using System.Collections.Generic; using System.Linq; using Definition.Enum; using Event; using UI; using UnityEngine; using UnityEngine.Events; using UnityGameFramework.Runtime; namespace CustomComponent { /// /// 核心玩法A控制器,负责拼装规则校验、进度统计与完成判定。 /// [DisallowMultipleComponent] public class CombineComponent : GameFrameworkComponent { #region Inspector Config /// /// 是否自动收集子节点中的槽位和部件。 /// [SerializeField] private bool _autoCollectChildren = true; /// /// 组件启用时是否自动开始拼装。 /// [SerializeField] private bool _autoStartOnEnable = false; /// /// 是否对所有槽位启用全局严格顺序。 /// [SerializeField] private bool _strictGlobalOrder = true; /// /// 拖拽时的临时父节点。 /// [SerializeField] private Transform _dragRoot = null; /// /// 拼装节点根对象。 /// [SerializeField] private Transform _puzzleRoot = null; /// /// 拼装开始时提示文本。 /// [SerializeField] [TextArea(2, 4)] private string _startHint = "Assemble dougong from lower-to-upper and inner-to-outer."; /// /// 放置顺序错误提示文本。 /// [SerializeField] [TextArea(2, 4)] private string _wrongOrderHint = "Wrong order. Place lower or inner parts first."; /// /// 部件不匹配提示文本。 /// [SerializeField] [TextArea(2, 4)] private string _wrongPartHint = "Part does not match this slot."; /// /// 槽位已占用提示文本。 /// [SerializeField] [TextArea(2, 4)] private string _slotOccupiedHint = "This slot is already occupied."; /// /// 拼装完成提示文本。 /// [SerializeField] [TextArea(2, 4)] private string _completeHint = "Dougong assembly completed."; /// /// 当前参与拼装的槽位列表。 /// [SerializeField] private List _slots = new List(); /// /// 当前参与拼装的可拖拽部件列表。 /// [SerializeField] private List _parts = new List(); /// /// 拼装完成事件。 /// [SerializeField] private UnityEvent _onPuzzleCompleted = new UnityEvent(); #endregion #region Runtime State private CombineFormContext _formContext; private CombineFormController _formController; /// /// 按顺序排序后的槽位缓存。 /// private readonly List _orderedSlots = new List(); /// /// 当前期望放置的槽位索引。 /// private int _nextOrderSlotIndex = 0; /// /// 当前已放置部件数量。 /// private int _placedCount = 0; /// /// 拼装是否已开始。 /// private bool _isStarted = false; /// /// 拼装是否已完成。 /// private bool _isCompleted = false; /// /// 拼装是否处于暂停状态。 /// private bool _isPaused = false; #endregion #region Public Query /// /// 获取拼装是否完成。 /// public bool IsCompleted => _isCompleted; /// /// 获取当前步数。 /// public int CurrentStep => _placedCount; /// /// 获取总步数。 /// public int TotalStep => _orderedSlots.Count; #endregion #region Unity Lifecycle /// /// 组件启用时可选自动开始拼装。 /// private void OnEnable() { if (_autoStartOnEnable) { StartPuzzle(); } } #endregion #region Level Lifecycle /// /// 使用关卡数据启动关卡,并打开玩法UI。 /// public int? StartLevel(CombineFormContext context) { if (context == null) { Log.Warning("CoreGameplayA start failed. context is null."); return null; } ClearRuntimeContext(); SetFormContext(context); EnsureFormController(); // 先关闭上一次UI,避免重复打开。 _formController.CloseUI(); int? serialId = _formController.OpenUI(context); if (!serialId.HasValue) { Log.Warning("CoreGameplayA start failed. OpenUI returned null."); return null; } return serialId; } /// /// 停止当前关卡并清理运行态。 /// public void StopLevel() { _formController?.CloseUI(); ClearRuntimeContext(); } #endregion #region Puzzle Flow /// /// 启动拼装流程。 /// public void StartPuzzle() { if (_autoCollectChildren) { CollectChildren(); } BuildOrderedSlotList(); PrepareSlots(); PrepareParts(); _placedCount = 0; _nextOrderSlotIndex = 0; _isStarted = true; _isCompleted = false; _isPaused = false; GameEntry.Event.Fire(this, CombineProgressEventArgs.Create(_placedCount, _orderedSlots.Count)); if (!string.IsNullOrEmpty(_startHint)) { GameEntry.Event.Fire(this, CombineGuideMessageEventArgs.Create(_startHint)); } } /// /// 暂停拼装输入。 /// public void PausePuzzle() { _isPaused = true; } /// /// 恢复拼装输入。 /// public void ResumePuzzle() { _isPaused = false; } /// /// 重置并重新开始拼装。 /// public void ResetPuzzle() { StartPuzzle(); } #endregion #region Placement /// /// 尝试将部件放置到目标槽位。 /// public bool TryPlacePart(CombineDraggablePart part, CombineSlot slot) { if (!CanPlacePart(part, slot)) { return false; } if (!ValidateSlotAvailability(part, slot)) { return false; } if (!ValidatePartType(part, slot)) { return false; } if (!ValidateOrder(part, slot)) { return false; } ApplyPlacement(part, slot); return true; } /// /// 放置前通用状态校验。 /// private bool CanPlacePart(CombineDraggablePart part, CombineSlot slot) { return _isStarted && !_isCompleted && !_isPaused && part != null && slot != null; } /// /// 校验槽位是否可放置。 /// private bool ValidateSlotAvailability(CombineDraggablePart part, CombineSlot slot) { if (!slot.IsOccupied) { return true; } RejectPlace(part, _slotOccupiedHint); return false; } /// /// 校验部件类型是否匹配槽位。 /// private bool ValidatePartType(CombineDraggablePart part, CombineSlot slot) { if (slot.RequiredPartType == part.PartType) { return true; } string hint = string.IsNullOrEmpty(slot.MismatchHint) ? _wrongPartHint : slot.MismatchHint; RejectPlace(part, hint); return false; } /// /// 校验放置顺序是否符合规则。 /// private bool ValidateOrder(CombineDraggablePart part, CombineSlot slot) { if (!NeedValidateOrder(slot) || IsExpectedOrderSlot(slot)) { return true; } RejectPlace(part, _wrongOrderHint); return false; } /// /// 应用成功放置结果,并推进进度。 /// private void ApplyPlacement(CombineDraggablePart part, CombineSlot slot) { slot.SetOccupiedPart(part); part.PlaceToSlot(slot); _placedCount++; AdvanceOrderCursor(); PublishExplanation(part, slot); GameEntry.Event.Fire(this, CombineProgressEventArgs.Create(_placedCount, _orderedSlots.Count)); TryCompletePuzzle(); } /// /// 检查是否完成全部步骤并触发完成事件。 /// private void TryCompletePuzzle() { if (_placedCount < _orderedSlots.Count) { return; } _isCompleted = true; if (!string.IsNullOrEmpty(_completeHint)) { GameEntry.Event.Fire(this, CombineGuideMessageEventArgs.Create(_completeHint)); } _onPuzzleCompleted.Invoke(); } /// /// 处理放置失败:部件回弹并提示。 /// private void RejectPlace(CombineDraggablePart part, string hint) { part.ReturnToSpawnAnimated(); if (!string.IsNullOrEmpty(hint)) { GameEntry.Event.Fire(this, CombineGuideMessageEventArgs.Create(hint)); } } #endregion #region Runtime Context /// /// 绑定运行时上下文根节点。 /// /// 拼装根节点。 /// 拖拽根节点。 public void BindRuntimeContext(Transform puzzleRoot, Transform dragRoot = null) { _puzzleRoot = puzzleRoot; if (dragRoot != null) { _dragRoot = dragRoot; } } /// /// 设置当前UI上下文数据。 /// public void SetFormContext(CombineFormContext context) { _formContext = context; } /// /// 获取当前UI上下文数据。 /// public CombineFormContext GetFormContext() { return _formContext; } /// /// 清理运行时上下文与状态。 /// public void ClearRuntimeContext() { _formContext = null; _puzzleRoot = null; _dragRoot = null; _slots.Clear(); _parts.Clear(); _orderedSlots.Clear(); _nextOrderSlotIndex = 0; _placedCount = 0; _isStarted = false; _isCompleted = false; _isPaused = false; } /// /// 获取当前拖拽根节点。 /// public Transform GetDragRoot() { return _dragRoot; } /// /// 确保表单控制器已创建。 /// private void EnsureFormController() { if (_formController == null) { _formController = new CombineFormController(this); } } #endregion #region Collection And Preparation /// /// 收集拼装所需的槽位与部件。 /// private void CollectChildren() { _slots.Clear(); _parts.Clear(); Transform collectRoot = _puzzleRoot != null ? _puzzleRoot : transform; _slots = collectRoot.GetComponentsInChildren(true).ToList(); CollectUniqueParts(collectRoot); if (_dragRoot != null && !ReferenceEquals(_dragRoot, collectRoot)) { CollectUniqueParts(_dragRoot); } if (_slots.Count == 0 || _parts.Count == 0) { Log.Warning("CoreGameplayA collect failed. slots={0}, parts={1}.", _slots.Count.ToString(), _parts.Count.ToString()); } } /// /// 从指定根节点收集不重复的可拖拽部件。 /// private void CollectUniqueParts(Transform root) { if (root == null) { return; } CombineDraggablePart[] parts = root.GetComponentsInChildren(true); for (int i = 0; i < parts.Length; i++) { CombineDraggablePart part = parts[i]; if (part == null || _parts.Contains(part)) { continue; } _parts.Add(part); } } /// /// 构建按 BuildOrder 排序后的槽位列表。 /// private void BuildOrderedSlotList() { _orderedSlots.Clear(); for (int i = 0; i < _slots.Count; i++) { CombineSlot slot = _slots[i]; if (slot != null) { _orderedSlots.Add(slot); } } _orderedSlots.Sort((a, b) => a.BuildOrder.CompareTo(b.BuildOrder)); } /// /// 初始化槽位控制器绑定与占用状态。 /// private void PrepareSlots() { for (int i = 0; i < _orderedSlots.Count; i++) { CombineSlot slot = _orderedSlots[i]; slot.BindController(this); slot.ResetSlot(); } } /// /// 初始化部件控制器绑定与出生点状态。 /// private void PrepareParts() { for (int i = 0; i < _parts.Count; i++) { CombineDraggablePart part = _parts[i]; if (part == null) { continue; } part.BindController(this); part.CacheSpawnState(); part.ResetToSpawn(); } } #endregion #region Rule Helpers /// /// 是否需要校验严格顺序。 /// private bool NeedValidateOrder(CombineSlot slot) { return _strictGlobalOrder || slot.RequireStrictOrder; } /// /// 当前槽位是否是下一步期望槽位。 /// private bool IsExpectedOrderSlot(CombineSlot slot) { if (_nextOrderSlotIndex < 0 || _nextOrderSlotIndex >= _orderedSlots.Count) { return false; } return ReferenceEquals(_orderedSlots[_nextOrderSlotIndex], slot); } /// /// 推进顺序游标到下一个未占用槽位。 /// private void AdvanceOrderCursor() { while (_nextOrderSlotIndex < _orderedSlots.Count && _orderedSlots[_nextOrderSlotIndex].IsOccupied) { _nextOrderSlotIndex++; } } /// /// 发布当前放置对应的力学说明文案。 /// private void PublishExplanation(CombineDraggablePart part, CombineSlot slot) { string explanation = slot.MechanicsExplanation; if (string.IsNullOrEmpty(explanation)) { explanation = part.MechanicsExplanation; } if (string.IsNullOrEmpty(explanation)) { explanation = GetDefaultExplanation(part.PartType); } if (!string.IsNullOrEmpty(explanation)) { GameEntry.Event.Fire(this, CombinePartMessageEventArgs.Create(explanation)); } } /// /// 兜底力学说明文案。 /// private static string GetDefaultExplanation(CombinePartType partType) { switch (partType) { case CombinePartType.Dou: return "Dou transfers upper load and works as the base node."; case CombinePartType.Sheng: return "Sheng raises layer height to form the bracket hierarchy."; case CombinePartType.Gong: return "Gong spreads force laterally through overhang."; case CombinePartType.Qiao: return "Qiao continues force transfer to the outer side."; case CombinePartType.Ang: return "Ang uses leverage to redirect eave load inward."; default: return string.Empty; } } #endregion } }