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@@ -0,0 +1,932 @@
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+import { _decorator, Component, Node, Prefab, instantiate, Vec3, EventTouch, Vec2, UITransform, find, Rect, Label, Color, Size, Contact2DType, Collider2D, IPhysics2DContact } from 'cc';
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+const { ccclass, property } = _decorator;
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+
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+@ccclass('BlockManager')
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+export class BlockManager extends Component {
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+ // 预制体数组,存储5个预制体
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+ @property([Prefab])
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+ public blockPrefabs: Prefab[] = [];
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+
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+ // 网格容器节点
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+ @property({
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+ type: Node,
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+ tooltip: '拖拽GridContainer节点到这里'
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+ })
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+ public gridContainer: Node = null;
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+
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+ // 方块容器节点(kuang)
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+ @property({
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+ type: Node,
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+ tooltip: '拖拽kuang节点到这里'
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+ })
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+ public kuangContainer: Node = null;
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+
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+ // 金币标签节点
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+ @property({
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+ type: Node,
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+ tooltip: '拖拽CoinLabel节点到这里'
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+ })
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+ public coinLabelNode: Node = null;
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+
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+ // 游戏是否已开始
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+ public gameStarted: boolean = false;
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+
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+ // 方块移动冷却时间(秒)
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+ @property({
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+ tooltip: '游戏开始后方块移动的冷却时间(秒)'
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+ })
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+ public blockMoveCooldown: number = 10;
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+
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+ // 玩家金币数量
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+ private playerCoins: number = 699;
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+
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+ // 方块价格标签映射
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+ private blockPriceMap: Map<Node, Node> = new Map();
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+
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+ // 已经生成的块
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+ private blocks: Node[] = [];
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+ // 当前拖拽的块
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+ private currentDragBlock: Node | null = null;
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+ // 拖拽起始位置
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+ private startPos = new Vec2();
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+ // 块的起始位置
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+ private blockStartPos: Vec3 = new Vec3();
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+ // 网格占用情况,用于控制台输出
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+ private gridOccupationMap: number[][] = [];
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+ // 网格行数和列数
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+ private readonly GRID_ROWS = 6;
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+ private readonly GRID_COLS = 11;
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+ // 是否已初始化网格信息
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+ private gridInitialized = false;
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+ // 存储网格节点信息
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+ private gridNodes: Node[][] = [];
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+ // 网格间距
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+ private gridSpacing = 54;
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+ // 不参与占用的节点名称列表
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+ private readonly NON_BLOCK_NODES: string[] = ['Weapon', 'Price'];
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+ // 临时保存方块的原始占用格子
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+ private tempRemovedOccupiedGrids: { block: Node, occupiedGrids: { row: number, col: number }[] }[] = [];
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+ // 方块原始位置(在kuang中的位置)
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+ private originalPositions: Map<Node, Vec3> = new Map();
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+ // 方块当前所在的区域
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+ private blockLocations: Map<Node, string> = new Map();
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+
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+ // 方块移动冷却状态管理
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+ private blockCooldowns: Map<Node, number> = new Map(); // 存储每个方块的冷却结束时间
