2025-11-20 20:02:38 +08:00

214 lines
9.0 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using TMPro.EditorUtilities;
using UnityEngine;
using UnityEngine.Android;
using UnityEngine.Splines;
public class CardManager2 : MonoBehaviour
{
// // ======== serializeField ========
// [SerializeField] private int defaultDeckNumber = 21; // 默认牌组数量
// [SerializeField] private int defaultCardNumber = 5; // 默认手牌数量
//
// // [SerializeField] private int maxCardNumber = 9; // 最大卡牌数量
// [SerializeField] private List<GameObject> cardPrefabs;
// [SerializeField] private SplineContainer splineContainer;
// [SerializeField] private RectTransform dealCardPlace;
// [SerializeField] private RectTransform dropCardPlace;
// [SerializeField] private Camera mainCamera;
// [SerializeField] private Transform cardContainer;
// [SerializeField] private float cardShuffleDuration = 0.25f;
// [SerializeField] private float cardDropDuration = 0.2f;
//
// // ======== private ========
// // private readonly List<CardHandler> hand_card_list = new List<CardHandler>();
// private readonly List<Card> handCardList = new();
// private Vector3 deal_card_point_world_position;
// private Vector3 drop_card_point_world_position;
// private CombatScenarioEventOS combatScenarioEventOS = CombatScenarioEventOS.Instance;
//
// private void Start()
// {
// RectTransformUtility.ScreenPointToWorldPointInRectangle(
// rect: dealCardPlace,
// screenPoint: dealCardPlace.position,
// cam: mainCamera,
// out deal_card_point_world_position);
// RectTransformUtility.ScreenPointToWorldPointInRectangle(
// rect: dropCardPlace,
// screenPoint: dropCardPlace.position,
// cam: mainCamera,
// out drop_card_point_world_position);
//
// CombatScenarioEventOS.Instance.EVENT_TRIGGER(EVENT_REGISTER_EVENT_ENUM.EVENT_LET_OS_DEAL_CARD,
// new EventStruct.STRUCT_EVENT_DEAL_CARD
// {
// DECK_CARD_COUNT = defaultDeckNumber,
// HAND_CARD_COUNT = defaultCardNumber,
// DURATION = cardShuffleDuration,
// });
// }
//
// // private void Awake()
// // {
// // REGISTER_EVENT();
// // }
//
// private void REGISTER_EVENT()
// {
// REGISTER_EVENT_SELF_TURN_START(); // 开始乙方回合
// REGISTER_EVENT_SELF_TURN_END(); // 系统结束回合
// }
//
// private void REGISTER_EVENT_ENEMY_TURN_START() // 系统敌方回合开始
// {
// StartCoroutine(coroutine());
//
// IEnumerator coroutine()
// {
// for (var i = 0; i < 3; i++)
// {
// yield return new WaitForSeconds(1);
// }
//
// REGISTER_EVENT_ENEMY_TURN_END();
// }
// }
//
// private void REGISTER_EVENT_ENEMY_TURN_END()
// {
// // 敌方阶段结束, // 转为我方阶段
// CombatScenarioEventOS.Instance.EVENT_TRIGGER(EventData.EVENT_REGISTER_EVENT_ENUM.EVENT_LET_OS_DEAL_CARD,
// new EventStruct.STRUCT_EVENT_DEAL_CARD
// {
// DECK_CARD_COUNT = defaultDeckNumber,
// HAND_CARD_COUNT = defaultCardNumber,
// DURATION = cardShuffleDuration,
// });
// }
//
// private void REGISTER_EVENT_SELF_TURN_START() // 系统开始乙方回合
// {
// // TODO: 增加洗牌消息监听
// CombatScenarioEventOS.Instance.EVENT_REGISTER<EventStruct.STRUCT_EVENT_DEAL_CARD>(
// EventData.EVENT_REGISTER_EVENT_ENUM.EVENT_LET_OS_DEAL_CARD, callback);
// return;
//
// void callback(EventStruct.STRUCT_EVENT_DEAL_CARD args)
// {
// int handCardCount = args.HAND_CARD_COUNT;
// int deckCardCount = args.DECK_CARD_COUNT;
// float duration = args.DURATION;
// CombatScenarioEventOS.Instance.LOCK_APPLY(EventLock.LOCK_EXCLUSIVE_CARD_ENUM.LOCK_OS_SHUFFLE_CARD); // 系统发牌加锁
// StartCoroutine(coroutine());
