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using System.Collections;
using System.Collections.Generic;
using Newtonsoft.Json;
using UnityEngine;
using DG.Tweening;
using LoveLegend;
public class level1 : MonoBehaviour
{
public GameObject plate_parent;
public GameObject item_parent;
private List<ItemState> _itemList;
public Camera cam;
private GameObject selected;
private Vector3 offset;
private int out_layers = 30;
private GameObject guo;
private List<Vector3> originalPositions = new List<Vector3>();
void Awake()
{
Camera orthoCamera = GameObject.Find("Main Camera").GetComponent<Camera>();
float size = (float)System.Math.Round(5.5f / ((float)Screen.width / Screen.height), 4);
// string type = SystemInfo.deviceModel.ToLower().Trim();
// // Debug.Log($"type==========={type}");
// if (type.Substring(0, 3) == "ipa")
// {//iPad机型
// size = 49.9f;
// }
Debug.Log(size+"////////////////");
orthoCamera.orthographicSize = size;
}
void Start()
{
guo = GameObject.Find("guo");
_itemList = new List<ItemState>();
foreach (Transform child in plate_parent.transform)
{
Debug.Log("子物体: " + child.name);
originalPositions.Add(child.position);
// 先把它们全部移到 (0,14)
child.position = new Vector3(0f, 14f, child.position.z);
}
originalPositions.Add(guo.transform.position);
guo.transform.position = new Vector3(0f, -15f, 0);
// 启动协程,逐个缓动回原位置
StartCoroutine(MoveBackCoroutine());
guo.transform.DOMove(originalPositions[originalPositions.Count - 1], 1f).SetEase(Ease.OutQuad);
foreach (Transform child in item_parent.transform)
{
Debug.Log("子物体: " + child.name);
Debug.Log("子物体: " + child.tag);
_itemList.Add(new ItemState()
{
_position = child.position,
_orderInLayer = child.GetComponent<SpriteRenderer>().sortingOrder,
_tag = child.tag,
_isFull = false
});
}
foreach (Transform child in item_parent.transform)
{
float randomX = Random.Range(-3f, 3f); // X 在 -2 ~ 2
float randomY = 14f + Random.Range(-2f, 2f); // Y 在 -16 ~ -12
child.position = new Vector3(randomX, randomY, child.position.z);
}
DOVirtual.DelayedCall(2.5f, () =>
{
StartCoroutine(MoveChildrenCoroutine());
});
Debug.Log(JsonConvert.SerializeObject(_itemList));
}
IEnumerator MoveChildrenCoroutine()
{
foreach (Transform child in item_parent.transform)
{
// 随机目标 Y 在 -5 ~ 5
float targetY = Random.Range(-5f, 5f);
Vector3 targetPos = new Vector3(child.position.x, targetY, child.position.z);
// DOTween 缓动到目标位置
child.DOMove(targetPos, 1.7f).SetEase(Ease.InCubic);
// 每个间隔 0.1s
yield return new WaitForSeconds(0.05f);
}
}
IEnumerator MoveBackCoroutine()
{
int index = 0;
foreach (Transform child in plate_parent.transform)
{
// 缓动到原始位置
child.DOMove(originalPositions[index], 0.5f).SetEase(Ease.OutQuad);
index++;
// 每隔 0.3s 执行一个
yield return new WaitForSeconds(0.2f);
}
}
private GameObject Popup;
void Update()
{
// 鼠标按下时检测
if (Input.GetMouseButtonDown(0))
{
if (Popup == null) Popup = GameObject.Find("Popup");
if (Popup.transform.childCount != 0) return;
Vector2 mousePos = cam.ScreenToWorldPoint(Input.mousePosition);
RaycastHit2D[] hits = Physics2D.RaycastAll(mousePos, Vector2.zero);
if (hits.Length > 0)
