Exemple #1
0
    public GridControl CheckLineGrid(int num, GridControl gridItem, int direction)
    {
        // 检测同一行的 作为跳板后是否还有空格子
        GridControl tmpGrid = gridItem.neighbors[direction];

        while (num > 0)
        {
            num--;
            if (tmpGrid == null)
            {
                break;
            }
            tmpGrid = tmpGrid.neighbors[direction];
        }
        if (tmpGrid == null)
        {
            return(tmpGrid);
        }
        // 若检测到的格子有棋子 则作废
        if (tmpGrid.CheckChess())
        {
            tmpGrid = null;
        }
        return(tmpGrid);
    }
    public bool MovingChess(GridControl grid)
    {
        // 移动棋子
        activeGrid.CancelTouch(saveGrid);

        ChessControl chessItem = activeGrid.ContentChess;

        chessItem.transform.position = grid.transform.position;

        activeGrid.ContentChess = null;
        grid.ContentChess       = chessItem;

        // 寻找途中有无棋子 有且不同队可以扣血
        Direction   direction = saveGrid[grid];
        GridControl gridTmp   = activeGrid.neighbors[(int)direction];
        bool        jumped    = false;

        while (gridTmp != grid)
        {
            jumped = true;
            if (gridTmp.CheckChess())
            {
                if (!gridTmp.ContentChess.CompareTeam(chessItem.GetTeam()))
                {
                    gridTmp.ContentChess.ReduceHP();
                }
            }
            gridTmp = gridTmp.neighbors[(int)direction];
        }

        if (jumped)
        {
            saveGrid = grid.RepeatedJump(activeGrid);
        }

        activeGrid = grid;

        return(jumped);
    }
Exemple #3
0
    Dictionary <GridControl, Direction> ShowNeigbhorColor(SearchWay way, GridControl jumpedGrid = null)
    {
        // 存储找到的方格
        Dictionary <GridControl, Direction> saveGrid = new Dictionary <GridControl, Direction>();

        // 先搜索是否空格 是 存储 并开始计数
        for (int i = 0; i < 6; i++)
        {
            GridControl neighborGird = neighbors[i];
            if (neighborGird)
            {
                // 检测这个方向上格子是否存在棋子
                if (!neighborGird.CheckChess())
                {
                    // 若为空格 存储 并且搜索方式为全搜索
                    if (way == SearchWay.SearchAll)
                    {
                        saveGrid.Add(neighborGird, (Direction)i);
                        //neighborGird.ChangeColor(mark);
                    }


                    // 开始寻找这个方向上是否有跳板
                    Direction direction    = (Direction)i;
                    int       gridSpaceNum = 1; // 记录到有棋子的格子数

                    // 检测出存在棋子的格子
                    var tmpNeighbor = neighborGird.neighbors[i];
                    while (tmpNeighbor)
                    {
                        if (!tmpNeighbor.CheckChess())
                        {
                            gridSpaceNum++;
                        }
                        else
                        {
                            break;
                        }
                        tmpNeighbor = tmpNeighbor.neighbors[i];
                    }

                    // 若存在
                    if (tmpNeighbor)
                    {
                        var chooseGrid = CheckLineGrid(gridSpaceNum, tmpNeighbor, i);
                        if (chooseGrid)
                        {
                            if (way == SearchWay.SearchJump & jumpedGrid != null)
                            {
                                if (jumpedGrid != chooseGrid)
                                {
                                    saveGrid.Add(chooseGrid, (Direction)i);
                                }
                            }
                            else
                            {
                                saveGrid.Add(chooseGrid, (Direction)i);
                            }
                        }
                    }
                }
                else
                {
                    // 若格子上有棋子
                    var outGrid = neighborGird.neighbors[i];
                    if (outGrid)
                    {
                        if (!outGrid.CheckChess())
                        {
                            if (way == SearchWay.SearchJump & jumpedGrid != null)
                            {
                                if (jumpedGrid != outGrid)
                                {
                                    saveGrid.Add(outGrid, (Direction)i);
                                }
                            }
                            else
                            {
                                saveGrid.Add(outGrid, (Direction)i);
                            }
                        }
                    }
                }
            }
        }

        return(saveGrid);
    }