Container_Manager.ts 21 KB

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  1. import { _decorator, BoxCollider, Component, find, instantiate, Node, NodePool, Prefab, Quat, random, RigidBody, tween, Vec3 } from 'cc';
  2. import ch_util from '../../ch/ch_util';
  3. import { gui } from '../../core/ui/ui';
  4. import { table_idiom } from '../../module_extra/table_ts/table_idiom';
  5. import { table_level } from '../../module_extra/table_ts/table_level';
  6. import { Hall } from '../hall/Hall';
  7. import { UI_Idioms } from '../ui/UI_Idioms/UI_Idioms';
  8. import { UI_Main } from '../ui/UI_Main/UI_Main';
  9. import { CreateIdiom } from './CreateIdiom';
  10. import { Cube_Infor, Cube_State } from './Cube_Infor';
  11. import { GameCtl } from './GameCtl';
  12. import { ch } from '../../ch/ch';
  13. import { Layout_Main } from '../ui/UI_Main/Layout_Main';
  14. import { table_idiom_order } from '../../module_extra/table_ts/table_idiom_order';
  15. import { table_idiom_unorder_1_3 } from '../../module_extra/table_ts/table_idiom_unorder_1_3';
  16. import { table_idiom_unorder_2_2 } from '../../module_extra/table_ts/table_idiom_unorder_2_2';
  17. import { table_idiom_unorder_3_1 } from '../../module_extra/table_ts/table_idiom_unorder_3_1';
  18. const { ccclass, property } = _decorator;
  19. @ccclass('Container_Manager')
  20. export class Container_Manager extends Component {
  21. canTouch: boolean = false;
  22. @property([Node])
  23. Lock_node: Node[] = [];
  24. @property([Prefab])
  25. prefabs: Prefab[] = [];
  26. level_config: any = null;//关卡配置
  27. config: any = null;//有规律的成语库
  28. config_1_3:any=null;//无规律1+3
  29. config_2_2:any=null;//无规律2+2
  30. config_3_1:any=null;//无规律3+1
  31. idioms: any[] = [];//生成的成语
  32. index: number[] = [];//生成的成语角标,避免生成重复成语
  33. @property(CreateIdiom)
  34. create_node: CreateIdiom = null;
  35. @property([Node])
  36. nodes: Node[] = [];//位置节点 用于成语放入
  37. node_isIdiom: boolean[] = new Array(9).fill(false);
  38. unlock_Num: number = 7;
  39. is_Show_UI_Lock=false;
  40. idiom_combine: Map<Cube_Infor, number> = new Map();
  41. Cube_Pool: NodePool = new NodePool();
  42. nodeReferences: Node[] = []; // 额外维护的节点引用数组
  43. count: number = 0;
  44. private instantiateCube() {
  45. for (let i = 0; i < this.idioms.length * 2; i++) {
  46. let idiomIndex = Math.floor(i / 2);
  47. let isPiece1 = i % 2 === 0;
  48. let Text_Length = isPiece1
  49. ? this.idioms[idiomIndex].piece_1_word.length
  50. : this.idioms[idiomIndex].piece_2_word.length;
  51. const newCube = instantiate(this.prefabs[Text_Length - 1]);
  52. newCube.active = true; // 初始时设置为非激活状态
  53. // 按顺序为节点赋值文字内容
  54. newCube.getComponent(Cube_Infor).Text = isPiece1
  55. ? this.idioms[idiomIndex].piece_1_word
  56. : this.idioms[idiomIndex].piece_2_word;
  57. console.log("生成第" + i + "个节点:" + newCube.getComponent(Cube_Infor).Text);
  58. this.Cube_Pool.put(newCube);
  59. }
  60. }
  61. public getCube(): Node {
  62. console.log(this.Cube_Pool.size());
  63. const cube = this.Cube_Pool.get();
  64. if (cube)
  65. cube.active = true;
  66. return cube;
  67. }
  68. // 将方块回收到对象池
  69. public recycleCube(cube: Node): void {
  70. cube.active = false; // 将方块设置为非激活状态
  71. this.Cube_Pool.put(cube);
  72. }
  73. //清空对象池
  74. public clearCubePool() {
  75. this.Cube_Pool.clear();
  76. }
  77. //合成规则导入
  78. start() {
  79. this.config = table_idiom_order.getList();
  80. this.config_1_3=table_idiom_unorder_1_3.getList();
  81. this.config_2_2 = table_idiom_unorder_2_2.getList();
