Container_Manager.ts 17 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. const { ccclass, property } = _decorator;
  14. @ccclass('Container_Manager')
  15. export class Container_Manager extends Component {
  16. @property([Prefab])
  17. prefabs: Prefab[] = [];
  18. level_config: any = null;//关卡配置
  19. config: any = null;//成语库
  20. idioms: any[] = [];//生成的成语
  21. index: number[] = [];//生成的成语角标,避免生成重复成语
  22. @property(CreateIdiom)
  23. create_node: CreateIdiom = null;
  24. @property([Node])
  25. nodes: Node[] = [];//位置节点 用于成语放入
  26. node_isIdiom: boolean[] = new Array(9).fill(false);
  27. idiom_combine: Map<Cube_Infor, number> = new Map();
  28. Cube_Pool: NodePool = new NodePool();
  29. nodeReferences: Node[] = []; // 额外维护的节点引用数组
  30. count: number = 0;
  31. private instantiateCube() {
  32. for (let i = 0; i < this.idioms.length * 2; i++) {
  33. let idiomIndex = Math.floor(i / 2);
  34. let isPiece1 = i % 2 === 0;
  35. let Text_Length = isPiece1
  36. ? this.idioms[idiomIndex].piece_1_word.length
  37. : this.idioms[idiomIndex].piece_2_word.length;
  38. const newCube = instantiate(this.prefabs[Text_Length - 1]);
  39. newCube.active = true; // 初始时设置为非激活状态
  40. // 按顺序为节点赋值文字内容
  41. newCube.getComponent(Cube_Infor).Text = isPiece1
  42. ? this.idioms[idiomIndex].piece_1_word
  43. : this.idioms[idiomIndex].piece_2_word;
  44. console.log("生成第" + i + "个节点:" + newCube.getComponent(Cube_Infor).Text);
  45. this.Cube_Pool.put(newCube);
  46. }
  47. }
  48. public getCube(): Node {
  49. console.log(this.Cube_Pool.size());
  50. const cube = this.Cube_Pool.get();
  51. if (cube)
  52. cube.active = true;
  53. return cube;
  54. }
  55. // 将方块回收到对象池
  56. public recycleCube(cube: Node): void {
  57. cube.active = false; // 将方块设置为非激活状态
  58. this.Cube_Pool.put(cube);
  59. }
  60. //清空对象池
  61. public clearCubePool() {
  62. this.Cube_Pool.clear();
  63. }
  64. //合成规则导入
  65. start() {
  66. this.config = table_idiom.getList();
  67. if (this.config.length === 2052) {
  68. console.log("合成规则导入成功");
  69. }
  70. this.level_config = table_level.getList();
  71. if (this.level_config.length === 5) {
  72. console.log("关卡配置导入成功");
  73. }
  74. this.level_idioms();
  75. }
  76. update(deltaTime: number) {
  77. }
  78. checkIdiom_Combine(matchedcube2: Cube_Infor, outMatchedCubes: Cube_Infor[]): boolean {
  79. if (this.idiom_combine.size < 2) {
  80. return false; // 至少需要两个方块
  81. }
  82. for (let cube of this.idiom_combine.keys()) {
  83. // 遍历 idioms 列表,检查是否匹配成语
  84. const matchedIdiom = this.idioms.find(
  85. idiom =>
  86. idiom.piece_1_word === cube.Text && idiom.piece_2_word === matchedcube2.Text
  87. );
  88. if (matchedIdiom) {
  89. // 匹配成功
  90. outMatchedCubes.push(cube, matchedcube2);
  91. this.nodeReferences = this.nodeReferences.filter((el) => el !== matchedcube2.node && el !== cube.node);
  92. console.log("成功拼成成语: " + matchedIdiom.piece_1_word + matchedIdiom.piece_2_word);
  93. return true;
  94. }
  95. // 再检查逆序组合是否匹配
  96. const reverseMatchedIdiom = this.idioms.find(
  97. idiom =>
  98. idiom.piece_1_word === matchedcube2.Text && idiom.piece_2_word === cube.Text
  99. );
  100. if (reverseMatchedIdiom) {
  101. // 匹配成功
  102. outMatchedCubes.push(matchedcube2, cube);
