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时间:2019-12-23 05:37来源:www.304.com
园子萧条多年,闲来无事,用Unity3D来品尝做三个轻易的小游戏,一方面是对方今商讨的Unity3D有一点点计算,一方面跟周围的园友相互学习和增加。话十分的少说,步向正题www.304.comUn

园子萧条多年,闲来无事,用Unity3D来品尝做三个轻易的小游戏,一方面是对方今商讨的Unity3D有一点点计算,一方面跟周围的园友相互学习和增加。话十分的少说,步向正题www.304.comUnity3D手机斗地主游戏开发实战(01)_发牌功能实现。~

www.304.comUnity3D手机斗地主游戏开发实战(01)_发牌功能实现。创建项目

1.开立Unity2017的2D项目,权且叫做ChinesePoker吧,就用自带的UGUI来编辑UI, 最近只导入iTween插件,用来方便调整动漫效果。

目录布局如下:

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假造卡片需求动态变化,笔者把图纸财富放到Resource目录,并遵照Card_类型(大小王,红桃,黑桃,方片,梅花 )_www.304.comUnity3D手机斗地主游戏开发实战(01)_发牌功能实现。数字(卡片所在类型中的数字)命名。

材质都是网络找的,未有美术基本功,便是那样个乐趣,大家将就看呢,:)

www.304.comUnity3D手机斗地主游戏开发实战(01)_发牌功能实现。2.建先是个情景,暗中同意叫001_Playing,作为主要玩牌的场景,一时半刻作为第四个场景,前期新情形加多进去,咱们恐怕再调节场景的生龙活虎生龙活虎。

丰硕一个UI->Image,选取多少个背景图片;

增加3个UI->Canvas,分别取名称叫Player0,Player1,Player2,代表游戏的使用者,对手1,敌手2;

www.304.comUnity3D手机斗地主游戏开发实战(01)_发牌功能实现。各种Player底下,增多四个Image,接纳卡牌背面图片,分别表示发牌时各自牌堆的岗位,并在桌面放置叁个总牌堆的任务,暗中认可not active;

建三个卡片的图纸,命名称为Card,并作为预制件,放入Player0中间二个,微微偏移一定地点再放置三个,用来总括每张牌跟临牌相对地点,设置not active;

建贰个卡牌的南部图片,命名Cover,也视作预制件;

增加一个测量检验开关TestButton;

基本上了,大约结构如下:

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开创卡片、游戏发烧友音讯

1.新建CardInfo类,重要不要世袭私下认可的MonoBehaviour类,用来作为卡牌的实体类;

兑现IComparable接口,后边手牌排序会用到。

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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);
            }
        }
    }

}

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2.卡德预制件上,增加Card脚本,首要保存对应CardInfo消息、选中状态,并加载卡片图片;

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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;
    }
}

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3.思谋游戏发烧友分为2种门类,先创造叁个公共的基类,完毕游戏者公共的法子,举个例子扩充一张卡片、清空全部卡牌、排序等;

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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();
    }
}

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4.增添率先种游戏的使用者(自个儿游戏者)PlayerSelf,继承Player,并挂载到Player0对象上;

福寿双全整合治理手牌的逻辑:发放营业证件本后,从当中路的岗位,依据大小顺序将牌张开;

获得牌面点击事件,将牌选中或撤消选中;

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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();
        }
    }
}

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5.增加另大器晚成种游戏者(对手游戏用户)PlayerOther,世襲Player,并挂载到Player1,Player2对象上;

暂风尚未兑现别的别的功用:

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public class PlayerOther : Player
{

}

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福寿无疆发放营业证件照逻辑

在Camera上加多卡片处理脚本:CardManager

1.兑现洗牌逻辑,这里用生成GUID随机性后排序,达到洗牌的指标;

2.记录当前发放营业牌照回合,每发一张牌,跳转给下四个游戏的使用者;

3.笔录当前玩牌回合(今后可能用到),每玩生机勃勃局,跳转下个游戏发烧友先河发放营业执照;

4.发放营业许可证逻辑:

设置牌堆的彰显,动漫依次给每人游戏用户发一张卡片,发完牌后,隐讳牌堆,并将游戏者的卡片排序并显示;

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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());
    }

}

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总结

实质上发牌后的卡通,能够由override基类的章程,交由Player子类管理,不用CardManager聚集管理,大家能够优化一下。

大致逻辑完结,大家作证下效果啊:

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资源

项目源码

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