Match 3 小项目学习

Match 3 小项目学习

 using UnityEngine;
 using System.Collections;
 using Holoville.HOTween;

 /// <summary>
 /// 游戏逻辑
 /// </summary>
 public class Main:MonoBehaviour {

     /// <summary>
     /// 点击框预设
     /// </summary>
     public GameObject _indicator;
     /// <summary>
     /// 二维方块数组
     /// </summary>
     public GameObject[,] _arrayOfShapes;
     /// <summary>
     /// 当前点击框
     /// </summary>
     private GameObject _currentIndicator;
     /// <summary>
     /// 第一个选择的物体
     /// </summary>
     private GameObject _FirstObject;
     /// 第二个选择的物体
     /// </summary>
     private GameObject _SecondObject;
     /// <summary>
     /// 方块预设列表
     /// </summary>
     public GameObject[] _listOfGems;
     /// <summary>
     /// 空物体
     /// </summary>
     public GameObject _emptyGameobject;
     /// <summary>
     /// 星星特效
     /// </summary>
     public GameObject _particleEffect;
     /// <summary>
     /// 匹配时的特效
     /// </summary>
     public GameObject _particleEffectWhenMatch;
     /// <summary>
     /// 能否在对角线上转换
     /// </summary>
     public bool _canTransitDiagonally = false;
     /// <summary>
     /// 每次匹配时的增长分数
     /// </summary>
     public int _scoreIncrement;
     /// <summary>
     /// 总分
     /// </summary>
     ;
     /// <summary>
     /// 当前特效
     /// </summary>
     private ArrayList _currentParticleEffets = new ArrayList();
     /// <summary>
     /// 匹配时的声音
     /// </summary>
     public AudioClip MatchSound;
     /// <summary>
     /// 网格x轴上的格子数量
     /// </summary>
     public int _gridWidth;
     /// <summary>
     /// 网格y轴上的格子数量
     /// </summary>
     public int _gridHeight;

     void Start() {
         //为2维方块数组分配内存
         _arrayOfShapes = new GameObject[_gridWidth,_gridHeight];

         //从左到右,从下到上创建格子
         ;i <= _gridWidth - ;i++) {
             ;j <= _gridHeight - ;j++) {
                 //var gameObject = GameObject.Instantiate(_listOfGems[Random.Range(0,_listOfGems.Length)] as GameObject,new Vector3(i,j,0),transform.rotation) as GameObject;

                 GameObject gameObject = null;
                 ) {
                     gameObject = GameObject.Instantiate(_listOfGems[] ),transform.rotation) as GameObject;
                 } ) {
                     gameObject = GameObject.Instantiate(_listOfGems[] ),transform.rotation) as GameObject;
                 } else {
                     gameObject = GameObject.Instantiate(_listOfGems[] ),transform.rotation) as GameObject;
                 }
                 _arrayOfShapes[i,j] = gameObject;
             }
         }
         //Adding the star effect to the gems and call the DoShapeEffect continuously
         //InvokeRepeating("DoShapeEffect",1f,0.21F);

     }

     void Update() {
         //是否转换
         bool shouldTransit = false;
         //当用户点击按钮且没有动画
         if(Input.GetButtonDown("Fire1") && HOTween.GetTweenInfos() == null) {
             //销毁当前选择框
             Destroy(_currentIndicator);
             //生成从屏幕中心点到鼠标点击位置的射线
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             //发射射线
             RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition),Vector2.zero);
             //如果射线碰到物体
             if(hit.transform != null) {
                 //第一个选择的物体为空
                 if(_FirstObject == null) {
                     //将点击的物体设置为第一个选择物体
                     _FirstObject = hit.transform.gameObject;
                 //如果第一个选择的物体不为空
                 } else {
                     //将点击的物体设置为第二个选择物体
                     _SecondObject = hit.transform.gameObject;
                     //可以转换
                     shouldTransit = true;
                 }

