2025-11-12 18:08:24 +08:00

79 lines
3.3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ActionManager : MonoBehaviour
{
// ========= SerializeField =============
[SerializeField] private List<GameObject> friendPrefabs;
[SerializeField] private List<GameObject> enemyPrefabs;
[SerializeField] private Transform characterContainer;
[SerializeField] private Transform enemyContainer;
[SerializeField] private Camera mainCamera;
[SerializeField] private List<Vector3> characterPositionList;
[SerializeField] private List<Vector3> enemyPositionList;
// ========== Public ==============
// ========== Private ================
private GameObject debug_object;
private void Start()
{
if (mainCamera == null) mainCamera = Camera.main;
debug_object = Instantiate<GameObject>(friendPrefabs[0], Vector3.zero, Quaternion.identity, characterContainer);
debug_object.name = "DebugObject";
m_self_math_world_position_point();
m_self_render_character_sprite(true);
m_self_render_character_sprite(false);
}
private void m_self_render_character_sprite(bool is_character = false)
{
List<GameObject> prefab_list = is_character ? friendPrefabs : enemyPrefabs;
for (int i = 0; i < prefab_list.Count; i++)
{
GameObject prefab = is_character ? friendPrefabs[i] : enemyPrefabs[i];
string prefab_name = is_character ? "Character" + prefab.name : "Enemy" + prefab.name;
Transform parent_transform = is_character ? characterContainer : enemyContainer;
Vector3 position = is_character ? characterPositionList[i] : enemyPositionList[i];
GameObject prefab_clone = Instantiate<GameObject>(
prefab,
position: position,
rotation: Quaternion.identity,
parent_transform);
prefab_clone.name = prefab_name;
}
}
private void m_self_math_world_position_point()
{
// 计算屏幕边界
float screen_half = Screen.width / 2f;
float screen_offset_right = screen_half / 4f; // 屏幕右边的偏移
float screen_offset_left = screen_half / 5f; // 屏幕左边的偏移
float screen_in_fact_space = screen_half - screen_offset_right - screen_offset_left; // 屏幕内实际可用空间
float sprite_space = screen_in_fact_space / 3f; // 3张牌的实际可用空间
float _sprite_offset = (sprite_space * 0 + sprite_space * 1) / 2f; // 3张牌每张偏移
for (int i = 0; i < 3; i++)
{
float position_x = screen_offset_left + i * sprite_space + _sprite_offset;
float position_x_enemy = screen_half + screen_offset_right + i * sprite_space + _sprite_offset;
characterPositionList.Add(m_switch_screen_position_to_world_position(position_x));
enemyPositionList.Add(m_switch_screen_position_to_world_position(position_x_enemy));
}
Vector3 m_switch_screen_position_to_world_position(float screen_position_x)
{
Vector3 world_position = mainCamera!.ScreenToWorldPoint(
new Vector3(screen_position_x, Screen.height / 2f, 0));
world_position.z = 0;
return world_position;
}
}
}