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+ private globalCooldownEndTime: number = 0; // 全局冷却结束时间
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+
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+ // 检查方块是否可以移动(冷却检查)
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+ private canMoveBlock(block: Node): boolean {
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+ if (!this.gameStarted) {
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+ // 游戏未开始(备战阶段),可以自由移动
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+ return true;
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+ }
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+
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+ const currentTime = Date.now() / 1000; // 转换为秒
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+
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+ // 检查全局冷却
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+ if (currentTime < this.globalCooldownEndTime) {
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+ const remainingTime = Math.ceil(this.globalCooldownEndTime - currentTime);
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+ console.log(`方块移动冷却中,剩余时间: ${remainingTime}秒`);
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+ return false;
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+ }
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+
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+ return true;
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+ }
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+
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+ // 设置方块移动冷却
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+ private setBlockCooldown(block: Node) {
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+ if (!this.gameStarted) {
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+ // 游戏未开始,不设置冷却
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+ return;
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+ }
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+
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+ const currentTime = Date.now() / 1000; // 转换为秒
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+ const cooldownEndTime = currentTime + this.blockMoveCooldown;
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+
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+ // 设置全局冷却
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+ this.globalCooldownEndTime = cooldownEndTime;
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+
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+ console.log(`方块移动冷却已设置,持续时间: ${this.blockMoveCooldown}秒`);
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+ }
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+
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+ // 清除所有冷却(游戏重置时调用)
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+ public clearAllCooldowns() {
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+ this.blockCooldowns.clear();
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+ this.globalCooldownEndTime = 0;
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+ console.log('所有方块移动冷却已清除');
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+ }
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+
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+ start() {
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+ // 如果没有指定GridContainer,尝试找到它
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+ if (!this.gridContainer) {
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+ this.gridContainer = find('Canvas/GameLevelUI/GameArea/GridContainer');
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+ if (!this.gridContainer) {
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+ console.error('找不到GridContainer节点');
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+ return;
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+ }
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+ }
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+
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+ // 如果没有指定kuangContainer,尝试找到它
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+ if (!this.kuangContainer) {
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+ this.kuangContainer = find('Canvas/GameLevelUI/BlockSelectionUI/diban/kuang');
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+ if (!this.kuangContainer) {
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+ console.error('找不到kuang节点');
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+ return;
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+ }
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+ }
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+
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+ // 如果没有指定coinLabelNode,尝试找到它
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+ if (!this.coinLabelNode) {
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+ this.coinLabelNode = find('Canvas/GameLevelUI/CoinNode/CoinLabel');
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+ if (!this.coinLabelNode) {
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+ console.error('找不到CoinLabel节点');
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+ return;
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+ }
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+ }
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+
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+ // 确保有PlacedBlocks节点用于存放已放置的方块
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+ this.ensurePlacedBlocksNode();
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+
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+ // 初始化玩家金币显示
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+ this.updateCoinDisplay();
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+
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+ // 初始化网格信息
