Пример #1
0
    // Use this for initialization
    void Start()
    {
        //读取配置和解析数据
        InitData();

        //初始化游戏背景
        InitGameBg();

        //加载资源
        InitResources();

        //初始化关卡数据,如通过目标,数量,步数
        InitPlayLevelMsg();

        //初始化方块
        InitGrid();

        //初始化关卡完成界面
        InitFinishPlayLevel();

        openEditorButton.transform.SetAsLastSibling();//设置编辑器开关的渲染顺序为最后

        //传递数据
        GridConn.InitGridUIAttribute();
        GridDrop.InitGridUIAttribute();
        GridReset.InitGridUIAttribute();
    }
Пример #2
0
    // Use this for initialization
    void Start()
    {
        //读取配置和解析数据
        initData();

        //初始化游戏背景
        initGameBg();

        //加载资源
        initResources();

        //初始化关卡数据,如通过目标,数量,步数
        initPlayLevelMsg();

        //初始化方块
        initGrid();

        //初始化关卡完成界面
        initFinishPlayLevel();

        //传递数据
        GridConn.initGridUIAttribute();
        GridDrop.initGridUIAttribute();
        GridReset.initGridUIAttribute();
    }
Пример #3
0
    /// <summary>
    /// 执行方块掉落动画
    /// </summary>
    public static void Drop()
    {
        //[0]定义每帧掉落距离和横移距离
        dropY = moveX = mInterval * 0.1f;
        //[1]遍历所有列,完成方块掉落
        for (int h = 18; h > 0; h--)
        {
            for (int i = 0; i < mGameData.vertical; i++)
            {
                if (mGridListManager[i].Count >= h)
                {
                    checkIndex = h - 1;

                    //[3]判断剩余List的最后一个对象是否需要移动,每帧执行移动并修改后续需要移动的距离
                    if (mGridListManager[i][checkIndex].dropHeight > 0 || mGridListManager[i][checkIndex].hasMoveWidth > 0 || mGridListManager[i][checkIndex].hasDropHeight > 0 || mGridListManager[i][checkIndex].dropAfterMoveHeight > 0)
                    {
                        //[3.1]先进行垂直掉落
                        if (mGridListManager[i][checkIndex].dropHeight > dropY)
                        {
                            //执行掉落
                            mGridListManager[i][checkIndex].gridObject.GetComponent <RectTransform>().position += new Vector3(0.0f, -dropY, 0.0f);
                            mGridListManager[i][checkIndex].dropHeight -= dropY;

                            //若为补充方块掉落,则掉落距离超过第一个格子一半,则开始显示
                            if (mGridListManager[i][checkIndex].isTop && mGridListManager[i][checkIndex].gridObject.GetComponent <RectTransform>().position.y <= gridBorderY)
                            {
                                mGridListManager[i][checkIndex].gridObject.SetActive(true);
                                mGridListManager[i][checkIndex].isTop = false;
                            }

                            //若为传送门入口方块掉落,则掉落距离超过传送门下方格子,则开始隐藏
                            if (mDoorDataList != null)
                            {
                                foreach (DoorBean doorBean in mDoorDataList)
                                {
                                    if (doorBean.inVertical == i)
                                    {
                                        gridHideInDoor = mGridBaseListManager[i][doorBean.inHorizontal].gridBase.GetComponent <RectTransform>().position.y;
                                        if (mGridListManager[i][checkIndex].isDropInDoor && mGridListManager[i][checkIndex].gridObject.GetComponent <RectTransform>().position.y <= gridHideInDoor)
                                        {
                                            mGridListManager[i][checkIndex].gridObject.SetActive(false);
                                            mGridListManager[i][checkIndex].isDropInDoor = false;
                                            break;
                                        }
                                    }
                                }

                                //若为传送门出口方块掉落,则掉落距离超过传送门上方格子,则开始显示
                                foreach (DoorBean doorBean in mDoorDataList)
                                {
                                    if (doorBean.outVertical == i)
                                    {
                                        gridShowOutDoor = (mGridBaseListManager[i][doorBean.outHorizontal].gridBase.GetComponent <RectTransform>().position + new Vector3(0.0f, mGridSize / 2, 0.0f)).y;
                                        if (mGridListManager[i][checkIndex].isDropOutDoor && mGridListManager[i][checkIndex].gridObject.GetComponent <RectTransform>().position.y <= gridShowOutDoor)
                                        {
                                            mGridListManager[i][checkIndex].gridObject.SetActive(true);
                                            mGridListManager[i][checkIndex].isDropOutDoor = false;
                                            break;
                                        }
                                    }
                                }
                            }

