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ArrowBeatTap-Gp/Assets/Scripts/ModuleUI/ArrowGame/ArrowGameUI.cs
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using System.Collections;
using System.Collections.Generic;
using System.IO;
using FairyGUI;
using FGUI.Arrow_game;
using UnityEngine;
namespace ChillConnect
{
public class ArrowGameUI : BaseUI
{
private ArrowGameUICtrl ctrl;
private com_arrow_game ui;
// FGUI界面根容器
private GComponent _viewContainer;
#region FGUI 模板引用
private ArrorPoint _dotTemplate;
private ArrowEnd _arrowTemplate;
private LineTile _lineUnitTemplate;
#endregion
// 关卡总配置数据
private LevelConfig _levelConfig;
// 全局固定参数
private const float _pointSpacing = 60f; // 点位间距 60px
private const float _moveSpeed = 120f; // 移动速度
private List<ArrowConfig> allArrowList = new List<ArrowConfig>();
// 网格基础参数
private readonly int gridColNum = 10;
private readonly float pointSpace = 60f;
private readonly float outOffset = 200f;
// 网格边界
private float gridLeft;
private float gridRight;
private readonly int gridRowNum = 10;
private float gridTop;
private float gridBottom;
// 网格占用标记:true=该点位被占用,false=空闲
private bool[,] _gridOccupied;
// 记录每个箭头占用的所有网格点位(行,列)
private Dictionary<ArrowConfig, List<(int row, int col)>> _arrowOccupiedCells = new Dictionary<ArrowConfig, List<(int row, int col)>>();
// 爱心数量
private int _heartCount = 3;
// 记录已经发生过碰撞的箭头对象(去重:同个箭头多次碰撞只扣一次血)
private HashSet<ArrowConfig> _collidedArrows = new HashSet<ArrowConfig>();
// 统计场上还存在的箭头总数(用于判断全部移除=通关)
private int _remainArrowCount = 0;
// 结算界面UI引用(根据你FGUI包名/组件名自行修改)
// private ResultPanel _resultPanel;
public ArrowGameUI(ArrowGameUICtrl ctrl) : base(ctrl)
{
uiName = UIConst.ArrowGameUI;
this.ctrl = ctrl;
}
protected override void SetUIInfo(UIInfo uiInfo)
{
uiInfo.packageName = "Arrow_game";
uiInfo.assetName = "com_arrow_game";
uiInfo.layerType = UILayerType.Popup;
uiInfo.isNeedOpenAnim = false;
uiInfo.isNeedCloseAnim = false;
uiInfo.isNeedUIMask = true;
}
#region 生命周期
protected override void OnInit()
{
}
protected override void OnClose()
{
// 销毁所有动态FGUI对象
ClearAllDynamicObj();
// 释放模板资源
if (_dotTemplate != null) _dotTemplate.Dispose();
if (_arrowTemplate != null) _arrowTemplate.Dispose();
if (_lineUnitTemplate != null) _lineUnitTemplate.Dispose();
_dotTemplate = null;
_arrowTemplate = null;
_lineUnitTemplate = null;
_levelConfig = null;
// 清空网格占用数据
_gridOccupied = null;
_arrowOccupiedCells.Clear();
}
protected override void OnBind()
{
ui = baseUI as com_arrow_game;
}
public override void OnUpdate()
{
if (_levelConfig == null) return;
foreach (var arrow in _levelConfig.arrows)
{
UpdateArrowMove(arrow);
}
}
protected override void OnOpenBefore(object args)
{
_viewContainer = ui.view_container;
// 初始化FGUI模板
_dotTemplate = (ArrorPoint)UIPackage.CreateObject("Arrow_game", "ArrorPoint");
_arrowTemplate = (ArrowEnd)UIPackage.CreateObject("Arrow_game", "ArrowEnd");
_lineUnitTemplate = (LineTile)UIPackage.CreateObject("Arrow_game", "LineTile");
LoadLevelConfig();
InitGridBounds();
// 初始化网格占用数组