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+ this.initGridInfo();
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+
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+ // 初始化网格占用情况
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+ this.initGridOccupationMap();
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+
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+ // 在kuang下随机生成三个方块
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+ this.generateRandomBlocksInKuang();
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+
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+ // 注册碰撞回调
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+ const collider = this.getComponent(Collider2D);
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+ if (collider) {
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+ collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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+ console.log('方块碰撞监听器已注册');
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+ }
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+ }
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+
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+ // 确保有PlacedBlocks节点
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+ ensurePlacedBlocksNode() {
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+ const canvas = find('Canvas');
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+ if (!canvas) {
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+ console.error('找不到Canvas节点');
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+ return;
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+ }
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+
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+ let placedBlocksNode = find('Canvas/PlacedBlocks');
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+ if (!placedBlocksNode) {
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+ placedBlocksNode = new Node('PlacedBlocks');
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+ canvas.addChild(placedBlocksNode);
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+ if (!placedBlocksNode.getComponent(UITransform)) {
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+ placedBlocksNode.addComponent(UITransform);
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+ }
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+ console.log('已创建PlacedBlocks节点');
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+ }
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+ }
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+
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+ // 初始化网格信息
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+ initGridInfo() {
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+ if (!this.gridContainer || this.gridInitialized) return;
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+
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+ this.gridNodes = [];
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+ for (let row = 0; row < this.GRID_ROWS; row++) {
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+ this.gridNodes[row] = [];
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+ }
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+
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+ for (let i = 0; i < this.gridContainer.children.length; i++) {
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+ const grid = this.gridContainer.children[i];
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+ if (grid.name.startsWith('Grid_')) {
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+ const parts = grid.name.split('_');
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+ if (parts.length === 3) {
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+ const row = parseInt(parts[1]);
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+ const col = parseInt(parts[2]);
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+
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+ if (row >= 0 && row < this.GRID_ROWS && col >= 0 && col < this.GRID_COLS) {
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+ this.gridNodes[row][col] = grid;
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+ }
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+ }
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+ }
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+ }
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+
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+ if (this.GRID_ROWS > 1 && this.GRID_COLS > 0) {
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+ if (this.gridNodes[0][0] && this.gridNodes[1][0]) {
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+ const pos1 = this.gridNodes[0][0].position;
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+ const pos2 = this.gridNodes[1][0].position;
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+ this.gridSpacing = Math.abs(pos2.y - pos1.y);
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+ }
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+ }
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+
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+ this.gridInitialized = true;
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+ }
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+
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+ // 初始化网格占用情况
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+ initGridOccupationMap() {
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+ this.gridOccupationMap = [];
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+ for (let row = 0; row < this.GRID_ROWS; row++) {
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+ const rowArray: number[] = [];
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+ for (let col = 0; col < this.GRID_COLS; col++) {
