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. }
  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. _ui.m_activityID.selectedPage = _activityID.ToString();
  80. RefreshData();
  81. _cancellationTokenSource = new CancellationTokenSource();
  82. Task task = StartAnimation(_cancellationTokenSource.Token);
  83. }
  84. protected override void OnHide()
  85. {
  86. base.OnHide();
  87. StopMyAsyncFunction();
  88. }
  89. /// <summary>
  90. /// 初始化所有格子的信息
  91. /// </summary>
  92. private void InitGridInfo()
  93. {
  94. _gridArr = new Grid[_gridNum, _gridNum];
  95. _items = new List<GObject>();
  96. for (int i = 0; i < _gridNum; i++)
  97. {
  98. for (int j = 0; j < _gridNum; j++)
  99. {
  100. _gridArr[i, j] = new Grid();
  101. }
  102. }
  103. }
  104. private void SetGridInfo(List<int> numList)
  105. {
  106. //List<int> numList = GetRandomArr(1, 8);
  107. Vector2 originPos = _ui.m_item.target.position;
  108. for (int i = 0; i < _gridNum; i++)
  109. {
  110. for (int j = 0; j < _gridNum; j++)
  111. {
  112. _gridArr[i, j].num = numList[i * _gridNum + j];
  113. _gridArr[i, j].pos = originPos + new Vector2(j * _ui.m_item.target.width, i * _ui.m_item.target.height);
  114. }
  115. }
  116. }
  117. /// <summary>
  118. /// 检测是否是连续数组
  119. /// </summary>
  120. /// <param name="numList"></param>
  121. /// <returns></returns>
  122. private bool CheckListCorrect(List<int> numList)
  123. {
  124. for (int i = 0; i < numList.Count - 1; i++)
  125. {
  126. if (numList[i + 1] != numList[i] + 1)
  127. {
  128. return false;
  129. }
  130. }
  131. return true;
  132. }
  133. private List<int> CreateIncreaseArr()
  134. {
  135. List<int> list = new List<int>();
  136. list.Add(0);
  137. for (int i = 1; i <= 8; i++)
  138. {
  139. list.Add(i);
  140. }
  141. return list;
  142. }
  143. /// <summary>
  144. /// 根据配置步数打乱数组
  145. /// </summary>
  146. /// <param name="configStep"></param>
  147. /// <returns></returns>
  148. private List<int> GetArrByConfigStep(int configStep)
  149. {
  150. List<int> list = CreateIncreaseArr();
  151. int num = 0;
  152. Vector2 zeroPos = new Vector2(0, 0);
  153. Vector2[] dirArr = { new Vector2(-1, 0), new Vector2(1, 0), new Vector2(0, -1), new Vector2(0, 1) };
  154. Vector2 lastPos = zeroPos;
  155. while (num < configStep)
  156. {
  157. int n = UnityEngine.Random.Range(0, 4);
  158. Vector2 tempPos = zeroPos + dirArr[n];
  159. if (tempPos != lastPos && tempPos.x >= 0 && tempPos.y >= 0 && tempPos.x < _gridNum && tempPos.y < _gridNum)
  160. {
  161. list[(int)zeroPos.x * _gridNum + (int)zeroPos.y] = list[(int)tempPos.x * _gridNum + (int)tempPos.y];
  162. list[(int)tempPos.x * _gridNum + (int)tempPos.y] = 0;
  163. lastPos = zeroPos;
  164. zeroPos = tempPos;
  165. ++num;
  166. }
  167. }
  168. return list;
  169. }
  170. private void InitItems()
  171. {
  172. int itemIndex = 0;
  173. for (int i = 0; i < _gridNum; i++)
  174. {
  175. for (int j = 0; j < _gridNum; j++)
  176. {
  177. // 空格不用放item
  178. if (_gridArr[i, j].num == 0)
  179. {
  180. continue;
  181. }
  182. _items[itemIndex].position = _gridArr[i, j].pos;
  183. UI_item item = UI_item.Proxy(_items[itemIndex]);
  184. item.m_index.text = _gridArr[i, j].num.ToString();
  185. int groupID = _cfg.resArr[0];
  186. item.m_icon.url = GetPicRes(HuarongRoadCfgArray.Instance.GetCfgsByid(groupID)[_gridArr[i, j].num].resName);
  187. _items[itemIndex].data = _gridArr[i, j].num;
  188. UI_item.ProxyEnd();
  189. ++itemIndex;
  190. }
  191. }
  192. }
  193. /// <summary>
  194. /// 创建可移动的实体
  195. /// </summary>
  196. private void CreateItems()
  197. {
  198. for (int i = 1; i <= _gridNum * _gridNum - 1; i++)
  199. {
  200. GObject gObject = UIPackage.CreateObject("ActivityHuaRongDao", "item");
  201. gObject.name = "item" + i;
