2025-11-12 18:24:47 +08:00

120 lines
4.7 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using TMPro.EditorUtilities;
using UnityEngine;
using UnityEngine.Splines;
public class CardManager : MonoBehaviour
{
// ======== serializeField ========
[SerializeField] private int maxCardNumber = 10;
[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;
// ======== private ========
// private readonly List<CardHandler> hand_card_list = new List<CardHandler>();
private readonly List<Card> card_list = new List<Card>();
private Vector3 deal_card_point_world_position;
private Vector3 drop_card_point_world_position;
private const float card_dotween_duration = 0.25f;
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);
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
if (CardOS.Instance.LOCK_GET(CardEventData.LOCK_EXCLUSIVE_CARD_ENUM.SORRY_PLEASE_LOCK_I_DRAG_CARD))
{
print($"状态已被锁定: {CardEventData.LOCK_EXCLUSIVE_CARD_ENUM.SORRY_PLEASE_LOCK_I_DRAG_CARD}");
return;
}
if (card_list.Count >= maxCardNumber) return;
this.m_self_create_card();
}
else if (Input.GetKeyDown(KeyCode.R))
{
// this.m_self_drop_all_card();
}
}
// private void m_self_drop_all_card()
// {
// foreach (CardHandler card_handler in hand_card_list)
// {
// card_handler.m_recv_drop_a_card(drop_card_point_world_position, card_dotween_duration - 0.1f);
// }
//
// hand_card_list.Clear();
// }
private void m_self_create_card()
{
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_{card_list.Count}";
Card _card_handler = _card.GetComponent<Card>();
_card_handler.ID = card_list.Count;
card_list.Add(_card_handler);
this.m_self_update_card_position();
}
private void m_self_update_card_position()
{
int hand_card_list_count = card_list.Count;
if (hand_card_list_count == 0) return;
// 卡牌间距
float card_spacing = hand_card_list_count switch
{
<= 4 => 0.5f / (hand_card_list_count + 1),
<= 5 => 0.75f / (hand_card_list_count + 1),
_ => 1f / (hand_card_list_count + 1)
};
float first_card_position = 0.5f - (hand_card_list_count - 1) * card_spacing / 2; // 获取第一个卡牌的位置
Spline spline = splineContainer.Spline; // 获取曲线
for (int i = 0; i < hand_card_list_count; i++)
{
float position = first_card_position + i * card_spacing;
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);
CardOS.Instance.EVENT_TRIGGER(CardEventData.EVENT_REGISTER_CARD_ENUM.EXCUSE_ME_PLEASE_LET_ME_DRAW_CARD,
new CardEventData.STRUCT_EVENT_DRAW_CARD
{
ID = i,
POSITION = card_world_position,
ROTATION = rotation,
DURATION = card_dotween_duration,
LAYER_SORT_ORDER = i + 1,
SCALE = Vector3.one,
});
}
}
}