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+ rowArray.push(0);
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+ }
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+ this.gridOccupationMap.push(rowArray);
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+ }
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+ }
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+
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+ // 在kuang下随机生成三个方块
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+ private generateRandomBlocksInKuang() {
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+ this.clearBlocks();
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+
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+ if (this.blockPrefabs.length === 0) {
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+ console.error('没有可用的预制体');
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+ return;
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+ }
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+
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+ const kuangNode = this.kuangContainer;
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+ if (!kuangNode) {
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+ console.error('找不到kuang节点');
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+ return;
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+ }
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+
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+ const offsets = [
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+ new Vec3(-200, 0, 0),
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+ new Vec3(0, 0, 0),
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+ new Vec3(200, 0, 0)
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+ ];
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+
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+ const dbNodes = [
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+ kuangNode.getChildByName('db01'),
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+ kuangNode.getChildByName('db02'),
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+ kuangNode.getChildByName('db03')
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+ ];
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+
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+ console.log('开始在kuang容器中生成随机方块');
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+
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+ for (let i = 0; i < 3; i++) {
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+ const randomIndex = Math.floor(Math.random() * this.blockPrefabs.length);
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+ const prefab = this.blockPrefabs[randomIndex];
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+
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+ if (!prefab) {
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+ console.error(`方块预制体索引 ${randomIndex} 无效`);
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+ continue;
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+ }
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+
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+ const block = instantiate(prefab);
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+ kuangNode.addChild(block);
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+
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+ block.position = offsets[i];
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+
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+ this.originalPositions.set(block, offsets[i].clone());
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+ this.blockLocations.set(block, 'kuang');
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+ this.blocks.push(block);
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+
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+ if (dbNodes[i]) {
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+ const priceNode = dbNodes[i].getChildByName('Price');
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+ if (priceNode) {
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+ this.blockPriceMap.set(block, priceNode);
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+ priceNode.active = true;
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+ }
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+
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+ this.associateDbNodeWithBlock(block, dbNodes[i]);
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+ }
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+
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+ this.setupDragEvents(block);
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+
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+ console.log(`生成方块 ${i + 1}/3: ${prefab.name} 在位置 (${offsets[i].x.toFixed(2)}, ${offsets[i].y.toFixed(2)})`);
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+ }
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+
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+ console.log(`成功在kuang容器中生成了 ${this.blocks.length} 个方块`);
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+ this.updateCoinDisplay();
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+ }
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+
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+ // 将db节点与方块关联
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+ associateDbNodeWithBlock(block: Node, dbNode: Node) {
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+ block['dbNode'] = dbNode;
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+
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+ block.on(Node.EventType.TRANSFORM_CHANGED, () => {
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+ if (dbNode && block.parent) {
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+ const location = this.blockLocations.get(block);
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+
