游戏需要实现一个类似GTA5和蜘蛛侠游戏中的电路解密功能,记录下来以供日后复习和他人参考。
游戏玩法是把右上角电源、右下角电源还有的游戏左下角终点连接在一起获得胜利,终点不能旋转,其他方块点击旋转90度,而且从两个电源出来的路径要高亮显示。
游戏一共有五种方块(其中十字形相当于两个一组成,不是向其他三个方向散开)。
这种模式诈一看有点复杂,理清了思路就好做了。我一共写了两个类实现这个功能,一个是方块类,另一个是管理类。每个方块添加一个方块类,方块类起到设置方块类型,保存方块方块朝向,点击旋转并且改变朝向调用管理类方法的作用。管理类负责实现判断逻辑和路径高亮。总体思路就是将对应的方块赋值给管理类数组,然后点击方块调用管理类的递归方法,通过当前方块的流向和方块类行判断所要执行的递归方法。
代码写得有些杂乱,有没有隐性bug也不得而知。重要的是思路,代码只是给大家一个参考。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
//记录方块的类型
public enum SquareType
{
Yi,
Er,
San,
Si,
Shi
}
public class Square : MonoBehaviour,IPointerClickHandler
{
[HideInInspector]
public int up = 0;//表示方块方向,最开始用了四个方向,其实一个就可以判断
public SquareType type;//public方块类型,可以在外部修改
//点击旋转90度,up方向也随之改变,并且调用管理类封装的方法
public void OnPointerClick(PointerEventData eventData)
{
if(eventData.button == PointerEventData.InputButton.Left)
{
transform.Rotate(0, 0, -90);
up = (up + 1) % 4;
SquareManager.manager.StartConnect();
}
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
//两个目标点
public enum SquareTarget
{
TargetPoint1,
TargetPoint2
}
public class SquareManager : MonoBehaviour
{
public static SquareManager manager;//单例
//储存所有方块
public Square[] squares1;
public Square[] squares2;
public Square[] squares3;
public Square[] squares4;
public Square[,] squares = new Square[4,4];
Dictionary<Vector2, List<int>> road = new Dictionary<Vector2, List<int>>();//路径
//数组最大维度
private const int MAX = 3;
private const int MIN = 0;
private SquareTarget target ;
//判断是否完成
bool isChecked1, isChecked2;
//记录Connect方法执行第一次,第一次执行不存储上一个点
bool isFirstConnect = true;
private void Awake()
{
if (manager == null)
manager = this;
}
//初始化数组
void Start()
{
for(int i = MIN; i <= MAX; i++)
{
for (int j = MIN; j <= MAX; j++)
{
if (i == 0)
{
squares[j, i] = squares1[j];
}
if (i == 1)
{
squares[j, i] = squares2[j];
}
if (i == 2)
{
squares[j, i] = squares3[j];
}
if (i == 3)
{
squares[j, i] = squares4[j];
}
}
}
StartConnect();
}
//核心方法,根据来的流向和方块类型还有方块状态判断向下递归
public bool CheckConnect(int x, int y, int comeDir, int lastX, int lastY, int lastDir)
{
//保存上一步方块,保存当前方块的话会导致一直高亮
if (!isFirstConnect)
{
if (road.ContainsKey(new Vector2(x, y)) && road[new Vector2(x, y)].Contains(comeDir))
return false;
if (!road.ContainsKey(new Vector2(lastX, lastY)))
{
road.Add(new Vector2(lastX, lastY), new List<int>() { lastDir });
}
else
{
road[new Vector2(lastX, lastY)].Add(lastDir);
}
}
else
{
isFirstConnect = false;
}
//越界返回
if (x > 3 || x < 0 || y > 3 || y < 0)
return false;
//结束条件
switch (target)
{
case SquareTarget.TargetPoint1:
if (x == 3 && y == 0)
{
if (squares[x, y].up == 2 && comeDir == 0)
{
if (!road.ContainsKey(new Vector2(x, y)))
{
road.Add(new Vector2(x, y), new List<int>() { comeDir });
}
else if (!road[new Vector2(x, y)].Contains(comeDir))
{
road[new Vector2(x, y)].Add(comeDir);
}
isChecked1 = true;
Debug.Log("-----------------------------Success1-------------------------------");
