用unity协程写的发牌程序

    public IEnumerator PlayCard()
    {

        //还是不正确 应该弹出是否要打牌
        EventCallback0 action = () =>
        {
            IsState = true;
        };

        PanelManager.Inst.Warn("是否要打牌!", action);

        float delayTime = 200f;
        while (PanelManager.Inst.GetWarnState() != 0)
        {
            delayTime -= 0.1f;
            yield return new WaitForSeconds(0.1f);
        }

        if (IsState)
        {
            PanelManager.Inst.EnterState(0);
            float time = 10;
            while (time > 0)
            {
                //关闭界面
                //可能出现点数不足的情况
                if (cantSelect)
                {
                    PanelManager.Inst.Warn($"点数不足,无法打出该牌,请重新选择");
                    cantSelect = false;
                    yield return new WaitForSeconds(1);
                }
                PanelManager.Inst.Warn($"请选择现有的牌打出一张!\n倒计时{(int)(time -= 0.1f)}s");
                yield return new WaitForSeconds(0.1f);
                if (!IsState)
                {
                    CurrentPoint -= selectCard.costPoint;
                    PanelManager.Inst.CloseWarn();
                    currHandCardNum--;
                    PanelManager.Inst.ExitState();
                    yield break;
                }
            }
            //没有打牌
            IsState = false;
            PanelManager.Inst.CloseWarn();
            PanelManager.Inst.ExitState();
            yield break;
        }
    }

    public IEnumerator AutoSendCard()
    {
        if (libraryModel == null)
        {
            yield break;
        }
        ReGetLib();
        while (UnityRandom.Inst.GetWeightedIndex(weights) != -1)
        {

            RoundCount++;
            PanelManager.Inst.Warn($"当前回合数{RoundCount}");
            yield return new WaitForSeconds(1f);
            PanelManager.Inst.CloseWarn();

            yield return StartCoroutine(DiscardCard(DataManager.Inst.autoSendCardNum));

            if (CurrentPoint >= DataManager.Inst.allPoint)
            {
                CurrentPoint = DataManager.Inst.allPoint;
            }
            else
            {
                int add = CurrentPoint >= DataManager.Inst.limit ? DataManager.Inst.limitAfterAdd : DataManager.Inst.limitBeforeAdd;
                CurrentPoint += add;
                //判断是否超过
                if (CurrentPoint >= DataManager.Inst.limit)
                {
                    yield return StartCoroutine(PlayCard());
                }
            }

            //yield return new WaitForSeconds(timer);
        }
    }
    public IEnumerator DiscardCard(int num)
    {
        int overFlow = (currHandCardNum + DataManager.Inst.autoSendCardNum) - DataManager.Inst.maxHandCard;
        if (overFlow > 0)
        {
            DiscardState = true;
            PanelManager.Inst.EnterState(1);

            float time = 1000;
            while (time > 0)
            {
                PanelManager.Inst.Warn($"必须要丢弃{overFlow}张卡!");
                yield return new WaitForSeconds(0.1f);
                if (!IsState)
                {
                    overFlow--;
                    currHandCardNum--;
                    if (overFlow <= 0)
                    {
                        DiscardState = false;
                        PanelManager.Inst.ExitState();
                        SendCard(num);
                        yield break;
                    }
                    else
                    {
                        IsState = true;  //需要继续丢弃
                    }
                }
            }
        }
        else
        {
            SendCard(num);
        }

    }
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