  202. gObject.onClick.Add(OnItemClick);
  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 Grid CheckCanMove(int num)
  221. {
  222. int indexX = 0;
  223. int indexY = 0;
  224. // 找到格子
  225. for (int i = 0; i < _gridNum; i++)
  226. {
  227. for (int j = 0; j < _gridNum; j++)
  228. {
  229. if (_gridArr[i, j].num == num)
  230. {
  231. indexX = i;
  232. indexY = j;
  233. break;
  234. }
  235. }
  236. }
  237. // 判断格子四个方向是否有空格
  238. if (CheckHaveNullGrid(indexX - 1, indexY) || CheckHaveNullGrid(indexX, indexY - 1)
  239. || CheckHaveNullGrid(indexX + 1, indexY) || CheckHaveNullGrid(indexX, indexY + 1))
  240. {
  241. return UpdateGridInfo(num);
  242. }
  243. return null;
  244. }
  245. private bool CheckHaveNullGrid(int indexX, int indexY)
  246. {
  247. if (indexX >= 0 && indexX < _gridNum)
  248. {
  249. if (indexY >= 0 && indexY < _gridNum)
  250. {
  251. return _gridArr[indexX, indexY].num == 0;
  252. }
  253. }
  254. return false;
  255. }
  256. private Grid UpdateGridInfo(int num)
  257. {
  258. Vector2 nullGridindex = new Vector2(-1, 0);
  259. Vector2 numGridindex = new Vector2(-1, 0);
  260. for (int i = 0; i < _gridNum; i++)
  261. {
  262. for (int j = 0; j < _gridNum; j++)
  263. {
  264. if (_gridArr[i, j].num == num)
  265. {
  266. numGridindex = new Vector2(i, j);
  267. }
  268. else if (_gridArr[i, j].num == 0)
  269. {
  270. nullGridindex = new Vector2(i, j);
  271. }
  272. if (numGridindex.x != -1 && nullGridindex.x != -1)
  273. {
  274. break;
  275. }
  276. }
  277. }
  278. _gridArr[(int)numGridindex.x, (int)numGridindex.y].num = 0;
  279. _gridArr[(int)nullGridindex.x, (int)nullGridindex.y].num = num;
  280. return _gridArr[(int)nullGridindex.x, (int)nullGridindex.y];
  281. }
  282. /// <summary>
  283. /// 交换数字格和空白格的数据
  284. /// </summary>
  285. /// <param name="numGrid"></param>
  286. /// <param name="nullGrid"></param>
  287. /// <returns></returns>
  288. private Grid UpdateGridInfo(GridInfo numGrid, GridInfo nullGrid)
  289. {
  290. _gridArr[numGrid.row, numGrid.col].num = 0;
  291. _gridArr[nullGrid.row, nullGrid.col].num = numGrid.num;
  292. return _gridArr[nullGrid.row, nullGrid.col];
  293. }
  294. private bool CheckWin()
  295. {
  296. int num = 0;
  297. for (int i = 0; i < _gridNum; i++)
  298. {
  299. for (int j = 0; j < _gridNum; j++)
  300. {
  301. if (i == 0 && j == 0)
  302. {
  303. num = _gridArr[i, j].num;
  304. if (num != 0)
  305. {
  306. return false;
  307. }
  308. }
  309. else
  310. {
  311. // 不连续 没有胜利
  312. if (_gridArr[i, j].num != num + 1)
  313. {
  314. return false;
  315. }
  316. // 继续检测
  317. else
  318. {
  319. ++num;
  320. // 胜利
  321. if (num == _gridNum * _gridNum - 1)
  322. {
  323. return true;
  324. }
  325. }
  326. }
  327. }
  328. }
  329. return false;
  330. }
  331. private async Task Win(CancellationToken cancellationToken)
  332. {
  333. // 请求游戏结束协议
  334. await MiniGameProxy.ReqMiniGameEnd(_cfg.id, _cfg.type, 0, true, _activityID, false);
  335. // 成功动画
  336. _ui.m_showMask.Play(async () =>
  337. {
  338. _ui.m_hideMask.Play();
  339. _gameStart = true;
  340. await Task.Delay(400, cancellationToken);
  341. // 刷新华容道入口界面UI
  342. EventAgent.DispatchEvent(ConstMessage.ACTIVITY_HUARONGDAO_UPDATE);
  343. // 弹出成功界面
  344. ViewManager.Show<ActivityHuaRongDaoSuccessView>(_cfg);
  345. });
  346. await Task.Delay(200, cancellationToken);
  347. _blankItem.visible = true;
  348. _blankItem.position = _gridArr[0, 0].pos;
  349. UI_item item = UI_item.Proxy(_blankItem);
  350. int groupID = _cfg.resArr[0];
  351. item.m_icon.url = GetPicRes(HuarongRoadCfgArray.Instance.GetCfgsByid(groupID)[0].resName);
  352. UI_item.ProxyEnd();
  353. }
  354. private void OnBtnBackClick()
  355. {
  356. if (_gameStart)
  357. {
  358. 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?")
