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- import { _decorator, BoxCollider, Component, find, instantiate, Node, NodePool, Prefab, Quat, random, RigidBody } 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';
- const { ccclass, property } = _decorator;
- @ccclass('Container_Manager')
- export class Container_Manager extends Component {
- @property(Prefab)
- prefab: Prefab = null;
- level_config: any = null;//关卡配置
- config: any = null;//成语库
- 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(10).fill(false);
- idiom_combine: Map<Cube_Infor, number> = 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++) {
- const newCube = instantiate(this.prefab);
- 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
- let idiomIndex = Math.floor(i / 2);
- let isPiece1 = i % 2 === 0;
- 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);
- }
- }
- 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);
- }
- //合成规则导入
- start() {
- this.config = table_idiom.getList();
- if (this.config.length === 2052) {
- console.log("合成规则导入成功");
- }
- this.level_config = table_level.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() {
- let level = Hall.getInstance().player.get_max_floor();
- let validConfig = [];
- if (level === 0) {
- let str2: string = this.level_config[level].idiom_type_2;
- let idiom_type_2 = str2.split("_");
- console.log("idiom_type_2:", idiom_type_2);
-
- let selectedIdioms: Record<string, any[]> = {};
-
- [...idiom_type_2].forEach(rule => {
- let filteredIdioms = this.config.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 {
- // 获取当前层级的筛选条件
- 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);
- // 初始化保存结果的数组
- let selectedIdioms: Record<string, any[]> = {};
- // 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 < this.level_config[level].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 < this.level_config[level].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 < this.level_config[level].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 < this.level_config[level].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
- }
- }
- 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].count;
- 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) {
- 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.rigidbody.type = RigidBody.Type.DYNAMIC;
- idiom.state = Cube_State.live;
- idiom.node.position = this.create_node.node.position;
- }
- this.idiom_combine.clear();
- this.node_isIdiom.fill(false);
- gui.get(UI_Idioms).all_light_Hide();
- }
- 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));
- }
-
- }
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