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deft
Neos
Commits
54a8a9b8
Commit
54a8a9b8
authored
Dec 29, 2022
by
Chunchi Che
Browse files
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Plain Diff
clean code
parent
006bee33
Changes
7
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7 changed files
with
4 additions
and
457 deletions
+4
-457
src/ui/Duel/extraMonsters.ts
src/ui/Duel/extraMonsters.ts
+0
-33
src/ui/Duel/hands.ts
src/ui/Duel/hands.ts
+0
-154
src/ui/Duel/magics.ts
src/ui/Duel/magics.ts
+0
-27
src/ui/Duel/main.tsx
src/ui/Duel/main.tsx
+2
-2
src/ui/Duel/mod.tsx
src/ui/Duel/mod.tsx
+0
-142
src/ui/Duel/monsters.ts
src/ui/Duel/monsters.ts
+0
-95
src/ui/Neos.tsx
src/ui/Neos.tsx
+2
-4
No files found.
src/ui/Duel/extraMonsters.ts
deleted
100644 → 0
View file @
006bee33
import
*
as
BABYLON
from
"
@babylonjs/core
"
;
import
*
as
CONFIG
from
"
../../config/ui
"
;
export
default
(
scene
:
BABYLON
.
Scene
)
=>
{
const
xs
=
[
-
1.1
,
1
];
const
shape
=
CONFIG
.
CardSlotShape
();
for
(
let
i
in
xs
)
{
const
slot
=
BABYLON
.
MeshBuilder
.
CreatePlane
(
`extraMonster
${
i
}
`
,
shape
,
scene
);
// 位置
slot
.
position
=
new
BABYLON
.
Vector3
(
xs
[
i
],
shape
.
depth
/
2
+
CONFIG
.
Floating
,
0
);
// 旋转
slot
.
rotation
=
CONFIG
.
CardSlotRotation
();
// 材质
const
extraMonsterMaterial
=
new
BABYLON
.
StandardMaterial
(
"
extraMonsterMaterial
"
,
scene
);
extraMonsterMaterial
.
diffuseTexture
=
new
BABYLON
.
Texture
(
`http://localhost:3030/images/card_slot.png`
);
extraMonsterMaterial
.
diffuseTexture
.
hasAlpha
=
true
;
slot
.
material
=
extraMonsterMaterial
;
}
};
src/ui/Duel/hands.ts
deleted
100644 → 0
View file @
006bee33
import
*
as
BABYLON
from
"
@babylonjs/core
"
;
import
*
as
CONFIG
from
"
../../config/ui
"
;
import
{
Card
,
InteractType
}
from
"
../../reducers/duel/util
"
;
import
{
setCardModalImgUrl
,
setCardModalIsOpen
,
setCardModalText
,
setCardModalInteractivies
,
}
from
"
../../reducers/duel/mod
"
;
import
{
store
}
from
"
../../store
"
;
export
default
(
hands
:
Card
[],
scene
:
BABYLON
.
Scene
)
=>
{
const
handShape
=
CONFIG
.
HandShape
();
hands
.
forEach
((
item
,
idx
,
_
)
=>
{
const
hand
=
BABYLON
.
MeshBuilder
.
CreatePlane
(
`hand
${
idx
}
`
,
handShape
,
scene
);
// 位置&旋转
setupHandTransform
(
hand
,
item
);
// 材质
setupHandMaterial
(
hand
,
item
,
scene
);
// 事件管理
setupHandAction
(
hand
,
item
,
idx
,
scene
);
});
};
function
setupHandTransform
(
mesh
:
BABYLON
.
Mesh
,
state
:
Card
)
{
mesh
.
position
=
new
BABYLON
.
Vector3
(
state
.
transform
.
position
?.
x
,
state
.
transform
.
position
?.
y
,
state
.
transform
.
position
?.
z
);
mesh
.
rotation
=
new
BABYLON
.
