From 1d1ea4488c2e60d562f2afa3c108d9dddb621b81 Mon Sep 17 00:00:00 2001
From: Ding Yuntian <1491671119@qq.com>
Date: Wed, 4 Feb 2026 23:53:16 +0800
Subject: [PATCH] =?UTF-8?q?=E5=88=9D=E7=89=88=E7=9F=B3=E5=A4=B4=E5=8A=9F?=
=?UTF-8?q?=E8=83=BD=E5=8F=AF=E7=94=A8?=
MIME-Version: 1.0
Content-Type: text/plain; charset=UTF-8
Content-Transfer-Encoding: 8bit
---
.../AddressableAssetSettings.asset | 2 +-
.../AssetGroups/Default Local Group.asset | 5 +
.../Editor/Inspector/GridVisualizerEditor.cs | 18 +-
Assets/Prefabs/BlockPuzzle/BlockShape.prefab | 14 +-
.../BlockPuzzle/引擎组件/共鸣腔.prefab | 13 +
.../BlockPuzzle/引擎组件/动平衡飞轮组.prefab | 13 +
.../BlockPuzzle/引擎组件/惯性稳压器.prefab | 67 +-
.../BlockPuzzle/引擎组件/散热条.prefab | 53 +-
.../BlockPuzzle/引擎组件/散热系统.prefab | 53 +-
.../BlockPuzzle/引擎组件/新动力核心.prefab | 13 +
.../BlockPuzzle/引擎组件/旧动力核心.prefab | 13 +
.../BlockPuzzle/引擎组件/辅助涡轮.prefab | 13 +
.../BlockPuzzle/引擎组件/进气系统.prefab | 13 +
.../FixSystemPrefabs/Block Puzzle Game.prefab | 1830 ++++-------------
.../网格拼图相关素材/石头动力模块维修界面.psd | 4 +-
.../石头动力模块维修界面.psd.meta | 59 +-
Assets/Scenes/网格测试.unity | 1302 ++----------
.../BlockPuzzleValidtor/引擎室规则.asset | 19 +-
.../Screen System/FixPanel/BlockPuzzlePart.cs | 47 +-
.../Screen System/UniversalScreen.cs | 1 -
.../BlockPuzzle/Class/BlockPuzzleGrid.cs | 8 -
.../BlockPuzzle/Class/BlockPuzzleKit.cs | 68 +
.../BlockPuzzle/Class/BlockPuzzlePanel.cs | 37 +-
.../BlockPuzzle/Class/BlockPuzzleSystem.cs | 144 +-
.../BlockPuzzle/Class/BlockPuzzleValidator.cs | 48 +-
.../MiniGame/BlockPuzzle/Class/BlockShape.cs | 2 -
.../BlockPuzzle/Class/GridVisualizer.cs | 15 +-
.../BlockPuzzle/Class/PlacementValidator.cs | 13 +-
.../BlockPuzzle/Class/ShapeDragger.cs | 2 +
.../BlockPuzzle/Class/ShapeFactory.cs | 15 +
.../BlockPuzzle/Class/ShapeRecycleSlot.cs | 17 +-
.../Class/UIHander/BlockSubmitHander.cs | 53 +
.../Class/UIHander/BlockSubmitHander.cs.meta | 11 +
.../Components}/SignLightHandler.cs | 0
.../Components}/SignLightHandler.cs.meta | 0
Assets/Scripts/UI/UIKit.cs | 10 +
Assets/Scripts/Utility/JsonUtil.cs | 32 +-
.../LevelData/BlockPuzzle/BlockShapeInfo.json | 81 +-
38 files changed, 1421 insertions(+), 2687 deletions(-)
create mode 100644 Assets/Scripts/MiniGame/BlockPuzzle/Class/UIHander/BlockSubmitHander.cs
create mode 100644 Assets/Scripts/MiniGame/BlockPuzzle/Class/UIHander/BlockSubmitHander.cs.meta
rename Assets/Scripts/{MiniGame/BlockPuzzle/Class/UIHander => UI/Components}/SignLightHandler.cs (100%)
rename Assets/Scripts/{MiniGame/BlockPuzzle/Class/UIHander => UI/Components}/SignLightHandler.cs.meta (100%)
diff --git a/Assets/AddressableAssetsData/AddressableAssetSettings.asset b/Assets/AddressableAssetsData/AddressableAssetSettings.asset
index 24e29e0ca..436e533c2 100644
--- a/Assets/AddressableAssetsData/AddressableAssetSettings.asset
+++ b/Assets/AddressableAssetsData/AddressableAssetSettings.asset
@@ -15,7 +15,7 @@ MonoBehaviour:
m_DefaultGroup: 09546aca93a801441859af2a811fe53b
m_currentHash:
serializedVersion: 2
- Hash: b53f304e2338ce70db1045411843d66c
+ Hash: 23f8c5ccd7cce25d443750000db64bc9
m_OptimizeCatalogSize: 0
m_BuildRemoteCatalog: 0
m_BundleLocalCatalog: 0
diff --git a/Assets/AddressableAssetsData/AssetGroups/Default Local Group.asset b/Assets/AddressableAssetsData/AssetGroups/Default Local Group.asset
index a3d3c00d1..57cac31cb 100644
--- a/Assets/AddressableAssetsData/AssetGroups/Default Local Group.asset
+++ b/Assets/AddressableAssetsData/AssetGroups/Default Local Group.asset
@@ -72,6 +72,11 @@ MonoBehaviour:
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
+ - m_GUID: 0519c41f06740d64390437a889eee2d9
+ m_Address: "BlockPuzzle/\u6309\u94AE\u7F29\u7565\u56FE"
+ m_ReadOnly: 0
+ m_SerializedLabels: []
+ FlaggedDuringContentUpdateRestriction: 0
m_ReadOnly: 0
m_Settings: {fileID: 11400000, guid: 77169ce22e430f64fb36c771815a4a7b, type: 2}
m_SchemaSet:
diff --git a/Assets/Editor/Inspector/GridVisualizerEditor.cs b/Assets/Editor/Inspector/GridVisualizerEditor.cs
index 8f460aea7..a0c442964 100644
--- a/Assets/Editor/Inspector/GridVisualizerEditor.cs
+++ b/Assets/Editor/Inspector/GridVisualizerEditor.cs
@@ -6,14 +6,26 @@ namespace AibisDream.SystemEditor
[CustomEditor(typeof(GridVisualizer))]
public class GridVisualizerEditor : Editor
{
+ private SerializedProperty sortingLayerProperty;
+ private SerializedProperty sortingOrderProperty;
+
+ private void OnEnable()
+ {
+ sortingLayerProperty = serializedObject.FindProperty("sortingLayer");
+ sortingOrderProperty = serializedObject.FindProperty("sortingOrder");
+ }
+
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
- var example = (GridVisualizer)target;
+ serializedObject.Update();
+
EditorGUILayout.LabelField("层级设置", EditorStyles.boldLabel);
- example.sortingLayer = EditorKit.SortingLayerField("目标层级", example.sortingLayer);
- example.sortingOrder = EditorGUILayout.IntField("层级顺序", example.sortingOrder);
+ EditorKit.SortingLayerField(new GUIContent("目标层级"), sortingLayerProperty);
+ EditorGUILayout.PropertyField(sortingOrderProperty, new GUIContent("层级顺序"));
+
+ serializedObject.ApplyModifiedProperties();
}
}
}
\ No newline at end of file
diff --git a/Assets/Prefabs/BlockPuzzle/BlockShape.prefab b/Assets/Prefabs/BlockPuzzle/BlockShape.prefab
