我正在开发一款 2048 游戏,但在保存和加载瓷砖位置时遇到了问题。每个人都知道游戏场的样子,有行有列。因此,每块棋子都有行索引 ( indRow
) 和列索引 ( indCol
),它们设置了棋子在游戏场上的位置。如何在游戏中保存此索引以在下次启动时加载它?
我的 GameManager 脚本 =
using System.Collections
using System.Collections.Generic
using UnityEngine
using UnityEngine.UI
using UnityEngine.SceneManagement
public enum GameState
{
Playing,
GameOver,
WaitingForMoveToEnd
}
public class GameManager : MonoBehaviour {
//DELAYS
public GameState State;
[Range(0, 2f)]
public float delay;
private bool moveMade;
private bool[] lineMoveComplete = new bool[4]{ true, true, true, true };
public Text GameOverText;
public Text GameOverScoreText;
public GameObject GameOverPanel;
private Tile[,] AllTiles = new Tile[4, 4];
private List<Tile[]> columns = new List<Tile[]>();
private List<Tile[]> rows = new List<Tile[]>();
private List<Tile> EmptyTiles = new List<Tile>();
// Use this for initialization
void Start()
{
Tile[] AllTilesOneDim = GameObject.FindObjectsOfType<Tile>();
foreach (Tile t in AllTilesOneDim)
{
t.Number = 0;
AllTiles[t.indRow, t.indCol] = t;
EmptyTiles.Add(t);
}
columns.Add (new Tile[] { AllTiles[0, 0], AllTiles[1, 0], AllTiles[2, 0], AllTiles[3, 0] });
columns.Add (new Tile[] { AllTiles[0, 1], AllTiles[1, 1], AllTiles[2, 1], AllTiles[3, 1] });
columns.Add (new Tile[] { AllTiles[0, 2], AllTiles[1, 2], AllTiles[2, 2], AllTiles[3, 2] });
columns.Add (new Tile[] { AllTiles[0, 3], AllTiles[1, 3], AllTiles[2, 3], AllTiles[3, 3] });
rows.Add (new Tile[] { AllTiles[0, 0], AllTiles[0, 1], AllTiles[0, 2], AllTiles[0, 3] });
rows.Add (new Tile[] { AllTiles[1, 0], AllTiles[1, 1], AllTiles[1, 2], AllTiles[1, 3] });
rows.Add (new Tile[] { AllTiles[2, 0], AllTiles[2, 1], AllTiles[2, 2], AllTiles[2, 3] });
rows.Add (new Tile[] { AllTiles[3, 0], AllTiles[3, 1], AllTiles[3, 2], AllTiles[3, 3] });
State = GameState.Playing;
Generate();
Generate();
}
private void GameOver()
{
State = GameState.GameOver;
GameOverScoreText.text = ScoreTracker.Instance.Score.ToString();
GameOverPanel.SetActive(true);
}
bool CanMove ()
{
if (EmptyTiles.Count > 0)
return true;
else
{//check columns
for (int i = 0; i < columns.Count; i++)
for (int j = 0; j < rows.Count - 1; j++)
if (AllTiles[j, i].Number == AllTiles[j + 1, i].Number)
return true;
//check rows
for (int i = 0; i < rows.Count; i++)
for (int j = 0; j < rows.Count - 1; j++)
if (AllTiles[i, j].Number == AllTiles[i, j + 1].Number)
return true;
}
return false;
}
public void NewGameButtonHandler()
{
Application.LoadLevel(Application.loadedLevel);
}
bool MakeOneMoveLeftIndex(Tile[] LineOfTiles)
{
for (int i = 0; i < LineOfTiles.Length - 1; i++)
{
//MOVE BLOCK
if (LineOfTiles[i].Number == 0 && LineOfTiles[i + 1].Number != 0)
{
LineOfTiles[i].Number = LineOfTiles[i + 1].Number;
LineOfTiles[i + 1].Number = 0;
return true;
}
// MERGE BLOCK
if (LineOfTiles[i].Number != 0 && LineOfTiles[i].Number == LineOfTiles[i + 1].Number &&
