Container_Manager.ts 16 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 { 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. 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. count:number=0;
  30. private instantiateCube() {
  31. for (let i = 0; i < this.idioms.length * 2; i++) {
  32. const newCube = instantiate(this.prefab);
  33. newCube.active = true; // 初始时设置为非激活状态
  34. // 按顺序为节点赋值文字内容
  35. let idiomIndex = Math.floor(i / 2);
  36. let isPiece1 = i % 2 === 0;
  37. newCube.getComponent(Cube_Infor).Text = isPiece1
  38. ? this.idioms[idiomIndex].piece_1_word
  39. : this.idioms[idiomIndex].piece_2_word;
  40. console.log("生成第" + i + "个节点:" + newCube.getComponent(Cube_Infor).Text);
  41. this.Cube_Pool.put(newCube);
  42. }
  43. }
  44. public getCube(): Node {
  45. console.log(this.Cube_Pool.size());
  46. const cube = this.Cube_Pool.get();
  47. if (cube)
  48. cube.active = true;
  49. return cube;
  50. }
  51. // 将方块回收到对象池
  52. public recycleCube(cube: Node): void {
  53. cube.active = false; // 将方块设置为非激活状态
  54. this.Cube_Pool.put(cube);
  55. }
  56. //合成规则导入
  57. start() {
  58. this.config = table_idiom.getList();
  59. if (this.config.length === 2052) {
  60. console.log("合成规则导入成功");
  61. }
  62. this.level_config = table_level.getList();
  63. if (this.level_config.length === 5) {
  64. console.log("关卡配置导入成功");
  65. }
  66. this.level_idioms();
  67. }
  68. update(deltaTime: number) {
  69. }
  70. checkIdiom_Combine(matchedcube2: Cube_Infor, outMatchedCubes: Cube_Infor[]): boolean {
  71. if (this.idiom_combine.size < 2) {
  72. return false; // 至少需要两个方块
  73. }
  74. for (let cube of this.idiom_combine.keys()) {
  75. // 遍历 idioms 列表,检查是否匹配成语
  76. const matchedIdiom = this.idioms.find(
  77. idiom =>
  78. idiom.piece_1_word === cube.Text && idiom.piece_2_word === matchedcube2.Text
  79. );
  80. if (matchedIdiom) {
  81. // 匹配成功
  82. outMatchedCubes.push(cube, matchedcube2);
  83. this.nodeReferences = this.nodeReferences.filter((el) => el !== matchedcube2.node && el !== cube.node);
  84. console.log("成功拼成成语: " + matchedIdiom.piece_1_word + matchedIdiom.piece_2_word);
  85. return true;
  86. }
  87. // 再检查逆序组合是否匹配
  88. const reverseMatchedIdiom = this.idioms.find(
  89. idiom =>
  90. idiom.piece_1_word === matchedcube2.Text && idiom.piece_2_word === cube.Text
  91. );
  92. if (reverseMatchedIdiom) {
  93. // 匹配成功
  94. outMatchedCubes.push(matchedcube2, cube);
  95. this.nodeReferences = this.nodeReferences.filter((el) => el !== matchedcube2.node && el !== cube.node);
  96. console.log(
  97. "成功拼成成语: " +
  98. reverseMatchedIdiom.piece_1_word +
  99. reverseMatchedIdiom.piece_2_word
  100. );
  101. return true;
  102. }
  103. }
  104. return false; // 没有匹配到成语
  105. }
  106. async level_idioms() {
  107. let level = Hall.getInstance().player.get_max_floor();
  108. let validConfig = [];
  109. if (level === 0) {
  110. let str2: string = this.level_config[level].idiom_type_2;
  111. let idiom_type_2 = str2.split("_");
  112. console.log("idiom_type_2:", idiom_type_2);
  113. let selectedIdioms: Record<string, any[]> = {};
  114. [...idiom_type_2].forEach(rule => {
  115. let filteredIdioms = this.config.filter(item => item.piece_2_word === rule);
  116. console.log(`筛选2 ${rule} 后的成语:`, filteredIdioms);
  117. selectedIdioms[rule] = filteredIdioms;
  118. });
  119. for (let rule in selectedIdioms) {
  120. if (selectedIdioms.hasOwnProperty(rule)) {
  121. this.idioms.push(...selectedIdioms[rule]);
  122. }
  123. }
  124. console.log("最终选中的成语:", this.idioms);
  125. }
  126. else {
  127. // 获取当前层级的筛选条件
  128. let str1: string = this.level_config[level].idiom_type_1;
  129. let idiom_type_1 = str1.split("_"); // 分割成数组
  130. console.log("idiom_type_1:", idiom_type_1);
  131. let str2: string = this.level_config[level].idiom_type_2;
  132. let idiom_type_2 = str2.split("_"); // 分割成数组
  133. console.log("idiom_type_2:", idiom_type_2);
  134. // 初始化保存结果的数组
