BattleField.cs 15 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343
  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using FSEvent;
  5. using FSRole;
  6. using FSCard;
  7. using FSAssist;
  8. // 战场相关
  9. namespace FSBattle {
  10. // 战场回合状态
  11. public enum BattleFieldRound {
  12. BATTLE_FIELD_READY_GAME = 0X0010001, // 游戏准备
  13. BATTLE_FIELD_DRAW_CARDS = 0X0010002, // 抽牌
  14. BATTLE_FIELD_ENEMY_DEAL = 0X0010003, // 敌方出牌
  15. BATTLE_FIELD_PLAYER_DEAL = 0X0010004, // 我方出牌
  16. BATTLE_FIELD_COMPAIRE_CARDS = 0X0010005, // 比牌
  17. BATTLE_FIELD_MAKE_UP_CARDS = 0X0010006, // 补牌
  18. BATTLE_FIELD_PLAYER_PLAY_A_HAND = 0X0010007, // 玩家出牌
  19. BATTLE_FIELD_ENEMY_ACTION = 0X0010008, // 敌人行动
  20. BATTLE_FIELD_ROUND_END = 0X0010009, // 回合结束
  21. }
  22. // 战场组件
  23. public class BattleField : MonoBehaviour {
  24. // 记录战场状态
  25. private BattleFieldRound round = BattleFieldRound.BATTLE_FIELD_READY_GAME;
  26. public GameObject cardPrefab;
  27. public Transform cachePlace;
  28. // Use this for initialization
  29. void Start() {
  30. InitEvent();
  31. Invoke("BattleStart", 1.0f);
  32. }
  33. // Update is called once per frame
  34. void Update() {
  35. }
  36. private void OnDestroy() {
  37. RemoveEvent();
  38. }
  39. /*
  40. * 注册事件
  41. */
  42. private void InitEvent() {
  43. EventListener.Instance.RegisterEvent(EventEnum.EVENT_ENTER_COMPAIRE_CARD_ROUND, EnterCompaireRound);
  44. EventListener.Instance.RegisterEvent(EventEnum.EVENT_ENTER_ENEMY_DEAL_ROUND, EnterEnemyDealRound);
  45. EventListener.Instance.RegisterEvent(EventEnum.EVENT_ENTER_PLAYER_DEAL_ROUND, EnterPlayerDealRound);
  46. EventListener.Instance.RegisterEvent(EventEnum.EVENT_ENTER_PLAY_A_HAND_ROUND, EnterPlayAHandRound);
  47. EventListener.Instance.RegisterEvent(EventEnum.EVENT_ERASE_CARD, EraseCard);
  48. }
  49. /*
  50. * 移除事件
  51. */
  52. private void RemoveEvent() {
  53. EventListener.Instance.RemoveEvent(EventEnum.EVENT_ENTER_COMPAIRE_CARD_ROUND);
  54. EventListener.Instance.RemoveEvent(EventEnum.EVENT_ENEMY_DEAL_CARD);
  55. EventListener.Instance.RemoveEvent(EventEnum.EVENT_ENTER_PLAYER_DEAL_ROUND);
  56. EventListener.Instance.RemoveEvent(EventEnum.EVENT_ENTER_PLAY_A_HAND_ROUND);
  57. EventListener.Instance.RemoveEvent(EventEnum.EVENT_ERASE_CARD);
  58. }
  59. /*
  60. * 战场开始
  61. */
  62. private void BattleStart() {
  63. ReadyHandle();
  64. }
  65. /*
  66. * 进入下一个回合
  67. */
  68. public void NextRound() {
  69. // 回合循环转化
  70. switch (round) {
  71. case BattleFieldRound.BATTLE_FIELD_READY_GAME:
  72. round = BattleFieldRound.BATTLE_FIELD_DRAW_CARDS;
  73. // 推送玩家抽牌和敌人抽牌事件
  74. EventListener.Instance.PostEvent(EventEnum.EVENT_PLAYER_SHUFFLING_CARD);
  75. // 为了需要再添加敌人抽牌的事件
  76. print("抽牌");
  77. // 同时更新行动回合
  78. foreach(Transform roleTrs in BattleFieldManager.Instance.ArmyArray) {
  79. Role role = roleTrs.GetComponent<Role>();
  80. role.CurrentAttr.Mp = role.OriginAttr.Mp;
  81. Dictionary<string, object> info = new Dictionary<string, object>();
  82. info.Add("role", role);
  83. EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_PLAYER_ENGINE, info);
  84. }
  85. foreach(Transform roleTrs in BattleFieldManager.Instance.EnemyArray) {
  86. Role role = roleTrs.GetComponent<Role>();
  87. role.CurrentAttr.Mp = role.OriginAttr.Mp;
  88. }
  89. break;
  90. case BattleFieldRound.BATTLE_FIELD_DRAW_CARDS:
  91. round = BattleFieldRound.BATTLE_FIELD_ENEMY_DEAL;
  92. // 等未来敌人管理类添加后再处理,当前过2秒后进入下一回合
