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. int index = Random.Range(0, BattleFieldManager.Instance.ArmyTakePool.Count);
  73. // 从卡池中取出一张牌放入手牌中
  74. Transform cardTrs = (Transform)BattleFieldManager.Instance.ArmyTakePool[index];
  75. // 加入手牌
  76. BattleFieldManager.Instance.ArmyHandCards.Add(cardTrs);
  77. // 从卡池中移除
  78. BattleFieldManager.Instance.ArmyTakePool.Remove(cardTrs);
  79. cardTrs.SetParent(cardPanel, false);
  80. // 添加卡片事件组件,如果没有,则添加事件
  81. CardAction action = cardTrs.GetComponent<CardAction>();
  82. if (action == null){
  83. cardTrs.gameObject.AddComponent<CardAction>();
  84. }
  85. Card armyCard = (Card)cardTrs.GetComponent<Card>();
  86. armyCard.SetFront(true);
  87. // 通知修改
  88. Dictionary<string, object> info = new Dictionary<string, object>();
  89. info.Add("index", 0);
  90. info.Add("num", BattleFieldManager.Instance.ArmyTakePool.Count);
  91. EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
  92. } else {
  93. // 如果卡池中没有牌了,将弃牌区的卡全部放回卡池
  94. foreach(Transform cardTrs in BattleFieldManager.Instance.ArmyThrowPool) {
  95. BattleFieldManager.Instance.ArmyTakePool.Add(cardTrs);
  96. }
  97. BattleFieldManager.Instance.ArmyThrowPool.Clear();
  98. // 更新牌池数量显示
  99. Dictionary<string, object> info = new Dictionary<string, object>();
  100. info.Add("index", 0);
  101. info.Add("num", BattleFieldManager.Instance.ArmyThrowPool.Count);
  102. EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
  103. info["index"] = 1;
  104. info["num"] = 0;
  105. EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
  106. }
  107. ArrangePlayerCards();
  108. }
  109. /*
  110. * 添加敌人卡牌
  111. */
  112. private void AddEnemyCard() {
  113. // 获取位置
  114. int size = BattleFieldManager.Instance.EnemyHandCards.Count;
  115. // 从卡池中获取卡片
  116. if (BattleFieldManager.Instance.EnemyTakePool.Count > 0) {
  117. int index = Random.Range(0, BattleFieldManager.Instance.EnemyTakePool.Count);
  118. // 从卡池取出手牌
  119. Transform cardTrs = (Transform)BattleFieldManager.Instance.EnemyTakePool[index];
  120. // 加入手牌
  121. BattleFieldManager.Instance.EnemyHandCards.Add(cardTrs);
  122. // 从卡池中移除
  123. BattleFieldManager.Instance.EnemyTakePool.Remove(cardTrs);
  124. cardTrs.SetParent(cardPanel);
  125. cardTrs.localScale = new Vector3(AssistConfig.CardScale, AssistConfig.CardScale, 1);
  126. cardTrs.localPosition = new Vector3(Screen.width / 2, Screen.height / 2 + size * 30, 0);
  127. Card enemyCard = (Card)cardTrs.GetComponent<Card>();
  128. enemyCard.SetFront(false);
  129. } else {
  130. // 如果卡池中没有牌了,将弃牌区的卡全部放回卡池
  131. foreach(Transform cardTrs in BattleFieldManager.Instance.EnemyThrowPool) {
  132. BattleFieldManager.Instance.EnemyTakePool.Add(cardTrs);
  133. }
  134. BattleFieldManager.Instance.EnemyThrowPool.Clear();
  135. }
  136. }
  137. /*
  138. * 重新排列卡牌
  139. */
  140. private void ArrangePlayerCards() {
  141. // 空隙
  142. float space = AssistConfig.PlayerCardSpace;
  143. // 配置的半径
  144. float radius = AssistConfig.PlayerCardRadius;
  145. // 获取偏移的角度
  146. float angle = Mathf.Atan(space / radius) * 180 / Mathf.PI;
  147. // 遍历数组
  148. for (int i = 0; i < BattleFieldManager.Instance.ArmyHandCards.Count; i++) {
  149. // 重定义位置
  150. float loc = i - (float)(BattleFieldManager.Instance.ArmyHandCards.Count - 1) / 2;
