chore(): 删除所有冗余的代码和资源

This commit is contained in:
2025-10-18 09:00:18 +08:00
parent 345930843d
commit e545fa41ca
80 changed files with 4 additions and 3010 deletions

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@@ -1,114 +0,0 @@
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();
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: cb0c79a8230343c29d902ad22e044d2b
timeCreated: 1760574485

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@@ -8,14 +8,11 @@ using Core;
namespace Gameplay.Player
{
public class PlayerController : MonoBehaviour, ICharacter
public class PlayerController : MonoBehaviour
{
public int MaxHealth { get; set; } = 100;
public int CurrentHealth { get; private set; }
[SerializeField] private CardBookData cardBookData;
public CardBook MyCardBook { get; private set; }
public List<Card> Cards { get; private set; }
private int currentCardIndex = 0;
public bool IsFlight { get; private set; }
@@ -23,25 +20,22 @@ namespace Gameplay.Player
private PlayerMoveController playerMoveController;
private PlayerCameraController playerCameraController;
public PlayerCardsController playerCardsController;
private void Awake()
{
playerMoveController = GetComponent<PlayerMoveController>();
playerCameraController = GetComponent<PlayerCameraController>();
playerCardsController = GetComponent<PlayerCardsController>();
CurrentHealth = MaxHealth;
MyCardBook = new CardBook(cardBookData);
Cards = new List<Card>();
ControllerLocator.Instance.Register(this);
}
private void Start()
{
Cards.Add(CardLoader.GetCardByID(1));
Cards.Add(CardLoader.GetCardByID(2));
}
@@ -58,43 +52,5 @@ namespace Gameplay.Player
CurrentHealth = MaxHealth;
}
}
public void StartCombat()
{
Debug.Log("Player StartCombat");
IsFlight = true;
playerMoveController.SetSpeed(0.5f);
playerCardsController.GenerateCards(Cards);
}
public void EndFlight()
{
Debug.Log("Player EndFlight");
IsFlight = false;
playerMoveController.ResetSpeed();
playerCardsController.ClearCards();
}
public bool HasCardsLeft()
{
return currentCardIndex < Cards.Count;
}
public Card GetNextCard()
{
if (!HasCardsLeft())
{
return null;
}
return Cards[currentCardIndex++];
}
public void InitializeDeckCycle()
{
Cards = MyCardBook.GetCards().ToList();
}
}
}

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@@ -1,7 +1,6 @@
using System;
using Core;
using Script.Gameplay.Input;
using Map;
using UnityEngine;
namespace Gameplay.Player