  359. .SetLeftButton(true, "返回游戏")
  360. .SetRightButton(true, "仍要退出", (obj) =>
  361. {
  362. Hide();
  363. });
  364. }
  365. else
  366. {
  367. Hide();
  368. }
  369. }
  370. private async Task StartAnimation(CancellationToken cancellationToken)
  371. {
  372. try
  373. {
  374. _ui.m_hideMask.Play();
  375. _ui.m_maskGlobal.visible = true;
  376. List<int> numList = CreateIncreaseArr();
  377. SetGridInfo(numList);
  378. InitItems();
  379. CreateOriginPic();
  380. // 隐藏所有
  381. UI_item item;
  382. for (int i = 0; i < _items.Count; i++)
  383. {
  384. item = UI_item.Proxy(_items[i]);
  385. item.m_hide.Play();
  386. }
  387. // 入场
  388. for (int i = 0; i < _items.Count; i++)
  389. {
  390. item = UI_item.Proxy(_items[i]);
  391. item.m_show.Play();
  392. await Task.Delay(100, cancellationToken);
  393. }
  394. UI_item.ProxyEnd();
  395. // 出现白色遮罩,刷新数组
  396. await Task.Delay(900, cancellationToken);
  397. _ui.m_showMask.Play(() =>
  398. {
  399. _ui.m_maskGlobal.visible = false;
  400. _ui.m_hideMask.Play();
  401. _gameStart = true;
  402. });
  403. await Task.Delay(200, cancellationToken);
  404. numList = GetArrByConfigStep(_cfg.step);
  405. while (CheckListCorrect(numList))
  406. {
  407. numList = GetArrByConfigStep(_cfg.step);
  408. }
  409. SetGridInfo(numList);
  410. InitItems();
  411. }
  412. catch (TaskCanceledException)
  413. {
  414. //Debug.Log("异步函数被停止");
  415. }
  416. }
  417. private void RefreshData()
  418. {
  419. _blankItem.visible = false;
  420. _gameStart = false;
  421. _ui.m_state.selectedIndex = 0;
  422. ControlMenuItemVisual();
  423. }
  424. // 取消异步函数
  425. public void StopMyAsyncFunction()
  426. {
  427. if (_cancellationTokenSource != null)
  428. {
  429. _cancellationTokenSource.Cancel();
  430. _cancellationTokenSource.Dispose();
  431. _cancellationTokenSource = null;
  432. }
  433. }
  434. /// <summary>
  435. /// 创建原图
  436. /// </summary>
  437. private void CreateOriginPic()
  438. {
  439. List<GObject> items = new List<GObject>();
  440. for (int i = 1; i <= _gridNum * _gridNum; i++)
  441. {
  442. GObject gObject = UIPackage.CreateObject("ActivityHuaRongDao", "item");
  443. _ui.m_itemsOrigin.target.AddChild(gObject);
  444. items.Add(gObject);
  445. }
  446. int itemIndex = 0;
  447. for (int i = 0; i < _gridNum; i++)
  448. {
  449. for (int j = 0; j < _gridNum; j++)
  450. {
  451. items[itemIndex].position = _gridArr[i, j].pos;
  452. UI_item item = UI_item.Proxy(items[itemIndex]);
  453. item.m_index.text = _gridArr[i, j].num.ToString();
  454. //item.m_icon.url = string.Format("ui://ActivityHuaRongDao/hrd_1-{0}", _gridArr[i, j].num + 1);
  455. int groupID = _cfg.resArr[0];
  456. item.m_icon.url = GetPicRes(HuarongRoadCfgArray.Instance.GetCfgsByid(groupID)[_gridArr[i, j].num].resName);
  457. UI_item.ProxyEnd();
  458. ++itemIndex;
  459. }
  460. }
  461. }
  462. private void OnChangeLookOriginState()
  463. {
  464. bool look = (_ui.m_state.selectedIndex == 1);
  465. _ui.m_items.target.touchable = !look;
  466. _ui.m_items.target.visible = !look;
  467. _ui.m_itemsOrigin.target.visible = look;
  468. }
  469. private void OnClickBtnRefresh()
  470. {
  471. _ui.m_state.selectedIndex = 0;
  472. StartAnimation(_cancellationTokenSource.Token);
  473. }
  474. private string GetPicRes(string res)
  475. {
  476. return ResPathUtil.GetHUARONGDAOPicPath(res);
  477. }
  478. private void OnItemClick(EventContext eventContext)
  479. {
  480. GObject obj = eventContext.sender as GObject;
  481. int num = (int)obj.data;
  482. Grid newGrid = CheckCanMove(num);
  483. if (newGrid != null)
  484. {
  485. _ui.m_maskGlobal.visible = true;
  486. obj.TweenMove(newGrid.pos, 0.1f).OnComplete(() =>
  487. {
  488. _ui.m_maskGlobal.visible = false;
  489. if (CheckWin())
  490. {
  491. ControlMenuItemVisual(false);
  492. Win(_cancellationTokenSource.Token);
  493. }
  494. });
  495. }
  496. }
  497. }
  498. }