OpenXR開發實戰項目之VR 羊了個羊《3 tiles》

一、框架視圖

二、關鍵代碼

Card

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;

public class Card : MonoBehaviour
{
    public Button btnCard;
    public Image imgCard;
    public Sprite[] clickSprites;
    public Sprite[] coveredSprites;
    public int id;
    public RectTransform rtf;
    public List<Card> aboveCardList = new List<Card>();//覆蓋當前卡牌的其他卡牌
    public List<Card> coverCardList = new List<Card>();//當前卡牌覆蓋的其他卡牌

    // Start is called before the first frame update
    void Start()
    {
        btnCard.onClick.AddListener(CardClickEvent);
    }

    // Update is called once per frame
    void Update()
    {
        
    }
    /// <summary>
    /// 設置卡牌紋理圖案與ID
    /// </summary>
    public void SetCardSprite()
    {
        id = Random.Range(1,15);
        imgCard.sprite = clickSprites[id - 1];
        SpriteState ss= btnCard.spriteState;
        ss.disabledSprite = coveredSprites[id - 1];
        btnCard.spriteState=ss;
    }
    /// <summary>
    /// 設置當前卡牌與其他卡牌的覆蓋關系
    /// </summary>
    /// <param name="targetCard">目標卡牌</param>
    public void SetCoverCardState(Card targetCard)
    {
        //本身卡牌屏幕的坐標點
        Vector2 cardPos= GUIUtility.GUIToScreenPoint(rtf.anchoredPosition); 
        //目標卡牌屏幕的坐標點
        Vector2 targetCardPos= GUIUtility.GUIToScreenPoint(targetCard.rtf.anchoredPosition);
        if (Mathf.Abs(cardPos.x-targetCardPos.x)<Deck.Instance.cardWidth
            &&Mathf.Abs(cardPos.y-targetCardPos.y)<Deck.Instance.cardHeight)
        {
            //覆蓋上了目標卡牌
            targetCard.AddAboveCard(this);
            targetCard.CloseButtonClickState();
            coverCardList.Add(targetCard);
        }
    }
    /// <summary>
    /// 關閉按鈕交互狀態
    /// </summary>
    public void CloseButtonClickState()
    {
        btnCard.interactable = false;
    }
    /// <summary>
    /// 卡牌點擊事件
    /// </summary>
    public void CardClickEvent()
    {
        Deck.Instance.PlayClickSound();
        transform.SetSiblingIndex(500);
        //需要移除所有被我們覆蓋的卡牌持有的我們自身卡牌引用(我們當前自身)
        for (int i = 0; i < coverCardList.Count; i++)
        {
            coverCardList[i].RemoveAboveCard(this);
            coverCardList[i].JudgeCanClickState();
        }
        int posID = -1;
        Transform targetTrans= Deck.Instance.GetPickDeckTargetTrans(id,out posID);
        transform.DOMove(targetTrans.position,0.5f).OnComplete
            (
                () => 
                {
                    if (targetTrans.childCount>0)
                    {
                        transform.SetParent(Deck.Instance.GetEmptyPickDeckTargetTrans(posID));
                    }
                    else
                    {
                        transform.SetParent(targetTrans);
                    }                   
                    transform.localPosition = Vector3.zero;
                    Deck.Instance.JudgeClearCard();
                }
            );
    }
    /// <summary>
    /// 目標卡牌覆蓋了當前卡牌(我們自身去調用目標卡牌的方法)
    /// </summary>
    public void AddAboveCard(Card targetCard)
    {
        aboveCardList.Add(targetCard);
    }
    /// <summary>
    /// 移除當前卡牌被目標卡牌覆蓋的引用(我們自身被其他覆蓋到我們的卡牌(目標卡牌)去調用)
    /// </summary>
    /// <param name="aboveCard"></param>
    public void RemoveAboveCard(Card aboveCard)
    {
        aboveCardList.Remove(aboveCard);
    }
    /// <summary>
    /// 判斷當前是否可以點擊
    /// </summary>
    public void JudgeCanClickState()
    {
        btnCard.interactable = aboveCardList.Count <= 0;
    }
}

