ActivityHuaRongDaoView.cs 17 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. }
  73. protected override void OnShown()
  74. {
  75. base.OnShown();
  76. object[] arr = viewData as object[];
  77. _cfg = (HuarongRoadGame)arr[0];
  78. _activityID = (int)arr[1];
  79. RefreshData();
  80. _cancellationTokenSource = new CancellationTokenSource();
  81. Task task = StartAnimation(_cancellationTokenSource.Token);
  82. }
  83. protected override void OnHide()
  84. {
  85. base.OnHide();
  86. StopMyAsyncFunction();
  87. }
  88. /// <summary>
  89. /// 初始化所有格子的信息
  90. /// </summary>
  91. private void InitGridInfo()
  92. {
  93. _gridArr = new Grid[_gridNum, _gridNum];
  94. _items = new List<GObject>();
  95. for (int i = 0; i < _gridNum; i++)
  96. {
  97. for (int j = 0; j < _gridNum; j++)
  98. {
  99. _gridArr[i, j] = new Grid();
  100. }
  101. }
  102. }
  103. private void SetGridInfo(List<int> numList)
  104. {
  105. //List<int> numList = GetRandomArr(1, 8);
  106. Vector2 originPos = _ui.m_item.target.position;
  107. for (int i = 0; i < _gridNum; i++)
  108. {
  109. for (int j = 0; j < _gridNum; j++)
  110. {
  111. _gridArr[i, j].num = numList[i * _gridNum + j];
  112. _gridArr[i, j].pos = originPos + new Vector2(j * _ui.m_item.target.width, i * _ui.m_item.target.height);
  113. }
  114. }
  115. }
  116. /// <summary>
  117. /// 检测是否是连续数组
  118. /// </summary>
  119. /// <param name="numList"></param>
  120. /// <returns></returns>
  121. private bool CheckListCorrect(List<int> numList)
  122. {
  123. for (int i = 0; i < numList.Count - 1; i++)
  124. {
  125. if (numList[i + 1] != numList[i] + 1)
  126. {
  127. return false;
  128. }
  129. }
  130. return true;
  131. }
  132. private List<int> CreateIncreaseArr()
  133. {
  134. List<int> list = new List<int>();
  135. list.Add(0);
  136. for (int i = 1; i <= 8; i++)
  137. {
  138. list.Add(i);
  139. }
  140. return list;
  141. }
  142. /// <summary>
  143. /// 根据配置步数打乱数组
  144. /// </summary>
  145. /// <param name="configStep"></param>
  146. /// <returns></returns>
  147. private List<int> GetArrByConfigStep(int configStep)
  148. {
  149. List<int> list = CreateIncreaseArr();
  150. int num = 0;
  151. Vector2 zeroPos = new Vector2(0, 0);
  152. Vector2[] dirArr = { new Vector2(-1, 0), new Vector2(1, 0), new Vector2(0, -1), new Vector2(0, 1) };
  153. Vector2 lastPos = zeroPos;
  154. while (num < configStep)
  155. {
  156. int n = UnityEngine.Random.Range(0, 4);
  157. Vector2 tempPos = zeroPos + dirArr[n];
  158. if (tempPos != lastPos && tempPos.x >= 0 && tempPos.y >= 0 && tempPos.x < _gridNum && tempPos.y < _gridNum)
  159. {
  160. list[(int)zeroPos.x * _gridNum + (int)zeroPos.y] = list[(int)tempPos.x * _gridNum + (int)tempPos.y];
  161. list[(int)tempPos.x * _gridNum + (int)tempPos.y] = 0;
  162. lastPos = zeroPos;
  163. zeroPos = tempPos;
  164. ++num;
  165. }
  166. }
  167. return list;
  168. }
  169. private void InitItems()
  170. {
  171. int itemIndex = 0;
  172. for (int i = 0; i < _gridNum; i++)
  173. {
  174. for (int j = 0; j < _gridNum; j++)
  175. {
  176. // 空格不用放item
  177. if (_gridArr[i, j].num == 0)
  178. {
  179. continue;
  180. }
  181. _items[itemIndex].position = _gridArr[i, j].pos;
  182. UI_item item = UI_item.Proxy(_items[itemIndex]);
