ActivityHuaRongDaoView.cs 19 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. public class Grid
  15. {
  16. public Vector2 pos; // UI坐标
  17. public int num;
  18. }
  19. public class GridInfo
  20. {
  21. public int col;
  22. public int row;
  23. public int num;
  24. }
  25. private Grid[,] _gridArr;
  26. private readonly int _gridNum = 3;
  27. private List<GObject> _items;
  28. private bool _gameStart;
  29. private HuarongRoadGame _cfg;
  30. private int _activityID;
  31. private CancellationTokenSource _cancellationTokenSource;
  32. private GObject _blankItem;
  33. public override void Dispose()
  34. {
  35. if (_ui != null)
  36. {
  37. _ui.Dispose();
  38. _ui = null;
  39. }
  40. base.Dispose();
  41. }
  42. protected override void OnInit()
  43. {
  44. base.OnInit();
  45. packageName = UI_ActivityHuaRongDaoUI.PACKAGE_NAME;
  46. _ui = UI_ActivityHuaRongDaoUI.Create();
  47. viewCom = _ui.target;
  48. isfullScreen = true;
  49. _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("quanping_moren_bg");
  50. isReturnView = true;
  51. _ui.m_item.target.visible = false;
  52. _ui.m_btnBack.onClick.Add(OnBtnBackClick);
  53. _ui.m_state.onChanged.Add(OnChangeLookOriginState);
  54. //_ui.m_btnLookPic.onClick.Add(OnClickBtnShowOriginPic);
  55. //_ui.m_btnHidePic.onClick.Add(OnClickBtnHideOriginPic);
  56. _ui.m_btnRefresh.onClick.Add(OnClickBtnRefresh);
  57. InitGridInfo();
  58. CreateItems();
  59. // 初始化空白处图片
  60. if (_blankItem == null)
  61. {
  62. _blankItem = UIPackage.CreateObject("ActivityHuaRongDao", "item");
  63. _ui.target.AddChild(_blankItem);
  64. }
  65. _ui.m_maskTouch.onTouchBegin.Add(TouchBegin);
  66. _ui.m_maskTouch.onTouchEnd.Add(TouchEnd);
  67. }
  68. protected override void OnShown()
  69. {
  70. base.OnShown();
  71. object[] arr = viewData as object[];
  72. _cfg = (HuarongRoadGame)arr[0];
  73. _activityID = (int)arr[1];
  74. RefreshData();
  75. _cancellationTokenSource = new CancellationTokenSource();
  76. Task task = StartAnimation(_cancellationTokenSource.Token);
  77. // 倒计时相关
  78. //ResetCountdown();
  79. //Countdown(null);
  80. //Timers.inst.Add(1, 0, Countdown);
  81. }
  82. protected override void OnHide()
  83. {
  84. base.OnHide();
  85. StopMyAsyncFunction();
  86. }
  87. /// <summary>
  88. /// 初始化所有格子的信息
  89. /// </summary>
  90. private void InitGridInfo()
  91. {
  92. _gridArr = new Grid[_gridNum, _gridNum];
  93. _items = new List<GObject>();
  94. for (int i = 0; i < _gridNum; i++)
  95. {
  96. for (int j = 0; j < _gridNum; j++)
  97. {
  98. _gridArr[i, j] = new Grid();
  99. }
  100. }
  101. }
  102. private void SetGridInfo(List<int> numList)
  103. {
  104. //List<int> numList = GetRandomArr(1, 8);
  105. Vector2 originPos = _ui.m_item.target.position;
  106. for (int i = 0; i < _gridNum; i++)
  107. {
  108. for (int j = 0; j < _gridNum; j++)
  109. {
  110. _gridArr[i, j].num = numList[i * _gridNum + j];
