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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TurnManager : MonoBehaviour
{
// ======== serializeField ========
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[SerializeField] private List<GameObject> playerCharacterGo; // 玩家队伍列表(应该传入5个角色), 暂时只传3个
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[SerializeField] private int defaultHandCardNumber = 5; // 默认手牌数量
[SerializeField] private float everyCardDistributeDuration = 0.25f; // 系统发牌时间
[SerializeField] private float everyCardDiscardDuration = 0.25f; // 系统弃牌时间
// ======== private ========
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private TurnManagerSingleton turnManagerSingleton;
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[SerializeField] private List<Card> cardDeckList; // 牌组
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private readonly List<Card> cardPileList = new(); // 弃牌堆
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private TurnManagerStateEnum turnManagerState; // 状态机
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private readonly List<Character> playerCharacterList = new();
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private CharacterManager characterManager;
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private void Start()
{
turnManagerSingleton = TurnManagerSingleton.Instance;
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characterManager = GetComponent<CharacterManager>();
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TurnEnterSetupState();
}
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private void TurnEnterSetupState() // 进入设置状态
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{
turnManagerState = TurnManagerStateEnum.SETUP_STATE;
if (turnManagerSingleton.GetNeedDebugLog()) Debug.Log("进入设置状态");
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if (!turnManagerSingleton.GetValueIsNotNull(playerCharacterList, "playerCharacterList")) return;
cardDeckList?.Clear();
cardPileList?.Clear();
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foreach (GameObject go in playerCharacterGo) playerCharacterList.Add(go.GetComponent<Character>());
foreach (var playerCharacter in playerCharacterList) playerCharacter.SetID(playerCharacterList.IndexOf(playerCharacter));
characterManager.SetFightCharacter(playerCharacterList); // 从5个角色里选出三个, 暂时只选三个
cardDeckList = characterManager.RenderCharacterSprite();
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}
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private void TurnEnterSelfState() // 我方回合状态
{
if (!turnManagerSingleton.CompareManagerState(srcState: turnManagerState, TurnManagerStateEnum.SELF_STATE_START)) return;
turnManagerState = TurnManagerStateEnum.SELF_STATE_START;
}
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}