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+ if (location === 'grid') {
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+ dbNode.active = false;
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+ return;
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+ }
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+
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+ dbNode.active = true;
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+
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+ const worldPos = block.parent.getComponent(UITransform).convertToWorldSpaceAR(block.position);
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+ const localPos = dbNode.parent.getComponent(UITransform).convertToNodeSpaceAR(worldPos);
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+
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+ dbNode.position = new Vec3(localPos.x, localPos.y - 80, localPos.z);
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+ }
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+ });
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+ }
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+
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+ // 更新金币显示
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+ updateCoinDisplay() {
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+ if (this.coinLabelNode) {
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+ const label = this.coinLabelNode.getComponent(Label);
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+ if (label) {
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+ label.string = this.playerCoins.toString();
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+ }
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+ }
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+ }
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+
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+ // 获取方块价格
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+ getBlockPrice(block: Node): number {
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+ const priceNode = this.blockPriceMap.get(block);
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+ if (priceNode) {
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+ const label = priceNode.getComponent(Label);
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+ if (label) {
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+ const price = parseInt(label.string);
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+ if (!isNaN(price)) {
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+ return price;
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+ }
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+ }
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+ }
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+ return 50;
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+ }
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+
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+ // 隐藏价格标签
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+ hidePriceLabel(block: Node) {
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+ const priceNode = this.blockPriceMap.get(block);
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+ if (priceNode) {
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+ priceNode.active = false;
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+ }
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+ }
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+
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+ // 显示价格标签
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+ showPriceLabel(block: Node) {
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+ const priceNode = this.blockPriceMap.get(block);
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+ if (priceNode) {
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+ priceNode.active = true;
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+ }
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+ }
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+
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+ // 扣除玩家金币
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+ deductPlayerCoins(amount: number): boolean {
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+ if (this.playerCoins >= amount) {
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+ this.playerCoins -= amount;
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+ this.updateCoinDisplay();
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+ return true;
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+ }
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+ return false;
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+ }
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+
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+ // 归还玩家金币
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+ refundPlayerCoins(amount: number) {
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+ this.playerCoins += amount;
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+ this.updateCoinDisplay();
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+ }
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+
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+ // 设置拖拽事件
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+ setupDragEvents(block: Node) {
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+ block.on(Node.EventType.TOUCH_START, (event: EventTouch) => {
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+ if (this.gameStarted && this.blockLocations.get(block) === 'grid') {
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+ if (!this.canMoveBlock(block)) {
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+ return;
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+ }
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+ }
