| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486 | using System;using System.Collections.Generic;using ET;using FairyGUI;using UI.MiniGame;using UnityEngine;namespace GFGGame{    public class FlipGameView : BaseWindow    {        private UI_FlipGameUI _ui;        //卡牌数量(配置)        private int cardNum = 16;        //当前卡牌数量        private int currentCardNum = 16;        //当前翻开卡牌        //"state" 0:未翻开,1:已翻开,2:已消除        private List<Dictionary<string, int>> cardList = new List<Dictionary<string, int>>();        //消除所需数量(配置)        private int needNum;        //游戏结束时长(配置)        private int gameTime = 120;        //游戏当前时长倒计时        private int currentGameTime = 120;        //当前游戏时长        private int timeIndex = 0;        //进度条        private float barTime = 120.0f;        //行数        private int rows = 4;        //列数        private int columns = 4;        private int gameID;        private CardGame gameDate;        System.Random rand;        //通关评价        private List<int> CustemsNum = new List<int>()        {            10,            30,            60,        };        private List<string> CustemsName = new List<string>()        {            "良好",            "优秀",            "卓越"        };        private List<ActivityOpenCfg> activityGameDate;        //假数据        private List<int> cardArray = new List<int> { 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 8, 8, 8, 8 };        //Card _c1 = new Card();        //从第一次点击开始超过一秒后禁止点击,然后对翻开列表进行处理并重置,        private float waitTime = 0.0f;        private bool StartHit = true;        private bool firstHit = true;        private bool canHit = true;        private EffectUI _effectUI1;        private EffectUI _effectUI2;        private List<EffectUI> _effectFlipList = new List<EffectUI>();        private List<EffectUI> _effectRemoveList = new List<EffectUI>();        public override void Dispose()        {            EffectUIPool.Recycle(_effectUI1);            _effectUI1 = null;            EffectUIPool.Recycle(_effectUI2);            _effectUI2 = null;            DestroyObjectFromView();            if (_ui != null)            {                _ui.Dispose();                _ui = null;            }            base.Dispose();        }        protected override void OnInit()        {            base.OnInit();            packageName = UI_FlipGameUI.PACKAGE_NAME;            _ui = UI_FlipGameUI.Create();            this.viewCom = _ui.target;            isfullScreen = true;            isReturnView = true;            _ui.m_cardList.itemRenderer = ListCardItem;            _ui.m_back.onClick.Add(OnClickBtnBack);            UIObjectFactory.SetPackageItemExtension("ui://MiniGame/CardComponent", typeof(Card));            _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_barEffect, "ui_Activity", "YXJY_Game_JinDu");            _effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_titleEffec, "ui_Activity", "YXJY_Game_Text");        }        protected override void OnShown()        {            base.OnShown();            if ((this.viewData as object[]).Length != 0 && this.viewData != null)            {                gameID = (int)(this.viewData as object[])[0];            }            else            {                gameID = 10001;            }            gameDate = CardGameArray.Instance.GetCfg(gameID);            UpdateView();            UpdateList();        }        protected override void OnHide()        {            DestroyObjectFromView();            cardList.Clear();            Timers.inst.Remove(UpdateTime);            Timers.inst.Remove(UpdateBar);            Timers.inst.Remove(UpdateHit);            Timers.inst.Remove(StartTime);            Timers.inst.Remove(UpdateOneHit);            Timers.inst.Remove(FlipAllCard);            Timers.inst.Remove(ResetTouch);            base.OnHide();        }        private void DestroyObjectFromView()        {            for (int i = 0; i < _effectFlipList.Count; i++)            {                EffectUIPool.Recycle(_effectFlipList[i]);                _effectFlipList[i] = null;            }            _effectFlipList.Clear();            for (int i = 0; i < _effectRemoveList.Count; i++)            {                EffectUIPool.Recycle(_effectRemoveList[i]);                _effectRemoveList[i] = null;            }            _effectRemoveList.Clear();        }        private void OnClickBtnBack()        {            Timers.inst.Remove(UpdateTime);            Timers.inst.Remove(UpdateBar);            string exitTip;            if (gameDate.bonusLoseArr.Length == 0)            {                exitTip = "退出游戏不保存进度,不扣除任何次数和道具,是否退出?";            }            else            {                exitTip = "退出游戏会按失败结算,获得80%的奖励,是否退出?";            }            AlertUI.Show(exitTip)            .SetLeftButton(true, "取消", (object data) =>            {                Timers.inst.Add(1.0f, 0, UpdateTime);                Timers.inst.Add(0.1f, 0, UpdateBar);            })            .SetRightButton(true, "确定", async (object data) =>            {                var result = await MiniGameProxy.ReqMiniGameEnd(gameID, gameDate.type, timeIndex, false, activityGameDate[0].id, true);                this.Hide();            }).SetShowCheck(false);        }                 private void ListCardItem(int index, GObject item)        {            UI_cardItem cardItem = UI_cardItem.Proxy(item);            Dictionary<string, int> itemInfo = new