Пример #1
0
    public void RotatePuzzle()
    {
        //Debug.Log("origin pcenter:" + MatrixUtil.PrintIntArray(pcenter));

        int[] afterRotateLayout = new int[pwidth * pheight];
        for (int i = 0; i < playout.Length; ++i)
        {
            int x = i % pwidth;
            int y = i / pwidth;

            int arx = pheight - 1 - y;
            int ary = x;
            afterRotateLayout[ary * pheight + arx] = playout[i];
        }
        playout = afterRotateLayout;
        int[] tempPcenter = MatrixUtil.ArrayCopy(pcenter);
        pcenter = new int[2] {
            pheight - 1 - tempPcenter[1], tempPcenter[0]
        };
        int temp = pheight;

        pheight = pwidth;
        pwidth  = temp;

        //Debug.Log("new pcenter:" + MatrixUtil.PrintIntArray(pcenter));
    }
Пример #2
0
    private void SaveOperation()
    {
        Recorder rec = operationHistoryRecorder.Recoder;

        rec.LevelId = levelID;
        rec.layout  = MatrixUtil.ArrayCopy(generalPanelUI.generalPanelData.Playout);
        // rec.TimeCount = levelTimer.Time;
        if (!rec.isFilled())
        {
            XPlayerPrefs.DelRec(rec.LevelId);
            return;
        }
        //todo 保存广告格子的个数
        XPlayerPrefs.SetRec(rec);
    }
Пример #3
0
    // Coroutine deleteAreaCorou;
    // public Coroutine DeleteAreaCorou
    // {
    //     get { return deleteAreaCorou; }
    //     set { deleteAreaCorou = value; }
    // }
    public int InteractWithPuzzle(PuzzleItemUI puzzleItemUI, out int panelGridIndex, out int[] outputBlankLayout)
    {
        //关于返回值:0表示拼图在面板中的位置是满足填充条件的位置,可以填充;1表示拼图在面板中,但不满足填充条件;2表示拼图不在面板中,也不在删除区;3表示拼图在删除区
        PuzzleItemData puzzleItemData = puzzleItemUI.puzzleItemData;

        PointerEventData pointerData = new PointerEventData(EventSystem.current);

        // Debug.Log("grid index of puzzle:" + (puzzleItemData.Pcenter[0] + puzzleItemData.Pwidth * puzzleItemData.Pcenter[1]).ToString());//!Test

        //!show precheck grid不正确对应的bug发生原因:原本通过centerx和centery寻找下标,实际上并不需要寻找,因为顺序是固定的,下标不改变
        pointerData.position = Camera.main.WorldToScreenPoint(puzzleItemUI.transform.GetChild((int)(puzzleItemData.PcenterOrigin)).position);

        List <RaycastResult> results = new List <RaycastResult>();

        EventSystem.current.RaycastAll(pointerData, results);

        if (results.Count > 0)
        {
            //此时results[0]是当前拼图上的格子,results[...]才是底下的东西
            //如果射到的是格子,其父对象必为当前脚本挂载的对象,即GeneralPanel面板
            GameObject hitObj = results.Find((RaycastResult a) => a.gameObject.transform.parent == this.transform).gameObject;

            if (hitObj != null)
            {
                int   gridIndex = hitObj.transform.GetSiblingIndex();
                int[] blankLayout;
                bool  isFit = generalPanelData.IsFit(puzzleItemData, gridIndex, out blankLayout);

                panelGridIndex    = gridIndex;
                outputBlankLayout = MatrixUtil.ArrayCopy(blankLayout);

                onDeleteAreaFlag = false;
                //TODO:deleteArea缩小为1
                StartCoroutine(DeleteAreaLinearScaleDown());

                if (isFit)
                {
                    return(0);
                }
                else
                {
                    return(1);
                }
            }

            // 输出射线射到的所有对象:
            // string allhit = "hit:::\n";
            // foreach (RaycastResult r in results)
            // {
            //     allhit += r.gameObject.name + "\n";
            // }
            // Debug.Log(allhit);

            if (DetectDeleteArea(puzzleItemUI))
            {
                panelGridIndex    = -1;
                outputBlankLayout = null;
                return(3);
            }
        }

        panelGridIndex    = -1;
        outputBlankLayout = null;
        return(2);
    }
Пример #4
0
    //private bool adPuzzleUseFlag = false;//没有用于实际判断,暂时注释


    public void InitPuzzleBar()
    {
        //FINISH:读入数据,获得界面下方的PuzzlePanel中要放的拼图的种类的信息
        uint      curLevelID   = LevelMgr.GetInstance().CurLevelID;
        LevelData curLevelData = LevelMgr.GetInstance().GetLevelConfig(curLevelID);

