コード例 #1
0
    private void SetPiece(EditorLevelPiece piece)
    {
        List <GridVO> grids = EditorVO.Instance.piecesGrids;
        int           minx  = piece.grids[0].x;
        int           maxy  = piece.grids[0].y;

        for (int i = 1; i < piece.grids.Count; i++)
        {
            if (piece.grids[i].x < minx)
            {
                minx = piece.grids[i].x;
            }
            if (piece.grids[i].y > maxy)
            {
                maxy = piece.grids[i].y;
            }
        }
        int offx = minx % 2 == 0 ? -minx : -minx + 1;
        int offy = -maxy;

        for (int y = 0; y > -10; y--)
        {
            for (int x = 0; x < 22; x++, x++)
            {
                bool find = true;
                for (int i = 0; i < piece.grids.Count; i++)
                {
                    GridVO grid = EditorVO.Instance.GetGridPiece((int)piece.grids[i].x + offx + x, (int)piece.grids[i].y + offy + y);
                    if (grid == null || grid.color.value != 0)
                    {
                        find = false;
                        break;
                    }
                    else
                    {
                        //获取周围的格子
                        List <Point2D> nextCoords = HaxgonCoord <Point2D> .GetCoordsNextTo(Point2D.Create((int)piece.grids[i].x + offx + x, (int)piece.grids[i].y + offy + y));

                        for (int n = 0; n < nextCoords.Count; n++)
                        {
                            GridVO nextGrid = EditorVO.Instance.GetGridPiece((int)nextCoords[n].x, (int)nextCoords[n].y);
                            if (nextGrid != null && nextGrid.color.value != 0 && nextGrid.color.value != grid.color.value)
                            {
                                find = false;
                                break;
                            }
                        }
                    }
                }
                if (find)
                {
                    for (int i = 0; i < piece.grids.Count; i++)
                    {
                        EditorVO.Instance.GetGridPiece((int)piece.grids[i].x + offx + x, (int)piece.grids[i].y + offy + y).color.value = piece.grids[i].color;
                    }
                    return;
                }
            }
        }
    }
コード例 #2
0
ファイル: GameCheck.cs プロジェクト: mengjieli/HexagonJigsaw
    private Point2D TrySetPiece(int x, int y, Piece piece, HaxgonCoord <Coord> sys)
    {
        bool find = true;

        for (int i = 0; i < piece.coords.length; i++)
        {
            Point2D p = HaxgonCoord <Coord> .CoordToPosition(Point2D.Create(piece.coords[i].x, piece.coords[i].y), 0.2f);

            p.x += piece.offx * 0.5f;
            p.y += piece.offy * 0.5f;
            Point2D p2 = HaxgonCoord <Coord> .CoordToPosition(Point2D.Create(x, y), 0.2f);

            p2.x += p.x;
            p2.y += p.y;
            p     = HaxgonCoord <Coord> .PositionToCoord(p2, 0.2f);

            Coord grid = sys.GetCoord(p);
            if (grid == null || grid.type != 0)
            {
                find = false;
                break;
            }
            else
            {
                //获取周围的格子
                List <Point2D> nextCoords = HaxgonCoord <Coord> .GetCoordsNextTo(p);

                for (int n = 0; n < nextCoords.Count; n++)
                {
                    Coord nextGrid = sys.GetCoord(Point2D.Create(nextCoords[n].x, nextCoords[n].y));
                    if (nextGrid != null && nextGrid.piece != grid.piece)
                    {
                        find = false;
                        break;
                    }
                }
            }
        }
        if (find)
        {
            for (int i = 0; i < piece.coords.length; i++)
            {
                Point2D p = HaxgonCoord <Coord> .CoordToPosition(Point2D.Create(piece.coords[i].x, piece.coords[i].y), 0.2f);

                p.x += piece.offx * 0.5f;
                p.y += piece.offy * 0.5f;
                Point2D p2 = HaxgonCoord <Coord> .CoordToPosition(Point2D.Create(x, y), 0.2f);

