ActivityHuaRongDaoView.cs 18 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UI.ActivityHuaRongDao;
  5. using FairyGUI;
  6. using System.Threading.Tasks;
  7. using System.Threading;
  8. using System;
  9. namespace GFGGame
  10. {
  11. public class ActivityHuaRongDaoView : BaseWindow
  12. {
  13. private UI_ActivityHuaRongDaoUI _ui;
  14. /// <summary>
  15. /// 格子类
  16. /// </summary>
  17. public class Grid
  18. {
  19. public Vector2 pos; // UI坐标
  20. public int num;
  21. }
  22. /// <summary>
  23. /// 格子的行列信息
  24. /// </summary>
  25. public class GridInfo
  26. {
  27. public int col;
  28. public int row;
  29. public int num;
  30. }
  31. private int _activityID;
  32. // 行/列 格子数
  33. private readonly int _gridNum = 3;
  34. private bool _gameStart;
  35. private Grid[,] _gridArr;
  36. private List<GObject> _items;
  37. private HuarongRoadGame _cfg;
  38. // 异步函数的取消控制
  39. private CancellationTokenSource _cancellationTokenSource;
  40. // 胜利后自动补齐的格子
  41. private GObject _blankItem;
  42. public override void Dispose()
  43. {
  44. if (_ui != null)
  45. {
  46. _ui.Dispose();
  47. _ui = null;
  48. }
  49. base.Dispose();
  50. }
  51. protected override void OnInit()
  52. {
  53. base.OnInit();
  54. packageName = UI_ActivityHuaRongDaoUI.PACKAGE_NAME;
  55. _ui = UI_ActivityHuaRongDaoUI.Create();
  56. viewCom = _ui.target;
  57. isfullScreen = true;
  58. _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("gf_pjxq_bj");
  59. _ui.m_item.target.visible = false;
  60. _ui.m_btnClose.onClick.Add(OnBtnBackClick);
  61. _ui.m_btnBack.onClick.Add(OnBtnBackClick);
  62. _ui.m_state.onChanged.Add(OnChangeLookOriginState);
  63. _ui.m_btnRefresh.onClick.Add(OnClickBtnRefresh);
  64. InitGridInfo();
  65. CreateItems();
  66. // 初始化空白处格子实体
  67. if (_blankItem == null)
  68. {
  69. _blankItem = UIPackage.CreateObject("ActivityHuaRongDao", "item");
  70. _ui.target.AddChild(_blankItem);
  71. }
  72. }
  73. protected override void OnShown()
  74. {
  75. base.OnShown();
  76. object[] arr = viewData as object[];
  77. _cfg = (HuarongRoadGame)arr[0];
  78. _activityID = (int)arr[1];
  79. _ui.m_activityID.selectedPage = _activityID.ToString();
  80. isReturnView = _ui.m_btnBack.touchable;
  81. RefreshData();
  82. _cancellationTokenSource = new CancellationTokenSource();
  83. Task task = StartAnimation(_cancellationTokenSource.Token);
  84. }
  85. protected override void OnHide()
  86. {
  87. base.OnHide();
  88. StopMyAsyncFunction();
  89. }
  90. /// <summary>
  91. /// 初始化所有格子的信息
  92. /// </summary>
  93. private void InitGridInfo()
  94. {
  95. _gridArr = new Grid[_gridNum, _gridNum];
  96. _items = new List<GObject>();
  97. for (int i = 0; i < _gridNum; i++)
  98. {
  99. for (int j = 0; j < _gridNum; j++)
  100. {
  101. _gridArr[i, j] = new Grid();
  102. }
  103. }
  104. }
  105. private void SetGridInfo(List<int> numList)
  106. {
  107. //List<int> numList = GetRandomArr(1, 8);
  108. Vector2 originPos = _ui.m_item.target.position;
  109. for (int i = 0; i < _gridNum; i++)
  110. {
  111. for (int j = 0; j < _gridNum; j++)
  112. {
  113. _gridArr[i, j].num = numList[i * _gridNum + j];
  114. _gridArr[i, j].pos = originPos + new Vector2(j * _ui.m_item.target.width, i * _ui.m_item.target.height);
  115. }
  116. }
  117. }
  118. /// <summary>
  119. /// 检测是否是连续数组
  120. /// </summary>
  121. /// <param name="numList"></param>
