Container_Manager.ts 15 KB

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  1. import { _decorator, BoxCollider, Component, find, instantiate, Node, NodePool, Prefab, Quat, random, RigidBody } from 'cc';
  2. import ch_util from '../ch/ch_util';
  3. import { CreateIdiom } from './CreateIdiom';
  4. import { Cube_Infor, Cube_State } from './Cube_Infor';
  5. import { UI_Idioms } from '../module_game/ui/UI_Idioms/UI_Idioms';
  6. import { gui } from '../core/ui/ui';
  7. import { GameCtl } from './GameCtl';
  8. import { UI_Main } from '../module_game/ui/UI_Main/UI_Main';
  9. import { table_level } from '../module_extra/table_ts/table_level';
  10. import { Hall } from './Hall';
  11. import { table_idiom } from '../module_extra/table_ts/table_idiom';
  12. const { ccclass, property } = _decorator;
  13. @ccclass('Container_Manager')
  14. export class Container_Manager extends Component {
  15. @property(Prefab)
  16. prefab: Prefab = null;
  17. level_config: any = null;//关卡配置
  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 < this.idioms.length * 2; 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. console.log(this.Cube_Pool.size());
  45. const cube = this.Cube_Pool.get();
  46. if (cube)
  47. cube.active = true;
  48. return cube;
  49. }
  50. // 将方块回收到对象池
  51. public recycleCube(cube: Node): void {
  52. cube.active = false; // 将方块设置为非激活状态
  53. this.Cube_Pool.put(cube);
  54. }
  55. //合成规则导入
  56. start() {
  57. this.config = table_idiom.getList();
  58. if (this.config.length === 2052) {
  59. console.log("合成规则导入成功");
  60. }
  61. this.level_config = table_level.getList();
  62. if (this.level_config.length === 5) {
  63. console.log("关卡配置导入成功");
  64. }
  65. this.level_idioms();
  66. }
  67. update(deltaTime: number) {
  68. }
  69. checkIdiom_Combine(matchedcube2: Cube_Infor, outMatchedCubes: Cube_Infor[]): boolean {
  70. if (this.idiom_combine.size < 2) {
  71. return false; // 至少需要两个方块
  72. }
  73. for (let cube of this.idiom_combine.keys()) {
  74. // 遍历 idioms 列表,检查是否匹配成语
  75. const matchedIdiom = this.idioms.find(
  76. idiom =>
  77. idiom.piece_1_word === cube.Text && idiom.piece_2_word === matchedcube2.Text
  78. );
  79. if (matchedIdiom) {
  80. // 匹配成功
  81. outMatchedCubes.push(cube, matchedcube2);
  82. this.nodeReferences = this.nodeReferences.filter((el) => el !== matchedcube2.node && el !== cube.node);
  83. console.log("成功拼成成语: " + matchedIdiom.piece_1_word + matchedIdiom.piece_2_word);
  84. return true;
  85. }
  86. // 再检查逆序组合是否匹配
  87. const reverseMatchedIdiom = this.idioms.find(
  88. idiom =>
  89. idiom.piece_1_word === matchedcube2.Text && idiom.piece_2_word === cube.Text
  90. );
  91. if (reverseMatchedIdiom) {
  92. // 匹配成功
  93. outMatchedCubes.push(matchedcube2, cube);
  94. this.nodeReferences = this.nodeReferences.filter((el) => el !== matchedcube2.node && el !== cube.node);
  95. console.log(
  96. "成功拼成成语: " +
  97. reverseMatchedIdiom.piece_1_word +
  98. reverseMatchedIdiom.piece_2_word
  99. );
  100. return true;
  101. }
  102. }
  103. return false; // 没有匹配到成语
  104. }
  105. async level_idioms() {
  106. let level = Hall.getInstance().player.get_max_floor();
  107. let validConfig = [];
  108. if (level === 0) {
  109. let str2: string = this.level_config[level].idiom_type_2;
  110. let idiom_type_2 = str2.split("_");
  111. console.log("idiom_type_2:", idiom_type_2);
  112. let selectedIdioms: Record<string, any[]> = {};
  113. [...idiom_type_2].forEach(rule => {
  114. let filteredIdioms = this.config.filter(item => item.piece_2_word === rule);
  115. console.log(`筛选2 ${rule} 后的成语:`, filteredIdioms);
  116. selectedIdioms[rule] = filteredIdioms;
  117. });
  118. for (let rule in selectedIdioms) {
  119. if (selectedIdioms.hasOwnProperty(rule)) {
  120. this.idioms.push(...selectedIdioms[rule]);
