CardPanelManager.cs 14 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367
  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. // 通知修改
  85. Dictionary<string, object> info = new Dictionary<string, object>();
  86. info.Add("index", 0);
  87. info.Add("num", BattleFieldManager.Instance.ArmyTakePool.Count);
  88. EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
  89. } else {
  90. // 如果卡池中没有牌了,将弃牌区的卡全部放回卡池
  91. foreach(Transform cardTrs in BattleFieldManager.Instance.ArmyThrowPool) {
  92. BattleFieldManager.Instance.ArmyTakePool.Add(cardTrs);
  93. }
  94. BattleFieldManager.Instance.ArmyThrowPool.Clear();
  95. // 更新牌池数量显示
  96. Dictionary<string, object> info = new Dictionary<string, object>();
  97. info.Add("index", 0);
  98. info.Add("num", BattleFieldManager.Instance.ArmyThrowPool.Count);
  99. EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
  100. info["index"] = 1;
  101. info["num"] = 0;
  102. EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
  103. }
  104. ArrangePlayerCards();
  105. }
  106. /*
  107. * 添加敌人卡牌
  108. */
  109. private void AddEnemyCard() {
  110. // 获取位置
  111. int index = BattleFieldManager.Instance.EnemyHandCards.Count;
  112. // 从卡池中获取卡片
  113. if (BattleFieldManager.Instance.EnemyTakePool.Count > 0) {
  114. // 从卡池取出手牌
  115. Transform cardTrs = (Transform)BattleFieldManager.Instance.EnemyTakePool[0];
  116. // 加入手牌
  117. BattleFieldManager.Instance.EnemyHandCards.Add(cardTrs);
  118. // 从卡池中移除
  119. BattleFieldManager.Instance.EnemyTakePool.Remove(cardTrs);
  120. cardTrs.SetParent(cardPanel);
  121. cardTrs.localScale = new Vector3(AssistConfig.CardScale, AssistConfig.CardScale, 1);
  122. cardTrs.localPosition = new Vector3(Screen.width / 2, Screen.height / 2 + index * 30, 0);
  123. // 如果有卡片事件组件,如果有则将事件移除
  124. //CardAction action = cardTrs.GetComponent<CardAction>();
  125. //if (action != null) {
  126. // Object.Destroy(action);
  127. //}
  128. } else {
  129. // 如果卡池中没有牌了,将弃牌区的卡全部放回卡池
  130. foreach(Transform cardTrs in BattleFieldManager.Instance.EnemyThrowPool) {
  131. BattleFieldManager.Instance.EnemyTakePool.Add(cardTrs);
  132. }
  133. BattleFieldManager.Instance.EnemyThrowPool.Clear();
  134. }
  135. }
  136. /*
  137. * 重新排列卡牌
  138. */
  139. private void ArrangePlayerCards() {
  140. // 空隙
  141. float space = 50;
  142. // 配置的半径
  143. float radius = 400;
  144. // 获取偏移的角度
  145. float angle = Mathf.Atan(space / radius) * 180 / Mathf.PI;
  146. // 遍历数组
  147. for (int i = 0; i < BattleFieldManager.Instance.ArmyHandCards.Count; i++) {
  148. // 重定义位置
  149. float loc = i - (float)(BattleFieldManager.Instance.ArmyHandCards.Count - 1) / 2;
  150. Transform cardTransform = (Transform)BattleFieldManager.Instance.ArmyHandCards[i];
  151. // 设置位置
  152. cardTransform.localPosition = new Vector3(loc * space, 0, 0);
  153. CardAction action = cardTransform.GetComponent<CardAction>();
  154. action.StartPos = cardTransform.position;
  155. // 设置角度
  156. cardTransform.localRotation = Quaternion.Euler(0, 0, (int)(angle * (loc * -1)));
