| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564 | using System.Collections;using System.Collections.Generic;using UnityEngine;using UI.ActivityHuaRongDao;using FairyGUI;using System.Threading.Tasks;using System.Threading;using System;namespace GFGGame{    public class ActivityHuaRongDaoView : BaseWindow    {        private UI_ActivityHuaRongDaoUI _ui;        /// <summary>        /// 格子类        /// </summary>        public class Grid        {            public Vector2 pos; // UI坐标            public int num;        }        /// <summary>        /// 格子的行列信息        /// </summary>        public class GridInfo        {            public int col;            public int row;            public int num;        }        private int _activityID;        // 行/列 格子数        private readonly int _gridNum = 3;        private bool _gameStart;        private Grid[,] _gridArr;        private List<GObject> _items;        private HuarongRoadGame _cfg;        // 异步函数的取消控制        private CancellationTokenSource _cancellationTokenSource;        // 胜利后自动补齐的格子        private GObject _blankItem;        public override void Dispose()        {            if (_ui != null)            {                _ui.Dispose();                _ui = null;            }            base.Dispose();        }        protected override void OnInit()        {            base.OnInit();            packageName = UI_ActivityHuaRongDaoUI.PACKAGE_NAME;            _ui = UI_ActivityHuaRongDaoUI.Create();            viewCom = _ui.target;            isfullScreen = true;            _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("gf_pjxq_bj");            isReturnView = true;            _ui.m_item.target.visible = false;            _ui.m_btnBack.onClick.Add(OnBtnBackClick);            _ui.m_state.onChanged.Add(OnChangeLookOriginState);            _ui.m_btnRefresh.onClick.Add(OnClickBtnRefresh);            InitGridInfo();            CreateItems();            // 初始化空白处格子实体            if (_blankItem == null)            {                _blankItem = UIPackage.CreateObject("ActivityHuaRongDao", "item");                _ui.target.AddChild(_blankItem);            }        }        protected override void OnShown()        {            base.OnShown();            object[] arr = viewData as object[];            _cfg = (HuarongRoadGame)arr[0];            _activityID = (int)arr[1];            RefreshData();            _cancellationTokenSource = new CancellationTokenSource();            Task task = StartAnimation(_cancellationTokenSource.Token);        }        protected override void OnHide()        {            base.OnHide();            StopMyAsyncFunction();        }        /// <summary>        /// 初始化所有格子的信息        /// </summary>        private void InitGridInfo()        {            _gridArr = new Grid[_gridNum, _gridNum];            _items = new List<GObject>();            for (int i = 0; i < _gridNum; i++)            {                for (int j = 0; j < _gridNum; j++)                {                    _gridArr[i, j] = new Grid();                }            }        }        private void SetGridInfo(List<int> numList)        {            //List<int> numList = GetRandomArr(1, 8);            Vector2 originPos = _ui.m_item.target.position;            for (int i = 0; i < _gridNum; i++)            {                for (int j = 0; j < _gridNum; j++)                {                    _gridArr[i, j].num = numList[i * _gridNum + j];                    _gridArr[i, j].pos = originPos + new Vector2(j * _ui.m_item.target.width, i * _ui.m_item.target.height);                }            }        }        /// <summary>        /// 检测是否是连续数组        /// </summary>        /// <param name="numList"></param>        /// <returns></returns>        private bool CheckListCorrect(List<int> numList)        {            for (int i = 0; i < numList.Count - 1; i++)            {                if (numList[i + 1] != numList[i] + 1)                {                    return false;                }            }            return true;        }        private List<int> CreateIncreaseArr()        {            List<int> list = new List<int>();            list.Add(0);            for (int i = 1; i <= 8; i++)            {                list.Add(i);            }            return list;        }        /// <summary>        /// 根据配置步数打乱数组        /// </summary>        /// <param name="configStep"></param>        /// <returns></returns>        private List<int> GetArrByConfigStep(int configStep)        {            List<int> list = CreateIncreaseArr();            int num = 0;            Vector2 zeroPos = new Vector2(0, 0);            Vector2[] dirArr = { new Vector2(-1, 0), new Vector2(1, 0), new Vector2(0, -1), new Vector2(0, 1) };            Vector2 lastPos = zeroPos;            while (num < configStep)            {                int n = UnityEngine.Random.Range(0, 4);                Vector2 tempPos = zeroPos + dirArr[n];                if (tempPos != lastPos && tempPos.x >= 0 && tempPos.y >= 0 && tempPos.x < _gridNum && tempPos.y < _gridNum)                {                    list[(int)zeroPos.x * _gridNum + (int)zeroPos.y] = list[(int)tempPos.x * _gridNum + (int)tempPos.y];                    list[(int)tempPos.x * _gridNum + (int)tempPos.y] = 0;                    lastPos = zeroPos;                    zeroPos = tempPos;                    ++num;                }            }            return list;        }        private void InitItems()        {            int itemIndex = 0;            for (int i = 0; i < _gridNum; i++)            {                for (int j = 0; j < _gridNum; j++)                {                    // 空格不用放item                    