// return;
//
// IEnumerator coroutine()
// {
// for (var i = 0; i < handCardCount; i++)
// {
// create_a_card(duration);
// yield return new WaitForSeconds(duration);
// }
//
// CombatScenarioEventOS.Instance.LOCK_RELEASE(EventLock.LOCK_EXCLUSIVE_CARD_ENUM.LOCK_OS_SHUFFLE_CARD); // 系统发牌解锁
// }
// }
// }
//
// private void REGISTER_EVENT_SELF_TURN_END() // 系统结束乙方回合
// {
// CombatScenarioEventOS.Instance.EVENT_REGISTER<bool>(EventData.EVENT_REGISTER_EVENT_ENUM.EVENT_LET_OS_DROP_CARD, callback);
// return;
//
// void callback(bool placeholder)
// {
// if (CombatScenarioEventOS.Instance.LOCK_GET(EventLock.LOCK_EXCLUSIVE_CARD_ENUM.LOCK_OS_SHUFFLE_CARD)) return; // 系统是否正在洗牌
// if (!CombatScenarioEventOS.Instance.LOCK_APPLY(EventLock.LOCK_EXCLUSIVE_CARD_ENUM.LOCK_OS_DROP_CARD)) return; // 系统弃牌加锁失败
// StartCoroutine(coroutine());
// return;
//
//
// IEnumerator coroutine()
// {
// if (handCardList.Count > 0)
// {
// // for (var i = handCardList.Count; i >= 0; i--)
// for (var i = 0; i < handCardList.Count; i++)
// {
// CombatScenarioEventOS.Instance.EVENT_TRIGGER(EventData.EVENT_REGISTER_EVENT_ENUM.EVENT_LET_CARD_DROP_SELF,
// new EventStruct.STRUCT_EVENT_DROP_CARD
// {
// ID = i,
// POSITION = drop_card_point_world_position,
// DURATION = cardDropDuration,
// });
// yield return new WaitForSeconds(cardDropDuration);
// }
// }
//
// handCardList.Clear(); // 清空
// CombatScenarioEventOS.Instance.LOCK_RELEASE(EventLock.LOCK_EXCLUSIVE_CARD_ENUM.LOCK_OS_DROP_CARD);
// REGISTER_EVENT_ENEMY_TURN_START();
// }
// }
// }
//
// private void create_a_card(float duration)
// {
// GameObject _card = Instantiate<GameObject>(
// cardPrefabs[UnityEngine.Random.Range(0, cardPrefabs.Count)],
// position: deal_card_point_world_position,
// rotation: Quaternion.identity,
// parent: cardContainer);
// _card.gameObject.name = $"Card_{handCardList.Count}";
// Card cardComponent = _card.GetComponent<Card>();
// cardComponent.SetID(handCardList.Count);
// handCardList.Add(cardComponent);
// draw_a_card(duration);
// }
//
// private void draw_a_card(float duration)
// {
// int handCardListCount = handCardList.Count;
// if (handCardListCount == 0) return;
// float cardSpacing = handCardListCount switch // 动态调整卡牌间距
// {
// <= 4 => 0.5f / (handCardListCount + 1),
// <= 5 => 0.75f / (handCardListCount + 1),
// _ => 1f / (handCardListCount + 1)
// };
//
// float firstCardPosition = 0.5f - (handCardListCount - 1) * cardSpacing / 2; // 获取第一个卡牌的位置
// Spline spline = splineContainer.Spline; // 获取曲线
// draw_card();
// return;
//
// void draw_card()
// {
// for (int i = 0; i < handCardListCount; i++)
// {
// float position = firstCardPosition + i * cardSpacing;
// Vector3 card_world_position = spline.EvaluatePosition(position); // 获取曲线指定位置的坐标
// card_world_position += cardContainer.position;
// Vector3 forward = spline.EvaluateTangent(position); // 获取曲线指定的切线方向
// Vector3 up = spline.EvaluateUpVector(position); // 获取曲线指定的UP向量
// Vector3 upwards = Vector3.Cross(up, forward).normalized; // 切线和向上的夹角计算方向
// Quaternion rotation = Quaternion.LookRotation(up, upwards);
// CombatScenarioEventOS.Instance.EVENT_TRIGGER(EventData.EVENT_REGISTER_EVENT_ENUM.EVENT_LET_CARD_DRAW_CARD,
// new EventStruct.STRUCT_EVENT_DRAW_CARD
// {
// ID = i,
// POSITION = card_world_position,
// ROTATION = rotation,
// DURATION = duration,
// LAYER_SORT_ORDER = i + 1,
// SCALE = Vector3.one,
// });
// }
// }
// }
}