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. Timers.inst.Remove(CheckActivityEnd);
  85. Timers.inst.Add(1, 0, CheckActivityEnd);
  86. }
  87. protected override void OnHide()
  88. {
  89. base.OnHide();
  90. StopMyAsyncFunction();
  91. Timers.inst.Remove(CheckActivityEnd);
  92. }
  93. /// <summary>
  94. /// 初始化所有格子的信息
  95. /// </summary>
  96. private void InitGridInfo()
  97. {
  98. _gridArr = new Grid[_gridNum, _gridNum];
  99. _items = new List<GObject>();
  100. for (int i = 0; i < _gridNum; i++)
  101. {
  102. for (int j = 0; j < _gridNum; j++)
  103. {
  104. _gridArr[i, j] = new Grid();
  105. }
  106. }
  107. }
  108. private void SetGridInfo(List<int> numList)
  109. {
  110. //List<int> numList = GetRandomArr(1, 8);
  111. Vector2 originPos = _ui.m_item.target.position;
  112. for (int i = 0; i < _gridNum; i++)
  113. {
  114. for (int j = 0; j < _gridNum; j++)
  115. {
  116. _gridArr[i, j].num = numList[i * _gridNum + j];
  117. _gridArr[i, j].pos = originPos + new Vector2(j * _ui.m_item.target.width, i * _ui.m_item.target.height);
  118. }
  119. }
  120. }
  121. /// <summary>
  122. /// 检测是否是连续数组
  123. /// </summary>
  124. /// <param name="numList"></param>
  125. /// <returns></returns>
  126. private bool CheckListCorrect(List<int> numList)
  127. {
  128. for (int i = 0; i < numList.Count - 1; i++)
  129. {
  130. if (numList[i + 1] != numList[i] + 1)
  131. {
  132. return false;
  133. }
  134. }
  135. return true;
  136. }
  137. private List<int> CreateIncreaseArr()
  138. {
  139. List<int> list = new List<int>();
  140. list.Add(0);
  141. for (int i = 1; i <= 8; i++)
  142. {
  143. list.Add(i);
  144. }
  145. return list;
  146. }
  147. /// <summary>
  148. /// 根据配置步数打乱数组
  149. /// </summary>
  150. /// <param name="configStep"></param>
  151. /// <returns></returns>
  152. private List<int> GetArrByConfigStep(int configStep)
  153. {
  154. List<int> list = CreateIncreaseArr();
  155. int num = 0;
  156. Vector2 zeroPos = new Vector2(0, 0);
  157. Vector2[] dirArr = { new Vector2(-1, 0), new Vector2(1, 0), new Vector2(0, -1), new Vector2(0, 1) };
  158. Vector2 lastPos = zeroPos;
  159. while (num < configStep)
  160. {
  161. int n = UnityEngine.Random.Range(0, 4);
  162. Vector2 tempPos = zeroPos + dirArr[n];
  163. if (tempPos != lastPos && tempPos.x >= 0 && tempPos.y >= 0 && tempPos.x < _gridNum && tempPos.y < _gridNum)
  164. {
  165. list[(int)zeroPos.x * _gridNum + (int)zeroPos.y] = list[(int)tempPos.x * _gridNum + (int)tempPos.y];
  166. list[(int)tempPos.x * _gridNum + (int)tempPos.y] = 0;
  167. lastPos = zeroPos;
  168. zeroPos = tempPos;
  169. ++num;
  170. }
  171. }
  172. return list;
  173. }
  174. private void InitItems()
  175. {
  176. int itemIndex = 0;
  177. for (int i = 0; i < _gridNum; i++)
  178. {
  179. for (int j = 0; j < _gridNum; j++)
  180. {
  181. // 空格不用放item
  182. if (_gridArr[i, j].num == 0)
  183. {
  184. continue;
  185. }
  186. _items[itemIndex].position = _gridArr[i, j].pos;
  187. UI_item item = UI_item.Proxy(_items[itemIndex]);
