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							- using System;
 
- using System.Collections.Generic;
 
- using ET;
 
- using FairyGUI;
 
- using UI.MiniGame;
 
- using UnityEngine;
 
- namespace GFGGame
 
- {
 
-     public class FlipGameView : BaseWindow
 
-     {
 
-         private UI_FlipGameUI _ui;
 
-         //卡牌数量(配置)
 
-         private int cardNum = 16;
 
-         //当前卡牌数量
 
-         private int currentCardNum = 16;
 
-         //当前翻开卡牌
 
-         //"state" 0:未翻开,1:已翻开,2:已消除
 
-         private List<Dictionary<string, int>> cardList = new List<Dictionary<string, int>>();
 
-         //消除所需数量(配置)
 
-         private int needNum;
 
-         //游戏结束时长(配置)
 
-         private int gameTime = 120;
 
-         //游戏当前时长倒计时
 
-         private int currentGameTime = 120;
 
-         //当前游戏时长
 
-         private int timeIndex = 0;
 
-         //进度条
 
-         private float barTime = 120.0f;
 
-         //行数
 
-         private int rows = 4;
 
-         //列数
 
-         private int columns = 4;
 
-         private int gameID;
 
-         private CardGame gameDate;
 
-         System.Random rand;
 
-         //通关评价
 
-         private List<int> CustemsNum = new List<int>()
 
-         {
 
-             10,
 
-             30,
 
-             60,
 
-         };
 
-         private List<string> CustemsName = new List<string>()
 
-         {
 
-             "良好",
 
-             "优秀",
 
-             "卓越"
 
-         };
 
-         private List<ActivityOpenCfg> activityGameDate;
 
-         //假数据
 
-         private List<int> cardArray = new List<int> { 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 8, 8, 8, 8 };
 
-         //Card _c1 = new Card();
 
-         //从第一次点击开始超过一秒后禁止点击,然后对翻开列表进行处理并重置,
 
-         private float waitTime = 0.0f;
 
-         private bool StartHit = true;
 
-         private bool firstHit = true;
 
-         private bool canHit = true;
 
-         private EffectUI _effectUI1;
 
-         private EffectUI _effectUI2;
 
-         private List<EffectUI> _effectFlipList = new List<EffectUI>();
 
-         private List<EffectUI> _effectRemoveList = new List<EffectUI>();
 
-         public override void Dispose()
 
-         {
 
-             EffectUIPool.Recycle(_effectUI1);
 
-             _effectUI1 = null;
 
-             EffectUIPool.Recycle(_effectUI2);
 
-             _effectUI2 = null;
 
-             DestroyObjectFromView();
 
-             if (_ui != null)
 
-             {
 
-                 _ui.Dispose();
 
-                 _ui = null;
 
-             }
 
-             base.Dispose();
 
-         }
 
-         protected override void OnInit()
 
-         {
 
-             base.OnInit();
 
-             packageName = UI_FlipGameUI.PACKAGE_NAME;
 
-             _ui = UI_FlipGameUI.Create();
 
-             this.viewCom = _ui.target;
 
-             isfullScreen = true;
 
-             isReturnView = true;
 
-             _ui.m_cardList.itemRenderer = ListCardItem;
 
-             _ui.m_back.onClick.Add(OnClickBtnBack);
 
-             UIObjectFactory.SetPackageItemExtension("ui://MiniGame/CardComponent", typeof(Card));
 
-             _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_barEffect, "ui_Activity", "YXJY_Game_JinDu");
 
-             _effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_titleEffec, "ui_Activity", "YXJY_Game_Text");
 
-         }
 
-         protected override void OnShown()
 
-         {
 
-             base.OnShown();
 
-             if ((this.viewData as object[]).Length != 0 && this.viewData != null)
 
-             {
 
-                 gameID = (int)(this.viewData as object[])[0];
 
-             }
 
-             else
 
-             {
 
-                 gameID = 10001;
 
