Container_Manager.ts 11 KB

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  1. import { _decorator, BoxCollider, Component, instantiate, Node, NodePool, Prefab, Quat, random, RigidBody } from 'cc';
  2. import { TableUtil } from '../module_extra/table_ts/TableUtil';
  3. import { table_idiom } from '../module_extra/table_ts/table_idiom';
  4. import TableLoadUtil from '../core/util/TableLoadUtil';
  5. import { ModuleDef } from './ModuleDef';
  6. import ch_util from '../ch/ch_util';
  7. import { CreateIdiom } from './CreateIdiom';
  8. import { Cube_Infor, Cube_State } from './Cube_Infor';
  9. import { UI_Idioms } from '../module_game/ui/UI_Idioms/UI_Idioms';
  10. import { gui } from '../core/ui/ui';
  11. import { GameCtl } from './GameCtl';
  12. const { ccclass, property } = _decorator;
  13. @ccclass('Container_Manager')
  14. export class Container_Manager extends Component {
  15. static instance: Container_Manager = null;
  16. @property(Prefab)
  17. prefab: Prefab = null;
  18. config: any = null;//成语库
  19. idioms: any[] = [];//生成的成语
  20. index: number[] = [];//生成的成语角标,避免生成重复成语
  21. @property(CreateIdiom)
  22. create_node: CreateIdiom = null;
  23. @property([Node])
  24. nodes: Node[] = [];//位置节点 用于成语放入
  25. node_isIdiom: boolean[] = new Array(10).fill(false);
  26. idiom_combine: Map<Cube_Infor, number> = new Map();
  27. Cube_Pool: NodePool = new NodePool();
  28. nodeReferences: Node[] = []; // 额外维护的节点引用数组
  29. private instantiateCube() {
  30. for (let i = 0; i < 10; i++) {
  31. const newCube = instantiate(this.prefab);
  32. newCube.active = true; // 初始时设置为非激活状态
  33. // 按顺序为节点赋值文字内容
  34. let idiomIndex = Math.floor(i / 2);
  35. let isPiece1 = i % 2 === 0;
  36. newCube.getComponent(Cube_Infor).Text = isPiece1
  37. ? this.idioms[idiomIndex].piece_1_word
  38. : this.idioms[idiomIndex].piece_2_word;
  39. console.log("生成第" + i + "个节点:" + newCube.getComponent(Cube_Infor).Text);
  40. this.Cube_Pool.put(newCube);
  41. }
  42. }
  43. public getCube(): Node {
  44. const cube = this.Cube_Pool.get();
  45. if (cube)
  46. cube.active = true;
  47. return cube;
  48. }
  49. // 将方块回收到对象池
  50. public recycleCube(cube: Node): void {
  51. cube.active = false; // 将方块设置为非激活状态
  52. this.Cube_Pool.put(cube);
  53. }
  54. //合成规则导入
  55. start() {
  56. if (!Container_Manager.instance) {
  57. Container_Manager.instance = this;
  58. }
  59. this.config = table_idiom.getList();
  60. if (this.config.length === 95) {
  61. console.log("合成规则导入成功");
  62. }
  63. this.level_idioms();
  64. }
  65. update(deltaTime: number) {
  66. }
  67. checkIdiom_Combine(matchedcube2: Cube_Infor, outMatchedCubes: Cube_Infor[]): boolean {
  68. if (this.idiom_combine.size < 2) {
  69. return false; // 至少需要两个方块
  70. }
  71. for (let cube of this.idiom_combine.keys()) {
  72. // 遍历 idioms 列表,检查是否匹配成语
  73. const matchedIdiom = this.idioms.find(
  74. idiom =>
  75. idiom.piece_1_word === cube.Text && idiom.piece_2_word === matchedcube2.Text
  76. );
  77. if (matchedIdiom) {
  78. // 匹配成功
  79. outMatchedCubes.push(cube, matchedcube2);
  80. this.nodeReferences = this.nodeReferences.filter((el) => el !== matchedcube2.node && el !== cube.node);
  81. console.log("成功拼成成语: " + matchedIdiom.piece_1_word + matchedIdiom.piece_2_word);
  82. return true;
  83. }
  84. // 再检查逆序组合是否匹配
  85. const reverseMatchedIdiom = this.idioms.find(
  86. idiom =>
  87. idiom.piece_1_word === matchedcube2.Text && idiom.piece_2_word === cube.Text
  88. );
  89. if (reverseMatchedIdiom) {
  90. // 匹配成功
  91. outMatchedCubes.push(matchedcube2, cube);
  92. this.nodeReferences = this.nodeReferences.filter((el) => el !== matchedcube2.node && el !== cube.node);
  93. console.log(
  94. "成功拼成成语: " +
  95. reverseMatchedIdiom.piece_1_word +
  96. reverseMatchedIdiom.piece_2_word
  97. );
  98. return true;
  99. }
  100. }
  101. return false; // 没有匹配到成语
  102. }
  103. async level_idioms() {
  104. // 筛选满足条件的元素
  105. let validConfig = this.config.filter(item =>
  106. (item.idiom_type === "一" || item.idiom_type === "二") && // 可以加多个条件
  107. (item.piece_1_word === "一" || item.piece_2_word === "二") // 可以加多个筛选条件
  108. );
  109. if (validConfig.length < 5) {
  110. console.error("满足条件的成语数量不足 5 个");
  111. } else {
  112. // 从筛选结果中随机选择
  113. for (let i = 0; i < 5;) {
  114. let rand = ch_util.getRandomInt(0, validConfig.length - 1);
  115. // 使用 indexOf 检查是否已存在
  116. if (this.index.indexOf(rand) === -1) {
  117. this.index[i] = rand;
  118. this.idioms[i] = validConfig[rand];
  119. i++;
  120. }
  121. }
  122. }
  123. await gui.show(UI_Idioms);
  124. await this.instantiateCube();
  125. await this.create_node.nodeMoving();
  126. }
  127. //消除一组
  128. eliminate() {
