import { _decorator, BoxCollider, Component, find, instantiate, Node, NodePool, Prefab, Quat, random, RigidBody, tween, Vec3 } from 'cc'; import ch_util from '../../ch/ch_util'; import { gui } from '../../core/ui/ui'; import { table_idiom } from '../../module_extra/table_ts/table_idiom'; import { table_level } from '../../module_extra/table_ts/table_level'; import { Hall } from '../hall/Hall'; import { UI_Idioms } from '../ui/UI_Idioms/UI_Idioms'; 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 { Layout_Main } from '../ui/UI_Main/Layout_Main'; 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_2 } from '../../module_extra/table_ts/table_level_2'; import ArrayUtil from '../../core/util/ArrayUtil'; const { ccclass, property } = _decorator; @ccclass('Container_Manager') export class Container_Manager extends Component { 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 index: number[] = [];//生成的成语角标,避免生成重复成语 @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; private instantiateCube() { for (let i = 0; i < this.idioms.length * 2; 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; // 初始时设置为非激活状态 // 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.shufflePool(); } 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; let level = Hall.getInstance().player.get_max_floor(); for(let i = 0;i = {}; // [...idiom_type_2].forEach(rule => { // let filteredIdioms = this.config.filter(item => item.piece_2_word === rule); // if (filteredIdioms.length === 0) { // filteredIdioms = this.config_2_2.filter(item => item.piece_2_word === rule); // } // console.log(`筛选2 ${rule} 后的成语:`, filteredIdioms); // selectedIdioms[rule] = filteredIdioms; // }); // for (let rule in selectedIdioms) { // if (selectedIdioms.hasOwnProperty(rule)) { // this.idioms.push(...selectedIdioms[rule]); // } // } // console.log("最终选中的成语:", this.idioms); // } else if (level === 1) { // for (let i = 0; i < 30; i++) { // let filteredIdiom = this.config.filter(item => item.idiom == this.level2_config[i].idiom); // this.idioms.push(...filteredIdiom); // } // for (let i = 30; i < 40; i++) { // let filteredIdiom = this.config_2_2.filter(item => item.idiom == this.level2_config[i].idiom); // this.idioms.push(...filteredIdiom); // } // } { // 获取当前层级的筛选条件 if(level==0||level==1) { level=2; } let str1: string = this.level_config[level].idiom_type_1; let idiom_type_1 = str1.split("_"); // 分割成数组 console.log("idiom_type_1:", idiom_type_1); let str2: string = this.level_config[level].idiom_type_2; let idiom_type_2 = str2.split("_"); // 分割成数组 console.log("idiom_type_2:", idiom_type_2); let count = this.level_config[level].count / (idiom_type_1.length + idiom_type_2.length); // 初始化保存结果的数组 let selectedIdioms: Record = {}; // 遍历 idiom_type_1的每个规律 [...idiom_type_1].forEach(rule => { // 从 config 中筛选符合当前规律的成语 let filteredIdioms = this.config.filter(item => item.piece_1_word === rule); 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 { console.log(`规律 ${rule} 的成语数量:${filteredIdioms.length}`); let selected = []; // 随机选择不重复的成语 for (let i = 0; i < count;) { let rand = ch_util.getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内 let selectedIdiom = filteredIdioms[rand]; // 从数组中移除已选成语,避免再次选择 filteredIdioms.splice(rand, 1); // 添加到已选数组中 selected.push(selectedIdiom); console.log(`选中的成语:${selectedIdiom.idiom}`); i++; } selectedIdioms[rule] = selected; } }); // 遍历idiom_type_2 的每个规律 [...idiom_type_2].forEach(rule => { // 从 config 中筛选符合当前规律的成语 let filteredIdioms = this.config.filter(item => item.piece_2_word === rule); console.log(`筛选2 ${rule} 后的成语:`, filteredIdioms); if (filteredIdioms.length < count) { console.error(`规律2 ${rule} 的成语数量不足,仅有 ${filteredIdioms.length} 个`); } else { console.log(`规律2 ${rule} 的成语数量:${filteredIdioms.length}`); let selected = []; // 随机选择不重复的成语 for (let i = 0; i < count;) { let rand = ch_util.getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内 let selectedIdiom = filteredIdioms[rand]; // 从数组中移除已选成语,避免再次选择 filteredIdioms.splice(rand, 1); // 添加到已选数组中 selected.push(selectedIdiom); console.log(`选中的成语:${selectedIdiom.idiom}`); i++; } selectedIdioms[rule] = selected; } }); // 将所有选中的成语合并到 idioms 数组 for (let rule in selectedIdioms) { if (selectedIdioms.hasOwnProperty(rule)) { this.idioms.push(...selectedIdioms[rule]); // 使用扩展运算符合并成语 } } // if (this.level_config[level].easy_1_3 > 0) { let filteredIdioms = this.config_1_3.filter(item => item.difficulty === "easy"); for (let i = 0; i < this.level_config[level].easy_1_3; i++) { let rand = ch_util.getRandomInt(0, filteredIdioms.length - 1); let selectedIdiom = filteredIdioms[rand]; filteredIdioms.splice(rand, 1); this.idioms.push(selectedIdiom); } } if (this.level_config[level].hard_1_3 > 0) { let filteredIdioms = this.config_1_3.filter(item => item.difficulty === "hard"); for (let i = 0; i < this.level_config[level].hard_1_3; i++) { let rand = ch_util.getRandomInt(0, filteredIdioms.length - 1); let selectedIdiom = filteredIdioms[rand]; filteredIdioms.splice(rand, 1); this.idioms.push(selectedIdiom); } } if (this.level_config[level].easy_2_2 > 0) { let filteredIdioms = this.config_2_2.filter(item => item.difficulty === "easy"); for (let i = 0; i < this.level_config[level].easy_2_2; i++) { let rand = ch_util.getRandomInt(0, filteredIdioms.length - 1); let selectedIdiom = filteredIdioms[rand]; filteredIdioms.splice(rand, 1); this.idioms.push(selectedIdiom); } } if (this.level_config[level].hard_2_2 > 0) { let filteredIdioms = this.config_2_2.filter(item => item.difficulty === "hard"); for (let i = 0; i < this.level_config[level].hard_2_2; i++) { let rand = ch_util.getRandomInt(0, filteredIdioms.length - 1); let selectedIdiom = filteredIdioms[rand]; filteredIdioms.splice(rand, 1); this.idioms.push(selectedIdiom); } } if (this.level_config[level].easy_3_1 > 0) { let filteredIdioms = this.config_3_1.filter(item => item.difficulty === "easy"); for (let i = 0; i < this.level_config[level].easy_3_1; i++) { let rand = ch_util.getRandomInt(0, filteredIdioms.length - 1); let selectedIdiom = filteredIdioms[rand]; filteredIdioms.splice(rand, 1); this.idioms.push(selectedIdiom); } } if (this.level_config[level].hard_1_3 > 0) { let filteredIdioms = this.config_1_3.filter(item => item.difficulty === "hard"); for (let i = 0; i < this.level_config[level].hard_1_3; i++) { let rand = ch_util.getRandomInt(0, filteredIdioms.length - 1); let selectedIdiom = filteredIdioms[rand]; filteredIdioms.splice(rand, 1); this.idioms.push(selectedIdiom); } } console.log("最终选中的成语:", this.idioms); // 打印最终的成语数组 } this.count = this.level_config[level].total; await this.instantiateCube(); await gui.show(UI_Idioms); await this.create_node.nodeMoving(); gui.show(UI_Main); } //消除一组 eliminate() { //先判断槽内是否有方块,如果有,匹配槽内最前面一个与散落方块中的 let cube; for (const [key, value] of this.idiom_combine) { if (value === 0) { cube = key; break; } } //槽中有方块 if (cube) { const originalReferences = [...this.nodeReferences]; for (const element of originalReferences) { if (this.idioms.find(c => c.idiom == element.getComponent(Cube_Infor).Text + cube.Text) && element.getComponent(Cube_Infor) !== cube) { console.log(element.getComponent(Cube_Infor).Text); 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; // 使用filter过滤掉当前元素 GameCtl.instance.combine_ani(element.getComponent(Cube_Infor), cube); this.nodeReferences = this.nodeReferences.filter((el) => el !== element && el !== cube.node); break; } else if (this.idioms.find(c => c.idiom == cube.Text + element.getComponent(Cube_Infor).Text) && element.getComponent(Cube_Infor) !== cube) { console.log(element.getComponent(Cube_Infor).Text); 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; GameCtl.instance.combine_ani(cube, element.getComponent(Cube_Infor)); this.nodeReferences = this.nodeReferences.filter((el) => el !== element && el !== cube.node); break; } } } //槽中没有方块 else { let flag: boolean = false; const originalReferences1 = [...this.nodeReferences]; const originalReferences2 = [...this.nodeReferences]; for (const element1 of originalReferences1) { for (const element2 of originalReferences2) { if (this.idioms.find(c => c.idiom == element1.getComponent(Cube_Infor).Text + element2.getComponent(Cube_Infor).Text)) { element1.getComponent(Cube_Infor).state = Cube_State.wait; element1.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC; let targetRotation = new Quat(); Quat.fromEuler(targetRotation, -90, 0, 0); element1.rotation = targetRotation; element2.getComponent(Cube_Infor).state = Cube_State.wait; element2.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC; element2.getComponent(BoxCollider).enabled = false; element2.rotation = targetRotation; // 使用filter过滤掉当前元素 GameCtl.instance.combine_ani(element1.getComponent(Cube_Infor), element2.getComponent(Cube_Infor)); this.nodeReferences = this.nodeReferences.filter((el) => el !== element1 && el !== element2); flag = true; break; } if (this.idioms.find(c => c.idiom == element2.getComponent(Cube_Infor).Text + element1.getComponent(Cube_Infor).Text)) { element1.getComponent(Cube_Infor).state = Cube_State.wait; element1.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC; let targetRotation = new Quat(); Quat.fromEuler(targetRotation, -90, 0, 0); element1.rotation = targetRotation; element2.getComponent(Cube_Infor).state = Cube_State.wait; element2.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC; element2.getComponent(BoxCollider).enabled = false; element2.rotation = targetRotation; // 使用filter过滤掉当前元素 GameCtl.instance.combine_ani(element2.getComponent(Cube_Infor), element1.getComponent(Cube_Infor)); this.nodeReferences = this.nodeReferences.filter((el) => el !== element1 && el !== element2); flag = true; break; } } if (flag === true) { break; } } } } 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 await 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(0.5, { 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 50% 为例,可调整比例) const shuffleCount = Math.ceil(poolSize * 0.5); // 只打乱前 50% 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)); } }