  122. /// <returns></returns>
  123. private bool CheckListCorrect(List<int> numList)
  124. {
  125. for (int i = 0; i < numList.Count - 1; i++)
  126. {
  127. if (numList[i + 1] != numList[i] + 1)
  128. {
  129. return false;
  130. }
  131. }
  132. return true;
  133. }
  134. private List<int> CreateIncreaseArr()
  135. {
  136. List<int> list = new List<int>();
  137. list.Add(0);
  138. for (int i = 1; i <= 8; i++)
  139. {
  140. list.Add(i);
  141. }
  142. return list;
  143. }
  144. /// <summary>
  145. /// 根据配置步数打乱数组
  146. /// </summary>
  147. /// <param name="configStep"></param>
  148. /// <returns></returns>
  149. private List<int> GetArrByConfigStep(int configStep)
  150. {
  151. List<int> list = CreateIncreaseArr();
  152. int num = 0;
  153. Vector2 zeroPos = new Vector2(0, 0);
  154. Vector2[] dirArr = { new Vector2(-1, 0), new Vector2(1, 0), new Vector2(0, -1), new Vector2(0, 1) };
  155. Vector2 lastPos = zeroPos;
  156. while (num < configStep)
  157. {
  158. int n = UnityEngine.Random.Range(0, 4);
  159. Vector2 tempPos = zeroPos + dirArr[n];
  160. if (tempPos != lastPos && tempPos.x >= 0 && tempPos.y >= 0 && tempPos.x < _gridNum && tempPos.y < _gridNum)
  161. {
  162. list[(int)zeroPos.x * _gridNum + (int)zeroPos.y] = list[(int)tempPos.x * _gridNum + (int)tempPos.y];
  163. list[(int)tempPos.x * _gridNum + (int)tempPos.y] = 0;
  164. lastPos = zeroPos;
  165. zeroPos = tempPos;
  166. ++num;
  167. }
  168. }
  169. return list;
  170. }
  171. private void InitItems()
  172. {
  173. int itemIndex = 0;
  174. for (int i = 0; i < _gridNum; i++)
  175. {
  176. for (int j = 0; j < _gridNum; j++)
  177. {
  178. // 空格不用放item
  179. if (_gridArr[i, j].num == 0)
  180. {
  181. continue;
  182. }
  183. _items[itemIndex].position = _gridArr[i, j].pos;
  184. UI_item item = UI_item.Proxy(_items[itemIndex]);
  185. item.m_index.text = _gridArr[i, j].num.ToString();
  186. int groupID = _cfg.resArr[0];
  187. item.m_icon.url = GetPicRes(HuarongRoadCfgArray.Instance.GetCfgsByid(groupID)[_gridArr[i, j].num].resName);
  188. _items[itemIndex].data = _gridArr[i, j].num;
  189. UI_item.ProxyEnd();
  190. ++itemIndex;
  191. }
  192. }
  193. }
  194. /// <summary>
  195. /// 创建可移动的实体
  196. /// </summary>
  197. private void CreateItems()
  198. {
  199. for (int i = 1; i <= _gridNum * _gridNum - 1; i++)
  200. {
  201. GObject gObject = UIPackage.CreateObject("ActivityHuaRongDao", "item");
  202. gObject.name = "item" + i;
  203. gObject.onClick.Add(OnItemClick);
  204. _ui.m_items.target.AddChild(gObject);
  205. _items.Add(gObject);
  206. }
  207. }
  208. private void ControlMenuItemVisual(bool show = true)
  209. {
  210. _ui.m_btnClose.visible = show;
  211. _ui.m_btnBack.visible = show;
  212. _ui.m_btnLookPic.visible = show;
  213. _ui.m_btnHidePic.visible = show;
  214. _ui.m_btnRefresh.visible = show;
  215. }
  216. private Vector2 inputPos = new Vector2();
  217. private void TouchBegin(EventContext context)
  218. {
  219. inputPos.x = context.inputEvent.x;
  220. inputPos.y = context.inputEvent.y;
  221. }
  222. private Grid CheckCanMove(int num)
  223. {
  224. int indexX = 0;
  225. int indexY = 0;
  226. // 找到格子
  227. for (int i = 0; i < _gridNum; i++)
  228. {
  229. for (int j = 0; j < _gridNum; j++)
  230. {
  231. if (_gridArr[i, j].num == num)
  232. {
  233. indexX = i;
  234. indexY = j;
