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using System;
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using System.Collections.Generic;
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using UnityEngine;
public class TurnEventManagement : MonoBehaviour
{
// ======== serializeField ========
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[SerializeField] private int defaultDeckNumber = 21; // 默认牌组数量
[SerializeField] private int defaultCardNumber = 5; // 默认手牌数量
[SerializeField] private float everyCardDealDuration = 0.25f; // 系统发牌时间
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// ======== private ========
private CombatScenarioEventOS combatScenarioEventOS;
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private readonly List<Card> handCardList = new();
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private TURN_OS_STATE osState;
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private TurnHandlerDealCard turn_handler_deal_card_component;
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private void Awake()
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{
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turn_handler_deal_card_component = GetComponent<TurnHandlerDealCard>();
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}
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private void Start()
{
deal_card();
}
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// ************* Public *************
// ============= Hand Card =============
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public void AddHandCard(Card card) => handCardList.Add(card);
public int GetHandCardCount() => handCardList.Count;
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public void FlushHandCard() => handCardList.Clear();
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public Card GetHandCard(int index) => handCardList[index];
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// ============= Set State =============
public void SetState(TURN_OS_STATE state) => osState = state;
public TURN_OS_STATE GetState() => osState;
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// public void EndTurn () =>
// ************* Private *************
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private void deal_card() // 系统发牌
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{
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turn_handler_deal_card_component.DealCard(
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new STRUCT_TURN_OS.LET_OS_DEAL_CARD
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{
DECK_CARD_COUNT = defaultDeckNumber,
HAND_CARD_COUNT = defaultCardNumber,
DURATION = everyCardDealDuration,
});
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}
}