除,放入弃牌卡组中
  266. BattleFieldManager.Instance.EnemyHandCards.Remove(cardTrs);
  267. BattleFieldManager.Instance.EnemyThrowPool.Add(cardTrs);
  268. // 通知更新位置
  269. Dictionary<string, object> info = new Dictionary<string, object>();
  270. info.Add("card", cardTrs);
  271. EventListener.Instance.PostEvent(EventEnum.EVENT_ERASE_CARD, info);
  272. }
  273. EventListener.Instance.PostEvent(EventEnum.EVENT_ENTER_PLAY_A_HAND_ROUND);
  274. }
  275. /*
  276. * 清理比较牌
  277. */
  278. private void ClearCompaireCards() {
  279. // 清理比较牌
  280. while (BattleFieldManager.Instance.CpArray.Count > 0) {
  281. Dictionary<string, Transform> cpCard = (Dictionary<string, Transform>)BattleFieldManager.Instance.CpArray[0];
  282. // 提取两张牌
  283. // 处理我方卡片
  284. if (cpCard.ContainsKey(AssistConfig.Army)) {
  285. Transform armyCardTrs = cpCard[AssistConfig.Army];
  286. // 将卡片移除,加入弃牌数组
  287. BattleFieldManager.Instance.ArmyThrowPool.Add(armyCardTrs);
  288. cpCard.Remove(AssistConfig.Army);
  289. Dictionary<string, object> eraseInfo = new Dictionary<string, object>();
  290. eraseInfo.Add("card", armyCardTrs);
  291. EventListener.Instance.PostEvent(EventEnum.EVENT_ERASE_CARD, eraseInfo);
  292. }
  293. // 清理敌方数据
  294. if (cpCard.ContainsKey(AssistConfig.Enemy)) {
  295. Transform enemyCardTrs = cpCard[AssistConfig.Enemy];
  296. // 将卡片移除,加入弃牌数组
  297. BattleFieldManager.Instance.EnemyThrowPool.Add(enemyCardTrs);
  298. cpCard.Remove(AssistConfig.Enemy);
  299. Dictionary<string, object> eraseInfo = new Dictionary<string, object>();
  300. eraseInfo.Add("card", enemyCardTrs);
  301. EventListener.Instance.PostEvent(EventEnum.EVENT_ERASE_CARD, eraseInfo);
  302. }
  303. BattleFieldManager.Instance.CpArray.RemoveAt(0);
  304. }
  305. // 通知更新数据
  306. Dictionary<string, object> info = new Dictionary<string, object>();
  307. info.Add("num", BattleFieldManager.Instance.ArmyThrowPool.Count);
  308. info.Add("index", 1);
  309. EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
  310. // 清理比较牌
  311. BattleFieldManager.Instance.CpArray.Clear();
  312. }
  313. }