  188. item.m_index.text = _gridArr[i, j].num.ToString();
  189. int groupID = _cfg.resArr[0];
  190. item.m_icon.url = GetPicRes(HuarongRoadCfgArray.Instance.GetCfgsByid(groupID)[_gridArr[i, j].num].resName);
  191. _items[itemIndex].data = _gridArr[i, j].num;
  192. UI_item.ProxyEnd();
  193. ++itemIndex;
  194. }
  195. }
  196. }
  197. /// <summary>
  198. /// 创建可移动的实体
  199. /// </summary>
  200. private void CreateItems()
  201. {
  202. for (int i = 1; i <= _gridNum * _gridNum - 1; i++)
  203. {
  204. GObject gObject = UIPackage.CreateObject("ActivityHuaRongDao", "item");
  205. gObject.name = "item" + i;
  206. gObject.onClick.Add(OnItemClick);
  207. _ui.m_items.target.AddChild(gObject);
  208. _items.Add(gObject);
  209. }
  210. }
  211. private void ControlMenuItemVisual(bool show = true)
  212. {
  213. _ui.m_btnClose.visible = show;
  214. _ui.m_btnBack.visible = show;
  215. _ui.m_btnLookPic.visible = show;
  216. _ui.m_btnHidePic.visible = show;
  217. _ui.m_btnRefresh.visible = show;
  218. }
  219. private Vector2 inputPos = new Vector2();
  220. private void TouchBegin(EventContext context)
  221. {
  222. inputPos.x = context.inputEvent.x;
  223. inputPos.y = context.inputEvent.y;
  224. }
  225. private Grid CheckCanMove(int num)
  226. {
  227. int indexX = 0;
  228. int indexY = 0;
  229. // 找到格子
  230. for (int i = 0; i < _gridNum; i++)
  231. {
  232. for (int j = 0; j < _gridNum; j++)
  233. {
  234. if (_gridArr[i, j].num == num)
  235. {
  236. indexX = i;
  237. indexY = j;
  238. break;
  239. }
  240. }
  241. }
  242. // 判断格子四个方向是否有空格
  243. if (CheckHaveNullGrid(indexX - 1, indexY) || CheckHaveNullGrid(indexX, indexY - 1)
  244. || CheckHaveNullGrid(indexX + 1, indexY) || CheckHaveNullGrid(indexX, indexY + 1))
  245. {
  246. return UpdateGridInfo(num);
  247. }
  248. return null;
  249. }
  250. private bool CheckHaveNullGrid(int indexX, int indexY)
  251. {
  252. if (indexX >= 0 && indexX < _gridNum)
  253. {
  254. if (indexY >= 0 && indexY < _gridNum)
  255. {
  256. return _gridArr[indexX, indexY].num == 0;
  257. }
  258. }
  259. return false;
  260. }
  261. private Grid UpdateGridInfo(int num)
  262. {
  263. Vector2 nullGridindex = new Vector2(-1, 0);
  264. Vector2 numGridindex = new Vector2(-1, 0);
  265. for (int i = 0; i < _gridNum; i++)
  266. {
  267. for (int j = 0; j < _gridNum; j++)
  268. {
  269. if (_gridArr[i, j].num == num)
  270. {
  271. numGridindex = new Vector2(i, j);
  272. }
  273. else if (_gridArr[i, j].num == 0)
  274. {
  275. nullGridindex = new Vector2(i, j);
  276. }
  277. if (numGridindex.x != -1 && nullGridindex.x != -1)
  278. {
  279. break;
  280. }
  281. }
  282. }
  283. _gridArr[(int)numGridindex.x, (int)numGridindex.y].num = 0;
  284. _gridArr[(int)nullGridindex.x, (int)nullGridindex.y].num = num;
  285. return _gridArr[(int)nullGridindex.x, (int)nullGridindex.y];
  286. }
  287. /// <summary>
  288. /// 交换数字格和空白格的数据
  289. /// </summary>
  290. /// <param name="numGrid"></param>
  291. /// <param name="nullGrid"></param>
  292. /// <returns></returns>
  293. private Grid UpdateGridInfo(GridInfo numGrid, GridInfo nullGrid)