if (_gridArr[i, j].num == 0)                    {                        continue;                    }                    _items[itemIndex].position = _gridArr[i, j].pos;                    UI_item item = UI_item.Proxy(_items[itemIndex]);                    item.m_index.text = _gridArr[i, j].num.ToString();                    int groupID = _cfg.resArr[0];                    item.m_icon.url = GetPicRes(HuarongRoadCfgArray.Instance.GetCfgsByid(groupID)[_gridArr[i, j].num].resName);                    _items[itemIndex].data = _gridArr[i, j].num;                    UI_item.ProxyEnd();                    ++itemIndex;                }            }        }        /// <summary>        /// 创建可移动的实体        /// </summary>        private void CreateItems()        {            for (int i = 1; i <= _gridNum * _gridNum - 1; i++)            {                GObject gObject = UIPackage.CreateObject("ActivityHuaRongDao", "item");                gObject.name = "item" + i;                gObject.onClick.Add(OnItemClick);                _ui.m_items.target.AddChild(gObject);                _items.Add(gObject);            }        }        private void ControlMenuItemVisual(bool show = true)        {            _ui.m_btnBack.visible = show;            _ui.m_btnLookPic.visible = show;            _ui.m_btnHidePic.visible = show;            _ui.m_btnRefresh.visible = show;        }        private Vector2 inputPos = new Vector2();        private void TouchBegin(EventContext context)        {            inputPos.x = context.inputEvent.x;            inputPos.y = context.inputEvent.y;        }        private Grid CheckCanMove(int num)        {            int indexX = 0;            int indexY = 0;            // 找到格子            for (int i = 0; i < _gridNum; i++)            {                for (int j = 0; j < _gridNum; j++)                {                    if (_gridArr[i, j].num == num)                    {                        indexX = i;                        indexY = j;                        break;                    }                }            }            // 判断格子四个方向是否有空格            if (CheckHaveNullGrid(indexX - 1, indexY) || CheckHaveNullGrid(indexX, indexY - 1)                || CheckHaveNullGrid(indexX + 1, indexY) || CheckHaveNullGrid(indexX, indexY + 1))            {                return UpdateGridInfo(num);            }            return null;        }        private bool CheckHaveNullGrid(int indexX, int indexY)        {            if (indexX >= 0 && indexX < _gridNum)            {                if (indexY >= 0 && indexY < _gridNum)                {                    return _gridArr[indexX, indexY].num == 0;                }            }            return false;        }        private Grid UpdateGridInfo(int num)        {            Vector2 nullGridindex = new Vector2(-1, 0);            Vector2 numGridindex = new Vector2(-1, 0);            for (int i = 0; i < _gridNum; i++)            {                for (int j = 0; j < _gridNum; j++)                {                    if (_gridArr[i, j].num == num)                    {                        numGridindex = new Vector2(i, j);                    }                    else if (_gridArr[i, j].num == 0)                    {                        nullGridindex = new Vector2(i, j);                    }                    if (numGridindex.x != -1 && nullGridindex.x != -1)                    {                        break;                    }                }            }            _gridArr[(int)numGridindex.x, (int)numGridindex.y].num = 0;            _gridArr[(int)nullGridindex.x, (int)nullGridindex.y].num = num;            return _gridArr[(int)nullGridindex.x, (int)nullGridindex.y];        }        /// <summary>        /// 交换数字格和空白格的数据        /// </summary>        /// <param name="numGrid"></param>        /// <param name="nullGrid"></param>        /// <returns></returns>        private Grid UpdateGridInfo(GridInfo numGrid, GridInfo nullGrid)        {            _gridArr[numGrid.row, numGrid.col].num = 0;            _gridArr[nullGrid.row, nullGrid.col].num = numGrid.num;            return _gridArr[nullGrid.row, nullGrid.col];        }        private bool CheckWin()        {            int num = 0;            for (int i = 0; i < _gridNum; i++)            {                for (int j = 0; j < _gridNum; j++)                {                    if (i == 0 && j == 0)                    {                        num = _gridArr[i, j].num;                        if (num != 0)                        {                            return false;                        }                    }                    else                    {                        // 不连续 没有胜利                        if (_gridArr[i, j].num != num + 1)                        {                            return false;                        }                        // 继续检测                        else                        {                            ++num;                            // 胜利                            if (num == _gridNum * _gridNum - 1)                            {                                return true;                            }                        }                    }                }            }            return false;        }        private async Task Win(CancellationToken cancellationToken)        {            // 请求游戏结束协议            await MiniGameProxy.ReqMiniGameEnd(_cfg.id, _cfg.type, 0, true, _activityID, false);            // 成功动画            _ui.m_showMask.Play(async () =>            {                _ui.m_hideMask.Play();                _gameStart = true;                await Task.Delay(400, cancellationToken);                // 刷新华容道入口界面UI                EventAgent.DispatchEvent(ConstMessage.ACTIVITY_HUARONGDAO_UPDATE);                // 弹出成功界面                ViewManager.Show<ActivityHuaRongDaoSuccessView>(_cfg);            });            await Task.Delay(200, cancellationToken);            _blankItem.visible = true;            _blankItem.position = _gridArr[0, 0].pos;            UI_item item = UI_item.Proxy(_blankItem);            int groupID = _cfg.resArr[0];            item.m_icon.url = GetPicRes(HuarongRoadCfgArray.Instance.GetCfgsByid(groupID)[0].resName);            UI_item.ProxyEnd();        }        private void OnBtnBackClick()        {            if (_gameStart)            {                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?")                           .SetLeftButton(true, "返回游戏")                           .SetRightButton(true, "仍要退出", (obj) =>                           {                               Hide();                           });            }            else            {                Hide();            }        }        private async Task StartAnimation(CancellationToken cancellationToken)        {            try            {                _ui.m_hideMask.Play();                _ui.m_maskGlobal.visible = true;                List<int> numList = CreateIncreaseArr();                SetGridInfo(numList);                InitItems();                CreateOriginPic();                // 隐藏所有                UI_item item;                for (int i = 0; i < _items.Count; i++)                {                    item = UI_item.Proxy(_items[i]);                    item.m_hide.Play();                }                // 入场                for (int i = 0; i < _items.Count; i++)                {                    item = UI_item.Proxy(_items[i]);                    item.m_show.Play();                    await Task.Delay(100, cancellationToken);                }                UI_item.ProxyEnd();                // 出现白色遮罩,刷新数组                await Task.Delay(900, cancellationToken);                _ui.m_showMask.Play(() =>                {                    _ui.m_maskGlobal.visible = false;                    _ui.m_hideMask.Play();                    _gameStart = true;                });                await Task.Delay(200, cancellationToken);                numList = GetArrByConfigStep(_cfg.step);                while (CheckListCorrect(numList))                {                    numList = GetArrByConfigStep(_cfg.step);                }                SetGridInfo(numList);                InitItems();            }            catch (TaskCanceledException)            {                //Debug.Log("异步函数被停止");            }        }        private void RefreshData()        {            _blankItem.visible = false;            _gameStart = false;            _ui.m_state.selectedIndex = 0;            ControlMenuItemVisual();        }        // 取消异步函数        public void StopMyAsyncFunction()        {            if (_cancellationTokenSource != null)            {                _cancellationTokenSource.Cancel();                _cancellationTokenSource.Dispose();                _cancellationTokenSource = null;            }        }        /// <summary>        /// 创建原图        /// </summary>        private void CreateOriginPic()        {            List<GObject> items = new List<GObject>();            for (int i = 1; i <= _gridNum * _gridNum; i++)            {                GObject gObject = UIPackage.CreateObject("ActivityHuaRongDao", "item");                _ui.m_itemsOrigin.target.AddChild(gObject);                items.Add(gObject);            }            int itemIndex = 0;            for (int i = 0; i < _gridNum; i++)            {                for (int j = 0; j < _gridNum; j++)                {                    items[itemIndex].position = _gridArr[i, j].pos;                    UI_item item = UI_item.Proxy(items[itemIndex]);                    item.m_index.text = _gridArr[i, j].num.ToString();                    //item.m_icon.url = string.Format("ui://ActivityHuaRongDao/hrd_1-{0}", _gridArr[i, j].num + 1);                    int groupID = _cfg.resArr[0];                    item.m_icon.url = GetPicRes(HuarongRoadCfgArray.Instance.GetCfgsByid(groupID)[_gridArr[i, j].num].resName);                    UI_item.ProxyEnd();                    ++itemIndex;                }            }        }        private void OnChangeLookOriginState()        {            bool look = (_ui.m_state.selectedIndex == 1);            _ui.m_items.target.touchable = !look;            _ui.m_items.target.visible = !look;            _ui.m_itemsOrigin.target.visible = look;        }        private void OnClickBtnRefresh()        {            _ui.m_state.selectedIndex = 0;            StartAnimation(_cancellationTokenSource.Token);        }        private string GetPicRes(string res)        {            return ResPathUtil.GetHUARONGDAOPicPath(res);        }        private void OnItemClick(EventContext eventContext)        {            GObject obj = eventContext.sender as GObject;            int num = (int)obj.data;            Grid newGrid = CheckCanMove(num);            if (newGrid != null)            {                _ui.m_maskGlobal.visible = true;                obj.TweenMove(newGrid.pos, 0.1f).OnComplete(() =>                {                    _ui.m_maskGlobal.visible = false;                    if (CheckWin())                    {                        ControlMenuItemVisual(false);                        Win(_cancellationTokenSource.Token);                    }                });            }        }    }}
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