  93. EventListener.Instance.PostEvent(EventEnum.EVENT_ENEMY_DEAL_CARD);
  94. print("敌人出牌完毕");
  95. break;
  96. case BattleFieldRound.BATTLE_FIELD_ENEMY_DEAL:
  97. round = BattleFieldRound.BATTLE_FIELD_PLAYER_DEAL;
  98. print("我方出牌,直到按下回合结束按钮 ... ");
  99. break;
  100. case BattleFieldRound.BATTLE_FIELD_PLAYER_DEAL:
  101. round = BattleFieldRound.BATTLE_FIELD_COMPAIRE_CARDS;
  102. print("开始比牌 ... ");
  103. // 暂无行动
  104. CompaireCards();
  105. // 未来在此实现比牌功能,当前过2秒后进入下一回合
  106. Invoke("NextRound", 2.0f);
  107. break;
  108. case BattleFieldRound.BATTLE_FIELD_COMPAIRE_CARDS:
  109. round = BattleFieldRound.BATTLE_FIELD_READY_GAME;
  110. // 清理比较牌
  111. EventListener.Instance.PostEvent(EventEnum.EVENT_CLEAR_COMPAIRE_CARDS);
  112. // 运行Buff
  113. ExecuteRoleBuff();
  114. // 回合重新回到开始回合,过2秒后进入下一回合
  115. Invoke("NextRound", 2.0f);
  116. print("准备好了 ... ");
  117. break;
  118. case BattleFieldRound.BATTLE_FIELD_MAKE_UP_CARDS:
  119. break;
  120. }
  121. }
  122. /*
  123. * 准备游戏回合的事件处理
  124. */
  125. private void ReadyHandle() {
  126. // 通过消息中心,发布带参数的消息
  127. Dictionary<string, object> info = new Dictionary<string, object>();
  128. info.Add("remind", "准备中 ... ");
  129. EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_ROUND_TEXT, info);
  130. // 过1秒后进入下一回合
  131. Invoke("NextRound", 1.0f);
  132. }
  133. /*
  134. * 抽牌结束,进入敌人行动回合
  135. */
  136. private void EnterEnemyDealRound() {
  137. // 保证当前处于抽牌阶段
  138. if (round == BattleFieldRound.BATTLE_FIELD_DRAW_CARDS) {
  139. NextRound();
  140. }
  141. }
  142. /*
  143. * 敌人出牌结束,进入玩家出牌阶段
  144. */
  145. private void EnterPlayerDealRound() {
  146. // 保证当前处于敌人出牌阶段
  147. if (round == BattleFieldRound.BATTLE_FIELD_ENEMY_DEAL) {
  148. NextRound();
  149. }
  150. }
  151. /*
  152. * 进入比牌回合
  153. */
  154. private void EnterCompaireRound() {
  155. // 首先得保证上一个回合是我方出牌回合
  156. if (round == BattleFieldRound.BATTLE_FIELD_PLAYER_DEAL) {
  157. // 通知清理牌桌
  158. EventListener.Instance.PostEvent(EventEnum.EVENT_CLEAR_HAND_CARDS);
  159. NextRound();
  160. }
  161. }
  162. /*
  163. * 回合轮回,重新开始
  164. */
  165. private void EnterPlayAHandRound() {
  166. // 首先需要保证上一个回合是结束回合
  167. if (round == BattleFieldRound.BATTLE_FIELD_ROUND_END) {
  168. NextRound();
  169. }
  170. }
  171. /*
  172. * 执行角色BUFF操作
  173. */
  174. private void ExecuteRoleBuff() {
  175. // 遍历数组来启动Buff
  176. foreach (Transform trs in BattleFieldManager.Instance.RoleArray) {
  177. Role role = trs.GetComponent<Role>();
  178. role.BuffExecute();
  179. }
  180. }
  181. /*
  182. * 比牌
  183. */
  184. private void CompaireCards() {
  185. // 新建一个
  186. ArrayList executeArray = new ArrayList();
  187. // 循环遍历两个数组
  188. int index = 0;
  189. // 暂定动画为缩小,缩小的尺寸
  190. Vector3 scaleSize = new Vector3(AssistConfig.CardScale, AssistConfig.CardScale, AssistConfig.CardScale);
  191. while (true) {
  192. // 首先判断两个数组是否到最大位置
  193. if (index < BattleFieldManager.Instance.CpArray.Count) {
  194. Dictionary<string, Transform> info = (Dictionary<string, Transform>)BattleFieldManager.Instance.CpArray[index];
  195. // 获取两张卡片
  196. // 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
  197. if (info.ContainsKey(AssistConfig.Army) && !info.ContainsKey(AssistConfig.Enemy)) {
  198. Transform armyTrs = info[AssistConfig.Army];
  199. executeArray.Add(armyTrs.GetComponent<Card>());
  200. } else if (!info.ContainsKey(AssistConfig.Army) && info.ContainsKey(AssistConfig.Enemy)) {
  201. Transform enemyTrs = info[AssistConfig.Enemy];