return true;
}
}
break;
case SquareTarget.TargetPoint2:
if (x == 0 && y == 0)
{
if ((squares[x, y].up == 2 || squares[x, y].up == 0) && comeDir == 1)
{
if (!road.ContainsKey(new Vector2(x, y)))
{
road.Add(new Vector2(x, y), new List<int>() { comeDir });
}
else if (!road[new Vector2(x, y)].Contains(comeDir))
{
road[new Vector2(x, y)].Add(comeDir);
}
isChecked2 = true;
Debug.Log("-----------------------------Success2-------------------------------");
return true;
}
}
break;
}
//上0 右1 下2 左3
//根据条件递归
switch (comeDir)
{
case 0:
switch (squares[x, y].type)
{
case SquareType.Yi:
if (squares[x, y].up == 0 || squares[x, y].up == 2)
{
CheckConnect(x, y - 1, 0, x, y, comeDir);
}
else
{
return false;
}
break;
case SquareType.Er:
if (squares[x, y].up == 1)
{
CheckConnect(x - 1, y, 1, x, y, comeDir);
}
else if (squares[x, y].up == 2)
{
CheckConnect(x + 1, y, 3, x, y, comeDir);
}
else
{
return false;
}
break;
case SquareType.San:
if (squares[x, y].up == 0)
{
CheckConnect(x - 1, y, 1, x, y, comeDir);
CheckConnect(x, y - 1, 0, x, y, comeDir);
}
else if (squares[x, y].up == 1)
{
CheckConnect(x - 1, y, 1, x, y, comeDir);
CheckConnect(x + 1, y, 3, x, y, comeDir);
}
else if (squares[x, y].up == 2)
{
CheckConnect(x + 1, y, 3, x, y, comeDir);
CheckConnect(x, y - 1, 0, x, y, comeDir);
}
else
{
return false;
}
break;
case SquareType.Si:
if (squares[x, y].up == 0 || squares[x, y].up == 2)
{
CheckConnect(x + 1, y, 3, x, y, comeDir);
}
else if (squares[x, y].up == 1 || squares[x, y].up == 3)
{
CheckConnect(x - 1, y, 1, x, y, comeDir);
}
else
{
return false;
}
break;
case SquareType.Shi:
CheckConnect(x, y - 1, 0, x, y, comeDir);
break;
}
break;
case 1:
switch (squares[x, y].type)
{
case SquareType.Yi:
if (squares[x, y].up == 1 || squares[x, y].up == 3)
{
CheckConnect(x - 1, y, 1, x, y, comeDir);
}
else
{
return false;
}
break;
case SquareType.Er:
if (squares[x, y].up == 2)
{
CheckConnect(x, y + 1, 2, x, y, comeDir);
}
else if (squares[x, y].up == 3)
{
CheckConnect(x, y - 1, 0, x, y, comeDir);
}
else
{
return false;
}
break;
case SquareType.San:
if (squares[x, y].up == 1)
{
CheckConnect(x, y + 1, 2, x, y, comeDir);
CheckConnect(x - 1, y, 1, x, y, comeDir);
}
else if (squares[x, y].up == 2)
{
CheckConnect(x, y + 1, 2, x, y, comeDir);
CheckConnect(x, y - 1, 0, x, y, comeDir);
}
else if (squares[x, y].up == 3)
{
CheckConnect(x, y - 1, 0, x, y, comeDir);
CheckConnect(x - 1, y, 1, x, y, comeDir);
}
else
{
return false;
}
break;
case SquareType.Si:
if (squares[x, y].up == 0 || squares[x, y].up == 2)
{
CheckConnect(x, y + 1, 2, x, y, comeDir);
}
else if (squares[x, y].up == 1 || squares[x, y].up == 3)
{
CheckConnect(x, y - 1, 0, x, y, comeDir);
}
else
{
return false;
}
break;
case SquareType.Shi:
CheckConnect(x - 1, y, 1, x, y, comeDir);
break;
}
break;
case 2:
switch (squares[x, y].type)
{
case SquareType.Yi:
if (squares[x, y].up == 0 || squares[x, y].up == 2)
