import { _decorator, BoxCollider, Component, director, find, instantiate, Node, NodePool, Prefab, Quat, random, RigidBody, sp, tween, Vec3 } from 'cc'; import ch_util from '../../ch/ch_util'; import { gui } from '../../core/ui/ui'; import { Layout_Main } from '../ui/UI_Main/Layout_Main'; import { UI_Main } from '../ui/UI_Main/UI_Main'; import { CreateIdiom } from './CreateIdiom'; import { Cube_Infor, Cube_State } from './Cube_Infor'; import { GameCtl } from './GameCtl'; import { ch } from '../../ch/ch'; import { table_idiom_order } from '../../module_extra/table_ts/table_idiom_order'; import { table_idiom_unorder_1_3 } from '../../module_extra/table_ts/table_idiom_unorder_1_3'; import { table_idiom_unorder_2_2 } from '../../module_extra/table_ts/table_idiom_unorder_2_2'; import { table_idiom_unorder_3_1 } from '../../module_extra/table_ts/table_idiom_unorder_3_1'; import { table_level } from '../../module_extra/table_ts/table_level'; import { table_level_2 } from '../../module_extra/table_ts/table_level_2'; import { GameState, Hall } from '../hall/Hall'; import { UI_Idioms } from '../ui/UI_Idioms/UI_Idioms'; const { ccclass, property } = _decorator; @ccclass('Container_Manager') export class Container_Manager extends Component { @property(Node) skeleton1: Node = null; @property(Node) skeleton2: Node = null; canTouch: boolean = false; @property([Node]) Lock_node: Node[] = []; @property([Prefab]) prefabs: Prefab[] = []; level_config: any = null;//关卡配置 level2_config: any = null;//第二关配置 config: any = null;//有规律的成语库 config_1_3: any = null;//无规律1+3 config_2_2: any = null;//无规律2+2 config_3_1: any = null;//无规律3+1 idioms: any[] = [];//生成的成语 idioms_Copy: any[] = [];//生成的成语备份 index: number = 0; @property(CreateIdiom) create_node: CreateIdiom = null; @property([Node]) nodes: Node[] = [];//位置节点 用于成语放入 node_isIdiom: boolean[] = new Array(9).fill(false); unlock_Num: number = 7; is_Show_UI_Lock = false; idiom_combine: Map = new Map(); Cube_Pool: NodePool = new NodePool(); nodeReferences: Node[] = []; // 额外维护的节点引用数组 count: number = 0; time: number = 0; private instantiateCube() { let num = 60; if (this.idioms.length < 30) { num = this.idioms.length * 2; } for (let i = 0; i < num; i++) { let idiomIndex = Math.floor(i / 2); let isPiece1 = i % 2 === 0; let Text_Length = isPiece1 ? this.idioms[idiomIndex].piece_1_word.length : this.idioms[idiomIndex].piece_2_word.length; const newCube = instantiate(this.prefabs[Text_Length - 1]); newCube.active = true; // 按顺序为节点赋值文字内容 newCube.getComponent(Cube_Infor).Text = isPiece1 ? this.idioms[idiomIndex].piece_1_word : this.idioms[idiomIndex].piece_2_word; // console.log("生成第" + i + "个节点:" + newCube.getComponent(Cube_Infor).Text); this.Cube_Pool.put(newCube); } this.index = num; if (Hall.getInstance().player.get_max_floor() != 0) this.shufflePool(); } public instantiateNewCube() { console.log("instantiateNewCube"); if (this.index < (this.count * 2)) { console.log("idiomIndex:" + Math.floor(this.index / 2)); let idiomIndex = Math.floor(this.index / 2); let isPiece1 = this.index % 2 === 0; let Text_Length = isPiece1 ? this.idioms_Copy[idiomIndex].piece_1_word.length : this.idioms_Copy[idiomIndex].piece_2_word.length; const newCube = instantiate(this.prefabs[Text_Length - 1]); newCube.active = true; // 按顺序为节点赋值文字内容 newCube.getComponent(Cube_Infor).Text = isPiece1 ? this.idioms_Copy[idiomIndex].piece_1_word : this.idioms_Copy[idiomIndex].piece_2_word; //随机选择已在nodereference中的一个方块position newCube.parent = director.getScene(); newCube.setPosition(this.nodeReferences[Math.floor(Math.random() * this.nodeReferences.length)].position.x, this.nodeReferences[Math.floor(Math.random() * this.nodeReferences.length)].position.y - 0.1, this.nodeReferences[Math.floor(Math.random() * this.nodeReferences.length)].position.z); this.nodeReferences.push(newCube); console.log("生成第" + this.index + "个节点:" + newCube.getComponent(Cube_Infor).Text); console.log("位置:" + newCube.position) this.index = this.index + 1; } } public getCube(): Node { // console.log(this.Cube_Pool.size()); const cube = this.Cube_Pool.get(); if (cube) cube.active = true; return cube; } // 将方块回收到对象池 public recycleCube(cube: Node): void { cube.active = false; // 将方块设置为非激活状态 this.Cube_Pool.put(cube); } //清空对象池 public clearCubePool() { this.Cube_Pool.clear(); } //合成规则导入 start() { this.config = table_idiom_order.getList(); this.config_1_3 = table_idiom_unorder_1_3.getList(); this.config_2_2 = table_idiom_unorder_2_2.getList(); this.config_3_1 = table_idiom_unorder_3_1.getList(); console.log(this.config.length); console.log(this.config_1_3.length); console.log(this.config_2_2.length); console.log(this.config_3_1.length); this.level_config = table_level.getList(); this.level2_config = table_level_2.getList(); // if (this.level_config.length === 5) { // console.log("关卡配置导入成功"); // } this.level_idioms(); } update(deltaTime: number) { } checkIdiom_Combine(matchedcube2: Cube_Infor, outMatchedCubes: Cube_Infor[]): boolean { if (this.idiom_combine.size < 2) { return false; // 至少需要两个方块 } for (let cube of this.idiom_combine.keys()) { // 遍历 idioms 列表,检查是否匹配成语 const matchedIdiom = this.idioms.find( idiom => idiom.piece_1_word === cube.Text && idiom.piece_2_word === matchedcube2.Text ); if (matchedIdiom) { // 匹配成功 outMatchedCubes.push(cube, matchedcube2); this.nodeReferences = this.nodeReferences.filter((el) => el !== matchedcube2.node && el !== cube.node); console.log("成功拼成成语: " + matchedIdiom.piece_1_word + matchedIdiom.piece_2_word); return true; } // 再检查逆序组合是否匹配 const reverseMatchedIdiom = this.idioms.find( idiom => idiom.piece_1_word === matchedcube2.Text && idiom.piece_2_word === cube.Text ); if (reverseMatchedIdiom) { // 匹配成功 outMatchedCubes.push(matchedcube2, cube); this.nodeReferences = this.nodeReferences.filter((el) => el !== matchedcube2.node && el !== cube.node); console.log( "成功拼成成语: " + reverseMatchedIdiom.piece_1_word + reverseMatchedIdiom.piece_2_word ); return true; } } return false; // 没有匹配到成语 } async level_idioms() { this.Lock_node.forEach(node => node.active = true); this.unlock_Num = 7; this.is_Show_UI_Lock = false; this.canTouch = false; this.index = 0; let level = Hall.getInstance().player.get_max_floor(); Hall.getInstance().gameState = GameState.gameing; if (level > 0) { Hall.getInstance().firstEnter = false; } this.clearLevelData(); this.idioms = []; this.node_isIdiom = new Array(9).fill(false); this.idiom_combine = new Map(); // 获取当前关卡的成语配置 if (level === 0) { this.setupLevel1(); } else if (level === 1) { this.setupLevel2(); } else { this.setupLevelDefault(level); } this.idioms_Copy = [...this.idioms]; this.count = this.level_config[level].total; this.time = this.level_config[level].time; await this.instantiateCube(); await gui.show(UI_Idioms); this.create_node.nodeMoving(); gui.show(UI_Main); } clearLevelData() { for (let