index bdfd52ecd..8e02b8ea2 100644
--- a/Assets/Prefabs/BlockPuzzle/BlockShape.prefab
+++ b/Assets/Prefabs/BlockPuzzle/BlockShape.prefab
@@ -13,7 +13,6 @@ GameObject:
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- component: {fileID: 4646419983055809048}
- component: {fileID: 4283988294842430357}
- - component: {fileID: 8308584449185143604}
m_Layer: 0
m_Name: BlockShape
m_TagString: Untagged
@@ -68,6 +67,7 @@ MonoBehaviour:
shapeDescription:
states: []
buttonImagePath:
+ detailImagePath:
--- !u!60 &1224845219232276460
PolygonCollider2D:
m_ObjectHideFlags: 0
@@ -179,15 +179,3 @@ MonoBehaviour:
dragLayerOrder: 25
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diff --git a/Assets/Prefabs/BlockPuzzle/引擎组件/共鸣腔.prefab b/Assets/Prefabs/BlockPuzzle/引擎组件/共鸣腔.prefab
index 8e509a58f..e301bf643 100644
--- a/Assets/Prefabs/BlockPuzzle/引擎组件/共鸣腔.prefab
+++ b/Assets/Prefabs/BlockPuzzle/引擎组件/共鸣腔.prefab
@@ -93,6 +93,7 @@ GameObject:
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m_TagString: Untagged
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+ m_SortAtRoot: 0
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diff --git a/Assets/Prefabs/BlockPuzzle/引擎组件/动平衡飞轮组.prefab b/Assets/Prefabs/BlockPuzzle/引擎组件/动平衡飞轮组.prefab
index e8fb6cb2f..ab75c7815 100644
--- a/Assets/Prefabs/BlockPuzzle/引擎组件/动平衡飞轮组.prefab
+++ b/Assets/Prefabs/BlockPuzzle/引擎组件/动平衡飞轮组.prefab
@@ -429,6 +429,7 @@ GameObject:
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m_TagString: Untagged
@@ -461,6 +462,18 @@ Transform:
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m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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+ m_SortingLayer: 10
+ m_SortingOrder: 10
+ m_SortAtRoot: 0
--- !u!1 &6726549844697620442
GameObject:
m_ObjectHideFlags: 0
diff --git a/Assets/Prefabs/BlockPuzzle/引擎组件/惯性稳压器.prefab b/Assets/Prefabs/BlockPuzzle/引擎组件/惯性稳压器.prefab
index 5c5088a07..3c9be221e 100644
--- a/Assets/Prefabs/BlockPuzzle/引擎组件/惯性稳压器.prefab
+++ b/Assets/Prefabs/BlockPuzzle/引擎组件/惯性稳压器.prefab
@@ -1,6 +1,6 @@
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@@ -8,37 +8,37 @@ GameObject:
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serializedVersion: 6
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- - component: {fileID: 6942524670884740071}
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m_Layer: 0
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+ m_Name: GameObject
m_TagString: Untagged
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m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
---- !u!4 &1333018235521955266
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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
- m_GameObject: {fileID: 8798820299727595205}
+ m_GameObject: {fileID: 1444101771948321629}
serializedVersion: 2
- m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
- m_LocalPosition: {x: 0.585, y: 0.585, z: 0}
+ m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
+ m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
- m_Father: {fileID: 0}
+ m_Father: {fileID: 1333018235521955266}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
---- !u!212 &6942524670884740071
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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
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+ m_GameObject: {fileID: 1444101771948321629}
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m_ReceiveShadows: 0
@@ -84,3 +84,48 @@ SpriteRenderer:
m_WasSpriteAssigned: 1
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m_SpriteSortPoint: 0
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diff --git a/Assets/Prefabs/BlockPuzzle/引擎组件/散热条.prefab b/Assets/Prefabs/BlockPuzzle/引擎组件/散热条.prefab
index 229bbcbfa..cad4e489d 100644
--- a/Assets/Prefabs/BlockPuzzle/引擎组件/散热条.prefab
+++ b/Assets/Prefabs/BlockPuzzle/引擎组件/散热条.prefab
@@ -9,7 +9,7 @@ GameObject:
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m_TagString: Untagged
@@ -29,17 +29,62 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
---- !u!212 &7891746101094893876
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diff --git a/Assets/Prefabs/BlockPuzzle/引擎组件/散热系统.prefab b/Assets/Prefabs/BlockPuzzle/引擎组件/散热系统.prefab
index b87361e5b..0dbd8b72e 100644
--- a/Assets/Prefabs/BlockPuzzle/引擎组件/散热系统.prefab
+++ b/Assets/Prefabs/BlockPuzzle/引擎组件/散热系统.prefab
@@ -9,7 +9,7 @@ GameObject:
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@@ -29,17 +29,62 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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diff --git a/Assets/Prefabs/BlockPuzzle/引擎组件/新动力核心.prefab b/Assets/Prefabs/BlockPuzzle/引擎组件/新动力核心.prefab
index c6fefddd3..912abddd0 100644
--- a/Assets/Prefabs/BlockPuzzle/引擎组件/新动力核心.prefab
+++ b/Assets/Prefabs/BlockPuzzle/引擎组件/新动力核心.prefab
@@ -93,6 +93,7 @@ GameObject:
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diff --git a/Assets/Prefabs/BlockPuzzle/引擎组件/旧动力核心.prefab b/Assets/Prefabs/BlockPuzzle/引擎组件/旧动力核心.prefab
index 229c85189..564820068 100644
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+++ b/Assets/Prefabs/BlockPuzzle/引擎组件/旧动力核心.prefab
