public void InitView(GameContainerItem cardGraveyard) { if (cardIntactViewPool == null) { GameObject prefab = cardIntactViewPrefab.gameObject; cardIntactViewPool = new ObjectPool <CardIntactView>(prefab, "minionCellPool"); } for (int n = 0; n < cardGraveyard.cardEntryList.Count; n++) { if (n < cardIntactViewList.Count) { cardIntactViewList[n].gameObject.SetActive(true); cardIntactViewList[n].LoadCard(cardGraveyard.cardEntryList[n], true); } else { CardIntactView cardIntactView = cardIntactViewPool.Pop(); Vector3 position = new Vector3(); cardIntactView.transform.SetParent(transform, false); cardIntactView.transform.localPosition = position; cardIntactView.LoadCard(cardGraveyard.cardEntryList[n], true); cardIntactViewList.Add(cardIntactView); } } for (int m = cardGraveyard.cardEntryList.Count; m < cardIntactViewList.Count; m++) { cardIntactViewList[m].gameObject.SetActive(false); } }
public void AchieveHandGrid(GameContainerItem handGridItem, bool myself) { //清除 foreach (HandCellView handCellView in handCellViews) { handCellPool.Push(handCellView); } //重新 for (int i = 0; i < handGridItem.cardEntryList.Count(); i++) { CardEntry handCellItem = handGridItem.cardEntryList[i]; Vector3 position = new Vector3(); //position = HandMetrics.erectPosition(position, handCellItem.X); //创建一个格子实例 // HandCellView cell = Instantiate<HandCellView>(cellPrefab); HandCellView cell = handCellPool.Pop(); //设置图片 //cell.GetComponent<HandCellInstance>().SetImage(); cell.transform.SetParent(transform, false); cell.transform.localPosition = position; cell.myself = myself; cell.LoadHandCellItem(handCellItem); handCellViews.Add(cell); } //渲染需要放在格子生成完毕后 //不再渲染,改为用贴图 //handMesh.Triangulate(handCellViews); }
public void LoadCardList(GameContainerItem cardDeck) { for (int i = 0; i < cardDeck.cardEntryList.Count; i++) { CardEntry card = cardDeck.cardEntryList[i]; CardHeadView cardHeadView = null; bool isAdd = true; if (i < cardHeadViews.Count) { cardHeadView = cardHeadViews[i]; isAdd = false; } else { cardHeadView = Instantiate <CardHeadView>(cardHeadPrefab); Vector3 position = new Vector3(); cardHeadView.transform.SetParent(transform, false); cardHeadView.transform.localPosition = position; } cardHeadView.LoadCard(card); if (isAdd) { cardHeadViews.Add(cardHeadView); } } }
public override void InitViewForParameter(UIControllerListMediator mediator, object body, Dictionary <string, string> parameterMap) { GameContainerItem cardGraveyard = body as GameContainerItem; graveyardListOne.InitView(cardGraveyard); this.graveyardListExit.OnPointerClick = () => { //关闭墓地页面 mediator.SendNotification( UIViewSystemEvent.UI_VIEW_CURRENT, UIViewConfig.getNameStrByUIViewName(UIViewName.GraveyardListView), StringUtil.GetNTByNotificationTypeAndUIViewNameAndMaskLayer( UIViewSystemEvent.UI_VIEW_CURRENT_CLOSE_ONE_VIEW, UIViewConfig.getNameStrByUIViewName(UIViewName.GraveyardListView), "N" ) ); }; }
public override void Execute(INotification notification) { OperateSystemProxy operateSystemProxy = Facade.RetrieveProxy(OperateSystemProxy.NAME) as OperateSystemProxy; QuestStageCircuitProxy circuitProxy = Facade.RetrieveProxy(QuestStageCircuitProxy.NAME) as QuestStageCircuitProxy; PlayerGroupProxy playerGroupProxy = Facade.RetrieveProxy(PlayerGroupProxy.NAME) as PlayerGroupProxy; ChooseStageCircuitProxy chooseStageCircuitProxy = Facade.RetrieveProxy(ChooseStageCircuitProxy.NAME) as ChooseStageCircuitProxy; EffectInfoProxy effectInfoProxy = Facade.RetrieveProxy(EffectInfoProxy.NAME) as EffectInfoProxy; HexGridProxy hexGridProxy = Facade.RetrieveProxy(HexGridProxy.NAME) as HexGridProxy; GameContainerProxy gameContainerProxy = Facade.RetrieveProxy(GameContainerProxy.NAME) as GameContainerProxy; CardDbProxy cardDbProxy = Facade.RetrieveProxy(CardDbProxy.NAME) as CardDbProxy; PlayerItem playerItem = null; switch (notification.Type) { //选择船只逻辑处理 case LogicalSysEvent.LOGICAL_SYS_CHOOSE_SHIP_CARD: string playerCode = notification.Body as string; playerItem = playerGroupProxy.getPlayerByPlayerCode(playerCode); //如果是玩家 if (playerItem.playerType == PlayerType.HumanPlayer) { SendNotification(UIViewSystemEvent.UI_CHOOSE_STAGE, chooseStageCircuitProxy.chooseStageCircuitItem.playerShipCardMap[playerCode], StringUtil.GetNTByNotificationTypeAndPlayerCode(UIViewSystemEvent.UI_CHOOSE_STAGE_LOAD_CARD_ENTRY, playerCode)); } //AI玩家 else if (playerItem.playerType == PlayerType.AIPlayer) { //AI进行船只渲染 SendNotification(UIViewSystemEvent.UI_CHOOSE_STAGE, chooseStageCircuitProxy.chooseStageCircuitItem.playerShipCardMap[playerCode], StringUtil.GetNTByNotificationTypeAndPlayerCode(UIViewSystemEvent.UI_CHOOSE_STAGE_LOAD_CARD_ENTRY, playerCode)); //AI选择船只 CardEntry shipCardEntry = chooseStageCircuitProxy.chooseStageCircuitItem.playerShipCardMap[playerCode][0]; SendNotification(UIViewSystemEvent.UI_CHOOSE_STAGE, shipCardEntry, UIViewSystemEvent.UI_CHOOSE_STAGE_ONE_CARD); } //网络用户 else if (playerItem.playerType == PlayerType.NetPlayer) { } break; case LogicalSysEvent.LOGICAL_SYS_NEED_PLAYER_CHOOSE: EffectInfo effectInfo = notification.Body as EffectInfo; playerItem = effectInfo.chooseByPlayer; //如果是玩家 if (playerItem.playerType == PlayerType.HumanPlayer) { if (effectInfo.needPlayerToChooseTargetSet.target == "ChooseEffect") { //整理好效果内容,弹出选择框让玩家选择 //把这些效果实例化成卡片 List <CardEntry> cardEntries = new List <CardEntry>(); foreach (string effectName in effectInfo.chooseEffectList) { EffectInfo oneEffectInfo = effectInfoProxy.GetDepthCloneEffectByName(effectName); CardEntry oneCardEntry = cardDbProxy.GetCardEntryBCardInfo(effectInfo.cardEntry.cardInfo); oneCardEntry.InitializeByEffectInfo(oneEffectInfo); cardEntries.Add(oneCardEntry); } //将需要进行选择的内容发送给玩家 SendNotification( UIViewSystemEvent.UI_VIEW_CURRENT, cardEntries, StringUtil.GetNTByNotificationTypeAndUIViewNameAndMaskLayerAndPlayerCode( UIViewSystemEvent.UI_VIEW_CURRENT_OPEN_ONE_VIEW, UIViewConfig.getNameStrByUIViewName(UIViewName.ChooseStage), playerItem.playerCode, "Y" ) ); } else if (effectInfo.needPlayerToChooseTargetSet.target == "Minion") { //传入效果,根据效果目标进行筛选渲染 SendNotification(MinionSystemEvent.MINION_SYS, effectInfo.needPlayerToChooseTargetSet, MinionSystemEvent.MINION_SYS_EFFECT_HIGHLIGHT_BECOME_TARGET); } } //AI玩家 else if (playerItem.playerType == PlayerType.AIPlayer) { UtilityLog.Log("AI玩家【" + playerItem.playerCode + "】开始选择卡牌效果", LogUtType.Operate); //先直接选择第一种 EffectInfo oneEffectInfo = effectInfoProxy.GetDepthCloneEffectByName(effectInfo.chooseEffectList[0]); CardEntry oneCardEntry = cardDbProxy.GetCardEntryBCardInfo(effectInfo.cardEntry.cardInfo); oneCardEntry.InitializeByEffectInfo(oneEffectInfo); SendNotification(OperateSystemEvent.OPERATE_SYS, oneCardEntry, OperateSystemEvent.OPERATE_SYS_CHOOSE_ONE_EFFECT); } //网络用户 else if (playerItem.playerType == PlayerType.NetPlayer) { } break; case LogicalSysEvent.LOGICAL_SYS_ACTIVE_PHASE_ACTION: //获取当前进行游戏的玩家进行接管 string playerCodeNow = circuitProxy.GetNowHaveStagePlayerCode(); PlayerItem playerItemNow = playerGroupProxy.getPlayerByPlayerCode(playerCodeNow); UtilityLog.Log("AI玩家" + playerCodeNow + "开始操作:", LogUtType.Operate); //无法操作了结束回合 bool canContinueOperation = true; //判断是否使用过资源牌 if (playerItemNow.CheckResourceCardCanUse()) { UtilityLog.Log("AI玩家" + playerCodeNow + "可以使用资源牌:", LogUtType.Operate); GameContainerItem gameContainerItem = gameContainerProxy.GetGameContainerItemByPlayerItemAndGameContainerType(playerItemNow, "CardHand"); CardEntry getHand = gameContainerItem.GetOneCardTypeCard(CardType.ResourceCard); //检查手牌里是否存在资源牌 if (getHand != null) { //使用这张手牌 operateSystemProxy.IntoModeByType(getHand, playerItemNow, OperateSystemItem.OperateType.HandUse); HexCellItem hexCellItem = new HexCellItem(1, 1); SendNotification(OperateSystemEvent.OPERATE_SYS, hexCellItem, OperateSystemEvent.OPERATE_SYS_DRAW_END_HEX); } else { canContinueOperation = false; } } else { UtilityLog.Log("AI玩家" + playerCodeNow + "不可以使用资源牌:", LogUtType.Operate); canContinueOperation = false; } if (!canContinueOperation) { //结束回合 SendNotification(UIViewSystemEvent.UI_QUEST_TURN_STAGE, null, UIViewSystemEvent.UI_QUEST_TURN_STAGE_END_OF_STAGE); } else { circuitProxy.circuitItem.autoNextStage = false; } break; } }
public override void Execute(INotification notification) { OperateSystemProxy operateSystemProxy = Facade.RetrieveProxy(OperateSystemProxy.NAME) as OperateSystemProxy; QuestStageCircuitProxy questStageCircuitProxy = Facade.RetrieveProxy(QuestStageCircuitProxy.NAME) as QuestStageCircuitProxy; PlayerGroupProxy playerGroupProxy = Facade.RetrieveProxy(PlayerGroupProxy.NAME) as PlayerGroupProxy; CardDbProxy cardDbProxy = Facade.RetrieveProxy(CardDbProxy.NAME) as CardDbProxy; EffectInfoProxy effectInfoProxy = Facade.RetrieveProxy(EffectInfoProxy.NAME) as EffectInfoProxy; GameModelProxy gameModelProxy = Facade.RetrieveProxy(GameModelProxy.NAME) as GameModelProxy; GameContainerProxy gameContainerProxy = Facade.RetrieveProxy(GameContainerProxy.NAME) as GameContainerProxy; HexGridProxy hexGridProxy = Facade.RetrieveProxy(HexGridProxy.NAME) as HexGridProxy; //获取当前操作玩家 string playerCode = questStageCircuitProxy.GetNowHaveStagePlayerCode(); if (playerCode == null) { return; } PlayerItem playerItem = playerGroupProxy.getPlayerByPlayerCode(playerCode); CardEntry chooseHand = operateSystemProxy.operateSystemItem.onChooseCardEntry; switch (notification.Type) { //判断手牌是否可用 case OperateSystemEvent.OPERATE_SYS_HAND_CAN_USE_JUDGE: string playerCodeHandCanUseJudge = notification.Body as string; PlayerItem playerItemHandCanUseJudge = playerGroupProxy.playerGroup.playerItems[playerCodeHandCanUseJudge]; GameContainerItem gameContainerItem = gameContainerProxy.GetGameContainerItemByPlayerItemAndGameContainerType(playerItemHandCanUseJudge, "CardHand"); gameContainerItem.ChangeHandCardCanUse(questStageCircuitProxy.circuitItem); SendNotification(HandSystemEvent.HAND_CHANGE, gameContainerItem.cardEntryList, StringUtil.GetNTByNotificationTypeAndPlayerCode(HandSystemEvent.HAND_CHANGE_CAN_USE_JUDGE, playerCode)); break; //选中战场上一个生物 case OperateSystemEvent.OPERATE_SYS_POINTER_DOWN_ONE_MINION: CardEntry downMinionCard = notification.Body as CardEntry; operateSystemProxy.IntoModeByType(downMinionCard, playerItem, OperateSystemItem.OperateType.MinionControling); //渲染可移动区域 SendNotification(HexSystemEvent.HEX_VIEW_SYS, operateSystemProxy.operateSystemItem, HexSystemEvent.HEX_VIEW_RENDER_CAN_MOVE_AND_ATK); //消息通知-划线组件激活 SendNotification(OperateSystemEvent.OPERATE_TRAIL_DRAW, null, OperateSystemEvent.OPERATE_TRAIL_DRAW_START); break; //选中手牌 case OperateSystemEvent.OPERATE_SYS_HAND_CHOOSE: CardEntry handCellItem = notification.Body as CardEntry; operateSystemProxy.IntoModeByType(handCellItem, playerItem, OperateSystemItem.OperateType.HandUse); switch (handCellItem.WhichCard) { case CardEntry.CardType.MinionCard: //渲染可召唤区域 SendNotification(HexSystemEvent.HEX_VIEW_SYS, operateSystemProxy.operateSystemItem, HexSystemEvent.HEX_VIEW_RENDER_CAN_CALL); break; case CardEntry.CardType.TacticsCard: //渲染可释放 //获取效果信息 //判断是否存在用于渲染的目标效果 if (handCellItem.cardInfo.targetSetToChooseList != null) { foreach (string targetSetToChooseCode in handCellItem.cardInfo.targetSetToChooseList) { TargetSet targetSetToChoose = effectInfoProxy.GetDepthCloneTargetSetByName(targetSetToChooseCode); foreach (TargetClaim targetClaim in targetSetToChoose.targetClaims) { if (targetClaim.claim == "Owner") { if (targetClaim.content == "Myself") { targetClaim.result.Add(playerItem.playerCode); } } } if (targetSetToChoose.target == "Minion") { //传入效果,根据效果目标进行筛选渲染 SendNotification(MinionSystemEvent.MINION_SYS, targetSetToChoose, MinionSystemEvent.MINION_SYS_EFFECT_HIGHLIGHT); } } } break; } break; //划线结束选择了战场 case OperateSystemEvent.OPERATE_SYS_DRAW_END_HEX: HexCellItem hexCellItem = notification.Body as HexCellItem; HexCoordinates index = hexCellItem.coordinates; //通知战场层去除渲染 SendNotification(HexSystemEvent.HEX_VIEW_SYS, null, HexSystemEvent.HEX_VIEW_RENDER_CAN_CALL_CANCEL); //判断状态 if (operateSystemProxy.operateSystemItem.operateModeType == OperateSystemItem.OperateType.HandUse) { UtilityLog.Log("玩家【" + playerCode + "】尝试操作手牌,手牌种类为【" + chooseHand.WhichCard + "】", LogUtType.Operate); //如果成功释放了,还需要去除掉目标渲染 bool checkUseSuccess = false; string targetType = "Null"; switch (chooseHand.WhichCard) { case CardEntry.CardType.ResourceCard: UtilityLog.Log("玩家【" + playerCode + "】进行操作手牌,手牌种类为【" + chooseHand.WhichCard + "】", LogUtType.Operate); checkUseSuccess = true; //执行卡牌 //SendNotification(EffectExecutionEvent.EFFECT_EXECUTION_SYS, chooseHand, EffectExecutionEvent.EFFECT_EXECUTION_SYS_EXE_CARD); break; case CardEntry.CardType.MinionCard: //检查是否可用释放 bool canUse = playerItem.CheckOneCardCanUse(chooseHand, questStageCircuitProxy.circuitItem); bool canCall = playerItem.CheckOneCellCanCall(hexCellItem.coordinates); //检查所选格子是否可用召唤 if (canUse && canCall) { checkUseSuccess = true; chooseHand.nowIndex = index; } else { SendNotification(OperateSystemEvent.OPERATE_SYS, null, OperateSystemEvent.OPERATE_SYS_DRAW_END_NULL); } break; case CardEntry.CardType.TacticsCard: //如果存在目标,则需要先选择目标再释放 if (chooseHand.cardInfo.targetSetToChooseList != null) { bool hasTarget = false; foreach (string targetSetToChooseCode in chooseHand.cardInfo.targetSetToChooseList) { TargetSet targetSetToChoose = effectInfoProxy.GetDepthCloneTargetSetByName(targetSetToChooseCode); if (targetSetToChoose.target == "Minion") { targetType = "Minion"; //判断格子上是否有生物 CardEntry minionCellItem = gameContainerProxy.CheckHasCardEntryByGameContainerTypeAndHexCoordinates("CardBattlefield", index); if (minionCellItem != null) { //检查是否满足效果释放条件 if (targetSetToChoose.checkEffectToTargetMinionCellItem(minionCellItem)) { //确认目标 chooseHand.targetBasicGameDto = minionCellItem; hasTarget = true; } } } } if (hasTarget) { checkUseSuccess = true; } } //如果不需要选择目标或者需要选择多个目标则先执行 else { checkUseSuccess = true; } break; } if (checkUseSuccess) { //减少费用-预先减少 playerItem.ChangeManaUsableByUseHand(chooseHand); chooseHand.nextGameContainerType = "CardIsReleasing"; chooseHand.ttNeedChangeGameContainerType(chooseHand); //减少费用-预先减少 playerItem.ChangeManaUsableByUseHand(chooseHand); if (targetType == "Minion") { //取消渲染 SendNotification(MinionSystemEvent.MINION_SYS, null, MinionSystemEvent.MINION_SYS_EFFECT_HIGHLIGHT_CLOSE); } //执行卡牌 