                            //若为金豆荚篮子位置,则金豆荚方块中心掉落穿过篮子,则开始隐藏,并删除对象
                            if (mGridOfBeanPodList != null && mBasketDataList != null)
                            {
                                endCheckBeanPod = false;
                                foreach (GridBean gridBean in mGridOfBeanPodList)
                                {
                                    foreach (BasketBean basketBean in mBasketDataList)
                                    {
                                        if (gridBean.vertical == basketBean.basketVertical)
                                        {
                                            if (gridBean.gridObject.GetComponent <RectTransform>().position.y < basketBean.basket.GetComponent <RectTransform>().position.y + mGridSize * 0.4f / 2)
                                            {
                                                Destroy(gridBean.gridObject);
                                                mGridListManager[i].Remove(gridBean);
                                                mGridOfBeanPodList.Remove(gridBean);

                                                mDeleteCounts++;
                                                //更新目标板数据
                                                GridConn.UpdateTargetCounts(mDeleteCounts);
                                            }
                                            endCheckBeanPod = true;
                                            break;
                                        }
                                    }
                                    if (endCheckBeanPod)
                                    {
                                        break;
                                    }
                                }
                            }
                            continue;
                        }
                        else
                        {
                            mGridListManager[i][checkIndex].gridObject.GetComponent <RectTransform>().position += new Vector3(0.0f, -mGridListManager[i][checkIndex].dropHeight, 0.0f);
                            mGridListManager[i][checkIndex].dropHeight = 0;
                            mGridListManager[i][checkIndex].dropCounts = 0;

                            //若为传送门入口列下移到最底部,则移除方块
                            isDelete = false;
                            if (mDoorDataList != null)
                            {
                                foreach (DoorBean doorBean in mDoorDataList)
                                {
                                    if (doorBean.inVertical == i)
                                    {
                                        if (mGridListManager[doorBean.inVertical][checkIndex].isDestroy)
                                        {
                                            Destroy(mGridListManager[doorBean.inVertical][checkIndex].gridObject);
                                            mGridListManager[doorBean.inVertical].RemoveAt(checkIndex);
                                            isDelete = true;
                                            break;
                                        }
                                    }
                                }
                            }
                            if (isDelete)
                            {
                                continue;
                            }
                        }

                        //[3.2]垂直掉落完后,进行横移
                        if (mGridListManager[i][checkIndex].moveCounts >= mGridListManager[i][checkIndex].dropHeightFromOtherCounts)
                        {
                            if (mGridListManager[i][checkIndex].moveCounts > 0)
                            {
                                if (mGridListManager[i][checkIndex].hasMoveWidth > moveX)
                                {
                                    //往左边移动
                                    if (mGridListManager[i][checkIndex].moveDirection == -1)
                                    {
                                        mGridListManager[i][checkIndex].gridObject.GetComponent <RectTransform>().position += new Vector3(-moveX, 0.0f, 0.0f);
                                    }
                                    //往右边移动
                                    if (mGridListManager[i][checkIndex].moveDirection == 1)
                                    {
                                        mGridListManager[i][checkIndex].gridObject.GetComponent <RectTransform>().position += new Vector3(moveX, 0.0f, 0.0f);
                                    }
                                    mGridListManager[i][checkIndex].hasMoveWidth -= moveX;

                                    continue;
                                }
                                else
                                {
                                    //往左边移动
                                    if (mGridListManager[i][checkIndex].moveDirection == -1)
                                    {
                                        mGridListManager[i][checkIndex].gridObject.GetComponent <RectTransform>().position += new Vector3(-mGridListManager[i][checkIndex].hasMoveWidth, 0.0f, 0.0f);
                                    }

                                    //往右边移动
                                    if (mGridListManager[i][checkIndex].moveDirection == 1)
                                    {
                                        mGridListManager[i][checkIndex].gridObject.GetComponent <RectTransform>().position += new Vector3(mGridListManager[i][checkIndex].hasMoveWidth, 0.0f, 0.0f);
                                    }