@@ -93,6 +93,7 @@ GameObject:
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diff --git a/Assets/ScriptableObjects/BlockPuzzleValidtor/引擎室规则.asset b/Assets/ScriptableObjects/BlockPuzzleValidtor/引擎室规则.asset
index 9fcc74f19..d9a705b84 100644
--- a/Assets/ScriptableObjects/BlockPuzzleValidtor/引擎室规则.asset
+++ b/Assets/ScriptableObjects/BlockPuzzleValidtor/引擎室规则.asset
@@ -14,15 +14,14 @@ MonoBehaviour:
m_EditorClassIdentifier:
baseConditions:
- name: "\u52A8\u529B"
- property: PWR
- range: {x: 155, y: 155}
- isOutRange: 0
+ paramType: 0
+ comparisonType: 2
+ threshold: 100
- name: "\u6563\u70ED"
- property: HEAT
- range: {x: 100, y: 155}
- isOutRange: 0
- extraConditions:
+ paramType: 2
+ comparisonType: 3
+ threshold: 100
- name: "\u566A\u97F3"
- property: NOISE
- range: {x: 10, y: 150}
- isOutRange: 0
+ paramType: 1
+ comparisonType: 3
+ threshold: 100
diff --git a/Assets/Scripts/FixSystemNew/Screen System/FixPanel/BlockPuzzlePart.cs b/Assets/Scripts/FixSystemNew/Screen System/FixPanel/BlockPuzzlePart.cs
index 43a740f3b..00a944010 100644
--- a/Assets/Scripts/FixSystemNew/Screen System/FixPanel/BlockPuzzlePart.cs
+++ b/Assets/Scripts/FixSystemNew/Screen System/FixPanel/BlockPuzzlePart.cs
@@ -16,16 +16,29 @@ namespace AibisDream.FixSystem
// ------------------------ 进度条 -------------------------
// [Header("进度条")]
- // [SerializeField] private ProgressBar _powerProgressBar;
- // [SerializeField] private ProgressBar _noiseProgressBar;
- // [SerializeField] private ProgressBar _heatProgressBar;
+ [SerializeField] private SpriteProgressBar powerProgressBar;
+ [SerializeField] private SpriteProgressBar noiseProgressBar;
+ [SerializeField] private SpriteProgressBar heatProgressBar;
- public void OnProgressChanged(BlockPuzzleParamValue paramValue)
+ ///
+ /// 设置进度条最大值
+ ///
+ ///
+ public void SetProgressMaxValue(BlockPuzzleParamValue paramValue)
{
+ powerProgressBar.MaxValue = paramValue.power;
+ noiseProgressBar.MaxValue = paramValue.noise;
+ heatProgressBar.MaxValue = paramValue.heat;
+ }
+
+ public void OnProgressChanged(ValidateResult validateResult)
+ {
+
+ var paramValue = validateResult.propValue;
// 更新进度条
- // _powerProgressBar.CurrentValue = paramValue.power;
- // _noiseProgressBar.CurrentValue = paramValue.noise;
- // _heatProgressBar.CurrentValue = paramValue.heat;
+ powerProgressBar.CurrentValue = paramValue.power;
+ noiseProgressBar.CurrentValue = paramValue.noise;
+ heatProgressBar.CurrentValue = paramValue.heat;
// TODO 更新通过情况
@@ -42,11 +55,17 @@ namespace AibisDream.FixSystem
[SerializeField] private RectTransform _deviceButtonRoot;
[SerializeField] private GameObject _deviceItemPrefab;
+ private BlockShapeData[] deviceButtonDatas;
+ public BlockShapeData[] DeviceButtonDatas { set => deviceButtonDatas = value; }
+
public event Action OnDeviceSelected;
private void InitDeviceList()
{
- // TODO: 初始化器件列表
+ foreach (var data in deviceButtonDatas)
+ {
+ AddDeviceButton(data.blockShapeInfo);
+ }
}
public void OnDeviceRecycle(BlockShape blockShape)
@@ -54,13 +73,6 @@ namespace AibisDream.FixSystem
AddDeviceButton(blockShape.BlockShapeData.blockShapeInfo);
}
- public void OnDeviceRemove(BlockShape blockShape)
- {
- // 从传送带获取器件时移除面板上的器件信息
- Destroy(blockShape.gameObject);
- RemoveDeviceButton(blockShape.BlockShapeData.shapeName);
- }
-
private void AddDeviceButton(BlockShapeInfo blockShapeInfo)
{
var button = Instantiate(_deviceItemPrefab, _deviceButtonRoot).GetComponent();
@@ -84,6 +96,11 @@ namespace AibisDream.FixSystem
public Button LockButton => lockButton;
public Button PopUpButton => popUpButton;
+ public void SetVaildState(ValidateResult validateResult)
+ {
+ lockButton.GetComponent().SetValidState(validateResult.isPass);
+ }
+
// ------------------------ 面板收放 -------------------------
public void Init()
{
diff --git a/Assets/Scripts/FixSystemNew/Screen System/UniversalScreen.cs b/Assets/Scripts/FixSystemNew/Screen System/UniversalScreen.cs
index be9628d36..c00e80821 100644
--- a/Assets/Scripts/FixSystemNew/Screen System/UniversalScreen.cs
+++ b/Assets/Scripts/FixSystemNew/Screen System/UniversalScreen.cs
@@ -10,7 +10,6 @@ namespace AibisDream.FixSystem
public class UniversalScreen : MonoBehaviour, ILineView
{
[Header("是否为对话容器")]
- [SerializeField] private bool IsLineView = false;
[SerializeField] private TerminalText logText;
[Header("其他字段")]
diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleGrid.cs b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleGrid.cs
index e08f8d0e2..65b841cb8 100644
--- a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleGrid.cs
+++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleGrid.cs
@@ -15,7 +15,6 @@ namespace AibisDream
[SerializeField] public int width = 10;
[SerializeField] public int height = 10;
[SerializeField] public float cellSize = 1f;
- [SerializeField] private bool showCellStates = true;
private GridCellState[,] _grid;
private GridCellState[,] _previewGrid;
@@ -30,8 +29,6 @@ namespace AibisDream
public GridVisualizer GridVisualizer { get; private set; }
public Dictionary ShapeDict { get; private set; }
- public event Action OnShapePlaced;
-
///
/// 初始化编辑器预览
///
@@ -269,11 +266,6 @@ namespace AibisDream
{
return ShapeDict.Keys.ToList();
