/*
 * @Author: mojunshou 1637302775@qq.com
 * @Date: 2025-03-20 15:01:09
 * @LastEditors: mojunshou 1637302775@qq.com
 * @LastEditTime: 2025-04-30 15:42:36
 * @Description: 消除游戏主场景
 */
import { _decorator, Button, Color, EventTouch, instantiate, JsonAsset, Animation, v3, Label, Node, Prefab, randomRangeInt, Sprite, tween, UITransform, Vec2, Vec3, Widget } from "cc";
import { oops } from "db://oops-framework/core/Oops";
import { DeviceUtil } from "db://oops-framework/core/utils/DeviceUtil";
import { ecs } from "db://oops-framework/libs/ecs/ECS";
import { LabelChange } from "db://oops-framework/libs/gui/label/LabelChange";
import { CCComp } from "db://oops-framework/module/common/CCComp";
import { GameEvent } from "../common/config/GameEvent";
import { UIID } from "../common/config/GameUIConfig";
import { ServerHandler } from "../common/manager/ServerHandler";
import { smc } from "../common/SingletonModuleComp";
import { Format } from "../utils/Format";
import { DCHandler } from "../common/manager/DCHandler";
import { Tween } from "cc";
import { AD_TYPE } from "../common/config/GameDefine";
import { ADHandler } from "../common/manager/ADHandler";
import { director } from "cc";
import { Game } from "cc";

const { ccclass, property } = _decorator;

// 游戏状态枚举
enum GameState {
    READY,      // 准备中
    PLAYING,    // 游戏中
    PAUSED,     // 暂停 --进其他界面，广告暂停
    GAME_OVER,  // 游戏结束
    GAME_PASS
}


// 格子状态
enum CellState {
    EMPTY,     // 空格子
    FILLED,    // 有方块
    HIGHLIGHTED // 高亮（可放置）
}

//网格数据接口
interface GridData {
    name: string,       // 名称
    status: CellState,  // 状态
    gridNode: Node | null      // 网格节点
    row: number,        // 行
    col: number,        // 列
    type: number,       // 类型--gridColorKey
}


interface Grids {
    row: number,
    column: number,
}


interface EditingData {
    brickData: BrickData | null,
    gridList: GridData[],
}

//底部方块数据定义
interface BrickData {
    index: number,
    brickKey: string | null,
    rotateFlag: boolean,
    gridConfig: Grids[],
    deg: number,
    brickNode: Node | null,
    brickInitPos: Vec3, // 方块初始位置
    type: number,   // 方块类型--gridColorKey
    rotateNode: Node | null,
}

interface GridConfigData {
    row: number,
    column: number,
}


/** 视图层对象 */
@ccclass('EliminateViewComp')
@ecs.register('EliminateView', false)
export class EliminateViewComp extends CCComp {
    @property({ type: LabelChange, displayName: "自动提现金额" })
    private lab_wxCoin: LabelChange = null!;
    @property({ type: LabelChange, displayName: "额外奖励" })
    private lab_hbCoin: LabelChange = null!;
    @property({ type: Node, displayName: "tween微信钱Node" })
    private tweenWechatNode: Node = null!;
    @property({ type: Node, displayName: "tween红包Node" })
    private tweenRedNode: Node = null!;

    @property({ type: Prefab, displayName: "金币预制体" })
    private coinPrefab: Prefab = null!
    @property({ type: Prefab, displayName: "红包预制体" })
    private redPacketPrefab: Prefab = null!;
    @property({ type: Label, displayName: "本局分数" })
    private lab_score: Label = null!;
    @property({ type: Label, displayName: "目标分数" })
    private lab_taget: Label = null!;

    @property({ type: Prefab, displayName: "item预制体列表" })
    private itemPrefabs: Prefab[] = [];
    @property({ type: Node, displayName: "网格Node" })
    private gridNode: Node = null!;
    @property({ type: Node, displayName: "移动Node" })
    private moveNode: Node = null!;
    @property({ type: Node, displayName: "旋转Node" })
    private rotateNode: Node = null!;
    @property({ type: Node, displayName: "方块Node" })
    private brickNode: Node = null!;

    @property({ type: Prefab, displayName: "旋转预制体" })
    private rotatePrefab: Node = null!;
    @property({ type: Label, displayName: "累计消除次数" })
    private lab_total: Label = null!;
    @property({ type: Label, displayName: "每次放置添加的分数" })
    private lab_addScore: Label = null!;

    @property({ type: Node, displayName: "自动按钮节点" })
    private autoBtnNode: Node = null!;
    //二倍速按钮
    @property({ type: Button, displayName: "二倍速按钮" })
    private doubleSpeedBtn: Button = null!;



    @property({ type: Label, displayName: "第几块金砖" })
    private lab_goldNum: Label = null!;