Deck

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using UnityEngine.SceneManagement;

public class Deck : MonoBehaviour
{
    public static Deck Instance { get; set; }
    public int cardWidth = 213;
    public int cardHeight = 213;
    public GameObject cardGo;
    private int row = 7;
    private int column = 7;
    private int layer = 8;
    private List<Card> cards = new List<Card>();
    public RectTransform deckTrans;//卡牌需要生成到的位置的transform引用
    public Transform[] pickDeckPosTrans;//撿牌堆的格子位置
    public RectTransform centerDeckTrans;//中間牌堆的基礎位置(原點)
    public RectTransform leftColumnDeckTrans;
    public RectTransform rightColumnDeckTrans;
    public RectTransform leftDownDeckTrans;
    public RectTransform rightDownDeckTrans;
    public int[] pickDeckCardIDs;//存放當前選中卡牌堆里的卡牌ID(跟當前位置一一對應)
    private int totalCardNum = 168;
    private int createCardNum = 0;

    public GameObject gameOverPanelGo;
    public AudioSource audioSource;
    public AudioClip clickSound;

    private int[,,] centerDeck = new int[,,]//層 行 列
    {
        //后5層
        {
            {0,0,0,0},
            {0,2,2,2},
            {0,2,2,2},
            {0,2,2,2},
            {0,2,2,2},
            {0,2,2,2},
            {0,0,0,0}
        },
        {
            {0,0,0,0},
            {0,2,2,2},
            {0,2,2,2},
            {0,2,2,2},
            {0,2,2,2},
            {0,2,2,2},
            {0,0,0,0}
        },
        {
            {0,0,0,0},
            {0,2,2,2},
            {0,2,2,2},
            {0,2,2,2},
            {0,2,2,2},
            {0,2,2,2},
            {0,0,0,0}
        },
        {
            {0,0,0,0},
            {0,2,2,2},
            {0,2,2,2},
            {0,2,2,2},
            {0,2,2,2},
            {0,2,2,2},
            {0,0,0,0}
        },
        {
            {0,0,0,0},
            {0,2,2,2},
            {0,2,2,2},
            {0,2,2,2},
            {0,2,2,2},
            {0,2,2,2},
            {0,0,0,0}
        },
        //上兩層
        {
            {0,0,0,0},
            {0,1,1,1},
            {0,0,1,1},
            {0,0,1,1},
            {0,1,2,2},
            {0,2,2,1},
            {0,0,0,0}
        },
        {
            {0,0,0,0},
            {0,1,1,3},
            {0,0,2,2},
            {3,3,3,3},
            {0,0,0,3},
            {0,0,3,3},
            {0,0,0,0}
        },
        //最上層
        {
            {0,3,1,2},
            {0,0,0,0},
            {3,2,2,2},
            {3,3,3,3},
            {0,0,2,2},
            {0,0,0,0},
            {0,0,1,3}
        }
    };

    private void Awake()
    {
        Instance = this;
    }

    // Start is called before the first frame update
    void Start()
    {
        pickDeckCardIDs = new int[7] { -1,-1,-1,-1,-1,-1,-1};

