Browse Source

卡牌UI重构

pull/24/head
45 1 year ago
parent
commit
026d3cb234
  1. 34
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/Card_v01.prefab
  2. 837
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  3. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs
  4. 17
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOnMouseEnter.cs
  5. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOnMouseEnter.cs.meta
  6. 13
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/HandCard.cs
  7. 38
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs
  8. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/UI/CardActiveSort.meta
  9. 68
      ColorlessWorld-2024-4-2/Assets/Scripts/UI/CardActiveSort/CardActiveSort.cs
  10. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/UI/CardActiveSort/CardActiveSort.cs.meta
  11. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/DestructionManager.cs

34
ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/Card_v01.prefab

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5
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs

@ -105,7 +105,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
switch (kvp.Key)
{
case CardFunction.discard:
if (TurnMaster.Instance.handCard.getHandCardList().Count - int.Parse(kvp.Value) - 1 + drawCardNum < 0)
if (TurnMaster.Instance.handCard.cardEntityList.Count - int.Parse(kvp.Value) - 1 + drawCardNum < 0)
{
Debug.Log("没有足够的牌可以弃牌");
cardEntity.canUse = false;
@ -153,8 +153,9 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
//其他位置都归位
transform.SetParent(originalParent);
transform.localPosition = originalpoint;
GetComponent<CanvasGroup>().blocksRaycasts = true;
// transform.position = originalpoint;
// CardActiveSort.Instance.ReflashCardPoint();
return;
}

17
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOnMouseEnter.cs

@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class CardOnMouseEnter : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
public void OnPointerEnter(PointerEventData eventData)
{
Debug.Log("·Å´ó");
}
public void OnPointerExit(PointerEventData eventData)
{
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOnMouseEnter.cs.meta

@ -0,0 +1,11 @@
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13
ColorlessWorld-2024-4-2/Assets/Scripts/Card/HandCard.cs

@ -5,7 +5,7 @@ using UnityEngine;
public class HandCard : MonoBehaviour
{
public List<GameObject> cardSlotList;
//public List<GameObject> cardSlotList;
public List<CardEntity> cardEntityList = new List<CardEntity>();
public GameObject cardPanle;
@ -17,14 +17,5 @@ public class HandCard : MonoBehaviour
maxHandCard = 9;
}
public List<int> getHandCardList()
{
List<int> list = new List<int>();
//Debug.Log("现在拥有卡槽数量:"+ cardSlotList.Count);
for (int i = 0; i < cardPanle.transform.childCount; i++)
{
list.Add(i);
}
return list;
}
}

38
ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs

@ -162,7 +162,7 @@ public class TurnMaster : Singleton<TurnMaster>
}
IEnumerator ShuffleWithLosingCards()
{
for (int j = 0; j < handCard.cardSlotList.Count; j++)
for (int j = 0; j < handCard.cardEntityList.Count; j++)
{
disCard(j);
}
@ -183,6 +183,7 @@ public class TurnMaster : Singleton<TurnMaster>
public IEnumerator MoveCards()
{
/*
//Debug.Log("½øÈëmoveCards");
List<int> cardList = new();
for (int j = 0; j < handCard.cardSlotList.Count; j++)
@ -203,12 +204,13 @@ public class TurnMaster : Singleton<TurnMaster>
var a = Instantiate(cardDeck.cardPrefab, handCard.cardSlotList[i].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[i].transform);
a.GetComponent<CardEntity>().createCard(cardList[i], i);
}
}*/
yield return new WaitForEndOfFrame();
}
public IEnumerator randomDiscard(int count)
{
List<int> disCardList = MathTool.GetRandomNumbers(handCard.getHandCardList().Count, count);
List<int> disCardList = MathTool.GetRandomNumbers(handCard.cardEntityList.Count, count);
if (disCardList != null)
{
foreach (int number in disCardList)
@ -222,19 +224,16 @@ public class TurnMaster : Singleton<TurnMaster>
public void disCard(int cardIndex)
{
if (handCard.cardSlotList[cardIndex].transform.childCount > 0)
{
//临时效果--将其加入墓地并销毁实体
var card = handCard.cardSlotList[cardIndex].transform.GetChild(0).gameObject;
TurnMaster.Instance.usedCard.usedCardList.Add(card.GetComponent<CardEntity>().CardId);
bool a = card == null;
Destroy(card);
}
//将其加入墓地并销毁实体
CardEntity cardEntity = handCard.cardEntityList[cardIndex];
usedCard.usedCardList.Add(cardEntity.CardId);
Destroy(cardEntity .gameObject);
handCard.cardEntityList.RemoveAt(cardIndex);
}
public void drawCards(int drawNum)
{
int handCardCount = handCard.getHandCardList().Count;
int handCardCount = handCard.cardEntityList.Count;
int actualCardsToDraw = Mathf.Min(handCard.maxHandCard - handCardCount, drawNum);
for (int i = handCardCount; i < handCardCount + actualCardsToDraw; i++)
@ -242,11 +241,11 @@ public class TurnMaster : Singleton<TurnMaster>
if (cardDeck.cardList.Count > 0)
{
var a = Instantiate(cardDeck.cardPrefab, handCard.cardSlotList[i].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[i].transform);
a.GetComponent<CardEntity>().createCard(cardDeck.cardList[cardDeck.cardList.Count - 1], i);
var a = Instantiate(cardDeck.cardPrefab,handCard .cardPanle .transform );
CardEntity cardEntity = a.GetComponent<CardEntity>();
cardEntity .createCard(cardDeck.cardList[cardDeck.cardList.Count - 1], i);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
handCard.cardEntityList.Add(cardEntity);
}
else if (usedCard.usedCardList.Count > 0)
{
@ -258,11 +257,12 @@ public class TurnMaster : Singleton<TurnMaster>
}
usedCard.usedCardList.Clear();
var a = Instantiate(cardDeck.cardPrefab, handCard.cardSlotList[i].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[i].transform);
a.GetComponent<CardEntity>().createCard(cardDeck.cardList[cardDeck.cardList.Count - 1], i);
var a = Instantiate(cardDeck.cardPrefab, handCard.cardPanle.transform);
CardEntity cardEntity = a.GetComponent<CardEntity>();
cardEntity.createCard(cardDeck.cardList[cardDeck.cardList.Count - 1], i);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
handCard.cardEntityList.Add(cardEntity);
}
}
}

