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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