        //生成中間的一疊
        //層
        for (int k = 0; k < layer; k++)
        {
            //行
            for (int j = 0; j < row; j++)
            {
                //隨機當前列是否偏移
                bool ifMoveX = Convert.ToBoolean(UnityEngine.Random.Range(0, 2));
                int dirX = 0;
                if (ifMoveX)
                {
                    //偏移方向是左還是右
                    dirX = UnityEngine.Random.Range(0, 2) == 0 ? 1 : -1;
                }
                //隨機當前行是否偏移
                bool ifMoveY = Convert.ToBoolean(UnityEngine.Random.Range(0, 2));
                int dirY = 0;
                if (ifMoveY)
                {
                    //偏移方向是上還是下
                    dirY = UnityEngine.Random.Range(0, 2) == 0 ? 1 : -1;
                }
                //準備臨時數組存貯前半部分隨機到的卡牌狀態,以對稱生成后半部分狀態
                CREATESTATE[] halfState = new CREATESTATE[column / 2];
                //列
                for (int i = 0; i < column; i++)
                {                    
                    GameObject go = null;
                    CREATESTATE cs;
                    if (i<=column/2)
                    {
                        //前半部分直接從三維數組取1 2 3 4 5 6 7
                        //                      2 1 0   0 1 2
                        cs = (CREATESTATE)centerDeck[k, j, i];
                        if (i!=column/2)
                        {
                            halfState[column / 2 - i - 1] = cs;
                        }
                    }
                    else
                    {
                        cs = halfState[i - column / 2 - 1];
                    }
                    switch (cs)
                    {
                        case CREATESTATE.NONE:
                            break;
                        case CREATESTATE.CREATE:
                            go = CreateCardGo(i, j, dirX, dirY);
                            break;
                        case CREATESTATE.RANDOM:
                            if (UnityEngine.Random.Range(0,2)==0?true:false)
                            {
                                //隨機生成
                                go= CreateCardGo(i,j,dirX,dirY);
                            }
                            break;
                        case CREATESTATE.ONLYCREATE:
                            go = CreateCardGo(i, j, 0, 0);
                            break;
                        default:
                            break;
                    }
                    if (go)
                    {
                        Card card = go.GetComponent<Card>();
                        card.SetCardSprite();
                        SetCoverState(card);
                        cards.Add(card);
                        createCardNum++;
                        go.name = "I:" + i.ToString() + " J:" + j.ToString() + " K:" + k.ToString();
                    }        
                }
            }
        }

        //生成其他四疊
        int createNum = (totalCardNum - createCardNum) / 4;
        int leftNum = totalCardNum - createCardNum - createNum * 4;
        //左豎
        for (int i = createNum + leftNum; i>0 ; i--)
        {
            CreateCard(leftColumnDeckTrans,0,-i);
        }
        //右豎
        for (int i = 0; i < createNum; i++)
        {
            CreateCard(rightColumnDeckTrans,0,-i);
        }
        //左下
        for (int i = 0; i < createNum; i++)
        {
            CreateCard(leftDownDeckTrans,i,0);
        }
        //右下
        for (int i = createNum; i >0 ; i--)
        {
            CreateCard(rightDownDeckTrans, i, 0);
        }
    }
    /// <summary>
    /// 生成旁邊四疊卡牌
    /// </summary>
    /// <param name="zeroTrans"></param>
    /// <param name="indexX"></param>
    /// <param name="indexY"></param>
    private void CreateCard(RectTransform zeroTrans,int indexX,int indexY)
    {
        GameObject go= Instantiate(cardGo,deckTrans);
        RectTransform rft = go.GetComponent<RectTransform>();
        rft.anchoredPosition = zeroTrans.anchoredPosition +
            new Vector2(cardWidth*indexX*0.15f,cardHeight*indexY*0.15f);
        Card card = go.GetComponent<Card>();
        card.SetCardSprite();
        SetCoverState(card);
        cards.Add(card);
    }