InitGridOccupied();
// ========== 新增:对局状态重置 ==========
_heartCount = 3;
_collidedArrows.Clear();
if(_levelConfig != null)
_remainArrowCount = _levelConfig.arrows.Count;
InitView();
}
protected override void OnOpen(object args)
{
}
protected override void OnHide()
{
}
protected override void OnDisplay(object args)
{
}
#endregion
#region 页面初始化 & 关闭按钮
private void InitView()
{
// 关闭按钮
ui.btn_close.SetClick(() => { CtrlCloseUI(); });
if (_levelConfig == null) return;
// 1. 绘制网格圆点
DrawGridDots(_levelConfig);
allArrowList = _levelConfig.arrows;
// 2. 初始化所有箭头 + 路径线条 + 标记网格占用
foreach (var arrow in _levelConfig.arrows)
{
BuildArrowPath(arrow, _levelConfig);
CreateArrowAndLines(arrow, _levelConfig);
MarkArrowOccupiedCells(arrow, _levelConfig);
}
}
#endregion
private void InitGridBounds()
{
gridLeft = ui.point.x;
gridRight = ui.point.x + gridColNum * pointSpace;
gridTop = ui.point.y;
gridBottom = ui.point.y + gridRowNum * pointSpace;
}
/// <summary>初始化网格占用二维数组</summary>
private void InitGridOccupied()
{
int rows = _levelConfig.gridRows;
int cols = _levelConfig.gridCols;
_gridOccupied = new bool[rows, cols];
// 初始全部置为空闲
for (int r = 0; r < rows; r++)
for (int c = 0; c < cols; c++)
_gridOccupied[r, c] = false;
_arrowOccupiedCells.Clear();
}
/// <summary>标记单个箭头占用的所有网格点</summary>
private void MarkArrowOccupiedCells(ArrowConfig arrow, LevelConfig cfg)
{
List<(int row, int col)> cellList = new List<(int row, int col)>();
int totalCol = cfg.gridCols;
// 遍历箭头整条路径的所有网格点位
foreach (var pos in arrow.pathPointList)
{
int pointId = GetPointIdByPos(pos, cfg);
PointIdToRowCol(pointId, totalCol, out int r, out int c);
// 边界保护
if (r >= 0 && r < cfg.gridRows && c >= 0 && c < cfg.gridCols)
{
_gridOccupied[r, c] = true;
cellList.Add((r, c));
}
}
_arrowOccupiedCells[arrow] = cellList;
}
/// <summary>释放单个箭头占用的网格(箭头消失时调用)</summary>
private void ReleaseArrowOccupied(ArrowConfig arrow)
{
if (!_arrowOccupiedCells.TryGetValue(arrow, out var cellList))
return;
foreach (var (r, c) in cellList)
{
if (r >= 0 && r < _levelConfig.gridRows && c >= 0 && c < _levelConfig.gridCols)
{
_gridOccupied[r, c] = false;
}
}
// 移除字典记录,避免冗余
_arrowOccupiedCells.Remove(arrow);
}
#region 配置加载
private void LoadLevelConfig()
{
_levelConfig = JsonHelper.LoadLevel("level_1001.json");
// 给 path 为空的箭头,设置默认方向
foreach (var arrow in _levelConfig.arrows)
{
if (arrow.path == null || arrow.path.Count == 0)
{
arrow.defaultDir = "up";
}
else
{
arrow.defaultDir = null;
}
}
}
#endregion
#region 【核心】网格坐标工具
/// <summary>点位ID 转 行列索引</summary>
private void PointIdToRowCol(int pointId, int totalCol, out int row, out int col)
{
row = pointId / totalCol;
col = pointId % totalCol;
}
/// <summary>行列 → 实际像素坐标</summary>
private Vector2 RowColToPos(int row, int col)
{
float originX = ui.point.x;
float originY = ui.point.y;
float x = originX + col * _levelConfig.pointSpacing;
float y = originY + row * _levelConfig.pointSpacing;
return new Vector2(x, y);
}
/// <summary>点位ID → 最终像素坐标</summary>
private Vector2 PointIdToPos(int pointId, int totalCol)
{