8
ColorlessWorld-2024-4-2/Assets/Scripts/UI/CardActiveSort.meta

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68
ColorlessWorld-2024-4-2/Assets/Scripts/UI/CardActiveSort/CardActiveSort.cs

@ -0,0 +1,68 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public class CardActiveSort : Singleton <CardActiveSort>
{
public int cardCount;
public GameObject targrtPoint;//圆心
public float radius;//半径
public float angleIncrement;//起始角度增量
[Header ("卡牌位置")]
public List<CardPointData> cardPointDataList= new List<CardPointData>();//奇数
public List<CardPointData> cardPointDataListEven = new List<CardPointData>();//偶数
void Update()
{
if(transform .childCount !=cardCount && transform .childCount >1)
{
ReflashCardPoint();
cardCount = this.transform.childCount;
}
// if(transform.childCount < cardCount)
// {
// cardCount = this.transform.childCount;
// }
}
public void ReflashCardPoint()
{
List<RectTransform> cardEntitieList = new List<RectTransform>();
for (int i = 0; i < transform.childCount; i++)
{
cardEntitieList.Add(transform.GetChild(i).GetComponent<RectTransform>());
}
Debug.Log("排序");
float currentangle = 0;
if (cardEntitieList.Count %2==0)
{
currentangle = 90 - (angleIncrement * (cardEntitieList.Count / 2 + 0.5f));
}
else
{
currentangle = 90 - (angleIncrement * (cardEntitieList.Count / 2 + 1));
}
for (int i = 0; i < cardEntitieList.Count; i++)
{
currentangle += angleIncrement ;
cardEntitieList[i].transform.position = new Vector3(targrtPoint.transform.position.x-radius * Mathf.Cos(currentangle * Mathf.Deg2Rad), targrtPoint.transform.position.y+ radius * Mathf.Sin(currentangle * Mathf.Deg2Rad), 0);
Vector3 direction = targrtPoint.transform.position- cardEntitieList[i].transform.position;
float angle = Vector3.SignedAngle(-cardEntitieList[i].transform.up, direction, cardEntitieList[i].transform.forward);
cardEntitieList[i].transform.Rotate(0, 0, angle);
}
}
[System .Serializable ]
public class CardPointData
{
public Vector2 pivot;
public float rotationZ;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/UI/CardActiveSort/CardActiveSort.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ee54ee7c04561234fba83f722e4dfe0b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

11
ColorlessWorld-2024-4-2/Assets/Scripts/manager/DestructionManager.cs

@ -15,6 +15,7 @@ public class DestructionManager : Singleton<DestructionManager>
{
TurnMaster.Instance.usedCard.deleteCardList.Add(target.GetComponent<CardEntity>().CardId);
}
TurnMaster.Instance.handCard.cardEntityList.Remove(target.GetComponent<CardEntity>());
Destroy(target);
yield return null;
yield return StartCoroutine(TurnMaster.Instance.MoveCards());
@ -24,13 +25,9 @@ public class DestructionManager : Singleton<DestructionManager>
mapUnity.influenced = false;
}
GameManager.Instance.SyncColourCountUI();
//遍历范围预览池消除影响色
Debug.Log("清除前红色格数:" + GameManager.Instance.player.influencePreviewPool.Count);
/*for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
GameManager.Instance.player.influencePreviewPool.Clear();*/
foreach (MapUnity mapUnity in MapUnityManager.Instance.castPool)
{
@ -38,11 +35,7 @@ public class DestructionManager : Singleton<DestructionManager>
}
MapUnityManager.Instance.castPool.Clear();
//GetComponent<CanvasGroup>().blocksRaycasts = true;
//ÆäËûλÖö¼¹éλ
/*transform.SetParent(originalParent);
transform.localPosition = originalpoint;*/
yield return StartCoroutine(SettlementManager.Instance.settle(cardOriginalData, influencePreviewPool, cardIndex));
}

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