    /// <summary>
    /// 產生卡牌游戲物體
    /// </summary>
    private GameObject CreateCardGo(int column,int row,int dirX,int dirY)
    {
        GameObject go = Instantiate(cardGo, deckTrans);
        go.GetComponent<RectTransform>().anchoredPosition
            = centerDeckTrans.anchoredPosition +
            new Vector2(cardWidth * (column + 0.5f * dirX), -cardHeight * (row + 0.5f * dirY));
        return go;
    }
    /// <summary>
    /// 設置當前新生成的卡牌與其他卡牌的覆蓋關系
    /// </summary>
    /// <param name="card"></param>
    private void SetCoverState(Card card)
    {
        for (int i = 0; i < cards.Count; i++)
        {
            card.SetCoverCardState(cards[i]);
        }
    }
    /// <summary>
    /// 獲取當前撿牌堆的目標位置
    /// </summary>
    /// <param name="currentID">當前新選中的牌</param>
    /// <param name="posID">格子位置ID索引</param>
    /// <returns></returns>
    public Transform GetPickDeckTargetTrans(int currentID, out int posID)
    {
        posID = -1;
        for (int i = 0; i < pickDeckCardIDs.Length; i++)
        {
            //當前撿牌堆中的卡牌有沒有與新選中的卡牌ID相等
            if (pickDeckCardIDs[i]==currentID&&i+1<=pickDeckCardIDs.Length)
            {
                posID = i + 1;
                return pickDeckPosTrans[i + 1];
            }
        }
        //當前撿牌堆沒有與新選卡牌相同的ID
        Transform sf= GetEmptyPickDeckTargetTrans();
        if (sf)
        {
            return sf;
        }
        return null;
    }

    /// <summary>
    /// 獲取選中卡牌堆的空位置
    /// </summary>
    /// <param name="posID">當前選中卡牌堆的格子位置索引ID</param>
    /// <returns></returns>
    public Transform GetEmptyPickDeckTargetTrans(int posID=-1)
    {
        for (int i = 0; i < pickDeckCardIDs.Length; i++)
        {
            if (pickDeckCardIDs[i]==-1)
            {
                //pickDeckCardIDs[i] = posID;
                //有兩個或兩個以下相同ID的卡牌,需要調整位置
                if (posID!=-1)
                {
                    pickDeckPosTrans[i].SetSiblingIndex(posID);
                }
                return pickDeckPosTrans[i];
            }
        }
        //Debug.Log("游戲結束");
        return null;
    }
    /// <summary>
    /// 排序卡牌位置和ID
    /// </summary>
    public void SortCardAndCardID()
    {
        SortCard();
        SortID();
    }
    /// <summary>
    /// 卡牌排序
    /// </summary>
    public void SortCard()
    {
        Transform[] tempTrans = new Transform[pickDeckPosTrans.Length];
        for (int i = 0; i < pickDeckPosTrans.Length; i++)
        {
            int siblingIndex= pickDeckPosTrans[i].GetSiblingIndex();
            tempTrans[siblingIndex] = pickDeckPosTrans[i];
        }
        for (int i = 0; i < pickDeckPosTrans.Length; i++)
        {
            pickDeckPosTrans[i] = tempTrans[i];
        }
    }
    /// <summary>
    /// ID排序
    /// </summary>
    public void SortID()
    {
        for (int i = 0; i < pickDeckCardIDs.Length; i++)
        {
            if (pickDeckPosTrans[i].childCount > 0)
            {
                pickDeckCardIDs[i] = pickDeckPosTrans[i].GetChild(0).GetComponent<Card>().id;
            }
            else
            {
                pickDeckCardIDs[i] = -1;
            }
        }
    }
    /// <summary>
    /// 卡牌消除判定方法
    /// </summary>
    public void JudgeClearCard()
    {
        SortCardAndCardID();
        //清除判定
        ClearCards();
        Invoke("SortGridPos",0.1f);
    }
    /// <summary>
    /// 消除
    /// </summary>
    public void ClearCards()
    {
        int sameCount = 0;
        int judgeID = -1;
        int startIndex = -1;
        for (int i = 0; i <pickDeckCardIDs.Length; i++)
        {
            //空格子
            if (pickDeckCardIDs[i]==-1)
            {
                break;
            }
            //當前三消判定開始的第一個元素
            if (sameCount==0)
            {
                sameCount++;
                judgeID = pickDeckCardIDs[i];
                startIndex = i;
            }
            else
            {
                if (judgeID == pickDeckCardIDs[i])
                {
                    sameCount++;
                }
                else
                {
                    sameCount = 1;
                    judgeID = pickDeckCardIDs[i];
                    startIndex = i;
                }
            }
            if (sameCount>=3)
            {
                for (int j = startIndex; j < startIndex+3; j++)
                {
                    pickDeckCardIDs[j] = -1;
                    Destroy(pickDeckPosTrans[j].GetChild(0).gameObject);
                }
                PlayClickSound();
                break;
            }
            if (i>= pickDeckCardIDs.Length-1)
            {
                gameOverPanelGo.SetActive(true);
            }
        }
    }
    /// <summary>
    /// 排序消除后的格子位置(消除后補齊)
    /// </summary>
    private void SortGridPos()
    {
        for (int i = 0; i < pickDeckPosTrans.Length; i++)
        {
            if (pickDeckPosTrans[i].childCount<=0)
            {
                //空格子
                pickDeckPosTrans[i].SetSiblingIndex(6);
            }
        }
        SortCardAndCardID();
    }