SendNotification(EffectExecutionEvent.EFFECT_EXECUTION_SYS, chooseHand, EffectExecutionEvent.EFFECT_EXECUTION_SYS_EXE_CARD); } } else if (operateSystemProxy.operateSystemItem.operateModeType == OperateSystemItem.OperateType.MinionControling) { UtilityLog.Log("玩家【" + playerCode + "】尝试操作生物", LogUtType.Special); if (operateSystemProxy.operateSystemItem.onChooseCardEntry.canBeMovedCellMap.ContainsKey(index)) { HexCellItem endHexCellItem = operateSystemProxy.operateSystemItem.onChooseCardEntry.canBeMovedCellMap[index]; List <HexCellItem> cellRoute = new List <HexCellItem>(); cellRoute.Add(endHexCellItem); bool isOver = false; while (!isOver) { if (endHexCellItem.pathfindingLastCell.coordinates.X == operateSystemProxy.operateSystemItem.onChooseCardEntry.nowIndex.X && endHexCellItem.pathfindingLastCell.coordinates.Z == operateSystemProxy.operateSystemItem.onChooseCardEntry.nowIndex.Z) { isOver = true; } else { cellRoute.Add(endHexCellItem.pathfindingLastCell); endHexCellItem = endHexCellItem.pathfindingLastCell; } } //路径是倒的,需要换成正序的 List <HexCellItem> positiveCellRoute = new List <HexCellItem>(); for (int n = cellRoute.Count - 1; n > -1; n--) { positiveCellRoute.Add(cellRoute[n]); } operateSystemProxy.operateSystemItem.onChooseCardEntry.cellRoute = positiveCellRoute; effectInfoProxy.effectSysItem.showEffectNum++; operateSystemProxy.operateSystemItem.onChooseCardEntry.MoveToTargetHexCoordinates(index); } } break; case OperateSystemEvent.OPERATE_SYS_HAND_CHOOSE_EXE_OVER: //如果是战术,资源牌,放入墓地 if (chooseHand.WhichCard == CardEntry.CardType.ResourceCard || chooseHand.WhichCard == CardEntry.CardType.TacticsCard) { //在墓地添加手牌 chooseHand.nextGameContainerType = "CardGraveyard"; chooseHand.ttNeedChangeGameContainerType(chooseHand); } else if (chooseHand.WhichCard == CardEntry.CardType.MinionCard) { gameContainerProxy.AddOneMinionByCard(chooseHand.nowIndex, chooseHand); chooseHand.nextGameContainerType = "CardBattlefield"; chooseHand.ttNeedChangeGameContainerType(chooseHand); } //移除手牌 playerItem.RemoveOneCardByUse(chooseHand); UtilityLog.Log("手牌【" + chooseHand.name + "】使用完毕:", LogUtType.Operate); //结束,改变模式为初始,清除手牌 operateSystemProxy.IntoModeClose(); break; case OperateSystemEvent.OPERATE_SYS_DRAW_END_NULL: //什么都没选 switch (operateSystemProxy.operateSystemItem.operateModeType) { //手牌使用状态 case OperateSystemItem.OperateType.HandUse: //手牌回复原位 SendNotification(HandSystemEvent.HAND_CHANGE, chooseHand, StringUtil.GetNTByNotificationTypeAndPlayerCode(HandSystemEvent.HAND_CHANGE_UNCHECK_STATUS, playerItem.playerCode)); switch (chooseHand.WhichCard) { case CardEntry.CardType.MinionCard: //通知战场层取消渲染 SendNotification(HexSystemEvent.HEX_VIEW_SYS, null, HexSystemEvent.HEX_VIEW_RENDER_CAN_CALL_CANCEL); operateSystemProxy.IntoModeClose(); break; case CardEntry.CardType.TacticsCard: EffectInfo effectInfo = effectInfoProxy.GetDepthCloneEffectByName(chooseHand.cardInfo.effectCodeList[0]); foreach (TargetSet targetSet in effectInfo.operationalTarget.selectTargetList) { if (targetSet.target == "Minion") { //取消渲染 SendNotification(MinionSystemEvent.MINION_SYS, effectInfo, MinionSystemEvent.MINION_SYS_EFFECT_HIGHLIGHT_CLOSE); } } break; } break; } break; //选择一个生物作为某次选择的结果 case OperateSystemEvent.OPERATE_SYS_CHOOSE_ONE_MINION: CardEntry oneChooseMinionCellItem = notification.Body as CardEntry; for (int n = 0; n < effectInfoProxy.effectSysItem.effectInfos.Count; n++) { EffectInfo effect = effectInfoProxy.effectSysItem.effectInfos[n]; if (effect.effectInfoStage == EffectInfoStage.ConfirmingTarget) { //遍历每一个前置效果 foreach (EffectInfo preEffect in effect.preEffectEntryList) { if (preEffect.effectInfoStage == EffectInfoStage.ConfirmingTarget) { preEffect.effectInfoStage = EffectInfoStage.ConfirmedTarget; preEffect.needPlayerToChooseTargetSet.targetMinionCellItems.Add(oneChooseMinionCellItem); break; } } //遍历每一个后置效果 foreach (EffectInfo postEffect in effect.postEffectEntryList) { if (postEffect.effectInfoStage == EffectInfoStage.ConfirmingTarget) { postEffect.effectInfoStage = EffectInfoStage.ConfirmedTarget; postEffect.needPlayerToChooseTargetSet.targetMinionCellItems.Add(oneChooseMinionCellItem); break; } } effectInfoProxy.effectSysItem.showEffectNum--; //返回继续执行效果选择的信号 SendNotification(EffectExecutionEvent.EFFECT_EXECUTION_SYS, null, EffectExecutionEvent.EFFECT_EXECUTION_SYS_FIND_TARGET); } } break; //选择一个效果的某一个选项 case OperateSystemEvent.OPERATE_SYS_CHOOSE_ONE_USER_SELECTION_ITEM: OneUserSelectionItem oneUserSelectionItem = notification.Body as OneUserSelectionItem; for (int n = 0; n < effectInfoProxy.effectSysItem.effectInfos.Count; n++) { EffectInfo effect = effectInfoProxy.effectSysItem.effectInfos[n]; if (effect.effectInfoStage == EffectInfoStage.AskTheUser) { //遍历每一个前置效果 foreach (EffectInfo