PointIdToRowCol(pointId, totalCol, out int r, out int c);
return RowColToPos(r, c);
}
/// <summary>像素坐标反向计算点位ID</summary>
private int GetPointIdByPos(Vector2 pos, LevelConfig cfg)
{
float originX = ui.point.x;
float originY = ui.point.y;
int col = Mathf.RoundToInt((pos.x - originX) / cfg.pointSpacing);
int row = Mathf.RoundToInt((pos.y - originY) / cfg.pointSpacing);
return row * cfg.gridCols + col;
}
/// <summary> 根据FGUI旋转角度获取方向 </summary>
private string GetDirByRotation(float rot)
{
rot = Mathf.Round(rot);
if (rot == 0) return "right";
if (rot == 90) return "down";
if (rot == 180) return "left";
if (rot == 270) return "up";
return "right";
}
/// <summary>方向转旋转角度(箭头默认朝上)</summary>
private float DirToRotation(string dir)
{
return dir switch
{
"up" => 0f,
"right" => 90f,
"down" => 180f,
"left" => 270f,
_ => 0f
};
}
#endregion
#region 绘制网格圆点
private void DrawGridDots(LevelConfig cfg)
{
if (_dotTemplate == null || _viewContainer == null) return;
_dotTemplate.visible = false;
var rows = cfg.gridRows;
var cols = cfg.gridCols;
for (var r = 0; r < rows; r++)
{
for (var c = 0; c < cols; c++)
{
var dot = ArrorPoint.CreateInstance();
var pos = RowColToPos(r, c);
dot.SetPosition(pos.x, pos.y, 0);
_viewContainer.AddChild(dot);
}
}
}
#endregion
#region 构建箭头路径点位
private void BuildArrowPath(ArrowConfig arrow, LevelConfig cfg)
{
arrow.pathPointList = new List<Vector2>();
int totalCol = cfg.gridCols;
int curPointId = arrow.startPoint;
Vector2 curPos = PointIdToPos(curPointId, totalCol);
arrow.pathPointList.Add(curPos);
foreach (string dir in arrow.path)
{
PointIdToRowCol(curPointId, totalCol, out int r, out int c);
switch (dir)
{
case "up": r--; break;
case "down": r++; break;
case "left": c--; break;
case "right": c++; break;
}
curPointId = r * totalCol + c;
curPos = PointIdToPos(curPointId, totalCol);
arrow.pathPointList.Add(curPos);
}
}
#endregion
#region 创建箭头 + 线条方块
private void CreateArrowAndLines(ArrowConfig arrow, LevelConfig cfg)
{
arrow.lineUnits = new List<GComponent>();
arrow.originalLinePos = new List<Vector2>();
arrow.lineTrackIndex = new List<int>();
arrow.totalTrack = new List<Vector2>();
List<Vector2> pathPoints = arrow.pathPointList;
// 生成整条连续行走轨迹
if (pathPoints.Count >= 2)
{
for (int i = 0; i < pathPoints.Count - 1; i++)
{
Vector2 segStart = pathPoints[i];
string dir = arrow.path[i];
float offX = 0, offY = 0;
switch (dir)
{
case "right": offX = 10; break;
case "left": offX = -10; break;
case "down": offY = 10; break;
case "up": offY = -10; break;
}
Vector2 cur = segStart;
for (int k = 0; k < 6; k++)
{
arrow.totalTrack.Add(cur);
cur.x += offX;
cur.y += offY;
}
}
if (arrow.path.Count > 0)
arrow.finalMoveDir = arrow.path[arrow.path.Count - 1];
}
// 路径只有单个点(纯箭头)
if (pathPoints.Count < 2)
{
CreateArrowOnly(arrow, pathPoints[0]);
// ========= 修复1:单点箭头也初始化轨迹索引 =========
arrow.arrowTrackIndex = 0;
arrow.finalMoveDir = GetDirByRotation(arrow.arrowObj.rotation);
// ========= 修复2:强制记录原始坐标(关键!)=========
arrow.originalArrowPos = new Vector2(arrow.arrowObj.x, arrow.arrowObj.y);