-             }
 
-             gameDate = CardGameArray.Instance.GetCfg(gameID);
 
-             UpdateView();
 
-             UpdateList();
 
-         }
 
-         protected override void OnHide()
 
-         {
 
-             DestroyObjectFromView();
 
-             cardList.Clear();
 
-             Timers.inst.Remove(UpdateTime);
 
-             Timers.inst.Remove(UpdateBar);
 
-             Timers.inst.Remove(UpdateHit);
 
-             Timers.inst.Remove(StartTime);
 
-             Timers.inst.Remove(UpdateOneHit);
 
-             Timers.inst.Remove(FlipAllCard);
 
-             Timers.inst.Remove(ResetTouch);
 
-             base.OnHide();
 
-         }
 
-         private void DestroyObjectFromView()
 
-         {
 
-             for (int i = 0; i < _effectFlipList.Count; i++)
 
-             {
 
-                 EffectUIPool.Recycle(_effectFlipList[i]);
 
-                 _effectFlipList[i] = null;
 
-             }
 
-             _effectFlipList.Clear();
 
-             for (int i = 0; i < _effectRemoveList.Count; i++)
 
-             {
 
-                 EffectUIPool.Recycle(_effectRemoveList[i]);
 
-                 _effectRemoveList[i] = null;
 
-             }
 
-             _effectRemoveList.Clear();
 
-         }
 
-         private void OnClickBtnBack()
 
-         {
 
-             Timers.inst.Remove(UpdateTime);
 
-             Timers.inst.Remove(UpdateBar);
 
-             string exitTip;
 
-             if (gameDate.bonusLoseArr.Length == 0)
 
-             {
 
-                 exitTip = "退出游戏不保存进度,不扣除任何次数和道具,是否退出?";
 
-             }
 
-             else
 
-             {
 
-                 exitTip = "退出游戏会按失败结算,获得80%的奖励,是否退出?";
 
-             }
 
-             AlertUI.Show(exitTip)
 
-             .SetLeftButton(true, "取消", (object data) =>
 
-             {
 
-                 Timers.inst.Add(1.0f, 0, UpdateTime);
 
-                 Timers.inst.Add(0.1f, 0, UpdateBar);
 
-             })
 
-             .SetRightButton(true, "确定", async (object data) =>
 
-             {
 
-                 var result = await MiniGameProxy.ReqMiniGameEnd(gameID, gameDate.type, timeIndex, false, activityGameDate[0].id, true);
 
-                 if (!result) return;
 
-                 this.Hide();
 
-             }).SetShowCheck(false);
 
-         }
 
-         private void ListCardItem(int index, GObject item)
 
-         {
 
-             UI_cardItem cardItem = UI_cardItem.Proxy(item);
 
-             Dictionary<string, int> itemInfo = new Dictionary<string, int>();
 
-             cardItem.target.visible = true;
 
-             cardItem.target.alpha = 1;
 
-             EffectUI _effectUI1 = EffectUIPool.CreateEffectUI(cardItem.m_flipEffect, "ui_Activity", "YXJY_Game_OpenCard");
 
-             _effectFlipList.Add(_effectUI1);
 
-             cardItem.m_flipEffect.visible = false;
 
-             EffectUI _effectUI2 = EffectUIPool.CreateEffectUI(cardItem.m_removeEffect, "ui_Activity", "YXJY_Game_CardDie");
 
-             _effectRemoveList.Add(_effectUI2);
 
-             cardItem.m_removeEffect.visible = false;
 
-             cardItem.m_card.GetChild("icon").icon = ResPathUtil.GetMiniGamePicPath(CardCfgArray.Instance.dataArray[cardArray[index]].resName,"FlipGame");
 
-             if (cardItem.target.data == null)
 
-             {
 
-                 cardItem.target.onClick.Add(OnClickCardItem);
 
-             }
 
-             Card _c1 = (Card)cardItem.m_card;
 
-             _c1.opened = true;
 