  235. break;
  236. }
  237. }
  238. }
  239. // 判断格子四个方向是否有空格
  240. if (CheckHaveNullGrid(indexX - 1, indexY) || CheckHaveNullGrid(indexX, indexY - 1)
  241. || CheckHaveNullGrid(indexX + 1, indexY) || CheckHaveNullGrid(indexX, indexY + 1))
  242. {
  243. return UpdateGridInfo(num);
  244. }
  245. return null;
  246. }
  247. private bool CheckHaveNullGrid(int indexX, int indexY)
  248. {
  249. if (indexX >= 0 && indexX < _gridNum)
  250. {
  251. if (indexY >= 0 && indexY < _gridNum)
  252. {
  253. return _gridArr[indexX, indexY].num == 0;
  254. }
  255. }
  256. return false;
  257. }
  258. private Grid UpdateGridInfo(int num)
  259. {
  260. Vector2 nullGridindex = new Vector2(-1, 0);
  261. Vector2 numGridindex = new Vector2(-1, 0);
  262. for (int i = 0; i < _gridNum; i++)
  263. {
  264. for (int j = 0; j < _gridNum; j++)
  265. {
  266. if (_gridArr[i, j].num == num)
  267. {
  268. numGridindex = new Vector2(i, j);
  269. }
  270. else if (_gridArr[i, j].num == 0)
  271. {
  272. nullGridindex = new Vector2(i, j);
  273. }
  274. if (numGridindex.x != -1 && nullGridindex.x != -1)
  275. {
  276. break;
  277. }
  278. }
  279. }
  280. _gridArr[(int)numGridindex.x, (int)numGridindex.y].num = 0;
  281. _gridArr[(int)nullGridindex.x, (int)nullGridindex.y].num = num;
  282. return _gridArr[(int)nullGridindex.x, (int)nullGridindex.y];
  283. }
  284. /// <summary>
  285. /// 交换数字格和空白格的数据
  286. /// </summary>
  287. /// <param name="numGrid"></param>
  288. /// <param name="nullGrid"></param>
  289. /// <returns></returns>
  290. private Grid UpdateGridInfo(GridInfo numGrid, GridInfo nullGrid)
  291. {
  292. _gridArr[numGrid.row, numGrid.col].num = 0;
  293. _gridArr[nullGrid.row, nullGrid.col].num = numGrid.num;
  294. return _gridArr[nullGrid.row, nullGrid.col];
  295. }
  296. private bool CheckWin()
  297. {
  298. int num = 0;
  299. for (int i = 0; i < _gridNum; i++)
  300. {
  301. for (int j = 0; j < _gridNum; j++)
  302. {
  303. if (i == 0 && j == 0)
  304. {
  305. num = _gridArr[i, j].num;
  306. if (num != 0)
  307. {
  308. return false;
  309. }
  310. }
  311. else
  312. {
  313. // 不连续 没有胜利
  314. if (_gridArr[i, j].num != num + 1)
  315. {
  316. return false;
  317. }
  318. // 继续检测
  319. else
  320. {
  321. ++num;
  322. // 胜利
  323. if (num == _gridNum * _gridNum - 1)
  324. {
  325. return true;
  326. }
  327. }
  328. }
  329. }
  330. }
  331. return false;
  332. }
  333. private async Task Win(CancellationToken cancellationToken)
  334. {
  335. // 请求游戏结束协议
  336. await MiniGameProxy.ReqMiniGameEnd(_cfg.id, _cfg.type, 0, true, _activityID, false);
  337. // 成功动画
  338. _ui.m_showMask.Play(async () =>
  339. {
  340. _ui.m_hideMask.Play();
  341. _gameStart = true;
  342. await Task.Delay(400, cancellationToken);
  343. // 刷新华容道入口界面UI
  344. EventAgent.DispatchEvent(ConstMessage.ACTIVITY_HUARONGDAO_UPDATE);
  345. // 弹出成功界面
  346. ViewManager.Show<ActivityHuaRongDaoSuccessView>(_cfg);
  347. });
  348. await Task.Delay(200, cancellationToken);
  349. _blankItem.visible = true;
  350. _blankItem.position = _gridArr[0, 0].pos;
  351. UI_item item = UI_item.Proxy(_blankItem);
  352. int groupID = _cfg.resArr[0];
  353. item.m_icon.url = GetPicRes(HuarongRoadCfgArray.Instance.GetCfgsByid(groupID)[0].resName);
  354. UI_item.ProxyEnd();
  355. }
  356. private void OnBtnBackClick()
  357. {
  358. if (_gameStart)