LineOfTiles[i].mergedThisTurn == false && LineOfTiles[i + 1].mergedThisTurn == false)
{
LineOfTiles[i].Number *= 2;
LineOfTiles[i + 1].Number = 0;
LineOfTiles[i].mergedThisTurn = true;
LineOfTiles[i].PlayMergeLeftAnimation();
ScoreTracker.Instance.Score += LineOfTiles[i].Number;
return true;
}
}
return false;
}
bool MakeOneMoveDownIndex(Tile[] LineOfTiles)
{
for (int i = 0; i< LineOfTiles.Length-1; i++)
{
//MOVE BLOCK
if (LineOfTiles[i].Number == 0 && LineOfTiles[i + 1].Number != 0)
{
LineOfTiles[i].Number = LineOfTiles[i + 1].Number;
LineOfTiles[i + 1].Number = 0;
return true;
}
// MERGE BLOCK
if (LineOfTiles[i].Number!= 0 && LineOfTiles[i].Number == LineOfTiles[i+1].Number &&
LineOfTiles[i].mergedThisTurn == false && LineOfTiles[i+1].mergedThisTurn ==false)
{
LineOfTiles[i].Number *= 2;
LineOfTiles[i + 1].Number = 0;
LineOfTiles[i].mergedThisTurn = true;
LineOfTiles[i].PlayMergeDownAnimation();
ScoreTracker.Instance.Score += LineOfTiles[i].Number;
return true;
}
}
return false;
}
bool MakeOneMoveRightIndex(Tile[] LineOfTiles)
{
for (int i = LineOfTiles.Length - 1; i > 0; i--)
{
//MOVE BLOCK
if (LineOfTiles[i].Number == 0 && LineOfTiles[i - 1].Number != 0)
{
LineOfTiles[i].Number = LineOfTiles[i - 1].Number;
LineOfTiles[i - 1].Number = 0;
return true;
}
// MERGE BLOCK
if (LineOfTiles[i].Number != 0 && LineOfTiles[i].Number == LineOfTiles[i - 1].Number &&
LineOfTiles[i].mergedThisTurn == false && LineOfTiles[i - 1].mergedThisTurn == false)
{
LineOfTiles[i].Number *= 2;
LineOfTiles[i - 1].Number = 0;
LineOfTiles[i].mergedThisTurn = true;
LineOfTiles[i].PlayMergeRightAnimation();
ScoreTracker.Instance.Score += LineOfTiles[i].Number;
return true;
}
}
return false;
}
bool MakeOneMoveUpIndex(Tile[] LineOfTiles)
{
for (int i = LineOfTiles.Length-1; i > 0; i--)
{
//MOVE BLOCK
if (LineOfTiles[i].Number == 0 && LineOfTiles[i-1].Number !=0)
{
LineOfTiles[i].Number = LineOfTiles[i - 1].Number;
LineOfTiles[i - 1].Number = 0;
return true;
}
// MERGE BLOCK
if (LineOfTiles[i].Number != 0 && LineOfTiles[i].Number == LineOfTiles[i - 1].Number &&
LineOfTiles[i].mergedThisTurn == false && LineOfTiles[i - 1].mergedThisTurn == false)
{
LineOfTiles[i].Number *= 2;
LineOfTiles[i - 1].Number = 0;
LineOfTiles[i].mergedThisTurn = true;
LineOfTiles[i].PlayMergeUpAnimation();
ScoreTracker.Instance.Score += LineOfTiles[i].Number;
return true;
}
}
return false;
}
void Generate()
{
if (EmptyTiles.Count > 0)
{
int indexForNewNumber = Random.Range(0, EmptyTiles.Count);
int randomNum = Random.Range(0, 10);
if (randomNum == 0)
EmptyTiles[indexForNewNumber].Number = 2;
else
EmptyTiles[indexForNewNumber].Number = 4;
EmptyTiles[indexForNewNumber].PlayAppearAnimation();
EmptyTiles.RemoveAt(indexForNewNumber);
}
}
private void ResetMergedFlags()
{
foreach (Tile t in AllTiles)