node of this.nodeReferences) { node.destroy(); } this.nodeReferences = []; this.clearCubePool(); } setupLevel1() { const idiom_type_2 = this.level_config[0].idiom_type_2.split("_"); console.log("idiom_type_2:", idiom_type_2); idiom_type_2.forEach(rule => { const filteredIdioms = this.config.filter(item => item.piece_2_word === rule); console.log(`筛选2 ${rule} 后的成语:`, filteredIdioms); this.idioms.push(...filteredIdioms); }); console.log("最终选中的成语:", this.idioms); } setupLevel2() { for (let i = 0; i < 30; i++) { this.idioms.push(...this.filterIdioms(this.level2_config[i].idiom, this.config)); this.idioms.push(...this.filterIdioms(this.level2_config[i].idiom, this.config_3_1)); } for (let i = 30; i < 40; i++) { this.idioms.push(...this.filterIdioms(this.level2_config[i].idiom, this.config_2_2)); } console.log("最终选中的成语:", this.idioms); } setupLevelDefault(level) { const dif = this.level_config[level].different_grade_level.split("_"); const grade = dif[0]; const idiom_type_1 = this.parseIdiomType(this.level_config[level].idiom_type_1); const idiom_type_2 = this.parseIdiomType(this.level_config[level].idiom_type_2); const count = this.level_config[level].count / (idiom_type_1.length + idiom_type_2.length); console.log("count:", count); let selectedIdioms = {}; // 筛选成语并随机选择 this.selectIdiomsByRules(idiom_type_1, grade, count, selectedIdioms, 'piece_1_word'); this.selectIdiomsByRules(idiom_type_2, grade, count, selectedIdioms, 'piece_2_word'); // 合并结果 // 使用 Object.keys 来遍历 selectedIdioms for (let rule in selectedIdioms) { this.idioms.push(...selectedIdioms[rule]); } // 随机选择难度成语 this.selectIdiomsByDifficulty(level, 'easy_1_3', this.config_1_3); this.selectIdiomsByDifficulty(level, 'hard_1_3', this.config_1_3); this.selectIdiomsByDifficulty(level, 'easy_2_2', this.config_2_2); this.selectIdiomsByDifficulty(level, 'hard_2_2', this.config_2_2); this.selectIdiomsByDifficulty(level, 'easy_3_1', this.config_3_1); this.selectIdiomsByDifficulty(level, 'hard_3_1', this.config_3_1); console.log("最终选中的成语:", this.idioms); } parseIdiomType(idiomType) { return idiomType.split("_").filter(item => item !== ""); } selectIdiomsByRules(idiomType, grade, count, selectedIdioms, ruleKey) { idiomType.forEach(rule => { const filteredIdioms = this.config.filter(item => item[ruleKey] === rule && item.difficulty === grade); console.log(`筛选 ${rule} 后的成语:`, filteredIdioms); if (filteredIdioms.length < count) { console.error(`规律 ${rule} 的成语数量不足,仅有 ${filteredIdioms.length} 个`); } else { const selected = this.randomSelectIdioms(filteredIdioms, count); selectedIdioms[rule] = selected; } }); } randomSelectIdioms(filteredIdioms, count) { let selected = []; for (let i = 0; i < count; i++) { const rand = ch_util.getRandomInt(0, filteredIdioms.length - 1); selected.push(filteredIdioms.splice(rand, 1)[0]); } return selected; } selectIdiomsByDifficulty(level, configKey, config) { if (this.level_config[level][configKey] > 0) { const filteredIdioms = config.filter(item => item.difficulty === "easy"); for (let i = 0; i < this.level_config[level][configKey]; i++) { const rand = ch_util.getRandomInt(0, filteredIdioms.length - 1); const selectedIdiom = filteredIdioms.splice(rand, 1)[0]; this.idioms.push(selectedIdiom); } } } filterIdioms(idiom, config) { return config.filter(item => item.idiom === idiom); } // 精简后的消除一组函数 eliminate() { // 获取槽中的方块 let cube = [...this.idiom_combine].find(([key, value]) => value === 0)?.