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+using System.Collections;
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+using System.Collections.Generic;
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+using UnityEngine;
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+using UI.ActivityHuaRongDao;
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+using FairyGUI;
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+
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+namespace GFGGame
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+{
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+ public class ActivityHuaRongDaoView : BaseWindow
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+ {
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+ private UI_ActivityHuaRongDaoUI _ui;
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+ public class Grid
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+ {
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+ public Vector2 pos;
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+ public int num;
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+ }
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+
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+ private Grid[,] gridArr;
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+ private int gridNum = 3;
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+ private List<GObject> items;
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+ private bool firstInit;
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+
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+ public override void Dispose()
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+ {
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+ if (_ui != null)
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+ {
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+ _ui.Dispose();
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+ _ui = null;
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+ }
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+ base.Dispose();
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+
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+ }
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+
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+ protected override void OnInit()
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+ {
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+ base.OnInit();
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+ packageName = UI_ActivityHuaRongDaoUI.PACKAGE_NAME;
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+ _ui = UI_ActivityHuaRongDaoUI.Create();
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+ viewCom = _ui.target;
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+ viewCom.Center();
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+ modal = true;
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+
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+ _ui.m_item.target.visible = false;
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+ _ui.m_btnClose.onClick.Add(Hide);
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+
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+ firstInit = true;
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+
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+ InitGridInfo();
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+ CreateItems();
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+ InitItems();
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+
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+ }
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+
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+ protected override void OnShown()
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+ {
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+ base.OnShown();
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+
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+ if (!firstInit)
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+ {
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+ SetGridInfo();
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+ InitItems();
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+ }
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+ else
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+ {
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+ firstInit = false;
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+ }
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+ }
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+
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+ protected override void OnHide()
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+ {
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+ base.OnHide();
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+ }
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+
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+ /// <summary>
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+ /// 初始化所有格子的信息
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+ /// </summary>
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+ private void InitGridInfo()
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+ {
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+ gridArr = new Grid[gridNum, gridNum];
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+ items = new List<GObject>();
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+
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+ for (int i = 0; i < gridNum; i++)
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+ {
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+ for (int j = 0; j < gridNum; j++)
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+ {
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+ gridArr[i, j] = new Grid();
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+ }
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+ }
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+
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+ SetGridInfo();
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+ }
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+
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+ private void SetGridInfo()
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+ {
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+ List<int> numList = GetRandomArr(1, 8);
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+ //List<int> numList = new List<int>() { 1, 2, 3, 4, 5, 6, 7, 0, 8 };
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+ Vector2 originPos = _ui.m_item.target.position;
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+
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+ for (int i = 0; i < gridNum; i++)
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+ {
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+ for (int j = 0; j < gridNum; j++)
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+ {
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+ gridArr[i, j].num = numList[i * gridNum + j];
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+ gridArr[i, j].pos = originPos + new Vector2(j * _ui.m_item.target.width, i * _ui.m_item.target.height);
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+ }
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+ }
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+ }
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+
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+ /// <summary>
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+ /// 随机排序 min~max 连续的数字
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+ /// </summary>
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+ /// <param name="min"></param>
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+ /// <param name="max"></param>
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+ /// <returns></returns>
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+ private List<int> GetRandomArr(int min, int max)
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+ {
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+ List<int> list = new List<int>();
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+ for (int i = min; i <= max; i++)
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+ {
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+ list.Add(i);
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+ }
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+
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+ System.Random r = new System.Random();
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+ for (int i = 0; i < list.Count; i++)
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+ {
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+ int index = r.Next(list.Count);
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+ int temp = list[index];
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+ list[index] = list[i];
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+ list[i] = temp;
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+ }
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+
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+ // 最后一个是空的
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+ list.Add(0);
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+
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+ return list;
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+ }
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+
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+ private void InitItems()
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+ {
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+ int itemIndex = 0;
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+ for (int i = 0; i < gridNum; i++)
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+ {
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+ for (int j = 0; j < gridNum; j++)
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+ {
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+ // 空格不用放item
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+ if (gridArr[i, j].num == 0)
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+ {
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+ continue;
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+ }
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+
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+ items[itemIndex].position = gridArr[i, j].pos;
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+ UI_item item = UI_item.Proxy(items[itemIndex]);