Vector3
(
state
.
transform
.
rotation
?.
x
,
state
.
transform
.
rotation
?.
y
,
state
.
transform
.
rotation
?.
z
);
}
function
setupHandMaterial
(
mesh
:
BABYLON
.
Mesh
,
state
:
Card
,
scene
:
BABYLON
.
Scene
)
{
const
handMaterial
=
new
BABYLON
.
StandardMaterial
(
`handMaterial
${
state
.
meta
.
id
}
`
,
scene
);
// 材质贴纸
handMaterial
.
diffuseTexture
=
new
BABYLON
.
Texture
(
`https://cdn02.moecube.com:444/images/ygopro-images-zh-CN/
${
state
.
meta
.
id
}
.jpg`
,
scene
);
mesh
.
material
=
handMaterial
;
}
function
setupHandAction
(
mesh
:
BABYLON
.
Mesh
,
state
:
Card
,
_handIdx
:
number
,
scene
:
BABYLON
.
Scene
)
{
const
dispatch
=
store
.
dispatch
;
mesh
.
actionManager
=
new
BABYLON
.
ActionManager
(
scene
);
mesh
.
actionManager
.
isRecursive
=
true
;
// 监听点击事件
mesh
.
actionManager
.
registerAction
(
new
BABYLON
.
ExecuteCodeAction
(
BABYLON
.
ActionManager
.
OnPickTrigger
,
(
_event
)
=>
{
dispatch
(
setCardModalText
([
state
.
meta
.
text
.
name
,
state
.
meta
.
text
.
desc
])
);
dispatch
(
setCardModalImgUrl
(
`https://cdn02.moecube.com:444/images/ygopro-images-zh-CN/
${
state
.
meta
.
id
}
.jpg`
)
);
dispatch
(
setCardModalInteractivies
(
state
.
interactivities
.
map
((
interactive
)
=>
{
return
{
desc
:
interactTypeToString
(
interactive
.
interactType
),
response
:
interactive
.
response
,
};
})
)
);
dispatch
(
setCardModalIsOpen
(
true
));
}
)
);
// 监听`Hover`事件
mesh
.
actionManager
.
registerAction
(
new
BABYLON
.
CombineAction
(
{
trigger
:
BABYLON
.
ActionManager
.
OnPointerOverTrigger
},
[
new
BABYLON
.
SetValueAction
(
{
trigger
:
BABYLON
.
ActionManager
.
OnPointerOverTrigger
,
},
mesh
,
"
scaling
"
,
CONFIG
.
HandHoverScaling
()
),
]
)
);
// 监听`Hover`离开事件
mesh
.
actionManager
.
registerAction
(
new
BABYLON
.
CombineAction
(
{
trigger
:
BABYLON
.
ActionManager
.
OnPointerOutTrigger
},
[
new
BABYLON
.
SetValueAction
(
{
trigger
:
BABYLON
.
ActionManager
.
OnPointerOutTrigger
,
},
mesh
,
"
scaling
"
,
CONFIG
.
HandHoverOutScaling
()
),
]
)
);
}
function
interactTypeToString
(
t
:
InteractType
):
string
{
switch
(
t
)
{
case
InteractType
.
SUMMON
:
{
return
"
普通召唤
"
;
}
case
InteractType
.
SP_SUMMON
:
{
return
"
特殊召唤
"
;
}
case
InteractType
.
POS_CHANGE
:
{
return
"
改变表示形式
"
;
}
case
InteractType
.
MSET
:
{
return
"
前场放置
"
;
}
case
InteractType
.
SSET
:
{
return
"
后场放置
"
;
}
case
InteractType
.
ACTIVATE
:
{
return
"
发动效果
"
;
}
default
:
{
return
"
未知选项
"
;
}
}
}
src/ui/Duel/magics.ts
deleted
100644 → 0
View file @
006bee33
import
*
as
BABYLON
from
"
@babylonjs/core
"
;
import
*
as
CONFIG
from
"
../../config/ui
"
;
export
default
(
scene
:
BABYLON
.
Scene
)
=>
{
const
left
=
-
2.15
;
const
gap
=
1.05
;
const
shape
=
CONFIG
.