  111. _gridArr[i, j].pos = originPos + new Vector2(j * _ui.m_item.target.width, i * _ui.m_item.target.height);
  112. }
  113. }
  114. }
  115. /// <summary>
  116. /// 检测是否是连续数组
  117. /// </summary>
  118. /// <param name="numList"></param>
  119. /// <returns></returns>
  120. private bool CheckListCorrect(List<int> numList)
  121. {
  122. for (int i = 0; i < numList.Count - 1; i++)
  123. {
  124. if (numList[i + 1] != numList[i] + 1)
  125. {
  126. return false;
  127. }
  128. }
  129. return true;
  130. }
  131. /// <summary>
  132. /// 随机排序 min~max 连续的数字
  133. /// </summary>
  134. /// <param name="min"></param>
  135. /// <param name="max"></param>
  136. /// <returns></returns>
  137. private List<int> GetRandomArr(int min, int max)
  138. {
  139. List<int> list = new List<int>();
  140. for (int i = min; i <= max; i++)
  141. {
  142. list.Add(i);
  143. }
  144. System.Random r = new System.Random();
  145. for (int i = 0; i < list.Count; i++)
  146. {
  147. int index = r.Next(list.Count);
  148. int temp = list[index];
  149. list[index] = list[i];
  150. list[i] = temp;
  151. }
  152. // 最后一个是空的
  153. list.Add(0);
  154. return list;
  155. }
  156. private List<int> CreateIncreaseArr()
  157. {
  158. List<int> list = new List<int>();
  159. list.Add(0);
  160. for (int i = 1; i <= 8; i++)
  161. {
  162. list.Add(i);
  163. }
  164. return list;
  165. }
  166. /// <summary>
  167. /// 根据配置步数打乱数组
  168. /// </summary>
  169. /// <param name="configStep"></param>
  170. /// <returns></returns>
  171. private List<int> GetArrByConfigStep(int configStep)
  172. {
  173. List<int> list = CreateIncreaseArr();
  174. int num = 0;
  175. Vector2 zeroPos = new Vector2(0, 0);
  176. Vector2[] dirArr = { new Vector2(-1, 0), new Vector2(1, 0), new Vector2(0, -1), new Vector2(0, 1) };
  177. Vector2 lastPos = zeroPos;
  178. while (num < configStep)
  179. {
  180. int n = UnityEngine.Random.Range(0, 4);
  181. Vector2 tempPos = zeroPos + dirArr[n];
  182. if (tempPos != lastPos && tempPos.x >= 0 && tempPos.y >= 0 && tempPos.x < _gridNum && tempPos.y < _gridNum)
  183. {
  184. list[(int)zeroPos.x * _gridNum + (int)zeroPos.y] = list[(int)tempPos.x * _gridNum + (int)tempPos.y];
  185. list[(int)tempPos.x * _gridNum + (int)tempPos.y] = 0;
  186. lastPos = zeroPos;
  187. zeroPos = tempPos;
  188. }
  189. ++num;
  190. }
  191. return list;
  192. }
  193. private void InitItems()
  194. {
  195. int itemIndex = 0;
  196. for (int i = 0; i < _gridNum; i++)
  197. {
  198. for (int j = 0; j < _gridNum; j++)
  199. {
  200. // 空格不用放item
  201. if (_gridArr[i, j].num == 0)
  202. {
  203. continue;
  204. }
  205. _items[itemIndex].position = _gridArr[i, j].pos;
  206. UI_item item = UI_item.Proxy(_items[itemIndex]);
  207. item.m_index.text = _gridArr[i, j].num.ToString();
  208. int groupID = _cfg.resArr[0];
  209. item.m_icon.url = ResPathUtil.GetMiniGamePicPath(HuarongRoadCfgArray.Instance.GetCfgsByid(groupID)[_gridArr[i, j].num].resName);
