大体思路
前面我们实现了点击开始游戏按钮,系统依次给玩家发牌的逻辑和动画,并展示当前的手牌。这期我们继续实现接下来的功能--叫地主。
1.首先这两天,学习了DOTween,这是一个强大的Unity动画插件,大家可以参考:DOTween官方文档,个人感觉DOTween还是比较好用的。
好的,我们先来重构一下动画部分的代码(没有绝对牛逼的架构和设计,项目过程中不要不断的持续改进嘛);先把之前ITween相关引用从项目中删除,然后导入DOTween插件。
相关动画代码改造示例如下:
//移动动画,动画结束后自动销毁 var tween = cover.transform.DOMove(playerHeapPos[termCurrentIndex].position, 0.3f); tween.OnComplete(() => Destroy(cover));
怎么样,比之前简洁多了吧,而且之前ITween好像不太好用,处理自动销毁时,跟协程点冲突(可能我自己用的方式不对),现在改用DOTween,一点问题也没有~官网上也有这几个动画插件的性能比较,相对来说DOTween表现还是很不错的。
2.再来说说具体的设计思路
刚开始觉得叫地主逻辑挺简单,不就是分2次发牌嘛,第一次发51张,后面谁叫到地主再发3张就好了嘛,但其实实现的过程中,发现没有那么简单,需要注意的细节挺多:
a.发牌逻辑调整:因为发牌是按照当前玩家顺序,依次发牌,相当一个箭头一直指向当前回合玩家,发完51张牌后,箭头又开始指向开始发牌的玩家;这时候,需要判断首次发牌结束,由当前回合玩家开始叫牌;
b.当前玩家进入叫牌阶段时,触发倒计时,倒计时内如果玩家选择叫牌,则箭头保持不变,然后开始继续给当前玩家发3张剩余的牌;
c.倒计时内如果玩家选择不叫,则箭头继续指向下个玩家,下个玩家开始叫牌,回到分支b;
d.倒计时内玩家如果没有任何选择,结束后默认不叫,回到分支c;
e.如果3个玩家都没叫,则流局,重新开局(本期未实现,很容易,大家后面可以自己去尝试实现);
f.可以选择叫3分、2分、1分(将来需要实现,设计开发提前考虑)
h.考虑到玩家自己和对手叫牌逻辑不一样,自己的话,通过界面点击触发,对手暂时监听按键触发(后期改智能AI判断),比如按下Q叫牌,按下W不叫;
i.倒计时设计,叫牌的时候,需要显示玩家面前的计时器,计时结束后触发不叫,其他情况下隐藏;
j.玩家只有自己回合才能叫地主,必须做限制;
玩家类调整
Player作为玩家的基类,我们需要增加ToBiding(开始叫地主),ForBid(抢地主),NotBid(不抢地主),来控制玩家在叫地主过程中的公共逻辑。
ToBiding:转到自己回合,并设置倒计时;
ForBid:跳出增加回合,停止倒计时,并调用卡牌管理类中的抢地主功能;
ForBid:跳出增加回合,停止倒计时,并调用卡牌管理类中的不抢地主功能;
然后,倒计时这块,添加一个协程Considerating,专门处理倒计时控件显示,标识玩家正在考虑中;
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;public abstract class Player : MonoBehaviour {protected List<CardInfo> cardInfos = new List<CardInfo>(); //个人所持卡牌private Text cardCoutText;private Text countDownText;private int consideratingTime = 6; //玩家考虑时间protected bool isMyTerm = false; //当前是否是自己回合void Start(){cardCoutText = transform.Find("HeapPos/Text").GetComponent<Text>();countDownText = transform.Find("CountDown/Text").GetComponent<Text>();}/// <summary>/// 增加一张卡牌/// </summary>/// <param name="cardName"></param>public void AddCard(string cardName){cardInfos.Add(new CardInfo(cardName));cardCoutText.text = cardInfos.Count.ToString();}/// <summary>/// 清空所有卡片/// </summary>public void DropCards(){cardInfos.Clear();}/// <summary>/// 用户考虑时间/// </summary>private IEnumerator Considerating(){//倒计时var time = consideratingTime;while (time > 0){countDownText.text = time.ToString();yield return new WaitForSeconds(1);time--;}NotBid();}/// <summary>/// 开始叫地主/// </summary>public virtual void ToBiding(){isMyTerm = true;//开始倒计时countDownText.transform.parent.gameObject.SetActive(true);StartCoroutine("Considerating");}/// <summary>/// 抢地主/// </summary>public void ForBid(){//关闭倒计时countDownText.transform.parent.gameObject.SetActive(false);StopCoroutine("Considerating");CardManager._instance.ForBid();isMyTerm = false;}/// <summary>/// 不抢地主/// </summary>public void NotBid(){//关闭倒计时countDownText.transform.parent.gameObject.SetActive(false);StopCoroutine("Considerating");CardManager._instance.NotBid();isMyTerm = false;}/// <summary>/// 卡牌排序(从大到小)/// </summary>protected void Sort(){cardInfos.Sort();cardInfos.Reverse();}}
自身玩家类调整
其实就是重写了基类ToBiding方法,调用显示叫牌按钮(只有自身玩家才需要)