  135. let selectedIdioms: Record<string, any[]> = {};
  136. // 遍历 idiom_type_1的每个规律
  137. [...idiom_type_1].forEach(rule => {
  138. // 从 config 中筛选符合当前规律的成语
  139. let filteredIdioms = this.config.filter(item => item.piece_1_word === rule);
  140. console.log(`筛选 ${rule} 后的成语:`, filteredIdioms);
  141. if (filteredIdioms.length < this.level_config[level].count) {
  142. console.error(`规律 ${rule} 的成语数量不足,仅有 ${filteredIdioms.length} 个`);
  143. } else {
  144. console.log(`规律 ${rule} 的成语数量:${filteredIdioms.length}`);
  145. let selected = [];
  146. // 随机选择不重复的成语
  147. for (let i = 0; i < this.level_config[level].count;) {
  148. let rand = ch_util.getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内
  149. let selectedIdiom = filteredIdioms[rand];
  150. // 从数组中移除已选成语,避免再次选择
  151. filteredIdioms.splice(rand, 1);
  152. // 添加到已选数组中
  153. selected.push(selectedIdiom);
  154. console.log(`选中的成语:${selectedIdiom.idiom}`);
  155. i++;
  156. }
  157. selectedIdioms[rule] = selected;
  158. }
  159. });
  160. // 遍历idiom_type_2 的每个规律
  161. [...idiom_type_2].forEach(rule => {
  162. // 从 config 中筛选符合当前规律的成语
  163. let filteredIdioms = this.config.filter(item => item.piece_2_word === rule);
  164. console.log(`筛选2 ${rule} 后的成语:`, filteredIdioms);
  165. if (filteredIdioms.length < this.level_config[level].count) {
  166. console.error(`规律2 ${rule} 的成语数量不足,仅有 ${filteredIdioms.length} 个`);
  167. } else {
  168. console.log(`规律2 ${rule} 的成语数量:${filteredIdioms.length}`);
  169. let selected = [];
  170. // 随机选择不重复的成语
  171. for (let i = 0; i < this.level_config[level].count;) {
  172. let rand = ch_util.getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内
  173. let selectedIdiom = filteredIdioms[rand];
  174. // 从数组中移除已选成语,避免再次选择
  175. filteredIdioms.splice(rand, 1);
  176. // 添加到已选数组中
  177. selected.push(selectedIdiom);
  178. console.log(`选中的成语:${selectedIdiom.idiom}`);
  179. i++;
  180. }
  181. selectedIdioms[rule] = selected;
  182. }
  183. });
  184. // 将所有选中的成语合并到 idioms 数组
  185. for (let rule in selectedIdioms) {
  186. if (selectedIdioms.hasOwnProperty(rule)) {
  187. this.idioms.push(...selectedIdioms[rule]); // 使用扩展运算符合并成语
  188. }
  189. }
  190. console.log("最终选中的成语:", this.idioms); // 打印最终的成语数组
  191. }
  192. this.count=this.level_config[level].count;
  193. await this.instantiateCube();
  194. await gui.show(UI_Idioms);
  195. await this.create_node.nodeMoving();
  196. gui.show(UI_Main);
  197. }
  198. //消除一组
  199. eliminate() {
  200. //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
  201. let cube;
  202. for (const [key, value] of this.idiom_combine) {
  203. if (value === 0) {
  204. cube = key;
  205. break;
  206. }
  207. }
  208. //槽中有方块
  209. if (cube) {
  210. const originalReferences = [...this.nodeReferences];
  211. for (const element of originalReferences) {
  212. if (this.idioms.find(c => c.idiom == element.getComponent(Cube_Infor).Text + cube.Text) && element.getComponent(Cube_Infor) !== cube) {
  213. console.log(element.getComponent(Cube_Infor).Text);
  214. element.getComponent(Cube_Infor).state = Cube_State.wait;
  215. element.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  216. element.getComponent(BoxCollider).enabled = false;
  217. let targetRotation = new Quat();
  218. Quat.fromEuler(targetRotation, -90, 0, 0);
  219. element.rotation = targetRotation;
  220. // 使用filter过滤掉当前元素
  221. GameCtl.instance.combine_ani(element.getComponent(Cube_Infor), cube);
  222. this.nodeReferences = this.nodeReferences.filter((el) => el !== element && el !== cube.node);
  223. break;
  224. }
  225. else if (this.idioms.find(c => c.idiom == cube.Text + element.getComponent(Cube_Infor).Text) && element.getComponent(Cube_Infor) !== cube) {
  226. console.log(element.getComponent(Cube_Infor).Text);
  227. element.getComponent(Cube_Infor).state = Cube_State.wait;
  228. element.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  229. element.getComponent(BoxCollider).enabled = false;