  183. item.m_index.text = _gridArr[i, j].num.ToString();
  184. int groupID = _cfg.resArr[0];
  185. item.m_icon.url = GetPicRes(HuarongRoadCfgArray.Instance.GetCfgsByid(groupID)[_gridArr[i, j].num].resName);
  186. _items[itemIndex].data = _gridArr[i, j].num;
  187. UI_item.ProxyEnd();
  188. ++itemIndex;
  189. }
  190. }
  191. }
  192. /// <summary>
  193. /// 创建可移动的实体
  194. /// </summary>
  195. private void CreateItems()
  196. {
  197. for (int i = 1; i <= _gridNum * _gridNum - 1; i++)
  198. {
  199. GObject gObject = UIPackage.CreateObject("ActivityHuaRongDao", "item");
  200. gObject.name = "item" + i;
  201. gObject.onClick.Add(OnItemClick);
  202. _ui.m_items.target.AddChild(gObject);
  203. _items.Add(gObject);
  204. }
  205. }
  206. private void ControlMenuItemVisual(bool show = true)
  207. {
  208. _ui.m_btnBack.visible = show;
  209. _ui.m_btnLookPic.visible = show;
  210. _ui.m_btnHidePic.visible = show;
  211. _ui.m_btnRefresh.visible = show;
  212. }
  213. private Vector2 inputPos = new Vector2();
  214. private void TouchBegin(EventContext context)
  215. {
  216. inputPos.x = context.inputEvent.x;
  217. inputPos.y = context.inputEvent.y;
  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. /// <summary>
  282. /// 交换数字格和空白格的数据
  283. /// </summary>
  284. /// <param name="numGrid"></param>
  285. /// <param name="nullGrid"></param>
  286. /// <returns></returns>
  287. private Grid UpdateGridInfo(GridInfo numGrid, GridInfo nullGrid)
  288. {
  289. _gridArr[numGrid.row, numGrid.col].num = 0;
  290. _gridArr[nullGrid.row, nullGrid.col].num = numGrid.num;
  291. return _gridArr[nullGrid.row, nullGrid.col];
  292. }
  293. private bool CheckWin()
  294. {
  295. int num = 0;
  296. for (int i = 0; i < _gridNum; i++)
  297. {
  298. for (int j = 0; j < _gridNum; j++)
  299. {
  300. if (i == 0 && j == 0)
  301. {
  302. num = _gridArr[i, j].num;
  303. if (num != 0)
  304. {
  305. return false;
  306. }
  307. }
  308. else
  309. {
  310. // 不连续 没有胜利
  311. if (_gridArr[i, j].num != num + 1)
  312. {
  313. return false;
  314. }
  315. // 继续检测
  316. else
  317. {
  318. ++num;
  319. // 胜利
  320. if (num == _gridNum * _gridNum - 1)
  321. {
  322. return true;
  323. }
  324. }
  325. }
  326. }
  327. }
  328. return false;
  329. }
  330. private async Task Win(CancellationToken cancellationToken)
  331. {
  332. // 请求游戏结束协议
  333. await MiniGameProxy.ReqMiniGameEnd(_cfg.id, _cfg.type, 0, true, _activityID, false);
  334. // 成功动画
  335. _ui.m_showMask.Play(async () =>
  336. {
  337. _ui.m_hideMask.Play();
  338. _gameStart = true;
  339. await Task.Delay(400, cancellationToken);
  340. // 刷新华容道入口界面UI
  341. EventAgent.DispatchEvent(ConstMessage.ACTIVITY_HUARONGDAO_UPDATE);
  342. // 弹出成功界面
  343. ViewManager.Show<ActivityHuaRongDaoSuccessView>(_cfg);
  344. });
  345. await Task.Delay(200, cancellationToken);
  346. _blankItem.visible = true;
  347. _blankItem.position = _gridArr[0, 0].pos;
  348. UI_item item = UI_item.Proxy(_blankItem);
  349. int groupID = _cfg.resArr[0];
  350. item.m_icon.url = GetPicRes(HuarongRoadCfgArray.Instance.GetCfgsByid(groupID)[0].resName);
  351. UI_item.ProxyEnd();
  352. }
  353. private void OnBtnBackClick()
  354. {
  355. if (_gameStart)
  356. {
  357. 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?")