    @property({ type: Label, displayName: "二倍速时间" })
    private lab_doubleTime: Label = null!;

    @property({ type: Node, displayName: "引导层" })
    private guideNode: Node = null!;


    @property({ type: Node, displayName: "引导item1" })
    private guideItem1: Node = null!;

    @property({ type: Node, displayName: "引导item2" })
    private guideItem2: Node = null!;

    @property({ type: Node, displayName: "引导item3" })
    private guideItem3: Node = null!;
    //引导手指
    @property({ type: Node, displayName: "引导手指" })
    private guideFinger: Node = null!;

    @property({ type: Node, displayName: "ComboNode" })
    private comboNode: Node = null!;

    @property({ type: Node, displayName: "自动放置Node拦截事件" })
    private autoNode: Node = null!;


    //游戏配置行列
    private rows: number = 8;       // 行数
    private cols: number = 8;       // 列数
    private itemSize: number = 76.25;  // 格子大小
    private brickNum: number = 3;   // 砖块数量
    private yOffset = 100;
    private aniBrickRotate = 0

    private operateFlag: boolean = false  //是否可以操作
    private touchStartPos = new Vec2()

    private gameState: GameState = GameState.READY;
    private score: number = 0;      //本局分数
    private money: number = 0;      //左边金钱
    private cash: number = 0;       //右边红包钱数
    private targetScore: number = 0; //目标分数

    private isDoubleSpeed: boolean = false;  //是否开启二倍速
    private doubleNum: number = 1.5;           //除2就是开启了2倍速，除1就是关闭了2倍速
    private callback: Function | null = null; //回调函数

    //tween时间控制变量
    private autoMoveTime: number = 0.4;  //自动移动时间
    //再次自动放置间隔时间
    private autoPlaceInterval: number = 0.4;

    //没使用颜色
    notUseColor = new Color(255, 255, 255, 255)
    //可用的颜色
    usableColor = new Color(0, 255, 0, 100)
    //不可用的颜色
    unavailableColor = new Color(255, 0, 0, 100)
    //旋转容错
    rotateFaultTolerant = 50;

    //游戏暂停状态
    private gamePause: boolean = false;

    isAutoMode: boolean = false;
    autoModeInterval: number = 1  // 自动模式的间隔时间（秒）
    autoModeTimer: number = 0  // 自动模式计时器
    adShowingFlag: boolean = false;  // 广告展示标记

    //网格列表管理列表  
    gridList: GridData[][] = [];
    //砖块列表
    bricksList: BrickData[] = [];
    //网格颜色列表
    gridColorList: GridData[] = [];

    brickConfig: { bricks?: any } = {}  //方块配置
    editingData: EditingData = {
        brickData: null,
        gridList: [],
    }


    //消除区间数组，到时候去这两个中间值，然后消除次数到了就展示翻倍广告
    private eliminateInterval: number[] = [];

    // 添加新的属性来跟踪是否需要重置消除计数
    private shouldResetEliminateCount: boolean = true;
    private autoState: boolean = false;  //自动状态
    private eliminateBaseScore: number = 10;  //每行得多少分
    private extraGridScore: number = 1;       //每个格子占用几分
    private placementBaseScore: number = 1;   //每个格子占用几分

    private currentCombo: number = 0;            // 当前连击次数 //这里要记录连击次数就是每次移动能消除就增加，如果不能就归零
    //消除总数
    private eliminateTotal: number = 0;
    //2倍速时间
    private doubleSpeedTime: number = 0;
    //新手引导
    private isGuideMode = false;
    private guideStep = 0;
    //自动间隔时间
    private autoInterval: number = 1.5;

    //福利弹窗
    private popupType: string = "";

    //新人引导提示语
    private guideTips: string[] = [
        "拖动方块，填满整行可以进行消除",
        "当行与列被砖块同时填满，砖块会被消除",
        "点击方块可以旋转90°，不限旋转次数哦",
        "放置&消除方块得分达成目标获得金砖"
    ];


    private randomList: number[] = [];

    private autoFunction: Function | null = null;


    /** 视图层逻辑代码分离演示 */
    async start() {
        // const entity = this.ent as ecs.Entity;         // ecs.Entity 可转为当前模块的具体实体对象
        this.setButton();
        this.initButtonState(false);
        await this.loadConfig();
        this.initData();
        this.setData();
        this.addEventList();
        if (this.guideStep === 0 && smc.account.AccountModel.curLevel == 1) {
            this.startGuideMode()
        } else {
            this.guideNode.active = false;
            this.initGrid();
        }
        this.updateWelfarePoint();
        DCHandler.inst.reportData(3000005);
        oops.audio.playMusicLoop("common/audios/bgm");
        DCHandler.inst.reportData(3000504, smc.account.AccountModel.curLevel);

