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@@ -232,15 +232,21 @@ namespace Continentis.MainGame.Card
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protected virtual void AfterPlayEffect(List<CharacterBase> targetList)
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{
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if (contentSubmodule.cardType == CardType.Power)
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{
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CommandQueueManager.Instance.AddCommand(user.deckSubmodule.UsePowerCard(cardInstance));
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return;
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}
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if (user is PlayerHero playerHero)
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{
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if (HasKeyword("Exhaust"))
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{
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playerHero.deckSubmodule.ExhaustCard(cardInstance);
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CommandQueueManager.Instance.AddCommand(playerHero.deckSubmodule.ExhaustCard(cardInstance));
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}
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else if(!HasKeyword("Reuse"))
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{
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playerHero.deckSubmodule.DiscardCard(cardInstance);
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CommandQueueManager.Instance.AddCommand(playerHero.deckSubmodule.DiscardCard(cardInstance));
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CommandQueueManager.Instance.AddCommand(new Cmd_Function(() =>
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{
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if (handCardView != null)
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@@ -254,7 +260,7 @@ namespace Continentis.MainGame.Card
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{
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if (HasKeyword("Exhaust"))
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{
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npc.deckSubmodule.ExhaustCard(cardInstance);
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CommandQueueManager.Instance.AddCommand(npc.deckSubmodule.ExhaustCard(cardInstance));
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}
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}
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}
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@@ -22,6 +22,7 @@ namespace Continentis.MainGame.Character
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piles.Add("Draw", new List<CardInstance>());
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piles.Add("Discard", new List<CardInstance>());
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piles.Add("Exhaust", new List<CardInstance>());
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piles.Add("Grave", new List<CardInstance>());
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piles.Add("Pool", new List<CardInstance>());
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piles.Add("Intention", new List<CardInstance>());
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}
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@@ -84,35 +85,98 @@ namespace Continentis.MainGame.Character
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{
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card.cardLogic.Play(targetList, owner);
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}
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public void DiscardCard(CardInstance card, float interval = 0.1f)
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{
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CommandQueueManager.Instance.AddCommand(new Cmd_DiscardCards(card.deck, new List<CardInstance> { card }, interval));
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}
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public void DiscardCards(List<CardInstance> cards, float interval = 0.1f)
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public CommandGroup DiscardCard(CardInstance card, float interval = 0.1f)
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{
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CommandContext context = new CommandContext();
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CommandGroup discardCardGroup = new CommandGroup(ExecutionMode.Sequential, context,
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new Cmd_DiscardCards(card.deck, new List<CardInstance>() { card }, interval),
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new Cmd_Function(0, () =>
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{
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//Debug.Log((context.sharedInfo["DrawnCards"] as List<CardInstance>).Count); //TODO: 弃牌后的处理
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}));
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return discardCardGroup;
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}
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public CommandGroup DiscardCards(List<CardInstance> cards, float interval = 0.1f)
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{
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Dictionary<DeckSubmodule, List<CardInstance>> groupedCards = cards.GroupBy(card => card.deck)
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.ToDictionary(group => group.Key, group => group.ToList());
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CommandContext context = new CommandContext();
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CommandGroup discardCardGroup = new CommandGroup(ExecutionMode.Sequential, context);
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foreach (var kvp in groupedCards)
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{
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CommandQueueManager.Instance.AddCommand(new Cmd_DiscardCards(kvp.Key, kvp.Value, interval));
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discardCardGroup.AddCommand(new Cmd_DiscardCards(kvp.Key, kvp.Value, interval));
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}
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discardCardGroup.AddCommand(new Cmd_Function(0, () =>
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{
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//Debug.Log((context.sharedInfo["DrawnCards"] as List<CardInstance>).Count); //TODO: 弃牌后的处理
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}));
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return discardCardGroup;
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}
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public void ExhaustCard(CardInstance card, float interval = 0.1f)
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public CommandGroup ExhaustCard(CardInstance card, float interval = 0.1f)
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{
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CommandQueueManager.Instance.AddCommand(new Cmd_ExhaustCards(owner is PlayerHero, card.deck, new List<CardInstance> { card }, interval));
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CommandContext context = new CommandContext();
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CommandGroup discardCardGroup = new CommandGroup(ExecutionMode.Sequential, context,
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new Cmd_ExhaustCards(owner is PlayerHero, card.deck, new List<CardInstance>() { card }, interval),
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new Cmd_Function(0, () =>
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{
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//Debug.Log((context.sharedInfo["DrawnCards"] as List<CardInstance>).Count); //TODO: 消耗牌后的处理
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}));
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return discardCardGroup;
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}
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public void ExhaustCards(List<CardInstance> cards, float interval = 0.1f)
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public CommandGroup ExhaustCards(List<CardInstance> cards, float interval = 0.1f)
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{
