ActivityHuaRongDaoView.cs 11 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 readonly int _gridNum = 3;
  18. private List<GObject> _items;
  19. private bool _gameStart;
  20. private HuarongRoadGame cfg;
  21. public override void Dispose()
  22. {
  23. if (_ui != null)
  24. {
  25. _ui.Dispose();
  26. _ui = null;
  27. }
  28. base.Dispose();
  29. }
  30. protected override void OnInit()
  31. {
  32. base.OnInit();
  33. packageName = UI_ActivityHuaRongDaoUI.PACKAGE_NAME;
  34. _ui = UI_ActivityHuaRongDaoUI.Create();
  35. viewCom = _ui.target;
  36. viewCom.Center();
  37. isReturnView = true;
  38. modal = true;
  39. _ui.m_item.target.visible = false;
  40. _ui.m_btnBack.onClick.Add(OnBtnBackClick);
  41. InitGridInfo();
  42. CreateItems();
  43. }
  44. protected override void OnShown()
  45. {
  46. base.OnShown();
  47. cfg = (HuarongRoadGame)viewData;
  48. SetGridInfo();
  49. InitItems();
  50. _gameStart = false;
  51. ResetCountdown();
  52. Countdown(null);
  53. Timers.inst.Add(1, 0, Countdown);
  54. }
  55. protected override void OnHide()
  56. {
  57. base.OnHide();
  58. }
  59. /// <summary>
  60. /// 初始化所有格子的信息
  61. /// </summary>
  62. private void InitGridInfo()
  63. {
  64. _gridArr = new Grid[_gridNum, _gridNum];
  65. _items = new List<GObject>();
  66. for (int i = 0; i < _gridNum; i++)
  67. {
  68. for (int j = 0; j < _gridNum; j++)
  69. {
  70. _gridArr[i, j] = new Grid();
  71. }
  72. }
  73. }
  74. private void SetGridInfo()
  75. {
  76. //List<int> numList = GetRandomArr(1, 8);
  77. List<int> numList = GetArrByConfigStep(cfg.step);
  78. Vector2 originPos = _ui.m_item.target.position;
  79. for (int i = 0; i < _gridNum; i++)
  80. {
  81. for (int j = 0; j < _gridNum; j++)
  82. {
  83. _gridArr[i, j].num = numList[i * _gridNum + j];
  84. _gridArr[i, j].pos = originPos + new Vector2(j * _ui.m_item.target.width, i * _ui.m_item.target.height);
  85. }
  86. }
  87. }
  88. /// <summary>
  89. /// 随机排序 min~max 连续的数字
  90. /// </summary>
  91. /// <param name="min"></param>
  92. /// <param name="max"></param>
  93. /// <returns></returns>
  94. private List<int> GetRandomArr(int min, int max)
  95. {
  96. List<int> list = new List<int>();
  97. for (int i = min; i <= max; i++)
  98. {
  99. list.Add(i);
  100. }
  101. System.Random r = new System.Random();
  102. for (int i = 0; i < list.Count; i++)
  103. {
  104. int index = r.Next(list.Count);
  105. int temp = list[index];
  106. list[index] = list[i];
  107. list[i] = temp;
  108. }
  109. // 最后一个是空的
  110. list.Add(0);
  111. return list;
  112. }
  113. /// <summary>
  114. /// 根据配置步数打乱数组
  115. /// </summary>
  116. /// <param name="configStep"></param>
  117. /// <returns></returns>
  118. private List<int> GetArrByConfigStep(int configStep)
  119. {
  120. List<int> list = new List<int>();
  121. for (int i = 1; i <= 8; i++)
  122. {
  123. list.Add(i);
  124. }
  125. // 最后一个是空的
  126. list.Add(0);
  127. int num = 0;
  128. Vector2 zeroPos = new Vector2(2, 2);
  129. Vector2[] dirArr = { new Vector2(-1, 0), new Vector2(1, 0), new Vector2(0, -1), new Vector2(0, 1) };
  130. Vector2 lastPos = zeroPos;
  131. while (num < configStep)
  132. {
  133. int n = Random.Range(0, 4);
  134. Vector2 tempPos = zeroPos + dirArr[n];
  135. if (tempPos != lastPos && tempPos.x >= 0 && tempPos.y >= 0 && tempPos.x < _gridNum && tempPos.y < _gridNum)
  136. {
  137. list[(int)zeroPos.x * _gridNum + (int)zeroPos.y] = list[(int)tempPos.x * _gridNum + (int)tempPos.y];
  138. list[(int)tempPos.x * _gridNum + (int)tempPos.y] = 0;
  139. lastPos = zeroPos;
  140. zeroPos = tempPos;
  141. }
  142. ++num;
  143. }
  144. return list;
  145. }
  146. private void InitItems()
  147. {
  148. int itemIndex = 0;
  149. for (int i = 0; i < _gridNum; i++)
  150. {
  151. for (int j = 0; j < _gridNum; j++)
  152. {
  153. // 空格不用放item
  154. if (_gridArr[i, j].num == 0)
  155. {
  156. continue;
  157. }
  158. _items[itemIndex].position = _gridArr[i, j].pos;
  159. UI_item item = UI_item.Proxy(_items[itemIndex]);
  160. item.m_index.text = _gridArr[i, j].num.ToString();
  161. _items[itemIndex].data = _gridArr[i, j].num;
  162. UI_item.ProxyEnd();
  163. ++itemIndex;
  164. }
  165. }
