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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UI.ActivityHuaRongDao;
- using FairyGUI;
- namespace GFGGame
- {
- public class ActivityHuaRongDaoView : BaseWindow
- {
- private UI_ActivityHuaRongDaoUI _ui;
- public class Grid
- {
- public Vector2 pos;
- public int num;
- }
- private Grid[,] _gridArr;
- private readonly int _gridNum = 3;
- private List<GObject> _items;
- private bool _gameStart;
- private HuarongRoadGame cfg;
- public override void Dispose()
- {
- if (_ui != null)
- {
- _ui.Dispose();
- _ui = null;
- }
- base.Dispose();
- }
- protected override void OnInit()
- {
- base.OnInit();
- packageName = UI_ActivityHuaRongDaoUI.PACKAGE_NAME;
- _ui = UI_ActivityHuaRongDaoUI.Create();
- viewCom = _ui.target;
- viewCom.Center();
- isReturnView = true;
- modal = true;
- _ui.m_item.target.visible = false;
- _ui.m_btnBack.onClick.Add(OnBtnBackClick);
- InitGridInfo();
- CreateItems();
- }
- protected override void OnShown()
- {
- base.OnShown();
- cfg = (HuarongRoadGame)viewData;
- SetGridInfo();
- InitItems();
- _gameStart = false;
- ResetCountdown();
- Countdown(null);
- Timers.inst.Add(1, 0, Countdown);
- }
- protected override void OnHide()
- {
- base.OnHide();
- }
- /// <summary>
- /// 初始化所有格子的信息
- /// </summary>
- private void InitGridInfo()
- {
- _gridArr = new Grid[_gridNum, _gridNum];
- _items = new List<GObject>();
- for (int i = 0; i < _gridNum; i++)
- {
- for (int j = 0; j < _gridNum; j++)
- {
- _gridArr[i, j] = new Grid();
- }
- }
- }
- private void SetGridInfo()
- {
- //List<int> numList = GetRandomArr(1, 8);
- List<int> numList = GetArrByConfigStep(cfg.step);
- Vector2 originPos = _ui.m_item.target.position;
- for (int i = 0; i < _gridNum; i++)
- {
- for (int j = 0; j < _gridNum; j++)
- {
- _gridArr[i, j].num = numList[i * _gridNum + j];
- _gridArr[i, j].pos = originPos + new Vector2(j * _ui.m_item.target.width, i * _ui.m_item.target.height);
- }
- }
- }
- /// <summary>
- /// 随机排序 min~max 连续的数字
- /// </summary>
- /// <param name="min"></param>
- /// <param name="max"></param>
- /// <returns></returns>
- private List<int> GetRandomArr(int min, int max)
- {
- List<int> list = new List<int>();
- for (int i = min; i <= max; i++)
- {
- list.Add(i);
- }
- System.Random r = new System.Random();
- for (int i = 0; i < list.Count; i++)
- {
- int index = r.Next(list.Count);
- int temp = list[index];
- list[index] = list[i];
- list[i] = temp;
- }
- // 最后一个是空的
- list.Add(0);
- return list;
- }
- /// <summary>
- /// 根据配置步数打乱数组
- /// </summary>
- /// <param name="configStep"></param>
- /// <returns></returns>
- private List<int> GetArrByConfigStep(int configStep)
- {
- List<int> list = new List<int>();
- for (int i = 1; i <= 8; i++)
- {
- list.Add(i);
- }
- // 最后一个是空的
- list.Add(0);
- int num = 0;
- Vector2 zeroPos = new Vector2(2, 2);
- Vector2[] dirArr = { new Vector2(-1, 0), new Vector2(1, 0), new Vector2(0, -1), new Vector2(0, 1) };
- Vector2 lastPos = zeroPos;
- while (num < configStep)
- {
- int n = Random.Range(0, 4);
- Vector2 tempPos = zeroPos + dirArr[n];
- if (tempPos != lastPos && tempPos.x >= 0 && tempPos.y >= 0 && tempPos.x < _gridNum && tempPos.y < _gridNum)
- {
- list[(int)zeroPos.x * _gridNum + (int)zeroPos.y] = list[(int)tempPos.x * _gridNum + (int)tempPos.y];
- list[(int)tempPos.x * _gridNum + (int)tempPos.y] = 0;
- lastPos = zeroPos;
- zeroPos = tempPos;
- }
- ++num;
- }
- return list;
- }
- private void InitItems()
- {
- int itemIndex = 0;
- for (int i = 0; i < _gridNum; i++)
- {
- for (int j = 0; j < _gridNum; j++)
- {
- // 空格不用放item
- if (_gridArr[i, j].num == 0)
- {
- continue;
- }
- _items[itemIndex].position = _gridArr[i, j].pos;
