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Author SHA1 Message Date
0be7ccceba chore():冗余2 2025-10-18 09:00:33 +08:00
e545fa41ca chore(): 删除所有冗余的代码和资源 2025-10-18 09:00:18 +08:00
345930843d feat():完成3种模式的基本运行框架 2025-10-18 08:55:38 +08:00
116 changed files with 894 additions and 3134 deletions

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using UnityEngine;
namespace Gameplay
{
public class Card
{
private CardData _cardData;
public Texture FrontTexture => _cardData.FrontCardTexture;
public Texture BackTexture => _cardData.BackCardTexture;
public string CardName => _cardData.CardName;
public string CardDescription => _cardData.CardDescription;
public EffectData[] Effects => _cardData.Effects;
public Card(CardData cardData)
{
_cardData = cardData;
}
public void PlayCard(CardContext context)
{
foreach (var effect in Effects)
{
EffectHandler.Execute(effect, context);
}
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 1081ce761bc440e29a2f7b75915e5754
timeCreated: 1760361406

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 37e71088bd934b78aa07c7a76b7e5d07
timeCreated: 1760422523

View File

@@ -1,48 +0,0 @@
using System;
using UnityEngine;
namespace Gameplay
{
public class CardBook
{
public CardBookData Data;
public CardSlot[] Slots;
public CardSlot[] Spares;
public CardBook(CardBookData data)
{
Data = data;
Slots = new CardSlot[Data.SlotCount];
Spares = new CardSlot[Data.SpareCount];
for (int i = 0; i < Slots.Length; i++)
{
Slots[i] = new CardSlot();
}
for (int i = 0; i < Spares.Length; i++)
{
Spares[i] = new CardSlot();
}
}
// Get all cards in the card book,and not Spares
public Card[] GetCards()
{
var cards = new Card[Slots.Length + Spares.Length];
for (int i = 0; i < Slots.Length; i++)
{
cards[i] = Slots[i].StoredCard;
}
return cards;
}
public Card[] GetSpareCards()
{
var cards = new Card[Spares.Length + Spares.Length];
for (int i = 0; i < Spares.Length; i++)
{
cards[i] = Spares[i].StoredCard;
}
return cards;
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 4bb8bfb17c6a4eaa88954871942ee72d
timeCreated: 1760422530

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@@ -1,12 +0,0 @@
using UnityEngine;
namespace Gameplay
{
[CreateAssetMenu(fileName = "CardBookData", menuName = "ScriptableObject/CardBookData", order = 1)]
public class CardBookData : ScriptableObject
{
public int SlotCount;
public int SpareCount;
public int MaxLoopCount;
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 54f1f8ff48b84542962110e7a9851917
timeCreated: 1760422573

View File

@@ -1,12 +0,0 @@
using UnityEngine;
namespace Gameplay
{
// 卡牌书的显示相关脚本
public class CardBookViewer : MonoBehaviour
{
[SerializeField] private Transform LeftHandPoint;
private CardBook CardBook;
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 68803a8f56734f22a3025f8028fc027f
timeCreated: 1760431288

View File

@@ -1,23 +0,0 @@
namespace Gameplay
{
public class CardSlot
{
public Card StoredCard;
public bool IsEmpty => StoredCard == null;
public int ActiveTimes = 0;
public void StoreCard(Card card)
{
StoredCard = card;
ActiveTimes = 0;
}
public Card RemoveCard()
{
var card = StoredCard;
StoredCard = null;
ActiveTimes = 0;
return card;
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: e5f566603b3f4286965da48bb49c018a
timeCreated: 1760422548

View File

@@ -1,18 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Gameplay
{
[CreateAssetMenu(fileName = "CardData", menuName = "ScriptableObject/CardData")]
public class CardData : ScriptableObject
{
public int CardID;
public string CardName;
public string CardDescription;
public Texture FrontCardTexture;
public Texture BackCardTexture;
public EffectData[] Effects;
}
}

View File

@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 7c9f5640c7fc55141af2931d0caed1e0
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: ea39c6a061fd421988facd6fcb95c639
timeCreated: 1760405374

View File

@@ -1,16 +0,0 @@
using UnityEngine;
using Interface;
namespace Gameplay
{
public class CardContext
{
public ICharacter Owner;
public ICharacter Enemy;
public CardContext(ICharacter owner,ICharacter enemy)
{
Owner = owner;
Enemy = enemy;
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 7279b5677f724ab4b93bd1028542d110
timeCreated: 1760420712

