初版石头功能可用

This commit is contained in:
2026-02-04 23:53:16 +08:00
parent b054e2ee86
commit 1d1ea4488c
38 changed files with 1421 additions and 2687 deletions
@@ -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<ShapeDragger>().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<BlockPuzzleValidator>(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 -------------------
/// <summary>
/// 设置系统锁定状态
/// </summary>
/// <param name="locked">是否锁定</param>
public void SetLocked(bool locked)
{
IsLocked = locked;
UpdateInteractionState();
}
/// <summary>
/// 更新所有交互组件的状态
/// </summary>
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, () => {