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+
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+ this.currentDragBlock = block;
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+ this.startPos = event.getUILocation();
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+ this.blockStartPos.set(block.position);
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+ this.currentDragBlock['startLocation'] = this.blockLocations.get(block);
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+
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+ block.setSiblingIndex(block.parent.children.length - 1);
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+ this.tempStoreBlockOccupiedGrids(block);
|
|
|
+ }, this);
|
|
|
+
|
|
|
+ block.on(Node.EventType.TOUCH_MOVE, (event: EventTouch) => {
|
|
|
+ if (this.gameStarted && this.blockLocations.get(block) === 'grid') {
|
|
|
+ if (!this.canMoveBlock(block)) {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (!this.currentDragBlock) return;
|
|
|
+
|
|
|
+ const location = event.getUILocation();
|
|
|
+ const deltaX = location.x - this.startPos.x;
|
|
|
+ const deltaY = location.y - this.startPos.y;
|
|
|
+
|
|
|
+ this.currentDragBlock.position = new Vec3(
|
|
|
+ this.blockStartPos.x + deltaX,
|
|
|
+ this.blockStartPos.y + deltaY,
|
|
|
+ this.blockStartPos.z
|
|
|
+ );
|
|
|
+ }, this);
|
|
|
+
|
|
|
+ block.on(Node.EventType.TOUCH_END, (event: EventTouch) => {
|
|
|
+ if (this.gameStarted && this.blockLocations.get(block) === 'grid') {
|
|
|
+ if (!this.canMoveBlock(block)) {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (this.currentDragBlock) {
|
|
|
+ this.handleBlockDrop(event);
|
|
|
+
|
|
|
+ // 如果成功移动且游戏已开始,设置冷却
|
|
|
+ if (this.gameStarted && this.blockLocations.get(this.currentDragBlock) === 'grid') {
|
|
|
+ this.setBlockCooldown(this.currentDragBlock);
|
|
|
+ }
|
|
|
+
|
|
|
+ this.currentDragBlock = null;
|
|
|
+ }
|
|
|
+ }, this);
|
|
|
+
|
|
|
+ block.on(Node.EventType.TOUCH_CANCEL, () => {
|
|
|
+ if (this.currentDragBlock) {
|
|
|
+ this.returnBlockToOriginalPosition();
|
|
|
+ this.currentDragBlock = null;
|
|
|
+ }
|
|
|
+ }, this);
|
|
|
+ }
|
|
|
+
|
|
|
+ // 处理方块放下
|
|
|
+ handleBlockDrop(event: EventTouch) {
|
|
|
+ const touchPos = event.getUILocation();
|
|
|
+ const startLocation = this.currentDragBlock['startLocation'];
|
|
|
+
|
|
|
+ if (this.isInKuangArea(touchPos)) {
|
|
|
+ this.returnBlockToKuang(startLocation);
|
|
|
+ } else if (this.tryPlaceBlockToGrid(this.currentDragBlock)) {
|
|
|
+ this.handleSuccessfulPlacement(startLocation);
|
|
|
+ } else {
|
|
|
+ this.returnBlockToOriginalPosition();
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // 返回方块到kuang区域
|
|
|
+ returnBlockToKuang(startLocation: string) {
|
|
|
+ const originalPos = this.originalPositions.get(this.currentDragBlock);
|
|
|
+ if (originalPos) {
|
|
|
+ const kuangNode = this.kuangContainer;
|
|
|
+ if (kuangNode && this.currentDragBlock.parent !== kuangNode) {
|
|
|
+ this.currentDragBlock.removeFromParent();
|
|
|
+ kuangNode.addChild(this.currentDragBlock);
|
|
|
+ }
|
|
|
+
|
|
|
+ this.currentDragBlock.position = originalPos.clone();
|
|
|
+ }
|
|
|
+
|
|
|
+ this.restoreBlockOccupiedGrids(this.currentDragBlock);
|
|
|
+ this.blockLocations.set(this.currentDragBlock, 'kuang');
|
|
|
+ this.showPriceLabel(this.currentDragBlock);
|
|
|
+
|
|
|
+ if (startLocation === 'grid') {
|
|
|
+ const price = this.getBlockPrice(this.currentDragBlock);
|
|
|
+ this.refundPlayerCoins(price);
|
|
|
+ this.currentDragBlock['placedBefore'] = false;
|
|
|
+ }
|
|
|
+
|
|
|
+ const dbNode = this.currentDragBlock['dbNode'];
|
|
|
+ if (dbNode) {
|
|
|
+ dbNode.active = true;
|
|
|
+ this.currentDragBlock.emit(Node.EventType.TRANSFORM_CHANGED);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // 处理成功放置
|
|
|
+ handleSuccessfulPlacement(startLocation: string) {
|
|
|
+ const price = this.getBlockPrice(this.currentDragBlock);
|
|
|
+
|
|
|
+ if (startLocation === 'grid') {
|
|
|
+ this.clearTempStoredOccupiedGrids(this.currentDragBlock);
|
|
|
+ this.blockLocations.set(this.currentDragBlock, 'grid');
|
|
|
+ this.hidePriceLabel(this.currentDragBlock);
|
|
|
+
|
|
|
+ const dbNode = this.currentDragBlock['dbNode'];
|
|
|
+ if (dbNode) {
|
|
|
+ dbNode.active = false;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (this.gameStarted) {
|
|
|
+ this.moveBlockToPlacedBlocks(this.currentDragBlock);
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ if (this.deductPlayerCoins(price)) {
|
|
|
+ this.clearTempStoredOccupiedGrids(this.currentDragBlock);
|
|
|
+ this.blockLocations.set(this.currentDragBlock, 'grid');
|
|
|
+ this.hidePriceLabel(this.currentDragBlock);
|
|
|
+
|
|
|
+ const dbNode = this.currentDragBlock['dbNode'];
|
|
|
+ if (dbNode) {
|
|
|
+ dbNode.active = false;
|
|
|
+ }
|
|
|
+
|
|
|
+ this.currentDragBlock['placedBefore'] = true;
|
|
|
+
|
|
|
+ if (this.gameStarted) {
|
|
|
+ this.moveBlockToPlacedBlocks(this.currentDragBlock);
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ this.returnBlockToOriginalPosition();
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // 返回方块到原位置
|
|
|
+ returnBlockToOriginalPosition() {
|
|
|
+ const currentLocation = this.blockLocations.get(this.currentDragBlock);
|
|
|
+ if (currentLocation === 'kuang') {
|
|
|
+ const originalPos = this.originalPositions.get(this.currentDragBlock);
|
|
|
+ if (originalPos) {
|
|
|
+ this.currentDragBlock.position = originalPos.clone();
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ this.currentDragBlock.position = this.blockStartPos.clone();
|
|
|
+ }
|
|
|
+
|
|
|
+ this.restoreBlockOccupiedGrids(this.currentDragBlock);
|
|
|
+ this.showPriceLabel(this.currentDragBlock);
|
|
|
+
|
|
|
+ const dbNode = this.currentDragBlock['dbNode'];
|
|
|
+ if (dbNode) {
|
|
|
+ dbNode.active = true;
|
|
|
+ this.currentDragBlock.emit(Node.EventType.TRANSFORM_CHANGED);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // 检查是否在kuang区域内
|