{
CheckConnect(x, y + 1, 2, x, y, comeDir);
}
else
{
return false;
}
break;
case SquareType.Er:
if (squares[x, y].up == 0)
{
CheckConnect(x - 1, y, 1, x, y, comeDir);
}
else if (squares[x, y].up == 3)
{
CheckConnect(x + 1, y, 3, x, y, comeDir);
}
else
{
return false;
}
break;
case SquareType.San:
if (squares[x, y].up == 0)
{
CheckConnect(x - 1, y, 1, x, y, comeDir);
CheckConnect(x, y + 1, 2, x, y, comeDir);
}
else if (squares[x, y].up == 2)
{
CheckConnect(x + 1, y, 3, x, y, comeDir);
CheckConnect(x, y + 1, 2, x, y, comeDir);
}
else if (squares[x, y].up == 3)
{
CheckConnect(x - 1, y, 1, x, y, comeDir);
CheckConnect(x + 1, y, 3, x, y, comeDir);
}
else
{
return false;
}
break;
case SquareType.Si:
if (squares[x, y].up == 0 || squares[x, y].up == 2)
{
CheckConnect(x - 1, y, 1, x, y, comeDir);
}
else if (squares[x, y].up == 1 || squares[x, y].up == 3)
{
CheckConnect(x + 1, y, 3, x, y, comeDir);
}
else
{
return false;
}
break;
case SquareType.Shi:
CheckConnect(x, y + 1, 2, x, y, comeDir);
break;
}
break;
case 3:
switch (squares[x, y].type)
{
case SquareType.Yi:
if (squares[x, y].up == 1 || squares[x, y].up == 3)
{
CheckConnect(x + 1, y, 3, x, y, comeDir);
}
else
{
return false;
}
break;
case SquareType.Er:
if (squares[x, y].up == 0)
{
CheckConnect(x, y - 1, 0, x, y, comeDir);
}
else if (squares[x, y].up == 1)
{
CheckConnect(x, y + 1, 2, x, y, comeDir);
}
else
{
return false;
}
break;
case SquareType.San:
if (squares[x, y].up == 0)
{
CheckConnect(x, y + 1, 2, x, y, comeDir);
CheckConnect(x, y - 1, 0, x, y, comeDir);
}
else if (squares[x, y].up == 1)
{
CheckConnect(x, y + 1, 2, x, y, comeDir);
CheckConnect(x + 1, y, 3, x, y, comeDir);
}
else if (squares[x, y].up == 3)
{
CheckConnect(x, y - 1, 0, x, y, comeDir);
CheckConnect(x + 1, y, 3, x, y, comeDir);
}
else
{
return false;
}
break;
case SquareType.Si:
if (squares[x, y].up == 0 || squares[x, y].up == 2)
{
CheckConnect(x, y - 1, 0, x, y, comeDir);
}
else if (squares[x, y].up == 1 || squares[x, y].up == 3)
{
CheckConnect(x, y + 1, 2, x, y, comeDir);
}
else
{
return false;
}
break;
case SquareType.Shi:
CheckConnect(x + 1, y, 3, x, y, comeDir);
break;
}
break;
default:
return false;
}
return false;
}
//路径高亮
void OnOffLight()
{
foreach (var item in squares)
{
if (item.type == SquareType.Si)
{
item.transform.GetChild(0).gameObject.SetActive(false);
item.transform.GetChild(1).gameObject.SetActive(false);
}
else if (item.type == SquareType.Shi)
{
item.transform.GetChild(0).gameObject.SetActive(false);
item.transform.GetChild(1).gameObject.SetActive(false);
item.transform.GetChild(2).gameObject.SetActive(false);
}
else
{
item.transform.GetChild(0).gameObject.SetActive(false);
}
}
foreach (var item in road.Keys)
{
if (squares[(int)item.x, (int)item.y].type == SquareType.Si)
{
if (squares[(int)item.x, (int)item.y].up == 0)
{
foreach (var dirs in road[item])
{