CardSlotShape
();
for
(
let
i
=
0
;
i
<
5
;
i
++
)
{
const
slot
=
BABYLON
.
MeshBuilder
.
CreatePlane
(
`magic
${
i
}
`
,
shape
,
scene
);
// 位置
slot
.
position
=
new
BABYLON
.
Vector3
(
left
+
gap
*
i
,
shape
.
depth
/
2
+
CONFIG
.
Floating
,
-
2.6
);
// 旋转
slot
.
rotation
=
CONFIG
.
CardSlotRotation
();
// 材质
const
magicMaterial
=
new
BABYLON
.
StandardMaterial
(
"
magicMaterial
"
,
scene
);
magicMaterial
.
diffuseTexture
=
new
BABYLON
.
Texture
(
`http://localhost:3030/images/card_slot.png`
);
magicMaterial
.
diffuseTexture
.
hasAlpha
=
true
;
slot
.
material
=
magicMaterial
;
}
};
src/ui/Duel/
babylo
n.tsx
→
src/ui/Duel/
mai
n.tsx
View file @
54a8a9b8
...
...
@@ -9,7 +9,7 @@ import CardModal from "./cardModal";
import
HintNotification
from
"
./hintNotification
"
;
import
Magics
from
"
./magics_
"
;
const
BabylonCanvas
=
()
=>
(
const
NeosDuel
=
()
=>
(
<>
<
ReactReduxContext
.
Consumer
>
{
({
store
})
=>
(
...
...
@@ -65,4 +65,4 @@ const Ground = () => {
);
};
export
default
BabylonCanvas
;
export
default
NeosDuel
;
src/ui/Duel/mod.tsx
deleted
100644 → 0
View file @
006bee33
/*
* 一个简洁的决斗界面实现
*
* */
import
{
useAppSelector
}
from
"
../../hook
"
;
import
React
,
{
useEffect
,
useRef
}
from
"
react
"
;
import
{
observeStore
}
from
"
../../store
"
;
import
*
as
BABYLON
from
"
@babylonjs/core
"
;
import
renderHands
from
"
./hands
"
;
import
renderMonsters
from
"
./monsters
"
;
import
renderExtraMonsters
from
"
./extraMonsters
"
;
import
renderMagics
from
"
./magics
"
;
import
renderDeck
from
"
./deck
"
;
import
renderCemetery
from
"
./cemetery
"
;
import
renderExclusion
from
"
./exclusion
"
;
import
renderField
from
"
./field
"
;
import
*
as
CONFIG
from
"
../../config/ui
"
;
import
{
Card
}
from
"
../../reducers/duel/util
"
;
import
{
selectCurrentPlayer
}
from
"
../../reducers/duel/turnSlice
"
;
import
CardModal
from
"
./cardModal
"
;
import
HintNotification
from
"
./hintNotification
"
;
import
{
selectMeHands
}
from
"
../../reducers/duel/handsSlice
"
;
import
{
selectMeMonsters
}
from
"
../../reducers/duel/monstersSlice
"
;
// CONFIG
const
Duel
=
()
=>
{
// ----- 数据获取 -----
const
hands
=
useAppSelector
(
selectMeHands
).
cards
;
const
monsters
=
useAppSelector
(
selectMeMonsters
).
monsters
;
const
currentPlayer
=
useAppSelector
(
selectCurrentPlayer
);
// ----- WebGL渲染 -----
const
canvasRef
=
useRef
<
HTMLCanvasElement
>
(
null
);
useEffect
(()
=>
{
// 初始化Scene
const
canvasCurrent
=
canvasRef
.
current
;
const
engine
=
new
BABYLON
.
Engine
(
canvasCurrent
,
true
);
const
scene
=
new
BABYLON
.
Scene
(
engine
);
// 创建Camera
const
camera
=
new
BABYLON
.
FreeCamera
(
"
camera1
"
,
new
BABYLON
.