return;
}
// 生成线条图块
List<Vector2> tilePositions = new List<Vector2>();
for (int i = 0; i < pathPoints.Count - 1; i++)
{
Vector2 segStart = pathPoints[i];
string dir = arrow.path[i];
float offX = 0, offY = 0;
switch (dir)
{
case "right": offX = 10; break;
case "left": offX = -10; break;
case "down": offY = 10; break;
case "up": offY = -10; break;
}
Vector2 cur = segStart;
for (int k = 0; k < 6; k++)
{
tilePositions.Add(cur);
cur.x += offX;
cur.y += offY;
}
}
if (tilePositions.Count > 0)
tilePositions.RemoveAt(tilePositions.Count - 1);
ColorUtility.TryParseHtmlString(arrow.color, out Color lineColor);
for (int i = 0; i < tilePositions.Count; i++)
{
Vector2 pos = tilePositions[i];
LineTile unit = LineTile.CreateInstance();
unit.SetPosition(pos.x, pos.y, 0);
unit.GetChild("line").asGraph.color = lineColor;
unit.visible = true;
unit.touchable = true;
unit.onClick.Add(() => OnPathClick(arrow));
_viewContainer.AddChild(unit);
arrow.lineUnits.Add(unit);
arrow.originalLinePos.Add(pos);
arrow.lineTrackIndex.Add(i);
}
// 创建箭头
CreateArrowOnly(arrow, pathPoints[pathPoints.Count - 1]);
arrow.originalArrowPos = new Vector2(arrow.arrowObj.x, arrow.arrowObj.y);
arrow.arrowTrackIndex = arrow.totalTrack.Count - 1;
}
// 线条/箭头 统一点击回调
private void OnPathClick(ArrowConfig clickArrow)
{
if (clickArrow.isMoving)
return;
clickArrow.isMoving = true;
bool hasBlock = CheckBlockByGrid(clickArrow);
if (hasBlock)
{
MoveThenReset(clickArrow);
}
else
{
MoveToDisappear(clickArrow);
}
}
// 基于网格行列的阻挡检测
private bool CheckBlockByGrid(ArrowConfig curArrow)
{
if (_gridOccupied == null || _levelConfig == null) return false;
// 当前箭头网格行列
Vector2 arrowPos = new Vector2(curArrow.arrowObj.x, curArrow.arrowObj.y);
int curPointId = GetPointIdByPos(arrowPos, _levelConfig);
PointIdToRowCol(curPointId, _levelConfig.gridCols, out int curRow, out int curCol);
// 超出网格直接判定无阻挡
if (curRow < 0 || curRow >= _levelConfig.gridRows || curCol < 0 || curCol >= _levelConfig.gridCols)
return false;
// 获取移动方向
string moveDir;
if (curArrow.path != null && curArrow.path.Count > 0)
{
moveDir = curArrow.path[curArrow.path.Count - 1];
}
else if (!string.IsNullOrEmpty(curArrow.defaultDir))
{
moveDir = curArrow.defaultDir;
}
else
{
moveDir = "up";
}
bool isCollide = false;
// 沿方向遍历前方网格
switch (moveDir)
{
case "up":
for (int r = curRow - 1; r >= 0; r--)
{
if (_gridOccupied[r, curCol])
{
isCollide = true;
break;
}
}
break;
case "down":
for (int r = curRow + 1; r < _levelConfig.gridRows; r++)
{
if (_gridOccupied[r, curCol])
{
isCollide = true;
break;
}
}
break;
case "left":
for (int c = curCol - 1; c >= 0; c--)
{
if (_gridOccupied[curRow, c])
{
isCollide = true;
break;
}
}
break;
case "right":
for (int c = curCol + 1; c < _levelConfig.gridCols; c++)
{
if (_gridOccupied[curRow, c])
{
isCollide = true;
break;
}
}
break;
}
// ========== 新增:碰撞判重 + 扣爱心 ==========
if (isCollide)
{
// 这条线第一次碰撞,才扣血
if (!_collidedArrows.Contains(curArrow))
{
_collidedArrows.Add(curArrow);
_heartCount--;
if (_heartCount > 0) ui.HeartsPanel.GetChild($"xin_{_heartCount+1}").visible = false;