                 //根据点击位置创建选择框
                 _currentIndicator = GameObject.Instantiate(_indicator,),transform.rotation) as GameObject;
                 //如果可以转换
                 if(shouldTransit) {
                     //获取两个物体之间的距离
                     var distance = _FirstObject.transform.position - _SecondObject.transform.position;
                     //如果x,y的距离 都小于等于1
                      && Mathf.Abs(distance.y) <= ) {
                         //如果不能在斜线上交换
                         if(!_canTransitDiagonally) {
                             //
                              && distance.y != ) {
                                 //销毁选择框
                                 Destroy(_currentIndicator);
                                 _FirstObject = null;
                                 _SecondObject = null;
                                 return;
                             }
                         }
                         //播放交换动画
                         DoSwapMotion(_FirstObject.transform,_SecondObject.transform);
                         //交换在数组中的位置
                         DoSwapTile(_FirstObject,_SecondObject,ref _arrayOfShapes);
                     //如果不能转换
                     } else {
                         _FirstObject = null;
                         _SecondObject = null;

                     }
                     //销毁选择框
                     Destroy(_currentIndicator);

                 }

             }

         }

         //如果没有播放动画
         if(HOTween.GetTweenInfos() == null) {
             //查找匹配的格子
             var Matches = FindMatch(_arrayOfShapes);
             //如果找到匹配的格子
             ) {
                 //更新分数
                 _scoreTotal += Matches.Count * _scoreIncrement;

                 //遍历匹配物体
                 foreach(GameObject go in Matches) {
                     //播放匹配声音
                     GetComponent<AudioSource>().PlayOneShot(MatchSound);
                     //创建匹配特效
                     ),transform.rotation) as GameObject;
                     //1秒后销毁特效
                     Destroy(destroyingParticle,1f);
                     //用空物体替换匹配物体
                     _arrayOfShapes[(),transform.rotation) as GameObject;
                     //0.1秒后删除匹配物体
                     Destroy(go,0.1f);
                 }
                 _FirstObject = null;
                 _SecondObject = null;

                 DoEmptyDown(ref _arrayOfShapes);
             }
             //如果没有找到格子,将格子的位置复位
             else if(_FirstObject != null && _SecondObject != null) {
                 //播放交换动画
                 DoSwapMotion(_FirstObject.transform,_SecondObject.transform);
                 //交换格子位置
                 DoSwapTile(_FirstObject,_SecondObject,ref _arrayOfShapes);
                 _FirstObject = null;
                 _SecondObject = null;
             }
         }

         //更新分数
         (GetComponent(typeof(TextMesh)) as TextMesh).text = _scoreTotal.ToString();
     }

     /// <summary>
     /// 查找匹配
     /// </summary>
     /// <param name="cells"></param>
     /// <returns></returns>
     private ArrayList FindMatch(GameObject[,] cells) {
         //存储匹配的方块数组
         ArrayList stack = new ArrayList();
         //将列上至少3个颜色相同的方块放进数组中
         //从左到右
         ;x <= cells.GetUpperBound();x++) {
             //从下到上
             ;y <= cells.GetUpperBound();y++) {
                 //当前网格
                 var thiscell = cells[x,y];
                 //如果是空物体,忽略
                 if(thiscell.name == "Empty(Clone)") {
                     continue;
                 }
                 //匹配数量
                 ;
                 //y2 网格列上的最大索引
                 );
                 //y1 网格列内y格子上方的格子索引
                 int y1;
                 //遍历列中其余的格子
                 ;y1 <= y2;y1++) {
                     //如果是空物体或者名字不匹配,跳出循环
                     if(cells[x,y1].name == "Empty(Clone)" || thiscell.name != cells[x,y1].name) {
                         break;
                     }

                     //匹配数量加一
                     matchCount++;
                 }

                 //如果匹配数量大于等于2
                 ) {
                     //限制y1的最小值
                     y1 = Mathf.Min(cells.GetUpperBound(),y1 - );
                     //从 y遍历到 y1,
                     for(var y3 = y;y3 <= y1;y3++) {
                         //将不重复的格子添加到数组中
                         if(!stack.Contains(cells[x,y3])) {
                             stack.Add(cells[x,y3]);
                         }
                     }
                 }
             }
         }

         //将行上至少3个颜色相同的方块放进数组中
         //从下到上
         ;y < cells.GetUpperBound() + ;y++) {
             //从左到右
             ;x < cells.GetUpperBound() + ;x++) {
                 //当前网格
                 var thiscell = cells[x,y];
                 //如果是空物体,忽略
                 if(thiscell.name == "Empty(Clone)") {
                     continue;
                 }
                 //匹配数量
                 ;
                 //x2 网格行上的最大索引
                 );
                 //x1 网格行内x格子右方的格子索引
                 int x1;
                 //遍历行中其余的格子
                 ;x1 <= x2;x1++) {
                     //如果是空物体或者名字不匹配,跳出循环
                     if(cells[x1,y].name == "Empty(Clone)" || thiscell.name != cells[x1,y].name) {
                         break;
                     }
                     //匹配数量加一
                     matchCount++;
                 }