- UI_item item = UI_item.Proxy(_items[itemIndex]);
- item.m_index.text = _gridArr[i, j].num.ToString();
- _items[itemIndex].data = _gridArr[i, j].num;
- UI_item.ProxyEnd();
- ++itemIndex;
- }
- }
- }
- /// <summary>
- /// 创建可移动的实体
- /// </summary>
- private void CreateItems()
- {
- for (int i = 1; i <= _gridNum * _gridNum - 1; i++)
- {
- GObject gObject = UIPackage.CreateObject("ActivityHuaRongDao", "item");
- gObject.name = "item" + i;
- gObject.onClick.Add(OnItemClick);
- _ui.m_items.target.AddChild(gObject);
- _items.Add(gObject);
- }
- }
- private void OnItemClick(EventContext eventContext)
- {
- GObject obj = eventContext.sender as GObject;
- int num = (int)obj.data;
- Grid newGrid = CheckCanMove(num);
- if (newGrid != null)
- {
- _ui.m_items.target.touchable = false;
- obj.TweenMove(newGrid.pos, 0.1f).OnComplete(()=>
- {
- _ui.m_items.target.touchable = true;
- CheckWin();
- });
- }
- }
- private Grid CheckCanMove(int num)
- {
- int indexX = 0;
- int indexY = 0;
- // 找到格子
- for (int i = 0; i < _gridNum; i++)
- {
- for (int j = 0; j < _gridNum; j++)
- {
- if (_gridArr[i, j].num == num)
- {
- indexX = i;
- indexY = j;
- break;
- }
- }
- }
- // 判断格子四个方向是否有空格
- if (CheckHaveNullGrid(indexX - 1, indexY) || CheckHaveNullGrid(indexX, indexY - 1)
- || CheckHaveNullGrid(indexX + 1, indexY) || CheckHaveNullGrid(indexX, indexY + 1))
- {
- return UpdateGridInfo(num);
- }
- return null;
- }
- private bool CheckHaveNullGrid(int indexX, int indexY)
- {
- if (indexX >= 0 && indexX < _gridNum)
- {
- if (indexY >= 0 && indexY < _gridNum)
- {
- return _gridArr[indexX, indexY].num == 0;
- }
- }
- return false;
- }
- private Grid UpdateGridInfo(int num)
- {
- Vector2 nullGridindex = new Vector2(-1, 0);
- Vector2 numGridindex = new Vector2(-1, 0);
- for (int i = 0; i < _gridNum; i++)
- {
- for (int j = 0; j < _gridNum; j++)
- {
- if (_gridArr[i, j].num == num)
- {
- numGridindex = new Vector2(i, j);
- }
- else if (_gridArr[i, j].num == 0)
- {
- nullGridindex = new Vector2(i, j);
- }
- if (numGridindex.x != -1 && nullGridindex.x != -1)
- {
- break;
- }
- }
- }
- _gridArr[(int)numGridindex.x, (int)numGridindex.y].num = 0;
- _gridArr[(int)nullGridindex.x, (int)nullGridindex.y].num = num;
- return _gridArr[(int)nullGridindex.x, (int)nullGridindex.y];
- }
- private void CheckWin()
- {
- int num = 0;
- for (int i = 0; i < _gridNum; i++)
- {
- for (int j = 0; j < _gridNum; j++)
- {
- if (i == 0 && j == 0)
- {
- num = _gridArr[i, j].num;
- if(num != 1)
- {
- return;
- }
- }
- else
- {
- // 不连续 没有胜利
- if (_gridArr[i, j].num != num + 1)
- {
- return;
- }
- // 继续检测
- else
- {
- ++num;
- // 胜利
- if (num == _gridNum * _gridNum - 1)
- {
- // 关卡推进
- int passLevel = cfg.resArr[0];
- ActivityHuaRongDaoEntryView.curLevel = Mathf.Max(passLevel, ActivityHuaRongDaoEntryView.curLevel);
- EventAgent.DispatchEvent(ConstMessage.ACTIVITY_HUARONGDAO_UPDATE);
- // 弹出成功界面
- ViewManager.Show<ActivityHuaRongDaoSuccessView>(cfg);
- }
- }
- }
- }
- }
- }
- private int countDownNum;
- private void Countdown(object param)
- {
- _ui.m_seconds.text = countDownNum.ToString();
- --countDownNum;
- if (countDownNum < 0)
- {
- _ui.m_tips.visible = false;
- Timers.inst.Remove(Countdown);
- _gameStart = true;
- return;
- }
- }
- private void ResetCountdown()
- {
- countDownNum = 3;
- _ui.m_tips.visible = true;
- Timers.inst.Remove(Countdown);
- }
- private void OnBtnBackClick()
- {
- if (_gameStart)
- {
- 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?")
- .SetLeftButton(true, "返回游戏")
- .SetRightButton(true, "仍要退出", (obj) =>
- {
- Hide();
- });
- }
- else
- {
- Hide();
- }
- }
- }
- }
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