  121. }
  122. }
  123. console.log("最终选中的成语:", this.idioms);
  124. }
  125. else {
  126. // 获取当前层级的筛选条件
  127. let str1: string = this.level_config[level].idiom_type_1;
  128. let idiom_type_1 = str1.split("_"); // 分割成数组
  129. console.log("idiom_type_1:", idiom_type_1);
  130. let str2: string = this.level_config[level].idiom_type_2;
  131. let idiom_type_2 = str2.split("_"); // 分割成数组
  132. console.log("idiom_type_2:", idiom_type_2);
  133. // 初始化保存结果的数组
  134. let selectedIdioms: Record<string, any[]> = {};
  135. // 遍历 idiom_type_1的每个规律
  136. [...idiom_type_1].forEach(rule => {
  137. // 从 config 中筛选符合当前规律的成语
  138. let filteredIdioms = this.config.filter(item => item.piece_1_word === rule);
  139. console.log(`筛选 ${rule} 后的成语:`, filteredIdioms);
  140. if (filteredIdioms.length < this.level_config[level].count) {
  141. console.error(`规律 ${rule} 的成语数量不足,仅有 ${filteredIdioms.length} 个`);
  142. } else {
  143. console.log(`规律 ${rule} 的成语数量:${filteredIdioms.length}`);
  144. let selected = [];
  145. // 随机选择不重复的成语
  146. for (let i = 0; i < this.level_config[level].count;) {
  147. let rand = ch_util.getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内
  148. let selectedIdiom = filteredIdioms[rand];
  149. // 从数组中移除已选成语,避免再次选择
  150. filteredIdioms.splice(rand, 1);
  151. // 添加到已选数组中
  152. selected.push(selectedIdiom);
  153. console.log(`选中的成语:${selectedIdiom.idiom}`);
  154. i++;
  155. }
  156. selectedIdioms[rule] = selected;
  157. }
  158. });
  159. // 遍历idiom_type_2 的每个规律
  160. [...idiom_type_2].forEach(rule => {
  161. // 从 config 中筛选符合当前规律的成语
  162. let filteredIdioms = this.config.filter(item => item.piece_2_word === rule);
  163. console.log(`筛选2 ${rule} 后的成语:`, filteredIdioms);
  164. if (filteredIdioms.length < this.level_config[level].count) {
  165. console.error(`规律2 ${rule} 的成语数量不足,仅有 ${filteredIdioms.length} 个`);
  166. } else {
  167. console.log(`规律2 ${rule} 的成语数量:${filteredIdioms.length}`);
  168. let selected = [];
  169. // 随机选择不重复的成语
  170. for (let i = 0; i < this.level_config[level].count;) {
  171. let rand = ch_util.getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内
  172. let selectedIdiom = filteredIdioms[rand];
  173. // 从数组中移除已选成语,避免再次选择
  174. filteredIdioms.splice(rand, 1);
  175. // 添加到已选数组中
  176. selected.push(selectedIdiom);
  177. console.log(`选中的成语:${selectedIdiom.idiom}`);
  178. i++;
  179. }
  180. selectedIdioms[rule] = selected;
  181. }
  182. });
  183. // 将所有选中的成语合并到 idioms 数组
  184. for (let rule in selectedIdioms) {
  185. if (selectedIdioms.hasOwnProperty(rule)) {
  186. this.idioms.push(...selectedIdioms[rule]); // 使用扩展运算符合并成语
  187. }
  188. }
  189. console.log("最终选中的成语:", this.idioms); // 打印最终的成语数组
  190. }
  191. await this.instantiateCube();
  192. await gui.show(UI_Idioms);
  193. await this.create_node.nodeMoving();
  194. gui.show(UI_Main);
  195. }
  196. //消除一组
  197. eliminate() {
  198. //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
  199. let cube;
  200. for (const [key, value] of this.idiom_combine) {
  201. if (value === 0) {
  202. cube = key;
  203. break;
  204. }
  205. }
  206. //槽中有方块
  207. if (cube) {
  208. const originalReferences = [...this.nodeReferences];
  209. for (const element of originalReferences) {
  210. if (this.idioms.find(c => c.idiom == element.getComponent(Cube_Infor).Text + cube.Text) && element.getComponent(Cube_Infor) !== cube) {
  211. console.log(element.getComponent(Cube_Infor).Text);
  212. element.getComponent(Cube_Infor).state = Cube_State.wait;
  213. element.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  214. element.getComponent(BoxCollider).enabled = false;
  215. let targetRotation = new Quat();
  216. Quat.fromEuler(targetRotation, -90, 0, 0);
  217. element.rotation = targetRotation;
  218. // 使用filter过滤掉当前元素
