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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using System.Linq;
- using UnityEngine;
- public class Dealer : Hand
- {
- public static Dealer Instance { get; private set; }
- public bool NeedCardMove
- {
- get
- {
- return !this.m_IsCardMove && this.m_TableCards.Count >= 3;
- }
- }
- public Vector3 LastCardPos
- {
- get
- {
- if (this.m_TableCards.Count == 4)
- {
- return base.transform.position;
- }
- int num = this.m_TableCards.Count - 1;
- return this.m_TableCards[num - 1].transform.position + this.m_CardOffset;
- }
- }
- private void Awake()
- {
- Dealer.Instance = this;
- }
- private void OnDestroy()
- {
- foreach (GameObject gameObject in this.m_TableCards)
- {
- if (gameObject)
- {
- UnityEngine.Object.DestroyImmediate(gameObject);
- }
- }
- }
- public void CheckSurrender()
- {
- this.m_IsForceWin = false;
- }
- public override void ResetHand()
- {
- base.ResetHand();
- this.m_IsForceWin = false;
- this.m_IsCardMove = false;
- }
- public void CardMove()
- {
- this.m_IsCardMove = true;
- base.StartCoroutine(this.CardMoveCoroutine());
- }
- private IEnumerator CardMoveCoroutine()
- {
- yield return null;
- Func<Vector3, Vector3> maid_local = (Vector3 pos) => BjMotionControl.Instance.TargetMaid.transform.InverseTransformPoint(pos);
- Vector3 last_hand = maid_local(BjMotionControl.Instance.RightHandPos());
- bool move_start = false;
- int lap_count = 1;
- List<Transform> move_card = new List<Transform>();
- List<Vector3> orijin_pos = new List<Vector3>();
- Transform target = this.m_TableCards[this.m_TableCards.Count - lap_count].transform;
- Vector3 next_pos = target.position;
- float length = 0f;
- for (;;)
- {
- Vector3 now_hand = maid_local(BjMotionControl.Instance.RightHandPos());
- Vector3 card_local = (move_card.Count == 0) ? Vector3.zero : maid_local(move_card.Last<Transform>().position);
- if (!move_start)
- {
- if (last_hand.x < now_hand.x)
- {
- move_start = true;
- lap_count++;
- move_card.Add(target);
- orijin_pos.Add(target.position);
- target.SetParent(BjMotionControl.Instance.RightHand, true);
- target = this.m_TableCards[this.m_TableCards.Count - lap_count].transform;
- next_pos = target.position + base.transform.TransformDirection(Vector3.right) * this.m_RecetCardX;
- length = maid_local(next_pos).x - maid_local(move_card.Last<Transform>().position).x;
- BlackjackGame.Instance.CardSe.Play();
- }
- }
- else
- {
- for (int i = 0; i < move_card.Count; i++)
- {
- move_card[i].eulerAngles = CardDeck.Instance.FlipupAngle;
- }
- if (lap_count <= this.m_TableCards.Count)
- {
- float num = 1f - Mathf.Clamp01(Mathf.Max(maid_local(next_pos).x - card_local.x, 0f) / length);
- for (int j = 0; j < move_card.Count; j++)
- {
- Vector3 position = move_card[j].position;
- position.x = orijin_pos[j].x;
- position.y = Mathf.Lerp(orijin_pos[j].y, orijin_pos[j].y + 0.001f, num);
- position.z = Mathf.Min(next_pos.z, position.z);
- move_card[j].position = position;
- }
- if (num == 1f)
- {
- lap_count++;
- for (int k = 0; k < orijin_pos.Count; k++)
- {
- orijin_pos[k] = move_card[k].position;
- }
- move_card.Add(target);
- orijin_pos.Add(target.position);
- target.SetParent(BjMotionControl.Instance.RightHand, true);
- if (lap_count <= this.m_TableCards.Count)
- {
- target = this.m_TableCards[this.m_TableCards.Count - lap_count].transform;
- next_pos = target.position + base.transform.TransformDirection(Vector3.right) * this.m_RecetCardX;
- length = maid_local(next_pos).x - card_local.x;
- BlackjackGame.Instance.CardSe.Play();
- }
- }
- }
- else
- {
- for (int l = 0; l < move_card.Count; l++)
- {
- Vector3 position2 = move_card[l].position;
- position2.x = orijin_pos[l].x;
- position2.y = orijin_pos[l].y;
- if (l + 1 < move_card.Count)
- {
- position2.z = Mathf.Min(position2.z, move_card[l + 1].position.z - this.m_RecetCardX);
- }
- move_card[l].position = position2;
- }
- if (now_hand.x > maid_local(base.transform.TransformPoint(Vector3.left * this.m_MaxMoveX)).x)
- {
- break;
- }
- }
- }
- last_hand = now_hand;
- yield return null;
- }
- base.ResetNextPosition();
- foreach (Transform transform in move_card)
- {
- transform.SetParent(base.transform, true);
- }
- yield break;
- yield break;
- }
- public bool IsEnded()
- {
- return base.CurrentScore > 16 || this.m_IsForceWin || this.m_TableCards.Count >= 7;
- }
- protected override Card.CardState GetCardState()
- {
- if (this.m_TableCards.Count == 0 || this.m_TableCards.Count > 1)
- {
- return Card.CardState.FlipUp;
- }
- return Card.CardState.FlipDown;
- }
- public bool HasFacedownCard()
- {
- return this.m_TableCards.Count == 2 && this.m_HandCardData[this.m_TableCards[1]].CurrentState == Card.CardState.FlipDown;
- }
- public GameObject GetFacedownCard()
- {
- GameObject result = null;
- if (this.HasFacedownCard())
- {
- result = this.m_TableCards[1];
- }
- return result;
- }
- public bool IsNatural21()
- {
- bool flag = this.m_HandCardData[this.m_TableCards[0]].CardData.GetValue() + this.m_HandCardData[this.m_TableCards[1]].CardData.GetValue() == 11;
- bool flag2 = this.m_HandCardData[this.m_TableCards[0]].CardData.CardRank == CardData.Rank.Ace || this.m_HandCardData[this.m_TableCards[1]].CardData.CardRank == CardData.Rank.Ace;
- return this.m_TableCards.Count == 2 && flag && flag2;
- }
- public bool MayHaveNatural21()
- {
- return this.HasFacedownCard() && this.m_HandCardData[this.m_TableCards[0]].CardData.CardRank == CardData.Rank.Ace;
- }
- public bool HasBlackjack()
- {
- Card card = this.m_HandCardData[this.GetFacedownCard()];
- return card.CardData.GetValue() == 10;
- }
- public void SetCardOffset()
- {
- this.m_CardOffset = this.m_TableCards[1].transform.position - this.m_TableCards[0].transform.position;
- }
- private const int m_CardMax = 7;
- private const float m_Cardlap = 0.001f;
- public const int CardRecetNum = 3;
- public const int SetOffsetNum = 5;
- private bool m_IsForceWin;
- private bool m_IsCardMove;
- [SerializeField]
- private float m_MaxMoveX = 0.5f;
- [SerializeField]
- private float m_RecetCardX = 0.02f;
- }
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