  210. _items[itemIndex].data = _gridArr[i, j].num;
  211. UI_item.ProxyEnd();
  212. ++itemIndex;
  213. }
  214. }
  215. }
  216. /// <summary>
  217. /// 创建可移动的实体
  218. /// </summary>
  219. private void CreateItems()
  220. {
  221. for (int i = 1; i <= _gridNum * _gridNum - 1; i++)
  222. {
  223. GObject gObject = UIPackage.CreateObject("ActivityHuaRongDao", "item");
  224. gObject.name = "item" + i;
  225. //gObject.onClick.Add(OnItemClick);
  226. //gObject.onTouchEnd.Add(TouchEnd);
  227. //gObject.onTouchBegin.Add(TouchBegin);
  228. _ui.m_items.target.AddChild(gObject);
  229. UI_item item = UI_item.Proxy(gObject);
  230. _items.Add(gObject);
  231. UI_item.ProxyEnd();
  232. }
  233. }
  234. private void ControlMenuItemVisual(bool show = true)
  235. {
  236. _ui.m_btnBack.visible = show;
  237. _ui.m_btnLookPic.visible = show;
  238. _ui.m_btnHidePic.visible = show;
  239. _ui.m_btnRefresh.visible = show;
  240. }
  241. private Vector2 inputPos = new Vector2();
  242. private void TouchBegin(EventContext context)
  243. {
  244. inputPos.x = context.inputEvent.x;
  245. inputPos.y = context.inputEvent.y;
  246. }
  247. private void TouchEnd(EventContext context)
  248. {
  249. GridInfo numGrid = null;
  250. GridInfo nullGrid = new GridInfo();
  251. // 找到空格子
  252. for (int i = 0; i < _gridNum; i++)
  253. {
  254. for (int j = 0; j < _gridNum; j++)
  255. {
  256. if (_gridArr[i, j].num == 0)
  257. {
  258. nullGrid.row = i;
  259. nullGrid.col = j;
  260. break;
  261. }
  262. }
  263. }
  264. // 左
  265. if ((context.inputEvent.x - inputPos.x) < 0 && Mathf.Abs(context.inputEvent.x - inputPos.x) > Mathf.Abs(context.inputEvent.y - inputPos.y))
  266. {
  267. numGrid = CheckHaveNumGrid(nullGrid.row, nullGrid.col + 1);
  268. }
  269. // 右
  270. if ((context.inputEvent.x - inputPos.x) > 0 && Mathf.Abs(context.inputEvent.x - inputPos.x) > Mathf.Abs(context.inputEvent.y - inputPos.y))
  271. {
  272. numGrid = CheckHaveNumGrid(nullGrid.row, nullGrid.col - 1);
  273. }
  274. // 上
  275. if ((context.inputEvent.y - inputPos.y) < 0 && Mathf.Abs(context.inputEvent.y - inputPos.y) > Mathf.Abs(context.inputEvent.x - inputPos.x))
  276. {
  277. numGrid = CheckHaveNumGrid(nullGrid.row + 1, nullGrid.col);
  278. }
  279. // 下
  280. if ((context.inputEvent.y - inputPos.y) > 0 && Mathf.Abs(context.inputEvent.y - inputPos.y) > Mathf.Abs(context.inputEvent.x - inputPos.x))
  281. {
  282. numGrid = CheckHaveNumGrid(nullGrid.row - 1, nullGrid.col);
  283. }
  284. if (numGrid != null)
  285. {
  286. int num = numGrid.num;
  287. Grid grid = UpdateGridInfo(numGrid, nullGrid);
  288. MoveItem(grid, num);
  289. }
  290. }
  291. private void MoveItem(Grid newGrid, int changeNum)
  292. {
  293. for(int i = 0; i < _items.Count; i++)
  294. {
  295. GObject obj = _items[i];
  296. int num = (int)obj.data;
  297. if(num == changeNum)
  298. {
  299. _ui.m_maskGlobal.visible = true;
