ActivityHuaRongDaoView.cs 8.4 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. namespace GFGGame
  7. {
  8. public class ActivityHuaRongDaoView : BaseWindow
  9. {
  10. private UI_ActivityHuaRongDaoUI _ui;
  11. public class Grid
  12. {
  13. public Vector2 pos;
  14. public int num;
  15. }
  16. private Grid[,] gridArr;
  17. private int gridNum = 3;
  18. private List<GObject> items;
  19. private bool firstInit;
  20. public override void Dispose()
  21. {
  22. if (_ui != null)
  23. {
  24. _ui.Dispose();
  25. _ui = null;
  26. }
  27. base.Dispose();
  28. }
  29. protected override void OnInit()
  30. {
  31. base.OnInit();
  32. packageName = UI_ActivityHuaRongDaoUI.PACKAGE_NAME;
  33. _ui = UI_ActivityHuaRongDaoUI.Create();
  34. viewCom = _ui.target;
  35. viewCom.Center();
  36. modal = true;
  37. _ui.m_item.target.visible = false;
  38. _ui.m_btnClose.onClick.Add(Hide);
  39. firstInit = true;
  40. InitGridInfo();
  41. CreateItems();
  42. InitItems();
  43. }
  44. protected override void OnShown()
  45. {
  46. base.OnShown();
  47. if (!firstInit)
  48. {
  49. SetGridInfo();
  50. InitItems();
  51. }
  52. else
  53. {
  54. firstInit = false;
  55. }
  56. }
  57. protected override void OnHide()
  58. {
  59. base.OnHide();
  60. }
  61. /// <summary>
  62. /// 初始化所有格子的信息
  63. /// </summary>
  64. private void InitGridInfo()
  65. {
  66. gridArr = new Grid[gridNum, gridNum];
  67. items = new List<GObject>();
  68. for (int i = 0; i < gridNum; i++)
  69. {
  70. for (int j = 0; j < gridNum; j++)
  71. {
  72. gridArr[i, j] = new Grid();
  73. }
  74. }
  75. SetGridInfo();
  76. }
  77. private void SetGridInfo()
  78. {
  79. List<int> numList = GetRandomArr(1, 8);
  80. //List<int> numList = new List<int>() { 1, 2, 3, 4, 5, 6, 7, 0, 8 };
  81. Vector2 originPos = _ui.m_item.target.position;
  82. for (int i = 0; i < gridNum; i++)
  83. {
  84. for (int j = 0; j < gridNum; j++)
  85. {
  86. gridArr[i, j].num = numList[i * gridNum + j];
  87. gridArr[i, j].pos = originPos + new Vector2(j * _ui.m_item.target.width, i * _ui.m_item.target.height);
  88. }
  89. }
  90. }
  91. /// <summary>
  92. /// 随机排序 min~max 连续的数字
  93. /// </summary>
  94. /// <param name="min"></param>
  95. /// <param name="max"></param>
  96. /// <returns></returns>
  97. private List<int> GetRandomArr(int min, int max)
  98. {
  99. List<int> list = new List<int>();
  100. for (int i = min; i <= max; i++)
  101. {
  102. list.Add(i);
  103. }
  104. System.Random r = new System.Random();
  105. for (int i = 0; i < list.Count; i++)
  106. {
  107. int index = r.Next(list.Count);
  108. int temp = list[index];
  109. list[index] = list[i];
  110. list[i] = temp;
  111. }
  112. // 最后一个是空的
  113. list.Add(0);
  114. return list;
  115. }
  116. private void InitItems()
  117. {
  118. int itemIndex = 0;
  119. for (int i = 0; i < gridNum; i++)
  120. {
  121. for (int j = 0; j < gridNum; j++)
  122. {
  123. // 空格不用放item
  124. if (gridArr[i, j].num == 0)
  125. {
  126. continue;
  127. }
  128. items[itemIndex].position = gridArr[i, j].pos;
  129. UI_item item = UI_item.Proxy(items[itemIndex]);
  130. item.m_index.text = gridArr[i, j].num.ToString();