Vector3
(
0
,
8
,
-
10
),
// 俯视方向
scene
);
camera
.
setTarget
(
BABYLON
.
Vector3
.
Zero
());
// 俯视向前
camera
.
attachControl
(
canvasCurrent
,
true
);
// 创建光源
const
light
=
new
BABYLON
.
HemisphericLight
(
"
light
"
,
new
BABYLON
.
Vector3
(
1
,
2.5
,
1
),
scene
);
light
.
intensity
=
0.7
;
// 魔法陷阱区
renderMagics
(
scene
);
// 怪兽区
renderMonsters
(
monsters
,
scene
);
// 创建额外怪兽区
renderExtraMonsters
(
scene
);
// 创建手牌
renderHands
(
hands
,
scene
);
// 创建卡组
renderDeck
(
scene
);
// 创建墓地
renderCemetery
(
scene
);
// 创建除外区
renderExclusion
(
scene
);
// 创建场地
renderField
(
scene
);
// 创建地板
const
ground
=
BABYLON
.
MeshBuilder
.
CreateGround
(
"
ground
"
,
CONFIG
.
GroundShape
(),
scene
);
const
groundMaterial
=
new
BABYLON
.
StandardMaterial
(
"
groundMaterial
"
,
scene
);
groundMaterial
.
diffuseTexture
=
new
BABYLON
.
Texture
(
`http://localhost:3030/images/newfield.png`
);
groundMaterial
.
diffuseTexture
.
hasAlpha
=
true
;
ground
.
material
=
groundMaterial
;
/* 一些未处理的逻辑,在这里用日志打印出来 */
// 当前操作玩家
console
.
log
(
`currentPlayer:`
+
currentPlayer
);
// 渲染循环
engine
.
runRenderLoop
(()
=>
{
scene
.
render
();
});
},
[
canvasRef
,
hands
,
monsters
,
currentPlayer
]);
// FIXME: 这里需要优化,应该分组件按需渲染
useEffect
(()
=>
{
// 监听状态变化,并实现动画
const
onHandsChange
=
(
prev_hands
:
Card
[]
|
null
,
cur_hands
:
Card
[])
=>
{
console
.
log
(
prev_hands
,
"
change to
"
,
cur_hands
);
};
const
unsubscribe
=
observeStore
(
(
root
)
=>
selectMeHands
(
root
).
cards
,
onHandsChange
);
return
()
=>
{
// 取消监听
unsubscribe
();
};
},
[]);
return
(
<>
<
canvas
width=
{
window
.
innerWidth
}
height=
{
window
.
innerHeight
}
ref=
{
canvasRef
}
/>
<
CardModal
/>
<
HintNotification
/>
</>
);
};
export
default
Duel
;
src/ui/Duel/monsters.ts
deleted
100644 → 0
View file @
006bee33
import
*
as
BABYLON
from
"
@babylonjs/core
"
;
import
*
as
CONFIG
from
"
../../config/ui
"
;
import
{
Monster
}
from
"
../../reducers/duel/util
"
;
import
{
clearMonsterSelectInfo
}
from
"
../../reducers/duel/mod
"
;
import
{
store
}
from
"
../../store
"
;
import
{
sendSelectPlaceResponse
}
from
"
../../api/ocgcore/ocgHelper
"
;
export
default
(
monsters
:
Monster
[],
scene
:
BABYLON
.
Scene
)
=>
{
const
left
=
-
2.15
;
const
gap
=
1.05
;
const
shape
=
CONFIG
.
CardSlotShape
();
for
(
const
monster
of
monsters
)
{
const
slot
=
BABYLON
.
MeshBuilder
.
CreatePlane
(
`monster
${
monster
.
sequence
}
`
,
shape
,
scene
);
// 位置
setupMonsterTransform
(
slot
,
monster
,
left
,
gap
,
shape
);
// 旋转
slot
.
rotation
=
CONFIG
.
