91 lines
3.9 KiB
C#
91 lines
3.9 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using DG.Tweening;
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using UnityEngine;
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public class TurnManager : MonoBehaviour
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{
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// ======== 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
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[SerializeField] private float cardDealDuration = 0.25f; // 系统发牌动画时间
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[SerializeField] private float cardDragDuration = 0.25f; // 每张卡牌拖拽动画时间
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[SerializeField] private float cardDropDuration = 0.25f; // 系统弃牌动画时间
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[SerializeField] private Transform cardDeckContainer;
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[SerializeField] private Transform cardHandContainer;
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[SerializeField] private Transform characterContainer;
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// ======== 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 TurnCharacterManager characterManager;
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private TurnCardManager cardManager;
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public enum TurnManagerStateEnum
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{
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WAIT = 0,
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SETUP_STATE = 1,
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SELF_STATE_START = 2,
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SELF_STATE_STAY = 3,
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SELF_STATE_END = 4,
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ENEMY_STATE_START,
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}
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private void Start()
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{
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turnManagerSingleton = TurnManagerSingleton.Instance;
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cardManager = GetComponent<TurnCardManager>();
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characterManager = GetComponent<TurnCharacterManager>();
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TurnManagerEvent.OnTurnManagerStaySelfTurn += TurnStaySelfState;
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TurnManagerEvent.OnTurnManagerEndSelfTurn += TurnEndSelfState;
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TurnEnterSetupState();
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}
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public TurnManagerStateEnum GetTurnManagerState() => turnManagerState;
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private void TurnEnterSetupState() // 进入设置状态
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{
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turnManagerState = TurnManagerStateEnum.SETUP_STATE;
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if (turnManagerSingleton.GetNeedDebugLog()) turnManagerSingleton.PrintMsg("TurnManager", "状态切换", "进入设置状态");
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cardDeckList?.Clear();
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cardPileList?.Clear();
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characterManager.SetupCharacterManager(playerCharacterGo, cardDeckContainer, characterContainer);
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cardDeckList = characterManager.RenderCharacterSpriteReturnCardList();
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cardManager.SetupCardManager(cardDealDuration, cardHandContainer, cardDragDuration);
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// cardManager.PlayAnimationShuffleCardToDeck(cardDealDuration);
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TurnEnterSelfState();
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}
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public Card TakeOutOneCard()
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{
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Card card = cardDeckList[UnityEngine.Random.Range(0, cardDeckList.Count)];
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cardDeckList.Remove(card);
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cardPileList.Add(card);
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return card;
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}
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private void TurnEnterSelfState() // 进入我方回合
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{
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if (!turnManagerSingleton.CompareManagerState(TurnManagerStateEnum.SETUP_STATE)) return;
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if (turnManagerSingleton.GetNeedDebugLog()) turnManagerSingleton.PrintMsg("TurnManager", "状态切换", "进入我方回合");
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turnManagerState = TurnManagerStateEnum.SELF_STATE_START;
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cardManager.TakeCard(6);
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}
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private void TurnStaySelfState() // 停留我方回合
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{
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if (!turnManagerSingleton.CompareManagerState(TurnManagerStateEnum.SELF_STATE_START)) return;
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if (turnManagerSingleton.GetNeedDebugLog()) turnManagerSingleton.PrintMsg("TurnManager", "状态切换", "停留我方回合");
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turnManagerState = TurnManagerStateEnum.SELF_STATE_STAY;
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}
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private void TurnEndSelfState() // 结束我方回合
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{
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if (!turnManagerSingleton.CompareManagerState(TurnManagerStateEnum.SELF_STATE_START)) return;
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if (turnManagerSingleton.GetNeedDebugLog()) turnManagerSingleton.PrintMsg("TurnManager", "状态切换", "结束我方回合");
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turnManagerState = TurnManagerStateEnum.SELF_STATE_END;
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}
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} |