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【Unity3D自学记录】纯GUI实现黑白棋

2014-12-04 11:34 1116 查看

直接将下面的脚本随意挂在任何GameObject上即可

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

public class Test : MonoBehaviour
{

// Use this for initialization
void Start()
{
Restart();
}
private int rowNum = 10;
private int colNum = 10;
private int leftEdge = 10;
private int topEdge = 100;
private int size = 10;
private int cellsep = 5;
void Restart()
{
lTable.Clear();
for (int i = 0; i < colNum; i++)
{
lTable.Add(new List<ChessCell>());
for (int j = 0; j < rowNum; j++)
{
lTable[i].Add(new ChessCell());
if (i == rowNum / 2 - 1 && j == colNum / 2 - 1)
{
lTable[i][j].iPlayer = 1;
}
if (i == rowNum / 2 && j == colNum / 2 - 1)
{
lTable[i][j].iPlayer = 2;
}
if (i == rowNum / 2 - 1 && j == colNum / 2)
{
lTable[i][j].iPlayer = 2;
}
if (i == rowNum / 2 && j == colNum / 2)
{
lTable[i][j].iPlayer = 1;
}

}
}
size = ((Screen.width > Screen.height ? (Screen.height - topEdge) : Screen.width) - (2 * leftEdge)) / rowNum - cellsep;

lasti = -1;
lastj = -1;

curPlayer = 1;
}

private int curPlayer = 1;
private void ChangePlayer()
{
curPlayer = curPlayer == 1 ? 2 : 1;
}
private string curPlayerName
{
get
{
return curPlayer == 1 ? "O" : "X";
}
}

public bool bPC = true;
private int lasti = -1;
private int lastj = -1;
List<List<ChessCell>> lTable = new List<List<ChessCell>>();
private int player1count = 2;
private int player2count = 2;
void OnGUI()
{
GUI.Label(new Rect(10, 10, 200, 30), "Cur Player:" + curPlayerName);
if (GUI.Button(new Rect(220, 10, 80, 40), "restart"))
{
Restart();
}

if (lasti >= 0)
{
GUI.Box(new Rect(leftEdge + lasti * (size + cellsep), topEdge + lastj * (size + cellsep), size, size), "");
}
int most1 = 0;
for (int ii = 0; ii < colNum; ii++)
{
for (int jj = 0; jj < rowNum; jj++)
{
if (lTable[ii][jj].iPlayer != 0)
{
continue;
}
int icount = CheckValid(jj, ii, false);
if (most1 < icount)
{
most1 = icount;
}
}
}
if (most1 == 0)
{
ShowResult();
}
for (int i = 0; i < colNum; i++)
{
for (int j = 0; j < rowNum; j++)
{
if (lTable[i][j].iPlayer == 1)
{
GUI.Button(new Rect(leftEdge + i * (size + cellsep), topEdge + j * (size + cellsep), size, size), "O");
}
else if (lTable[i][j].iPlayer == 2)
{
GUI.Button(new Rect(leftEdge + i * (size + cellsep), topEdge + j * (size + cellsep), size, size), "X");
}
else
{
if (GUI.Button(new Rect(leftEdge + i * (size + cellsep), topEdge + j * (size + cellsep), size, size), ""))
{
if (!bPC || curPlayer == 1)
{
CheckValid(j, i, true);
if (bPC && curPlayer == 2)
{
int most = 0;
int mii = 0;
int mjj = 0;
for (int ii = 0; ii < colNum; ii++)
{
for (int jj = 0; jj < rowNum; jj++)
{
if (lTable[ii][jj].iPlayer != 0)
{
continue;
}
int icount = CheckValid(jj, ii, false);
if (most < icount)
{
most = icount;
mii = ii;
mjj = jj;
}
}
}
if (most > 0)
{
CheckValid(mjj, mii, true);
lasti = mii;
lastj = mjj;
}
else
{
ShowResult();
}
}
}
}
}
}
}

player1count = 0;
player2count = 0;
for (int ii = 0; ii < colNum; ii++)
{
for (int jj = 0; jj < rowNum; jj++)
{
if (lTable[ii][jj].iPlayer == 1)
{
player1count++;
}
else if (lTable[ii][jj].iPlayer == 2)
{
player2count++;
}
}
}