                 //如果匹配数量大于等于2
                 ) {
                     //限制x1的最小值
                     x1 = Mathf.Min(cells.GetUpperBound(),x1 - );
                     //从x遍历到 x1,
                     for(var x3 = x;x3 <= x1;x3++) {
                         //将不重复的格子添加到数组中
                         if(!stack.Contains(cells[x3,y])) {
                             stack.Add(cells[x3,y]);
                         }
                     }
                 }
             }
         }
         return stack;
     }

     /// <summary>
     /// 交换动画
     /// </summary>
     void DoSwapMotion(Transform a,Transform b) {
         Vector3 posA = a.localPosition;
         Vector3 posB = b.localPosition;
         TweenParms parms = new TweenParms().Prop("localPosition",posB).Ease(EaseType.EaseOutQuart);
         HOTween.To(a,0.25f,parms).WaitForCompletion();
         parms = new TweenParms().Prop("localPosition",posA).Ease(EaseType.EaseOutQuart);
         HOTween.To(b,0.25f,parms).WaitForCompletion();
     }

     /// <summary>
     /// 交换网格在数组中的位置
     /// </summary>
     void DoSwapTile(GameObject a,GameObject b,ref GameObject[,] cells) {
         GameObject cell = cells[(int)a.transform.position.x,(int)a.transform.position.y];
         cells[(int)a.transform.position.x,(int)a.transform.position.y] = cells[(int)b.transform.position.x,(int)b.transform.position.y];
         cells[(int)b.transform.position.x,(int)b.transform.position.y] = cell;
     }

     /// <summary>
     /// 移动网格
     /// </summary>
     private void DoEmptyDown(ref GameObject[,] cells) { 

         //从左到右
         ;x <= cells.GetUpperBound();x++) {
             //从下到上
             ;y <= cells.GetUpperBound();y++) {
                 //当前网格
                 var thisCell = cells[x,y];
                 //如果是空网格
                 if(thisCell.name == "Empty(Clone)") {
                     //从下往上遍历y轴网格
                     );y2++) {
                         //如果不是空网格,交换
                         if(cells[x,y2].name != "Empty(Clone)") {
                             cells[x,y] = cells[x,y2];
                             cells[x,y2] = thisCell;
                             break;
                         }
                     }
                 }
             }
         }

         //从左到右
         ;x <= cells.GetUpperBound();x++) {
             //从下到上
             ;y <= cells.GetUpperBound();y++) {
                 //如果是空网格
                 if(cells[x,y].name == "Empty(Clone)") {
                     //删除空格子
                     Destroy(cells[x,y]);
                     //随机创建新格子
                     cells[x,y] = GameObject.Instantiate(_listOfGems[Random.Range(,_listOfGems.Length)] ) + ,),transform.rotation) as GameObject;
                 }
             }
         }

         //从左到右
         ;x <= cells.GetUpperBound();x++) {
             //从下到上
             ;y <= cells.GetUpperBound();y++) {
                 //将格子移动到指定位置
                 TweenParms parms = )).Ease(EaseType.EaseOutQuart);
                 HOTween.To(cells[x,y].transform,.4f,parms);
             }
         }
     }

     /// <summary>
     /// 创建闪烁特效
     /// </summary>
     void DoShapeEffect() {
         foreach(GameObject row in _currentParticleEffets) {
             Destroy(row);
         }
         ;i <= ;i++)
             _currentParticleEffets.Add(GameObject.Instantiate(_particleEffect,,_arrayOfShapes.GetUpperBound() + ),Random.Range(,_arrayOfShapes.GetUpperBound() + ),-),,,Random.Range(,1000f),)) as GameObject);
     }

 }

Main

视频:https://pan.baidu.com/s/1qXYv2Mw

项目:https://pan.baidu.com/s/1i55JGVj

上一篇:Wireshark安装、简单使用、过滤器简介


下一篇:laravel 辅助函数