    public void ReturnToMainScene()
    {
        SceneManager.LoadScene(1);
    }

    public void Replay()
    {
        SceneManager.LoadScene(2);
    }

    public void PlayClickSound()
    {
        audioSource.PlayOneShot(clickSound);
    }
}
/// <summary>
/// 卡牌的生成狀態
/// </summary>
public enum CREATESTATE
{
    NONE,//該位置不生成卡牌
    CREATE,//生成并且位置可能偏移
    RANDOM,//可能生成也可能偏移
    ONLYCREATE//生成一定不偏移
}

SheepMove

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class SheepMove : MonoBehaviour
{
    public RectTransform rt;
    public Transform[] movePointsTrans;
    private Vector3[] movePoints;
    public bool loadScene;
    private AsyncOperation ao;

    // Start is called before the first frame update
    void Start()
    {
        movePoints = new Vector3[movePointsTrans.Length];
        for (int i = 0; i < movePoints.Length; i++)
        {
            movePoints[i] = movePointsTrans[i].localPosition;
        }
        if (loadScene)
        {
            ao = SceneManager.LoadSceneAsync(1);
            ao.allowSceneActivation = false;
        }
        transform.DOLocalPath(movePoints, 3).SetEase(Ease.Linear).OnComplete
            (
            () =>
            {
                if (loadScene)
                {
                    ao.allowSceneActivation = true;
                }

            }
            );
    }

    // Update is called once per frame
    void Update()
    {
        if (rt.anchoredPosition.y >= 0)
        {
            transform.eulerAngles = new Vector3(0, 180, 0);
        }
        else
        {
            transform.eulerAngles = Vector3.zero;
        }
    }
}

Sheeps

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using UnityEngine.SceneManagement;

public class Sheeps : MonoBehaviour
{
    // Start is called before the first frame update

    public Transform targetTrans;
    private AsyncOperation ao;
    public bool ifLoadGameScene;

    void Start()
    {
        ao = SceneManager.LoadSceneAsync(2);
        ao.allowSceneActivation = false;
        transform.DOLocalMove(targetTrans.localPosition, 2).SetEase(Ease.Linear).OnComplete
            (
                OnCompeleteEvent
            );
    }

    private void OnCompeleteEvent()
    {
        if (ifLoadGameScene)
        {
            ao.allowSceneActivation = true;
        }
        else
        {
            Destroy(gameObject);
        }
    }
}