using System; using System.Collections.Generic; using DG.Tweening; using UnityEngine; using UnityEngine.EventSystems;/// <summary> /// 自身玩家 /// </summary> public class PlayerSelf : Player {public GameObject prefab; //预制件private Transform originPos1; //牌的初始位置private Transform originPos2; //牌的初始位置private List<GameObject> cards = new List<GameObject>();private bool canSelectCard = false; //玩家是否可以选牌void Awake(){originPos1 = transform.Find("OriginPos1");originPos2 = transform.Find("OriginPos2");}//整理手牌public void GenerateAllCards(){//排序 Sort();//计算每张牌的偏移var offsetX = originPos2.position.x - originPos1.position.x;//获取最左边的起点int leftCount = (cardInfos.Count / 2);var startPos = originPos1.position + Vector3.left * offsetX * leftCount;for (int i = 0; i < cardInfos.Count; i++){//生成卡牌var card = Instantiate(prefab, originPos1.position, Quaternion.identity, transform);card.GetComponent<RectTransform>().localScale = Vector3.one * 0.6f;card.GetComponent<Card>().InitImage(cardInfos[i]);card.transform.SetAsLastSibling();//动画移动var tween = card.transform.DOMoveX(startPos.x + offsetX * i, 1f);if (i == cardInfos.Count - 1) //最后一张动画 {tween.OnComplete(() => { canSelectCard = true; });}cards.Add(card);}}/// <summary>/// 销毁所有卡牌对象/// </summary>public void DestroyAllCards(){cards.ForEach(Destroy);cards.Clear();}/// <summary>/// 开始叫牌/// </summary>public override void ToBiding(){base.ToBiding();CardManager._instance.SetBidButtonActive(true);}/// <summary>/// 点击卡牌处理/// </summary>/// <param name="data"></param>public void CardClick(BaseEventData data){//叫牌或出牌阶段才可以选牌if (canSelectCard &&(CardManager._instance.cardManagerState == CardManagerStates.Bid ||CardManager._instance.cardManagerState == CardManagerStates.Playing)){var eventData = data as PointerEventData;if (eventData == null) return;var card = eventData.pointerCurrentRaycast.gameObject.GetComponent<Card>();if (card == null) return;card.SetSelectState();}} }
对手玩家类调整
主要模拟对手叫牌,如果是玩家回合,按下Q叫牌,按下W不叫
using UnityEngine;public class PlayerOther : Player {void Update(){//如果当前是自己回合,模拟对手叫牌if (isMyTerm){if (Input.GetKeyDown(KeyCode.Q)) //叫牌 {ForBid();}if (Input.GetKeyDown(KeyCode.W)) //不叫 {NotBid();}}} }
卡牌管理类调整
首先需要改造发牌方法,现在区分发牌是发普通牌还是发发地主牌,根据发牌的不同类型,取牌堆里的不同牌,再判断是依次发牌,还是只发给地主牌。
然后具体实现玩家开始抢地主StartBiding,叫地主ForBid,不叫地主NotBid 3个方法:
StartBiding:从当前回合玩家开始叫牌;
ForBid:设置当前回合玩家是地主,并给地主发余下3张牌;
NotBid :转向下个回合玩家开始叫牌;
using System; using System.Collections; using System.IO; using System.Linq; using DG.Tweening; using UnityEngine;/// <summary> /// 卡牌管理 /// </summary> public class CardManager : MonoBehaviour {public static CardManager _instance; //单例public float dealCardSpeed = 20; //发牌速度public Player[] Players; //玩家的集合public GameObject coverPrefab; //背面排预制件public Transform heapPos; //牌堆位置public Transform[] playerHeapPos; //玩家牌堆位置public CardManagerStates cardManagerState;private string[] cardNames; //所有牌集合private int termStartIndex; //回合开始玩家索引private int termCurrentIndex; //回合当前玩家索引private int bankerIndex; //当前地主索引private GameObject bidBtns;void Awake(){_instance = this;cardNames = GetCardNames();bidBtns = GameObject.Find("BidBtns");bidBtns.SetActive(false);}/// <summary>/// 洗牌/// </summary>public void ShuffleCards(){//进入洗牌阶段cardManagerState = CardManagerStates.ShuffleCards;cardNames = cardNames.OrderBy(c => Guid.NewGuid()).ToArray();}/// <summary>/// 开始发牌/// </summary>public IEnumerator