    }


    addEventList() {
        oops.message.on(GameEvent.RestartGame, this.restartGame, this);
        oops.message.on(GameEvent.DoubleSpeedOpenSuccess, this.doubleSpeedOpenSuccess, this);
        oops.message.on(GameEvent.openView, this.openView, this);
        oops.message.on(GameEvent.showCoinAnimation, this.showCoinAnimation, this);
        oops.message.on(GameEvent.updateHbAndWxCoin, this.updateCoin, this);
        oops.message.on(GameEvent.StartAutoGame, this.startAutoGame, this);
        oops.message.on(GameEvent.updateGameState, this.updateGameState, this);
        oops.message.on(GameEvent.updateGameScore, this.updateGameScore, this);
        oops.message.on(GameEvent.pauseGame, this.pauseGame, this);
        oops.message.on(GameEvent.resumeGame, this.resumeGame, this);
    }

    updateGameState(event: string, args: string) {
        switch (args) {
            case "paused":
                this.gameState = GameState.PAUSED;
                break;
            case "playing":
                if (this.gameState == GameState.PAUSED || this.autoState && this.gameState == GameState.GAME_OVER || this.autoState && this.gameState == GameState.GAME_PASS) {
                    this.gameState = GameState.PLAYING;
                }
                break;
        }
    }

    pauseGame() {
        this.gamePause = true;
        director.pause();
    }

    resumeGame() {
        this.gamePause = false;
        director.resume();
    }

    //初始化网格
    private initGrid() {
        // 清理现有网格
        this.clearExistingGrids();
        // 生成网格矩阵
        this.createGridMatrix();
    }

    //初始化按钮状态
    private initButtonState(state: boolean) {
        //自动按钮默认关闭
        if (this.autoBtnNode) {
            //关闭
            const on = this.autoBtnNode.getChildByName("on");
            on ? on.active = state : null;
            const off = this.autoBtnNode.getChildByName("off");
            off ? off.active = !state : null;
        }
        //第一关隐藏二倍速和自动放置按钮
        const curLevel = smc.account.AccountModel.curLevel;
        this.autoBtnNode.active = curLevel > 1;
        this.doubleSpeedBtn.node.active = curLevel > 1;
    }


    //初始化数据
    private initData() {
        // this.gameMode = GameMode.MANUAL;
        this.score = 0;
        this.targetScore = 0;
        this.money = 0;
        this.cash = 0;
        this.operateFlag = true
        this.shouldResetEliminateCount = true;
        this.currentCombo = 0;
        this.autoNode.active = false;

        smc.game.GameModel.smallAdCount = 0;
        smc.game.GameModel.allAdCount = 0;
        smc.game.GameModel.directAdCount = 0;
        smc.game.GameModel.doubleSpeedAdCount = 0;
    }

    //设置数据
    setData() {
        if (DeviceUtil.isAndroid && DeviceUtil.isNative) {
            if (smc.game.GameModel.curLevelConfig.eliminateScope) {
                this.eliminateInterval = smc.game.GameModel.curLevelConfig.eliminateScope || [];
            }
        }
        this.gameState = GameState.PLAYING;
        this.score = smc.game.GameModel.curScore || 0;
        this.money = smc.account.AccountModel.wxCoin || 0;
        this.cash = smc.account.AccountModel.hbCoin || 0;
        this.targetScore = smc.game.GameModel.targetScore || 0;
        this.popupType = smc.game.GameModel.popupType;
        this.lab_score.string = this.score.toString();
        this.lab_wxCoin.string = Format.formatWxCoin(this.money);
        this.lab_hbCoin.string = Format.formatRedPacketCoin(this.cash);
        this.lab_taget.string = this.targetScore.toString();
        //金砖数量要加1
        const num = smc.account.AccountModel.goldCoin
        this.lab_goldNum.string = `${num + 1}`;
        this.randomList = this.getRandomUniqueInts();
        const curLevel = smc.account.AccountModel.curLevel;
        DCHandler.inst.reportData(3000500, curLevel);
    }

    updateCoin() {
        this.money = smc.account.AccountModel.wxCoin;
        this.cash = smc.account.AccountModel.hbCoin;
        this.lab_wxCoin.string = Format.formatWxCoin(this.money);
        this.lab_hbCoin.string = Format.formatRedPacketCoin(this.cash);
    }