|
|
+ isInKuangArea(touchPos: Vec2): boolean {
|
|
|
+ if (!this.kuangContainer) return false;
|
|
|
+
|
|
|
+ const kuangTransform = this.kuangContainer.getComponent(UITransform);
|
|
|
+ if (!kuangTransform) return false;
|
|
|
+
|
|
|
+ const kuangBoundingBox = new Rect(
|
|
|
+ this.kuangContainer.worldPosition.x - kuangTransform.width * kuangTransform.anchorX,
|
|
|
+ this.kuangContainer.worldPosition.y - kuangTransform.height * kuangTransform.anchorY,
|
|
|
+ kuangTransform.width,
|
|
|
+ kuangTransform.height
|
|
|
+ );
|
|
|
+
|
|
|
+ return kuangBoundingBox.contains(new Vec2(touchPos.x, touchPos.y));
|
|
|
+ }
|
|
|
+
|
|
|
+ // 临时保存方块占用的网格
|
|
|
+ tempStoreBlockOccupiedGrids(block: Node) {
|
|
|
+ const occupiedGrids = block['occupiedGrids'];
|
|
|
+ if (!occupiedGrids || occupiedGrids.length === 0) return;
|
|
|
+
|
|
|
+ this.tempRemovedOccupiedGrids.push({
|
|
|
+ block: block,
|
|
|
+ occupiedGrids: [...occupiedGrids]
|
|
|
+ });
|
|
|
+
|
|
|
+ for (const grid of occupiedGrids) {
|
|
|
+ if (grid.row >= 0 && grid.row < this.GRID_ROWS &&
|
|
|
+ grid.col >= 0 && grid.col < this.GRID_COLS) {
|
|
|
+ this.gridOccupationMap[grid.row][grid.col] = 0;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ block['occupiedGrids'] = [];
|
|
|
+ }
|
|
|
+
|
|
|
+ // 恢复方块原来的占用状态
|
|
|
+ restoreBlockOccupiedGrids(block: Node) {
|
|
|
+ const index = this.tempRemovedOccupiedGrids.findIndex(item => item.block === block);
|
|
|
+ if (index === -1) return;
|
|
|
+
|
|
|
+ const savedItem = this.tempRemovedOccupiedGrids[index];
|
|
|
+
|
|
|
+ for (const grid of savedItem.occupiedGrids) {
|
|
|
+ if (grid.row >= 0 && grid.row < this.GRID_ROWS &&
|
|
|
+ grid.col >= 0 && grid.col < this.GRID_COLS) {
|
|
|
+ this.gridOccupationMap[grid.row][grid.col] = 1;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ block['occupiedGrids'] = [...savedItem.occupiedGrids];
|
|
|
+ this.tempRemovedOccupiedGrids.splice(index, 1);
|
|
|
+ }
|
|
|
+
|
|
|
+ // 清除临时保存的占用状态
|
|
|
+ clearTempStoredOccupiedGrids(block: Node) {
|
|
|
+ const index = this.tempRemovedOccupiedGrids.findIndex(item => item.block === block);
|
|
|
+ if (index === -1) return;
|
|
|
+
|
|
|
+ this.tempRemovedOccupiedGrids.splice(index, 1);
|
|
|
+ }
|
|
|
+
|
|
|
+ // 尝试将方块放置到网格中
|
|
|
+ tryPlaceBlockToGrid(block: Node): boolean {
|
|
|
+ if (!this.gridContainer || !this.gridInitialized) return false;
|
|
|
+
|
|
|
+ let b1Node = block;
|
|
|
+ if (block.name !== 'B1') {
|
|
|
+ b1Node = block.getChildByName('B1');
|
|
|
+ if (!b1Node) {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ const b1WorldPos = b1Node.parent.getComponent(UITransform).convertToWorldSpaceAR(b1Node.position);
|
|
|
+ const gridPos = this.gridContainer.getComponent(UITransform).convertToNodeSpaceAR(b1WorldPos);
|
|
|
+
|
|
|
+ const gridSize = this.gridContainer.getComponent(UITransform).contentSize;
|
|
|
+ const halfWidth = gridSize.width / 2;
|
|
|
+ const halfHeight = gridSize.height / 2;
|
|
|
+
|
|
|
+ const tolerance = this.gridSpacing * 0.5;
|
|
|
+ if (gridPos.x < -halfWidth - tolerance || gridPos.x > halfWidth + tolerance ||
|
|
|
+ gridPos.y < -halfHeight - tolerance || gridPos.y > halfHeight + tolerance) {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ const nearestGrid = this.findNearestGridNode(gridPos);
|
|
|
+ if (!nearestGrid) {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ return this.tryPlaceBlockToSpecificGrid(block, nearestGrid);
|
|
|
+ }
|
|
|
+
|
|
|
+ // 找到最近的网格节点
|
|
|
+ findNearestGridNode(position: Vec3): Node {
|
|
|
+ if (!this.gridContainer || !this.gridInitialized) return null;
|
|
|
+
|
|
|
+ let nearestNode: Node = null;
|
|
|
+ let minDistance = Number.MAX_VALUE;
|
|
|
+
|
|
|
+ for (let row = 0; row < this.GRID_ROWS; row++) {
|
|
|
+ for (let col = 0; col < this.GRID_COLS; col++) {
|
|
|
+ const grid = this.gridNodes[row][col];
|
|
|
+ if (grid) {
|
|
|
+ const distance = Vec3.distance(position, grid.position);
|
|
|
+ if (distance < minDistance) {
|
|
|
+ minDistance = distance;
|
|
|
+ nearestNode = grid;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (minDistance > this.gridSpacing * 2) {
|
|
|
+ return null;
|
|
|
+ }
|
|
|
+
|
|
|
+ return nearestNode;
|
|
|
+ }
|
|
|
+
|
|
|
+ // 尝试将方块放置到指定的网格节点
|
|
|
+ tryPlaceBlockToSpecificGrid(block: Node, targetGrid: Node): boolean {
|
|
|
+ let b1Node = block;
|
|
|
+ if (block.name !== 'B1') {
|
|
|
+ b1Node = block.getChildByName('B1');
|
|
|
+ if (!b1Node) {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (!this.canPlaceBlockAt(block, targetGrid)) {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ const gridCenterWorldPos = this.gridContainer.getComponent(UITransform).convertToWorldSpaceAR(targetGrid.position);
|
|
|
+ const targetWorldPos = gridCenterWorldPos.clone();
|
|
|
+
|
|
|
+ const b1LocalPos = b1Node.position.clone();
|
|
|
+
|
|
|
+ let rootTargetWorldPos;
|
|
|
+ if (b1Node === block) {
|
|
|
+ rootTargetWorldPos = targetWorldPos.clone();
|
|
|
+ } else {
|
|
|
+ rootTargetWorldPos = new Vec3(
|
|
|
+ targetWorldPos.x - b1LocalPos.x,
|
|
|
+ targetWorldPos.y - b1LocalPos.y,
|
|
|
+ targetWorldPos.z
|
|
|
+ );
|
|
|
+ }
|
|
|
+
|
|
|
+ const rootTargetLocalPos = block.parent.getComponent(UITransform).convertToNodeSpaceAR(rootTargetWorldPos);
|
|
|
+
|
|
|
+ block.position = rootTargetLocalPos;
|
|
|
+ this.markOccupiedPositions(block, targetGrid);
|
|
|
+
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ // 检查方块是否可以放置在指定位置
|
|
|
+ canPlaceBlockAt(block: Node, targetGrid: Node): boolean {
|
|
|
+ if (!this.gridInitialized) return false;
|
|
|
+
|
|
|
+ const targetRowCol = this.getGridRowCol(targetGrid);
|
|
|
+ if (!targetRowCol) return false;
|
|
|
+
|
|
|
+ const parts = this.getBlockParts(block);
|
|
|
+
|
|
|
+ for (const part of parts) {
|
|
|
+ const row = targetRowCol.row - part.y;
|
|
|
+ const col = targetRowCol.col + part.x;
|
|
|
+
|
|
|
