73 lines
3.0 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using UnityEngine;
public class TurnManager : MonoBehaviour
{
// ======== serializeField ========
[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
[SerializeField] private int defaultHandCardNumber = 5; // 默认手牌数量
[SerializeField] private float cardDistributeDuration = 0.25f; // 系统发牌动画时间
[SerializeField] private float cardDragDuration = 0.25f; // 每张卡牌拖拽动画时间
[SerializeField] private float cardDiscardDuration = 0.25f; // 系统弃牌动画时间
// ======== private ========
private TurnManagerSingleton turnManagerSingleton;
[SerializeField] private List<Card> cardDeckList; // 牌组
private readonly List<Card> cardPileList = new(); // 弃牌堆
private TurnManagerStateEnum turnManagerState; // 状态机
private CharacterManager characterManager;
private CardManager cardManager;
public enum TurnManagerStateEnum
{
WAIT = 0,
SETUP_STATE = 1,
SELF_STATE_START = 2,
ENEMY_STATE_START = 3,
}
private void Awake()
{
TurnManagerEvent.OnTurnManagerStateEnterSelfTurn += TurnEnterSelfState; // 状态机进入我方回合
}
private void Start()
{
turnManagerSingleton = TurnManagerSingleton.Instance;
characterManager = GetComponent<CharacterManager>();
cardManager = GetComponent<CardManager>();
TurnEnterSetupState();
}
public TurnManagerStateEnum GetTurnManagerState() => turnManagerState;
private void TurnEnterSetupState() // 进入设置状态
{
turnManagerState = TurnManagerStateEnum.SETUP_STATE;
if (turnManagerSingleton.GetNeedDebugLog()) turnManagerSingleton.PrintMsg("TurnManager", "状态切换", "进入设置状态");
cardDeckList?.Clear();
cardPileList?.Clear();
// foreach (var playerCharacter in playerCharacterList) playerCharacter.SetID(playerCharacterList.IndexOf(playerCharacter));
characterManager.SetupCharacterManager(playerCharacterGo);
characterManager.MathWorldPositionPoint();
var (characterOwnedCardTweenList, cardDeck) = characterManager.RenderCharacterSpriteReturnCardTween();
cardDeckList = cardDeck;
cardManager.SetupCardManager();
cardManager.PlayAnimationShuffleCardToDeck(characterOwnedCardTweenList);
// TurnEnterSelfState();
}
// private Card TakeOutOneCard() => cardDeckList[UnityEngine.Random.Range(0, cardDeckList.Count)];
private void TurnEnterSelfState() // 进入我方回合
{
if (!turnManagerSingleton.CompareManagerState(TurnManagerStateEnum.SETUP_STATE)) return;
turnManagerState = TurnManagerStateEnum.SELF_STATE_START;
if (turnManagerSingleton.GetNeedDebugLog()) turnManagerSingleton.PrintMsg("TurnManager", "状态切换", "进入我方回合");
cardDeckList = cardManager.TakeFiveCard(cardDeckList, 5);
}
}