| 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);
 
-                     }
 
-                 });
 
-             }
 
-         }
 
-     }
 
- }
 
 
  |