+ if (row < 0 || row >= this.GRID_ROWS || col < 0 || col >= this.GRID_COLS) {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (this.gridOccupationMap[row][col] === 1) {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ // 获取网格行列索引
|
|
|
+ getGridRowCol(gridNode: Node): { row: number, col: number } | null {
|
|
|
+ if (!gridNode || !gridNode.name.startsWith('Grid_')) return null;
|
|
|
+
|
|
|
+ const parts = gridNode.name.split('_');
|
|
|
+ if (parts.length === 3) {
|
|
|
+ const row = parseInt(parts[1]);
|
|
|
+ const col = parseInt(parts[2]);
|
|
|
+
|
|
|
+ if (row >= 0 && row < this.GRID_ROWS && col >= 0 && col < this.GRID_COLS) {
|
|
|
+ return { row, col };
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return null;
|
|
|
+ }
|
|
|
+
|
|
|
+ // 获取方块的所有部分节点及其相对坐标
|
|
|
+ getBlockParts(block: Node): { node: Node, x: number, y: number }[] {
|
|
|
+ const parts: { node: Node, x: number, y: number }[] = [];
|
|
|
+
|
|
|
+ parts.push({ node: block, x: 0, y: 0 });
|
|
|
+ this.findBlockParts(block, parts, 0, 0);
|
|
|
+
|
|
|
+ return parts;
|
|
|
+ }
|
|
|
+
|
|
|
+ // 递归查找方块的所有部分
|
|
|
+ findBlockParts(node: Node, result: { node: Node, x: number, y: number }[], parentX: number, parentY: number) {
|
|
|
+ for (let i = 0; i < node.children.length; i++) {
|
|
|
+ const child = node.children[i];
|
|
|
+
|
|
|
+ if (this.NON_BLOCK_NODES.indexOf(child.name) !== -1) {
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ let x = parentX;
|
|
|
+ let y = parentY;
|
|
|
+
|
|
|
+ const match = child.name.match(/^\((-?\d+),(-?\d+)\)$/);
|
|
|
+ if (match) {
|
|
|
+ x = parseInt(match[1]);
|
|
|
+ y = parseInt(match[2]);
|
|
|
+ result.push({ node: child, x, y });
|
|
|
+ } else if (child.name.startsWith('B')) {
|
|
|
+ const relativeX = Math.round(child.position.x / this.gridSpacing);
|
|
|
+ const relativeY = -Math.round(child.position.y / this.gridSpacing);
|
|
|
+
|
|
|
+ x = parentX + relativeX;
|
|
|
+ y = parentY + relativeY;
|
|
|
+
|
|
|
+ result.push({ node: child, x, y });
|
|
|
+ }
|
|
|
+
|
|
|
+ this.findBlockParts(child, result, x, y);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // 标记方块占用的格子
|
|
|
+ markOccupiedPositions(block: Node, targetGrid: Node) {
|
|
|
+ if (!this.gridInitialized) return;
|
|
|
+
|
|
|
+ const targetRowCol = this.getGridRowCol(targetGrid);
|
|
|
+ if (!targetRowCol) return;
|
|
|
+
|
|
|
+ const parts = this.getBlockParts(block);
|
|
|
+
|
|
|
+ block['occupiedGrids'] = [];
|
|
|
+
|
|
|
+ for (const part of parts) {
|
|
|
+ const row = targetRowCol.row - part.y;
|
|
|
+ const col = targetRowCol.col + part.x;
|
|
|
+
|
|
|
+ if (row >= 0 && row < this.GRID_ROWS && col >= 0 && col < this.GRID_COLS) {
|
|
|
+ this.gridOccupationMap[row][col] = 1;
|
|
|
+
|
|
|
+ block['occupiedGrids'] = block['occupiedGrids'] || [];
|
|
|
+ block['occupiedGrids'].push({ row, col });
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // 清除方块
|
|
|
+ clearBlocks() {
|
|
|
+ const blocksToRemove = [];
|
|
|
+
|
|
|
+ for (const block of this.blocks) {
|
|
|
+ if (block.isValid) {
|
|
|
+ const location = this.blockLocations.get(block);
|
|
|
+ if (location === 'kuang') {
|
|
|
+ blocksToRemove.push(block);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ for (const block of blocksToRemove) {
|
|
|
+ const dbNode = block['dbNode'];
|
|
|
+ if (dbNode && dbNode.isValid) {
|
|
|
+ block.off(Node.EventType.TRANSFORM_CHANGED);
|
|
|
+
|
|
|
+ const kuangNode = this.kuangContainer;
|
|
|
+ if (kuangNode) {
|
|
|
+ const dbName = dbNode.name;
|
|
|
+ if (!kuangNode.getChildByName(dbName)) {
|
|
|
+ dbNode.parent = kuangNode;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ const index = this.blocks.indexOf(block);
|
|
|
+ if (index !== -1) {
|
|
|
+ this.blocks.splice(index, 1);
|
|
|
+ }
|
|
|
+
|
|
|
+ this.originalPositions.delete(block);
|
|
|
+ this.blockLocations.delete(block);
|
|
|
+ this.blockPriceMap.delete(block);
|
|
|
+
|
|
|
+ block.destroy();
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // 游戏开始时调用
|
|
|
+ onGameStart() {
|
|
|
+ this.gameStarted = true;
|
|
|
+ console.log('游戏已开始,已放置的方块将有移动冷却时间');
|
|
|
+
|
|
|
+ for (const block of this.blocks) {
|
|
|
+ if (block.isValid) {
|
|
|
+ const location = this.blockLocations.get(block);
|
|
|
+
|
|
|
+ if (location === 'grid') {
|
|
|
+ this.hidePriceLabel(block);
|
|
|
+
|
|
|
+ const dbNode = block['dbNode'];
|
|
|
+ if (dbNode) {
|
|
|
+ dbNode.active = false;
|
|
|
+ }
|
|
|
+
|
|
|
+ this.moveBlockToPlacedBlocks(block);
|
|
|
+ this.addLockedVisualHint(block);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // 游戏重置时调用
|
|
|
+ onGameReset() {
|
|
|
+ this.gameStarted = false;
|
|
|
+ this.clearAllCooldowns();
|
|
|
+ console.log('游戏已重置,方块可以自由移动');
|
|
|
+ }
|
|
|
+
|
|
|
+ // 添加视觉提示,表明方块已锁定
|
|
|
+ addLockedVisualHint(block: Node) {
|
|
|
+ const children = block.children;
|
|
|
+ for (let i = 0; i < children.length; i++) {
|
|
|
+ const child = children[i];
|
|
|
+ if (this.NON_BLOCK_NODES.indexOf(child.name) !== -1) {
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ child.setScale(new Vec3(0.95, 0.95, 1));
|
|
|
+ }
|
|
|
+
|
|
|
+ console.log(`已为方块 ${block.name} 添加锁定视觉提示`);
|
|
|
+ }
|
|
|
+
|
|
|
+ // 将方块移动到PlacedBlocks节点下
|
|
|
+ moveBlockToPlacedBlocks(block: Node) {
|
|
|
+ const placedBlocksNode = find('Canvas/PlacedBlocks');
|
|
|
+ if (!placedBlocksNode) {
|
|
|
+ console.error('找不到PlacedBlocks节点');
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ const worldPosition = new Vec3();
|
|
|
+ block.getWorldPosition(worldPosition);
|
|
|
+
|
|
|
+ block.removeFromParent();
|
|
|
+ placedBlocksNode.addChild(block);
|
|
|
+ block.setWorldPosition(worldPosition);
|
|
|
+
|
|
|
+ console.log(`已将方块 ${block.name} 移动到PlacedBlocks节点下`);
|
|
|
+ }
|
|
|
+
|
|
|
+ // 碰撞回调
|
|
|
+ onBeginContact(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
|
|
|
+ console.log('方块碰到了:', otherCollider.node.name);
|
|
|
+ if (otherCollider.node.name === 'Ball') {
|
|
|
+ console.log('方块被球击中!');
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|