}
-
- private void OnDestroy()
- {
- OnShapePlaced = null;
- }
}
}
diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleKit.cs b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleKit.cs
index 0a0fde61a..d25703319 100644
--- a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleKit.cs
+++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleKit.cs
@@ -100,6 +100,74 @@ namespace AibisDream
}
}
+ ///
+ /// 批量从文件加载 BlockShapeData
+ ///
+ /// 要加载的数据键数组
+ /// 文件路径,如果为空则使用默认路径
+ /// 成功加载的数据列表
+ public static Dictionary LoadBlockShapeDataBatch(string[] keys, string path = null)
+ {
+ var result = new Dictionary();
+
+ if (keys == null || keys.Length == 0)
+ {
+ return result;
+ }
+
+ if (string.IsNullOrEmpty(path))
+ {
+ path = ConstRef.BlockShapeDataPath;
+ }
+
+ try
+ {
+ if (!File.Exists(path))
+ {
+ Debug.LogWarning($"BlockShapeData 文件不存在: {path}");
+ return result;
+ }
+
+ var dict = JsonUtil.ReadBeanDict(path);
+ var infoDict = JsonUtil.ReadBeanDict(ConstRef.BlockShapeInfoPath);
+
+ if (dict == null)
+ {
+ Debug.LogWarning($"读取 BlockShapeData 字典失败: {path}");
+ return result;
+ }
+
+ foreach (string key in keys)
+ {
+ if (string.IsNullOrEmpty(key))
+ continue;
+
+ if (dict.ContainsKey(key))
+ {
+ BlockShapeData data = dict[key];
+
+ // 尝试加载对应的 BlockShapeInfo
+ if (infoDict != null && infoDict.ContainsKey(key))
+ {
+ data.blockShapeInfo = infoDict[key];
+ }
+
+ result.Add(key, data);
+ }
+ else
+ {
+ Debug.LogWarning($"未找到键为 '{key}' 的 BlockShapeData");
+ }
+ }
+ }
+ catch (Exception e)
+ {
+ Debug.LogError($"批量加载 BlockShapeData 失败: {e.Message}");
+ }
+
+ return result;
+ }
+
///
/// 从文件加载单个 BlockPuzzleData
///
diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzlePanel.cs b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzlePanel.cs
index 9bd5d4419..4e818614e 100644
--- a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzlePanel.cs
+++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzlePanel.cs
@@ -1,7 +1,5 @@
using UnityEngine;
using AibisDream.FixSystem;
-using System;
-using UnityEngine.Events;
namespace AibisDream
{
@@ -12,6 +10,14 @@ namespace AibisDream
[SerializeField] private UniversalScreen blockPuzzleScreen;
[SerializeField] private BlockPuzzlePart blockPuzzlePart;
+ // ---------------------- 基本功能 ----------------------
+
+ public void SwitchToLogScreen()
+ {
+ logScreen.gameObject.SetActive(true);
+ blockPuzzleScreen.gameObject.SetActive(false);
+ }
+
// ---------------------- 维修部分 ----------------------
public BlockPuzzlePart Panel => blockPuzzlePart;
@@ -26,11 +32,21 @@ namespace AibisDream
blockPuzzleScreen.SetText("设备名称", shape.shapeName);
blockPuzzleScreen.SetText("设备描述", shape.shapeDescription);
- blockPuzzleScreen.SetText("PWR", shape.paramValue.power.ToString());
- blockPuzzleScreen.SetText("NOISE", shape.paramValue.noise.ToString());
- blockPuzzleScreen.SetText("HEAT", shape.paramValue.heat.ToString());
+ blockPuzzleScreen.SetText("PWR", $"PWR\n{shape.paramValue.power.ToString("+0;-0;+0")}");
+ blockPuzzleScreen.SetText("NOISE", $"NOISE\n{shape.paramValue.noise.ToString("+0;-0;+0")}");
+ blockPuzzleScreen.SetText("HEAT", $"HEAT\n{shape.paramValue.heat.ToString("+0;-0;+0")}");
- // TODO: 设备状态后面实现
+ for (int i = 1; i <= 3; i++)
+ {
+ if (i <= shape.states.Length)
+ {
+ blockPuzzleScreen.SetText($"设备状态{i}", shape.states[i-1]);
+ }
+ else
+ {
+ blockPuzzleScreen.SetText($"设备状态{i}", "");
+ }
+ }
}
public void ClearShapeInScreen()
@@ -43,6 +59,11 @@ namespace AibisDream
blockPuzzleScreen.SetText("PWR", "0");
blockPuzzleScreen.SetText("NOISE", "0");
blockPuzzleScreen.SetText("HEAT", "0");
+
+ for (int i = 1; i <= 3; i++)
+ {
+ blockPuzzleScreen.SetText($"设备状态{i}", "");
+ }
}
// ---------------------- 对话功能 ----------------------
@@ -60,12 +81,12 @@ namespace AibisDream
private void OnEnable()
{
- DialogUIManager.Instance.RegisterScreenView(DialogViewType.Log, this);
+ DialogUIManager.Instance?.RegisterScreenView(DialogViewType.Log, this);
}
private void OnDisable()
{
- DialogUIManager.Instance.UnRegisterScreenView(DialogViewType.Log);
+ DialogUIManager.Instance?.UnRegisterScreenView(DialogViewType.Log);
}
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleSystem.cs b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleSystem.cs
index d3cb5af4f..7d1944e99 100644
--- a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleSystem.cs
+++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleSystem.cs
@@ -1,10 +1,11 @@
+using System;
using UnityEngine;
using Cinemachine;
using AibisDream.Kit;
using AibisDream.Utility;
using System.Linq;
using AibisDream.Framework;
-using System;
+using UnityEngine.EventSystems;
namespace AibisDream
{
@@ -24,6 +25,9 @@ namespace AibisDream
private BlockPuzzleValidator validator;
private ShapeFactory shapeFactory;
+ // 锁定状态
+ public bool IsLocked { get; private set; }
+
private void Start()
{
if (initializeOnStart)
@@ -48,53 +52,113 @@ namespace AibisDream
public void Initialize()
{
+ float startTime = Time.realtimeSinceStartup;
+
// 初始化网格
grid.Initialize(puzzleData.gridWidth, puzzleData.gridHeight, puzzleData.cellSize);
+
+ // 批量预加载所有需要的BlockShapeData,避免循环中重复读取JSON文件
+ var shapeKeys = puzzleData.gridShapeDataInfos.Select(s => s.shapeKey).Distinct().ToArray();