[0]; // 如果槽中有方块 if (cube) { const originalReferences = [...this.nodeReferences]; for (const element of originalReferences) { const elementCubeInfo = element.getComponent(Cube_Infor); const elementText = elementCubeInfo.Text; const cubeText = cube.Text; if ((this.idioms.some(c => c.idiom === elementText + cubeText))&& elementCubeInfo !== cube) { // 执行消除操作 this.processElimination(element, cube); break; } else if (this.idioms.some(c => c.idiom === cubeText + elementText) && elementCubeInfo !== cube) { this.processElimination(cube, element); break; } } } else { let flag = false; const originalReferences = [...this.nodeReferences]; for (const element1 of originalReferences) { for (const element2 of originalReferences) { const element1Text = element1.getComponent(Cube_Infor).Text; const element2Text = element2.getComponent(Cube_Infor).Text; if (this.idioms.some(c => c.idiom === element1Text + element2Text)) { // 执行消除操作 this.processElimination(element1, element2); flag = true; break; } else if (this.idioms.some(c => c.idiom === element2Text + element1Text)) { // 执行消除操作 this.processElimination(element2, element1); flag = true; break; } if (flag) { break; } } if (flag) { for (let i = 0; i < 2; i++) this.instantiateNewCube(); break; } } if (!flag) { console.log("没有可消除"); } } } // 消除操作 processElimination(element1, element2) { this.nodeReferences = this.nodeReferences.filter(el => el !== element1 && el !== element2); const element1CubeInfo = element1.getComponent(Cube_Infor); const element2CubeInfo = element2.getComponent(Cube_Infor); [element1, element2].forEach(element => { element.getComponent(Cube_Infor).state = Cube_State.wait; element.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC; element.getComponent(BoxCollider).enabled = false; let targetRotation = new Quat(); Quat.fromEuler(targetRotation, -90, 0, 0); element.rotation = targetRotation; }); // 执行动画 GameCtl.instance.combine_ani(element1CubeInfo, element2CubeInfo); } async shuffle() { // 回收所有非槽内的活跃节点 this.nodeReferences.forEach(node => { const cubeInfo = node.getComponent(Cube_Infor); if (cubeInfo.state === Cube_State.live) { let targetRotation = new Quat(); Quat.fromEuler(targetRotation, -90, 0, 0); node.rotation = targetRotation; this.recycleCube(node); // 回收到池中 } }); this.shufflePool(); // 等待节点移动完成后执行后续逻辑 this.create_node.nodeMoving(); } //清空槽子 Empty() { for (let idiom of this.idiom_combine.keys()) { idiom.state = Cube_State.live; let posX = ch.util.getRandom(-3, 3); let posZ = ch.util.getRandom(-3, 3); tween(idiom.node).to(0.2, { position: new Vec3(posX, this.create_node.node.position.y + 5, posZ) }).call(() => { idiom.rigidbody.type = RigidBody.Type.DYNAMIC; }).start(); //idiom.node.position = ; } this.idiom_combine.clear(); this.node_isIdiom.fill(false); gui.get(UI_Idioms).all_light_Hide(); } AddTime() { const layout = gui.get(UI_Main).getLayout(); layout.time += 120; } private shufflePool() { const poolSize = this.Cube_Pool.size(); const tempArray = []; // 从池中取出所有节点到临时数组 for (let i = 0; i < poolSize; i++) { tempArray.push(this.Cube_Pool.get()); } // 只打乱部分节点(以 30% 为例,可调整比例) const shuffleCount = Math.ceil(poolSize * 0.3); // 只打乱前 30% for (let i = 0; i < shuffleCount; i++) { const randomIndex = Math.floor(Math.random() * poolSize); [tempArray[i], tempArray[randomIndex]] = [tempArray[randomIndex], tempArray[i]]; } // 将打乱的节点放回池中 tempArray.forEach(cube => this.Cube_Pool.put(cube)); } }