  157. float scale = 1 - (Mathf.Abs(loc) / 5);
  158. cardTransform.localScale = new Vector3(scale, scale, 1);
  159. }
  160. }
  161. /*
  162. * 玩家出牌,由外部通知进行处理
  163. */
  164. private void ArmyDealCard(Dictionary<string, object> info) {
  165. print("我的牌出了 ... ");
  166. Transform cardTrs = (Transform)info["card"];
  167. int index = (int)info["index"];
  168. // 将传入的牌从手牌数组中移,再加入到比较牌数组中
  169. BattleFieldManager.Instance.ArmyHandCards.Remove(cardTrs);
  170. BattleFieldManager.Instance.AddCardToIndex(AssistConfig.Army, index, cardTrs);
  171. // 重新排列
  172. ArrangePlayerCards();
  173. }
  174. /*
  175. * 敌人出牌
  176. */
  177. private void EnemyDealCard() {
  178. // 敌人出牌
  179. print("敌人开始出牌 ... ");
  180. int index = 0;
  181. // 从数组中选出几张牌放入卡牌管理器的选择数组中
  182. while (BattleFieldManager.Instance.EnemyHandCards.Count > 0) {
  183. Transform cardTrs = (Transform)BattleFieldManager.Instance.EnemyHandCards[0];
  184. // 根据卡片的类型来处理如角色这样的属性
  185. Card card = cardTrs.GetComponent<Card>();
  186. // 选择的卡片如果花费过高,则结束出牌
  187. if (card.Cost > card.Source.CurrentAttr.Mp) {
  188. break;
  189. }
  190. // 将此卡牌放入选择数组中
  191. BattleFieldManager.Instance.AddCardToCpArray(AssistConfig.Enemy, cardTrs);
  192. BattleFieldManager.Instance.EnemyHandCards.Remove(cardTrs);
  193. card.Source.CurrentAttr.Mp -= card.Cost;
  194. if (card.Type == CardType.CARD_TYPE_ATTACK) {
  195. // 设置我方为卡片处理对象
  196. int random = Random.Range(0, BattleFieldManager.Instance.ArmyArray.Count);
  197. Transform trs = (Transform)BattleFieldManager.Instance.RoleArray[random];
  198. if (trs != null) {
  199. Role role = trs.GetComponent<Role>();
  200. if (role != null) {
  201. card.Target = role;
  202. }
  203. }
  204. } else {
  205. // 设置敌方为处理对象
  206. int random = Random.Range(0, BattleFieldManager.Instance.EnemyArray.Count);
  207. Transform trs = (Transform)BattleFieldManager.Instance.EnemyArray[random];
  208. if (trs != null) {
  209. Role role = trs.GetComponent<Role>();
  210. if (role != null) {
  211. card.Target = role;
  212. }
  213. }
  214. }
  215. // 第奇数个和偶数个处理
  216. if (index % 2 == 0) {
  217. // 偶数个
  218. cardTrs.position = new Vector3(index / 2 * AssistConfig.CpCardWidthSpace * -1 + Screen.width / 2, Screen.height / 2 + AssistConfig.CpCardHeightSpace, 0);
  219. } else {
  220. // 奇数个
  221. float loc = (float)index / 2 + 0.5f;
  222. cardTrs.position = new Vector3(loc * AssistConfig.CpCardWidthSpace + Screen.width / 2, Screen.height / 2 + AssistConfig.CpCardHeightSpace, 0);
  223. }
  224. index++;
  225. }
  226. Invoke("NotifyPlayerDeal", 0.2f);
  227. }
  228. /*
  229. * 通知玩家出牌
  230. */
  231. private void NotifyPlayerDeal() {
  232. EventListener.Instance.PostEvent(EventEnum.EVENT_ENTER_PLAYER_DEAL_ROUND);
  233. }
  234. /*
  235. * 移除指定的卡片
  236. */
  237. private void RemoveTargetCard(Dictionary<string, object> info) {
  238. // 首先获取卡片
  239. Transform card = (Transform)info["card"];
  240. // 从视图和数组中
  241. Destroy(card.gameObject);
  242. BattleFieldManager.Instance.ArmyHandCards.Remove(card);
  243. // 重新排列
