ActivityHuaRongDaoView.cs 12 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. namespace GFGGame
  7. {
  8. public class ActivityHuaRongDaoView : BaseWindow
  9. {
  10. private UI_ActivityHuaRongDaoUI _ui;
  11. public class Grid
  12. {
  13. public Vector2 pos;
  14. public int num;
  15. }
  16. private Grid[,] _gridArr;
  17. private readonly int _gridNum = 3;
  18. private List<GObject> _items;
  19. private bool _gameStart;
  20. private HuarongRoadGame cfg;
  21. public override void Dispose()
  22. {
  23. if (_ui != null)
  24. {
  25. _ui.Dispose();
  26. _ui = null;
  27. }
  28. base.Dispose();
  29. }
  30. protected override void OnInit()
  31. {
  32. base.OnInit();
  33. packageName = UI_ActivityHuaRongDaoUI.PACKAGE_NAME;
  34. _ui = UI_ActivityHuaRongDaoUI.Create();
  35. viewCom = _ui.target;
  36. viewCom.Center();
  37. isReturnView = true;
  38. modal = true;
  39. _ui.m_item.target.visible = false;
  40. _ui.m_btnBack.onClick.Add(OnBtnBackClick);
  41. InitGridInfo();
  42. CreateItems();
  43. }
  44. protected override void OnShown()
  45. {
  46. base.OnShown();
  47. cfg = (HuarongRoadGame)viewData;
  48. SetGridInfo();
  49. InitItems();
  50. _gameStart = false;
  51. ResetCountdown();
  52. Countdown(null);
  53. Timers.inst.Add(1, 0, Countdown);
  54. }
  55. protected override void OnHide()
  56. {
  57. base.OnHide();
  58. }
  59. /// <summary>
  60. /// 初始化所有格子的信息
  61. /// </summary>
  62. private void InitGridInfo()
  63. {
  64. _gridArr = new Grid[_gridNum, _gridNum];
  65. _items = new List<GObject>();
  66. for (int i = 0; i < _gridNum; i++)
  67. {
  68. for (int j = 0; j < _gridNum; j++)
  69. {
  70. _gridArr[i, j] = new Grid();
  71. }
  72. }
  73. }
  74. private void SetGridInfo()
  75. {
  76. //List<int> numList = GetRandomArr(1, 8);
  77. List<int> numList = GetArrByConfigStep(cfg.step);
  78. while (CheckListCorrect(numList))
  79. {
  80. numList = GetArrByConfigStep(cfg.step);
  81. }
  82. Vector2 originPos = _ui.m_item.target.position;
  83. for (int i = 0; i < _gridNum; i++)
  84. {
  85. for (int j = 0; j < _gridNum; j++)
  86. {
  87. _gridArr[i, j].num = numList[i * _gridNum + j];
  88. _gridArr[i, j].pos = originPos + new Vector2(j * _ui.m_item.target.width, i * _ui.m_item.target.height);
  89. }
  90. }
  91. }
  92. /// <summary>
  93. /// 检测是否是连续数组
  94. /// </summary>
  95. /// <param name="numList"></param>
  96. /// <returns></returns>
  97. private bool CheckListCorrect(List<int> numList)
  98. {
  99. for (int i = 0; i < numList.Count - 1; i++)
  100. {
  101. if (numList[i + 1] != numList[i] + 1)
  102. {
  103. return false;
  104. }
  105. }
  106. return true;
  107. }
  108. /// <summary>
  109. /// 随机排序 min~max 连续的数字
  110. /// </summary>
  111. /// <param name="min"></param>
  112. /// <param name="max"></param>
  113. /// <returns></returns>
  114. private List<int> GetRandomArr(int min, int max)
  115. {
  116. List<int> list = new List<int>();
  117. for (int i = min; i <= max; i++)
  118. {
  119. list.Add(i);
  120. }
  121. System.Random r = new System.Random();
  122. for (int i = 0; i < list.Count; i++)
  123. {
