Unity初步 基本拼图实现

  1 using System.Collections;
  2 using System.Collections.Generic;
  3 using UnityEngine;
  4 using UnityEngine.UI;
  5 
  6 public class GameControl : MonoBehaviour {
  7 
  8     //资源加载路径
  9     public string spritePath = "Sprites/Teriri";
 10 
 11     //拼图碎片
 12     public Sprite[] sprites = null;
 13 
 14     //拼图控制(以按钮的形式)
 15     public Button[] buttons = null;
 16 
 17     //携带网格方块自动布局组件的背景
 18     public Transform bgTransform = null;
 19 
 20     //碎片预制体
 21     public GameObject puzzlePrefab = null;
 22 
 23     //用于记录空图片的位置
 24     public RectTransform nullImage = null;
 25 
 26     //用于获取布局方块的大小,便于调节碎片
 27     private GridLayoutGroup bgLayout = null;
 28 
 29     //用于记录正确的图片名字相加顺序
 30     private string correctSpritesNameOrder = null;
 31 
 32     //用于确认按钮化的图片碎片是否正确
 33     private string spritesNameOrder = null;
 34 
 35     private Sprite remainSprite = null;//用于保存被置空的图片,最后游戏结束时现实出来
 36 
 37 
 38 
 39     //此函数用于初始化
 40     private void Start() {
 41 
 42         string theLastSpriteName = null;
 43 
 44         //资源加载
 45         this.sprites = Resources.LoadAll<Sprite>(this.spritePath);
 46         this.bgLayout = bgTransform.GetComponent<GridLayoutGroup>();
 47 
 48         List<Sprite> tempSprites = new List<Sprite>();
 49 
 50         //记录正确的精灵名字顺序
 51         for (int i = 0; i < this.sprites.Length; i++) {
 52             tempSprites.Add(this.sprites[i]);
 53             this.correctSpritesNameOrder += this.sprites[i].name;
 54             //记录下最后一张碎片的名字
 55             if (i == this.sprites.Length - 1) {
 56                 theLastSpriteName = this.sprites[i].name;
 57             }
 58         }
 59 
 60         print("正确的图片名字构成顺序:" + this.correctSpritesNameOrder.ToString());
 61 
 62         int spritesLength = this.sprites.Length;
 63         //Debug.Log(spritesLength);
 64         for (int i = spritesLength - 1; i >= 0; i--) {
 65             //实例化预制体
 66             GameObject btnInstance = Instantiate(this.puzzlePrefab) as GameObject;
 67             //获取按钮组件
 68             Button btn = btnInstance.GetComponent<Button>();
 69 
 70             GameControl self = this;//要保存一下当前的this对象,以免出现this指向错误
 71             btn.onClick.AddListener(delegate () {
 72                 self.BtnOnclick(btnInstance.GetComponent<RectTransform>());
 73             });
 74 
 75             //随机取图片出来放置,达到打乱的效果
 76             int randomNumber = Random.Range(0, tempSprites.Count);
 77             btnInstance.name = tempSprites[randomNumber].name;
 78 
 79             Image btnInstanceImage = btnInstance.GetComponent<Image>();
 80             if (btnInstance.name == theLastSpriteName) {
 81                 //置空,否则打乱
 82                 this.remainSprite = tempSprites[randomNumber];
 83                 btnInstanceImage.sprite = null;
 84                 this.nullImage = btnInstance.GetComponent<RectTransform>();
 85             } else {
 86                 //btnInstance.GetComponent<Image>().sprite = tempSprites[randomNumber];
 87                 btnInstanceImage.sprite = tempSprites[randomNumber];
 88             }
 89 
 90             //Debug.Log(btnInstanceImage);
 91 
 92             tempSprites.Remove(tempSprites[randomNumber]);
 93             btnInstance.transform.SetParent(bgTransform);
 94             btnInstance.GetComponent<RectTransform>().localScale = Vector3.one;
 95             //Debug.Log(randomNumber + ":" + btnInstance.name);
 96         }
 97         this.buttons = this.transform.Find("BackGround").GetComponentsInChildren<Button>();
 98 
 99         ////随机放置一个空图片位置
100         //int tempNumber = Random.Range(0, this.buttons.Length);
101         //this.remainSprite = buttons[tempNumber].GetComponent<Image>().sprite;//保存被置空的图片
102         //this.buttons[tempNumber].GetComponent<Image>().sprite = null;
103         //this.nullImage = this.buttons[tempNumber].GetComponent<RectTransform>();
104 
105         //设置最右下角的图片为消失的图片
106     }
107 
108     //拼图按钮点击事件
109     private void BtnOnclick(RectTransform btnRect) {
110         if (Vector2.Distance(btnRect.anchoredPosition, this.nullImage.anchoredPosition)
111                 <= (this.bgLayout.cellSize.x + this.bgLayout.spacing.x)) {
112             //print("产生替换");
113             //Sprite btnRectSprite = btnRect.GetComponent<Image>().sprite;//获取需要替换的引用
114             ////这个空位应该是啥也没有
115             //Sprite nullImageSprite = this.nullImage.GetComponent<Image>().sprite;
116             Sprite cacheSprite = btnRect.GetComponent<Image>().sprite;//交换前缓存一下图片
117             string cacheString = btnRect.gameObject.name;
118 
119             btnRect.gameObject.name = this.nullImage.gameObject.name;
120             this.nullImage.gameObject.name = cacheString;
121 
122             btnRect.GetComponent<Image>().sprite = this.nullImage.GetComponent<Image>().sprite;
123             this.nullImage.GetComponent<Image>().sprite = cacheSprite;
124             //this.nullImage.GetComponent<Image>().sprite = cacheSprite;
125             this.nullImage = btnRect;
126 
127             CheckAll();
128         }
129     }
130 
131     //遍历所有图片名字顺序,判断是否完成拼图,结束游戏
132     private void CheckAll() {
133         this.spritesNameOrder = "";
134         this.buttons = this.bgTransform.GetComponentsInChildren<Button>();
135         for (int i = 0; i < this.buttons.Length; i++) {
136             this.spritesNameOrder += this.buttons[i].gameObject.name;
137         }
138 
139         if (this.spritesNameOrder == this.correctSpritesNameOrder) {
140             this.nullImage.GetComponent<Image>().sprite = this.remainSprite;//现实被置空的图片
141             Debug.Log("德丽莎天下第一可爱!");
142             this.enabled = false;//停止游戏刷新
143         }
144     }
145 }

 

 

 

 

 

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posted @ 2019-05-08 17:15  苍鼠  阅读(3003)  评论(8编辑  收藏  举报