                                    if (mGridListManager[i][checkIndex].moveCounts > 0)
                                    {
                                        mGridListManager[i][checkIndex].moveCounts--;
                                        if (mGridListManager[i][checkIndex].moveCounts == 0)
                                        {
                                            mGridListManager[i][checkIndex].hasMoveWidth   = 0;
                                            mGridListManager[i][checkIndex].moveHorizontal = 9;
                                        }
                                        else
                                        {
                                            mGridListManager[i][checkIndex].hasMoveWidth = mInterval;
                                        }
                                    }
                                }
                            }
                        }

                        //[3.3]横移后的掉落
                        if (mGridListManager[i][checkIndex].dropHeightFromOtherCounts > 0)
                        {
                            if (mGridListManager[i][checkIndex].hasDropHeight > dropY)
                            {
                                //执行掉落
                                mGridListManager[i][checkIndex].gridObject.GetComponent <RectTransform>().position += new Vector3(0.0f, -dropY, 0.0f);
                                mGridListManager[i][checkIndex].hasDropHeight -= dropY;
                                continue;
                            }
                            else
                            {
                                mGridListManager[i][checkIndex].gridObject.GetComponent <RectTransform>().position += new Vector3(0.0f, -mGridListManager[i][checkIndex].hasDropHeight, 0.0f);

                                if (mGridListManager[i][checkIndex].dropHeightFromOtherCounts > 0)
                                {
                                    mGridListManager[i][checkIndex].dropHeightFromOtherCounts--;
                                    if (mGridListManager[i][checkIndex].dropHeightFromOtherCounts == 0)
                                    {
                                        mGridListManager[i][checkIndex].hasDropHeight = 0;
                                    }
                                    else
                                    {
                                        mGridListManager[i][checkIndex].hasDropHeight = mInterval;
                                    }
                                }
                            }
                        }

                        //[3.4]横移掉落完毕后,若下方有空位执行的掉落
                        if (mGridListManager[i][checkIndex].dropAfterMoveHeight > dropY)
                        {
                            //执行掉落
                            mGridListManager[i][checkIndex].gridObject.GetComponent <RectTransform>().position += new Vector3(0.0f, -dropY, 0.0f);
                            mGridListManager[i][checkIndex].dropAfterMoveHeight -= dropY;
                        }
                        else
                        {
                            mGridListManager[i][checkIndex].gridObject.GetComponent <RectTransform>().position += new Vector3(0.0f, -mGridListManager[i][checkIndex].dropAfterMoveHeight, 0.0f);
                            mGridListManager[i][checkIndex].dropAfterMoveHeight = 0;
                        }
                    }
                }
            }
        }

        //判断是否为僵局
        isCheckReset = true;
        for (int h = 18; h > 0; h--)
        {
            for (int i = 0; i < mGameData.vertical; i++)
            {
                if (mGridListManager[i].Count >= h)
                {
                    checkIndex = h - 1;

                    //如果还有任何需要移动的格子,则不检测僵局
                    if (mGridListManager[i][checkIndex].dropHeight > 0 || mGridListManager[i][checkIndex].hasMoveWidth > 0 || mGridListManager[i][checkIndex].hasDropHeight > 0 || mGridListManager[i][checkIndex].dropAfterMoveHeight > 0)
                    {
                        isCheckReset = false;
                        break;
                    }

                    if (isCheckReset && h == 1 && i == 8)
                    {
                        //判断当前方块是否为僵局,方法调用位置仍需思考
                        GridReset.CheckGameisConn();
                    }
                }
            }
            if (!isCheckReset)
            {
                break;
            }
        }
    }
Пример #4
0
    /// <summary>
    /// 记录方块掉落的信息
    /// </summary>
    public static void RecordGridDropMsg()
    {
        recordMsgCounts = 0;
        while (recordMsgCounts < 8)
        {
            //[1]遍历所有列,若数量不等于9,则相应列进行掉落
            for (int i = 0; i < mGameData.vertical; i++)
            {
                if (mGridListManager[i].Count < 9)
                {
                    //[2]遍历数组,从后往前检测是否需要移动补充空位 , 检测位置
                    minEmptyIndex = -1;
                    for (int x = mGridListManager[i].Count - 1, checkIndex = mGameData.horizontal - 1, mGridBaseSpriteIndex; x >= 0; x--, checkIndex--)
                    {
                        //若List的x处是否为挖空or雪块,则也不需掉落
                        mGridBaseSpriteIndex = mGridBaseListManager[i][mGridListManager[i][x].horizontal].spriteIndex;
                        if (mGridBaseSpriteIndex == -1 || (mGridBaseSpriteIndex >= 15 && mGridBaseSpriteIndex <= 21))
                        {
                            if (minEmptyIndex == -1)
                            {
                                minEmptyIndex = mGridListManager[i][x].horizontal;
                            }
                            else
                            {
                                if (mGridListManager[i][x].horizontal < minEmptyIndex)
                                {
                                    minEmptyIndex = mGridListManager[i][x].horizontal;
                                }
                            }