  230. let targetRotation = new Quat();
  231. Quat.fromEuler(targetRotation, -90, 0, 0);
  232. element.rotation = targetRotation;
  233. GameCtl.instance.combine_ani(cube, element.getComponent(Cube_Infor));
  234. this.nodeReferences = this.nodeReferences.filter((el) => el !== element && el !== cube.node);
  235. break;
  236. }
  237. }
  238. }
  239. //槽中没有方块
  240. else {
  241. let flag: boolean = false;
  242. const originalReferences1 = [...this.nodeReferences];
  243. const originalReferences2 = [...this.nodeReferences];
  244. for (const element1 of originalReferences1) {
  245. for (const element2 of originalReferences2) {
  246. if (this.idioms.find(c => c.idiom == element1.getComponent(Cube_Infor).Text + element2.getComponent(Cube_Infor).Text)) {
  247. element1.getComponent(Cube_Infor).state = Cube_State.wait;
  248. element1.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  249. let targetRotation = new Quat();
  250. Quat.fromEuler(targetRotation, -90, 0, 0);
  251. element1.rotation = targetRotation;
  252. element2.getComponent(Cube_Infor).state = Cube_State.wait;
  253. element2.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  254. element2.getComponent(BoxCollider).enabled = false;
  255. element2.rotation = targetRotation;
  256. // 使用filter过滤掉当前元素
  257. GameCtl.instance.combine_ani(element1.getComponent(Cube_Infor), element2.getComponent(Cube_Infor));
  258. this.nodeReferences = this.nodeReferences.filter((el) => el !== element1 && el !== element2);
  259. flag = true;
  260. break;
  261. }
  262. if (this.idioms.find(c => c.idiom == element2.getComponent(Cube_Infor).Text + element1.getComponent(Cube_Infor).Text)) {
  263. element1.getComponent(Cube_Infor).state = Cube_State.wait;
  264. element1.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  265. let targetRotation = new Quat();
  266. Quat.fromEuler(targetRotation, -90, 0, 0);
  267. element1.rotation = targetRotation;
  268. element2.getComponent(Cube_Infor).state = Cube_State.wait;
  269. element2.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  270. element2.getComponent(BoxCollider).enabled = false;
  271. element2.rotation = targetRotation;
  272. // 使用filter过滤掉当前元素
  273. GameCtl.instance.combine_ani(element2.getComponent(Cube_Infor), element1.getComponent(Cube_Infor));
  274. this.nodeReferences = this.nodeReferences.filter((el) => el !== element1 && el !== element2);
  275. flag = true;
  276. break;
  277. }
  278. }
  279. if (flag === true) {
  280. break;
  281. }
  282. }
  283. }
  284. }
  285. async shuffle() {
  286. // 回收所有非槽内的活跃节点
  287. this.nodeReferences.forEach(node => {
  288. const cubeInfo = node.getComponent(Cube_Infor);
  289. if (cubeInfo.state === Cube_State.live) {
  290. this.recycleCube(node); // 回收到池中
  291. }
  292. });
  293. this.shufflePool();
  294. // 等待节点移动完成后执行后续逻辑
  295. await this.create_node.nodeMoving();
  296. }
  297. //清空槽子
  298. Empty() {
  299. for (let idiom of this.idiom_combine.keys()) {
  300. idiom.rigidbody.type = RigidBody.Type.DYNAMIC;
  301. idiom.state = Cube_State.live;
  302. idiom.node.position = this.create_node.node.position;
  303. }
  304. this.idiom_combine.clear();
  305. this.node_isIdiom.fill(false);
  306. gui.get(UI_Idioms).all_light_Hide();
  307. }
  308. private shufflePool() {
  309. const poolSize = this.Cube_Pool.size();
  310. const tempArray = [];
  311. // 从池中取出所有节点到临时数组
  312. for (let i = 0; i < poolSize; i++) {
  313. tempArray.push(this.Cube_Pool.get());
  314. }
  315. // 只打乱部分节点(以 50% 为例,可调整比例)
  316. const shuffleCount = Math.ceil(poolSize * 0.5); // 只打乱前 50%
  317. for (let i = 0; i < shuffleCount; i++) {
  318. const randomIndex = Math.floor(Math.random() * poolSize);
  319. [tempArray[i], tempArray[randomIndex]] = [tempArray[randomIndex], tempArray[i]];
  320. }
  321. // 将打乱的节点放回池中
  322. tempArray.forEach(cube => this.Cube_Pool.put(cube));
  323. }
  324. }