93 lines
4.0 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 cardDealDuration = 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 cardDropDuration = 0.25f; // 系统弃牌动画时间
[SerializeField] private Transform cardDeckContainer;
[SerializeField] private Transform cardHandContainer;
[SerializeField] private Transform characterContainer;
// ======== 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 TurnCharacterManager characterManager;
private TurnCardManager cardManager;
private TurnUIManager uiManager;
public enum TurnManagerStateEnum
{
WAIT = 0,
SETUP_STATE = 1,
SELF_STATE_START = 2,
SELF_STATE_STAY = 3,
SELF_STATE_END = 4,
ENEMY_STATE_START,
}
private void Start()
{
turnManagerSingleton = TurnManagerSingleton.Instance;
cardManager = GetComponent<TurnCardManager>();
characterManager = GetComponent<TurnCharacterManager>();
uiManager = GetComponent<TurnUIManager>();
TurnManagerEvent.OnTurnManagerStaySelfTurn += TurnStaySelfState;
TurnManagerEvent.OnTurnManagerEndSelfTurn += TurnEndSelfState;
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();
characterManager.SetupCharacterManager(playerCharacterGo, cardDeckContainer, characterContainer);
cardDeckList = characterManager.RenderCharacterSpriteReturnCardList();
cardManager.SetupCardManager(cardDealDuration, cardHandContainer, cardDragDuration);
// cardManager.PlayAnimationShuffleCardToDeck(cardDealDuration);
TurnEnterSelfState();
}
public Card TakeOutOneCard()
{
Card card = cardDeckList[UnityEngine.Random.Range(0, cardDeckList.Count)];
cardDeckList.Remove(card);
cardPileList.Add(card);
return card;
}
private void TurnEnterSelfState() // 进入我方回合
{
if (!turnManagerSingleton.CompareManagerState(TurnManagerStateEnum.SETUP_STATE)) return;
if (turnManagerSingleton.GetNeedDebugLog()) turnManagerSingleton.PrintMsg("TurnManager", "状态切换", "进入我方回合");
turnManagerState = TurnManagerStateEnum.SELF_STATE_START;
cardManager.TakeCard(6);
}
private void TurnStaySelfState() // 停留我方回合
{
if (!turnManagerSingleton.CompareManagerState(TurnManagerStateEnum.SELF_STATE_START)) return;
if (turnManagerSingleton.GetNeedDebugLog()) turnManagerSingleton.PrintMsg("TurnManager", "状态切换", "停留我方回合");
turnManagerState = TurnManagerStateEnum.SELF_STATE_STAY;
}
private void TurnEndSelfState() // 结束我方回合
{
if (!turnManagerSingleton.CompareManagerState(TurnManagerStateEnum.SELF_STATE_STAY)) return;
if (turnManagerSingleton.GetNeedDebugLog()) turnManagerSingleton.PrintMsg("TurnManager", "状态切换", "结束我方回合");
turnManagerState = TurnManagerStateEnum.SELF_STATE_END;
}
}