// 爱心归零 → 失败结算
if (_heartCount <= 0)
{
ShowResult(false);
}
}
}
return isCollide;
}
// 创建箭头 + 绑定点击
private void CreateArrowOnly(ArrowConfig arrow, Vector2 arrowPos)
{
ArrowEnd arrowIns = ArrowEnd.CreateInstance();
arrowIns.SetPosition(arrowPos.x, arrowPos.y, 0);
arrowIns.touchable = true;
if (arrow.path != null && arrow.path.Count > 0)
{
string lastDir = arrow.path[arrow.path.Count - 1];
arrowIns.rotation = DirToRotation(lastDir);
}
else if (!string.IsNullOrEmpty(arrow.defaultDir))
{
// 纯单点箭头 使用默认方向旋转
arrowIns.rotation = DirToRotation(arrow.defaultDir);
}
ColorUtility.TryParseHtmlString(arrow.color, out Color arrowColor);
GImage icon = arrowIns.GetChild("icon").asImage;
if (icon != null) icon.color = arrowColor;
arrowIns.visible = true;
arrowIns.onClick.Add(() => OnPathClick(arrow));
_viewContainer.AddChild(arrowIns);
arrow.arrowObj = arrowIns;
arrow.isMoving = false;
}
// 移动后复位动画(回弹,不释放占用)
private void MoveThenReset(ArrowConfig arrow)
{
CrazyAsyKit.StartCoroutine(MoveAndResetCoroutine(arrow));
}
private IEnumerator MoveAndResetCoroutine(ArrowConfig arrow)
{
float frameDelay = 0.01f;
int stepCount = 2;
int moved = 0;
int trackMaxIndex = arrow.totalTrack.Count - 1;
string dir;
if (arrow.path != null && arrow.path.Count > 0)
{
dir = arrow.path[arrow.path.Count - 1];
}
else if (!string.IsNullOrEmpty(arrow.defaultDir))
{
dir = arrow.defaultDir;
}
else
{
dir = "up";
}
arrow.finalMoveDir = dir;
while (moved < stepCount)
{
for (int i = 0; i < arrow.lineUnits.Count; i++)
{
int curIdx = arrow.lineTrackIndex[i];
if (curIdx < trackMaxIndex)
{
curIdx++;
arrow.lineUnits[i].SetPosition(arrow.totalTrack[curIdx].x, arrow.totalTrack[curIdx].y, 0);
arrow.lineTrackIndex[i] = curIdx;
}
else
{
float dx = 0, dy = 0;
switch (arrow.finalMoveDir)
{
case "right": dx = 10; break;
case "left": dx = -10; break;
case "down": dy = 10; break;
case "up": dy = -10; break;
}
arrow.lineUnits[i].x += dx;
arrow.lineUnits[i].y += dy;
}
}
int arrowIdx = arrow.arrowTrackIndex;
if (arrowIdx < trackMaxIndex)
{
arrowIdx++;
arrow.arrowObj.SetPosition(arrow.totalTrack[arrowIdx].x, arrow.totalTrack[arrowIdx].y, 0);
arrow.arrowTrackIndex = arrowIdx;
}
else
{
float dx = 0, dy = 0;
switch (arrow.finalMoveDir)
{
case "right": dx = 10; break;
case "left": dx = -10; break;
case "down": dy = 10; break;
case "up": dy = -10; break;
}
arrow.arrowObj.x += dx;
arrow.arrowObj.y += dy;
}
moved++;
yield return new WaitForSeconds(frameDelay);
}
// 复位位置
for (int i = 0; i < arrow.lineUnits.Count; i++)
{
arrow.lineUnits[i].SetPosition(arrow.originalLinePos[i].x, arrow.originalLinePos[i].y, 0);
arrow.lineTrackIndex[i] = i;
}
// 单点/多点箭头统一读取原始坐标复位
arrow.arrowObj.SetPosition(arrow.originalArrowPos.x, arrow.originalArrowPos.y, 0);
arrow.arrowTrackIndex = arrow.totalTrack.Count - 1;
arrow.isMoving = false;
}
private void MoveToDisappear(ArrowConfig arrow)
{
CrazyAsyKit.StartCoroutine(MoveAndDisappearCoroutine(arrow));
}
private IEnumerator MoveAndDisappearCoroutine(ArrowConfig arrow)
{
float frameDelay = 0.01f;