  82. this.config_3_1 = table_idiom_unorder_3_1.getList();
  83. console.log(this.config.length);
  84. console.log(this.config_1_3.length);
  85. console.log(this.config_2_2.length);
  86. console.log(this.config_3_1.length);
  87. this.level_config = table_level.getList();
  88. // if (this.level_config.length === 5) {
  89. // console.log("关卡配置导入成功");
  90. // }
  91. this.level_idioms();
  92. }
  93. update(deltaTime: number) {
  94. }
  95. checkIdiom_Combine(matchedcube2: Cube_Infor, outMatchedCubes: Cube_Infor[]): boolean {
  96. if (this.idiom_combine.size < 2) {
  97. return false; // 至少需要两个方块
  98. }
  99. for (let cube of this.idiom_combine.keys()) {
  100. // 遍历 idioms 列表,检查是否匹配成语
  101. const matchedIdiom = this.idioms.find(
  102. idiom =>
  103. idiom.piece_1_word === cube.Text && idiom.piece_2_word === matchedcube2.Text
  104. );
  105. if (matchedIdiom) {
  106. // 匹配成功
  107. outMatchedCubes.push(cube, matchedcube2);
  108. this.nodeReferences = this.nodeReferences.filter((el) => el !== matchedcube2.node && el !== cube.node);
  109. console.log("成功拼成成语: " + matchedIdiom.piece_1_word + matchedIdiom.piece_2_word);
  110. return true;
  111. }
  112. // 再检查逆序组合是否匹配
  113. const reverseMatchedIdiom = this.idioms.find(
  114. idiom =>
  115. idiom.piece_1_word === matchedcube2.Text && idiom.piece_2_word === cube.Text
  116. );
  117. if (reverseMatchedIdiom) {
  118. // 匹配成功
  119. outMatchedCubes.push(matchedcube2, cube);
  120. this.nodeReferences = this.nodeReferences.filter((el) => el !== matchedcube2.node && el !== cube.node);
  121. console.log(
  122. "成功拼成成语: " +
  123. reverseMatchedIdiom.piece_1_word +
  124. reverseMatchedIdiom.piece_2_word
  125. );
  126. return true;
  127. }
  128. }
  129. return false; // 没有匹配到成语
  130. }
  131. async level_idioms() {
  132. this.Lock_node.forEach(node => {
  133. node.active = true;
  134. });
  135. this.unlock_Num=7;
  136. this.is_Show_UI_Lock=false;
  137. this.canTouch=false;
  138. let level = Hall.getInstance().player.get_max_floor();
  139. this.clearCubePool();
  140. if (level === 0) {
  141. let str2: string = this.level_config[level].idiom_type_2;
  142. let idiom_type_2 = str2.split("_");
  143. console.log("idiom_type_2:", idiom_type_2);
  144. let selectedIdioms: Record<string, any[]> = {};
  145. [...idiom_type_2].forEach(rule => {
  146. let filteredIdioms = this.config.filter(item => item.piece_2_word === rule);
  147. console.log(`筛选2 ${rule} 后的成语:`, filteredIdioms);
  148. selectedIdioms[rule] = filteredIdioms;
  149. });
  150. for (let rule in selectedIdioms) {
  151. if (selectedIdioms.hasOwnProperty(rule)) {
  152. this.idioms.push(...selectedIdioms[rule]);
  153. }
  154. }
  155. console.log("最终选中的成语:", this.idioms);
  156. }else if(level===1)
  157. {
  158. }
  159. else {
  160. // 获取当前层级的筛选条件
  161. let str1: string = this.level_config[level].idiom_type_1;
  162. let idiom_type_1 = str1.split("_"); // 分割成数组
  163. console.log("idiom_type_1:", idiom_type_1);
  164. let str2: string = this.level_config[level].idiom_type_2;
  165. let idiom_type_2 = str2.split("_"); // 分割成数组
  166. console.log("idiom_type_2:", idiom_type_2);
  167. let count = this.level_config[level].count/(idiom_type_1.length+idiom_type_2.length);
  168. // 初始化保存结果的数组
  169. let selectedIdioms: Record<string, any[]> = {};
  170. // 遍历 idiom_type_1的每个规律
  171. [...idiom_type_1].forEach(rule => {
  172. // 从 config 中筛选符合当前规律的成语
  173. let filteredIdioms = this.config.filter(item => item.piece_1_word === rule);