  103. this.nodeReferences = this.nodeReferences.filter((el) => el !== matchedcube2.node && el !== cube.node);
  104. console.log(
  105. "成功拼成成语: " +
  106. reverseMatchedIdiom.piece_1_word +
  107. reverseMatchedIdiom.piece_2_word
  108. );
  109. return true;
  110. }
  111. }
  112. return false; // 没有匹配到成语
  113. }
  114. async level_idioms() {
  115. let level = Hall.getInstance().player.get_max_floor();
  116. this.clearCubePool();
  117. if (level === 0) {
  118. let str2: string = this.level_config[level].idiom_type_2;
  119. let idiom_type_2 = str2.split("_");
  120. console.log("idiom_type_2:", idiom_type_2);
  121. let selectedIdioms: Record<string, any[]> = {};
  122. [...idiom_type_2].forEach(rule => {
  123. let filteredIdioms = this.config.filter(item => item.piece_2_word === rule);
  124. console.log(`筛选2 ${rule} 后的成语:`, filteredIdioms);
  125. selectedIdioms[rule] = filteredIdioms;
  126. });
  127. for (let rule in selectedIdioms) {
  128. if (selectedIdioms.hasOwnProperty(rule)) {
  129. this.idioms.push(...selectedIdioms[rule]);
  130. }
  131. }
  132. console.log("最终选中的成语:", this.idioms);
  133. }
  134. else {
  135. // 获取当前层级的筛选条件
  136. let str1: string = this.level_config[level].idiom_type_1;
  137. let idiom_type_1 = str1.split("_"); // 分割成数组
  138. console.log("idiom_type_1:", idiom_type_1);
  139. let str2: string = this.level_config[level].idiom_type_2;
  140. let idiom_type_2 = str2.split("_"); // 分割成数组
  141. console.log("idiom_type_2:", idiom_type_2);
  142. // 初始化保存结果的数组
  143. let selectedIdioms: Record<string, any[]> = {};
  144. // 遍历 idiom_type_1的每个规律
  145. [...idiom_type_1].forEach(rule => {
  146. // 从 config 中筛选符合当前规律的成语
  147. let filteredIdioms = this.config.filter(item => item.piece_1_word === rule);
  148. console.log(`筛选 ${rule} 后的成语:`, filteredIdioms);
  149. if (filteredIdioms.length < this.level_config[level].count) {
  150. console.error(`规律 ${rule} 的成语数量不足,仅有 ${filteredIdioms.length} 个`);
  151. } else {
  152. console.log(`规律 ${rule} 的成语数量:${filteredIdioms.length}`);
  153. let selected = [];
  154. // 随机选择不重复的成语
  155. for (let i = 0; i < this.level_config[level].count;) {
  156. let rand = ch_util.getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内
  157. let selectedIdiom = filteredIdioms[rand];
  158. // 从数组中移除已选成语,避免再次选择
  159. filteredIdioms.splice(rand, 1);
  160. // 添加到已选数组中
  161. selected.push(selectedIdiom);
  162. console.log(`选中的成语:${selectedIdiom.idiom}`);
  163. i++;
  164. }
  165. selectedIdioms[rule] = selected;
  166. }
  167. });
  168. // 遍历idiom_type_2 的每个规律
  169. [...idiom_type_2].forEach(rule => {
  170. // 从 config 中筛选符合当前规律的成语
  171. let filteredIdioms = this.config.filter(item => item.piece_2_word === rule);
  172. console.log(`筛选2 ${rule} 后的成语:`, filteredIdioms);
  173. if (filteredIdioms.length < this.level_config[level].count) {
  174. console.error(`规律2 ${rule} 的成语数量不足,仅有 ${filteredIdioms.length} 个`);
  175. } else {
  176. console.log(`规律2 ${rule} 的成语数量:${filteredIdioms.length}`);
  177. let selected = [];
  178. // 随机选择不重复的成语
  179. for (let i = 0; i < this.level_config[level].count;) {
  180. let rand = ch_util.getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内
  181. let selectedIdiom = filteredIdioms[rand];