  202. executeArray.Add(enemyTrs.GetComponent<Card>());
  203. } else {
  204. Transform armyTrs = info[AssistConfig.Army];
  205. Transform enemyTrs = info[AssistConfig.Enemy];
  206. // 获取两张牌
  207. Card armyCard = armyTrs.GetComponent<Card>();
  208. Card enemyCard = enemyTrs.GetComponent<Card>();
  209. // 获取韧性
  210. int armyTen = armyCard.Source.CompairePassBuff(armyCard.Tenacity);
  211. int enemyTen = enemyCard.Source.CompairePassBuff(enemyCard.Tenacity);
  212. print("我方韧性 : " + armyTen + ", 敌方韧性 : " + enemyTen);
  213. // 比较韧性
  214. // 首先比较两张牌类型一样的情况
  215. if (armyCard.Type == enemyCard.Type) {
  216. if (armyCard.Type == CardType.CARD_TYPE_ATTACK) {
  217. // 当都是攻击类型的时候
  218. // 根据韧性来进行比较
  219. if (armyTen > enemyTen) {
  220. executeArray.Add(armyCard);
  221. enemyTrs.localScale = scaleSize;
  222. } else if (armyTen < enemyTen) {
  223. executeArray.Add(enemyCard);
  224. armyTrs.localScale = scaleSize;
  225. } else {
  226. // 当相等的时候,都不处理
  227. armyTrs.localScale = scaleSize;
  228. enemyTrs.localScale = scaleSize;
  229. }
  230. } else if (armyCard.Type == CardType.CARD_TYPE_DEFANCE) {
  231. // 当都是防御类型的时候
  232. if (armyTen > enemyTen) {
  233. executeArray.Add(armyCard);
  234. enemyTrs.localScale = scaleSize;
  235. } else if (armyTen < enemyTen) {
  236. executeArray.Add(enemyCard);
  237. armyTrs.localScale = scaleSize;
  238. } else {
  239. // 当相等的时候,都加入处理
  240. executeArray.Add(armyCard);
  241. executeArray.Add(enemyCard);
  242. }
  243. } else {
  244. // 特殊牌全部加入处理
  245. executeArray.Add(armyCard);
  246. executeArray.Add(enemyCard);
  247. }
  248. } else {
  249. // 当韧性不相等的时候,高的生效
  250. if (armyTen > enemyTen) {
  251. executeArray.Add(armyCard);
  252. enemyTrs.localScale = scaleSize;
  253. } else {
  254. executeArray.Add(enemyCard);
  255. armyTrs.localScale = scaleSize;
  256. }
  257. }
  258. }
  259. } else {
  260. break;
  261. }
  262. index++;
  263. }
  264. print("最终执行的卡片有 .. " + executeArray.Count + " 张");
  265. foreach(Card card in executeArray) {
  266. // 执行卡片
  267. card.OnExecute();
  268. }
  269. }
  270. /*
  271. * 选择一张牌,从其父节点移除,放在缓存区中
  272. */
  273. private void EraseCard(Dictionary<string, object> info) {
  274. Transform cardTrs = (Transform)info["card"];
  275. cardTrs.SetParent(cachePlace);
  276. cardTrs.localScale = Vector3.zero;
  277. }
  278. ///*
  279. // * 给本类使用的移除方法,需要传入对应的角色
  280. //*/
  281. //private void EraseCPCard(Transform cardTrs, int index) {
  282. // cardTrs.SetParent(cachePlace);
  283. // cardTrs.localScale = Vector3.zero;
  284. // // 判断角色,同时从对应的比较数组中移除,添加到弃牌堆
  285. // if (index == 0) {
  286. // // 首先保证在数组中
  287. // if (BattleFieldManager.Instance.ArmyCpArray.Contains(cardTrs)) {
  288. // BattleFieldManager.Instance.ArmyThrowPool.Add(cardTrs);
  289. // BattleFieldManager.Instance.ArmyCpArray.Remove(cardTrs);
  290. // // 同时通知更新牌堆数据
  291. // Dictionary<string, object> info = new Dictionary<string, object>();
  292. // info.Add("index", 1);
  293. // info.Add("num", BattleFieldManager.Instance.ArmyThrowPool.Count);
  294. // EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
  295. // }
  296. // } else if (index == 1) {
  297. // // 首先保证在数组中
  298. // if (BattleFieldManager.Instance.EnemyCpArray.Contains(cardTrs)) {
  299. // BattleFieldManager.Instance.EnemyThrowPool.Add(cardTrs);
  300. // BattleFieldManager.Instance.EnemyCpArray.Remove(cardTrs);
  301. // }
  302. // }
  303. //}
  304. }
  305. }