    //开始自动游戏
    startAutoGame() {
        if (!this.autoState) {
            this.autoGame();
        }
    }


    openView(event: string, args: string) {
        oops.log.logView(args, "<<<<<<<打开的弹窗类型");
        switch (args) {
            case "openRedBagView":
                oops.gui.open(UIID.RedPacketWithdraw);
                break;
            case "openPassView":
                oops.gui.open(UIID.GamePass);
                break;
            case "openDoubleSurprise":
                oops.gui.open(UIID.DoubleRewards);
                break;
            case "openRebateView":
                oops.gui.open(UIID.CashRebate);
                break;
            case "openCashWithdrawalView":
                oops.gui.open(UIID.WithSussce);  //提现成功
                break;
            case "openWechatWithdrawalView":
                oops.gui.open(UIID.WechatWithdraw);  //微信提现页
                break;
            case "openDoubleSpeedView":
                oops.gui.open(UIID.DoubleSpeed);
                break;
            case "openRecordView":
                oops.gui.open(UIID.WithdrawRecord);
                break;
        }
    }


    startGuideMode() {
        this.isGuideMode = true
        this.guideStep = 1
        this.guideNode.active = true;
        for (let rowIndex = 0; rowIndex < this.rows; rowIndex++) {
            const currentRow: GridData[] = [];
            this.gridList.push(currentRow);
            for (let columnIndex = 0; columnIndex < this.cols; columnIndex++) {
                const gridData = this.createGridData(rowIndex, columnIndex);
                currentRow.push(gridData);
                this.createGridNode(gridData);
            }
        }
        // 初始化格子状态
        for (let rowIndex = 0; rowIndex < this.rows; rowIndex++) {
            for (let columnIndex = 0; columnIndex < this.cols; columnIndex++) {
                this.gridList[rowIndex][columnIndex].status = CellState.EMPTY
                this.generateGrid(this.gridList[rowIndex][columnIndex])
            }
        }
        // 清除旋转数据
        if (this.rotateNode) {
            this.rotateNode.destroyAllChildren();
        }
        this.touchStartPos.set(Vec2.ZERO)
        this.setupGuideStep(this.guideStep)
    }

    setupGuideStep(step: number) {
        this.gameState = GameState.PLAYING;
        this.operateFlag = true
        this.bricksList.length = 0
        this.brickNode.destroyAllChildren();
        this.clearAllGuideGrids()

        this.guideStep = step
        const tips_node = this.guideNode.getChildByPath("tips/lab_tips");
        if (tips_node) {
            const tips = tips_node.getComponent(Label);
            if (tips) {
                tips.string = this.guideTips[step - 1];
            }
        }
        //tween移动
        const guideTipsNode = this.guideNode.getChildByPath("tips");
        if (guideTipsNode) {
            const guideTipsAni = guideTipsNode.getComponent(Animation);
            if (guideTipsAni) {
                guideTipsAni.play();
            }
        }

        if (step === 1) {
            this.guideStep1()
        }
        else if (step === 2) {
            this.guideStep2()
        }
        else if (step === 3) {
            this.guideStep3()
        }
        else if (step === 4) {
            this.guideStep4()
        }
    }

    clearAllGuideGrids() {
        for (let row = 0; row < this.rows; row++) {
            for (let col = 0; col < this.cols; col++) {
                const grid = this.gridList[row][col]
                grid.status = 0;
                grid.type = 0;
                this.generateGrid(grid)
            }
        }
    }


    // 引导砖块保持底部中间生成
    createGuideBrick(gridConfig: GridConfigData[], brickKey: string, colorIndex: number, index: number, rotateFlag = false) {
        const brickData = {
            index,
            brickKey: brickKey,
            rotateFlag,
            gridConfig,
            deg: 0,
            brickNode: new Node(),
            gridColorKey: "colorKey",
            brickInitPos: new Vec3(),
            type: colorIndex,
            rotateNode: new Node(),
        }
        const node = this.generateBrick(brickKey, colorIndex);
        this.brickNode.addChild(node);
        const transform = this.brickNode.getComponent(UITransform);
        if (transform) {
            const midX = transform.width / 2;
            node.setPosition(0, 0);
            brickData.brickNode = node
            brickData.brickNode.scale_x = 0.8;
            brickData.brickNode.scale_y = 0.8;
            brickData.brickInitPos = node.getWorldPosition()
            this.bricksList.push(brickData)
            this.brickAddEvent(brickData)
        }
        if (brickData.rotateFlag) {
            brickData.rotateNode = instantiate(this.rotatePrefab)
            this.rotateNode.addChild(brickData.rotateNode);
            //先隐藏
            brickData.rotateNode.active = false;
            brickData.rotateNode.setWorldPosition(this.brickNode.getWorldPosition())
        }
    }

