来自 mm小游戏 2019-09-06 15:55 的文章
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_发牌功能实现

园子荒疏多年,闲来无事,用Unity3D来尝试做八个轻巧易行的小游戏,一方面是对前段时间切磋的Unity3D有一点总计,一方面跟周边的园友互相学习和抓牢。话十分少说,进入正题~

创设项目

1.创立Unity2017的2D项目,权且叫做ChinesePoker吧,就用自带的UGUI来编辑UI, 前段时间只导入iTween插件,用来方便调控动画效果。

目录结构如下:

图片 1  图片 2

思量卡片需求动态变化,小编把图片财富放到Resource目录,并依据Card_类型(大小王,红桃,黑桃,方片,梅花 )_数字(卡牌所在类型中的数字)命名。

资料都以网络找的,未有美术基础,就是这么个意思,大家将就看吗,:)

2.建首先个情景,默许叫001_Playing,作为重中之重玩牌的光景,一时半刻作为第2个场景,前期新现象增多进去,大家或者再调动场景的各类。

增进贰个UI->Image,选拔多少个背景图片;

累加3个UI->Canvas,分别取名称叫Player0,Player1,Player2,代表游戏发烧友,对手1,对手2;

各样Player底下,增添贰个Image,接纳卡片背面图片,分别代表发放营业证件照时各自牌堆的职分,并在桌面放置一个总牌堆的职位,私下认可not active;

建二个卡片的图形,命名称为Card,并视作预制件,放入Player0中间二个,稍微偏移一定地点再停放二个,用来计算每张牌跟临牌绝对地方,设置not active;

建四个卡片的西部图片,命名Cover,也视作预制件;

增多三个测量检验开关TestButton;

大致了,大致结构如下:

图片 3

成立卡片、游戏的使用者消息

1.新建卡德Info类,首要不要三回九转暗中认可的MonoBehaviour类,用来作为卡片的实体类;

福寿无疆IComparable接口,后边手牌排序会用到。

图片 4图片 5

public class CardInfo : IComparable
{
    public string cardName; //卡牌图片名
    public CardTypes cardType; //牌的类型
    public int cardIndex;      //牌在所在类型的索引1-13

    public CardInfo(string cardName)
    {
        this.cardName = cardName;
        var splits = cardName.Split('_');

        switch (splits[1])
        {
            case "1":
                cardType = CardTypes.Hearts;
                cardIndex = int.Parse(splits[2]);
                break;
            case "2":
                cardType = CardTypes.Spades;
                cardIndex = int.Parse(splits[2]);
                break;
            case "3":
                cardType = CardTypes.Diamonds;
                cardIndex = int.Parse(splits[2]);
                break;
            case "4":
                cardType = CardTypes.Clubs;
                cardIndex = int.Parse(splits[2]);
                break;
            case "joker":
                cardType = CardTypes.Joker;
                cardIndex = int.Parse(splits[2]);
                break;
            default:
                throw new Exception(string.Format("卡牌文件名{0}非法!", cardName));
        }
    }

    //卡牌大小比较
    public int CompareTo(object obj)
    {
        CardInfo other = obj as CardInfo;

        if (other == null)
            throw new Exception("比较对象类型非法!");

        //如果当前是大小王
        if (cardType == CardTypes.Joker)
        {
            //对方也是大小王
            if (other.cardType == CardTypes.Joker)
            {
                return cardIndex.CompareTo(other.cardIndex);
            }
            //对方不是大小王
            return 1;
        }
        //如果是一般的牌
        else
        {
            //对方是大小王
            if (other.cardType == CardTypes.Joker)
            {
                return -1;
            }
            //如果对方也是一般的牌
            else
            {
                //计算牌力
                var thisNewIndex = (cardIndex == 1 || cardIndex == 2) ? 13 + cardIndex : cardIndex;
                var otherNewIndex = (other.cardIndex == 1 || other.cardIndex == 2) ? 13 + other.cardIndex : other.cardIndex;

                if (thisNewIndex == otherNewIndex)
                {
                    return -cardType.CompareTo(other.cardType);
                }

                return thisNewIndex.CompareTo(otherNewIndex);
            }
        }
    }

}

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2.Card预制件上,增多Card脚本,首要保存对应CardInfo音讯、选中状态,并加载卡片图片;

图片 6图片 7

public class Card : MonoBehaviour
{
    private Image image;        //牌的图片
    private CardInfo cardInfo;  //卡牌信息
    private bool isSelected;    //是否选中

    void Awake()
    {
        image = GetComponent<Image>();
    }

    /// <summary>
    /// 初始化图片
    /// </summary>
    /// <param name="cardInfo"></param>
    public void InitImage(CardInfo cardInfo)
    {
        this.cardInfo = cardInfo;
        image.sprite = Resources.Load("Images/Cards/" + cardInfo.cardName, typeof(Sprite)) as Sprite;
    }
    /// <summary>
    /// 设置选择状态
    /// </summary>
    public void SetSelectState()
    {
        if (isSelected)
        {
            iTween.MoveTo(gameObject, transform.position - Vector3.up * 10f, 1f);
        }
        else
        {
            iTween.MoveTo(gameObject, transform.position + Vector3.up * 10f, 1f);
        }

        isSelected = !isSelected;
    }
}

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3.考虑游戏发烧友分为2体系型,先创设二个国有的基类,完毕游戏的使用者公共的点子,举例扩展一张卡片、清空全数卡牌、排序等;