  300. obj.TweenMove(newGrid.pos, 0.1f).OnComplete(() =>
  301. {
  302. _ui.m_maskGlobal.visible = false;
  303. if (CheckWin())
  304. {
  305. ControlMenuItemVisual(false);
  306. Win(_cancellationTokenSource.Token);
  307. }
  308. });
  309. return;
  310. }
  311. }
  312. }
  313. /// <summary>
  314. /// 查看空白格附近是否存在数字格
  315. /// </summary>
  316. /// <param name="indexX"></param>
  317. /// <param name="indexY"></param>
  318. /// <returns></returns>
  319. private GridInfo CheckHaveNumGrid(int indexX, int indexY)
  320. {
  321. if (indexX >= 0 && indexX < _gridNum)
  322. {
  323. if (indexY >= 0 && indexY < _gridNum)
  324. {
  325. GridInfo grid = new GridInfo();
  326. grid.row = indexX;
  327. grid.col = indexY;
  328. grid.num = _gridArr[indexX, indexY].num;
  329. return grid;
  330. }
  331. }
  332. return null;
  333. }
  334. /// <summary>
  335. /// 交换数字格和空白格的数据
  336. /// </summary>
  337. /// <param name="numGrid"></param>
  338. /// <param name="nullGrid"></param>
  339. /// <returns></returns>
  340. private Grid UpdateGridInfo(GridInfo numGrid, GridInfo nullGrid)
  341. {
  342. _gridArr[numGrid.row, numGrid.col].num = 0;
  343. _gridArr[nullGrid.row, nullGrid.col].num = numGrid.num;
  344. return _gridArr[nullGrid.row, nullGrid.col];
  345. }
  346. private bool CheckWin()
  347. {
  348. int num = 0;
  349. for (int i = 0; i < _gridNum; i++)
  350. {
  351. for (int j = 0; j < _gridNum; j++)
  352. {
  353. if (i == 0 && j == 0)
  354. {
  355. num = _gridArr[i, j].num;
  356. if (num != 0)
  357. {
  358. return false;
  359. }
  360. }
  361. else
  362. {
  363. // 不连续 没有胜利
  364. if (_gridArr[i, j].num != num + 1)
  365. {
  366. return false;
  367. }
  368. // 继续检测
  369. else
  370. {
  371. ++num;
  372. // 胜利
  373. if (num == _gridNum * _gridNum - 1)
  374. {
  375. return true;
  376. }
  377. }
  378. }
  379. }
  380. }
  381. return false;
  382. }
  383. private async Task Win(CancellationToken cancellationToken)
  384. {
  385. // 请求游戏结束协议
  386. await MiniGameProxy.ReqMiniGameEnd(_cfg.id, _cfg.type, 0, true, _activityID, false);
  387. // 成功动画
  388. _ui.m_showMask.Play(async () =>
  389. {
  390. _ui.m_hideMask.Play();
  391. _gameStart = true;
  392. await Task.Delay(400, cancellationToken);
  393. // 刷新华容道入口界面UI
  394. EventAgent.DispatchEvent(ConstMessage.ACTIVITY_HUARONGDAO_UPDATE);
  395. // 弹出成功界面
  396. ViewManager.Show<ActivityHuaRongDaoSuccessView>(_cfg);
  397. });
  398. await Task.Delay(200, cancellationToken);
  399. _blankItem.visible = true;
  400. _blankItem.position = _gridArr[0, 0].pos;
  401. UI_item item = UI_item.Proxy(_blankItem);
  402. int groupID = _cfg.resArr[0];
  403. item.m_icon.url = ResPathUtil.GetMiniGamePicPath(HuarongRoadCfgArray.Instance.GetCfgsByid(groupID)[0].resName);
  404. UI_item.ProxyEnd();
  405. }
  406. private void OnBtnBackClick()
  407. {
  408. if (_gameStart)
  409. {
  410. 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?")