View File

@@ -1,26 +0,0 @@
using UnityEngine;
namespace Gameplay
{
[System.Serializable]
public class EffectData
{
public EffectType type; // 效果类型,例如攻击、治疗、抽卡
public int value; // 参数值
public TargetType target; // 可选参数:目标类型("self", "enemy", "all"
}
public enum TargetType
{
Self,
Enemy,
All,
None
}
public enum EffectType
{
Damage,
Heal,
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 5790e0b2fbce41c99a775bbacca0e2bc
timeCreated: 1760420527

View File

@@ -1,24 +0,0 @@
using UnityEngine;
namespace Gameplay
{
public static class EffectHandler
{
public static void Execute(EffectData effect, CardContext context)
{
switch (effect.type)
{
case EffectType.Damage:
context.Enemy.TakeDamage(effect.value);
break;
case EffectType.Heal:
context.Enemy.Heal(effect.value);
break;
default:
Debug.Log($"未知效果类型: {effect.type}");
break;
}
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 032e368e3d5846d78caf5f3239de979f
timeCreated: 1760420695

View File

@@ -1,62 +0,0 @@
using System;
using UnityEngine;
using UnityEngine.UI;
using Interface;
using Core;
using Gameplay.Player;
namespace Gameplay
{
public class CardViewer : MonoBehaviour, IInteractable
{
public Card Card;
[SerializeField] private MeshRenderer frontMeshRenderer;
[SerializeField] private MeshRenderer backMeshRenderer;
[SerializeField] private Text cardNameText;
[SerializeField] private Text cardDescriptionText;
private PlayerController _playerController;
private void Start()
{
ControllerLocator.Instance.TryGet<PlayerController>(out _playerController);
}
public void SetCard(Card card)
{
Card = card;
if (frontMeshRenderer != null && card.FrontTexture != null)
{
frontMeshRenderer.material.mainTexture = card.FrontTexture;
}
if (backMeshRenderer != null && card.BackTexture != null)
{
backMeshRenderer.material.mainTexture = card.BackTexture;
}
cardNameText.text = card.CardName;
cardDescriptionText.text = card.CardDescription;
}
public string GetInteractPrompt()
{
return "";
}
public void Interact(GameObject interactor)
{
}
public void OnGazeEnter(GameObject editor)
{
if(_playerController != null) _playerController.playerCardsController.StopRotatingCards();
}
public void OnGazeExit(GameObject editor)
{
if (_playerController != null) _playerController.playerCardsController.StartRotatingCards();
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 84de392c49524b6d8da09ea51c4326c0
timeCreated: 1760361433

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 5db247b9fcb44b3f85bdcc7cdb634481
timeCreated: 1760575054

View File

@@ -1,31 +0,0 @@
using UnityEngine;
namespace Gameplay
{
// 用来加载卡牌数据的静态类
public static class CardLoader
{
public static CardData GetCardDataByID(int cardID)
{
CardData[] allCards = Resources.LoadAll<CardData>("Configs/Card");
foreach (var card in allCards)
{
if (card.CardID == cardID)
{
return card;
}
}
Debug.LogError($"Card with ID {cardID} not found!");
return null;
}
public static Card GetCardByID(int cardID)
{
CardData cardData = GetCardDataByID(cardID);
if (cardData != null)
{
return new Card(cardData);
}
return null;
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 447cd4a06d4a497cb301f68b51a4121a
timeCreated: 1760518833

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 649c2c30ae8a4f64ae00e35a3bf67479
timeCreated: 1760496426