int trackMaxIndex = arrow.totalTrack.Count - 1;
string dir;
if (arrow.path != null && arrow.path.Count > 0)
{
dir = arrow.path[arrow.path.Count - 1];
}
else if (!string.IsNullOrEmpty(arrow.defaultDir))
{
dir = arrow.defaultDir;
}
else
{
dir = "up";
}
arrow.finalMoveDir = dir;
while (true)
{
// 线条移动
for (int i = 0; i < arrow.lineUnits.Count; i++)
{
int curIdx = arrow.lineTrackIndex[i];
if (curIdx < trackMaxIndex)
{
curIdx++;
arrow.lineUnits[i].SetPosition(arrow.totalTrack[curIdx].x, arrow.totalTrack[curIdx].y, 0);
arrow.lineTrackIndex[i] = curIdx;
}
else
{
float dx = 0, dy = 0;
switch (arrow.finalMoveDir)
{
case "right": dx = 10; break;
case "left": dx = -10; break;
case "down": dy = 10; break;
case "up": dy = -10; break;
}
arrow.lineUnits[i].x += dx;
arrow.lineUnits[i].y += dy;
}
}
// 箭头移动
int arrowIdx = arrow.arrowTrackIndex;
if (arrowIdx < trackMaxIndex)
{
arrowIdx++;
arrow.arrowObj.SetPosition(arrow.totalTrack[arrowIdx].x, arrow.totalTrack[arrowIdx].y, 0);
arrow.arrowTrackIndex = arrowIdx;
}
else
{
float dx = 0, dy = 0;
switch (arrow.finalMoveDir)
{
case "right": dx = 10; break;
case "left": dx = -10; break;
case "down": dy = 10; break;
case "up": dy = -10; break;
}
arrow.arrowObj.x += dx;
arrow.arrowObj.y += dy;
}
// 边界判断
float curX = arrow.arrowObj.x;
float curY = arrow.arrowObj.y;
bool isOut = false;
switch (arrow.finalMoveDir)
{
case "right":
if (curX > gridRight + outOffset) isOut = true;
break;
case "left":
if (curX < gridLeft - outOffset) isOut = true;
break;
case "down":
if (curY > gridBottom + outOffset) isOut = true;
break;
case "up":
if (curY < gridTop - outOffset) isOut = true;
break;
}
if (isOut)
{
// 箭头移出屏幕,释放网格占用
ReleaseArrowOccupied(arrow);
// 隐藏视图
foreach (var line in arrow.lineUnits)
line.visible = false;
arrow.arrowObj.visible = false;
arrow.isMoving = false;
// ========== 新增:存活箭头-1,判断全部移除 ==========
_remainArrowCount--;
if (_remainArrowCount <= 0)
{
ShowResult(true);
}
yield break;
}
yield return new WaitForSeconds(frameDelay);
}
}
private void CreateLineUnitBetweenTwoPoint(Vector2 pStart, Vector2 pEnd, Color lineColor, List<GComponent> lineList)
{
if (_lineUnitTemplate == null) return;
float offsetX = 0f;
float offsetY = 0f;
if (Mathf.Abs(pEnd.x - pStart.x) > 1f)
offsetX = 10f;
else
offsetY = 10f;
Vector2 curPos = pStart;
for (int i = 0; i < 6; i++)
{
LineTile unit = LineTile.CreateInstance();
unit.SetPosition(curPos.x, curPos.y, 0);
unit.GetChild("line").asGraph.color = lineColor;
unit.visible = true;
_viewContainer.AddChild(unit);
lineList.Add(unit);
curPos.x += offsetX;
curPos.y += offsetY;
}
}
#endregion
#region 点击 & 移动逻辑
private void OnArrowClick(ArrowConfig arrow)
{
if (arrow.isMoving) return;
arrow.isMoving = true;
}
private void UpdateArrowMove(ArrowConfig arrow)
{
if (!arrow.isMoving) return;
List<Vector2> path = arrow.pathPointList;
if (arrow.targetIndex < 0)
{
arrow.isMoving = false;
arrow.arrowObj.visible = false;
foreach (var line in arrow.lineUnits) line.visible = false;
return;
}
Vector2 targetPos = path[arrow.targetIndex];