+ var shapeDataDict = BlockPuzzleKit.LoadBlockShapeDataBatch(shapeKeys);
+
// 初始化网格上图形
shapeFactory = new ShapeFactory(shapeRoot);
foreach (var shapeData in puzzleData.gridShapeDataInfos)
{
- var shape = shapeFactory.CreateBlockShape(shapeData.shapeKey);
- shape.Rotate(shapeData.rotationAngle);
- grid.TrySnapToGrid(shape, shapeData.rootCell);
- shape.GetComponent().IsDraggable = shapeData.isDraggable;
+ // 使用预加载的数据创建形状,避免重复读取JSON
+ if (shapeDataDict.TryGetValue(shapeData.shapeKey, out var blockShapeData))
+ {
+ var shape = shapeFactory.CreateBlockShape(blockShapeData);
+ shape.Rotate(shapeData.rotationAngle);
+ grid.TrySnapToGrid(shape, shapeData.rootCell);
+ shape.ShapeDragger.IsDraggable = shapeData.isDraggable;
+ }
}
-
grid.GridVisualizer.UpdateAllCellsVisual();
// 加载验证器
validator = ResourceKit.LoadAssetSync(puzzleData.validatorName);
+ blockPuzzlePanel.Panel.SetProgressMaxValue(validator.CollectThresholds());
+
+ // 初始化侧边栏
+ var deviceDatas = BlockPuzzleKit.LoadBlockShapeDataBatch(puzzleData.shapeInRack);
+ blockPuzzlePanel.Panel.DeviceButtonDatas = deviceDatas.Values.ToArray();
+
// 组装事件逻辑
AssembleEventLogic();
- Debug.Log("网格系统初始化完成");
- }
+ // 初始化时验证一次
+ validator.Validate(grid.GetShapes());
- private void PreCheckGameState()
- {
- var shapes = grid.GetShapes();
- var validateResult = validator.Validate(shapes);
+ // 确保交互状态正确
+ UpdateInteractionState();
}
private void SubmitGameResult()
{
- var shapes = grid.GetShapes();
- var validateResult = validator.Validate(shapes);
+ // 检查系统是否锁定
+ if (IsLocked)
+ {
+ return;
+ }
+
+ var validateResult = validator.Validate(grid.GetShapes());
// 如果验证通过, 则设置变量并弹出对话
if (validateResult.isPass)
{
- StorageSystem.Instance.SetValue("$block_puzzle_pass", true);
- DialogController.Instance.StartDialogNode("方块拼图完成");
+ // StorageSystem.Instance.SetValue("$block_puzzle_pass", true);
+ // DialogController.Instance.StartDialogNode("方块拼图完成");
+
+ Debug.Log("方块拼图完成");
}
}
public void ClearGame()
{
grid.Clear();
- // shapeRack.Clear();
shapeRoot.DestroyAllChildren();
+ // 重置锁定状态
+ SetLocked(false);
+ }
+
+ // --------------------- 锁定状态管理 -------------------
+
+ ///
+ /// 设置系统锁定状态
+ ///
+ /// 是否锁定
+ public void SetLocked(bool locked)
+ {
+ IsLocked = locked;
+ UpdateInteractionState();
+ }
+
+ ///
+ /// 更新所有交互组件的状态
+ ///
+ private void UpdateInteractionState()
+ {
+ // 更新所有形状的拖拽状态
+ if (shapeFactory != null)
+ {
+ shapeFactory.SetAllShapesDraggable(!IsLocked);
+ }
+
+ // 更新按钮的交互状态
+ if (blockPuzzlePanel != null && blockPuzzlePanel.Panel != null)
+ {
+ var panel = blockPuzzlePanel.Panel;
+ if (panel.LockButton != null)
+ {
+ panel.LockButton.interactable = !IsLocked;
+ }
+ if (panel.PopUpButton != null)
+ {
+ panel.PopUpButton.interactable = !IsLocked;
+ }
+ }
}
// --------------------- 维修面板同步 -------------------
@@ -111,13 +175,14 @@ namespace AibisDream
blockPuzzlePanel.Panel.OnSubmit.AddListener(SubmitGameResult);
blockPuzzlePanel.Panel.OnPopUp.AddListener(PopUpShape);
- // 由网格触发
- grid.OnShapePlaced += PreCheckGameState;
-
// 由Shape触发
shapeFactory.OnDragStart += OnShapeDragStart;
shapeFactory.OnDragEnd += OnShapeDragEnd;
shapeFactory.OnDragUpdate += OnShapeDragUpdate;
+
+ // 由系统触发
+ validator.OnValidate.AddListener(blockPuzzlePanel.Panel.SetVaildState);
+ validator.OnValidate.AddListener(blockPuzzlePanel.Panel.OnProgressChanged);
}
private void OnPanelShapeSelected(BlockShapeInfo shapeData)
@@ -127,28 +192,31 @@ namespace AibisDream
blockPuzzlePanel.ShowShapeInScreen(shapeData);
}
- public void OnValidateResult(ValidateResult validateResult)
- {
- // 先更新进度条
-
- // 再更新校验结果,包括锁定按钮等UI
-
- }
-
public void OnShapeDragStart(IBlockShape blockShape)
{
- // 更新选中图形
+ // 显示Info
+ if (blockShape is BlockShape shape && shape.BlockShapeData.blockShapeInfo.shapeName != null)
+ {
+ blockPuzzlePanel.ShowShapeInScreen(shape.BlockShapeData.blockShapeInfo);
+ EventSystem.current.SetSelectedGameObject(null);
+ selectedShapeName = null;
+ }
// 回收抽屉高亮,半开
shapeRecycleSlot.PreRecycle();
shapeRecycleSlot.SetRecycleAvaliable(true);
+
+ // 每次拿起时也要校验
+ validator.Validate(grid.GetShapes());
}
public void OnShapeDragEnd(IBlockShape blockShape, bool isPlaced)
{
- //
-
- // TODO: 如果吸附到回收处,应该播放动画,并提示回收成功
+ // 如果放置成功,则预先检查一次
+ if (isPlaced)
+ {
+ validator.Validate(grid.GetShapes());
+ }
}
public void OnShapeDragUpdate(IBlockShape blockShape)
@@ -159,6 +227,12 @@ namespace AibisDream
public void PopUpShape()
{
+ // 检查系统是否锁定
+ if (IsLocked)
+ {
+ return;
+ }
+
if (selectedShapeName == null)
{
return;
@@ -172,7 +246,6 @@ namespace AibisDream
// 删除按钮
blockPuzzlePanel.Panel.RemoveDeviceButton(selectedShapeName);
selectedShapeName = null;
- blockPuzzlePanel.ClearShapeInScreen();
}
// --------------------- 吸附校验 ---------------------
@@ -183,7 +256,10 @@ namespace AibisDream
if (shapeRecycleSlot.CurrentState == PositionState.Open)
{
shapeRecycleSlot.RecycleShape(blockShape);
- // TODO: 向面板添加回收的形状
+ // 清空屏幕并切换回LogScreen
+ blockPuzzlePanel.ClearShapeInScreen();
+ blockPuzzlePanel.SwitchToLogScreen();
+ // 向面板添加回收的形状
blockPuzzlePanel.Panel.OnDeviceRecycle(blockShape);
// 延时后进行销毁
ActionKit.Delay(1.0f, () => {
diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleValidator.cs b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleValidator.cs
index b4771d9bc..e8eefcdee 100644
--- a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleValidator.cs
+++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleValidator.cs
@@ -1,6 +1,6 @@
using System.Collections.Generic;
-using System.Linq;
using UnityEngine;
+using UnityEngine.Events;
namespace AibisDream
{
@@ -10,6 +10,8 @@ namespace AibisDream
[Tooltip("基础条件, 不满足无法提交")]
public ValidateItem[] baseConditions;
+ public UnityEvent OnValidate = new();
+
///
/// 验证是否可以完成拼图
///
@@ -49,6 +51,7 @@ namespace AibisDream
result.isPass = result.isPass && itemResult;
}
+ OnValidate.Invoke(result);
return result;
}
@@ -69,6 +72,49 @@ namespace AibisDream
};
}
+ ///
+ /// 收集Power, Noise, Heat的阈值,并以BlockPuzzleParamValue的形式返回
+ ///
+ /// 包含各参数阈值的BlockPuzzleParamValue结构
+ public BlockPuzzleParamValue CollectThresholds()
+ {
+ var thresholds = new BlockPuzzleParamValue();
+
+ if (baseConditions == null)
+ return thresholds;
+
+ // 遍历所有条件,收集每个参数类型的阈值
+ // 如果同一参数类型有多个条件,取第一个匹配的阈值
+ bool powerFound = false;
+ bool noiseFound = false;
+ bool heatFound = false;
+
+ foreach (var condition in baseConditions)
+ {
+ if (!powerFound && condition.paramType == ParamType.Power)
+ {
+ thresholds.power = condition.threshold;
+ powerFound = true;
+ }
+ else if (!noiseFound && condition.paramType == ParamType.Noise)
+ {
+ thresholds.noise = condition.threshold;
+ noiseFound = true;
+ }
+ else if (!heatFound && condition.paramType == ParamType.Heat)
+ {
+ thresholds.heat = condition.threshold;
+ heatFound = true;
+ }
+
+ // 如果所有参数类型都已找到,可以提前退出
+ if (powerFound && noiseFound && heatFound)
+ break;
+ }
+
+ return thresholds;
+ }
+
[System.Serializable]
public struct ValidateItem
{
diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockShape.cs b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockShape.cs
index d4414353c..80b05b013 100644
--- a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockShape.cs
+++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockShape.cs
@@ -1,4 +1,3 @@
-using System;
using System.Collections.Generic;
using AibisDream.Utility;
using UnityEngine;
@@ -58,7 +57,6 @@ namespace AibisDream
ShapeDragger = GetComponent();
_blockShapeData = blockShapeData;
gameObject.name = blockShapeData.shapeName;
- // 加载视觉Prefab
LoadVisualPrefab();
// 更新碰撞体
UpdatePolygonCollider();
diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/GridVisualizer.cs b/Assets/Scripts/MiniGame/BlockPuzzle/Class/GridVisualizer.cs
index 19bfe26d5..0747d2743 100644
--- a/Assets/Scripts/MiniGame/BlockPuzzle/Class/GridVisualizer.cs
+++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/GridVisualizer.cs
@@ -28,8 +28,8 @@ namespace AibisDream
[SerializeField] private Sprite cellSprite;
[SerializeField] private Material cellMaterial;
- [HideInInspector] public int sortingLayer;
- [HideInInspector] public int sortingOrder;
+ [SerializeField] private int sortingLayer;
+ [SerializeField] private int sortingOrder;
// 单元格可视化对象池
private Dictionary<(int x, int y), GameObject> _cellObjects = new Dictionary<(int x, int y), GameObject>();
@@ -126,6 +126,9 @@ namespace AibisDream
lineObj.transform.localPosition = Vector3.zero;
LineRenderer lineRenderer = lineObj.AddComponent();
+ lineRenderer.sortingLayerID = sortingLayer;
+ lineRenderer.sortingOrder = sortingOrder;
+
lineRenderer.useWorldSpace = true;
lineRenderer.positionCount = 2;
lineRenderer.SetPosition(0, start);
@@ -135,7 +138,8 @@ namespace AibisDream
lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
lineRenderer.startColor = color;
lineRenderer.endColor = color;
- lineRenderer.sortingOrder = 0;
+ lineRenderer.sortingLayerID = sortingLayer;
+ lineRenderer.sortingOrder = sortingOrder;
}
///
@@ -166,6 +170,8 @@ namespace AibisDream
cellObj.transform.position = _grid.GridToWorld(x, y);
SpriteRenderer spriteRenderer = cellObj.AddComponent();
+ spriteRenderer.sortingLayerID = sortingLayer;
+ spriteRenderer.sortingOrder = sortingOrder;
// 如果没有指定Sprite,创建一个简单的白色Sprite
if (cellSprite == null)
@@ -175,7 +181,8 @@ namespace AibisDream
spriteRenderer.sprite = cellSprite;
spriteRenderer.color = emptyCellColor;
- spriteRenderer.sortingOrder = 1;
+ spriteRenderer.sortingLayerID = sortingLayer;
+ spriteRenderer.sortingOrder = sortingOrder;
// 设置大小
float spriteSize = _grid.CellSize * 0.9f; // 稍微小一点,留出网格线空间
diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/PlacementValidator.cs b/Assets/Scripts/MiniGame/BlockPuzzle/Class/PlacementValidator.cs
index 0fa00a979..4c168fc2f 100644
--- a/Assets/Scripts/MiniGame/BlockPuzzle/Class/PlacementValidator.cs
+++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/PlacementValidator.cs
@@ -183,6 +183,17 @@ namespace AibisDream
public float distance; // 到网格单元格的距离
public Vector2Int[] gridPositions; // 吸附后
public Vector2Int RootCell => new Vector2Int(gridX, gridY); // 吸附后的根网格坐标
- }
+
+ public static SnapResult RecycleResult => new()
+ {
+ canSnap = false,
+ snapPosition = Vector3.zero,
+ gridX = -10,
+ gridY = -10,
+ distance = float.MaxValue,
+ gridPositions = new Vector2Int[0]
+ };
+ };
}
+
diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/ShapeDragger.cs b/Assets/Scripts/MiniGame/BlockPuzzle/Class/ShapeDragger.cs