  174. console.log(`筛选 ${rule} 后的成语:`, filteredIdioms);
  175. if (filteredIdioms.length < count) {
  176. console.error(`规律 ${rule} 的成语数量不足,仅有 ${filteredIdioms.length} 个`);
  177. } else {
  178. console.log(`规律 ${rule} 的成语数量:${filteredIdioms.length}`);
  179. let selected = [];
  180. // 随机选择不重复的成语
  181. for (let i = 0; i < count;) {
  182. let rand = ch_util.getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内
  183. let selectedIdiom = filteredIdioms[rand];
  184. // 从数组中移除已选成语,避免再次选择
  185. filteredIdioms.splice(rand, 1);
  186. // 添加到已选数组中
  187. selected.push(selectedIdiom);
  188. console.log(`选中的成语:${selectedIdiom.idiom}`);
  189. i++;
  190. }
  191. selectedIdioms[rule] = selected;
  192. }
  193. });
  194. // 遍历idiom_type_2 的每个规律
  195. [...idiom_type_2].forEach(rule => {
  196. // 从 config 中筛选符合当前规律的成语
  197. let filteredIdioms = this.config.filter(item => item.piece_2_word === rule);
  198. console.log(`筛选2 ${rule} 后的成语:`, filteredIdioms);
  199. if (filteredIdioms.length < count) {
  200. console.error(`规律2 ${rule} 的成语数量不足,仅有 ${filteredIdioms.length} 个`);
  201. } else {
  202. console.log(`规律2 ${rule} 的成语数量:${filteredIdioms.length}`);
  203. let selected = [];
  204. // 随机选择不重复的成语
  205. for (let i = 0; i < count;) {
  206. let rand = ch_util.getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内
  207. let selectedIdiom = filteredIdioms[rand];
  208. // 从数组中移除已选成语,避免再次选择
  209. filteredIdioms.splice(rand, 1);
  210. // 添加到已选数组中
  211. selected.push(selectedIdiom);
  212. console.log(`选中的成语:${selectedIdiom.idiom}`);
  213. i++;
  214. }
  215. selectedIdioms[rule] = selected;
  216. }
  217. });
  218. // 将所有选中的成语合并到 idioms 数组
  219. for (let rule in selectedIdioms) {
  220. if (selectedIdioms.hasOwnProperty(rule)) {
  221. this.idioms.push(...selectedIdioms[rule]); // 使用扩展运算符合并成语
  222. }
  223. }
  224. //
  225. if(this.level_config[level].easy_1_3>0){
  226. let filteredIdioms = this.config_1_3.filter(item => item.difficulty === "easy");
  227. for (let i = 0; i < this.level_config[level].easy_1_3; i++) {
  228. let rand = ch_util.getRandomInt(0, filteredIdioms.length - 1);
  229. let selectedIdiom = filteredIdioms[rand];
  230. filteredIdioms.splice(rand, 1);
  231. this.idioms.push(selectedIdiom);
  232. }
  233. }
  234. if(this.level_config[level].hard_1_3>0){
  235. let filteredIdioms = this.config_1_3.filter(item => item.difficulty === "hard");
  236. for (let i = 0; i < this.level_config[level].hard_1_3; i++) {
  237. let rand = ch_util.getRandomInt(0, filteredIdioms.length - 1);
  238. let selectedIdiom = filteredIdioms[rand];
  239. filteredIdioms.splice(rand, 1);
  240. this.idioms.push(selectedIdiom);
  241. }
  242. }
  243. if(this.level_config[level].easy_2_2>0){
  244. let filteredIdioms = this.config_2_2.filter(item => item.difficulty === "easy");
  245. for (let i = 0; i < this.level_config[level].easy_2_2; i++) {
  246. let rand = ch_util.getRandomInt(0, filteredIdioms.length - 1);
  247. let selectedIdiom = filteredIdioms[rand];
  248. filteredIdioms.splice(rand, 1);
  249. this.idioms.push(selectedIdiom);
  250. }
  251. }
  252. if(this.level_config[level].hard_2_2>0){
  253. let filteredIdioms = this.config_2_2.filter(item => item.difficulty === "hard");
  254. for (let i = 0; i < this.level_config[level].hard_2_2; i++) {
  255. let rand = ch_util.getRandomInt(0, filteredIdioms.length - 1);
  256. let selectedIdiom = filteredIdioms[rand];
  257. filteredIdioms.splice(rand, 1);