  219. GameCtl.instance.combine_ani(element.getComponent(Cube_Infor), cube);
  220. this.nodeReferences = this.nodeReferences.filter((el) => el !== element && el !== cube.node);
  221. break;
  222. }
  223. else if (this.idioms.find(c => c.idiom == cube.Text + element.getComponent(Cube_Infor).Text) && element.getComponent(Cube_Infor) !== cube) {
  224. console.log(element.getComponent(Cube_Infor).Text);
  225. element.getComponent(Cube_Infor).state = Cube_State.wait;
  226. element.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  227. element.getComponent(BoxCollider).enabled = false;
  228. let targetRotation = new Quat();
  229. Quat.fromEuler(targetRotation, -90, 0, 0);
  230. element.rotation = targetRotation;
  231. GameCtl.instance.combine_ani(cube, element.getComponent(Cube_Infor));
  232. this.nodeReferences = this.nodeReferences.filter((el) => el !== element && el !== cube.node);
  233. break;
  234. }
  235. }
  236. }
  237. //槽中没有方块
  238. else {
  239. let flag: boolean = false;
  240. const originalReferences1 = [...this.nodeReferences];
  241. const originalReferences2 = [...this.nodeReferences];
  242. for (const element1 of originalReferences1) {
  243. for (const element2 of originalReferences2) {
  244. if (this.idioms.find(c => c.idiom == element1.getComponent(Cube_Infor).Text + element2.getComponent(Cube_Infor).Text)) {
  245. element1.getComponent(Cube_Infor).state = Cube_State.wait;
  246. element1.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  247. let targetRotation = new Quat();
  248. Quat.fromEuler(targetRotation, -90, 0, 0);
  249. element1.rotation = targetRotation;
  250. element2.getComponent(Cube_Infor).state = Cube_State.wait;
  251. element2.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  252. element2.getComponent(BoxCollider).enabled = false;
  253. element2.rotation = targetRotation;
  254. // 使用filter过滤掉当前元素
  255. GameCtl.instance.combine_ani(element1.getComponent(Cube_Infor), element2.getComponent(Cube_Infor));
  256. this.nodeReferences = this.nodeReferences.filter((el) => el !== element1 && el !== element2);
  257. flag = true;
  258. break;
  259. }
  260. if (this.idioms.find(c => c.idiom == element2.getComponent(Cube_Infor).Text + element1.getComponent(Cube_Infor).Text)) {
  261. element1.getComponent(Cube_Infor).state = Cube_State.wait;
  262. element1.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  263. let targetRotation = new Quat();
  264. Quat.fromEuler(targetRotation, -90, 0, 0);
  265. element1.rotation = targetRotation;
  266. element2.getComponent(Cube_Infor).state = Cube_State.wait;
  267. element2.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  268. element2.getComponent(BoxCollider).enabled = false;
  269. element2.rotation = targetRotation;
  270. // 使用filter过滤掉当前元素
  271. GameCtl.instance.combine_ani(element2.getComponent(Cube_Infor), element1.getComponent(Cube_Infor));
  272. this.nodeReferences = this.nodeReferences.filter((el) => el !== element1 && el !== element2);
  273. flag = true;
  274. break;
  275. }
  276. }
  277. if (flag === true) {
  278. break;
  279. }
  280. }
  281. }
  282. }
  283. async shuffle() {
  284. // 回收所有非槽内的活跃节点
  285. this.nodeReferences.forEach(node => {
  286. const cubeInfo = node.getComponent(Cube_Infor);
  287. if (cubeInfo.state === Cube_State.live) {
  288. this.recycleCube(node); // 回收到池中
  289. }
  290. });
  291. // 等待节点移动完成后执行后续逻辑
  292. await this.create_node.nodeMoving();
  293. }
  294. //清空槽子
  295. Empty() {
  296. for (let idiom of this.idiom_combine.keys()) {
  297. idiom.rigidbody.type = RigidBody.Type.DYNAMIC;
  298. idiom.state = Cube_State.live;
  299. idiom.node.position = this.create_node.node.position;
  300. }
  301. this.idiom_combine.clear();
  302. this.node_isIdiom.fill(false);
  303. gui.get(UI_Idioms).all_light_Hide();
  304. }
  305. }