CardManager.cs 4.5 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. using UnityEngine.UI;
  10. using FSRole;
  11. namespace FSCard {
  12. /*
  13. * 卡片管理
  14. * 负责卡片的生成,销和执行
  15. */
  16. public class CardManager : Singleton<CardManager> {
  17. // 我方的手牌
  18. public ArrayList ArmCards { set; get; }
  19. // 地方手牌
  20. public ArrayList EnemyCards { set; get; }
  21. // 卡片json数据
  22. private JsonData cardValue = null;
  23. public CardManager() {
  24. ArmCards = new ArrayList();
  25. EnemyCards = new ArrayList();
  26. ReadCardData();
  27. InitListener();
  28. }
  29. /*
  30. * 从资源中读取json数据
  31. */
  32. private void ReadCardData() {
  33. string json = FileManager.Instance.ReadResourceText("Jsons/cards");
  34. if (json != null) {
  35. try {
  36. cardValue = JsonMapper.ToObject(json);
  37. } catch (JsonException e) {
  38. Debug.Log(e.ToString());
  39. }
  40. }
  41. }
  42. /*
  43. * 初始化监听
  44. */
  45. private void InitListener() {
  46. EventListener.Instance.RegisterEvent(EventEnum.EVENT_ATTACK_CARD_EXECUTE, AttackExecute);
  47. EventListener.Instance.RegisterEvent(EventEnum.EVENT_DEFENSE_CARD_EXECUTE, DefenseExecute);
  48. EventListener.Instance.RegisterEvent(EventEnum.EVENT_SPECIAL_CARD_EXECUTE, SpecialExecute);
  49. }
  50. /*
  51. * 传入数据和GameObject
  52. * 挂上卡片类
  53. */
  54. public void LoadCard(GameObject obj, string id, Role source) {
  55. // 读取数据,如果没有此项数据,则抛出错误
  56. JsonData oneValue = cardValue[id];
  57. if (oneValue != null && oneValue.IsObject){
  58. Card card = null;
  59. // 获取卡片类
  60. int getType = AssistMethods.ReadInt(oneValue, "type");
  61. switch (getType) {
  62. case 1:
  63. card = obj.AddComponent<AckCard>();
  64. card.Type = CardType.CARD_TYPE_ATTACK;
  65. break;
  66. case 2:
  67. card = obj.AddComponent<DefCard>();
  68. card.Type = CardType.CARD_TYPE_DEFANCE;
  69. break;
  70. case 3:
  71. card = obj.AddComponent<SepCard>();
  72. card.Type = CardType.CARD_TYPE_SPEC;
  73. break;
  74. }
  75. // 配置ID
  76. card.ID = id;
  77. // 获取消耗
  78. card.Cost = AssistMethods.ReadInt(oneValue, "cost");
  79. // 获得韧性
  80. card.Tenacity = AssistMethods.ReadInt(oneValue, "tenacity");
  81. // 获得值
  82. card.Value = AssistMethods.ReadInt(oneValue, "value");
  83. // 获得对应的BUFF
  84. card.BuffID = AssistMethods.ReadString(oneValue, "buff");
  85. // 添加对应阵营
  86. card.Source = source;
  87. } else {
  88. throw new System.Exception("ID : " + id + "没有对应ID的卡片 ... ");
  89. }
  90. }
  91. /*
  92. * 卡片执行,根据卡片种类来分别操作
  93. */
  94. /*
  95. * 攻击执行
  96. */
  97. private void AttackExecute(Dictionary<string, object> info) {
  98. Card card = (Card)info["card"];
  99. Debug.Log("ID " + card.ID + " 攻击执行 ... ");
  100. // 消耗HP
  101. card.Target.CurrentAttr.Hp -= card.Value;
  102. }
  103. /*
  104. * 防御执行
  105. */
  106. private void DefenseExecute(Dictionary<string, object> info) {
  107. Card card = (Card)info["card"];
  108. Debug.Log("防守执行 ... ");
  109. // 增加防御
  110. card.Target.CurrentAttr.Def += card.Value;
  111. }
  112. /*
  113. * 特殊功能执行
  114. */
  115. private void SpecialExecute(Dictionary<string, object> info) {
  116. SepCard card = (SepCard)info["card"];
  117. if (card != null) {
  118. Debug.Log("给角色添加BUFF, ID为 : " + card.BuffID);
  119. BuffManager.Instance.LoadBuff(card.Target.gameObject, card.BuffID.ToString());
  120. }
  121. }
  122. }
  123. }