  244. ArrangePlayerCards();
  245. }
  246. /*
  247. * 清理手牌
  248. */
  249. private void ClearHandCards() {
  250. // 清理我方手牌
  251. while (BattleFieldManager.Instance.ArmyHandCards.Count > 0) {
  252. Transform cardTrs = (Transform)BattleFieldManager.Instance.ArmyHandCards[0];
  253. // 首先将卡片从数组移除,计入弃牌数组
  254. BattleFieldManager.Instance.ArmyHandCards.Remove(cardTrs);
  255. BattleFieldManager.Instance.ArmyThrowPool.Add(cardTrs);
  256. Dictionary<string, object> info = new Dictionary<string, object>();
  257. info.Add("card", cardTrs);
  258. info.Add("num", BattleFieldManager.Instance.ArmyThrowPool.Count);
  259. info.Add("index", 1);
  260. EventListener.Instance.PostEvent(EventEnum.EVENT_ERASE_CARD, info);
  261. EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
  262. }
  263. // 清理敌方手牌
  264. while (BattleFieldManager.Instance.EnemyHandCards.Count > 0) {
  265. Transform cardTrs = (Transform)BattleFieldManager.Instance.EnemyHandCards[0];
  266. // 将卡片从数组移除,放入弃牌卡组中
  267. BattleFieldManager.Instance.EnemyHandCards.Remove(cardTrs);
  268. BattleFieldManager.Instance.ArmyThrowPool.Add(cardTrs);
  269. // 通知更新位置
  270. Dictionary<string, object> info = new Dictionary<string, object>();
  271. info.Add("card", cardTrs);
  272. EventListener.Instance.PostEvent(EventEnum.EVENT_ERASE_CARD, info);
  273. }
  274. EventListener.Instance.PostEvent(EventEnum.EVENT_ENTER_PLAY_A_HAND_ROUND);
  275. }
  276. /*
  277. * 清理比较牌
  278. */
  279. private void ClearCompaireCards() {
  280. // 清理比较牌
  281. while (BattleFieldManager.Instance.CpArray.Count > 0) {
  282. Dictionary<string, Transform> cpCard = (Dictionary<string, Transform>)BattleFieldManager.Instance.CpArray[0];
  283. // 提取两张牌
  284. // 处理我方卡片
  285. if (cpCard.ContainsKey(AssistConfig.Army)) {
  286. Transform armyCardTrs = cpCard[AssistConfig.Army];
  287. // 将卡片移除,加入弃牌数组
  288. BattleFieldManager.Instance.ArmyThrowPool.Add(armyCardTrs);
  289. cpCard.Remove(AssistConfig.Army);
  290. Dictionary<string, object> eraseInfo = new Dictionary<string, object>();
  291. eraseInfo.Add("card", armyCardTrs);
  292. EventListener.Instance.PostEvent(EventEnum.EVENT_ERASE_CARD, eraseInfo);
  293. }
  294. // 清理敌方数据
  295. if (cpCard.ContainsKey(AssistConfig.Enemy)) {
  296. Transform enemyCardTrs = cpCard[AssistConfig.Enemy];
  297. // 将卡片移除,加入弃牌数组
  298. BattleFieldManager.Instance.EnemyThrowPool.Add(enemyCardTrs);
  299. cpCard.Remove(AssistConfig.Enemy);
  300. Dictionary<string, object> eraseInfo = new Dictionary<string, object>();
  301. eraseInfo.Add("card", enemyCardTrs);
  302. EventListener.Instance.PostEvent(EventEnum.EVENT_ERASE_CARD, eraseInfo);
  303. }
  304. BattleFieldManager.Instance.CpArray.RemoveAt(0);
  305. }
  306. // 通知更新数据
  307. Dictionary<string, object> info = new Dictionary<string, object>();
  308. info.Add("num", BattleFieldManager.Instance.ArmyThrowPool.Count);
  309. info.Add("index", 1);
  310. EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
  311. // 清理比较牌
  312. BattleFieldManager.Instance.CpArray.Clear();
  313. }
  314. }