  411. .SetLeftButton(true, "返回游戏")
  412. .SetRightButton(true, "仍要退出", (obj) =>
  413. {
  414. Hide();
  415. });
  416. }
  417. else
  418. {
  419. Hide();
  420. }
  421. }
  422. private async Task StartAnimation(CancellationToken cancellationToken)
  423. {
  424. try
  425. {
  426. _ui.m_hideMask.Play();
  427. _ui.m_maskGlobal.visible = true;
  428. List<int> numList = CreateIncreaseArr();
  429. SetGridInfo(numList);
  430. InitItems();
  431. CreateOriginPic();
  432. // 隐藏所有
  433. UI_item item;
  434. for (int i = 0; i < _items.Count; i++)
  435. {
  436. item = UI_item.Proxy(_items[i]);
  437. item.m_hide.Play();
  438. }
  439. // 入场
  440. for (int i = 0; i < _items.Count; i++)
  441. {
  442. item = UI_item.Proxy(_items[i]);
  443. item.m_show.Play();
  444. await Task.Delay(100, cancellationToken);
  445. }
  446. UI_item.ProxyEnd();
  447. // 出现白色遮罩,刷新数组
  448. await Task.Delay(900, cancellationToken);
  449. _ui.m_showMask.Play(() =>
  450. {
  451. _ui.m_maskGlobal.visible = false;
  452. _ui.m_hideMask.Play();
  453. _gameStart = true;
  454. });
  455. await Task.Delay(200, cancellationToken);
  456. numList = GetArrByConfigStep(_cfg.step);
  457. while (CheckListCorrect(numList))
  458. {
  459. numList = GetArrByConfigStep(_cfg.step);
  460. }
  461. SetGridInfo(numList);
  462. InitItems();
  463. }
  464. catch (TaskCanceledException)
  465. {
  466. //Debug.Log("异步函数被停止");
  467. }
  468. }
  469. private void RefreshData()
  470. {
  471. _blankItem.visible = false;
  472. _gameStart = false;
  473. _ui.m_state.selectedIndex = 0;
  474. ControlMenuItemVisual();
  475. }
  476. // 取消异步函数
  477. public void StopMyAsyncFunction()
  478. {
  479. if (_cancellationTokenSource != null)
  480. {
  481. _cancellationTokenSource.Cancel();
  482. _cancellationTokenSource.Dispose();
  483. _cancellationTokenSource = null;
  484. }
  485. }
  486. /// <summary>
  487. /// 创建原图
  488. /// </summary>
  489. private void CreateOriginPic()
  490. {
  491. List<GObject> items = new List<GObject>();
  492. for (int i = 1; i <= _gridNum * _gridNum; i++)
  493. {
  494. GObject gObject = UIPackage.CreateObject("ActivityHuaRongDao", "item");
  495. _ui.m_itemsOrigin.target.AddChild(gObject);
  496. items.Add(gObject);
  497. }
  498. int itemIndex = 0;
  499. for (int i = 0; i < _gridNum; i++)
  500. {
  501. for (int j = 0; j < _gridNum; j++)
  502. {
  503. items[itemIndex].position = _gridArr[i, j].pos;
  504. UI_item item = UI_item.Proxy(items[itemIndex]);
  505. item.m_index.text = _gridArr[i, j].num.ToString();
  506. //item.m_icon.url = string.Format("ui://ActivityHuaRongDao/hrd_1-{0}", _gridArr[i, j].num + 1);
  507. int groupID = _cfg.resArr[0];
  508. item.m_icon.url = ResPathUtil.GetMiniGamePicPath(HuarongRoadCfgArray.Instance.GetCfgsByid(groupID)[_gridArr[i, j].num].resName);
  509. UI_item.ProxyEnd();
  510. ++itemIndex;
  511. }
  512. }
  513. }
  514. private void OnChangeLookOriginState()
  515. {
  516. bool look = (_ui.m_state.selectedIndex == 1);
  517. _ui.m_maskTouch.touchable = !look;
  518. _ui.m_items.target.visible = !look;
  519. _ui.m_itemsOrigin.target.visible = look;
  520. }
  521. private void OnClickBtnRefresh()
  522. {
  523. _ui.m_state.selectedIndex = 0;
  524. StartAnimation(_cancellationTokenSource.Token);
  525. }
  526. }
  527. }