Files
aibis-dream/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleSystem.cs
T
2026-02-04 23:53:16 +08:00

331 lines
11 KiB
C#

using System;
using UnityEngine;
using Cinemachine;
using AibisDream.Kit;
using AibisDream.Utility;
using System.Linq;
using AibisDream.Framework;
using UnityEngine.EventSystems;
namespace AibisDream
{
public class BlockPuzzleSystem : Singleton<BlockPuzzleSystem>
{
[Header("物体索引")]
// 物体索引
[SerializeField] public BlockPuzzleGrid grid;
[SerializeField] private Transform shapeRoot;
[SerializeField] public BlockPuzzlePanel blockPuzzlePanel;
[SerializeField] private ShapeRecycleSlot shapeRecycleSlot;
[Header("数据")]
[SerializeField] private BlockPuzzleData puzzleData;
[SerializeField] private bool initializeOnStart = true;
private BlockPuzzleValidator validator;
private ShapeFactory shapeFactory;
// 锁定状态
public bool IsLocked { get; private set; }
private void Start()
{
if (initializeOnStart)
{
Initialize();
}
CameraKit.Instance?.RegisterCamera(CameraEnum.BlockPuzzle, GetComponentInChildren<ICinemachineCamera>());
}
public override void OnSingletonDestroy()
{
CameraKit.Instance?.UnRegisterCamera(CameraEnum.BlockPuzzle);
}
public void Initialize(BlockPuzzleData puzzleData)
{
this.puzzleData = puzzleData;
ClearGame();
Initialize();
}
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)
{
// 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();
// 初始化时验证一次
validator.Validate(grid.GetShapes());
// 确保交互状态正确
UpdateInteractionState();
}
private void SubmitGameResult()
{
// 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");
Debug.Log("方块拼图完成");
}
}
public void ClearGame()
{
grid.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 -------------------
private string selectedShapeName;
/// <summary>
/// 组装各系统之间相互逻辑
/// </summary>
private void AssembleEventLogic()
{
// 由面板触发
blockPuzzlePanel.Panel.OnDeviceSelected += OnPanelShapeSelected;
blockPuzzlePanel.Panel.OnSubmit.AddListener(SubmitGameResult);
blockPuzzlePanel.Panel.OnPopUp.AddListener(PopUpShape);
// 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)
{
// 在屏幕上更新选中的图形
selectedShapeName = shapeData.shapeName;
blockPuzzlePanel.ShowShapeInScreen(shapeData);
}
public void OnShapeDragStart(IBlockShape blockShape)
{
// 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)
{
// 如果放置成功,则预先检查一次
if (isPlaced)
{
validator.Validate(grid.GetShapes());
}
}
public void OnShapeDragUpdate(IBlockShape blockShape)
{
// 更新回收槽状态
shapeRecycleSlot.UpdateSlotState(blockShape);
}
public void PopUpShape()
{
// 检查系统是否锁定
if (IsLocked)
{
return;
}
if (selectedShapeName == null)
{
return;
}
// 弹出形状
var blockShape = shapeFactory.CreateBlockShape(selectedShapeName);
shapeRecycleSlot.PopUpShape(blockShape);
blockShape.GetComponent<ShapeDragger>().CurrentState = DragState.Idle;
// 删除按钮
blockPuzzlePanel.Panel.RemoveDeviceButton(selectedShapeName);
selectedShapeName = null;
}
// --------------------- 吸附校验 ---------------------
public bool TrySnapToRecycleSlot(BlockShape blockShape)
{
// 先判断是否吸附到回收槽
if (shapeRecycleSlot.CurrentState == PositionState.Open)
{
shapeRecycleSlot.RecycleShape(blockShape);
// 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, () => {
shapeFactory.RecycleBlockShape(blockShape);
}).Start(this);
return true;
}
return false;
}
// ---------------- 编辑器状态逻辑 ----------------
/// <summary>
/// 仅加载配置项,不应用到游戏
/// </summary>
public void LoadConfig()
{
if (BlockPuzzleKit.TryLoadBlockPuzzleData(puzzleData.puzzleName, out var blockPuzzleData))
{
puzzleData = blockPuzzleData;
Debug.Log("加载配置项成功");
}
else
{
Debug.Log("加载配置项失败");
}
}
/// <summary>
/// 将配置项应用到编辑器
/// </summary>
public void ApplyConfig()
{
ClearGame();
shapeFactory = new ShapeFactory(shapeRoot);
grid.InitializeInEditor(puzzleData.gridWidth, puzzleData.gridHeight, puzzleData.cellSize);
// shapeRack.InitInEditor(puzzleData.shapeRackDataInfos);
foreach (var shapeData in puzzleData.gridShapeDataInfos)
{
var shape = shapeFactory.CreateBlockShape(shapeData.shapeKey);
shape.Rotate(shapeData.rotationAngle);
grid.TrySnapToGrid(shape, shapeData.rootCell);
}
}
public void SaveConfig()
{
var gridShapeDataInfos = grid.ShapeDict?.Values.ToArray();
// var shapeRackDataInfos = shapeRack.blockShapeDataList?.ToArray();
puzzleData.gridShapeDataInfos = gridShapeDataInfos;
// puzzleData.shapeRackDataInfos = shapeRackDataInfos;
BlockPuzzleKit.SaveBlockPuzzleData(puzzleData, puzzleData.puzzleName);
}
public void CreateShapeInEditor(string shapeKey)
{
if (shapeFactory == null)
{
shapeFactory = new ShapeFactory(shapeRoot);
}
shapeFactory.CreateBlockShape(shapeKey);
}
}
}