  131. items[itemIndex].data = gridArr[i, j].num;
  132. UI_item.ProxyEnd();
  133. ++itemIndex;
  134. }
  135. }
  136. }
  137. /// <summary>
  138. /// 创建可移动的实体
  139. /// </summary>
  140. private void CreateItems()
  141. {
  142. for (int i = 1; i <= gridNum * gridNum - 1; i++)
  143. {
  144. GObject gObject = UIPackage.CreateObject("ActivityHuaRongDao", "item");
  145. gObject.name = "item" + i;
  146. gObject.onClick.Add(OnItemClick);
  147. _ui.m_items.target.AddChild(gObject);
  148. items.Add(gObject);
  149. }
  150. }
  151. private void OnItemClick(EventContext eventContext)
  152. {
  153. GObject obj = eventContext.sender as GObject;
  154. int num = (int)obj.data;
  155. Grid newGrid = CheckCanMove(num);
  156. if (newGrid != null)
  157. {
  158. _ui.m_items.target.touchable = false;
  159. obj.TweenMove(newGrid.pos, 0.3f).OnComplete(()=>
  160. {
  161. _ui.m_items.target.touchable = true;
  162. CheckWin();
  163. });
  164. }
  165. }
  166. private Grid CheckCanMove(int num)
  167. {
  168. int indexX = 0;
  169. int indexY = 0;
  170. // 找到格子
  171. for (int i = 0; i < gridNum; i++)
  172. {
  173. for (int j = 0; j < gridNum; j++)
  174. {
  175. if (gridArr[i, j].num == num)
  176. {
  177. indexX = i;
  178. indexY = j;
  179. break;
  180. }
  181. }
  182. }
  183. // 判断格子四个方向是否有空格
  184. if (CheckHaveNullGrid(indexX - 1, indexY) || CheckHaveNullGrid(indexX, indexY - 1)
  185. || CheckHaveNullGrid(indexX + 1, indexY) || CheckHaveNullGrid(indexX, indexY + 1))
  186. {
  187. return UpdateGridInfo(num);
  188. }
  189. return null;
  190. }
  191. private bool CheckHaveNullGrid(int indexX, int indexY)
  192. {
  193. if (indexX >= 0 && indexX < gridNum)
  194. {
  195. if (indexY >= 0 && indexY < gridNum)
  196. {
  197. return gridArr[indexX, indexY].num == 0;
  198. }
  199. }
  200. return false;
  201. }
  202. private Grid UpdateGridInfo(int num)
  203. {
  204. Vector2 nullGridindex = new Vector2(-1, 0);
  205. Vector2 numGridindex = new Vector2(-1, 0);
  206. for (int i = 0; i < gridNum; i++)
  207. {
  208. for (int j = 0; j < gridNum; j++)
  209. {
  210. if (gridArr[i, j].num == num)
  211. {
  212. numGridindex = new Vector2(i, j);
  213. }
  214. else if (gridArr[i, j].num == 0)
  215. {
  216. nullGridindex = new Vector2(i, j);
  217. }
  218. if (numGridindex.x != -1 && nullGridindex.x != -1)
  219. {
  220. break;
  221. }
  222. }
  223. }
  224. gridArr[(int)numGridindex.x, (int)numGridindex.y].num = 0;
  225. gridArr[(int)nullGridindex.x, (int)nullGridindex.y].num = num;
  226. return gridArr[(int)nullGridindex.x, (int)nullGridindex.y];
  227. }
  228. private void CheckWin()
  229. {
  230. int num = 0;
  231. for (int i = 0; i < gridNum; i++)
  232. {
  233. for (int j = 0; j < gridNum; j++)
  234. {
  235. if (i == 0 && j == 0)
  236. {
  237. num = gridArr[i, j].num;
  238. if(num != 1)
  239. {
  240. return;
  241. }
  242. }
  243. else
  244. {
  245. // 不连续 没有胜利
  246. if (gridArr[i, j].num != num + 1)
  247. {
  248. return;
  249. }
  250. // 继续检测
  251. else
  252. {
  253. ++num;
  254. // 胜利
  255. if (num == gridNum * gridNum - 1)
  256. {
  257. Debug.Log("You Win!!");
  258. }
  259. }
  260. }
  261. }
  262. }
  263. }
  264. }
  265. }