                            //若中途遇到格子为空,若有传送门出口,则也可进行补充
                            endRecord = false;
                            if (!mGridBaseListManager[i][checkIndex].isHasGrid && mDoorDataList != null)
                            {
                                foreach (DoorBean doorBean in mDoorDataList)
                                {
                                    if (doorBean.outVertical == i && doorBean.outHorizontal <= checkIndex)
                                    {
                                        DropFromDoor(doorBean, checkIndex - x);
                                        endRecord = true;
                                        break;
                                    }
                                }
                            }
                            if (endRecord)
                            {
                                break;
                            }

                            //若mGridListManager已检测完,则最后判断是从顶部备用行补充,还是传送门补充
                            if (x == 0)
                            {
                                //获取空格子上方所需补充的个数
                                if (minEmptyIndex > 0)
                                {
                                    addCounts = minEmptyIndex;
                                    for (int s = minEmptyIndex; s > 0; s--)
                                    {
                                        if (mGridBaseListManager[i][s - 1].isHasGrid)
                                        {
                                            addCounts--;
                                        }
                                    }
                                }
                                else
                                {
                                    addCounts = checkIndex;
                                }

                                //检测该列上方是否有传送门出口,若有,则不从备用行补充方块
                                hasDoor = false;
                                if (mDoorDataList != null)
                                {
                                    foreach (DoorBean doorBean in mDoorDataList)
                                    {
                                        //需补充方块上方有传送门
                                        if (doorBean.outVertical == i)
                                        {
                                            DropFromDoor(doorBean, addCounts);
                                            hasDoor = true;
                                            break;
                                        }
                                    }
                                }
                                if (!hasDoor)
                                {
                                    //若无传送门,则从默认备用行掉落补充
                                    if (addCounts > 0)
                                    {
                                        DropFromTopList(i, addCounts);
                                    }
                                }
                            }

                            continue;
                        }

                        //[3]判断剩余List的最后一个对象是否处于最大的位置,若不是,则记录需要掉落的相关信息
                        if (mGridListManager[i][x].horizontal == checkIndex)
                        {
                            if (x != 0)
                            {
                                continue;
                            }
                        }
                        else
                        {
                            ////判断可否掉落
                            dropGridCounts = 0;
                            for (int y = mGridListManager[i][x].horizontal + 1, lowerGridSpriteIndex; y <= checkIndex; y++)
                            {
                                //若下方为挖空格子,则直接不需掉落
                                lowerGridSpriteIndex = mGridBaseListManager[i][mGridListManager[i][x].horizontal + 1].spriteIndex;
                                if (lowerGridSpriteIndex == -1 || (lowerGridSpriteIndex >= 15 && lowerGridSpriteIndex <= 21))
                                {
                                    break;
                                }

                                //若下方没有方块,则掉落距离+1
                                if (!mGridBaseListManager[i][y].isHasGrid)
                                {
                                    dropGridCounts++;
                                }

                                //若跨了一个方块以上才碰到挖空,则直接跳出,返回dropGridCounts
                                if (y > mGridListManager[i][x].horizontal + 1 && (mGridBaseListManager[i][y].spriteIndex == -1 || (mGridBaseListManager[i][y].spriteIndex >= 15 && mGridBaseListManager[i][y].spriteIndex <= 21)))
                                {
                                    break;
                                }
                            }

                            if (dropGridCounts > 0)
                            {
                                //下移的距离
                                dropHeight = dropGridCounts * mInterval;

                                //TODO 判断是否为当列需要掉落的距离
                                if (mGridListManager[i][x].horizontal > mGridListManager[i][x].moveHorizontal)
                                {
                                    mGridListManager[i][x].dropAfterMoveHeight = dropHeight;
                                }
                                else
                                {
                                    //记录方块需要掉落的高度
                                    mGridListManager[i][x].dropHeight = dropHeight;
                                }
                                mGridListManager[i][x].dropCounts = dropGridCounts;