  124. int index = r.Next(list.Count);
  125. int temp = list[index];
  126. list[index] = list[i];
  127. list[i] = temp;
  128. }
  129. // 最后一个是空的
  130. list.Add(0);
  131. return list;
  132. }
  133. /// <summary>
  134. /// 根据配置步数打乱数组
  135. /// </summary>
  136. /// <param name="configStep"></param>
  137. /// <returns></returns>
  138. private List<int> GetArrByConfigStep(int configStep)
  139. {
  140. List<int> list = new List<int>();
  141. list.Add(0);
  142. for (int i = 1; i <= 8; i++)
  143. {
  144. list.Add(i);
  145. }
  146. int num = 0;
  147. Vector2 zeroPos = new Vector2(0, 0);
  148. Vector2[] dirArr = { new Vector2(-1, 0), new Vector2(1, 0), new Vector2(0, -1), new Vector2(0, 1) };
  149. Vector2 lastPos = zeroPos;
  150. while (num < configStep)
  151. {
  152. int n = Random.Range(0, 4);
  153. Vector2 tempPos = zeroPos + dirArr[n];
  154. if (tempPos != lastPos && tempPos.x >= 0 && tempPos.y >= 0 && tempPos.x < _gridNum && tempPos.y < _gridNum)
  155. {
  156. list[(int)zeroPos.x * _gridNum + (int)zeroPos.y] = list[(int)tempPos.x * _gridNum + (int)tempPos.y];
  157. list[(int)tempPos.x * _gridNum + (int)tempPos.y] = 0;
  158. lastPos = zeroPos;
  159. zeroPos = tempPos;
  160. }
  161. ++num;
  162. }
  163. return list;
  164. }
  165. private void InitItems()
  166. {
  167. int itemIndex = 0;
  168. for (int i = 0; i < _gridNum; i++)
  169. {
  170. for (int j = 0; j < _gridNum; j++)
  171. {
  172. // 空格不用放item
  173. if (_gridArr[i, j].num == 0)
  174. {
  175. continue;
  176. }
  177. _items[itemIndex].position = _gridArr[i, j].pos;
  178. UI_item item = UI_item.Proxy(_items[itemIndex]);
  179. item.m_index.text = _gridArr[i, j].num.ToString();
  180. item.m_icon.url = string.Format("ui://ActivityHuaRongDao/hrd_1-{0}", _gridArr[i, j].num + 1);
  181. _items[itemIndex].data = _gridArr[i, j].num;
  182. UI_item.ProxyEnd();
  183. ++itemIndex;
  184. }
  185. }
  186. }
  187. /// <summary>
  188. /// 创建可移动的实体
  189. /// </summary>
  190. private void CreateItems()
  191. {
  192. for (int i = 1; i <= _gridNum * _gridNum - 1; i++)
  193. {
  194. GObject gObject = UIPackage.CreateObject("ActivityHuaRongDao", "item");
  195. gObject.name = "item" + i;
  196. gObject.onClick.Add(OnItemClick);
  197. _ui.m_items.target.AddChild(gObject);
  198. _items.Add(gObject);
  199. }
  200. }
  201. private void OnItemClick(EventContext eventContext)
  202. {
  203. GObject obj = eventContext.sender as GObject;
  204. int num = (int)obj.data;
  205. Grid newGrid = CheckCanMove(num);
  206. if (newGrid != null)
  207. {
  208. _ui.m_items.target.touchable = false;
  209. obj.TweenMove(newGrid.pos, 0.1f).OnComplete(() =>
  210. {
  211. _ui.m_items.target.touchable = true;
  212. if (CheckWin())
  213. {
  214. Win();
  215. }
  216. });
  217. }
  218. }
  219. private Grid CheckCanMove(int num)
  220. {
  221. int indexX = 0;
  222. int indexY = 0;
  223. // 找到格子
  224. for (int i = 0; i < _gridNum; i++)
  225. {
  226. for (int j = 0; j < _gridNum; j++)
  227. {
  228. if (_gridArr[i, j].num == num)
  229. {
  230. indexX = i;
  231. indexY = j;
  232. break;
  233. }
  234. }
  235. }