Vector2 curPos = new Vector2(arrow.arrowObj.x, arrow.arrowObj.y);
float distance = Vector2.Distance(curPos, targetPos);
if (distance < 2f)
{
arrow.targetIndex--;
}
else
{
Vector2 dir = (targetPos - curPos).normalized;
Vector2 newPos = curPos + dir * _moveSpeed * Time.deltaTime;
arrow.arrowObj.SetPosition(newPos.x, newPos.y, 0);
}
RefreshLineVisible(arrow);
}
private void RefreshLineVisible(ArrowConfig arrow)
{
int segIndex = 0;
int totalSeg = arrow.pathPointList.Count - 1;
for (int s = 0; s < totalSeg; s++)
{
bool isShow = s < arrow.targetIndex;
for (int i = 0; i < 6; i++)
{
arrow.lineUnits[segIndex + i].visible = isShow;
}
segIndex += 6;
}
}
#endregion
#region 资源清理
private void ClearAllDynamicObj()
{
if (_levelConfig == null || _viewContainer == null) return;
foreach (var arrow in _levelConfig.arrows)
{
if (arrow.arrowObj != null)
{
_viewContainer.RemoveChild(arrow.arrowObj);
arrow.arrowObj.Dispose();
arrow.arrowObj = null;
}
foreach (var line in arrow.lineUnits)
{
_viewContainer.RemoveChild(line);
line.Dispose();
}
arrow.lineUnits.Clear();
}
}
#endregion
/// <summary>
/// 弹出结算
/// isSuccess: true=成功,false=失败
/// </summary>
private void ShowResult(bool isSuccess)
{
// 暂停所有交互/移动(可选)
foreach (var arrow in _levelConfig.arrows)
{
arrow.isMoving = false;
}
uiCtrlDispatcher.Dispatch(UICtrlMsg.LevelSuccessUI_Open, isSuccess);
}
// 重新开始本局
private void OnRestartGame(object a = null)
{
if (a!=null && (bool)a)
{
_heartCount = 3;
for (int i = _heartCount; i > 0; i--)
{
ui.HeartsPanel.GetChild($"xin_{i}").visible = true;
}
return;
}
// 先清空当前所有动态物体
ClearAllDynamicObj();
// 重新走初始化流程
InitGridBounds();
InitGridOccupied();
_heartCount = 3;
_collidedArrows.Clear();
_remainArrowCount = _levelConfig.arrows.Count;
DataMgr.ArrowResultLevel.Value = 1;
InitView();
}
#region 消息监听
protected override void AddListener()
{
GameDispatcher.Instance.AddListener(GameMsg.reset_game, OnRestartGame);
}
protected override void RemoveListener()
{
GameDispatcher.Instance.RemoveListener(GameMsg.reset_game, OnRestartGame);
}
#endregion
}
#region 配置解析 & 数据结构
public static class JsonHelper
{
public static LevelConfig LoadLevel(string fileName)
{
string path = Path.Combine(Application.streamingAssetsPath, fileName);
return JsonUtility.FromJson<LevelConfig>(File.ReadAllText(path));
}
}
[System.Serializable]
public class LevelConfig
{
public int levelId;
public string levelName;
public int gridRows;
public int gridCols;
public int pointSpacing;
public List<ArrowConfig> arrows;
}
[System.Serializable]
public class ArrowConfig
{
public int id;
public int startPoint;
public int endPoint;
public string color;
public List<string> path;
public string defaultDir;
public List<Vector2> pathPointList;
public List<GComponent> lineUnits;
public GComponent arrowObj;
public bool isMoving;
public List<Vector2> originalLinePos;
public Vector2 originalArrowPos;
public int targetIndex;
public List<Vector2> totalTrack;
public List<int> lineTrackIndex;
public int arrowTrackIndex;
public string finalMoveDir;
}
#endregion
}