• Unity3D手机斗地主游戏开发实战(02)_叫地主功能实现


    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();
        }
    
    }
    View Code

    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();
            }
        }
    }
    View Code

    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();
                }
            }
        }
    }
    View Code

    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());
        }
    
    }
    View Code

    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

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  • 原文地址:https://www.cnblogs.com/lizzie-xhu/p/7771713.html
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