Hi,以前有同窗说要我把源码发出来,那我就把半成品源码的连接放在每篇文件的最后,有兴趣的话能够查阅参考,有问题能够跟我私信,也能够关注个人我的公众号,互相交流嘛。固然,代码也是在不断的持续改进中~git
上期咱们实现了叫地主功能,不过遗留了一个小功能:叫地主完成之后,要显示地主的3张牌,这期首先弥补这块的功能;github
接着咱们要进入开发出牌逻辑的开发阶段,好了,废话很少说,继续咱们斗地主开发之旅~dom
咱们在玩家界面的顶部中间位置,放置一个新的GameObject,命名为BidCards,用来记录3张地主牌的显示位置。ide
因此咱们重构了CardManager中的发牌方法,在给地主发牌同时,生成地主牌的实例,放在BidCards相应位置:测试
/// <summary> /// 发牌堆上的牌(若是如今不是抢地主阶段,发普通牌,若是是,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) //若是是抢地主牌,取最后3张 : cardNames.Take(cardNames.Length - 3); //若是首次发牌 //计算每张地主牌的位置 int cardIndex = 0; var width = (bidCards.GetComponent<RectTransform>().sizeDelta.x - 20) / 3; var centerBidPos = Vector3.zero; var leftBidPos = centerBidPos - Vector3.left * width; var rightBidPos = centerBidPos + Vector3.left * width; List<Vector3> bidPoss = new List<Vector3> { leftBidPos, centerBidPos, rightBidPos }; 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); //若是给地主发牌 if (ifForBid) { //显示地主牌 var bidcard = Instantiate(cardPrefab, bidCards.transform.TransformPoint(bidPoss[cardIndex]), Quaternion.identity, bidCards.transform); bidcard.GetComponent<Card>().InitImage(new CardInfo(cardName)); bidcard.GetComponent<RectTransform>().localScale = Vector3.one * 0.3f; } else { //下一个须要发牌者 SetNextPlayer(); } cardIndex++; } //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(); } StartFollowing(); } }
好的,咱们地主牌显示已经没有问题了,接下来,咱们要实现出牌回合逻辑动画
出牌回合其实跟叫地主回合相似,也是能够抽象出3种方法:进入出牌阶段、出牌、不出(比较进入叫地主阶段、叫地主、不叫地主);spa
所以,咱们参照叫地主的逻辑,再实现出牌逻辑:3d
添加开始出牌ToFollowing、出牌ForFollow、不出NotFollow:code
/// <summary> /// 开始出牌 /// </summary> public virtual void ToFollowing() { isMyTerm = true; //关闭倒计时 StopCountDown(CountDownTypes.Follow); //开始倒计时 StartCountDown(CountDownTypes.Follow); } /// <summary> /// 出牌 /// </summary> public void ForFollow() { //关闭倒计时 StopCountDown(CountDownTypes.Follow); //选择的牌,添加到出牌区域 var selectedCards = cardInfos.Where(s => s.isSelected).ToList(); var offset = 5; for (int i = 0; i < selectedCards.Count(); i++) { var card = Instantiate(prefabSmall, smallCardPos.position + Vector3.right * offset * i, Quaternion.identity, smallCardPos.transform); card.GetComponent<RectTransform>().localScale = Vector3.one * 0.3f; card.GetComponent<Image>().sprite = Resources.Load("Images/Cards/" + selectedCards[i].cardName, typeof(Sprite)) as Sprite; card.transform.SetAsLastSibling(); smallCards.Add(card); } cardInfos = cardInfos.Where(s => !s.isSelected).ToList(); CardManager._instance.ForFollow(); isMyTerm = false; } /// <summary> /// 不出 /// </summary> public void NotFollow() { //关闭倒计时 StopCountDown(CountDownTypes.Follow); CardManager._instance.NotFollow(); isMyTerm = false; } /// <summary> /// 销毁出牌对象 /// </summary> public void DropAllSmallCards() { smallCards.ForEach(Destroy); smallCards.Clear(); }
实现ToFollowing:orm
调用基类的ToFollowing,并显示出牌按钮以供玩家选择
/// <summary> /// 开始出牌 /// </summary> public override void ToFollowing() { base.ToFollowing(); CardManager._instance.SetFollowButtonActive(true); }
模拟出牌,随机选择除手牌中的一张
void Update() { //若是当前是本身回合,模拟对手叫牌 if (isMyTerm) { if (CardManager._instance.cardManagerState == CardManagerStates.Bid) { if (Input.GetKeyDown(KeyCode.Q)) //叫牌 { ForBid(); } if (Input.GetKeyDown(KeyCode.W)) //不叫 { NotBid(); } } if (CardManager._instance.cardManagerState == CardManagerStates.Playing) { if (Input.GetKeyDown(KeyCode.Q)) //出牌 { var rd1 = Random.Range(0, cardInfos.Count); cardInfos[rd1].isSelected = true; ForFollow(); } if (Input.GetKeyDown(KeyCode.W)) //不出 { NotFollow(); } } } }
实现卡牌管理对玩家出牌的控制:
/// <summary> /// 开始出牌阶段 /// </summary> private void StartFollowing() { cardManagerState = CardManagerStates.Playing; //地主先出牌 Players[bankerIndex].ToFollowing(); } /// <summary> /// 玩家出牌 /// </summary> public void ForFollow() { SetFollowButtonActive(false); //上轮玩家出牌清空 Players[(termCurrentIndex + Players.Length - 1) % 3].DropAllSmallCards(); if (Players[termCurrentIndex] is PlayerSelf) ShowPlayerSelfCards(); SetNextPlayer(); Players[termCurrentIndex].ToFollowing(); } /// <summary> /// 玩家不出 /// </summary> public void NotFollow() { SetFollowButtonActive(false); //上轮玩家出牌清空 Players[(termCurrentIndex + Players.Length - 1) % 3].DropAllSmallCards(); SetNextPlayer(); Players[termCurrentIndex].ToFollowing(); }
如今咱们的代码具备必定的规模了,为了方便更好的管理,把现有的代码从新整理一下,并进行功能分类,好比:
嗯,今天到此为止,咱们再来测试验证下,固然,目前只是实现了出牌的功能,没有对牌力进行校验和出牌的控制,对手玩家随机模拟出牌,还没有加入AI。咱们之后逐步去实现~来看看这期的效果吧~