俄罗斯经典宝石

俄罗斯经典宝石功能;
包括方块的移动,方块阴影显示,位置检测,唯一解检测,失败检测,新手引导等功能。
开发环境:Unity2019
在这里插入图片描述
阴影使用射线检测:

  hit = Physics2D.Raycast(transform.position, -Vector3.forward,20,~(1<<8));
        if (hit && hit.collider.tag == "Chunk")
        {
            if (chunk != null&&chunk != hit.collider.gameObject)
            {
                transform.parent.GetComponent<Move>().RemoveBlock(this);
                chunk.GetComponent<Image>().sprite = Lib.instance.Ground;
                chunk.GetComponent<Image>().color = Color.white;
            }
            chunk = hit.collider.gameObject;
            transform.parent.GetComponent<Move>().AddBlock(this);
            if (isChangeColor)
            {
                chunk.GetComponent<Image>().sprite = GetComponent<Image>().sprite;
                chunk.GetComponent<Image>().color = Color.gray;
            }
            else
            {

                chunk.GetComponent<Image>().sprite = Lib.instance.Ground;
                chunk.GetComponent<Image>().color = Color.white;
            }
        }
        else {
            if (chunk != null)
            {
                transform.parent.GetComponent<Move>().RemoveBlock(this);
                chunk.GetComponent<Image>().sprite = Lib.instance.Ground;
                chunk.GetComponent<Image>().color = Color.white;
            }
        }

唯一解检测:
排查map里面为空的位置,如果只有一个位置符合,即为唯一解。

 public void OnlyHint(Transform shape)
    {
        Vector3 NPos;//记录map中的空位置
        int count = 0;

        Dictionary<int, Vector3> RecordPosition = new Dictionary<int, Vector3>();// 记录唯一解的位置
        //shape.localScale = Vector3.one;
        for (int i = 0; i < UIGame.instance.map.GetLength(1); i++)
        {
            for (int j = 0; j < UIGame.instance.map.GetLength(0); j++)
            {
                if (UIGame.instance.map[i, j] == null)
                {
                    NPos = SaveGround.instance.Groundmap[i, j].position;
                    Dictionary<int, Vector3> temporary = new Dictionary<int, Vector3>();//用一个临时位置储存shape孩子位置
                    for (int a = 0; a < shape.childCount; a++)
                    {
                        temporary[a] = shape.GetChild(a).position;
                    }
                    float Xdistance, Ydistance;//shape孩子和空位置的距离
                    Xdistance = shape.GetChild(0).position.x - NPos.x;
                    Ydistance = shape.GetChild(0).position.y - NPos.y;
                    for (int a = 0; a < shape.childCount; a++)//改变所有shape孩子的临时位置
                    {
                        temporary[a] = new Vector3(temporary[a].x - Xdistance, temporary[a].y - Ydistance, 0f);
                    }
                    if (PosLegal(temporary))
                    {
                        count++;
                        for (int a = 0; a < shape.childCount; a++)//记录唯一解的位置
                        {
                            RecordPosition[a] = temporary[a];
                        }
                    }

                }
            }

        }
        // shape.localScale = Vector3.one * 0.4f;
        if (count == 1)
        {
            ShowPosition(RecordPosition);
        }



    }

方块位置保存;

 public void SaveShape(Transform shape)
    {
        
        for (int i = 0; i < shape.childCount; i++)
        {
            Vector3 childPos = shape.GetChild(i).position;
            xIndex = (int)Math.Round((childPos.x + xPosx.x) / spacing);
            yIndex = (int)Math.Round((childPos.y + (-MPosy.y)) / spacing);
            if (xIndex >= 7) { xIndex = 7; }
            if (yIndex >= 7) { yIndex = 7; }
            if (xIndex <= 0) { xIndex = 0; }
            if (yIndex <= 0) { yIndex = 0; }
            map[xIndex, yIndex] = shape.GetChild(i); 
        }
        CheckClear();

    }

方块消除检测:

 /// <summary>
    /// 方块消除检测
    /// </summary>
    public void CheckClear()
    {
        List<int> rowIndex = new List<int>();
        List<int> colIndex = new List<int>();
        //消除行
        for (int i = 0; i < map.GetLength(1); i++)
        {
            bool isClearRow = true;
            for (int j = 0; j < map.GetLength(0); j++)
            {
                if (map[j, i] == null)
                {
                    isClearRow = false;
                    break;
                }
            }
            if (isClearRow)
            {

                rowIndex.Add(i);
            }

        }
        //消除列
        for (int i = 0; i < map.GetLength(0); i++)
        {
            bool isClearCol = true;
            for (int j = 0; j < map.GetLength(1); j++)
            {

                if (map[i, j] == null)
                {
                    isClearCol = false;
                    break;
                }
            }
            if (isClearCol)
            {
                colIndex.Add(i);
            }
        }

        AssignMap02();
        if (rowIndex.Count >= 1 && colIndex.Count >= 1)
        {

            ClearShapeRow(rowIndex);
            ClearShapeCol(colIndex);
            CountScore(rowIndex.Count+colIndex.Count);
            PlayEliminateMusic(rowIndex.Count + colIndex.Count);
            DoUIGame.instance.ShowNum(rowIndex.Count + colIndex.Count);
        }
        else if (colIndex.Count >= 1)
        {
           
            ClearShapeCol(colIndex);
            CountScore(colIndex.Count);
            PlayEliminateMusic( colIndex.Count);
            DoUIGame.instance.ShowNum(colIndex.Count);
        }
        else if (rowIndex.Count >= 1)
        {
            
            ClearShapeRow(rowIndex);
            CountScore(rowIndex.Count);
            PlayEliminateMusic(rowIndex.Count);
            DoUIGame.instance.ShowNum(rowIndex.Count);
        }
    }

Apk下载地址(有些机型不支持):https://github.com/fiveoneyan/Block-Apk

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