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+ item.m_index.text = gridArr[i, j].num.ToString();
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+ items[itemIndex].data = gridArr[i, j].num;
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+ UI_item.ProxyEnd();
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+ ++itemIndex;
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+ }
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+ }
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+ }
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+
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+ /// <summary>
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+ /// 创建可移动的实体
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+ /// </summary>
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+ private void CreateItems()
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+ {
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+ for (int i = 1; i <= gridNum * gridNum - 1; i++)
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+ {
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+ GObject gObject = UIPackage.CreateObject("ActivityHuaRongDao", "item");
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+ gObject.name = "item" + i;
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+ gObject.onClick.Add(OnItemClick);
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+ _ui.m_items.target.AddChild(gObject);
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+ items.Add(gObject);
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+ }
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+ }
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+
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+ private void OnItemClick(EventContext eventContext)
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+ {
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+ GObject obj = eventContext.sender as GObject;
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+ int num = (int)obj.data;
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+ Grid newGrid = CheckCanMove(num);
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+ if (newGrid != null)
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+ {
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+ _ui.m_items.target.touchable = false;
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+ obj.TweenMove(newGrid.pos, 0.3f).OnComplete(()=>
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+ {
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+ _ui.m_items.target.touchable = true;
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+ CheckWin();
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+ });
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+ }
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+ }
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+
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+ private Grid CheckCanMove(int num)
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+ {
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+ int indexX = 0;
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+ int indexY = 0;
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+
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+ // 找到格子
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+ for (int i = 0; i < gridNum; i++)
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+ {
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+ for (int j = 0; j < gridNum; j++)
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+ {
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+ if (gridArr[i, j].num == num)
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+ {
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+ indexX = i;
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+ indexY = j;
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+ break;
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+ }
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+ }
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+ }
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+
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+ // 判断格子四个方向是否有空格
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+ if (CheckHaveNullGrid(indexX - 1, indexY) || CheckHaveNullGrid(indexX, indexY - 1)
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+ || CheckHaveNullGrid(indexX + 1, indexY) || CheckHaveNullGrid(indexX, indexY + 1))
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+ {
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+ return UpdateGridInfo(num);
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+ }
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+
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+ return null;
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+ }
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+
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+ private bool CheckHaveNullGrid(int indexX, int indexY)
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+ {
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+ if (indexX >= 0 && indexX < gridNum)
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+ {
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+ if (indexY >= 0 && indexY < gridNum)
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+ {
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+ return gridArr[indexX, indexY].num == 0;
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+ }
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+ }
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+
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+ return false;
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+ }
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+
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+ private Grid UpdateGridInfo(int num)
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+ {
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+ Vector2 nullGridindex = new Vector2(-1, 0);
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+ Vector2 numGridindex = new Vector2(-1, 0);
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+
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+
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+ for (int i = 0; i < gridNum; i++)
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+ {
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+ for (int j = 0; j < gridNum; j++)
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+ {
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+ if (gridArr[i, j].num == num)
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+ {
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+ numGridindex = new Vector2(i, j);
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+ }
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+ else if (gridArr[i, j].num == 0)
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+ {
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+ nullGridindex = new Vector2(i, j);
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+ }
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+ if (numGridindex.x != -1 && nullGridindex.x != -1)
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+ {
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+ break;
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+ }
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+ }
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+ }
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+
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+ gridArr[(int)numGridindex.x, (int)numGridindex.y].num = 0;
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+ gridArr[(int)nullGridindex.x, (int)nullGridindex.y].num = num;
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+
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+ return gridArr[(int)nullGridindex.x, (int)nullGridindex.y];
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+ }
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+
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+ private void CheckWin()
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+ {
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+ int num = 0;
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+ for (int i = 0; i < gridNum; i++)
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+ {
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+ for (int j = 0; j < gridNum; j++)
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+ {
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+ if (i == 0 && j == 0)
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+ {
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+ num = gridArr[i, j].num;
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+ if(num != 1)
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+ {
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+ return;
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+ }
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+ }
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+ else
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+ {
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+ // 不连续 没有胜利
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+ if (gridArr[i, j].num != num + 1)
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+ {
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+ return;
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+ }
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+ // 继续检测
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+ else
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+ {
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+ ++num;
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+ // 胜利
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+ if (num == gridNum * gridNum - 1)
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+ {
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+ Debug.Log("You Win!!");
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+ }
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+ }
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+ }
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+
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+ }
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+ }
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+
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+
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+ }
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+ }
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+}
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