View File

@@ -1,176 +0,0 @@
using System;
using System.Collections;
using Core;
using Gameplay.Enemy;
using Gameplay.Player;
using Interface;
using UnityEngine;
namespace Gameplay
{
/// <summary>
/// 战斗流程管理器(回合制、循环抽牌)
/// 使用方法:在场景中挂载一个空物体并配置 player 与 enemy 的 Combatant 引用。
/// 该管理器通过事件回调让 UI 或其它系统接入“双方牌都打空时”的选择(继续/逃跑)。
/// </summary>
public class CombatFlowManager : MonoSingleton<CombatFlowManager>
{
[Header("Participants")]
public PlayerController player;
public EnemyController enemy;
[Header("Flow Settings")]
[Tooltip("玩家是否先手true=玩家先出一张)")]
public bool playerStarts = true;
[Tooltip("每出一张牌后的间隔(秒)")]
public float turnDelay = 0.8f;
// Events
public event Action OnCombatStarted;
public event Action<ICharacter, Card> OnCardPlayed;
public event Action<ICharacter> OnCombatEnded; // 参数为胜利方null 表示平局或逃跑)
public event Action OnBothEmpty; // 当双方都没有卡可以出时触发UI 需要通过 ContinueAfterBothEmpty 或 EscapeFromCombat 响应
// internal state
private Coroutine runningRoutine;
private bool waitingForDecision = false;
private bool decisionContinue = false;
private bool decisionEscape = false;
/// <summary>
/// 启动战斗流程(也可以在 Inspector 中提前绑定 player/enemy然后只调用 StartCombat()
/// </summary>
public void StartCombat(PlayerController playerController = null, EnemyController enemyController = null)
{
if (playerController != null) player = playerController;
if (enemyController != null) enemy = enemyController;
if (player == null || enemy == null)
{
Debug.LogError("CombatFlowManager: player 或 enemy 未设置。");
return;
}
// 初始化双方状态
player.StartCombat();
enemy.StartCombat();
player.InitializeDeckCycle();
enemy.InitializeDeckCycle();
runningRoutine = StartCoroutine(CombatRoutine());
OnCombatStarted?.Invoke();
}
public void StopCombat()
{
if (runningRoutine != null) StopCoroutine(runningRoutine);
runningRoutine = null;
}
private IEnumerator CombatRoutine()
{
ICharacter current = playerStarts ? player : enemy;
while (true)
{
// 结束检查
if (player.IsDead || enemy.IsDead)
{
ICharacter winner = player.IsDead ? enemy : player;
OnCombatEnded?.Invoke(winner);
runningRoutine = null;
yield break;
}
bool playerHas = player.HasCardsLeft();
bool enemyHas = enemy.HasCardsLeft();
if (!playerHas && !enemyHas)
{
// 双方都打空,等待玩家选择(由 UI 调用 ContinueAfterBothEmpty 或 EscapeFromCombat
waitingForDecision = true;
decisionContinue = false;
decisionEscape = false;
OnBothEmpty?.Invoke();
// 等待选择
while (waitingForDecision)
yield return null;
if (decisionEscape)
{
// 玩家选择逃跑 -> 结束战斗,胜者设为 null或按需要设成敌人/玩家)
OnCombatEnded?.Invoke(null);
runningRoutine = null;
yield break;
}
if (decisionContinue)
{
// 重新从卡册读取(重置抽牌队列),保持生命与其它状态不变
player.InitializeDeckCycle();
enemy.InitializeDeckCycle();
// 继续循环(当前先手不变)
yield return null;
continue;
}
}
// 当前回合:如果当前方没有牌则跳过(空过)
if (current.HasCardsLeft())
{
var card = current.GetNextCard();
ICharacter target;
if (current is PlayerController)
{
target = enemy;
}
else
{
target = player;
}
// 触发卡牌效果(当前仅支持直接伤害)
if (card != null)
{
card.PlayCard(new CardContext(current, target));
OnCardPlayed?.Invoke(current, card);
}
// 检查死亡(将在下一循环顶部处理)
yield return new WaitForSeconds(turnDelay);
}
else
{
// 跳过一轮,不延迟太久
yield return new WaitForSeconds(0.1f);
}
// 切换行动方
current = (current == player) ? enemy : player;
}
}
/// <summary>
/// 当双方都打空时UI 调用此方法选择继续下一轮(重新从卡册读取卡牌)
/// </summary>
public void ContinueAfterBothEmpty()
{
if (!waitingForDecision) return;
decisionContinue = true;
waitingForDecision = false;
}
/// <summary>
/// 当双方都打空时UI 调用此方法选择逃跑
/// </summary>
public void EscapeFromCombat()
{
if (!waitingForDecision) return;
decisionEscape = true;
waitingForDecision = false;
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 3e8e663fe8d349bea29b9887d29db187
timeCreated: 1760496426