  236. // 判断格子四个方向是否有空格
  237. if (CheckHaveNullGrid(indexX - 1, indexY) || CheckHaveNullGrid(indexX, indexY - 1)
  238. || CheckHaveNullGrid(indexX + 1, indexY) || CheckHaveNullGrid(indexX, indexY + 1))
  239. {
  240. return UpdateGridInfo(num);
  241. }
  242. return null;
  243. }
  244. private bool CheckHaveNullGrid(int indexX, int indexY)
  245. {
  246. if (indexX >= 0 && indexX < _gridNum)
  247. {
  248. if (indexY >= 0 && indexY < _gridNum)
  249. {
  250. return _gridArr[indexX, indexY].num == 0;
  251. }
  252. }
  253. return false;
  254. }
  255. private Grid UpdateGridInfo(int num)
  256. {
  257. Vector2 nullGridindex = new Vector2(-1, 0);
  258. Vector2 numGridindex = new Vector2(-1, 0);
  259. for (int i = 0; i < _gridNum; i++)
  260. {
  261. for (int j = 0; j < _gridNum; j++)
  262. {
  263. if (_gridArr[i, j].num == num)
  264. {
  265. numGridindex = new Vector2(i, j);
  266. }
  267. else if (_gridArr[i, j].num == 0)
  268. {
  269. nullGridindex = new Vector2(i, j);
  270. }
  271. if (numGridindex.x != -1 && nullGridindex.x != -1)
  272. {
  273. break;
  274. }
  275. }
  276. }
  277. _gridArr[(int)numGridindex.x, (int)numGridindex.y].num = 0;
  278. _gridArr[(int)nullGridindex.x, (int)nullGridindex.y].num = num;
  279. return _gridArr[(int)nullGridindex.x, (int)nullGridindex.y];
  280. }
  281. private bool CheckWin()
  282. {
  283. int num = 0;
  284. for (int i = 0; i < _gridNum; i++)
  285. {
  286. for (int j = 0; j < _gridNum; j++)
  287. {
  288. if (i == 0 && j == 0)
  289. {
  290. num = _gridArr[i, j].num;
  291. if (num != 0)
  292. {
  293. return false;
  294. }
  295. }
  296. else
  297. {
  298. // 不连续 没有胜利
  299. if (_gridArr[i, j].num != num + 1)
  300. {
  301. return false;
  302. }
  303. // 继续检测
  304. else
  305. {
  306. ++num;
  307. // 胜利
  308. if (num == _gridNum * _gridNum - 1)
  309. {
  310. return true;
  311. }
  312. }
  313. }
  314. }
  315. }
  316. return false;
  317. }
  318. private void Win()
  319. {
  320. // 关卡推进
  321. int passLevel = cfg.resArr[0];
  322. ActivityHuaRongDaoEntryView.curLevel = Mathf.Max(passLevel, ActivityHuaRongDaoEntryView.curLevel);
  323. EventAgent.DispatchEvent(ConstMessage.ACTIVITY_HUARONGDAO_UPDATE);
  324. // 弹出成功界面
  325. ViewManager.Show<ActivityHuaRongDaoSuccessView>(cfg);
  326. }
  327. private int countDownNum;
  328. private void Countdown(object param)
  329. {
  330. _ui.m_seconds.text = countDownNum.ToString() + "s";
  331. --countDownNum;
  332. if (countDownNum < 0)
  333. {
  334. _ui.m_tips.visible = false;
  335. Timers.inst.Remove(Countdown);
  336. _gameStart = true;
  337. return;
  338. }
  339. }
  340. private void ResetCountdown()
  341. {
  342. countDownNum = 3;
  343. _ui.m_tips.visible = true;
  344. Timers.inst.Remove(Countdown);
  345. }
  346. private void OnBtnBackClick()
  347. {
  348. if (_gameStart)
  349. {
  350. 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?")
  351. .SetLeftButton(true, "返回游戏")
  352. .SetRightButton(true, "仍要退出", (obj) =>
  353. {
  354. Hide();
  355. });
  356. }
  357. else
  358. {
  359. Hide();
  360. }
  361. }
  362. }
  363. }