preEffect in effect.preEffectEntryList) { if (preEffect.effectInfoStage == EffectInfoStage.AskTheUser) { preEffect.userChooseExecution = oneUserSelectionItem.isExecute; preEffect.effectInfoStage = EffectInfoStage.AskTheUserOver; UtilityLog.Log("收到前台的反馈并修改了", LogUtType.Special); break; } } effect.effectInfoStage = EffectInfoStage.AskTheUserOver; effectInfoProxy.effectSysItem.showEffectNum--; //返回继续执行效果选择的信号 SendNotification(EffectExecutionEvent.EFFECT_EXECUTION_SYS, null, EffectExecutionEvent.EFFECT_EXECUTION_SYS_ASK_THE_USER); } } break; //选择一个效果类型,选择了目标 case OperateSystemEvent.OPERATE_SYS_CHOOSE_ONE_EFFECT: CardEntry effectCard = notification.Body as CardEntry; //逻辑上可以确定只能有一个效果字段? if (effectCard.effectCodeList.Length > 1) { UtilityLog.LogError("this chooseEffect has many Effect"); } EffectInfo chooseEffect = effectInfoProxy.GetDepthCloneEffectByName(effectCard.effectCodeList[0]); for (int n = 0; n < effectInfoProxy.effectSysItem.effectInfos.Count; n++) { EffectInfo effect = effectInfoProxy.effectSysItem.effectInfos[n]; if (effect.effectInfoStage == EffectInfoStage.ConfirmingTarget) { foreach (TargetSet targetSet in effect.operationalTarget.selectTargetList) { if (targetSet.target == "ChooseEffect") { //确认目标 targetSet.targetEffectInfos.Add(chooseEffect); //设置为确认完毕 effect.effectInfoStage = EffectInfoStage.ConfirmedTarget; //添加新效果 //设置状态 chooseEffect.effectInfoStage = EffectInfoStage.UnStart; //设置所有者,手牌操作模式,所有者是当前玩家 chooseEffect.player = playerItem; //设置所属卡牌 chooseEffect.cardEntry = chooseHand; //将这个效果添加到队列中 effectInfoProxy.effectSysItem.effectInfos.Add(chooseEffect); //返回一个选择完毕的信号 SendNotification( UIViewSystemEvent.UI_VIEW_CURRENT, UIViewConfig.getNameStrByUIViewName(UIViewName.ChooseStage), StringUtil.GetNTByNotificationTypeAndUIViewNameAndMaskLayer( UIViewSystemEvent.UI_VIEW_CURRENT_CLOSE_ONE_VIEW, UIViewConfig.getNameStrByUIViewName(UIViewName.ChooseStage), "N" ) ); //返回继续执行效果选择的信号 SendNotification(EffectExecutionEvent.EFFECT_EXECUTION_SYS, null, EffectExecutionEvent.EFFECT_EXECUTION_SYS_FIND_TARGET); return; } else { UtilityLog.LogError("this effectType is not ChooseEffect"); } } } } break; //打开了墓地 case OperateSystemEvent.OPERATE_SYS_GRAVEYARD_LIST_LOAD: string playerCodeOpenGraveyard = notification.Body as string; PlayerItem playerItemOpenGraveyard = playerGroupProxy.getPlayerByPlayerCode(playerCodeOpenGraveyard); //获取墓地的牌,并发送给前台 SendNotification( UIViewSystemEvent.UI_VIEW_CURRENT, gameContainerProxy.GetGameContainerItemByPlayerItemAndGameContainerType(playerItemOpenGraveyard, "CardGraveyard"), StringUtil.GetNTByNotificationTypeAndUIViewNameAndMaskLayer( UIViewSystemEvent.UI_VIEW_CURRENT_OPEN_ONE_VIEW, UIViewConfig.getNameStrByUIViewName(UIViewName.GraveyardListView), "Y" ) ); break; } }
public override void Execute(INotification notification) { PlayerGroupProxy playerGroupProxy = Facade.RetrieveProxy(PlayerGroupProxy.NAME) as PlayerGroupProxy; EffectInfoProxy effectInfoProxy = Facade.RetrieveProxy(EffectInfoProxy.NAME) as EffectInfoProxy; CardDbProxy cardDbProxy = Facade.RetrieveProxy(CardDbProxy.NAME) as CardDbProxy; HexGridProxy hexGridProxy = Facade.RetrieveProxy(HexGridProxy.NAME) as HexGridProxy; OperateSystemProxy operateSystemProxy = Facade.RetrieveProxy(OperateSystemProxy.NAME) as OperateSystemProxy; GameModelProxy gameModelProxy = Facade.RetrieveProxy(GameModelProxy.NAME) as GameModelProxy; QuestStageCircuitProxy questStageCircuitProxy = Facade.RetrieveProxy(QuestStageCircuitProxy.NAME) as QuestStageCircuitProxy; GameContainerProxy gameContainerProxy = Facade.RetrieveProxy(GameContainerProxy.NAME) as GameContainerProxy; switch (notification.Type) { case UIViewSystemEvent.UI_QUEST_STAGE_START_SPECIAL: TestCaseInfo chooseOneTestCase = notification.Body as TestCaseInfo; //读取默认设置 GameInterfacePreparationByGameModel(gameModelProxy, playerGroupProxy, questStageCircuitProxy, effectInfoProxy, gameContainerProxy, chooseOneTestCase.gameModelName); //读取存储json文件 foreach (PlayerItem playerItem in playerGroupProxy.playerGroup.playerItems.Values) { PI_Player pI_Player = new PI_Player(); if (playerItem.playerCode == "TEST1") { pI_Player = chooseOneTestCase.myselfPlayer; } else { pI_Player = chooseOneTestCase.enemyPlayer; } foreach (PI_GameContainer pI_GameContainer in pI_Player.gameContainerList) { List <CardEntry> cardEntries = new List <CardEntry>(); foreach (string cardCode in pI_GameContainer.gameContainerContent) { CardEntry cardEntry = cardDbProxy.GetCardEntryByCode(cardCode); cardEntry.controllerPlayerItem = playerItem; cardEntry.ttCardNeedAddToTTS(cardEntry); cardEntries.Add(cardEntry); } gameContainerProxy.AddCardListByPlayerItemAndGameContainerType(playerItem, pI_GameContainer.gameContainerType, cardEntries); } CardEntry shipCard = cardDbProxy.GetCardEntryByCode(pI_Player.shipCardCode); playerItem.shipCard = shipCard; //费用上限和可用费用 playerItem.LoadingManaInfo(pI_Player.manaUpperLimit, pI_Player.manaUpperLimit); //科技 foreach (string trait in pI_Player.traitList) { playerItem.traitCombination.AddTraitType(trait); } //生物渲染? foreach (PI_Minion pI_Minion in pI_Player.minionList) { HexCoordinates index = new HexCoordinates(pI_Minion.x, pI_Minion.z); CardEntry cardEntry = cardDbProxy.GetCardEntryByCode(pI_Minion.code); cardEntry.controllerPlayerItem = playerItem; gameContainerProxy.AddOneMinionByCard(index, cardEntry); gameContainerProxy.AddCardByPlayerItemAndGameContainerType(playerItem, "CardBattlefield", cardEntry); hexGridProxy.HexGrid.cellMap[index].inThisCellCardList.Add(cardEntry); } } questStageCircuitProxy.CircuitStart(playerGroupProxy.playerGroup.playerItems); foreach (PlayerItem playerItem in playerGroupProxy.playerGroup.playerItems.Values) { //刷新手牌是否可用 GameContainerItem gameContainerItem = gameContainerProxy.GetGameContainerItemByPlayerItemAndGameContainerType(playerItem, "CardHand"); //先开启手牌栏 SendNotification(HandSystemEvent.HAND_VIEW_SYS, null, StringUtil.GetNTByNotificationTypeAndPlayerCode(HandSystemEvent.HAND_VIEW_SYS_INIT_PLAYER_CODE, playerItem.playerCode)); //手牌渲染 SendNotification(HandSystemEvent.HAND_CHANGE, gameContainerItem, StringUtil.GetNTByNotificationTypeAndPlayerCode(HandSystemEvent.HAND_CHANGE_AFFLUX, playerItem.playerCode)); //获取船只的效果,如果是持续效果则添加到全局监听中 foreach (string effectCode in playerItem.shipCard.effectCodeList) { EffectInfo oneEffectInfo = effectInfoProxy.GetDepthCloneEffectByName(effectCode); if (oneEffectInfo.impactType == "Continue") { oneEffectInfo.player = playerItem; oneEffectInfo.cardEntry = playerItem.shipCard; questStageCircuitProxy.circuitItem.putOneEffectInfoInActiveMap(oneEffectInfo, effectInfoProxy.effectSysItem.impactTimeTriggerMap); } } VariableAttribute manaVariableAttribute = playerItem.playerVariableAttributeMap.variableAttributeMap["Mana"]; SendNotification(UIViewSystemEvent.UI_MANA_INFA_SYS, manaVariableAttribute, StringUtil.GetNTByNotificationTypeAndPlayerCode(UIViewSystemEvent.UI_MANA_INFA_SYS_INIT, playerItem.playerCode)); SendNotification(UIViewSystemEvent.UI_TRAIT_COMBINATION_SYS, playerItem.traitCombination.traitTypes, StringUtil.GetNTByNotificationTypeAndPlayerCode(UIViewSystemEvent.UI_TRAIT_COMBINATION_SYS_INIT, playerItem.playerCode)); } ShowSomeInCommonUseUIView(); SendNotification(UIViewSystemEvent.UI_QUEST_TURN_STAGE, null, UIViewSystemEvent.UI_QUEST_TURN_STAGE_ASSIGN_START_OF_TRUN); break; case UIViewSystemEvent.UI_QUEST_STAGE_START: //读取默认设置 GameInterfacePreparationByGameModel(gameModelProxy, playerGroupProxy, questStageCircuitProxy, effectInfoProxy, gameContainerProxy, "Andor"); questStageCircuitProxy.CircuitStart(playerGroupProxy.playerGroup.playerItems); foreach (PlayerItem playerItem in playerGroupProxy.playerGroup.playerItems.Values) { //创建牌库 List <CardEntry> cardEntryList = new List <CardEntry>(); for (int i = 0; i < 20; i++) { CardEntry cardEntry = new CardEntry(); if (i % 3 == 0) { //生物 cardEntry = cardDbProxy.GetCardEntryByCode("ImperialRecruit"); } else if (i % 3 == 1) { //事件 cardEntry = cardDbProxy.GetCardEntryByCode("FortifiedAgent"); } else { //资源 cardEntry = cardDbProxy.GetCardEntryByCode("TaxCar"); } cardEntry.controllerPlayerItem = playerItem; cardEntry.ttCardNeedAddToTTS(cardEntry); cardEntryList.Add(cardEntry); } gameContainerProxy.AddCardListByPlayerItemAndGameContainerType(playerItem, "CardDeck", cardEntryList); CardEntry shipCard = cardDbProxy.GetCardEntryByCode("FindWay"); playerItem.shipCard = shipCard; } foreach (PlayerItem playerItem in playerGroupProxy.playerGroup.playerItems.Values) { //先开启手牌栏 SendNotification(HandSystemEvent.HAND_VIEW_SYS, null, StringUtil.GetNTByNotificationTypeAndPlayerCode(HandSystemEvent.HAND_VIEW_SYS_INIT_PLAYER_CODE, playerItem.playerCode)); //分发手牌 playerItem.DrawCard(3); //设置起始费用上限1 //设置当前费用为0 playerItem.LoadingManaInfo(1, 0); //获取船只的效果,如果是持续效果则添加到全局监听中 foreach (string effectCode in playerItem.shipCard.effectCodeList) { EffectInfo oneEffectInfo = effectInfoProxy.GetDepthCloneEffectByName(effectCode); if (oneEffectInfo.impactType == "Continue") { oneEffectInfo.player = playerItem; oneEffectInfo.cardEntry = playerItem.shipCard; questStageCircuitProxy.circuitItem.putOneEffectInfoInActiveMap(oneEffectInfo, effectInfoProxy.effectSysItem.impactTimeTriggerMap); } } VariableAttribute manaVariableAttribute = playerItem.playerVariableAttributeMap.variableAttributeMap["Mana"]; SendNotification(UIViewSystemEvent.UI_MANA_INFA_SYS, manaVariableAttribute, StringUtil.GetNTByNotificationTypeAndPlayerCode(UIViewSystemEvent.UI_MANA_INFA_SYS_INIT, playerItem.playerCode)); SendNotification(UIViewSystemEvent.UI_TRAIT_COMBINATION_SYS, playerItem.traitCombination.traitTypes, StringUtil.GetNTByNotificationTypeAndPlayerCode(UIViewSystemEvent.UI_TRAIT_COMBINATION_SYS_INIT, playerItem.playerCode)); //手牌渲染 //SendNotification(HandSystemEvent.HAND_CHANGE, playerItem.handGridItem, StringUtil.NotificationTypeAddPlayerCode(HandSystemEvent.HAND_CHANGE_AFFLUX, playerItem.playerCode)); } ShowSomeInCommonUseUIView(); UtilityLog.Log("测试准备完成", LogUtType.Other); SendNotification(UIViewSystemEvent.UI_QUEST_TURN_STAGE, null, UIViewSystemEvent.UI_QUEST_TURN_STAGE_START_OF_TRUN); break; } }
