实现三种基础的卡牌功能:
抽卡
对敌人造成伤害
获得护盾
参照了杀戮尖塔的mod制作方法。
每一种基本功能,即是一个Action,比如说对敌人造成伤害,就是一种基本功能。
每一张卡牌的效果,是由一个或多个Action组合而成的。
Action有三种状态:
等待中,执行中,完成。
每个Action有三个接口:
OnBegining():当其开始执行时,进行一次调用。
OnGoing():当其处于执行中时,每帧调用。
OnFinish():当其执行完成时,进行一次调用。
每个Action其实现其自身的功能,就是在这三个接口函数中进行编写。
有一个ActionManager来负责管理执行卡牌的功能,其自身是一个单例类。
ActionManager持有一个Action的List,并且提供方法来给List添加成员。
ActionManager的Update方法会获取ActionList的第一个元素,并进行判断:
若其为等待中,则将其标记为执行中,并触发一次该Action的OnBegining()方法。
若其为执行中,则触发一次该Action的OnGoing()方法。
若其为完成,则触发一次该Action的OnFinish()方法,然后将该Action移除。
public class Action
{
public ActionState _state;
public virtual void OnBegining() { }
public virtual void OnGoing() { }
public virtual void OnFinish() { }
public void ChangeStatus(ActionState state)
{
_state = state;
}
//每一个Action,都必须在其方法主体中调用到Finish()
public void Finish()
{
_state = ActionState.Finish;
}
}
public enum ActionState
{
Wait,
Going,
Finish,
}
public class ActionManager : SingletonMonoBehaviour<ActionManager>
{
public List<Action> ActionList = new List<Action>();
//提供给List添加Action的方法
public void AddActionOnBottom(Action action)
{
ActionList.Add(action);
action._state = ActionState.Wait;
}
//提供移除Action的方法
public Action RemoveActionOnTop()
{
if (ActionList.Count == 0)
{
Debug.Log("当前没有可移除的action ");
return null;
}
Action result = ActionList[0];
ActionList.Remove(result);
return result;
}
//每帧执行
private void Update()
{
if (ActionList.Count == 0) return;
Action _action = ActionList[0];
switch (_action._state)
{
case ActionState.Wait:
_action.ChangeStatus(ActionState.Going);
_action.OnBegining();
break;
case ActionState.Going:
_action.OnGoing();
break;
case ActionState.Finish:
_action.OnFinish();
ActionList.Remove(_action);
break;
}
}
}
首先是三种基础的Action
攻击Action:
public class AttackAction: Action
{
public GameObject target;
public GameObject from;
public GameObject card;
public int count;
public AttackAction(GameObject target)
{
this.target = target;
}
public AttackAction(GameObject from, GameObject target,int count)
{
this.from = from;
this.target = target;
this.count = count;
}
public override void OnBegining()
{
target.GetComponent<BattleUnitContainer>().battleUnit.ReceiveDamageInfo(from,count);
Finish();
}
}
抽卡Action
public class DrawCardAction:Action
{
public int DrawCount;
public DrawCardAction(int count)
{
this.DrawCount = count;
}
public override void OnBegining()
{
CardManager._instance.DrawCard(DrawCount);
Finish();
}
}
护盾Action
public class GetBarrierAction:Action
{
public int count;
public GameObject target;
public GetBarrierAction(GameObject target, int count)
{
this.count = count;
this.target = target;
}
public override void OnBegining()
{
target.GetComponent<BattleUnitContainer>().battleUnit.GetBarrier(count);
Finish();
}
}
攻击卡牌
public class CardScript_10000 : CardScript
{
public CardScript_10000()
{
ID = 10000;
name = "普通攻击";
desc = "进行一次普通攻击";
cost = 1;
type = CardType.Attack;
needTarget = true;
canUse = true;
}
public override void OnUse()
{
GameObject target = this.owner.gameObject.GetComponent<PlayMakerFSM>().Fsm.GetFsmGameObject("Target").Value;
ActionManager._instance.AddActionOnBottom(new AttackAction(BattleManager._instance.playerHeroUnit,target,100));
}
}
抽牌卡牌
public class CardScript_30000 : CardScript
{
public CardScript_30000()
{
ID = 30000;
name = "智慧祝福";
desc = "抽一张牌";
cost = 1;
type = CardType.Magic;
needTarget = false;
canUse = true;
}
public override void OnUse()
{
ActionManager._instance.AddActionOnBottom(new DrawCardAction(1));
}
}
护盾卡牌
public class CardScript_20000 : CardScript
{
public CardScript_20000()
{
ID = 20000;
name = "护盾";
desc = "为自己添加护盾";
cost = 1;
type = CardType.Defend;
needTarget = false;
canUse = true;
}
public override void OnUse()
{
GameObject target = BattleManager._instance.playerHeroUnit;
ActionManager._instance.AddActionOnBottom(new GetBarrierAction(target,10));
}
}