园子荒废多年,闲来无事,用Unity3D来尝试做一个简单的小游戏,一方面是对最近研究的Unity3D有点总结,一方面跟广大的园友相互学习和提高。话不多说,进入正题~
创建项目
1.创建Unity2017的2D项目,暂且叫做ChinesePoker吧,就用自带的UGUI来编辑UI, 目前只导入iTween插件,用来方便控制动画效果。
目录结构如下:
考虑卡牌需要动态生成,我把图片资源放到Resource目录,并按照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。
素材都是网上找的,没有美工基础,就是这么个意思,大家将就看吧,:)
2.建第一个场景,默认叫001_Playing,作为主要玩牌的场景,暂时作为第1个场景,后期新场景添加进来,我们可能再调整场景的顺序。
添加一个UI->Image,选择一个背景图片;
添加3个UI->Canvas,分别取名叫Player0,Player1,Player2,代表玩家,对手1,对手2;
每个Player底下,添加一个Image,选择卡牌背面图片,分别表示发牌时各自牌堆的位置,并在桌面放置一个总牌堆的位置,默认not active;
建一个卡牌的图片,命名为Card,并作为预制件,放入Player0中间一个,稍微偏移一定位置再放置一个,用来计算每张牌跟临牌相对位置,设置not active;
建一个卡牌的背面图片,命名Cover,也作为预制件;
添加一个测试按钮TestButton;
差不多了,大概结构如下:
创建卡牌、玩家信息
1.新建CardInfo类,主要不要继承默认的MonoBehaviour类,用来作为卡牌的实体类;
实现IComparable接口,后面手牌排序会用到。
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); } } } }
2.Card预制件上,添加Card脚本,主要保存对应CardInfo信息、选中状态,并加载卡牌图片;
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; } }
3.考虑玩家分为2种类型,先创建一个公共的基类,实现玩家公共的方法,比如增加一张卡牌、清空所有卡片、排序等;
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(); } }
4.添加第一种玩家(自身玩家)PlayerSelf,继承Player,并挂载到Player0对象上;
实现整理手牌的逻辑:发牌后,从中间的位置,根据大小依次将牌展开;
获取牌面点击事件,将牌选中或取消选中;
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(); } } }
5.添加另一种玩家(对手玩家)PlayerOther,继承Player,并挂载到Player1,Player2对象上;
暂时没有实现任何其他功能:
public class PlayerOther : Player { }
实现发牌逻辑
在Camera上添加卡牌管理脚本:CardManager
1.实现洗牌逻辑,这里用生成GUID随机性后排序,达到洗牌的目的;
2.记录当前发牌回合,每发一张牌,跳转给下一个玩家;
3.记录当前玩牌回合(将来可能用到),每玩一局,跳转下个玩家开始发牌;
4.发牌逻辑:
设置牌堆的显示,动画依次给每位玩家发一张卡牌,发完牌后,隐藏牌堆,并将玩家的卡牌排序并展示;
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()); } }
总结
其实发牌后的动画,可以由override基类的方法,交由Player子类处理,不用CardManager集中管理,大家可以优化一下。
大体逻辑完成,我们验证下效果吧:
资源
文章作者:原子蛋
文章出处:https://www.cnblogs.com/lizzie-xhu/
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个人博客:https://blog.lancel0t.cn/
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