if (dirs == 2 || dirs == 3)
{
squares[(int)item.x, (int)item.y].transform.GetChild(1).gameObject.SetActive(true);
}
if (dirs == 0 || dirs == 1)
{
squares[(int)item.x, (int)item.y].transform.GetChild(0).gameObject.SetActive(true);
}
}
}
if (squares[(int)item.x, (int)item.y].up == 1)
{
foreach (var dirs in road[item])
{
if (dirs == 3 || dirs == 0)
{
squares[(int)item.x, (int)item.y].transform.GetChild(1).gameObject.SetActive(true);
}
if (dirs == 2 || dirs == 1)
{
squares[(int)item.x, (int)item.y].transform.GetChild(0).gameObject.SetActive(true);
}
}
}
if (squares[(int)item.x, (int)item.y].up == 2)
{
foreach (var dirs in road[item])
{
if (dirs == 2 || dirs == 3)
{
squares[(int)item.x, (int)item.y].transform.GetChild(0).gameObject.SetActive(true);
}
if (dirs == 0 || dirs == 1)
{
squares[(int)item.x, (int)item.y].transform.GetChild(1).gameObject.SetActive(true);
}
}
}
if (squares[(int)item.x, (int)item.y].up == 3)
{
foreach (var dirs in road[item])
{
if (dirs == 3 || dirs == 0)
{
squares[(int)item.x, (int)item.y].transform.GetChild(0).gameObject.SetActive(true);
}
if (dirs == 2 || dirs == 1)
{
squares[(int)item.x, (int)item.y].transform.GetChild(1).gameObject.SetActive(true);
}
}
}
}
else if (squares[(int)item.x, (int)item.y].type == SquareType.Shi)
{
if (squares[(int)item.x, (int)item.y].up == 0 || squares[(int)item.x, (int)item.y].up == 2)
{
foreach (var dirs in road[item])
{
if (dirs == 0 || dirs == 2)
{
squares[(int)item.x, (int)item.y].transform.GetChild(0).gameObject.SetActive(true);
}
if (dirs == 3 || dirs == 1)
{
squares[(int)item.x, (int)item.y].transform.GetChild(1).gameObject.SetActive(true);
}
}
}
if (squares[(int)item.x, (int)item.y].up == 1 || squares[(int)item.x, (int)item.y].up == 3)
{
foreach (var dirs in road[item])
{
if (dirs == 0 || dirs == 2)
{
squares[(int)item.x, (int)item.y].transform.GetChild(1).gameObject.SetActive(true);
}
if (dirs == 3 || dirs == 1)
{
squares[(int)item.x, (int)item.y].transform.GetChild(0).gameObject.SetActive(true);
}
}
}
if (squares[(int)item.x, (int)item.y].transform.GetChild(0).gameObject.activeSelf && squares[(int)item.x, (int)item.y].transform.GetChild(1).gameObject.activeSelf)
{
squares[(int)item.x, (int)item.y].transform.GetChild(2).gameObject.SetActive(true);
}
}
else
{
squares[(int)item.x, (int)item.y].transform.GetChild(0).gameObject.SetActive(true);
}
}
}
//统一调用
public void StartConnect()
{
target = SquareTarget.TargetPoint2;
isFirstConnect = true;
CheckConnect(3, 3, 1,3,3,1);
//这一步是为了实现从第二个点向外路径高亮
target = SquareTarget.TargetPoint2;
isFirstConnect = true;
CheckConnect(3, 0, 1, 3, 0, 1);
OnOffLight();
road.Clear();
target = SquareTarget.TargetPoint1;
isFirstConnect = true;
CheckConnect(3, 3, 1,3,3,1);
road.Clear();
if (isChecked1 && isChecked2)
{
Debug.Log("-----------------------------Success-------------------------------");
}
isChecked1 = false;
isChecked2 = false;
}
}