Dictionary<string, int>();            cardItem.target.visible = true;            cardItem.target.alpha = 1;            EffectUI _effectUI1 = EffectUIPool.CreateEffectUI(cardItem.m_flipEffect, "ui_Activity", "YXJY_Game_OpenCard");            _effectFlipList.Add(_effectUI1);            cardItem.m_flipEffect.visible = false;            EffectUI _effectUI2 = EffectUIPool.CreateEffectUI(cardItem.m_removeEffect, "ui_Activity", "YXJY_Game_CardDie");            _effectRemoveList.Add(_effectUI2);            cardItem.m_removeEffect.visible = false;            cardItem.m_card.GetChild("icon").icon = ResPathUtil.GetMiniGamePicPath(CardCfgArray.Instance.dataArray[cardArray[index]].resName,"FlipGame");            if (cardItem.target.data == null)            {                cardItem.target.onClick.Add(OnClickCardItem);            }            Card _c1 = (Card)cardItem.m_card;            _c1.opened = true;            _c1.SetPerspective();            itemInfo.Add("index", index);            itemInfo.Add("id", cardArray[index]);            itemInfo.Add("state", 0);            cardItem.m_id.visible = false;//text = itemInfo["id"].ToString();            cardItem.target.data = itemInfo;            UI_cardItem.ProxyEnd();        }        private void UpdateView()        {            gameTime = CardGameArray.Instance.GetCfg(gameID).time;            for (int i = 0; i < 3; i++)            {                switch (i)                {                    case 0:                        CustemsNum[0] = gameDate.timeStar1;                        break;                    case 1:                        CustemsNum[1] = gameDate.timeStar2;                        break;                    case 2:                        CustemsNum[2] = gameDate.timeStar3;                        break;                }            }            StartHit = true;            firstHit = true;            canHit = true;            timeIndex = 0;            currentGameTime = gameTime;            cardNum = columns * rows;            currentCardNum = cardNum;            barTime = (float)gameTime;            needNum = 2;            activityGameDate = ActivityOpenCfgArray.Instance.GetCfgsBytype(ConstLimitTimeActivityType.ActLimitStlyc);            rand = new System.Random();            //洗牌            RandomGetNum();            RandomCardList(cardArray, cardArray.Count);            //            _ui.m_timeText.text = string.Format("{0}", currentGameTime);            _ui.m_ScareBar.max = gameTime;            _ui.m_ScareBar.min = 0;            _ui.m_ScareBar.value = gameTime;            _ui.m_star1.SetPosition(((float)(gameTime - CustemsNum[0]) / (float)gameTime) * _ui.m_ScareBar.width + 70, _ui.m_star1.position.y, _ui.m_star1.position.z);            _ui.m_star2.SetPosition(((float)(gameTime - CustemsNum[1]) / (float)gameTime) * _ui.m_ScareBar.width + 10, _ui.m_star1.position.y, _ui.m_star1.position.z);            _ui.m_star3.SetPosition(((float)(gameTime - CustemsNum[2]) / (float)gameTime) * _ui.m_ScareBar.width, _ui.m_star1.position.y, _ui.m_star1.position.z);            _ui.m_title.visible = false;            _ui.m_titleEffec.visible = true;            _ui.m_barEffect.x = _ui.m_ScareBar.width;            _ui.m_cardList.touchable = false;        }        private void UpdateList()        {            _ui.m_cardList.columnCount = columns;            _ui.m_cardList.numItems = cardNum;            //翻转所有牌            Timers.inst.Add(1.0f, 1, FlipAllCard);        }        private void OnClickCardItem(EventContext context)        {            if (!canHit)            {                return;            }            GObject cardItem = context.sender as GObject;            Dictionary<string, int> cardInfo = (Dictionary<string, int>)cardItem.data;            UI_cardItem item = UI_cardItem.Proxy(_ui.m_cardList.GetChildAt(cardInfo["index"]));            if (StartHit)            {                StartHit = false;                _ui.m_back.touchable = false;                Timers.inst.Add(1.0f, 1, StartTime);            }            Card card = (Card)item.m_card;            bool isSame = false;            for (int i = 0; i < cardList.Count; i++)            {                if (cardInfo["index"] == cardList[i]["index"] && firstHit)                {                    cardInfo["state"] = 0;                    //翻牌                    card.Turn();                    _ui.m_cardList.touchable = false;                    canHit = false;                    cardList.RemoveAt(0);                    Timers.inst.Add(0.5f, 1,UpdateOneHit);                    isSame = true;                    break;                }                else                {                    if (cardInfo["index"] == cardList[i]["index"])                    {                        isSame = true;                        break;                    }                }            }            firstHit = false;            //翻牌            if (!isSame)            {                cardInfo["state"] = 1;                card.Turn();                item.m_flipEffect.visible = true;                cardList.Add(cardInfo);            }            UI_cardItem.ProxyEnd();        }        private void StartTime(object param = null)        {            _ui.m_cardList.touchable = false;            canHit = false;            UpdateCard();        }        //这里是处理已翻开的数量        private void UpdateCard()        {            Timers.inst.Remove(StartTime);            