  182. // 从数组中移除已选成语,避免再次选择
  183. filteredIdioms.splice(rand, 1);
  184. // 添加到已选数组中
  185. selected.push(selectedIdiom);
  186. console.log(`选中的成语:${selectedIdiom.idiom}`);
  187. i++;
  188. }
  189. selectedIdioms[rule] = selected;
  190. }
  191. });
  192. // 将所有选中的成语合并到 idioms 数组
  193. for (let rule in selectedIdioms) {
  194. if (selectedIdioms.hasOwnProperty(rule)) {
  195. this.idioms.push(...selectedIdioms[rule]); // 使用扩展运算符合并成语
  196. }
  197. }
  198. console.log("最终选中的成语:", this.idioms); // 打印最终的成语数组
  199. }
  200. this.count = this.level_config[level].count;
  201. await this.instantiateCube();
  202. await gui.show(UI_Idioms);
  203. await this.create_node.nodeMoving();
  204. gui.show(UI_Main);
  205. }
  206. //消除一组
  207. eliminate() {
  208. //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
  209. let cube;
  210. for (const [key, value] of this.idiom_combine) {
  211. if (value === 0) {
  212. cube = key;
  213. break;
  214. }
  215. }
  216. //槽中有方块
  217. if (cube) {
  218. const originalReferences = [...this.nodeReferences];
  219. for (const element of originalReferences) {
  220. if (this.idioms.find(c => c.idiom == element.getComponent(Cube_Infor).Text + cube.Text) && element.getComponent(Cube_Infor) !== cube) {
  221. console.log(element.getComponent(Cube_Infor).Text);
  222. element.getComponent(Cube_Infor).state = Cube_State.wait;
  223. element.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  224. element.getComponent(BoxCollider).enabled = false;
  225. let targetRotation = new Quat();
  226. Quat.fromEuler(targetRotation, -90, 0, 0);
  227. element.rotation = targetRotation;
  228. // 使用filter过滤掉当前元素
  229. GameCtl.instance.combine_ani(element.getComponent(Cube_Infor), cube);
  230. this.nodeReferences = this.nodeReferences.filter((el) => el !== element && el !== cube.node);
  231. break;
  232. }
  233. else if (this.idioms.find(c => c.idiom == cube.Text + element.getComponent(Cube_Infor).Text) && element.getComponent(Cube_Infor) !== cube) {
  234. console.log(element.getComponent(Cube_Infor).Text);
  235. element.getComponent(Cube_Infor).state = Cube_State.wait;
  236. element.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  237. element.getComponent(BoxCollider).enabled = false;
  238. let targetRotation = new Quat();
  239. Quat.fromEuler(targetRotation, -90, 0, 0);
  240. element.rotation = targetRotation;
  241. GameCtl.instance.combine_ani(cube, element.getComponent(Cube_Infor));
  242. this.nodeReferences = this.nodeReferences.filter((el) => el !== element && el !== cube.node);
  243. break;
  244. }
  245. }
  246. }
  247. //槽中没有方块
  248. else {
  249. let flag: boolean = false;
  250. const originalReferences1 = [...this.nodeReferences];
  251. const originalReferences2 = [...this.nodeReferences];
  252. for (const element1 of originalReferences1) {
  253. for (const element2 of originalReferences2) {
  254. if (this.idioms.find(c => c.idiom == element1.getComponent(Cube_Infor).Text + element2.getComponent(Cube_Infor).Text)) {
  255. element1.getComponent(Cube_Infor).state = Cube_State.wait;
  256. element1.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  257. let targetRotation = new Quat();
  258. Quat.fromEuler(targetRotation, -90, 0, 0);