  294. {
  295. _gridArr[numGrid.row, numGrid.col].num = 0;
  296. _gridArr[nullGrid.row, nullGrid.col].num = numGrid.num;
  297. return _gridArr[nullGrid.row, nullGrid.col];
  298. }
  299. private bool CheckWin()
  300. {
  301. int num = 0;
  302. for (int i = 0; i < _gridNum; i++)
  303. {
  304. for (int j = 0; j < _gridNum; j++)
  305. {
  306. if (i == 0 && j == 0)
  307. {
  308. num = _gridArr[i, j].num;
  309. if (num != 0)
  310. {
  311. return false;
  312. }
  313. }
  314. else
  315. {
  316. // 不连续 没有胜利
  317. if (_gridArr[i, j].num != num + 1)
  318. {
  319. return false;
  320. }
  321. // 继续检测
  322. else
  323. {
  324. ++num;
  325. // 胜利
  326. if (num == _gridNum * _gridNum - 1)
  327. {
  328. return true;
  329. }
  330. }
  331. }
  332. }
  333. }
  334. return false;
  335. }
  336. private async Task Win(CancellationToken cancellationToken)
  337. {
  338. // 请求游戏结束协议
  339. await MiniGameProxy.ReqMiniGameEnd(_cfg.id, _cfg.type, 0, true, _activityID, false);
  340. // 成功动画
  341. _ui.m_showMask.Play(async () =>
  342. {
  343. _ui.m_hideMask.Play();
  344. _gameStart = true;
  345. await Task.Delay(400, cancellationToken);
  346. // 刷新华容道入口界面UI
  347. EventAgent.DispatchEvent(ConstMessage.ACTIVITY_HUARONGDAO_UPDATE);
  348. // 弹出成功界面
  349. ViewManager.Show<ActivityHuaRongDaoSuccessView>(_cfg);
  350. });
  351. await Task.Delay(200, cancellationToken);
  352. _blankItem.visible = true;
  353. _blankItem.position = _gridArr[0, 0].pos;
  354. UI_item item = UI_item.Proxy(_blankItem);
  355. int groupID = _cfg.resArr[0];
  356. item.m_icon.url = GetPicRes(HuarongRoadCfgArray.Instance.GetCfgsByid(groupID)[0].resName);
  357. UI_item.ProxyEnd();
  358. }
  359. private void OnBtnBackClick()
  360. {
  361. if (_gameStart)
  362. {
  363. 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?")
  364. .SetLeftButton(true, "返回游戏")
  365. .SetRightButton(true, "仍要退出", (obj) =>
  366. {
  367. Hide();
  368. });
  369. }
  370. else
  371. {
  372. Hide();
  373. }
  374. }
  375. private async Task StartAnimation(CancellationToken cancellationToken)
  376. {
  377. try
  378. {
  379. _ui.m_hideMask.Play();
  380. _ui.m_maskGlobal.visible = true;
  381. List<int> numList = CreateIncreaseArr();
  382. SetGridInfo(numList);
  383. InitItems();
  384. CreateOriginPic();
  385. // 隐藏所有
  386. UI_item item;
  387. for (int i = 0; i < _items.Count; i++)
  388. {
  389. item = UI_item.Proxy(_items[i]);
  390. item.m_hide.Play();
  391. }
  392. // 入场
  393. for (int i = 0; i < _items.Count; i++)
  394. {
  395. item = UI_item.Proxy(_items[i]);
  396. item.m_show.Play();
  397. await Task.Delay(100, cancellationToken);
  398. }
  399. UI_item.ProxyEnd();
  400. // 出现白色遮罩,刷新数组
  401. await Task.Delay(900, cancellationToken);
  402. _ui.m_showMask.Play(() =>
  403. {
  404. _ui.m_maskGlobal.visible = false;
  405. _ui.m_hideMask.Play();
  406. _gameStart = true;
  407. });
  408. await Task.Delay(200, cancellationToken);
  409. numList = GetArrByConfigStep(_cfg.step);
  410. while (CheckListCorrect(numList))