CardSlotRotation
();
// 材质
setupMonsterMaterial
(
slot
,
monster
,
scene
);
// 高亮
setupHintEdge
(
slot
,
monster
);
// 事件管理
setupMonsterAction
(
slot
,
monster
,
scene
);
}
};
function
setupMonsterTransform
(
mesh
:
BABYLON
.
Mesh
,
state
:
Monster
,
left
:
number
,
gap
:
number
,
shape
:
{
width
:
number
;
height
:
number
;
depth
:
number
}
)
{
mesh
.
position
=
new
BABYLON
.
Vector3
(
left
+
gap
*
state
.
sequence
,
shape
.
depth
/
2
+
CONFIG
.
Floating
,
-
1.35
);
}
function
setupMonsterMaterial
(
mesh
:
BABYLON
.
Mesh
,
state
:
Monster
,
scene
:
BABYLON
.
Scene
)
{
const
monsterMaterial
=
new
BABYLON
.
StandardMaterial
(
"
monsterMaterial
"
,
scene
);
monsterMaterial
.
diffuseTexture
=
state
.
occupant
?
new
BABYLON
.
Texture
(
`https://cdn02.moecube.com:444/images/ygopro-images-zh-CN/
${
state
.
occupant
.
id
}
.jpg`
)
:
new
BABYLON
.
Texture
(
`http://localhost:3030/images/card_slot.png`
);
monsterMaterial
.
diffuseTexture
.
hasAlpha
=
true
;
mesh
.
material
=
monsterMaterial
;
}
function
setupHintEdge
(
mesh
:
BABYLON
.
Mesh
,
state
:
Monster
)
{
if
(
state
.
selectInfo
)
{
mesh
.
enableEdgesRendering
();
mesh
.
edgesWidth
=
2.0
;
mesh
.
edgesColor
=
BABYLON
.
Color4
.
FromColor3
(
BABYLON
.
Color3
.
Yellow
());
}
else
{
mesh
.
disableEdgesRendering
();
}
}
function
setupMonsterAction
(
mesh
:
BABYLON
.
Mesh
,
state
:
Monster
,
scene
:
BABYLON
.
Scene
)
{
const
dispatch
=
store
.
dispatch
;
mesh
.
actionManager
=
new
BABYLON
.
ActionManager
(
scene
);
// 监听点击事件
mesh
.
actionManager
.
registerAction
(
new
BABYLON
.
ExecuteCodeAction
(
BABYLON
.
ActionManager
.
OnPickTrigger
,
(
_event
)
=>
{
if
(
state
.
selectInfo
)
{
sendSelectPlaceResponse
(
state
.
selectInfo
.
response
);
dispatch
(
clearMonsterSelectInfo
(
0
));
dispatch
(
clearMonsterSelectInfo
(
1
));
}
}
)
);
}
src/ui/Neos.tsx
View file @
54a8a9b8
...
...
@@ -3,8 +3,7 @@ import JoinRoom from "./JoinRoom";
import
WaitRoom
from
"
./WaitRoom
"
;
import
{
Routes
,
Route
}
from
"
react-router-dom
"
;
import
Mora
from
"
./Mora
"
;
import
Duel
from
"
./Duel/mod
"
;
import
BabylonCanvas
from
"
./Duel/babylon
"
;
import
NeosDuel
from
"
./Duel/main
"
;
export
default
function
()
{
// FIXME: 这里Mora/Duel路由应该由每个房间指定一个路径
...
...
@@ -13,8 +12,7 @@ export default function () {
<
Route
path=
"/"
element=
{
<
JoinRoom
/>
}
/>
<
Route
path=
"/:player/:passWd/:ip"
element=
{
<
WaitRoom
/>
}
/>
<
Route
path=
"/mora"
element=
{
<
Mora
/>
}
/>
<
Route
path=
"/duel"
element=
{
<
BabylonCanvas
/>
}
/>
<
Route
path=
"/react-babylon"
element=
{
<
BabylonCanvas
/>
}
/>
<
Route
path=
"/duel"
element=
{
<
NeosDuel
/>
}
/>
</
Routes
>
);
}
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