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Dictionary<DeckSubmodule, List<CardInstance>> groupedCards = cards.GroupBy(card => card.deck)
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.ToDictionary(group => group.Key, group => group.ToList());
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CommandContext context = new CommandContext();
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CommandGroup discardCardGroup = new CommandGroup(ExecutionMode.Sequential, context);
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foreach (var kvp in groupedCards)
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{
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CommandQueueManager.Instance.AddCommand(new Cmd_ExhaustCards(owner is PlayerHero, kvp.Key, kvp.Value, interval));
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discardCardGroup.AddCommand(new Cmd_ExhaustCards(owner is PlayerHero, kvp.Key, kvp.Value, interval));
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}
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discardCardGroup.AddCommand(new Cmd_Function(0, () =>
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{
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//Debug.Log((context.sharedInfo["DrawnCards"] as List<CardInstance>).Count); //TODO: 弃牌后的处理
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}));
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return discardCardGroup;
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}
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public CommandGroup UsePowerCard(CardInstance card, float interval = 0.1f)
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{
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CommandContext context = new CommandContext();
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CommandGroup discardCardGroup = new CommandGroup(ExecutionMode.Sequential, context,
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new Cmd_UsePowerCards(owner is PlayerHero, card.deck, new List<CardInstance>() { card }, interval),
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new Cmd_Function(0, () =>
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{
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//Debug.Log((context.sharedInfo["DrawnCards"] as List<CardInstance>).Count); //TODO: 消耗牌后的处理
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}));
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return discardCardGroup;
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}
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public CommandGroup UsePowerCards(List<CardInstance> cards, float interval = 0.1f)
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{
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Dictionary<DeckSubmodule, List<CardInstance>> groupedCards = cards.GroupBy(card => card.deck)
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.ToDictionary(group => group.Key, group => group.ToList());
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CommandContext context = new CommandContext();
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CommandGroup discardCardGroup = new CommandGroup(ExecutionMode.Sequential, context);
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foreach (var kvp in groupedCards)
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{
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discardCardGroup.AddCommand(new Cmd_UsePowerCards(owner is PlayerHero, kvp.Key, kvp.Value, interval));
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}
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discardCardGroup.AddCommand(new Cmd_Function(0, () =>
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{
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//Debug.Log((context.sharedInfo["DrawnCards"] as List<CardInstance>).Count); //TODO: 弃牌后的处理
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}));
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return discardCardGroup;
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}
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public void ReshuffleDeck(float interval = 0.1f)
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@@ -189,6 +253,7 @@ namespace Continentis.MainGame.Character
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public List<CardInstance> DrawPile => Pile("Draw");
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public List<CardInstance> DiscardPile => Pile("Discard");
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public List<CardInstance> ExhaustPile => Pile("Exhaust");
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public List<CardInstance> GravePile => Pile("Grave");
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public List<CardInstance> PoolPile => Pile("Pool");
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public List<CardInstance> IntentionPile => Pile("Intention");
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}
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@@ -219,8 +219,8 @@ namespace Continentis.MainGame.Combat
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List<CardInstance> cardToRetain = handPile.Where(card => card.cardLogic.HasKeyword("Retain")).ToList(); //含有“保留”关键词的卡牌
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List<CardInstance> cardToExhaust = handPile.Where(card => card.cardLogic.HasKeyword("Ethereal")).ToList(); //含有“虚无”关键词的卡牌
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List<CardInstance> cardsToDiscard = handPile.Except(cardToRetain).Except(cardToExhaust).ToList(); //其他卡牌,默认丢弃
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playerHero.deckSubmodule.ExhaustCards(cardToExhaust);
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playerHero.deckSubmodule.DiscardCards(cardsToDiscard);
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CommandQueueManager.Instance.AddCommand(playerHero.deckSubmodule.ExhaustCards(cardToExhaust));
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CommandQueueManager.Instance.AddCommand(playerHero.deckSubmodule.DiscardCards(cardsToDiscard));
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}
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characterController.actionOrderList.Remove(currentCharacter);
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96
Assets/Scripts/MainGame/Commands/Cmd_UsePowerCards.cs
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96
Assets/Scripts/MainGame/Commands/Cmd_UsePowerCards.cs
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@@ -0,0 +1,96 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Continentis.MainGame.Card;
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using Continentis.MainGame.Character;
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using DG.Tweening;
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using SLSFramework.General;
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using UniRx;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace Continentis.MainGame.Commands
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{
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public class Cmd_UsePowerCards : CommandBase
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{
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private bool isPlayer;
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private readonly DeckSubmodule deck;
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private readonly List<CardInstance> cardsToUse;
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private readonly float interval;
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private readonly float singleCardAnimationDuration = 0.5f; // 单张卡牌的动画时长
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public Cmd_UsePowerCards(bool isPlayer, DeckSubmodule deck, List<CardInstance> cards, float interval)
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{
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this.isPlayer = isPlayer;
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this.deck = deck;
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this.cardsToUse = cards;
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this.interval = interval;
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}
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protected override IObservable<Unit> OnExecute(CommandContext outerContext)
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{
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if (cardsToUse == null || cardsToUse.Count == 0)