List<Dictionary<string, int>> removeList = new List<Dictionary<string, int>>();            for (int i = 1; i < cardList.Count; i += 2)            {                if (cardList[i]["id"] == cardList[i - 1]["id"])                {                    cardList[i]["state"] = 2;                    //消除                    UI_cardItem item1 = UI_cardItem.Proxy(_ui.m_cardList.GetChildAt(cardList[i]["index"]));                    item1.m_t0.Play();                    UI_cardItem.ProxyEnd();                    UI_cardItem item2 = UI_cardItem.Proxy(_ui.m_cardList.GetChildAt(cardList[i - 1]["index"]));                    item2.m_t0.Play(()=> { _ui.m_back.touchable = true; });                    UI_cardItem.ProxyEnd();                    currentCardNum -= 2;                    removeList.Add(cardList[i - 1]);                    removeList.Add(cardList[i]);                }            }            if (currentCardNum <= 0)            {                Gameover(true);                return;            }            //先处理消除的列表            for (int i = 0; i < removeList.Count; i++)            {                cardList.Remove(removeList[i]);            }            removeList.Clear();            //后处理翻牌的列表            for (int i = 1; i < cardList.Count; i++)            {                UI_cardItem item = UI_cardItem.Proxy(_ui.m_cardList.GetChildAt(cardList[i - 1]["index"]));                //翻回去                Card card = (Card)item.m_card;                card.Turn();                item.m_flipEffect.visible = false;                cardList[i - 1]["state"] = 0;                UI_cardItem.ProxyEnd();                if (cardList.Count % 2 == 0 && i == cardList.Count - 1)                {                    UI_cardItem carditem = UI_cardItem.Proxy(_ui.m_cardList.GetChildAt(cardList[i]["index"]));                    //翻回去                    Card cardLast = (Card)carditem.m_card;                    cardLast.Turn();                    carditem.m_flipEffect.visible = false;                    cardList[i]["state"] = 0;                    UI_cardItem.ProxyEnd();                }            }            if (cardList.Count % 2 == 0)            {                cardList.Clear();            }            else            {                int j = cardList.Count;                for (int i = 0; i < j - 1; i++)                {                    cardList.RemoveAt(0);                }            }            Timers.inst.Add(0.6f, 1, UpdateHit);        }        private void UpdateHit(object param = null)        {            StartHit = true;            firstHit = true;            canHit = true;            _ui.m_cardList.touchable = true;            _ui.m_back.touchable = true;            Timers.inst.Remove(UpdateHit);        }        private void UpdateOneHit(object param = null)        {            canHit = true;            _ui.m_cardList.touchable = true;            Timers.inst.Remove(UpdateOneHit);        }        private void FlipAllCard(object param = null)        {            //计时器            Timers.inst.Add(1.0f, 0, UpdateTime);            //进度条计时器            Timers.inst.Add(0.1f, 0, UpdateBar);            for (int i = 0; i < cardNum; i++)            {                UI_cardItem item = UI_cardItem.Proxy(_ui.m_cardList.GetChildAt(i));                //翻回去                Card card = (Card)item.m_card;                card.Turn();                UI_cardItem.ProxyEnd();            }            Timers.inst.Add(0.6f, 1, ResetTouch);        }        private void ResetTouch(object param = null)        {            _ui.m_cardList.touchable = true;        }        private void UpdateTime(object param = null)        {            timeIndex++;            currentGameTime--;            //_ui.m_ScareBar.value = currentGameTime;            _ui.m_timeText.text = string.Format("{0}", currentGameTime);            if (currentGameTime <= 0)            {                Gameover(false);            }        }        private void UpdateBar(object param = null)        {            barTime -= 0.1f;            _ui.m_ScareBar.value = barTime;            _ui.m_barEffect.x -= (880.0f / (float)(gameTime * 10));        }        private void Gameover(bool isPass = false)        {            Timers.inst.Remove(UpdateTime);            Timers.inst.Remove(UpdateBar);            ViewManager.Show<ResultTipsView>(new object[] { isPass, gameDate.type, timeIndex, gameDate.id });        }        //洗牌        private void RandomCardList(List<int> array, int length)        {            int index;            int value;            for (int i = length - 1; i >= 0; i--)            {                index = rand.Next(0, i + 1);                value = array[i];                array[i] = array[index];                array[index] = value;            }        }        private void RandomGetNum()        {            int numCount = CardCfgArray.Instance.dataArray.Length;            List<int> tArray = new List<int>();            for (int i = 0; i < numCount; i++)            {                tArray.Add(i);            }            RandomCardList(tArray, numCount);            int j = 0;            for (int i = 0; i < cardNum; i += 4)            {                cardArray[i] = tArray[j];                cardArray[i + 1] = tArray[j];                cardArray[i + 2] = tArray[j];                cardArray[i + 3] = tArray[j];                j++;            }        }    }}
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