{
selected = GetTopSprite(hits);
if (selected != null)
{
// ✅ 如果该物体已经在 _itemList 中,释放槽位
foreach (var item in _itemList)
{
if (item._inGameobject == selected)
{
item._isFull = false;
item._inGameobject = null;
break;
}
}
selected.GetComponent<SpriteRenderer>().sortingLayerName = "layer_4_drag";
// 点击时强制修正为 0 度旋转
selected.transform.DORotate(Vector3.zero, 0.2f).SetEase(Ease.OutQuad);
// DOTween 缩放到固定 1.1 倍
selected.transform.DOScale(Vector3.one * 1.1f, 0.2f).SetEase(Ease.OutBack);
Vector3 pos = cam.ScreenToWorldPoint(Input.mousePosition);
offset = selected.transform.position - new Vector3(pos.x, pos.y, selected.transform.position.z);
selected.GetComponent<SpriteRenderer>().sortingOrder = out_layers;
out_layers++;
}
}
}
// 拖拽中
if (Input.GetMouseButton(0) && selected != null)
{
Vector3 pos = cam.ScreenToWorldPoint(Input.mousePosition);
selected.transform.position = new Vector3(pos.x, pos.y, selected.transform.position.z) + offset;
}
// 鼠标松开
if (Input.GetMouseButtonUp(0) && selected != null)
{
// DOTween 缩放还原到固定 1 倍
selected.transform.DOScale(Vector3.one, 0.2f).SetEase(Ease.InOutSine);
bool snapped = false;
// 吸附逻辑:检查标签和位置
string tag = selected.tag;
foreach (var item in _itemList)
{
if (item._isFull) continue;
if (item._tag == tag)
{
float dist = Vector3.Distance(selected.transform.position, item._position);
if (dist < 1f)
{
// 吸附过去并旋转归零
selected.transform.DOMove(item._position, 0.2f).SetEase(Ease.OutQuad);
selected.transform.DORotate(Vector3.zero, 0.2f).SetEase(Ease.OutQuad);
selected.GetComponent<SpriteRenderer>().sortingLayerName = "layer_2_inslot";
selected.GetComponent<SpriteRenderer>().sortingOrder = item._orderInLayer;
item._isFull = true;
item._inGameobject = selected;
snapped = true;
break;
}
}
}
// 如果吸附成功 → 检查整个列表
if (snapped)
{
bool allFull = true;
foreach (var item in _itemList)
{
if (!item._isFull)
{
allFull = false;
break;
}
}
if (allFull)
{
Debug.Log("所有物体都已吸附完成!");
GameDispatcher.Instance.Dispatch(GameMsg.GameSuccess);
}
}
else
{
// 如果没有吸附成功 → 随机旋转 ±8°
selected.GetComponent<SpriteRenderer>().sortingLayerName = "layer_3_out";
int randomChoice = Random.Range(0, 2); // 0 或 1
float randomAngle = (randomChoice == 0) ? -8f : 8f;
selected.transform.DORotate(new Vector3(0, 0, randomAngle), 0.3f).SetEase(Ease.OutQuad);
// GameDispatcher.Instance.Dispatch(GameMsg.GameSuccess);//zhushi
}
selected = null;
}
}
private GameObject GetTopSprite(RaycastHit2D[] hits)
{
GameObject top = null;
int topLayer = int.MinValue;
int topOrder = int.MinValue;
foreach (var hit in hits)
{
SpriteRenderer sr = hit.collider.GetComponent<SpriteRenderer>();
if (sr != null)
{
int layerID = SortingLayer.GetLayerValueFromID(sr.sortingLayerID);
int order = sr.sortingOrder;
if (layerID > topLayer || (layerID == topLayer && order > topOrder))
{
top = sr.gameObject;
topLayer = layerID;
topOrder = order;
}
}
}
return top;
}
}
public class ItemState
{
[JsonIgnore]
public Vector2 _position;
public int _orderInLayer;
public string _tag;
public bool _isFull;
public GameObject _inGameobject;
}
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