                                //修改GridBean下移后的listHorizontal信息
                                mGridBaseListManager[i][mGridListManager[i][x].horizontal].gridBean  = null;
                                mGridBaseListManager[i][mGridListManager[i][x].horizontal].isHasGrid = false;
                                mGridListManager[i][x].horizontal     += mGridListManager[i][x].dropCounts;
                                mGridListManager[i][x].gridObject.name = "grid" + i.ToString() + mGridListManager[i][x].horizontal.ToString();
                                mGridBaseListManager[i][mGridListManager[i][x].horizontal].isHasGrid   = true;
                                mGridBaseListManager[i][mGridListManager[i][x].horizontal].gridBean    = mGridListManager[i][x];
                                mGridBaseListManager[i][mGridListManager[i][x].horizontal].spriteIndex = mGridListManager[i][x].spriteIndex;
                            }
                        }

                        //[4]记录所需补充方块掉落的相关信息,和生成补充方块
                        if (x == 0)
                        {
                            //[4.1]获取空格子上方所需补充的个数
                            if (minEmptyIndex > 0)
                            {
                                addCounts = minEmptyIndex;
                                for (int s = minEmptyIndex; s > 0; s--)
                                {
                                    if (mGridBaseListManager[i][s - 1].isHasGrid)
                                    {
                                        addCounts--;
                                    }
                                }
                            }
                            else
                            {
                                addCounts = checkIndex;
                            }

                            //[4.2]检测该列上方是否有传送门出口,若有,则不从备用行补充方块
                            hasDoor = false;
                            if (mDoorDataList != null)
                            {
                                foreach (DoorBean doorBean in mDoorDataList)
                                {
                                    //[4.2.1]需补充方块上方有传送门
                                    if (doorBean.outVertical == i && doorBean.outHorizontal <= checkIndex)
                                    {
                                        DropFromDoor(doorBean, addCounts);
                                        hasDoor = true;
                                        break;
                                    }
                                }
                            }
                            if (!hasDoor)
                            {
                                //[4.2.2]若无传送门,则从默认备用行掉落补充
                                if (addCounts > 0)
                                {
                                    DropFromTopList(i, addCounts);
                                }
                            }
                        }
                    }
                }
            }

            if (recordMsgCounts < 8)
            {
                //[5]若当列有挖空阻挡掉落,则从两方进行掉落补充,若隔壁两列上方没有方块,则继续查找再左两列or右两列的方块
                for (int h = 8; h >= 1; h--)
                {
                    for (int v = 0; v < 9; v++)
                    {
                        if (!mGridBaseListManager[v][h].isHasGrid && mGridBaseListManager[v][h - 1].spriteIndex != -1 && !(mGridBaseListManager[v][h - 1].spriteIndex >= 15 && mGridBaseListManager[v][h - 1].spriteIndex <= 21))
                        {
                            DropFromOtherVertical(v, h);
                        }
                    }
                }
            }

            //[6]检测金豆荚位置,如果金豆荚位置处于篮子上方,则金豆荚位置上方所有方块均需要掉落一行
            if (mGridOfBeanPodList != null && mBasketDataList != null)
            {
                foreach (GridBean gridBean in mGridOfBeanPodList)
                {
                    foreach (BasketBean basketBean in mBasketDataList)
                    {
                        if (gridBean.vertical == basketBean.basketVertical && gridBean.horizontal == basketBean.basketHorizontal)
                        {
                            DropOneHeight(basketBean.basketVertical, basketBean.basketHorizontal);
                        }
                    }
                }

                //判断通过目标是否为金豆荚,如果是,则检测当前格子内容是否存在金豆荚,如果不存在,则产生一个。
                isCreateOneBeanPod = true;
                for (int v = 0; v < 9; v++)
                {
                    for (int h = 0; h < 9; h++)
                    {
                        if (mGridListManager[v][h].spriteIndex == 13)
                        {
                            isCreateOneBeanPod = false;
                            break;
                        }
                    }
                    if (isCreateOneBeanPod && v == 8)
                    {
                        GridConn.CreateBeanPod();
                    }
                }
            }
            recordMsgCounts++;
        }
    }