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