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2025TapTapGameJam/Assets/Script/Gameplay/Player/PlayerCardsController.cs

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using System;
using System.Collections.Generic;
using System.Numerics;
using UnityEngine;
using Quaternion = UnityEngine.Quaternion;
using Vector3 = UnityEngine.Vector3;
namespace Gameplay.Player
{
public class PlayerCardsController : MonoBehaviour
{
[SerializeField] private float radius = 2f; // 卡牌围绕玩家旋转的半径
[SerializeField] private float rotationSpeed = 50f; // 卡牌旋转
[SerializeField] private float highOffset = 1f; // 卡牌高度偏移
public bool IsRotating = true; // 是否旋转卡牌
[SerializeField] private GameObject cardPrefab; // 卡牌预制体
public List<CardViewer> Cards;
private Transform playerTransform;
private void Update()
{
if (Cards != null)
{
//RotateCards();
}
}
// 生成卡牌实体
// 生成的卡牌实体围绕着玩家旋转
public void GenerateCards(List<Card> cards)
{
playerTransform = this.transform;
Cards = new List<CardViewer>();
for (int i = 0; i < cards.Count; i++)
{
float angle = i * (360f / cards.Count);
float rad = angle * Mathf.Deg2Rad;
Vector3 cardPosition = new Vector3(
playerTransform.position.x + radius * Mathf.Cos(rad),
playerTransform.position.y + highOffset,
playerTransform.position.z + radius * Mathf.Sin(rad)
);
GameObject cardObject = Instantiate(cardPrefab, cardPosition, Quaternion.identity);
Vector3 playerPosition = new Vector3(
playerTransform.position.x,
playerTransform.position.y + highOffset,
playerTransform.position.z
);
Cards[i].transform.LookAt(playerPosition);
CardViewer cardViewer = cardObject.GetComponent<CardViewer>();
cardViewer.SetCard(cards[i]);
Cards.Add(cardViewer);
}
}
// 旋转已经生成的卡牌实体
public void RotateCards()
{
if (!IsRotating) return;
for (int i = 0; i < Cards.Count; i++)
{
float angle = i * (360f / Cards.Count) + Time.time * rotationSpeed;
float rad = angle * Mathf.Deg2Rad;
Vector3 cardPosition = new Vector3(
playerTransform.position.x + radius * Mathf.Cos(rad),
playerTransform.position.y + highOffset,
playerTransform.position.z + radius * Mathf.Sin(rad)
);
Cards[i].transform.position = cardPosition;
Vector3 playerPosition = new Vector3(
playerTransform.position.x,
playerTransform.position.y + highOffset,
playerTransform.position.z
);
Cards[i].transform.LookAt(playerPosition);
// 卡牌绕着y轴旋转180度从而让卡牌正面朝向玩家
Cards[i].transform.Rotate(0, 180, 0);
}
}
public void StopRotatingCards()
{
IsRotating = false;
}
public void StartRotatingCards()
{
IsRotating = true;
}
// 删除卡牌实体
public void DeleteCards(CardViewer card)
{
Cards.Remove(card);
Destroy(card.gameObject);
}
public void ClearCards()
{
foreach (var card in Cards)
{
Destroy(card.gameObject);
}
Cards.Clear();
}
}
}