  258. this.idioms.push(selectedIdiom);
  259. }
  260. }
  261. if(this.level_config[level].easy_3_1>0){
  262. let filteredIdioms = this.config_3_1.filter(item => item.difficulty === "easy");
  263. for (let i = 0; i < this.level_config[level].easy_3_1; i++) {
  264. let rand = ch_util.getRandomInt(0, filteredIdioms.length - 1);
  265. let selectedIdiom = filteredIdioms[rand];
  266. filteredIdioms.splice(rand, 1);
  267. this.idioms.push(selectedIdiom);
  268. }
  269. }
  270. if(this.level_config[level].hard_1_3>0){
  271. let filteredIdioms = this.config_1_3.filter(item => item.difficulty === "hard");
  272. for (let i = 0; i < this.level_config[level].hard_1_3; i++) {
  273. let rand = ch_util.getRandomInt(0, filteredIdioms.length - 1);
  274. let selectedIdiom = filteredIdioms[rand];
  275. filteredIdioms.splice(rand, 1);
  276. this.idioms.push(selectedIdiom);
  277. }
  278. }
  279. console.log("最终选中的成语:", this.idioms); // 打印最终的成语数组
  280. }
  281. this.count = this.level_config[level].total;
  282. await this.instantiateCube();
  283. await gui.show(UI_Idioms);
  284. await this.create_node.nodeMoving();
  285. gui.show(UI_Main);
  286. }
  287. //消除一组
  288. eliminate() {
  289. //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
  290. let cube;
  291. for (const [key, value] of this.idiom_combine) {
  292. if (value === 0) {
  293. cube = key;
  294. break;
  295. }
  296. }
  297. //槽中有方块
  298. if (cube) {
  299. const originalReferences = [...this.nodeReferences];
  300. for (const element of originalReferences) {
  301. if (this.idioms.find(c => c.idiom == element.getComponent(Cube_Infor).Text + cube.Text) && element.getComponent(Cube_Infor) !== cube) {
  302. console.log(element.getComponent(Cube_Infor).Text);
  303. element.getComponent(Cube_Infor).state = Cube_State.wait;
  304. element.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  305. element.getComponent(BoxCollider).enabled = false;
  306. let targetRotation = new Quat();
  307. Quat.fromEuler(targetRotation, -90, 0, 0);
  308. element.rotation = targetRotation;
  309. // 使用filter过滤掉当前元素
  310. GameCtl.instance.combine_ani(element.getComponent(Cube_Infor), cube);
  311. this.nodeReferences = this.nodeReferences.filter((el) => el !== element && el !== cube.node);
  312. break;
  313. }
  314. else if (this.idioms.find(c => c.idiom == cube.Text + element.getComponent(Cube_Infor).Text) && element.getComponent(Cube_Infor) !== cube) {
  315. console.log(element.getComponent(Cube_Infor).Text);
  316. element.getComponent(Cube_Infor).state = Cube_State.wait;
  317. element.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  318. element.getComponent(BoxCollider).enabled = false;
  319. let targetRotation = new Quat();
  320. Quat.fromEuler(targetRotation, -90, 0, 0);
  321. element.rotation = targetRotation;
  322. GameCtl.instance.combine_ani(cube, element.getComponent(Cube_Infor));
  323. this.nodeReferences = this.nodeReferences.filter((el) => el !== element && el !== cube.node);
  324. break;
  325. }
  326. }
  327. }
  328. //槽中没有方块
  329. else {
  330. let flag: boolean = false;
  331. const originalReferences1 = [...this.nodeReferences];
  332. const originalReferences2 = [...this.nodeReferences];
  333. for (const element1 of originalReferences1) {
  334. for (const element2 of originalReferences2) {
  335. if (this.idioms.find(c => c.idiom == element1.getComponent(Cube_Infor).Text + element2.getComponent(Cube_Infor).Text)) {
  336. element1.getComponent(Cube_Infor).state = Cube_State.wait;
