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- using System;
- using System.Collections.Generic;
- using ET;
- using FairyGUI;
- using UI.MiniGame;
- using UnityEngine;
- namespace GFGGame
- {
- public class TZFEGameView : BaseWindow
- {
- private UI_TZFEGameView _ui;
- private int[,] Map;
- enum Direction { up, down, left, right};
- private Vector2 touchFirst = Vector2.zero;//手指开始按下的位置
- private Vector2 touchSecond = Vector2.zero;//手指拖动的位置
- private System.Random rand;
- //这个是数组的行数和列数,mapLength一般采用行列一样
- private int rows = 4;
- private int columns = 4;
- private int mapLength = 5;
- //得分
- private int score = 0;
- private int scoreMax = 0;
- //目标分数
- private int targetNum = 128;
- private int gameID;
- private Merge2048Game gameDate;
- private List<ActivityOpenCfg> activityGameDate;
- //评价
- private List<int> CustemsNum = new List<int>()
- {
- 240,
- 180,
- 120,
- };
- private bool isMove;
- private bool isMerge;
- private struct NumPos
- {
- public int x;
- public int y;
- public bool isCreat;
- }
- //需要播放动效的列表
- private List<NumPos> numPosArray = new List<NumPos>();
- private int time = 0;
- public override void Dispose()
- {
- if (_ui != null)
- {
- _ui.Dispose();
- _ui = null;
- }
- base.Dispose();
- }
- protected override void OnInit()
- {
- base.OnInit();
- packageName = UI_TZFEGameView.PACKAGE_NAME;
- _ui = UI_TZFEGameView.Create();
- this.viewCom = _ui.target;
- isfullScreen = true;
- _ui.m_numList.itemRenderer = ListNumItem;
- _ui.target.onTouchBegin.Add(OnClickBegin);
- _ui.target.onTouchEnd.Add(OnClickEnd);
- _ui.m_backBtn.onClick.Add(OnClickBtnBack);
- _ui.m_mergeBtn.onClick.Add(OnClickMergeTips);
- Map = new int[rows, columns];
- }
- 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 = 128;
- }
- gameDate = Merge2048GameArray.Instance.GetCfg(gameID);
- activityGameDate = ActivityOpenCfgArray.Instance.GetCfgsBytype(ConstLimitTimeActivityType.ActLimitStlyc);
- InitMap();
- UpdateView();
- UpdateList();
- }
- protected override void OnHide()
- {
- Timers.inst.Remove(UpdateTime);
- base.OnHide();
- }
- private void OnClickBtnBack()
- {
- 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) =>
- {
- })
- .SetRightButton(true, "确定",async (object data) =>
- {
- var result = await MiniGameProxy.ReqMiniGameEnd(gameID, gameDate.type, time, false, activityGameDate[0].id);
- if (!result) return;
- this.Hide();
- });
- }
- private void InitMap()
- {
- for(int i = 0; i < rows; i++)
- for(int j = 0; j < columns; j++)
- {
- Map[i, j] = 0;
- }
- }
- private void UpdateView()
- {
- time = 0;
- score = 0;
- targetNum = Merge2048GameArray.Instance.GetCfg(gameID).targetNum;
- _ui.m_score.text = string.Format("分数:{0}", score.ToString());
- _ui.m_score.visible = false;
- rand = new System.Random();
- Timers.inst.Add(1.0f, 0, UpdateTime);
- }
- private void UpdateScore()
- {
- _ui.m_score.text = string.Format("分数:{0}", score.ToString());
- }
- private void UpdateList()
- {
- RandomCreateNum();
- _ui.m_numList.numItems = rows * columns;
- }
- private void ListNumItem(int index, GObject item)
- {
- UI_numItem numItem = UI_numItem.Proxy(item);
- int x = index / rows;
- int y = index % columns;
- if(Map[x,y] == 0)
- {
- numItem.m_icon.visible = false;
- }
- else
- {
- numItem.m_icon.url = string.Format("ui://MiniGame/sgll2_{0}", Map[x, y]);
- numItem.m_icon.visible = true;
- }
- //播放生成和合并动效
- for(int i=0; i<numPosArray.Count; i++)
- {
- if(x == numPosArray[i].x && y == numPosArray[i].y)
- {
- if(numPosArray[i].isCreat)
- {
- numItem.m_t0.Play();
- numPosArray.RemoveAt(i);
- break;
- }
- else
- {
- numItem.m_t1.Play();
- numPosArray.RemoveAt(i);
- break;
- }
- }
- }
- UI_numItem.ProxyEnd();
- }