图片 8图片 9

public class Player : MonoBehaviour
{
    protected List<CardInfo> cardInfos = new List<CardInfo>();  //个人所持卡牌

    private Text cardCoutText;

    void Start()
    {
        cardCoutText = transform.Find("HeapPos/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();
    }

    protected void Sort()
    {
        cardInfos.Sort();
        cardInfos.Reverse();
    }
}

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4.增多率先种游戏发烧友(自个儿游戏者)PlayerSelf,承接Player,并挂载到Player0对象上;

兑现整治手牌的逻辑:发放营业证照后,从中间的岗位,依据大小顺序将牌张开;

赢得牌面点击事件,将牌选中或撤废选中;

图片 10图片 11

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>();

    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]);

            var targetPos = startPos + Vector3.right * offsetX * i;
            card.transform.SetAsLastSibling();
            //动画移动
            iTween.MoveTo(card, targetPos, 2f);

            cards.Add(card);
        }
    }

    public void DestroyAllCards()
    {
        cards.ForEach(Destroy);
        cards.Clear();
    }

    /// <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 (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();
        }
    }
}

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5.增添另一种游戏者(对手游戏者)PlayerOther,承袭Player,并挂载到Player1,Player2对象上;

临风尚未兑现别的其余成效:

图片 12图片 13

public class PlayerOther : Player
{

}

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实现发放营业牌照逻辑

在Camera上增添卡片管理脚本:卡德Manager

1.贯彻洗牌逻辑,这里用生成GUID随机性后排序,达到洗牌的目的;

2.记下当前发放营业证件本回合,每发一张牌,跳转给下一个游戏的使用者;

3.记录当前玩牌回合(以往可能用到),每玩一局,跳转下个游戏者开端发放营业牌照;

4.发放营业证照逻辑:

安装牌堆的展现,动画依次给每位游戏者发一张卡牌,发完牌后,遮掩牌堆,并将游戏的使用者的卡牌排序并出示;

图片 14图片 15

public class CardManager : MonoBehaviour
{
    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 static CardManager _instance;    //单例
    public CardManagerStates cardManagerState;

    private string[] cardNames;  //所有牌集合
    private int termStartIndex = 0;  //回合开始玩家索引
    private int termCurrentIndex = 0;  //回合当前玩家索引
    private List<GameObject> covers = new List<GameObject>();   //背面卡牌对象,发牌结束后销毁

    void Awake()
    {
        _instance = this;

        cardNames = GetCardNames();
    }
    /// <summary>
    /// 洗牌
    /// </summary>
    public void ShuffleCards()
    {
        //进入洗牌阶段
        cardManagerState = CardManagerStates.ShuffleCards;
        cardNames = cardNames.OrderBy(c => Guid.NewGuid()).ToArray();
    }
    /// <summary>
    /// 发牌
    /// </summary>
    public IEnumerator DealCards()
    {
        //进入发牌阶段
        cardManagerState = CardManagerStates.DealCards;

        //显示牌堆
        heapPos.gameObject.SetActive(true);
        playerHeapPos.ToList().ForEach(s => { s.gameObject.SetActive(true); });

        foreach (var cardName in cardNames)
        {
            //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;
            covers.Add(cover);
            iTween.MoveTo(cover, playerHeapPos[termCurrentIndex].position, 0.3f);

            yield return new WaitForSeconds(1 / dealCardSpeed);

            //下一个需要发牌者
            SetNextPlayer();
        }

        //隐藏牌堆
        heapPos.gameObject.SetActive(false);
        playerHeapPos[0].gameObject.SetActive(false);

        //显示玩家手牌
        Players.ToList().ForEach(s =>
        {
            var player0 = s as PlayerSelf;
            if (player0 != null)
            {
                player0.GenerateAllCards();
            }
        });
        //动画结束,进入叫牌阶段
        yield return new WaitForSeconds(2f);
        covers.ForEach(Destroy);
        cardManagerState = CardManagerStates.Bid;
    }
    /// <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>
    /// 获取下个玩家
    /// </summary>
    /// <returns></returns>

    private void SetNextPlayer()
    {
        termCurrentIndex = (termCurrentIndex + 1) % Players.Length;
    }
    /// <summary>
    /// 切换开始回合玩家
    /// </summary>
    public void SetNextTerm()
    {
        termStartIndex = (termStartIndex + 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;
    }

    //for test
    public void OnTestClick()
    {
        ClearCards();
        ShuffleCards();
        StartCoroutine(DealCards());
    }

}

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总结

实则发牌后的动画,能够由override基类的秘籍,交由Player子类管理,不用卡德Manager聚焦处理,我们可以优化一下。

概况逻辑实现,大家作证下效果啊:

图片 16

资源

品类源码

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