  166. }
  167. /// <summary>
  168. /// 创建可移动的实体
  169. /// </summary>
  170. private void CreateItems()
  171. {
  172. for (int i = 1; i <= _gridNum * _gridNum - 1; i++)
  173. {
  174. GObject gObject = UIPackage.CreateObject("ActivityHuaRongDao", "item");
  175. gObject.name = "item" + i;
  176. gObject.onClick.Add(OnItemClick);
  177. _ui.m_items.target.AddChild(gObject);
  178. _items.Add(gObject);
  179. }
  180. }
  181. private void OnItemClick(EventContext eventContext)
  182. {
  183. GObject obj = eventContext.sender as GObject;
  184. int num = (int)obj.data;
  185. Grid newGrid = CheckCanMove(num);
  186. if (newGrid != null)
  187. {
  188. _ui.m_items.target.touchable = false;
  189. obj.TweenMove(newGrid.pos, 0.1f).OnComplete(()=>
  190. {
  191. _ui.m_items.target.touchable = true;
  192. CheckWin();
  193. });
  194. }
  195. }
  196. private Grid CheckCanMove(int num)
  197. {
  198. int indexX = 0;
  199. int indexY = 0;
  200. // 找到格子
  201. for (int i = 0; i < _gridNum; i++)
  202. {
  203. for (int j = 0; j < _gridNum; j++)
  204. {
  205. if (_gridArr[i, j].num == num)
  206. {
  207. indexX = i;
  208. indexY = j;
  209. break;
  210. }
  211. }
  212. }
  213. // 判断格子四个方向是否有空格
  214. if (CheckHaveNullGrid(indexX - 1, indexY) || CheckHaveNullGrid(indexX, indexY - 1)
  215. || CheckHaveNullGrid(indexX + 1, indexY) || CheckHaveNullGrid(indexX, indexY + 1))
  216. {
  217. return UpdateGridInfo(num);
  218. }
  219. return null;
  220. }
  221. private bool CheckHaveNullGrid(int indexX, int indexY)
  222. {
  223. if (indexX >= 0 && indexX < _gridNum)
  224. {
  225. if (indexY >= 0 && indexY < _gridNum)
  226. {
  227. return _gridArr[indexX, indexY].num == 0;
  228. }
  229. }
  230. return false;
  231. }
  232. private Grid UpdateGridInfo(int num)
  233. {
  234. Vector2 nullGridindex = new Vector2(-1, 0);
  235. Vector2 numGridindex = new Vector2(-1, 0);
  236. for (int i = 0; i < _gridNum; i++)
  237. {
  238. for (int j = 0; j < _gridNum; j++)
  239. {
  240. if (_gridArr[i, j].num == num)
  241. {
  242. numGridindex = new Vector2(i, j);
  243. }
  244. else if (_gridArr[i, j].num == 0)
  245. {
  246. nullGridindex = new Vector2(i, j);
  247. }
  248. if (numGridindex.x != -1 && nullGridindex.x != -1)
  249. {
  250. break;
  251. }
  252. }
  253. }
  254. _gridArr[(int)numGridindex.x, (int)numGridindex.y].num = 0;
  255. _gridArr[(int)nullGridindex.x, (int)nullGridindex.y].num = num;
  256. return _gridArr[(int)nullGridindex.x, (int)nullGridindex.y];
  257. }
  258. private void CheckWin()
  259. {
  260. int num = 0;
  261. for (int i = 0; i < _gridNum; i++)
  262. {
  263. for (int j = 0; j < _gridNum; j++)
  264. {
  265. if (i == 0 && j == 0)
  266. {
  267. num = _gridArr[i, j].num;
  268. if(num != 1)
  269. {
  270. return;
  271. }
  272. }
  273. else
  274. {
  275. // 不连续 没有胜利
  276. if (_gridArr[i, j].num != num + 1)
  277. {
  278. return;
  279. }
  280. // 继续检测
  281. else
  282. {
  283. ++num;
  284. // 胜利
  285. if (num == _gridNum * _gridNum - 1)
  286. {
  287. // 关卡推进
  288. int passLevel = cfg.resArr[0];
  289. ActivityHuaRongDaoEntryView.curLevel = Mathf.Max(passLevel, ActivityHuaRongDaoEntryView.curLevel);
  290. EventAgent.DispatchEvent(ConstMessage.ACTIVITY_HUARONGDAO_UPDATE);
  291. // 弹出成功界面
  292. ViewManager.Show<ActivityHuaRongDaoSuccessView>(cfg);
  293. }
  294. }
  295. }
  296. }
  297. }
  298. }
  299. private int countDownNum;
  300. private void Countdown(object param)
  301. {
  302. _ui.m_seconds.text = countDownNum.ToString();
  303. --countDownNum;
  304. if (countDownNum < 0)
  305. {
  306. _ui.m_tips.visible = false;
  307. Timers.inst.Remove(Countdown);
  308. _gameStart = true;
  309. return;
  310. }
  311. }
  312. private void ResetCountdown()
  313. {
  314. countDownNum = 3;
  315. _ui.m_tips.visible = true;
  316. Timers.inst.Remove(Countdown);
  317. }
  318. private void OnBtnBackClick()
  319. {
  320. if (_gameStart)
  321. {
  322. 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?")
  323. .SetLeftButton(true, "返回游戏")
  324. .SetRightButton(true, "仍要退出", (obj) =>
  325. {
  326. Hide();
  327. });
  328. }
  329. else
  330. {
  331. Hide();
  332. }
  333. }
  334. }
  335. }