DealCards(){//进入发牌阶段cardManagerState = CardManagerStates.DealCards;termCurrentIndex = termStartIndex;yield return DealHeapCards(false);}/// <summary>/// 发牌堆上的牌(如果现在不是抢地主阶段,发普通牌,如果是,发地主牌)/// </summary>/// <returns></returns>private IEnumerator DealHeapCards(bool ifForBid){//显示牌堆heapPos.gameObject.SetActive(true);playerHeapPos.ToList().ForEach(s => { s.gameObject.SetActive(true); });var cardNamesNeeded = ifForBid? cardNames.Skip(cardNames.Length - 3).Take(3) //如果是抢地主牌,取最后3张: cardNames.Take(cardNames.Length - 3); //如果首次发牌foreach (var cardName in cardNamesNeeded){//给当前玩家发一张牌 Players[termCurrentIndex].AddCard(cardName);var cover = Instantiate(coverPrefab, heapPos.position, Quaternion.identity, heapPos.transform);cover.GetComponent<RectTransform>().localScale = Vector3.one;//移动动画,动画结束后自动销毁var tween = cover.transform.DOMove(playerHeapPos[termCurrentIndex].position, 0.3f);tween.OnComplete(() => Destroy(cover));yield return new WaitForSeconds(1 / dealCardSpeed);//下一个需要发牌者if (!ifForBid)SetNextPlayer();}//隐藏牌堆heapPos.gameObject.SetActive(false);playerHeapPos[0].gameObject.SetActive(false);//发普通牌if (!ifForBid){//显示玩家手牌 ShowPlayerSelfCards();StartBiding();}//发地主牌else{if (Players[bankerIndex] is PlayerSelf){//显示玩家手牌 ShowPlayerSelfCards();}cardManagerState = CardManagerStates.Playing;}}/// <summary>/// 开始抢地主/// </summary>private void StartBiding(){cardManagerState = CardManagerStates.Bid;Players[termCurrentIndex].ToBiding();}/// <summary>/// 显示玩家手牌/// </summary>private void ShowPlayerSelfCards(){Players.ToList().ForEach(s =>{var player0 = s as PlayerSelf;if (player0 != null){player0.GenerateAllCards();}});}/// <summary>/// 清空牌局/// </summary>public void ClearCards(){//清空所有玩家卡牌Players.ToList().ForEach(s => s.DropCards());//显示玩家手牌Players.ToList().ForEach(s =>{var player0 = s as PlayerSelf;if (player0 != null){player0.DestroyAllCards();}});}/// <summary>/// 叫地主/// </summary>public void ForBid(){//设置当前地主bankerIndex = termCurrentIndex;//给地主发剩下的3张牌SetBidButtonActive(false);StartCoroutine(DealHeapCards(true));}/// <summary>/// 不叫/// </summary>public void NotBid(){SetBidButtonActive(false);SetNextPlayer();Players[termCurrentIndex].ToBiding();}/// <summary>/// 控制叫地主按钮是否显示/// </summary>/// <param name="isActive"></param>public void SetBidButtonActive(bool isActive){bidBtns.SetActive(isActive);}/// <summary>/// 设置下一轮开始玩家/// </summary>public void SetNextTerm(){termStartIndex = (termStartIndex + 1) % Players.Length;}/// <summary>/// 设置下个回合玩家/// </summary>/// <returns></returns>public void SetNextPlayer(){termCurrentIndex = (termCurrentIndex + 1) % Players.Length;}private string[] GetCardNames(){//路径 string fullPath = "Assets/Resources/Images/Cards/";if (Directory.Exists(fullPath)){DirectoryInfo direction = new DirectoryInfo(fullPath);FileInfo[] files = direction.GetFiles("*.png", SearchOption.AllDirectories);return files.Select(s => Path.GetFileNameWithoutExtension(s.Name)).ToArray();}return null;}//开始新回合public void OnStartTermClick(){ClearCards();ShuffleCards();StartCoroutine(DealCards());}}
总结
至此,我们【叫地主】功能大体完成了,来试试效果吧~
资源
项目源码
文章作者:原子蛋
文章出处:https://www.cnblogs.com/lizzie-xhu/
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