  359. {
  360. AlertUI.Show("退出游戏不保存进度,不扣除任何次数和道具,是否退出?")
  361. .SetLeftButton(true, "返回游戏")
  362. .SetRightButton(true, "仍要退出", (obj) =>
  363. {
  364. Hide();
  365. });
  366. }
  367. else
  368. {
  369. Hide();
  370. }
  371. }
  372. private async Task StartAnimation(CancellationToken cancellationToken)
  373. {
  374. try
  375. {
  376. _ui.m_hideMask.Play();
  377. _ui.m_maskGlobal.visible = true;
  378. List<int> numList = CreateIncreaseArr();
  379. SetGridInfo(numList);
  380. InitItems();
  381. CreateOriginPic();
  382. // 隐藏所有
  383. UI_item item;
  384. for (int i = 0; i < _items.Count; i++)
  385. {
  386. item = UI_item.Proxy(_items[i]);
  387. item.m_hide.Play();
  388. }
  389. // 入场
  390. for (int i = 0; i < _items.Count; i++)
  391. {
  392. item = UI_item.Proxy(_items[i]);
  393. item.m_show.Play();
  394. await Task.Delay(100, cancellationToken);
  395. }
  396. UI_item.ProxyEnd();
  397. // 出现白色遮罩,刷新数组
  398. await Task.Delay(900, cancellationToken);
  399. _ui.m_showMask.Play(() =>
  400. {
  401. _ui.m_maskGlobal.visible = false;
  402. _ui.m_hideMask.Play();
  403. _gameStart = true;
  404. });
  405. await Task.Delay(200, cancellationToken);
  406. numList = GetArrByConfigStep(_cfg.step);
  407. while (CheckListCorrect(numList))
  408. {
  409. numList = GetArrByConfigStep(_cfg.step);
  410. }
  411. SetGridInfo(numList);
  412. InitItems();
  413. }
  414. catch (TaskCanceledException)
  415. {
  416. //Debug.Log("异步函数被停止");
  417. }
  418. }
  419. private void RefreshData()
  420. {
  421. _blankItem.visible = false;
  422. _gameStart = false;
  423. _ui.m_state.selectedIndex = 0;
  424. ControlMenuItemVisual();
  425. }
  426. // 取消异步函数
  427. public void StopMyAsyncFunction()
  428. {
  429. if (_cancellationTokenSource != null)
  430. {
  431. _cancellationTokenSource.Cancel();
  432. _cancellationTokenSource.Dispose();
  433. _cancellationTokenSource = null;
  434. }
  435. }
  436. /// <summary>
  437. /// 创建原图
  438. /// </summary>
  439. private void CreateOriginPic()
  440. {
  441. List<GObject> items = new List<GObject>();
  442. for (int i = 1; i <= _gridNum * _gridNum; i++)
  443. {
  444. GObject gObject = UIPackage.CreateObject("ActivityHuaRongDao", "item");
  445. _ui.m_itemsOrigin.target.AddChild(gObject);
  446. items.Add(gObject);
  447. }
  448. int itemIndex = 0;
  449. for (int i = 0; i < _gridNum; i++)
  450. {
  451. for (int j = 0; j < _gridNum; j++)
  452. {
  453. items[itemIndex].position = _gridArr[i, j].pos;
  454. UI_item item = UI_item.Proxy(items[itemIndex]);
  455. item.m_index.text = _gridArr[i, j].num.ToString();
  456. //item.m_icon.url = string.Format("ui://ActivityHuaRongDao/hrd_1-{0}", _gridArr[i, j].num + 1);
  457. int groupID = _cfg.resArr[0];
  458. item.m_icon.url = GetPicRes(HuarongRoadCfgArray.Instance.GetCfgsByid(groupID)[_gridArr[i, j].num].resName);
  459. UI_item.ProxyEnd();
  460. ++itemIndex;
  461. }
  462. }
  463. }
  464. private void OnChangeLookOriginState()
  465. {
  466. bool look = (_ui.m_state.selectedIndex == 1);
  467. _ui.m_items.target.touchable = !look;
  468. _ui.m_items.target.visible = !look;
  469. _ui.m_itemsOrigin.target.visible = look;
  470. }
  471. private void OnClickBtnRefresh()
  472. {
  473. _ui.m_state.selectedIndex = 0;
  474. StartAnimation(_cancellationTokenSource.Token);
  475. }
  476. private string GetPicRes(string res)
  477. {
  478. return ResPathUtil.GetHUARONGDAOPicPath(res);
  479. }
  480. private void OnItemClick(EventContext eventContext)
  481. {
  482. GObject obj = eventContext.sender as GObject;
  483. int num = (int)obj.data;
  484. Grid newGrid = CheckCanMove(num);
  485. if (newGrid != null)
  486. {
  487. _ui.m_maskGlobal.visible = true;
  488. obj.TweenMove(newGrid.pos, 0.1f).OnComplete(() =>
  489. {
  490. if (CheckWin())
  491. {
  492. ControlMenuItemVisual(false);
  493. _ui.m_maskGlobal.visible = false;
  494. Win(_cancellationTokenSource.Token);
  495. }
  496. else
  497. {
  498. _ui.m_maskGlobal.visible = false;
  499. }
  500. });
  501. }
  502. }
  503. }
  504. }