  337. element1.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  338. let targetRotation = new Quat();
  339. Quat.fromEuler(targetRotation, -90, 0, 0);
  340. element1.rotation = targetRotation;
  341. element2.getComponent(Cube_Infor).state = Cube_State.wait;
  342. element2.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  343. element2.getComponent(BoxCollider).enabled = false;
  344. element2.rotation = targetRotation;
  345. // 使用filter过滤掉当前元素
  346. GameCtl.instance.combine_ani(element1.getComponent(Cube_Infor), element2.getComponent(Cube_Infor));
  347. this.nodeReferences = this.nodeReferences.filter((el) => el !== element1 && el !== element2);
  348. flag = true;
  349. break;
  350. }
  351. if (this.idioms.find(c => c.idiom == element2.getComponent(Cube_Infor).Text + element1.getComponent(Cube_Infor).Text)) {
  352. element1.getComponent(Cube_Infor).state = Cube_State.wait;
  353. element1.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  354. let targetRotation = new Quat();
  355. Quat.fromEuler(targetRotation, -90, 0, 0);
  356. element1.rotation = targetRotation;
  357. element2.getComponent(Cube_Infor).state = Cube_State.wait;
  358. element2.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  359. element2.getComponent(BoxCollider).enabled = false;
  360. element2.rotation = targetRotation;
  361. // 使用filter过滤掉当前元素
  362. GameCtl.instance.combine_ani(element2.getComponent(Cube_Infor), element1.getComponent(Cube_Infor));
  363. this.nodeReferences = this.nodeReferences.filter((el) => el !== element1 && el !== element2);
  364. flag = true;
  365. break;
  366. }
  367. }
  368. if (flag === true) {
  369. break;
  370. }
  371. }
  372. }
  373. }
  374. async shuffle() {
  375. // 回收所有非槽内的活跃节点
  376. this.nodeReferences.forEach(node => {
  377. const cubeInfo = node.getComponent(Cube_Infor);
  378. if (cubeInfo.state === Cube_State.live) {
  379. let targetRotation = new Quat();
  380. Quat.fromEuler(targetRotation, -90, 0, 0);
  381. node.rotation = targetRotation;
  382. this.recycleCube(node); // 回收到池中
  383. }
  384. });
  385. this.shufflePool();
  386. // 等待节点移动完成后执行后续逻辑
  387. await this.create_node.nodeMoving();
  388. }
  389. //清空槽子
  390. Empty() {
  391. for (let idiom of this.idiom_combine.keys()) {
  392. idiom.state = Cube_State.live;
  393. let posX = ch.util.getRandom(-3, 3);
  394. let posZ = ch.util.getRandom(-3, 3);
  395. tween(idiom.node).to(0.5, { position: new Vec3(posX, this.create_node.node.position.y + 5, posZ) }).call(() => {
  396. idiom.rigidbody.type = RigidBody.Type.DYNAMIC;
  397. }).start();
  398. //idiom.node.position = ;
  399. }
  400. this.idiom_combine.clear();
  401. this.node_isIdiom.fill(false);
  402. gui.get(UI_Idioms).all_light_Hide();
  403. }
  404. AddTime(){
  405. const layout=gui.get(UI_Main).getLayout<Layout_Main>();
  406. layout.time+=3;
  407. }
  408. private shufflePool() {
  409. const poolSize = this.Cube_Pool.size();
  410. const tempArray = [];
  411. // 从池中取出所有节点到临时数组
  412. for (let i = 0; i < poolSize; i++) {
  413. tempArray.push(this.Cube_Pool.get());
  414. }
  415. // 只打乱部分节点(以 50% 为例,可调整比例)
  416. const shuffleCount = Math.ceil(poolSize * 0.5); // 只打乱前 50%
  417. for (let i = 0; i < shuffleCount; i++) {
  418. const randomIndex = Math.floor(Math.random() * poolSize);
  419. [tempArray[i], tempArray[randomIndex]] = [tempArray[randomIndex], tempArray[i]];
  420. }
  421. // 将打乱的节点放回池中
  422. tempArray.forEach(cube => this.Cube_Pool.put(cube));
  423. }
  424. }