View File

@@ -1,49 +0,0 @@
using System;
using UnityEngine;
using Gameplay;
using Interface;
using Gameplay.Enemy;
using Gameplay.Player;
namespace Gameplay.Combat
{
[RequireComponent(typeof(Collider))]
public class CombatTrigger : MonoBehaviour
{
//[Tooltip("战斗管理器引用(场景中单例/对象)")]
private CombatFlowManager combatManager;
[Tooltip("触发时指定的玩家 Combatant可为空manager 使用已配置的)")]
public PlayerController player;
[Tooltip("触发时指定的敌人 Combatant可为空manager 使用已配置的)")]
public EnemyController enemy;
[Tooltip("被触发后是否自动禁用触发器,避免重复触发")]
public bool disableAfterTrigger = true;
private void Start()
{
combatManager = CombatFlowManager.Instance;
}
private void Reset()
{
// Collider 需要 isTrigger
var col = GetComponent<Collider>();
col.isTrigger = true;
}
private void OnTriggerEnter(Collider other)
{
// 简单检测:玩家层或带有 "Player" 标签的物体
if (combatManager == null) return;
if (other.CompareTag("Player") || other.gameObject.layer == LayerMask.NameToLayer("Player"))
{
combatManager.StartCombat(player, enemy);
if (disableAfterTrigger) gameObject.SetActive(false);
}
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 2d9265c2645847c2b5197ed2ba181c98
timeCreated: 1760496463

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 3b712b2fa4f743408e56868a21312535
timeCreated: 1760495486

View File

@@ -1,77 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Interface;
using UnityEngine;
namespace Gameplay.Enemy
{
public class EnemyController : MonoBehaviour, ICharacter
{
[SerializeField] private string enemyName;
[SerializeField] private int maxHealth = 100;
public int MaxHealth => maxHealth;
public int CurrentHealth { get; set; }
[SerializeField] private CardBookData cardBookData;
private CardBook myCardBook;
private List<Card> cards;
private int currentCardIndex = 0;
public bool IsFlight { get; private set; }
public bool IsDead { get; private set; }
private void Awake()
{
CurrentHealth = MaxHealth;
myCardBook = new CardBook(cardBookData);
cards = new List<Card>();
}
public void TakeDamage(int damage)
{
CurrentHealth -= damage;
}
public void Heal(int heal)
{
CurrentHealth += heal;
if (CurrentHealth > MaxHealth)
{
CurrentHealth = MaxHealth;
}
}
public void StartCombat()
{
Debug.Log($"{name} Enemy Start Combat");
IsFlight = false;
}
public void EndFlight()
{
Debug.Log($"{name} Enemy End Flight");
IsFlight = true;
}
public bool HasCardsLeft()
{
return currentCardIndex < cards.Count;
}
public Card GetNextCard()
{
if (!HasCardsLeft())
{
return null;
}
return cards[currentCardIndex++];
}
public void InitializeDeckCycle()
{
cards = myCardBook.GetCards().ToList();
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: b5a587a681ae48d6b3a5dcd5a723fd5a
timeCreated: 1760512105

View File

@@ -0,0 +1,44 @@
using System;
using Gameplay.Player;
using UnityEngine;
using Interface;
namespace Script.Gameplay.Facility
{
public class DoorInteractController : InteractableBaseController, IEditableComponent
{
[SerializeField] private LockLevel lockLevel;
private bool isOpened = false;
public override void Interact(GameObject interactor)
{
if (isOpened)
{
CloseDoor();
isOpened = false;
}
else
{
OpenDoor();
isOpened = true;
}
}
public LockLevel LockLevel => lockLevel;
public void SetActive(bool active)
{
// 实现激活或禁用门的逻辑
Interactable = active;
}
private void OpenDoor()
{
Debug.Log("Open door");
}
private void CloseDoor()
{
Debug.Log("Close door");
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3bdc5380046d4cacb0dd579877f320eb
timeCreated: 1760693181

View File

@@ -1,7 +0,0 @@
namespace Script.Gameplay.Facility
{
public class EditComponent
{
}
}