        Dictionary <string, int[]> FillTypeMap = new Dictionary <string, int[]>();
        Dictionary <string, int>   WidthMap    = new Dictionary <string, int>();

        Google.Protobuf.Collections.RepeatedField <string> usablePuzzleStrList = new Google.Protobuf.Collections.RepeatedField <string>();
        int adPuzzleAvailFlagInt = 0;

        if (curLevelData == null || curLevelData.Config == null)
        {
            //!模拟读入
            FillTypeMap = new Dictionary <string, int[]>()
            {
                { "0", new int[] { 0, 0, 1, 1, 1, 1 } },
                { "1", new int[] { 1, 1 } },
                { "2", new int[] { 1, 1, 0, 0 } },
                { "3", new int[] { 1 } },
            };

            WidthMap = new Dictionary <string, int>()
            {
                { "0", 3 },
                { "1", 2 },
                { "2", 2 },
                { "3", 1 },
            };
            usablePuzzleStrList = new Google.Protobuf.Collections.RepeatedField <string>()
            {
                "0", "1", "3"
            };
            adPuzzleAvailFlagInt = 1;
        }
        else
        {
            ToolMapArray toolMapArray = LevelMgr.GetInstance().GetToolMapArray();
            FillTypeMap          = toolMapArray.FillTypeMap;
            WidthMap             = toolMapArray.WidthMap;
            usablePuzzleStrList  = curLevelData.Config.LevelPixel;
            adPuzzleAvailFlagInt = curLevelData.Config.AdPuzzle;
        }



        //Debug.Log("usablePuzzleStrList.Count" + usablePuzzleStrList.Count);
        //FINISH:读入数据后,根据数据生成相应的若干PuzzleItem
        int i = 0;

        foreach (string usablePuzzleStr in usablePuzzleStrList)
        {
            int[] usablePuzzleLayout = new int[] { };
            if (FillTypeMap.TryGetValue(usablePuzzleStr, out usablePuzzleLayout))
            {
                int[] puzzleLayout = MatrixUtil.ArrayCopy(usablePuzzleLayout);

                int puzzleWidth = WidthMap[usablePuzzleStr];

                int puzzleHeight = puzzleLayout.Length / puzzleWidth;

                int puzzleCenterX = 0;
                int puzzleCenterY = 0;

                float puzzleCenterXFloor = Mathf.Floor((float)puzzleWidth / 2.0f);
                float puzzleCenterYFloor = Mathf.Floor((float)puzzleHeight / 2.0f);
                if ((float)puzzleWidth / 2.0f - puzzleCenterXFloor > 0.9f)
                {
                    puzzleCenterX = (int)puzzleCenterXFloor + 1;
                }
                else
                {
                    puzzleCenterX = (int)puzzleCenterXFloor;
                }
                if ((float)puzzleHeight / 2.0f - puzzleCenterYFloor > 0.9f)
                {
                    puzzleCenterY = (int)puzzleCenterYFloor + 1;
                }
                else
                {
                    puzzleCenterY = (int)puzzleCenterYFloor;
                }
                // Debug.Log("puzzleCenterX" + puzzleCenterX);
                // Debug.Log("puzzleCenterY" + puzzleCenterY);


                int[] puzzleCenter = new int[2] {
                    puzzleCenterX, puzzleCenterY
                };

                GameObject   puzzleItem   = GameObject.Instantiate(puzzleItemPrefab, this.transform);
                PuzzleItemUI puzzleItemUI = puzzleItem.GetComponent <PuzzleItemUI>();
                // puzzleItemUIList.Add(puzzleItemUI);
                // puzzleItemUI.InitComp(playFieldCamera, generalPanelUI, puzzleMoveTrans, dragControlMgr, canvasScaler);
                puzzleItemUI.InitComp(generalPanelUI, puzzleMoveTrans, dragController);
                puzzleItemUI.puzzleItemData.InitButtomPuzzleItemData(i, puzzleWidth, puzzleHeight, puzzleLayout, puzzleCenter);
                puzzleItemUI.InitButtomPuzzleItemUI();
                puzzleItemUI.ScaleRatioOfPanelGrid = scaleRatioOfPanelGrid;
                i++;
            }
            else
            {
                Debug.Log("NOT usablePuzzstr:" + usablePuzzleStr);
            }
        }