index 4f31b3c78..4f2b44455 100644
--- a/Assets/Scripts/MiniGame/BlockPuzzle/Class/ShapeDragger.cs
+++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/ShapeDragger.cs
@@ -116,6 +116,8 @@ namespace AibisDream
if (recycled)
{
CurrentState = DragState.Idle;
+ _snapResult = SnapResult.RecycleResult;
+ TargetGrid.ShowSnapPreview(_snapResult);
return;
}
diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/ShapeFactory.cs b/Assets/Scripts/MiniGame/BlockPuzzle/Class/ShapeFactory.cs
index 801b37c99..d59f070b6 100644
--- a/Assets/Scripts/MiniGame/BlockPuzzle/Class/ShapeFactory.cs
+++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/ShapeFactory.cs
@@ -75,5 +75,20 @@ namespace AibisDream
_blockShapeList.Remove(blockShape);
UnityEngine.Object.Destroy(blockShape.gameObject);
}
+
+ ///
+ /// 批量设置所有形状的可拖拽状态
+ ///
+ /// 是否可拖拽
+ public void SetAllShapesDraggable(bool draggable)
+ {
+ foreach (var shape in _blockShapeList)
+ {
+ if (shape != null && shape.ShapeDragger != null)
+ {
+ shape.ShapeDragger.IsDraggable = draggable;
+ }
+ }
+ }
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/ShapeRecycleSlot.cs b/Assets/Scripts/MiniGame/BlockPuzzle/Class/ShapeRecycleSlot.cs
index c9dcc8f56..343517c8a 100644
--- a/Assets/Scripts/MiniGame/BlockPuzzle/Class/ShapeRecycleSlot.cs
+++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/ShapeRecycleSlot.cs
@@ -4,11 +4,11 @@ namespace AibisDream
{
public class ShapeRecycleSlot : MonoBehaviour
{
-
public PositionState CurrentState => mover.GetCurrentState();
[SerializeField] private ThreeStatePositionMover mover;
[SerializeField] private BoxArea halfArea;
[SerializeField] private BoxArea openArea;
+ [SerializeField] private Transform attachPoint; // 吸附点,如果为空则吸附到(0,0)
// ----------------------- 回收逻辑 -----------------------
public void PreRecycle()
@@ -87,12 +87,23 @@ namespace AibisDream
}
}
}
-
+
private void PutShapeInSlot(BlockShape shape)
{
shape.transform.SetParent(mover.transform);
Vector3 centerPosition = shape.GetCenterPosition();
- shape.transform.localPosition = -centerPosition;
+
+ // 如果有配置吸附点,则吸附到吸附点;否则吸附到(0,0)
+ if (attachPoint != null)
+ {
+ // 吸附点挂在mover下面,直接使用本地坐标
+ shape.transform.localPosition = attachPoint.localPosition - centerPosition;
+ }
+ else
+ {
+ // 默认行为:吸附到(0,0)
+ shape.transform.localPosition = -centerPosition;
+ }
}
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/UIHander/BlockSubmitHander.cs b/Assets/Scripts/MiniGame/BlockPuzzle/Class/UIHander/BlockSubmitHander.cs
new file mode 100644
index 000000000..8250e306b
--- /dev/null
+++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/UIHander/BlockSubmitHander.cs
@@ -0,0 +1,53 @@
+using UnityEngine;
+using AibisDream.UI;
+using UnityEngine.Events;
+using UnityEngine.UI;
+
+namespace AibisDream
+{
+ public class BlockSubmitHander : MonoBehaviour
+ {
+ [Header("图片索引")]
+ [SerializeField] private SpriteTint validAsset;
+ [SerializeField] private SpriteTint invalidAsset;
+
+ private bool _validState = false;
+ private BaseButton submitButton;
+ private Image submitButtonImage;
+ public UnityEvent OnClick => submitButton.onClick;
+
+ private void Awake()
+ {
+ submitButtonImage = GetComponent();
+ submitButton = GetComponent();
+ submitButton.onStateTransition.AddListener(OnStateTransition);
+ }
+
+ private void OnStateTransition(SelectionType stateTransition, bool instant)
+ {
+ switch (stateTransition)
+ {
+ case SelectionType.Normal:
+ submitButtonImage.sprite = _validState ? validAsset.normalSprite : invalidAsset.normalSprite;
+ break;
+ case SelectionType.Highlighted:
+ submitButtonImage.sprite = _validState ? validAsset.highlightedSprite : invalidAsset.highlightedSprite;
+ break;
+ case SelectionType.Pressed:
+ submitButtonImage.sprite = _validState ? validAsset.pressedSprite : invalidAsset.pressedSprite;
+ break;
+ case SelectionType.Selected:
+ submitButtonImage.sprite = _validState ? validAsset.selectedSprite : invalidAsset.selectedSprite;
+ break;
+ case SelectionType.Disabled:
+ submitButtonImage.sprite = _validState ? validAsset.disabledSprite : invalidAsset.disabledSprite;
+ break;
+ }
+ }
+
+ public void SetValidState(bool valid)
+ {
+ _validState = valid;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/UIHander/BlockSubmitHander.cs.meta b/Assets/Scripts/MiniGame/BlockPuzzle/Class/UIHander/BlockSubmitHander.cs.meta
new file mode 100644
index 000000000..2dd5681f7
--- /dev/null
+++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/UIHander/BlockSubmitHander.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: df5a7683c04d2a04b84b5fc5f02d2306
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/UIHander/SignLightHandler.cs b/Assets/Scripts/UI/Components/SignLightHandler.cs
similarity index 100%
rename from Assets/Scripts/MiniGame/BlockPuzzle/Class/UIHander/SignLightHandler.cs
rename to Assets/Scripts/UI/Components/SignLightHandler.cs
diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/UIHander/SignLightHandler.cs.meta b/Assets/Scripts/UI/Components/SignLightHandler.cs.meta
similarity index 100%
rename from Assets/Scripts/MiniGame/BlockPuzzle/Class/UIHander/SignLightHandler.cs.meta
rename to Assets/Scripts/UI/Components/SignLightHandler.cs.meta