                p2.x += p.x;
                p2.y += p.y;
                p     = HaxgonCoord <Coord> .PositionToCoord(p2, 0.2f);

                sys.SetCoord(p, piece.coords[i]);
            }
            return(Point2D.Create(x, y));
        }
        return(null);
    }
コード例 #3
0
    private GridVO GetGridNextTo(int x, int y, int color, List <GridVO> grids)
    {
        List <Point2D> nextCoords = HaxgonCoord <Point2D> .GetCoordsNextTo(Point2D.Create(x, y));

        for (int i = 0; i < grids.Count; i++)
        {
            for (int n = 0; n < nextCoords.Count; n++)
            {
                if (grids[i].x.value == nextCoords[n].x && grids[i].y.value == nextCoords[n].y && grids[i].color.value == color)
                {
                    return(grids[i]);
                }
            }
        }
        return(null);
    }
コード例 #4
0
ファイル: GameCheck.cs プロジェクト: mengjieli/HexagonJigsaw
    private Point2D AutoSetPiece(Piece piece, HaxgonCoord <Coord> sys)
    {
        List <Point2D> list = new List <Point2D>();
        float          minX = 1000;
        float          maxX = -1000;
        float          minY = 1000;
        float          maxY = -1000;

        for (int py = 0; py > this.miny; py--)
        {
            for (int x = 0; x < this.maxx; x++)
            {
                int y = py - 3 + movesy[x];
                list.Add(Point2D.Create(x, y));
                Point2D position = HaxgonCoord <Coord> .CoordToPosition(list[list.Count - 1], 0.2f);

                if (position.x < minX)
                {
                    minX = position.x;
                }
                if (position.x > maxX)
                {
                    maxX = position.x;
                }
                if (position.y < minY)
                {
                    minY = position.y;
                }
                if (position.y > maxY)
                {
                    maxY = position.y;
                }
            }
        }
        Point2D center = HaxgonCoord <Coord> .PositionToCoord(Point2D.Create((minX + maxX) * 0.5f, (minY + maxY) * 0.5f), 0.2f);

        //从可选格子的正中心开始,以六边形的方式向外扩展找可以放的地方
        Dictionary <string, bool> findMap  = new Dictionary <string, bool>();
        Dictionary <string, bool> findMap2 = new Dictionary <string, bool>();

        findMap2.Add(center.x + "," + center.y, true);
        List <Point2D> currentList = new List <Point2D>();

        currentList.Add(center);
        while (list.Count > 0)
        {
            for (int i = 0; i < currentList.Count; i++)
            {
                //在 list 中查找该点
                bool findInList = false;
                for (int l = 0; l < list.Count; l++)
                {
                    if (list[l].x == currentList[i].x && list[l].y == currentList[i].y)
                    {
                        list.RemoveAt(l);
                        findInList = true;
                        break;
                    }
                }
                if (findInList)
                {
                    //如果找到则查看该点是否可以放
                    Point2D result = TrySetPiece((int)currentList[i].x, (int)currentList[i].y, piece, sys);
                    if (result != null)
                    {
                        return(result);
                    }
                }
            }
            List <Point2D> newList = new List <Point2D>();
            //展开所有的点
            for (int i = 0; i < currentList.Count; i++)
            {
                if (findMap.ContainsKey(currentList[i].x + "," + currentList[i].y))
                {
                    continue;
                }
                //展开
                List <Point2D> nextCoords = HaxgonCoord <Coord> .GetCoordsNextTo(currentList[i]);

                for (int n = 0; n < nextCoords.Count; n++)
                {
                    if (findMap2.ContainsKey(nextCoords[n].x + "," + nextCoords[n].y))
                    {
                        continue;
                    }
                    findMap2.Add(nextCoords[n].x + "," + nextCoords[n].y, true);
                    newList.Add(nextCoords[n]);
                }
            }
            currentList = newList;
        }
        return(null);
    }