  129. //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
  130. let cube;
  131. for (const [key, value] of this.idiom_combine) {
  132. if (value === 0) {
  133. cube = key;
  134. break;
  135. }
  136. }
  137. //槽中有方块
  138. if (cube) {
  139. const originalReferences = [...this.nodeReferences];
  140. for (const element of originalReferences) {
  141. if (this.idioms.find(c => c.idiom == element.getComponent(Cube_Infor).Text + cube.Text) && element.getComponent(Cube_Infor) !== cube) {
  142. console.log(element.getComponent(Cube_Infor).Text);
  143. element.getComponent(Cube_Infor).state = Cube_State.wait;
  144. element.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  145. element.getComponent(BoxCollider).enabled = false;
  146. let targetRotation = new Quat();
  147. Quat.fromEuler(targetRotation, -90, 0, 0);
  148. element.rotation = targetRotation;
  149. // 使用filter过滤掉当前元素
  150. GameCtl.instance.combine_ani(element.getComponent(Cube_Infor), cube);
  151. this.nodeReferences = this.nodeReferences.filter((el) => el !== element && el !== cube.node);
  152. break;
  153. }
  154. else if (this.idioms.find(c => c.idiom == cube.Text + element.getComponent(Cube_Infor).Text) && element.getComponent(Cube_Infor) !== cube) {
  155. console.log(element.getComponent(Cube_Infor).Text);
  156. element.getComponent(Cube_Infor).state = Cube_State.wait;
  157. element.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  158. element.getComponent(BoxCollider).enabled = false;
  159. let targetRotation = new Quat();
  160. Quat.fromEuler(targetRotation, -90, 0, 0);
  161. element.rotation = targetRotation;
  162. GameCtl.instance.combine_ani(cube, element.getComponent(Cube_Infor));
  163. this.nodeReferences = this.nodeReferences.filter((el) => el !== element && el !== cube.node);
  164. break;
  165. }
  166. }
  167. }
  168. //槽中没有方块
  169. else{
  170. let flag:boolean=false;
  171. const originalReferences1 = [...this.nodeReferences];
  172. const originalReferences2 = [...this.nodeReferences];
  173. for (const element1 of originalReferences1)
  174. {
  175. for (const element2 of originalReferences2) {
  176. if (this.idioms.find(c => c.idiom == element1.getComponent(Cube_Infor).Text + element2.getComponent(Cube_Infor).Text)) {
  177. element1.getComponent(Cube_Infor).state = Cube_State.wait;
  178. element1.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  179. let targetRotation = new Quat();
  180. Quat.fromEuler(targetRotation, -90, 0, 0);
  181. element1.rotation = targetRotation;
  182. element2.getComponent(Cube_Infor).state = Cube_State.wait;
  183. element2.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  184. element2.getComponent(BoxCollider).enabled = false;
  185. element2.rotation = targetRotation;
  186. // 使用filter过滤掉当前元素
  187. GameCtl.instance.combine_ani(element1.getComponent(Cube_Infor), element2.getComponent(Cube_Infor));
  188. this.nodeReferences = this.nodeReferences.filter((el) => el !== element1 && el !== element2);
  189. flag=true;
  190. break;
  191. }
  192. if (this.idioms.find(c => c.idiom == element2.getComponent(Cube_Infor).Text + element1.getComponent(Cube_Infor).Text)) {
  193. element1.getComponent(Cube_Infor).state = Cube_State.wait;
  194. element1.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  195. let targetRotation = new Quat();
  196. Quat.fromEuler(targetRotation, -90, 0, 0);
  197. element1.rotation = targetRotation;
  198. element2.getComponent(Cube_Infor).state = Cube_State.wait;
  199. element2.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  200. element2.getComponent(BoxCollider).enabled = false;
  201. element2.rotation = targetRotation;
  202. // 使用filter过滤掉当前元素
  203. GameCtl.instance.combine_ani(element2.getComponent(Cube_Infor), element1.getComponent(Cube_Infor));
  204. this.nodeReferences = this.nodeReferences.filter((el) => el !== element1 && el !== element2);
  205. flag=true;
  206. break;
  207. }
  208. }
  209. if(flag===true)
  210. {
  211. break;
  212. }
  213. }
  214. }
  215. }
  216. async shuffle() {
  217. // 回收所有非槽内的活跃节点
  218. this.nodeReferences.forEach(node => {
  219. const cubeInfo = node.getComponent(Cube_Infor);
  220. if (cubeInfo.state === Cube_State.live) {
  221. this.recycleCube(node); // 回收到池中
  222. }
  223. });
  224. // 等待节点移动完成后执行后续逻辑
  225. await this.create_node.nodeMoving();
  226. }
  227. //清空槽子
  228. Empty() {
  229. for (let idiom of this.idiom_combine.keys()) {
  230. idiom.rigidbody.type = RigidBody.Type.DYNAMIC;
  231. idiom.state = Cube_State.live;
  232. idiom.node.position = this.create_node.node.position;
  233. }
  234. this.idiom_combine.clear();
  235. this.node_isIdiom.fill(false);
  236. gui.get(UI_Idioms).all_light_Hide();
  237. }
  238. }