  358. .SetLeftButton(true, "返回游戏")
  359. .SetRightButton(true, "仍要退出", (obj) =>
  360. {
  361. Hide();
  362. });
  363. }
  364. else
  365. {
  366. Hide();
  367. }
  368. }
  369. private async Task StartAnimation(CancellationToken cancellationToken)
  370. {
  371. try
  372. {
  373. _ui.m_hideMask.Play();
  374. _ui.m_maskGlobal.visible = true;
  375. List<int> numList = CreateIncreaseArr();
  376. SetGridInfo(numList);
  377. InitItems();
  378. CreateOriginPic();
  379. // 隐藏所有
  380. UI_item item;
  381. for (int i = 0; i < _items.Count; i++)
  382. {
  383. item = UI_item.Proxy(_items[i]);
  384. item.m_hide.Play();
  385. }
  386. // 入场
  387. for (int i = 0; i < _items.Count; i++)
  388. {
  389. item = UI_item.Proxy(_items[i]);
  390. item.m_show.Play();
  391. await Task.Delay(100, cancellationToken);
  392. }
  393. UI_item.ProxyEnd();
  394. // 出现白色遮罩,刷新数组
  395. await Task.Delay(900, cancellationToken);
  396. _ui.m_showMask.Play(() =>
  397. {
  398. _ui.m_maskGlobal.visible = false;
  399. _ui.m_hideMask.Play();
  400. _gameStart = true;
  401. });
  402. await Task.Delay(200, cancellationToken);
  403. numList = GetArrByConfigStep(_cfg.step);
  404. while (CheckListCorrect(numList))
  405. {
  406. numList = GetArrByConfigStep(_cfg.step);
  407. }
  408. SetGridInfo(numList);
  409. InitItems();
  410. }
  411. catch (TaskCanceledException)
  412. {
  413. //Debug.Log("异步函数被停止");
  414. }
  415. }
  416. private void RefreshData()
  417. {
  418. _blankItem.visible = false;
  419. _gameStart = false;
  420. _ui.m_state.selectedIndex = 0;
  421. ControlMenuItemVisual();
  422. }
  423. // 取消异步函数
  424. public void StopMyAsyncFunction()
  425. {
  426. if (_cancellationTokenSource != null)
  427. {
  428. _cancellationTokenSource.Cancel();
  429. _cancellationTokenSource.Dispose();
  430. _cancellationTokenSource = null;
  431. }
  432. }
  433. /// <summary>
  434. /// 创建原图
  435. /// </summary>
  436. private void CreateOriginPic()
  437. {
  438. List<GObject> items = new List<GObject>();
  439. for (int i = 1; i <= _gridNum * _gridNum; i++)
  440. {
  441. GObject gObject = UIPackage.CreateObject("ActivityHuaRongDao", "item");
  442. _ui.m_itemsOrigin.target.AddChild(gObject);
  443. items.Add(gObject);
  444. }
  445. int itemIndex = 0;
  446. for (int i = 0; i < _gridNum; i++)
  447. {
  448. for (int j = 0; j < _gridNum; j++)
  449. {
  450. items[itemIndex].position = _gridArr[i, j].pos;
  451. UI_item item = UI_item.Proxy(items[itemIndex]);
  452. item.m_index.text = _gridArr[i, j].num.ToString();
  453. //item.m_icon.url = string.Format("ui://ActivityHuaRongDao/hrd_1-{0}", _gridArr[i, j].num + 1);
  454. int groupID = _cfg.resArr[0];
  455. item.m_icon.url = GetPicRes(HuarongRoadCfgArray.Instance.GetCfgsByid(groupID)[_gridArr[i, j].num].resName);
  456. UI_item.ProxyEnd();
  457. ++itemIndex;
  458. }
  459. }
  460. }
  461. private void OnChangeLookOriginState()
  462. {
  463. bool look = (_ui.m_state.selectedIndex == 1);
  464. _ui.m_items.target.touchable = !look;
  465. _ui.m_items.target.visible = !look;
  466. _ui.m_itemsOrigin.target.visible = look;
  467. }
  468. private void OnClickBtnRefresh()
  469. {
  470. _ui.m_state.selectedIndex = 0;
  471. StartAnimation(_cancellationTokenSource.Token);
  472. }
  473. private string GetPicRes(string res)
  474. {
  475. return ResPathUtil.GetHUARONGDAOPicPath(res);
  476. }
  477. private void OnItemClick(EventContext eventContext)
  478. {
  479. GObject obj = eventContext.sender as GObject;
  480. int num = (int)obj.data;
  481. Grid newGrid = CheckCanMove(num);
  482. if (newGrid != null)
  483. {
  484. _ui.m_maskGlobal.visible = true;
  485. obj.TweenMove(newGrid.pos, 0.1f).OnComplete(() =>
  486. {
  487. _ui.m_maskGlobal.visible = false;
  488. if (CheckWin())
  489. {
  490. ControlMenuItemVisual(false);
  491. Win(_cancellationTokenSource.Token);
  492. }
  493. });
  494. }
  495. }
  496. }
  497. }