-             _c1.SetPerspective();
 
-             itemInfo.Add("index", index);
 
-             itemInfo.Add("id", cardArray[index]);
 
-             itemInfo.Add("state", 0);
 
-             cardItem.m_id.visible = false;//text = itemInfo["id"].ToString();
 
-             cardItem.target.data = itemInfo;
 
-             UI_cardItem.ProxyEnd();
 
-         }
 
-         private void UpdateView()
 
-         {
 
-             gameTime = CardGameArray.Instance.GetCfg(gameID).time;
 
-             for (int i = 0; i < 3; i++)
 
-             {
 
-                 switch (i)
 
-                 {
 
-                     case 0:
 
-                         CustemsNum[0] = gameDate.timeStar1;
 
-                         break;
 
-                     case 1:
 
-                         CustemsNum[1] = gameDate.timeStar2;
 
-                         break;
 
-                     case 2:
 
-                         CustemsNum[2] = gameDate.timeStar3;
 
-                         break;
 
-                 }
 
-             }
 
-             StartHit = true;
 
-             firstHit = true;
 
-             canHit = true;
 
-             timeIndex = 0;
 
-             currentGameTime = gameTime;
 
-             cardNum = columns * rows;
 
-             currentCardNum = cardNum;
 
-             barTime = (float)gameTime;
 
-             needNum = 2;
 
-             activityGameDate = ActivityOpenCfgArray.Instance.GetCfgsBytype(ConstLimitTimeActivityType.ActLimitStlyc);
 
-             rand = new System.Random();
 
-             //洗牌
 
-             RandomGetNum();
 
-             RandomCardList(cardArray, cardArray.Count);
 
-             //
 
-             _ui.m_timeText.text = string.Format("{0}", currentGameTime);
 
-             _ui.m_ScareBar.max = gameTime;
 
-             _ui.m_ScareBar.min = 0;
 
-             _ui.m_ScareBar.value = gameTime;
 
-             _ui.m_star1.SetPosition(((float)(gameTime - CustemsNum[0]) / (float)gameTime) * _ui.m_ScareBar.width + 70, _ui.m_star1.position.y, _ui.m_star1.position.z);
 
-             _ui.m_star2.SetPosition(((float)(gameTime - CustemsNum[1]) / (float)gameTime) * _ui.m_ScareBar.width + 10, _ui.m_star1.position.y, _ui.m_star1.position.z);
 
-             _ui.m_star3.SetPosition(((float)(gameTime - CustemsNum[2]) / (float)gameTime) * _ui.m_ScareBar.width, _ui.m_star1.position.y, _ui.m_star1.position.z);
 
-             _ui.m_title.visible = false;
 
-             _ui.m_titleEffec.visible = true;
 
-             _ui.m_barEffect.x = _ui.m_ScareBar.width;
 
-             _ui.m_cardList.touchable = false;
 
-         }
 
-         private void UpdateList()
 
-         {
 
-             _ui.m_cardList.columnCount = columns;
 
-             _ui.m_cardList.numItems = cardNum;
 
-             //翻转所有牌
 
-             Timers.inst.Add(1.0f, 1, FlipAllCard);
 
-         }
 
-         private void OnClickCardItem(EventContext context)
 
-         {
 
-             if (!canHit)
 
-             {
 
-                 return;
 
-             }
 
-             GObject cardItem = context.sender as GObject;
 
-             Dictionary<string, int> cardInfo = (Dictionary<string, int>)cardItem.data;
 
-             UI_cardItem item = UI_cardItem.Proxy(_ui.m_cardList.GetChildAt(cardInfo["index"]));
 
-             if (StartHit)
 
-             {
 
-                 StartHit = false;
 
-                 Timers.inst.Add(1.0f, 1, StartTime);
 
-             }
 
-             Card card = (Card)item.m_card;
 
-             bool isSame = false;
 
-             for (int i = 0; i < cardList.Count; i++)
 