  151. Transform cardTransform = (Transform)BattleFieldManager.Instance.ArmyHandCards[i];
  152. // 设置位置
  153. cardTransform.localPosition = new Vector3(loc * space, 30, -3);
  154. CardAction action = cardTransform.GetComponent<CardAction>();
  155. action.StartPos = cardTransform.position;
  156. // 设置角度
  157. cardTransform.localRotation = Quaternion.Euler(0, 0, (int)(angle * (loc * -1)));
  158. float scale = 1 - (Mathf.Abs(loc) / 5);
  159. cardTransform.localScale = new Vector3(scale, scale, 1);
  160. }
  161. }
  162. /*
  163. * 玩家出牌,由外部通知进行处理
  164. */
  165. private void ArmyDealCard(Dictionary<string, object> info) {
  166. print("我的牌出了 ... ");
  167. Transform cardTrs = (Transform)info["card"];
  168. int index = (int)info["index"];
  169. // 将传入的牌从手牌数组中移,再加入到比较牌数组中
  170. BattleFieldManager.Instance.ArmyHandCards.Remove(cardTrs);
  171. BattleFieldManager.Instance.AddCardToIndex(AssistConfig.Army, index, cardTrs);
  172. // 重新排列
  173. ArrangePlayerCards();
  174. }
  175. /*
  176. * 敌人出牌
  177. */
  178. private void EnemyDealCard() {
  179. // 敌人出牌
  180. print("敌人开始出牌 ... ");
  181. int index = 0;
  182. // 从数组中选出几张牌放入卡牌管理器的选择数组中
  183. while (BattleFieldManager.Instance.EnemyHandCards.Count > 0) {
  184. Transform cardTrs = (Transform)BattleFieldManager.Instance.EnemyHandCards[0];
  185. // 根据卡片的类型来处理如角色这样的属性
  186. Card card = cardTrs.GetComponent<Card>();
  187. // 选择的卡片如果花费过高,则结束出牌
  188. if (card.Cost > card.Source.CurrentAttr.Mp) {
  189. break;
  190. }
  191. // 将此卡牌放入选择数组中
  192. BattleFieldManager.Instance.AddCardToCpArray(AssistConfig.Enemy, cardTrs);
  193. BattleFieldManager.Instance.EnemyHandCards.Remove(cardTrs);
  194. card.Source.CurrentAttr.Mp -= card.Cost;
  195. if (card.Type == CardType.CARD_TYPE_ATTACK) {
  196. // 设置我方为卡片处理对象
  197. int random = Random.Range(0, BattleFieldManager.Instance.ArmyArray.Count);
  198. Transform trs = (Transform)BattleFieldManager.Instance.RoleArray[random];
  199. if (trs != null) {
  200. Role role = trs.GetComponent<Role>();
  201. if (role != null) {
  202. card.Target = role;
  203. }
  204. }
  205. } else {
  206. // 设置敌方为处理对象
  207. int random = Random.Range(0, BattleFieldManager.Instance.EnemyArray.Count);
  208. Transform trs = (Transform)BattleFieldManager.Instance.EnemyArray[random];
  209. if (trs != null) {
  210. Role role = trs.GetComponent<Role>();
  211. if (role != null) {
  212. card.Target = role;
  213. }
  214. }
  215. }
  216. // 第奇数个和偶数个处理
  217. if (index % 2 == 0) {
  218. // 偶数个
  219. cardTrs.position = new Vector3(index / 2 * AssistConfig.CpCardWidthSpace * -1 + Screen.width / 2, Screen.height / 2 + AssistConfig.CpCardHeightSpace, 0);
  220. } else {
  221. // 奇数个
  222. float loc = (float)index / 2 + 0.5f;
  223. cardTrs.position = new Vector3(loc * AssistConfig.CpCardWidthSpace + Screen.width / 2, Screen.height / 2 + AssistConfig.CpCardHeightSpace, 0);
  224. }
  225. index++;
  226. }
  227. Invoke("NotifyPlayerDeal", 0.2f);
  228. }
  229. /*
  230. * 通知玩家出牌
  231. */
  232. private void NotifyPlayerDeal() {
  233. EventListener.Instance.PostEvent(EventEnum.EVENT_ENTER_PLAYER_DEAL_ROUND);
  234. }
  235. /*
  236. * 移除指定的卡片
  237. */
  238. private void RemoveTargetCard(Dictionary<string, object> info) {
