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@ -22,4 +22,11 @@ public enum EVENT_METHODS // 事件方法
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PUT = 3, // 修改
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POST = 0, // 默认发送, 不需要任何返回
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DELETE = 2, // 删除
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}
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public enum EVENT_EVENT_OS_STATUS
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{
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NULL = 0, // 等待
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DEAL_RUNNING = 1, // 正在发牌
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DROP_RUNNING = 2, // 正在弃牌
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}
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@ -5,7 +5,13 @@ using UnityEngine;
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public struct EVENT_STRUCT
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{
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// ************** 系统数据结构 ****************
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public struct STRUCT_EVENT_OS_DEAL_CARD
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// public struct STRUCT_EVENT_OS_SWITCH_STATUS
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// {
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// public EVENT_METHODS METHOD;
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// public EVENT_STATUS_ENUM STATUS;
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// }
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public struct STRUCT_EVENT_OS_DEAL_CARD // 系统发牌
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{
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public EVENT_METHODS METHOD;
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public int HAND_CARD_COUNT; // 手牌数量
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@ -15,7 +21,7 @@ public struct EVENT_STRUCT
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// ************** 卡牌数据结构 ****************
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public struct STRUCT_EVENT_CARD_DRAW_CARD
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public struct STRUCT_EVENT_CARD_DRAW_CARD // 抽卡
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{
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public EVENT_METHODS METHOD;
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public int ID;
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@ -26,7 +32,7 @@ public struct EVENT_STRUCT
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public float DURATION;
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}
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public struct STRUCT_EVENT_CARD_DROP_CARD
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public struct STRUCT_EVENT_CARD_DROP_CARD // 弃牌
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{
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public EVENT_METHODS METHOD;
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public int ID;
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@ -18,6 +18,10 @@ public class TurnEventManagement : MonoBehaviour
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EVENT_dispatch_os_deal_card();
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}
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// ================================
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// 注册管理事件
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// ================================
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// ================================
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// 触发事件
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@ -17,7 +17,7 @@ public class TurnHandlerDropCard : MonoBehaviour
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private void Awake()
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{
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EventOS = CombatScenarioEventOS.Instance;
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REGISTER_EVENT_drop_card();
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// REGISTER_EVENT_drop_card();
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}
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private void Start()
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@ -30,41 +30,41 @@ public class TurnHandlerDropCard : MonoBehaviour
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out drop_card_point_world_position);
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}
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private void REGISTER_EVENT_drop_card() // 系统弃牌
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{
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EventOS.EVENT_REGISTER<bool>(EVENT_ENUM.EVENT_LET_OS_DROP_CARD, callback);
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return;
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void callback(bool placeholder)
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{
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if (EventOS.LOCK_GET(EVENT_EXCLUSIVE_LOCK.LOCK_OS_DEAL_CARD)) return; // 系统是否正在发牌
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if (!EventOS.LOCK_APPLY(EVENT_EXCLUSIVE_LOCK.LOCK_OS_DROP_CARD)) return; // 系统弃牌加锁失败
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StartCoroutine(coroutine());
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return;
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IEnumerator coroutine()
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{
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if (handCardList.Count > 0)
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{
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// for (var i = handCardList.Count; i >= 0; i--)
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for (var i = 0; i < handCardList.Count; i++)
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{
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EventOS.EVENT_TRIGGER(EventData.EVENT_REGISTER_EVENT_ENUM.EVENT_LET_CARD_DROP_SELF,
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new EventStruct.STRUCT_EVENT_DROP_CARD
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{
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ID = i,
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POSITION = drop_card_point_world_position,
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DURATION = cardDropDuration,
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});
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yield return new WaitForSeconds(cardDropDuration);
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}
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}
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handCardList.Clear(); // 清空
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EventOS.LOCK_RELEASE(EventLock.LOCK_EXCLUSIVE_CARD_ENUM.LOCK_OS_DROP_CARD);
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// REGISTER_EVENT_ENEMY_TURN_START();
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}
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}
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}
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// private void REGISTER_EVENT_drop_card() // 系统弃牌
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// {
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// EventOS.EVENT_REGISTER<bool>(EVENT_ENUM.EVENT_LET_OS_DROP_CARD, callback);
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// return;
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//
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// void callback(bool placeholder)
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// {
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// if (EventOS.LOCK_GET(EVENT_EXCLUSIVE_LOCK.LOCK_OS_DEAL_CARD)) return; // 系统是否正在发牌
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// if (!EventOS.LOCK_APPLY(EVENT_EXCLUSIVE_LOCK.LOCK_OS_DROP_CARD)) return; // 系统弃牌加锁失败
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// StartCoroutine(coroutine());
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// return;
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//
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//
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// IEnumerator coroutine()
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// {
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// if (handCardList.Count > 0)
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// {
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// // for (var i = handCardList.Count; i >= 0; i--)
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// for (var i = 0; i < handCardList.Count; i++)
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// {
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// EventOS.EVENT_TRIGGER(EventData.EVENT_REGISTER_EVENT_ENUM.EVENT_LET_CARD_DROP_SELF,
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// new EventStruct.STRUCT_EVENT_DROP_CARD
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// {
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// ID = i,
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// POSITION = drop_card_point_world_position,
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// DURATION = cardDropDuration,
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// });
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// yield return new WaitForSeconds(cardDropDuration);
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// }
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// }
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//
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// handCardList.Clear(); // 清空
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// EventOS.LOCK_RELEASE(EventLock.LOCK_EXCLUSIVE_CARD_ENUM.LOCK_OS_DROP_CARD);
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// // REGISTER_EVENT_ENEMY_TURN_START();
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// }
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// }
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// }
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}
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