-             {
 
-                 if (cardInfo["index"] == cardList[i]["index"] && firstHit)
 
-                 {
 
-                     cardInfo["state"] = 0;
 
-                     //翻牌
 
-                     card.Turn();
 
-                     _ui.m_cardList.touchable = false;
 
-                     canHit = false;
 
-                     cardList.RemoveAt(0);
 
-                     Timers.inst.Add(0.5f, 1,UpdateOneHit);
 
-                     isSame = true;
 
-                     break;
 
-                 }
 
-                 else
 
-                 {
 
-                     if (cardInfo["index"] == cardList[i]["index"])
 
-                     {
 
-                         isSame = true;
 
-                         break;
 
-                     }
 
-                 }
 
-             }
 
-             firstHit = false;
 
-             //翻牌
 
-             if (!isSame)
 
-             {
 
-                 cardInfo["state"] = 1;
 
-                 card.Turn();
 
-                 item.m_flipEffect.visible = true;
 
-                 cardList.Add(cardInfo);
 
-             }
 
-             UI_cardItem.ProxyEnd();
 
-         }
 
-         private void StartTime(object param = null)
 
-         {
 
-             _ui.m_cardList.touchable = false;
 
-             canHit = false;
 
-             UpdateCard();
 
-         }
 
-         //这里是处理已翻开的数量
 
-         private void UpdateCard()
 
-         {
 
-             Timers.inst.Remove(StartTime);
 
-             List<Dictionary<string, int>> removeList = new List<Dictionary<string, int>>();
 
-             for (int i = 1; i < cardList.Count; i += 2)
 
-             {
 
-                 if (cardList[i]["id"] == cardList[i - 1]["id"])
 
-                 {
 
-                     cardList[i]["state"] = 2;
 
-                     //消除
 
-                     UI_cardItem item1 = UI_cardItem.Proxy(_ui.m_cardList.GetChildAt(cardList[i]["index"]));
 
-                     item1.m_t0.Play();
 
-                     UI_cardItem.ProxyEnd();
 
-                     UI_cardItem item2 = UI_cardItem.Proxy(_ui.m_cardList.GetChildAt(cardList[i - 1]["index"]));
 
-                     item2.m_t0.Play();
 
-                     UI_cardItem.ProxyEnd();
 
-                     currentCardNum -= 2;
 
-                     removeList.Add(cardList[i - 1]);
 
-                     removeList.Add(cardList[i]);
 
-                 }
 
-             }
 
-             if (currentCardNum <= 0)
 
-             {
 
-                 Gameover(true);
 
-                 return;
 
-             }
 
-             //先处理消除的列表
 
-             for (int i = 0; i < removeList.Count; i++)
 
-             {
 
-                 cardList.Remove(removeList[i]);
 
-             }
 
-             removeList.Clear();
 
-             //后处理翻牌的列表
 
-             for (int i = 1; i < cardList.Count; i++)
 
-             {
 
-                 UI_cardItem item = UI_cardItem.Proxy(_ui.m_cardList.GetChildAt(cardList[i - 1]["index"]));
 
-                 //翻回去
 
-                 Card card = (Card)item.m_card;
 
-                 card.Turn();
 
-                 item.m_flipEffect.visible = false;
 
-                 cardList[i - 1]["state"] = 0;
 
-                 UI_cardItem.ProxyEnd();
 
-                 if (cardList.Count % 2 == 0 && i == cardList.Count - 1)
 
-                 {
 
-                     UI_cardItem carditem = UI_cardItem.Proxy(_ui.m_cardList.GetChildAt(cardList[i]["index"]));
 
-                     //翻回去
 
-                     Card cardLast = (Card)carditem.m_card;
 
-                     cardLast.Turn();
 
-                     carditem.m_flipEffect.visible = false;
 
-                     cardList[i]["state"] = 0;
 
-                     UI_cardItem.ProxyEnd();
 
-                 }
 
-             }
 
-             if (cardList.Count % 2 == 0)
 