public bool FindTargetOrObejct(EffectInfo effectInfo, TargetSet targetSet, EffectInfoProxy effectInfoProxy, PlayerGroupProxy playerGroupProxy, QuestStageCircuitProxy questStageCircuitProxy, GameContainerProxy gameContainerProxy) { bool designationTargetOver = false; effectInfo.needPlayerToChooseTargetSet = targetSet; //先判断是否已经指定了目标 switch (targetSet.target) { case "Minion": if (targetSet.targetMinionCellItems.Count == targetSet.targetClaimsNums) { designationTargetOver = true; } break; } if (designationTargetOver) { targetSet.hasTarget = true; return(true); } //条件 TargetClaim[] targetClaims = targetSet.targetClaims; //目标玩家 PlayerItem targetPlayer = null; //类型 switch (targetSet.target) { case "Card": List <CardEntry> cardEntries = new List <CardEntry>(); string gameContainerType = targetSet.targetSource; PlayerItem gameContainerControllerPlayerItem = null; for (int n = 0; n < targetClaims.Length; n++) { //判断所有权 if (targetClaims[n].claim == "Owner") { //是自己选 if (targetClaims[n].content == "Myself") { gameContainerControllerPlayerItem = effectInfo.player; } } } GameContainerItem gameContainerItem = gameContainerProxy.GetGameContainerItemByPlayerItemAndGameContainerType(gameContainerControllerPlayerItem, gameContainerType); for (int n = 0; n < targetClaims.Length; n++) { //判断所有权 if (targetClaims[n].claim == "locationIndex") { cardEntries.Add(gameContainerItem.cardEntryList[Convert.ToInt32(targetClaims[n].content)]); } else if (targetClaims[n].claim == "CardCode") { CardEntry cardEntryByCode = gameContainerItem.GetOneCardByCardCode(targetClaims[n].content); if (cardEntryByCode != null) { cardEntries.Add(cardEntryByCode); } } } if (cardEntries.Count > 0) { if (targetSet.targetClaimsNums == 1) { targetSet.hasTarget = true; targetSet.targetCardEntries.Add(cardEntries[0]); } } break; case "Minion": List <CardEntry> minionCellItems = new List <CardEntry>(); List <GameContainerItem> returnGameContainerItemList = gameContainerProxy.GetGameContainerItemGameContainerType("CardBattlefield"); foreach (GameContainerItem gameContainerItemMinion in returnGameContainerItemList) { foreach (CardEntry minionCellItem in gameContainerItemMinion.cardEntryList) { for (int n = 0; n < targetClaims.Length; n++) { //判断所有权 if (targetClaims[n].claim == "Owner") { //是自己的 if (targetClaims[n].content == "Myself") { targetClaims[n].result.Add(effectInfo.player.playerCode); if (minionCellItem.controllerPlayerItem.playerCode == effectInfo.player.playerCode) { minionCellItems.Add(minionCellItem); } } //不是自己的 else if (targetClaims[n].content == "Enemy") { targetClaims[n].result.Add(effectInfo.player.playerCode); if (minionCellItem.controllerPlayerItem.playerCode != effectInfo.player.playerCode) { minionCellItems.Add(minionCellItem); } } } } } } if (minionCellItems.Count <= targetSet.targetClaimsNums) { //符合数量限制 targetSet.hasTarget = true; targetSet.targetMinionCellItems = minionCellItems; } else { //超出目标上限,需要用户选择 if (effectInfo.operationalTarget.whoOperate == "MyselfPlayer") { effectInfo.chooseByPlayer = effectInfo.player; //发送已经确认目标的效果到前台进行展示 CardEntry oneCardEntry = effectInfo.cardEntry; oneCardEntry.needShowEffectInfo = effectInfo; effectInfoProxy.effectSysItem.showEffectNum++; SendNotification(UIViewSystemEvent.UI_EFFECT_DISPLAY_SYS, oneCardEntry, UIViewSystemEvent.UI_EFFECT_DISPLAY_SYS_ONE_EFFECT_NEED_CHOOSE_TARGET); //发布用户需要选择信号 SendNotification(LogicalSysEvent.LOGICAL_SYS, effectInfo, LogicalSysEvent.LOGICAL_SYS_NEED_PLAYER_CHOOSE); } else { UtilityLog.LogError("找不到需要选择的用户"); } return(false); } break; //效果选择 case "ChooseEffect": //获取玩家,根据条件筛选出复合条件的释放者和选择者 //筛选结果 foreach (PlayerItem playerItem in playerGroupProxy.playerGroup.playerItems.Values) { for (int n = 0; n < targetClaims.Length; n++) { //判断所有权 if (targetClaims[n].claim == "Owner") { //是自己选 if (targetClaims[n].content == "Myself") { if (playerItem.playerCode == effectInfo.player.playerCode) { targetPlayer = playerItem; } } } } } if (targetPlayer != null) { effectInfo.chooseByPlayer = targetPlayer; //发布用户需要选择信号 SendNotification(LogicalSysEvent.LOGICAL_SYS, effectInfo, LogicalSysEvent.LOGICAL_SYS_NEED_PLAYER_CHOOSE); return(false); // } else { UtilityLog.LogError("no player can ChooseEffect"); } break; //玩家 case "Player": //获取玩家,根据条件筛选出复合条件的释放者和选择者 //筛选结果 foreach (PlayerItem playerItem in playerGroupProxy.playerGroup.playerItems.Values) { for (int n = 0; n < targetClaims.Length; n++) { //判断所有权 if (targetClaims[n].claim == "Owner") { //是自己选 if (targetClaims[n].content == "Myself") { if (playerItem.playerCode == effectInfo.player.playerCode) { targetPlayer = playerItem; } } } } } if (targetPlayer != null) { //玩家确认 targetSet.targetPlayerItems.Add(targetPlayer); targetSet.hasTarget = true; } else { UtilityLog.LogError("no player can add TargetPlayerItems"); } break; } return(true); }