- //随机生成数字2(%90),4(%10)
- private void RandomCreateNum()
- {
- bool gameOver = false;
- for(int i = 0;i< rows; i++)
- {
- for(int j = 0; j< columns; j++)
- {
- if (Map[i, j] == 0)
- {
- gameOver = true;
- break;
- }
- }
- }
- if(!gameOver)
- {
- //GameOver(false);
- return;
- }
- while (true)
- {
- int x = rand.Next(0, rows);
- int y = rand.Next(0, columns);
- NumPos item;
- int num;
- int randNum = rand.Next(1, 11);
- if(randNum <= 9)
- {
- num = 2;
- }
- else
- {
- num = 4 ;
- }
- if (Map[x,y] == 0)
- {
- Map[x, y] = num;
- item.x = x;
- item.y = y;
- item.isCreat = true;
- numPosArray.Add(item);
- break;
- }
- }
- }
- /// <summary>
- /// 去零
- /// </summary>
- /// <param name="row">对于一行或一列元素</param>
- private void Remove0(int[] row,Direction dir,int xy = 0)
- {
- int pos = 0;
- int[] rowB = new int[row.Length];
- for (int i = 0; i < row.Length; i++)
- {
- rowB[i] = row[i];
- }
- for (int i = 0; i < row.Length; ++i)
- {
- if (row[i] != 0)
- {
- row[pos] = row[i];
-
- //-----这里修改需要播放动效的数字位置列表-----
- int x = 0;
- int y = 0;
- int nextX = 0;
- int nextY = 0;
- for (int t = 0; t < numPosArray.Count; t++)
- {
- switch (dir)
- {
- case Direction.up:
- x = i;
- y = xy;
- nextX = pos;
- nextY = xy;
- break;
- case Direction.down:
- x = row.Length - 1 - i;
- y = xy;
- nextX = row.Length - 1 - pos;
- nextY = xy;
- break;
- case Direction.left:
- x = xy;
- y = i;
- nextX = xy;
- nextY = pos;
- break;
- case Direction.right:
- x = xy;
- y = row.Length - 1 - i;
- nextX = xy;
- nextY = row.Length - 1 - pos;
- break;
- }
- if(numPosArray.Count != 0 && numPosArray[t].x == x && numPosArray[t].y == y && pos != i)
- {
- numPosArray.RemoveAt(t);
- NumPos item;
- item.x = nextX;
- item.y = nextY;
- item.isCreat = false;
- numPosArray.Add(item);
- }
- }
- //---------------------------------------
- pos++;
-
- }
- }
- for (; pos < row.Length; ++pos) row[pos] = 0;
- for(int i= 0; i< row.Length; i++)
- {
- if(row[i] != rowB[i])
- {
- isMove = true;
- }
- }
- }
- /// <summary>
- /// 合并
- /// </summary>
- /// <param name="row">对于一行或一列元素,完成一次向左合并的操作</param>
- private void Merge(int[] row , Direction dir, int xy)
- {
- Remove0(row,dir,xy);
- // 相邻相同则合并
- for (int i = 0; i < row.Length - 1; ++i)
- {
- if (row[i] != 0 && row[i] == row[i + 1])
- {
- row[i] *= 2;
- row[i + 1] = 0;
- //将合并的数字放入列表
- NumPos item;
- item = MoveAddNum(i, xy, dir, row.Length-1);
- numPosArray.Add(item);
- //-------
- score += row[i];
- UpdateScore();
- if (row[i] == targetNum)
- {
- //游戏成功
- GameOver(true);
- }
- isMerge = true;
- }
- }
- Remove0(row,dir,xy);
- }
- //将合并的数字位置放入列表的准备
- private NumPos MoveAddNum(int i, int xy, Direction dir,int length)
- {
- NumPos item = new NumPos();
- switch (dir)
- {
- case Direction.up:
- item.x = i;
- item.y = xy;
- item.isCreat = false;
- break;
- case Direction.down:
- item.x = length - i;
- item.y = xy;
- item.isCreat = false;
- break;
- case Direction.left:
- item.x = xy;
- item.y = i;
- item.isCreat = false;
- break;
- case Direction.right:
- item.x = xy;
- item.y = length - i;
- item.isCreat = false;
- break;
- }
- return item;
- }
- /// <summary>
- /// 上移
- /// </summary>
- /// <param name="map">原棋盘</param>
- /// <returns></returns>
- private void Up(int[,] map)
- {
- int[] arr = new int[rows];
- for (int j = 0; j < columns; ++j)
- {
- for (int i = 0; i < rows; ++i)
- {
- arr[i] = map[i, j];
- }
- Merge(arr,Direction.up,j);
- for (int i = 0; i < rows; ++i) map[i, j] = arr[i];
- }
- }
- /// <summary>
- /// 下移
- /// </summary>
- private int[,] Down(int[,] map)
- {
- int[] arr = new int[rows];
- for (int j = 0; j < columns; ++j)
- {
- for (int i = 0; i < rows; ++i)
- {
- arr[rows - 1 - i] = map[i, j];
- }