  411. {
  412. numList = GetArrByConfigStep(_cfg.step);
  413. }
  414. SetGridInfo(numList);
  415. InitItems();
  416. }
  417. catch (TaskCanceledException)
  418. {
  419. //Debug.Log("异步函数被停止");
  420. }
  421. }
  422. private void RefreshData()
  423. {
  424. _blankItem.visible = false;
  425. _gameStart = false;
  426. _ui.m_state.selectedIndex = 0;
  427. ControlMenuItemVisual();
  428. }
  429. // 取消异步函数
  430. public void StopMyAsyncFunction()
  431. {
  432. if (_cancellationTokenSource != null)
  433. {
  434. _cancellationTokenSource.Cancel();
  435. _cancellationTokenSource.Dispose();
  436. _cancellationTokenSource = null;
  437. }
  438. }
  439. /// <summary>
  440. /// 创建原图
  441. /// </summary>
  442. private void CreateOriginPic()
  443. {
  444. List<GObject> items = new List<GObject>();
  445. for (int i = 1; i <= _gridNum * _gridNum; i++)
  446. {
  447. GObject gObject = UIPackage.CreateObject("ActivityHuaRongDao", "item");
  448. _ui.m_itemsOrigin.target.AddChild(gObject);
  449. items.Add(gObject);
  450. }
  451. int itemIndex = 0;
  452. for (int i = 0; i < _gridNum; i++)
  453. {
  454. for (int j = 0; j < _gridNum; j++)
  455. {
  456. items[itemIndex].position = _gridArr[i, j].pos;
  457. UI_item item = UI_item.Proxy(items[itemIndex]);
  458. item.m_index.text = _gridArr[i, j].num.ToString();
  459. //item.m_icon.url = string.Format("ui://ActivityHuaRongDao/hrd_1-{0}", _gridArr[i, j].num + 1);
  460. int groupID = _cfg.resArr[0];
  461. item.m_icon.url = GetPicRes(HuarongRoadCfgArray.Instance.GetCfgsByid(groupID)[_gridArr[i, j].num].resName);
  462. UI_item.ProxyEnd();
  463. ++itemIndex;
  464. }
  465. }
  466. }
  467. private void OnChangeLookOriginState()
  468. {
  469. bool look = (_ui.m_state.selectedIndex == 1);
  470. _ui.m_items.target.touchable = !look;
  471. _ui.m_items.target.visible = !look;
  472. _ui.m_itemsOrigin.target.visible = look;
  473. }
  474. private void OnClickBtnRefresh()
  475. {
  476. _ui.m_state.selectedIndex = 0;
  477. StartAnimation(_cancellationTokenSource.Token);
  478. }
  479. private string GetPicRes(string res)
  480. {
  481. return ResPathUtil.GetHUARONGDAOPicPath(res);
  482. }
  483. private void OnItemClick(EventContext eventContext)
  484. {
  485. GObject obj = eventContext.sender as GObject;
  486. int num = (int)obj.data;
  487. Grid newGrid = CheckCanMove(num);
  488. if (newGrid != null)
  489. {
  490. _ui.m_maskGlobal.visible = true;
  491. obj.TweenMove(newGrid.pos, 0.1f).OnComplete(() =>
  492. {
  493. if (CheckWin())
  494. {
  495. ControlMenuItemVisual(false);
  496. _ui.m_maskGlobal.visible = false;
  497. Win(_cancellationTokenSource.Token);
  498. }
  499. else
  500. {
  501. _ui.m_maskGlobal.visible = false;
  502. }
  503. });
  504. }
  505. }
  506. private void CheckActivityEnd(object param)
  507. {
  508. if (!ActivityDataManager.Instance.CheckActivityByRoleTime(5003))
  509. {
  510. // 活动结束时强行退回主界面
  511. ViewManager.Show<MainUIView>(null, true);
  512. ViewManager.DeleteViewStackCountDown("MainUIView");
  513. }
  514. }
  515. }
  516. }