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: - component: {fileID: 1224845219232276460} - 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 idleLayerId: 1134468525 idleLayerOrder: 11 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eb7bc07dc232e7d4dbe28cdc16612c13, type: 3} - m_Color: {r: 1, g: 1, b: 1, a: 1} - m_FlipX: 0 - m_FlipY: 0 - m_DrawMode: 0 - m_Size: {x: 17.860466, y: 10.046512} - m_AdaptiveModeThreshold: 0.5 - m_SpriteTileMode: 0 - m_WasSpriteAssigned: 1 - m_MaskInteraction: 0 - m_SpriteSortPoint: 0 --- !u!212 &9153415064469407048 SpriteRenderer: m_ObjectHideFlags: 0 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