- Merge(arr,Direction.down ,j);
- for (int i = 0; i < rows; ++i) map[i, j] = arr[rows - 1 - i];
- }
- return map;
- }
- /// <summary>
- /// 左移
- /// </summary>
- private int[,] Left(int[,] map)
- {
- int[] arr = new int[columns];
- for (int i = 0; i < rows; ++i)
- {
- for (int j = 0; j < columns; ++j)
- {
- arr[j] = map[i, j];
- }
- Merge(arr,Direction.left,i);
- for (int j = 0; j < columns; ++j) map[i, j] = arr[j];
- }
- return map;
- }
- /// <summary>
- /// 右移
- /// </summary>
- private int[,] Right(int[,] map)
- {
- int[] arr = new int[columns];
- for (int i = 0; i < rows; ++i)
- {
- for (int j = 0; j < columns; ++j)
- {
- arr[columns - 1 - j] = map[i, j];
- }
- Merge(arr,Direction.right,i);
- for (int j = 0; j < columns; ++j) map[i, j] = arr[columns - 1 - j];
- }
- return map;
- }
- /// <summary>
- /// 进行一次移动操作
- /// </summary>
- /// <param name="map">原棋盘</param>
- /// <param name="dir">移动的方向(枚举)</param>
- private void Move(int[,] map, Direction dir)
- {
- switch (dir)
- {
- case Direction.up:
- Up(map); break;
- case Direction.down:
- Down(map); break;
- case Direction.left:
- Left(map); break;
- case Direction.right:
- Right(map); break;
- }
- if(isMerge || isMove)
- {
- isMove = false;
- isMerge = false;
- UpdateList();
- numPosArray.Clear();
- }
- else
- {
- CheckArray();
- }
- }
- private void OnClickBegin()
- {
- touchFirst = Input.mousePosition;//记录开始按下的位置
- }
- private void OnClickEnd()
- {
- touchSecond = Input.mousePosition;//记录拖动的位置
- if (touchSecond.x < touchFirst.x && Math.Abs(touchSecond.x - touchFirst.x) > Math.Abs(touchSecond.y - touchFirst.y))
- {
- //向左滑动
- Move(Map, Direction.left);
- }
- if (touchSecond.x > touchFirst.x && Math.Abs(touchSecond.x - touchFirst.x) > Math.Abs(touchSecond.y - touchFirst.y))
- {
- //向右滑动
- Move(Map, Direction.right);
- }
- if (touchSecond.y < touchFirst.y && Math.Abs(touchSecond.y - touchFirst.y) > Math.Abs(touchSecond.x - touchFirst.x))
- {
- //向下滑动
- Move(Map, Direction.down);
- }
- if (touchSecond.y > touchFirst.y && Math.Abs(touchSecond.y - touchFirst.y) > Math.Abs(touchSecond.x - touchFirst.x))
- {
- //向上滑动
- Move(Map, Direction.up);
- }
- touchFirst = touchSecond;
- }
- private void OnClickMergeTips()
- {
- ViewManager.Show<SyntheticRoutetipView>() ;
- }
- private void UpdateTime(object param = null)
- {
- _ui.m_timeNum.text = sec_to_hms(time);
- time++;
- }
- //将秒数转化为时分秒 duration为秒数
- private string sec_to_hms(int duration)
- {
- TimeSpan ts = new TimeSpan(0, 0, duration);
- int _hours = 0;
- if (ts.Days > 0)
- {
- _hours = ts.Days * 24;
- }
- string str = "";
- if (ts.Hours > 0)
- {
- str = String.Format("{0:00}", ts.Hours + _hours) + ":" + String.Format("{0:00}", ts.Minutes) + ":" + String.Format("{0:00}", ts.Seconds);
- }
- if (ts.Hours == 0 && ts.Minutes > 0)
- {
- str = "00:";
- if (_hours > 0)
- {
- str = String.Format("{0:00}", ts.Hours + _hours) + ":";
- }
- str += String.Format("{0:00}", ts.Minutes) + ":" + String.Format("{0:00}", ts.Seconds);
- }
- if (ts.Hours == 0 && ts.Minutes == 0)
- {
- str = "00";
- if (_hours > 0)
- {
- str = String.Format("{0:00}", ts.Hours + _hours);
- }
- str += ":00:" + String.Format("{0:00}", ts.Seconds);
- }
- return str;
- }
- private void CheckArray()
- {
- bool gameOver = false;
- for (int i = 0; i < rows; i++)
- {
- for (int j = 0; j < columns; j++)
- {
- if (Map[i, j] == 0)
- {
- gameOver = true;
- break;
- }
- }
- }
- if (!gameOver)
- {
- // 游戏结束
- GameOver(false);
- return;
- }
- }
- private void GameOver(bool target)
- {
- Timers.inst.Remove(UpdateTime);
- ViewManager.Show<ResultTipsView>(new object[]{target, gameDate.type, time, gameDate.id });
- }
- }
- }
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