View File

@@ -1,69 +0,0 @@
using System;
using Gameplay.Player;
using UnityEngine;
using Interface;
namespace Script.Gameplay.Facility
{
public class FacilityController : MonoBehaviour, IInteractable, IEditable
{
public FacilityModifier facilityModifier;
private void Awake()
{
if (facilityModifier == null)
{
facilityModifier = GetComponent<FacilityModifier>();
}
}
private void Start()
{
}
public string GetInteractPrompt()
{
return "";
}
public void Interact(GameObject interactor)
{
}
public void OnGazeEnter(GameObject editor)
{
// 物体弹出按F可交互菜单
}
public void OnGazeExit(GameObject editor)
{
// 物体取消菜单
}
public void OnGazeEnter(PlayerEditController editor)
{
}
public void OnGazeExit(PlayerEditController editor)
{
}
public void BeginEdit()
{
}
public void EndEdit()
{
}
public IEditable GetEditable()
{
return this;
}
}
}

View File

@@ -0,0 +1,44 @@
using System;
using System.Collections.Generic;
using Gameplay.Player;
using UnityEngine;
using Interface;
namespace Script.Gameplay.Facility
{
public class FacilityEditableController : MonoBehaviour, IEditable
{
public void OnGazeEnter(PlayerEditController editor)
{
}
public void OnGazeExit(PlayerEditController editor)
{
}
public void BeginEdit()
{
}
public void EndEdit()
{
}
public List<IEditableComponent> GetEditableComponents()
{
var components = new List<IEditableComponent>();
foreach (var mb in GetComponentsInChildren<MonoBehaviour>(true))
{
if (mb is IEditableComponent editableComponent)
{
components.Add(editableComponent);
}
}
return components;
}
}
}

View File

@@ -1,27 +0,0 @@
using UnityEngine;
namespace Script.Gameplay.Facility
{
public class FacilityModifier : MonoBehaviour
{
private Transform _transform;
private Collider _collider;
private Rigidbody _rigidbody;
public void ModifyComponent<T>(bool isOpen, T component) where T : Component
{
var targetComponent = this.GetComponent<T>();
if (targetComponent != null)
{
if (isOpen)
{
targetComponent.gameObject.SetActive(true);
}
else
{
targetComponent.gameObject.SetActive(false);
}
}
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: b1db33a437984a1a8fae09ab8c5de7e4
timeCreated: 1760667210

View File

@@ -0,0 +1,15 @@
namespace Script.Gameplay.Facility
{
public enum LockLevel
{
Red,
Blue,
Yellow,
}
public interface IEditableComponent
{
public LockLevel LockLevel { get; }
public void SetActive(bool active);
}
}

View File

@@ -0,0 +1,30 @@
using UnityEngine;
using Interface;
namespace Script.Gameplay.Facility
{
public abstract class InteractableBaseController : MonoBehaviour, IInteractable
{
public bool Interactable = true;
public string GetInteractPrompt()
{
return "按F进行交互";
}
public virtual void Interact(GameObject interactor)
{
if (!Interactable) return;
Debug.Log($"{gameObject.name} 被 {interactor.name} 交互了!");
}
public void OnGazeEnter(GameObject editor)
{
// 修改鼠标指针或高亮显示物体等
}
public void OnGazeExit(GameObject editor)
{
// 恢复鼠标指针或取消高亮显示物体等
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f5781ad9dd2842a584b8ef333ae75e60
timeCreated: 1760693365

View File

@@ -1,28 +0,0 @@
using System;
using UnityEngine;
using Gameplay;
using System.Collections.Generic;
namespace Interface
{
/// <summary>
/// 角色接口可受伤害、治疗和添加Buff、发生战斗
/// 拥有卡牌书
/// </summary>
public interface ICharacter
{
// public int MaxHealth { get; }
// public int CurrentHealth { get; }
// public CardBook CardBook { get; }
// public List<Card> Cards { get; }
public bool IsFlight { get; }
public bool IsDead { get; }
public void TakeDamage(int damage);
public void Heal(int heal);
public void StartCombat();
public void EndFlight();
public bool HasCardsLeft();
public Card GetNextCard();
public void InitializeDeckCycle();
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: a0f41a6a18dd4801a9d6ba995cf09376
timeCreated: 1760420819

View File

@@ -1,5 +1,8 @@
using UnityEngine;
using Gameplay.Player;
using System.Collections.Generic;
using Script.Gameplay.Facility;
namespace Interface
{
public interface IEditable
@@ -8,6 +11,6 @@ namespace Interface
void OnGazeExit(PlayerEditController editor); // 玩家停止注视时触发
void BeginEdit();
void EndEdit();
IEditable GetEditable();
List<IEditableComponent> GetEditableComponents();
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 5e48e8b97eda4ce78cdf0df14fd37ec4
timeCreated: 1760362979

