系列目录
一、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: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(本期为实现,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;
二、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(); } }
三、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(); } } }
四、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(); } } } }
五、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()); } }
六、总结
至此,我们【叫地主】功能大体完成了,来试试效果吧~