        //TODO:判断是否可用广告方块
        if (adPuzzleAvailFlagInt == 0)
        {
            //不可用广告方块
            if (puzzleBarForFreeLayoutTrans.childCount > 0)
            {
                Transform adButtonTrans = puzzleBarForFreeLayoutTrans.GetChild(0);
                adButtonTrans.gameObject.SetActive(false);
            }
        }
        else//adPuzzleAvailFlagInt==1
        {
            //可用广告方块
            //TODO:添加广告方块
            GameObject adPuzzle = AddAdPuzzle();
            //TODO:添加看广告按钮
            Transform adButtonTrans;
            if (puzzleBarForFreeLayoutTrans.childCount > 0)
            {
                adButtonTrans = puzzleBarForFreeLayoutTrans.GetChild(0);
            }
            else
            {
                GameObject adButton = GameObject.Instantiate(adButtonPrefab, puzzleBarForFreeLayoutTrans);
                adButtonTrans = adButton.transform;
            }
            //添加判断是否已经付费去广告
            if (XPlayerPrefs.GetInt(AdMgr.Pay2RemoveAD_Tag) == 1)
            {
                adButtonTrans.gameObject.SetActive(false);
                if (adPuzzleNum == 1)
                {
                    Transform      adPuzzleTrans = this.transform.GetChild(this.transform.childCount - 1);
                    PuzzleItemUI   adPuzzleUI    = adPuzzleTrans.GetComponent <PuzzleItemUI>();
                    PuzzleItemData adPuzzleData  = adPuzzleUI.puzzleItemData;
                    adPuzzleData.Plockstate = false;
                }
            }
            else
            {
                //TODO:设置按钮的方法
                Button adButtonComp = adButtonTrans.GetComponent <Button>();
                adButtonComp.onClick.RemoveAllListeners();
                adButtonComp.onClick.AddListener(() =>
                {
                    UnlockAdPuzzle();
                });

                //TODO:设置按钮位置,在协程中等待到当前帧的fixedupdate时进行,原因是adPuzzle的位置受horizontalLayout的影响会在fixedupdate时才生效
                StartCoroutine(SetAdButtonPos(adButtonTrans, adPuzzle));
            }
        }
    }
Пример #5
0
    public void InitGeneralPanelData(bool isReGen = false)
    {
        //将数据读入,获得面板的长度和宽度(两个方向的格子数量),以及将面板基础格子的信息保存进一个一维int数组
        //FINISH:读入数据,获取面板的宽度和长度
        uint curLevelID = LevelMgr.GetInstance().CurLevelID;
        //Debug.Log("id = " + curLevelID);
        LevelData curLevelData = LevelMgr.GetInstance().GetLevelConfig(curLevelID);

        //插入逻辑判断是否有存档,有的话就直接读取,返回
        if (isReGen)
        {
            Recorder rec = XPlayerPrefs.GetRec(curLevelID);
            pwidth  = curLevelData.Map.MapWidth + 2;
            pheight = curLevelData.Map.MapHeight + 2;

            //保存数据进一个一维int数组
            playout = MatrixUtil.ArrayCopy(rec.layout);
        }
        else if (curLevelData == null || curLevelData.Map == null || curLevelID == 0)
        {
            Debug.Log("Sim");
            //!模拟读入长宽
            pwidth  = 15;
            pheight = 15;

            //!模拟读入一个一维数组
            playout = new int[] {
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
                1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1,
                1, 1, 1, 2, 1, 1, 2, 2, 2, 1, 1, 1, 1, 1, 1,
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
                1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
            };
        }
        else
        {
            pwidth  = curLevelData.Map.MapWidth + 2;
            pheight = curLevelData.Map.MapHeight + 2;

            //保存数据进一个一维int数组
            int[] tempLayout = curLevelData.Map.MapArray;
            playout = new int[pwidth * pheight];

            // FINISH:扩充int数组的边界
            // UPDATE
            for (int i = 0; i < playout.Length; ++i)
            {
                int x = i % (pwidth);
                int y = i / (pwidth);
                if (x != 0 && x != pwidth - 1 && y != 0 && y != pheight - 1)
                {
                    playout[y * (pwidth) + x] = tempLayout[(y - 1) * (pwidth - 2) + (x - 1)];
                }
                else
                {
                    playout[y * (pwidth) + x] = (int)GridType.Non;
                }
            }
            // pwidth = curLevelData.Map.MapWidth;
            // pheight = curLevelData.Map.MapHeight;
            // playout = MatrixUtil.ArrayCopy(curLevelData.Map.MapArray);
        }
    }