    //引导步骤1
    private guideStep1() {
        // this.guideFinger.setPosition(v3(55, -461));
        const emptyIndex = Math.floor(this.cols / 2)
        for (let c = 0; c < this.cols; c++) {
            if (c !== emptyIndex) {
                const g = this.gridList[4][c]
                g.status = 1
                g.type = 1;
                this.generateGrid(g)
            }
        }
        this.createGuideBrick([
            { row: 0, column: 0 },
        ], "Brick1", 1, 1)
        //手指显示，方块显示
        this.guideFinger.active = true;
        this.guideItem1.active = true;
        //拿出this.guideFinger.x y
        //展示tween动画

        tween(this.guideFinger)
            .delay(0.2)
            .by(1, { position: v3(45, 500, 0) })
            .delay(0.2)
            .to(0.01, { position: v3(60, -450, 0) }) //原点
            .union()
            .repeatForever()
            .start()
        //方块
        tween(this.guideItem1)
            .delay(0.2)
            .by(1, { position: v3(37, 515, 0) })
            .delay(0.2)
            .to(0.01, { position: v3(0, -410, 0) }) //原点
            .union()
            .repeatForever()
            .start()

    }

    //引导步骤2
    private guideStep2() {
        for (let r = 0; r < this.rows; r++) {
            if (r !== 4) {
                const g = this.gridList[r][4]
                g.status = 1
                g.type = 1;
                this.generateGrid(g)
            }
        }
        this.createGuideBrick([{ row: 0, column: 0 }], "Brick1", 1, 1)
    }

    //引导步骤3
    private guideStep3() {
        // 填满前两列，除去 [2][0] 这个位置，制造一个L型缺口
        for (let r = 0; r < this.rows; r++) {
            for (let c = 3; c < 5; c++) {
                if (r === 3 && c === 3) continue
                if (r === 4 && c === 3) continue
                if (r === 5 && c === 3) continue
                if (r === 3 && c === 4) continue
                if (r === 4 && c === 4) continue
                if (r === 5 && c === 4) continue
                const g = this.gridList[r][c]
                g.status = 1
                g.type = 1;
                this.generateGrid(g)
            }
        }
        // 创建一个L型方块，引导玩家旋转后放置
        this.createGuideBrick([
            { row: 0, column: 0 },
            { row: 0, column: 1 },
            { row: 0, column: 2 },
            { row: 1, column: 0 },
            { row: 1, column: 1 },
            { row: 1, column: 2 }
        ], "BrickII", 1, 1, true)  //这要双II

        //引导三
        this.guideItem1.active = false;
        this.guideItem2.active = true;
        //停止之前的tween
        this.guideFinger.setPosition(v3(55, -461));
        Tween.stopAllByTarget(this.guideFinger);
        Tween.stopAllByTarget(this.guideItem1);
        tween(this.guideFinger)
            .delay(0.2)
            .by(1, { position: v3(0, 500, 0) })
            .delay(0.2)
            .to(0.01, { position: v3(55, -450, 0) }) //原点
            .union()
            .repeatForever()
            .start()
        //方块
        tween(this.guideItem2)
            .delay(0.2)
            .by(1, { position: v3(0, 515, 0) })
            .delay(0.2)
            .to(0.01, { position: v3(0, -410, 0) }) //原点
            .union()
            .repeatForever()
            .start()

    }


    //引导步骤4
    private guideStep4() {
        const centerRow = 3;
        const centerCol = 3;
        // 遍历整个网格
        for (let r = 0; r < this.rows; r++) {
            for (let c = 0; c < this.cols; c++) {
                const inCenter =
                    r >= centerRow && r <= centerRow + 1 &&
                    c >= centerCol && c <= centerCol + 1;

                const isCross =
                    r === centerRow || r === centerRow + 1 || // 中间两行
                    c === centerCol || c === centerCol + 1;   // 中间两列

                if (isCross && !inCenter) {
                    const g = this.gridList[r][c];
                    g.status = 1;
                    g.type = 1;
                    this.generateGrid(g);
                }
            }
        }
        this.createGuideBrick([
            { row: 0, column: 0 },
            { row: 0, column: 1 },
            { row: 1, column: 0 },
            { row: 1, column: 1 }
        ], "BrickO", 1, 1)
        this.guideItem2.active = false;
        Tween.stopAllByTarget(this.guideFinger);
        Tween.stopAllByTarget(this.guideItem2);
        this.guideFinger.setPosition(v3(55, -461));
        this.guideItem3.active = true;
        tween(this.guideFinger)
            .delay(0.2)
            .by(1, { position: v3(0, 440, 0) })
            .delay(0.2)
            .to(0.01, { position: v3(55, -450, 0) }) //原点
            .union()
            .repeatForever()
            .start()
        //方块
        tween(this.guideItem3)
            .delay(0.2)
            .by(1, { position: v3(0, 440, 0) })
            .delay(0.2)
            .to(0.01, { position: v3(0, -410, 0) }) //原点
            .union()
            .repeatForever()
            .start()