View File

@@ -1,10 +0,0 @@
using UnityEngine;
using Interface;
namespace Map
{
public class FlightTrigger : MonoBehaviour
{
[SerializeField] public ICharacter Player;
[SerializeField] public ICharacter Enemy;
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 5e697dc78ed84a3ab2e921a57c17be95
timeCreated: 1760495479

View File

@@ -1,20 +0,0 @@
using UnityEngine;
using System;
namespace Map
{
public class MapFlag : MonoBehaviour
{
public string FlagName;
public Vector3 Position;
public MapFlag ParentFlag;
public MapFlag LeftFlag;
public MapFlag RightFlag;
public event Action<MapFlag> OnPlayerEnter;
private void OnTriggerEnter(Collider other)
{
OnPlayerEnter?.Invoke(this);
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 2c3ea88c92cc4d0bb6098983903be7fb
timeCreated: 1760444130

View File

@@ -1,13 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Core;
using UnityEngine;
namespace Map
{
public class MapFlagManager : MonoSingleton<MapFlagManager>
{
public MapFlag StartFlag;
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: f13be1e244e84e3b93b0b3a4c054cb46
timeCreated: 1760424376

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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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@@ -1,3 +1,4 @@
using Core;
using UnityEngine;
using Interface;
using Script.Gameplay.Input;
@@ -21,11 +22,8 @@ namespace Gameplay.Player
inputManager = InputManager.Instance;
if (playerCamera == null)
playerCamera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>();
inputManager.Input.Player.SwitchWatchMode.performed += ctx =>
{
if (currentTarget != null) currentTarget.BeginEdit();
};
ControllerLocator.Instance.Register(this);
}
void Update()
@@ -73,6 +71,11 @@ namespace Gameplay.Player
}
}
public IEditable GetCurrentTarget()
{
return currentTarget;
}
void OnDrawGizmos()
{
if(!isDrawGizmos) return;

View File

@@ -21,7 +21,13 @@ namespace Gameplay.Player
playerCamera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>();
var input = InputManager.Instance.Input;
input.Player.SwitchWatchMode.performed += ctx => currentTarget.Interact(this.gameObject);;
input.Player.Interact.performed += ctx =>
{
if (currentTarget != null)
{
currentTarget.Interact(this.gameObject);
}
};
}
void Update()

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

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@@ -1,6 +1,7 @@
using System;
using Script.Gameplay.Input;
using UnityEngine;
using Core;
namespace Gameplay.Player
{
@@ -10,34 +11,46 @@ namespace Gameplay.Player
Inside,
Outside
}
public class PlayerWatchModeSwitcher : MonoBehaviour
public class PlayerWatchModeController : MonoBehaviour
{
[SerializeField] private Camera cam;
public event Action OnEnterInsideWatchMode;
public event Action OnExitInsideWatchMode;
private InputManager inputManager;
private WatchMode currentMode = WatchMode.Normal;
public WatchMode CurrentWatchMode
{
get => currentMode;
set
{
if (value != WatchMode.Inside)
{
OnExitInsideWatchMode?.Invoke();
}
if (value == WatchMode.Inside)
{
OnEnterInsideWatchMode?.Invoke();
}
currentMode = value;
SwitchWatchMode(currentMode);
}
}
private void Start()
{
inputManager = InputManager.Instance;
SetWatchMode(currentMode);
var input = inputManager.Input;
input.Player.SwitchWatchMode.performed += ctx =>
{
currentMode = (WatchMode)(((int)currentMode + 1) % 3);
SetWatchMode(currentMode);
var modeTemp = (WatchMode)(((int)CurrentWatchMode + 1) % 3);
CurrentWatchMode = modeTemp;
};;
ControllerLocator.Instance.Register(this);
}
public void SetWatchMode(WatchMode mode)
{
currentMode = mode;
SwitchWatchMode(mode);
}
// 实现按Tap键实现在WatchMode 3个模式切换并通过SwitchWatchMode设置正确的相机模式
private void SwitchWatchMode(WatchMode watchMode)
{
switch (watchMode)

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