-             {
 
-                 cardList.Clear();
 
-             }
 
-             else
 
-             {
 
-                 int j = cardList.Count;
 
-                 for (int i = 0; i < j - 1; i++)
 
-                 {
 
-                     cardList.RemoveAt(0);
 
-                 }
 
-             }
 
-             Timers.inst.Add(0.6f, 1, UpdateHit);
 
-         }
 
-         private void UpdateHit(object param = null)
 
-         {
 
-             StartHit = true;
 
-             firstHit = true;
 
-             canHit = true;
 
-             _ui.m_cardList.touchable = true;
 
-             Timers.inst.Remove(UpdateHit);
 
-         }
 
-         private void UpdateOneHit(object param = null)
 
-         {
 
-             canHit = true;
 
-             _ui.m_cardList.touchable = true;
 
-             Timers.inst.Remove(UpdateOneHit);
 
-         }
 
-         private void FlipAllCard(object param = null)
 
-         {
 
-             //计时器
 
-             Timers.inst.Add(1.0f, 0, UpdateTime);
 
-             //进度条计时器
 
-             Timers.inst.Add(0.1f, 0, UpdateBar);
 
-             for (int i = 0; i < cardNum; i++)
 
-             {
 
-                 UI_cardItem item = UI_cardItem.Proxy(_ui.m_cardList.GetChildAt(i));
 
-                 //翻回去
 
-                 Card card = (Card)item.m_card;
 
-                 card.Turn();
 
-                 UI_cardItem.ProxyEnd();
 
-             }
 
-             Timers.inst.Add(0.6f, 1, ResetTouch);
 
-         }
 
-         private void ResetTouch(object param = null)
 
-         {
 
-             _ui.m_cardList.touchable = true;
 
-         }
 
-         private void UpdateTime(object param = null)
 
-         {
 
-             timeIndex++;
 
-             currentGameTime--;
 
-             //_ui.m_ScareBar.value = currentGameTime;
 
-             _ui.m_timeText.text = string.Format("{0}", currentGameTime);
 
-             if (currentGameTime <= 0)
 
-             {
 
-                 Gameover(false);
 
-             }
 
-         }
 
-         private void UpdateBar(object param = null)
 
-         {
 
-             barTime -= 0.1f;
 
-             _ui.m_ScareBar.value = barTime;
 
-             _ui.m_barEffect.x -= (880.0f / (float)(gameTime * 10));
 
-         }
 
-         private void Gameover(bool isPass = false)
 
-         {
 
-             Timers.inst.Remove(UpdateTime);
 
-             Timers.inst.Remove(UpdateBar);
 
-             ViewManager.Show<ResultTipsView>(new object[] { isPass, gameDate.type, timeIndex, gameDate.id });
 
-         }
 
-         //洗牌
 
-         private void RandomCardList(List<int> array, int length)
 
-         {
 
-             int index;
 
-             int value;
 
-             for (int i = length - 1; i >= 0; i--)
 
-             {
 
-                 index = rand.Next(0, i + 1);
 
-                 value = array[i];
 
-                 array[i] = array[index];
 
-                 array[index] = value;
 
-             }
 
-         }
 
-         private void RandomGetNum()
 
-         {
 
-             int numCount = CardCfgArray.Instance.dataArray.Length;
 
-             List<int> tArray = new List<int>();
 
-             for (int i = 0; i < numCount; i++)
 
-             {
 
-                 tArray.Add(i);
 
-             }
 
-             RandomCardList(tArray, numCount);
 
-             int j = 0;
 
-             for (int i = 0; i < cardNum; i += 4)
 
-             {
 
-                 cardArray[i] = tArray[j];
 
-                 cardArray[i + 1] = tArray[j];
 
-                 cardArray[i + 2] = tArray[j];
 
-                 cardArray[i + 3] = tArray[j];
 
-                 j++;
 
-             }
 
-         }
 
-     }
 
- }
 
 
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