    }


    //显示金币动画 --是否只计算红包
    showCoinAnimation(event: string, args: string) {
        //计算中间的坐标就好
        const lastPos = this.moveNode.getWorldPosition();
        const score = this.score;

        if (smc.game.GameModel.changeHbCoin > 0) {
            this.createCoinFlyAnimation(
                this.redPacketPrefab,
                lastPos,
                this.lab_hbCoin.node.getWorldPosition(),
                2,
                () => {
                    // 显示红包分数增加动画
                    this.showRedPacketScoreAnimation();
                }
            );
        }

        if (smc.game.GameModel.changeWxCoin > 0) {
            // 添加回调函数，在金币动画完成后显示微信分数增加
            this.createCoinFlyAnimation(
                this.coinPrefab,
                lastPos,
                this.lab_wxCoin.node.getWorldPosition(),
                2,
                () => {
                    // 显示微信分数增加动画
                    this.showWechatScoreAnimation();
                }
            );
        }
    }




    //初始化网格
    private async loadConfig() {
        let json_name: string = "gui/eliminate/config/GridConfig";
        return new Promise<void>((resolve, reject) => {
            oops.res.load(json_name, JsonAsset, (err: Error | null, res: any) => {
                if (res) {
                    this.brickConfig = res.json;
                    resolve();
                } else {
                    console.log("JSON数据加载失,请检查文件");
                    reject(err);
                }
            });
        });
    }

    /**
     * @description: 清理现有的网格数据
     * @return {*}
     */
    private clearExistingGrids(): void {
        this.gridList = [];
        if (this.gridNode) {
            this.gridNode.destroyAllChildren();
        }
    }

    /**
     * @description: 设置网格容器大小
     * @return {*}
     */
    private createGridMatrix(): void {
        for (let rowIndex = 0; rowIndex < this.rows; rowIndex++) {
            const currentRow: GridData[] = [];
            this.gridList.push(currentRow);
            for (let columnIndex = 0; columnIndex < this.cols; columnIndex++) {
                const gridData = this.createGridData(rowIndex, columnIndex);
                currentRow.push(gridData);
                this.createGridNode(gridData);
            }
        }

        // 初始化格子状态
        for (let rowIndex = 0; rowIndex < this.rows; rowIndex++) {
            for (let columnIndex = 0; columnIndex < this.cols; columnIndex++) {
                this.gridList[rowIndex][columnIndex].status = CellState.EMPTY
                this.generateGrid(this.gridList[rowIndex][columnIndex])
            }
        }
        // 初始化方块
        if (this.brickNode) {
            this.brickNode.destroyAllChildren();
        }
        this.bricksList.length = 0
        for (let i = 1; i <= this.brickNum; i++) {
            this.addBrick(i)
        }
        // 清除旋转数据
        if (this.rotateNode) {
            this.rotateNode.destroyAllChildren();
        }
        this.touchStartPos.set(Vec2.ZERO)
    }

    /**
     * @description: 创建格子数据
     * @param {number} row
     * @param {number} column
     * @return {*}
     */
    private createGridData(row: number, column: number): GridData {
        return {
            name: `Grid-${row}-${column}`,
            status: CellState.EMPTY,
            gridNode: null,
            row: row,
            col: column,
            type: 0
        };
    }


    /**
     * @description: 创建网格Node
     * @param {GridData} gridData
     * @return {*}
     */
    private createGridNode(gridData: GridData): void {
        const gridNode = new Node(gridData.name);
        if (this.gridNode) {
            this.gridNode.addChild(gridNode);
        }
        gridData.gridNode = gridNode;
        // 设置网格大小
        gridNode.addComponent(UITransform).setContentSize(this.itemSize, this.itemSize);
    }

    /**
     * 生成或更新网格
     * @param gridData 网格数据
     */
    private generateGrid(gridData: GridData) {
        if (!gridData || !gridData.gridNode) {
            console.warn('无效的网格数据');
            return;
        }
        // 清理现有子节点
        this.clearGridChildren(gridData.gridNode);

        // 获取对应的预制体
        const prefab = this.getGridPrefab(gridData);
        if (!prefab) {
            console.warn('无法获取网格预制体');
            return;
        }
        // 创建并配置新节点
        const node = this.createNewGridNode(prefab, gridData);
        // 设置节点属性
        this.setupGridNode(node, gridData);
    }


    /**
     * 获取对应状态的预制体
     */
    private getGridPrefab(gridData: GridData): Prefab {
        if (gridData.status === CellState.EMPTY) {
            if (this.itemPrefabs[0]) {
                return this.itemPrefabs[0];
            } else {
                throw new Error('Grid prefab is not loaded');
            }
        }

        if (gridData.status === CellState.FILLED && gridData.type) {
            const type = gridData.type;
            return this.itemPrefabs[type];
        }
        throw new Error('Invalid grid status or missing gridColorKey');
    }