t.mergedThisTurn = false;
}
private void UpdateEmptyTiles()
{
EmptyTiles.Clear();
foreach (Tile t in AllTiles)
{
if (t.Number == 0)
EmptyTiles.Add(t);
}
}
public void Move (MoveDirection md)
{
Debug.Log(md.ToString() + " move.");
moveMade = false;
ResetMergedFlags ();
if (delay > 0)
StartCoroutine(MoveCoroutine(md));
else
{
for (int i = 0; i < rows.Count; i++)
{
switch (md)
{
case MoveDirection.Down:
while (MakeOneMoveUpIndex(columns[i]))
{
moveMade = true;
}
break;
case MoveDirection.Left:
while (MakeOneMoveLeftIndex(rows[i]))
{
moveMade = true;
}
break;
case MoveDirection.Right:
while (MakeOneMoveRightIndex(rows[i]))
{
moveMade = true;
}
break;
case MoveDirection.Up:
while (MakeOneMoveDownIndex(columns[i]))
{
moveMade = true;
}
break;
}
}
if (moveMade)
{
UpdateEmptyTiles();
Generate();
if (!CanMove())
{
GameOver();
}
}
}
}
IEnumerator MoveOneLineRightIndexCoroutine(Tile[] line, int index)
{
lineMoveComplete[index] = false;
while (MakeOneMoveRightIndex(line))
{
moveMade = true;
yield return new WaitForSeconds(delay);
}
lineMoveComplete[index] = true;
}
IEnumerator MoveOneLineUpIndexCoroutine(Tile[] line, int index)
{
lineMoveComplete[index] = false;
while (MakeOneMoveUpIndex(line))
{
moveMade = true;
yield return new WaitForSeconds(delay);
}
lineMoveComplete[index] = true;
}
IEnumerator MoveOneLineDownIndexCoroutine(Tile[] line, int index)
{
lineMoveComplete[index] = false;
while (MakeOneMoveDownIndex(line))
{
moveMade = true;
yield return new WaitForSeconds(delay);
}
lineMoveComplete[index] = true;
}
IEnumerator MoveOneLineLeftIndexCoroutine(Tile[] line, int index)
{
lineMoveComplete[index] = false;
while (MakeOneMoveLeftIndex(line))
{
moveMade = true;
yield return new WaitForSeconds(delay);
}
lineMoveComplete[index] = true;
}
IEnumerator MoveCoroutine(MoveDirection md)
{
State = GameState.WaitingForMoveToEnd;
// start moving each line with delays depending on MoveDirection md
switch (md)
{
case MoveDirection.Down:
for (int i = 0; i < columns.Count; i++)
StartCoroutine(MoveOneLineUpIndexCoroutine(columns[i], i));
break;
case MoveDirection.Left:
for (int i = 0; i < rows.Count; i++)
StartCoroutine(MoveOneLineLeftIndexCoroutine(rows[i], i));
break;
case MoveDirection.Right:
for (int i = 0; i < rows.Count; i++)
StartCoroutine(MoveOneLineRightIndexCoroutine(rows[i], i));
break;
case MoveDirection.Up:
for (int i = 0; i < columns.Count; i++)
StartCoroutine(MoveOneLineDownIndexCoroutine(columns[i], i));
break;
}
// Wait until the move is over in all lines
while (!(lineMoveComplete[0] && lineMoveComplete[1] && lineMoveComplete[2] && lineMoveComplete[3]))
yield return null;
if (moveMade)
{
UpdateEmptyTiles ();
Generate();
if (!CanMove())
{
GameOver();
}
}
State = GameState.Playing;
StopAllCoroutines();
}
public void ShowLeaderboards()
{
PlayGamesScript.ShowLeaderboardsUI();
}
}