diff --git a/Assets/Scripts/UI/UIKit.cs b/Assets/Scripts/UI/UIKit.cs
index 25454dd23..c2e39f9f9 100644
--- a/Assets/Scripts/UI/UIKit.cs
+++ b/Assets/Scripts/UI/UIKit.cs
@@ -12,4 +12,14 @@ namespace AibisDream.UI
public Color selectedColor;
public Color disabledColor;
}
+
+ [Serializable]
+ public struct SpriteTint
+ {
+ public Sprite normalSprite;
+ public Sprite highlightedSprite;
+ public Sprite pressedSprite;
+ public Sprite selectedSprite;
+ public Sprite disabledSprite;
+ }
}
\ No newline at end of file
diff --git a/Assets/Scripts/Utility/JsonUtil.cs b/Assets/Scripts/Utility/JsonUtil.cs
index f54cda551..d6910ee74 100644
--- a/Assets/Scripts/Utility/JsonUtil.cs
+++ b/Assets/Scripts/Utility/JsonUtil.cs
@@ -1,4 +1,4 @@
-using System;
+using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
@@ -13,6 +13,21 @@ namespace AibisDream.Utility
{
public const string JsonSuffix = ".json";
+ // 缓存的 JsonSerializerSettings,优化性能
+ private static readonly JsonSerializerSettings _defaultSettings = new JsonSerializerSettings
+ {
+ // 禁用类型名称处理,提升性能
+ TypeNameHandling = TypeNameHandling.None,
+ // 使用默认的日期格式处理
+ DateFormatHandling = DateFormatHandling.IsoDateFormat,
+ // 忽略循环引用
+ ReferenceLoopHandling = ReferenceLoopHandling.Ignore
+ // 注意:不设置 NullValueHandling,保持默认行为(Include),避免改变现有功能
+ };
+
+ // 缓存的 JsonSerializer 实例,用于字典反序列化优化
+ private static readonly JsonSerializer _cachedSerializer = JsonSerializer.Create(_defaultSettings);
+
///
/// 根据平台读取文件内容
///
@@ -95,7 +110,7 @@ namespace AibisDream.Utility
public static T ReadBean(string path)
{
string json = ReadFileText(path);
- return JsonConvert.DeserializeObject(json);
+ return JsonConvert.DeserializeObject(json, _defaultSettings);
}
public static T ReadBeanByText(string text)
@@ -104,7 +119,7 @@ namespace AibisDream.Utility
{
text = "{" + text + "}";
}
- return JsonConvert.DeserializeObject(text);
+ return JsonConvert.DeserializeObject(text, _defaultSettings);
}
///
@@ -116,7 +131,7 @@ namespace AibisDream.Utility
public static T[] ReadBeanArray(string path)
{
string json = ReadFileText(path);
- return JsonConvert.DeserializeObject(json);
+ return JsonConvert.DeserializeObject(json, _defaultSettings);
}
///
@@ -128,7 +143,14 @@ namespace AibisDream.Utility
public static Dictionary ReadBeanDict(string path)
{
string json = ReadFileText(path);
- return JsonConvert.DeserializeObject>(json);
+
+ // 使用缓存的 JsonSerializerSettings 和 StringReader 优化性能
+ using (var reader = new StringReader(json))
+ using (var jsonReader = new JsonTextReader(reader))
+ {
+ var result = _cachedSerializer.Deserialize>(jsonReader);
+ return result;
+ }
}
///
diff --git a/Assets/StreamingAssets/LevelData/BlockPuzzle/BlockShapeInfo.json b/Assets/StreamingAssets/LevelData/BlockPuzzle/BlockShapeInfo.json
index d23d6b31f..3179316fa 100644
--- a/Assets/StreamingAssets/LevelData/BlockPuzzle/BlockShapeInfo.json
+++ b/Assets/StreamingAssets/LevelData/BlockPuzzle/BlockShapeInfo.json
@@ -1,22 +1,25 @@
-{
+{
"共鸣腔": {
"shapeName": "共鸣腔",
"shapeDescription": "共鸣腔描述",
"paramValue": {
- "power": 100,
- "noise": 100,
- "heat": 100
+ "power": 50,
+ "noise": 10,
+ "heat": 10
},
- "states": ["正常", "故障"],
+ "states": [
+ "正常",
+ "故障"
+ ],
"buttonImagePath": "BlockPuzzle/按钮缩略图[共鸣腔]"
},
"动平衡飞轮组": {
"shapeName": "动平衡飞轮组",
"shapeDescription": "动平衡飞轮组描述",
"paramValue": {
- "power": 100,
- "noise": 100,
- "heat": 100
+ "power": 10,
+ "noise": 10,
+ "heat": 10
},
"states": [
"正常",
@@ -28,20 +31,23 @@
"shapeName": "惯性稳压器",
"shapeDescription": "惯性稳压器描述",
"paramValue": {
- "power": 100,
- "noise": 100,
- "heat": 100
+ "power": 10,
+ "noise": 10,
+ "heat": 10
},
- "states": ["正常", "故障"],
+ "states": [
+ "正常",
+ "故障"
+ ],
"buttonImagePath": "BlockPuzzle/按钮缩略图[惯性稳压器]"
},
"进气系统": {
"shapeName": "进气系统",
"shapeDescription": "进气系统描述",
"paramValue": {
- "power": 100,
- "noise": 100,
- "heat": 100
+ "power": 10,
+ "noise": 10,
+ "heat": 10
},
"states": [
"正常",
@@ -53,9 +59,9 @@
"shapeName": "辅助涡轮",
"shapeDescription": "辅助涡轮描述",
"paramValue": {
- "power": 100,
- "noise": 100,
- "heat": 100
+ "power": 10,
+ "noise": 10,
+ "heat": 10
},
"states": [
"正常",
@@ -67,9 +73,9 @@
"shapeName": "散热条",
"shapeDescription": "散热条描述",
"paramValue": {
- "power": 100,
- "noise": 100,
- "heat": 100
+ "power": 10,
+ "noise": 10,
+ "heat": 10
},
"states": [
"正常",
@@ -81,33 +87,42 @@
"shapeName": "散热系统",
"shapeDescription": "散热系统描述",
"paramValue": {
- "power": 100,
- "noise": 100,
- "heat": 100
+ "power": 10,
+ "noise": 10,
+ "heat": 10
},
- "states": ["正常", "故障"],
+ "states": [
+ "正常",
+ "故障"
+ ],
"buttonImagePath": "BlockPuzzle/按钮缩略图[散热系统]"
},
"旧动力核心": {
"shapeName": "旧动力核心",
"shapeDescription": "旧动力核心描述",
"paramValue": {
- "power": 100,
- "noise": 100,
- "heat": 100
+ "power": 10,
+ "noise": 10,
+ "heat": 10
},
- "states": ["正常", "故障"],
+ "states": [
+ "正常",
+ "故障"
+ ],
"buttonImagePath": "BlockPuzzle/按钮缩略图[旧动力核心]"
},
"新动力核心": {
"shapeName": "新动力核心",
"shapeDescription": "新动力核心描述",
"paramValue": {
- "power": 100,
- "noise": 100,
- "heat": 100
+ "power": 10,
+ "noise": 10,
+ "heat": 10
},
- "states": ["正常", "故障"],
+ "states": [
+ "正常",
+ "故障"
+ ],
"buttonImagePath": "BlockPuzzle/按钮缩略图[新动力核心]"
}
}
\ No newline at end of file