    /**
     * 创建网格节点
     */
    private createNewGridNode(prefab: Prefab, gridData: GridData): Node {
        const node = instantiate(prefab);
        if (gridData && gridData.gridNode) {
            gridData.gridNode.addChild(node);
            return node;
        }
        return node
    }

    /**
     * 设置网格节点的属性
     */
    private setupGridNode(node: Node, gridData: GridData): void {
        // 设置未使用状态的颜色
        if (gridData.status === CellState.EMPTY) {
            const sprite = node.getComponent(Sprite);
            if (sprite) {
                sprite.color = this.notUseColor;
            }
        }
        // 设置节点大小
        const transform = node.getComponent(UITransform);
        if (transform) {
            transform.setContentSize(
                this.itemSize,
                this.itemSize
            );
        }
        // 设置位置
        node.setPosition(Vec3.ZERO);
    }



    addBrick(index: number) {
        if (this.isGuideMode) {
            return;
        }
        const brickKey = Object.keys(this.brickConfig['bricks'])[randomRangeInt(0, Object.keys(this.brickConfig['bricks']).length)];
        const brickConfig = this.brickConfig['bricks'][brickKey];

        const num = Math.floor(Math.random() * this.randomList.length);

        const randomIndex = this.randomList[num];
        // const randomIndex = this.randomList[0];
        // 生成方块
        const brickData: BrickData = {
            index,
            brickKey: brickKey,
            rotateFlag: brickConfig['rotateFlag'],
            gridConfig: brickConfig['gridConfig'],
            deg: 0,
            brickNode: null,
            brickInitPos: new Vec3(),
            type: randomIndex,
            rotateNode: null,
        }
        this.bricksList.push(brickData)
        // 生成方块
        const brickNode = this.generateBrick(brickKey, randomIndex);
        if (this.brickNode) {
            this.brickNode.addChild(brickNode)
        }
        brickData.brickNode = brickNode;
        let offset = 220
        if (this.brickNum % 2 === 1) {
            const middleNum = Math.floor(this.brickNum / 2) + 1
            if (index < middleNum) {
                offset = - offset
            }
            else if (index === middleNum) {
                offset = 0
            }
        }
        if (brickData && brickData.brickNode) {
            brickData.brickNode.setPosition(offset, 0)
            brickData.brickNode.scale_x = 0.6;
            brickData.brickNode.scale_y = 0.6;
            brickData.brickInitPos = brickData.brickNode.getWorldPosition()
        }
        if (brickData.rotateFlag) {
            brickData.rotateNode = instantiate(this.rotatePrefab)
            this.rotateNode.addChild(brickData.rotateNode);
            //先隐藏
            brickData.rotateNode.active = false;
            brickData.rotateNode.setWorldPosition(brickNode.getWorldPosition())
        }
        this.brickAddEvent(brickData);
    }



    // 每个item生成独立的方块节点
    generateBrick(brickKey: string, randomIndex: number) {
        const brickConfig = this.brickConfig['bricks'][brickKey]
        let rowMin = 0
        let rowMax = 0
        let columnMin = 0
        let columnMax = 0
        brickConfig['gridConfig'].forEach((gridConfigData: GridConfigData) => {
            if (gridConfigData.row < rowMin) {
                rowMin = gridConfigData.row
            }
            else if (gridConfigData.row > rowMax) {
                rowMax = gridConfigData.row
            }
            if (gridConfigData.column < columnMin) {
                columnMin = gridConfigData.column
            }
            else if (gridConfigData.column > columnMax) {
                columnMax = gridConfigData.column
            }
        })
        const rowNum = (rowMax - rowMin + 1)
        const columnNum = (columnMax - columnMin + 1)
        // 生成独立的方块节点
        const brickNode = new Node()
        brickNode.name = brickKey
        // 设置方块大小
        const transformCom: UITransform = brickNode.addComponent(UITransform)
        transformCom.setContentSize(
            this.itemSize * columnNum,
            this.itemSize * rowNum
        )
        transformCom.setAnchorPoint(0.5, 0.5)

        // 设置方块位置
        const gridPrefab = this.itemPrefabs[randomIndex]
        //生成对应的配置方块设置地址
        brickConfig['gridConfig'].forEach((gridConfigData: GridConfigData) => {
            const gridNode = new Node()
            gridNode.name = 'grid'
            brickNode.addChild(gridNode)
            gridNode.addComponent(UITransform).setContentSize(this.itemSize, this.itemSize)
            const gridWidget: Widget = gridNode.addComponent(Widget)
            gridWidget.isAlignLeft = true
            gridWidget.left = this.itemSize * gridConfigData.column - this.itemSize * columnMin
            gridWidget.isAlignBottom = true
            gridWidget.bottom = this.itemSize * gridConfigData.row - this.itemSize * rowMin
            const node = instantiate(gridPrefab)
            gridNode.addChild(node)
            const uiTransform = node.getComponent(UITransform);
            if (uiTransform) {
                uiTransform.setContentSize(
                    this.itemSize,
                    this.itemSize,
                )
            }
            node.setPosition(Vec3.ZERO)
            node.on(Node.EventType.TOUCH_START, (event: EventTouch) => {
                event.preventSwallow = true;
            }, this);
            node.on(Node.EventType.TOUCH_MOVE, (event: EventTouch) => {
                event.preventSwallow = true;
            }, this);
            node.on(Node.EventType.TOUCH_END, (event: EventTouch) => {
                event.preventSwallow = true;
            }, this);
        })
        return brickNode
    }