三、效果展示

最后編輯于
?著作權歸作者所有,轉載或內容合作請聯系作者
  • 序言:七十年代末,一起剝皮案震驚了整個濱河市,隨后出現的幾起案子,更是在濱河造成了極大的恐慌,老刑警劉巖,帶你破解...
    沈念sama閱讀 227,533評論 6 531
  • 序言:濱河連續發生了三起死亡事件,死亡現場離奇詭異,居然都是意外死亡,警方通過查閱死者的電腦和手機,發現死者居然都...
    沈念sama閱讀 98,055評論 3 414
  • 文/潘曉璐 我一進店門,熙熙樓的掌柜王于貴愁眉苦臉地迎上來,“玉大人,你說我怎么就攤上這事。” “怎么了?”我有些...
    開封第一講書人閱讀 175,365評論 0 373
  • 文/不壞的土叔 我叫張陵,是天一觀的道長。 經常有香客問我,道長,這世上最難降的妖魔是什么? 我笑而不...
    開封第一講書人閱讀 62,561評論 1 307
  • 正文 為了忘掉前任,我火速辦了婚禮,結果婚禮上,老公的妹妹穿的比我還像新娘。我一直安慰自己,他們只是感情好,可當我...
    茶點故事閱讀 71,346評論 6 404
  • 文/花漫 我一把揭開白布。 她就那樣靜靜地躺著,像睡著了一般。 火紅的嫁衣襯著肌膚如雪。 梳的紋絲不亂的頭發上,一...
    開封第一講書人閱讀 54,889評論 1 321
  • 那天,我揣著相機與錄音,去河邊找鬼。 笑死,一個胖子當著我的面吹牛,可吹牛的內容都是我干的。 我是一名探鬼主播,決...
    沈念sama閱讀 42,978評論 3 439
  • 文/蒼蘭香墨 我猛地睜開眼,長吁一口氣:“原來是場噩夢啊……” “哼!你這毒婦竟也來了?” 一聲冷哼從身側響起,我...
    開封第一講書人閱讀 42,118評論 0 286
  • 序言:老撾萬榮一對情侶失蹤,失蹤者是張志新(化名)和其女友劉穎,沒想到半個月后,有當地人在樹林里發現了一具尸體,經...
    沈念sama閱讀 48,637評論 1 333
  • 正文 獨居荒郊野嶺守林人離奇死亡,尸身上長有42處帶血的膿包…… 初始之章·張勛 以下內容為張勛視角 年9月15日...
    茶點故事閱讀 40,558評論 3 354
  • 正文 我和宋清朗相戀三年,在試婚紗的時候發現自己被綠了。 大學時的朋友給我發了我未婚夫和他白月光在一起吃飯的照片。...
    茶點故事閱讀 42,739評論 1 369
  • 序言:一個原本活蹦亂跳的男人離奇死亡,死狀恐怖,靈堂內的尸體忽然破棺而出,到底是詐尸還是另有隱情,我是刑警寧澤,帶...
    沈念sama閱讀 38,246評論 5 355
  • 正文 年R本政府宣布,位于F島的核電站,受9級特大地震影響,放射性物質發生泄漏。R本人自食惡果不足惜,卻給世界環境...
    茶點故事閱讀 43,980評論 3 346
  • 文/蒙蒙 一、第九天 我趴在偏房一處隱蔽的房頂上張望。 院中可真熱鬧,春花似錦、人聲如沸。這莊子的主人今日做“春日...
    開封第一講書人閱讀 34,362評論 0 25
  • 文/蒼蘭香墨 我抬頭看了看天上的太陽。三九已至,卻和暖如春,著一層夾襖步出監牢的瞬間,已是汗流浹背。 一陣腳步聲響...
    開封第一講書人閱讀 35,619評論 1 280
  • 我被黑心中介騙來泰國打工, 沒想到剛下飛機就差點兒被人妖公主榨干…… 1. 我叫王不留,地道東北人。 一個月前我還...
    沈念sama閱讀 51,347評論 3 390
  • 正文 我出身青樓,卻偏偏與公主長得像,于是被迫代替她去往敵國和親。 傳聞我的和親對象是個殘疾皇子,可洞房花燭夜當晚...
    茶點故事閱讀 47,702評論 2 370

推薦閱讀更多精彩內容