  259. element1.rotation = targetRotation;
  260. element2.getComponent(Cube_Infor).state = Cube_State.wait;
  261. element2.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  262. element2.getComponent(BoxCollider).enabled = false;
  263. element2.rotation = targetRotation;
  264. // 使用filter过滤掉当前元素
  265. GameCtl.instance.combine_ani(element1.getComponent(Cube_Infor), element2.getComponent(Cube_Infor));
  266. this.nodeReferences = this.nodeReferences.filter((el) => el !== element1 && el !== element2);
  267. flag = true;
  268. break;
  269. }
  270. if (this.idioms.find(c => c.idiom == element2.getComponent(Cube_Infor).Text + element1.getComponent(Cube_Infor).Text)) {
  271. element1.getComponent(Cube_Infor).state = Cube_State.wait;
  272. element1.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  273. let targetRotation = new Quat();
  274. Quat.fromEuler(targetRotation, -90, 0, 0);
  275. element1.rotation = targetRotation;
  276. element2.getComponent(Cube_Infor).state = Cube_State.wait;
  277. element2.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  278. element2.getComponent(BoxCollider).enabled = false;
  279. element2.rotation = targetRotation;
  280. // 使用filter过滤掉当前元素
  281. GameCtl.instance.combine_ani(element2.getComponent(Cube_Infor), element1.getComponent(Cube_Infor));
  282. this.nodeReferences = this.nodeReferences.filter((el) => el !== element1 && el !== element2);
  283. flag = true;
  284. break;
  285. }
  286. }
  287. if (flag === true) {
  288. break;
  289. }
  290. }
  291. }
  292. }
  293. async shuffle() {
  294. // 回收所有非槽内的活跃节点
  295. this.nodeReferences.forEach(node => {
  296. const cubeInfo = node.getComponent(Cube_Infor);
  297. if (cubeInfo.state === Cube_State.live) {
  298. let targetRotation = new Quat();
  299. Quat.fromEuler(targetRotation, -90, 0, 0);
  300. node.rotation = targetRotation;
  301. this.recycleCube(node); // 回收到池中
  302. }
  303. });
  304. this.shufflePool();
  305. // 等待节点移动完成后执行后续逻辑
  306. await this.create_node.nodeMoving();
  307. }
  308. //清空槽子
  309. Empty() {
  310. for (let idiom of this.idiom_combine.keys()) {
  311. idiom.state = Cube_State.live;
  312. let posX = ch.util.getRandom(-3, 3);
  313. let posZ = ch.util.getRandom(-3, 3);
  314. tween(idiom.node).to(0.5, { position: new Vec3(posX, this.create_node.node.position.y + 5, posZ) }).call(() => {
  315. idiom.rigidbody.type = RigidBody.Type.DYNAMIC;
  316. }).start();
  317. //idiom.node.position = ;
  318. }
  319. this.idiom_combine.clear();
  320. this.node_isIdiom.fill(false);
  321. gui.get(UI_Idioms).all_light_Hide();
  322. }
  323. private shufflePool() {
  324. const poolSize = this.Cube_Pool.size();
  325. const tempArray = [];
  326. // 从池中取出所有节点到临时数组
  327. for (let i = 0; i < poolSize; i++) {
  328. tempArray.push(this.Cube_Pool.get());
  329. }
  330. // 只打乱部分节点(以 50% 为例,可调整比例)
  331. const shuffleCount = Math.ceil(poolSize * 0.5); // 只打乱前 50%
  332. for (let i = 0; i < shuffleCount; i++) {
  333. const randomIndex = Math.floor(Math.random() * poolSize);
  334. [tempArray[i], tempArray[randomIndex]] = [tempArray[randomIndex], tempArray[i]];
  335. }
  336. // 将打乱的节点放回池中
  337. tempArray.forEach(cube => this.Cube_Pool.put(cube));
  338. }
  339. }