//监听 public override void ExceHandleNotification(INotification notification) { //处理公共请求 HandleNotificationCommon(notification); //回调函数 UnityAction callBack = () => { exceINotification = false; SendNotification(HandSystemEvent.HAND_CHANGE, null, HandSystemEvent.HAND_CHANGE_ANIMATION_START); }; bool callBackDelay = false; switch (notification.Name) { case HandSystemEvent.HAND_CHANGE: switch (notification.Type) { case HandSystemEvent.HAND_CHANGE_AFFLUX: GameContainerItem handGridItem = notification.Body as GameContainerItem; handControlView.handGridViewMap[playerCodeNotification].AchieveHandGrid(handGridItem, myself); SendNotification(HandSystemEvent.HAND_CHANGE, handControlView.handGridViewMap[playerCodeNotification], StringUtil.GetNTByNotificationTypeAndPlayerCode(HandSystemEvent.HAND_CHANGE_OVER, playerCodeNotification)); break; case HandSystemEvent.HAND_CHANGE_OVER: //只有是自己的牌才会激活操作 if (myself) { foreach (HandCellView handCellView in handControlView.handGridViewMap[playerCodeNotification].handCellViews) { handCellView.OnPointerDown = () => { if (handCellView.handCellItem.canUse) { //消息通知-进入选中手牌操作模式 SendNotification(OperateSystemEvent.OPERATE_SYS, handCellView.handCellItem, OperateSystemEvent.OPERATE_SYS_HAND_CHOOSE); //消息通知-划线组件激活 SendNotification(OperateSystemEvent.OPERATE_TRAIL_DRAW, handCellView.handCellItem, OperateSystemEvent.OPERATE_TRAIL_DRAW_START); } }; //发出鼠标移入消息 handCellView.OnPointerEnter = () => { //SendNotification(HandSystemEvent.HAND_CHANGE, handCellView.handCellItem, HandSystemEvent.HAND_CHANGE_POINTER_ENTER); }; //发出鼠标移出消息 handCellView.OnPointerExit = () => { //SendNotification(HandSystemEvent.HAND_CHANGE, handCellView.handCellItem, HandSystemEvent.HAND_CHANGE_POINTER_EXIT); }; } } break; //发出鼠标移入消息 case HandSystemEvent.HAND_CHANGE_POINTER_ENTER: CardEntry enterHand = notification.Body as CardEntry; //handGridView.OneCardMousenPointerEnter(enterHand); break; //发出鼠标移出消息 case HandSystemEvent.HAND_CHANGE_POINTER_EXIT: CardEntry exitHand = notification.Body as CardEntry; //handGridView.OneCardMousenPointerExit(exitHand); break; //抽了一张牌 case HandSystemEvent.HAND_CHANGE_DRAW_ONE_CARD: //回调函数 callBack = () => { exceINotification = false; SendNotification(HandSystemEvent.HAND_CHANGE, handControlView.handGridViewMap[playerCodeNotification], StringUtil.GetNTByNotificationTypeAndPlayerCode(HandSystemEvent.HAND_CHANGE_OVER, playerCodeNotification)); SendNotification(UIViewSystemEvent.UI_ANIMATION_SYS, null, UIViewSystemEvent.UI_ANIMATION_SYS_ZF_OVER_START); SendNotification(HandSystemEvent.HAND_CHANGE, null, HandSystemEvent.HAND_CHANGE_ANIMATION_START); }; callBackDelay = true; CardEntry handCellItemDraw = notification.Body as CardEntry; handControlView.handGridViewMap[playerCodeNotification].PlayerDrawOneCard(handCellItemDraw, callBack); break; //移除一张牌 case HandSystemEvent.HAND_CHANGE_REMOVE_ONE_CARD: CardEntry handCellItemRemove = notification.Body as CardEntry; callBackDelay = true; handControlView.handGridViewMap[playerCodeNotification].PlayerRemoveOneCard(handCellItemRemove, callBack); break; //隐藏一张牌 case UIViewSystemEvent.UI_CARD_ENTRY_SYS_CARD_NEED_HIDE_IN_VIEW: CardEntry handCellItemNeedHide = notification.Body as CardEntry; callBackDelay = true; handControlView.handGridViewMap[playerCodeNotification].HideOneCard(handCellItemNeedHide, callBack); break; //是否可用渲染 case HandSystemEvent.HAND_CHANGE_CAN_USE_JUDGE: if (myself) { List <CardEntry> handCells = notification.Body as List <CardEntry>; handControlView.handGridViewMap[playerCodeNotification].HandChangeCanUseJudge(handCells); } break; //手牌恢复到初始状态,当使用手牌没有成功的 case HandSystemEvent.HAND_CHANGE_UNCHECK_STATUS: CardEntry uncheckHandCellItem = notification.Body as CardEntry; handControlView.handGridViewMap[playerCodeNotification].HandChangeUncheckHandItem(uncheckHandCellItem); break; } break; case HandSystemEvent.HAND_VIEW_SYS: switch (notification.Type) { //创建一个手牌栏 case HandSystemEvent.HAND_VIEW_SYS_INIT_PLAYER_CODE: handControlView.CreateHandGridViewByPlayerCode(playerCodeNotification, myself); break; } break; } if (callBackDelay == false) { callBack(); } }