GUI.Label(new Rect(10, 55, 300, 40), "P1 O:" + player1count + "    P2 X:" + player2count);
}
void ShowResult()
{
GUI.Box(new Rect(220, 55, 100, 40), "");
GUI.Button(new Rect(220, 55, 100, 40), player1count > player2count ? "P1 WIN" : "P2 WIN");
}
int CheckValid(int row, int col, bool bSet)
{
List<ChessCell> lSetCells = new List<ChessCell>();
List<ChessCell> lPendingCells = new List<ChessCell>();
//test left
for (int i = col - 1; i >= 0; i--)
{
if (lTable[i][row].iPlayer == 0)
{
break;
}
if (lTable[i][row].iPlayer != curPlayer)
{
lPendingCells.Add(lTable[i][row]);
}
if (lTable[i][row].iPlayer == curPlayer)
{
lSetCells.AddRange(lPendingCells);
break;
}
}
//test right
lPendingCells.Clear();
for (int i = col + 1; i < colNum; i++)
{
if (lTable[i][row].iPlayer == 0)
{
break;
}
if (lTable[i][row].iPlayer != curPlayer)
{
lPendingCells.Add(lTable[i][row]);
}
if (lTable[i][row].iPlayer == curPlayer)
{
lSetCells.AddRange(lPendingCells);
break;
}
}
//test up
lPendingCells.Clear();
for (int i = row - 1; i >= 0; i--)
{
if (lTable[col][i].iPlayer == 0)
{
break;
}
if (lTable[col][i].iPlayer != curPlayer)
{
lPendingCells.Add(lTable[col][i]);
}
if (lTable[col][i].iPlayer == curPlayer)
{
lSetCells.AddRange(lPendingCells);
break;
}
}
//test down
lPendingCells.Clear();
for (int i = row + 1; i < rowNum; i++)
{
if (lTable[col][i].iPlayer == 0)
{
break;
}
if (lTable[col][i].iPlayer != curPlayer)
{
lPendingCells.Add(lTable[col][i]);
}
if (lTable[col][i].iPlayer == curPlayer)
{
lSetCells.AddRange(lPendingCells);
break;
}
}
//test lefttop
lPendingCells.Clear();
for (int i = col - 1, j = row - 1; i >= 0 && j >= 0; i--, j--)
{
if (lTable[i][j].iPlayer == 0)
{
break;
}
if (lTable[i][j].iPlayer != curPlayer)
{
lPendingCells.Add(lTable[i][j]);
}
if (lTable[i][j].iPlayer == curPlayer)
{
lSetCells.AddRange(lPendingCells);
break;
}
}
//test righttop
lPendingCells.Clear();
for (int i = col + 1, j = row - 1; i < colNum && j >= 0; i++, j--)
{
if (lTable[i][j].iPlayer == 0)
{
break;
}
if (lTable[i][j].iPlayer != curPlayer)
{
lPendingCells.Add(lTable[i][j]);
}
if (lTable[i][j].iPlayer == curPlayer)
{
lSetCells.AddRange(lPendingCells);
break;
}
}
//test leftbottom
lPendingCells.Clear();
for (int i = col - 1, j = row + 1; i >= 0 && j < rowNum; i--, j++)
{
if (lTable[i][j].iPlayer == 0)
{
break;
}
if (lTable[i][j].iPlayer != curPlayer)
{
lPendingCells.Add(lTable[i][j]);
}
if (lTable[i][j].iPlayer == curPlayer)
{
lSetCells.AddRange(lPendingCells);
break;
}
}
//test rightbottom
lPendingCells.Clear();
for (int i = col + 1, j = row + 1; i < colNum && j < rowNum; i++, j++)
{
if (lTable[i][j].iPlayer == 0)
{
break;
}
if (lTable[i][j].iPlayer != curPlayer)
{
lPendingCells.Add(lTable[i][j]);
}
if (lTable[i][j].iPlayer == curPlayer)
{
lSetCells.AddRange(lPendingCells);
break;
}
}

if (lSetCells.Count > 0)
{
if (bSet)
{
lTable[col][row].iPlayer = curPlayer;
foreach (ChessCell cc in lSetCells)
{
cc.iPlayer = curPlayer;
}
ChangePlayer();
}
}
return lSetCells.Count;
}
}

class ChessCell
{
public int iPlayer = 0;
}
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