  239. // 首先获取卡片
  240. Transform card = (Transform)info["card"];
  241. // 从视图和数组中
  242. Destroy(card.gameObject);
  243. BattleFieldManager.Instance.ArmyHandCards.Remove(card);
  244. // 重新排列
  245. ArrangePlayerCards();
  246. }
  247. /*
  248. * 清理手牌
  249. */
  250. private void ClearHandCards() {
  251. // 清理我方手牌
  252. while (BattleFieldManager.Instance.ArmyHandCards.Count > 0) {
  253. Transform cardTrs = (Transform)BattleFieldManager.Instance.ArmyHandCards[0];
  254. // 首先将卡片从数组移除,计入弃牌数组
  255. BattleFieldManager.Instance.ArmyHandCards.Remove(cardTrs);
  256. BattleFieldManager.Instance.ArmyThrowPool.Add(cardTrs);
  257. Dictionary<string, object> info = new Dictionary<string, object>();
  258. info.Add("card", cardTrs);
  259. info.Add("num", BattleFieldManager.Instance.ArmyThrowPool.Count);
  260. info.Add("index", 1);
  261. EventListener.Instance.PostEvent(EventEnum.EVENT_ERASE_CARD, info);
  262. EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
  263. }
  264. // 清理敌方手牌
  265. while (BattleFieldManager.Instance.EnemyHandCards.Count > 0) {
  266. Transform cardTrs = (Transform)BattleFieldManager.Instance.EnemyHandCards[0];
  267. // 将卡片从数组移除,放入弃牌卡组中
  268. BattleFieldManager.Instance.EnemyHandCards.Remove(cardTrs);
  269. BattleFieldManager.Instance.EnemyThrowPool.Add(cardTrs);
  270. // 通知更新位置
  271. Dictionary<string, object> info = new Dictionary<string, object>();
  272. info.Add("card", cardTrs);
  273. EventListener.Instance.PostEvent(EventEnum.EVENT_ERASE_CARD, info);
  274. }
  275. EventListener.Instance.PostEvent(EventEnum.EVENT_ENTER_PLAY_A_HAND_ROUND);
  276. }
  277. /*
  278. * 清理比较牌
  279. */
  280. private void ClearCompaireCards() {
  281. // 清理比较牌
  282. while (BattleFieldManager.Instance.CpArray.Count > 0) {
  283. Dictionary<string, Transform> cpCard = (Dictionary<string, Transform>)BattleFieldManager.Instance.CpArray[0];
  284. // 提取两张牌
  285. // 处理我方卡片
  286. if (cpCard.ContainsKey(AssistConfig.Army)) {
  287. Transform armyCardTrs = cpCard[AssistConfig.Army];
  288. // 将卡片移除,加入弃牌数组
  289. BattleFieldManager.Instance.ArmyThrowPool.Add(armyCardTrs);
  290. cpCard.Remove(AssistConfig.Army);
  291. Dictionary<string, object> eraseInfo = new Dictionary<string, object>();
  292. eraseInfo.Add("card", armyCardTrs);
  293. EventListener.Instance.PostEvent(EventEnum.EVENT_ERASE_CARD, eraseInfo);
  294. }
  295. // 清理敌方数据
  296. if (cpCard.ContainsKey(AssistConfig.Enemy)) {
  297. Transform enemyCardTrs = cpCard[AssistConfig.Enemy];
  298. // 将卡片移除,加入弃牌数组
  299. BattleFieldManager.Instance.EnemyThrowPool.Add(enemyCardTrs);
  300. cpCard.Remove(AssistConfig.Enemy);
  301. Dictionary<string, object> eraseInfo = new Dictionary<string, object>();
  302. eraseInfo.Add("card", enemyCardTrs);
  303. EventListener.Instance.PostEvent(EventEnum.EVENT_ERASE_CARD, eraseInfo);
  304. }
  305. BattleFieldManager.Instance.CpArray.RemoveAt(0);
  306. }
  307. // 通知更新数据
  308. Dictionary<string, object> info = new Dictionary<string, object>();
  309. info.Add("num", BattleFieldManager.Instance.ArmyThrowPool.Count);
  310. info.Add("index", 1);
  311. EventListener.Instance.PostEvent(EventEnum.EVENT_UPDATE_TABLE_INFO, info);
  312. // 清理比较牌
  313. BattleFieldManager.Instance.CpArray.Clear();
  314. }
  315. }