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{
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return Observable.Return(Unit.Default);
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}
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Func<CardInstance, IObservable<Unit>> exhaustAction = isPlayer ? PlayerUsePowers : NpcUsePowers;
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// --- 情况1:并行丢弃 (所有卡牌动画同时开始) ---
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if (interval <= 0f)
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{
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// 为每张卡牌创建一个“懒加载”的丢弃动画流。
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var allDiscardAnimations = cardsToUse.Select(card =>
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Observable.Defer(() => exhaustAction(card))
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);
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// 使用 WhenAll 等待所有的并行任务都完成。
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// 只有当最后一个动画结束时,WhenAll 才会发出完成信号。
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return Observable.WhenAll(allDiscardAnimations).AsUnitObservable();
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}
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// --- 情况2:交错丢弃 (按固定间隔开始动画) ---
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else
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{
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var cardStream = cardsToUse.ToObservable();
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var timerStream = Observable.Timer(TimeSpan.Zero, TimeSpan.FromSeconds(interval));
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return timerStream
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.Zip(cardStream, (_, card) => card)
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// 核心:不再使用 .Do(..).Subscribe(),而是使用 Select 将每个 card 转换为
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// 其对应的动画流。这样主流程就“知道”了每个动画的存在。
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.Select(card => exhaustAction(card))
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// 使用 Merge 将所有交错开始的动画流合并为一个流。
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// Merge 会同时运行所有这些动画,并在最后一个动画也完成时,它才会完成。
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.Merge()
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// 使用 Last 来确保我们只在整个 Merge 流全部结束后,才发出最终的完成信号。
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.Last()
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.AsUnitObservable();
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}
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}
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private IObservable<Unit> PlayerUsePowers(CardInstance card)
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{
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deck.TransferCard(deck.Pile(card.cardLocation.pileName), deck.GravePile, card);
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card.handCardView.TransferCardView(CombatUIManager.Instance.combatMainPage.gravePile);
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RectTransform cardTransform = card.handCardView.cardTransform;
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Vector2 userViewPosition = card.cardLogic.user.characterView.hudContainer.GetComponent<RectTransform>().position;
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cardTransform.DOMove(userViewPosition, singleCardAnimationDuration).SetEase(Ease.Linear).Play();
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cardTransform.DOScale(Vector3.zero, singleCardAnimationDuration).SetEase(Ease.Linear).OnComplete(() =>
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{
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cardTransform.anchoredPosition = Vector2.zero;
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}).Play();
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return Observable.Timer(TimeSpan.FromSeconds(singleCardAnimationDuration)).AsUnitObservable();
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}
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private IObservable<Unit> NpcUsePowers(CardInstance card)
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{
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deck.TransferCard(deck.Pile(card.cardLocation.pileName), deck.GravePile, card);
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return Observable.Timer(TimeSpan.FromSeconds(singleCardAnimationDuration)).AsUnitObservable();
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 11580fee6c93e4445b768eb40c5780bb
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@@ -13,6 +13,7 @@ namespace Continentis.MainGame.UI
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public HandPile handPile;
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public DiscardPile discardPile;
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public ExhaustPile exhaustPile;
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public GravePile gravePile;
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public TeamSwitchButton teamSwitchButton;
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public HandCardSelectionInterface handCardSelector;
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public CustomCardSelectionInterface customCardSelector;
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@@ -32,11 +33,13 @@ namespace Continentis.MainGame.UI
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handPile.cardViews.ForEach(c => LeanPool.Despawn(c.gameObject));
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discardPile.cardViews.ForEach(c => LeanPool.Despawn(c.gameObject));
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exhaustPile.cardViews.ForEach(c => LeanPool.Despawn(c.gameObject));
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gravePile.cardViews.ForEach(c => LeanPool.Despawn(c.gameObject));
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drawPile.cardViews.Clear();
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handPile.cardViews.Clear();
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discardPile.cardViews.Clear();
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exhaustPile.cardViews.Clear();
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gravePile.cardViews.Clear();
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}
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public PileBase Pile(string pileName)
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@@ -51,6 +54,8 @@ namespace Continentis.MainGame.UI
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return discardPile;
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case "Exhaust":
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return exhaustPile;
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case "Grave":
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return gravePile;
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case "Intention":
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throw new NotImplementedException("Intention pile UI is in HUD, not in DeckPage.");
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default:
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@@ -4,16 +4,6 @@ namespace Continentis.MainGame.UI
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{
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public class ExhaustPile : PileBase
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{
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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}
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9
Assets/Scripts/MainGame/UI/CombatMainPage/GravePile.cs
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9
Assets/Scripts/MainGame/UI/CombatMainPage/GravePile.cs
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@@ -0,0 +1,9 @@
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using UnityEngine;
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namespace Continentis.MainGame.UI
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{
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public class GravePile : PileBase
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{
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: f997d4e8f500b944eb3cbb0f5c4ac7c5
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Reference in New Issue
Block a user