    brickAddEvent(brickData: BrickData) {
        const brickNode = brickData.brickNode
        if (!brickNode) {
            console.error("brickNode为空，无法添加事件");
            return
        }
        // 记录初始位置和状态
        let startPos = new Vec3();
        let originalParent: Node | null = null;
        // 触摸开始事件
        brickNode.on(Node.EventType.TOUCH_START, (event: EventTouch) => {
            // 如果正在编辑其他方块，则忽略
            if (!this.operateFlag) return;
            // 清空编辑中的数据
            this.editingData.brickData = null;
            this.editingData.gridList.length = 0;

            // 记录触摸开始位置和方块原始信息
            this.touchStartPos.set(event.getUILocation());
            originalParent = brickNode.parent;
            startPos = brickNode.getWorldPosition().clone();

            // 将方块移到移动层并放大
            brickNode.setParent(this.moveNode);
            brickNode.setWorldPosition(startPos);
            // 从方块列表中移除该方块
            const index = this.bricksList.findIndex(item => item === brickData);
            if (index > -1) {
                this.editingData.brickData = this.bricksList.splice(index, 1)[0];
            } else {
                //返回原位置
                console.error(">>this.bricksList>>>>>>", JSON.stringify(this.bricksList));
                console.error("未找到方块数据:", JSON.stringify(brickData));
                this.bricksList.push(brickData)
                if (brickData.brickNode) {
                    tween(brickData.brickNode)
                        .to(0.15, {
                            worldPosition: brickData.brickInitPos,
                            scale: new Vec3(0.8, 0.8, 0.8)
                        })
                        .call(() => {
                            if (brickData.brickNode) {
                                this.operateFlag = true
                                this.brickNode.addChild(brickData.brickNode)
                                brickData.brickNode.setWorldPosition(brickData.brickInitPos)
                            }
                        })
                        .start()
                }
            }
        }, this);

        // 触摸移动事件
        brickNode.on(Node.EventType.TOUCH_MOVE, (event: EventTouch) => {
            if (!this.operateFlag) return;

            const movePos: Vec2 = event.getUILocation().subtract(this.touchStartPos)
            // 挪动很小时，不移动方块组合
            if (movePos.length() <= this.rotateFaultTolerant) {
                return
            }
            // 隐藏旋转节点
            if (this.editingData.brickData && this.editingData.brickData.rotateFlag) {
                if (this.editingData.brickData.rotateNode) {
                    this.editingData.brickData.rotateNode.active = false
                }
            }

            // 恢复所有网格颜色
            this.gridColorRecovery();
            // 移动方块
            brickNode.setWorldPosition(event.getUILocation().toVec3().add3f(0, this.yOffset, 0))
            brickNode.scale_x = 1;
            brickNode.scale_y = 1;
            // 重置编辑中的网格数据
            this.editingData.gridList.length = 0;
            // 检查方块每个子网格是否与游戏网格重叠
            const tempGridList: GridData[] = [];
            let allEmptyGrids: boolean = true; // 标记是否所有网格都为空
            brickNode.children.forEach((childNode) => {
                const childWorldPos = childNode.getWorldPosition();
                // 查找与子网格重叠的游戏网格
                let matchedGrid: GridData | null = null;
                for (let row = 0; row < this.rows && !matchedGrid; row++) {
                    for (let col = 0; col < this.cols && !matchedGrid; col++) {
                        const grid = this.gridList[row][col];
                        if (!grid || !grid.gridNode) continue;
                        const gridPos = grid.gridNode.getWorldPosition();
                        if (Vec3.distance(gridPos, childWorldPos) <= (this.itemSize / 2)) {
                            matchedGrid = grid;
                        }
                    }
                }
                if (matchedGrid) {
                    tempGridList.push(matchedGrid);
                    // 检查是否有非空网格
                    if (matchedGrid.status !== CellState.EMPTY) {
                        allEmptyGrids = false;
                    }
                }
            });

            // 检查是否所有子网格都有对应的游戏网格，且都是空的
            let canPlace = tempGridList.length === brickData.gridConfig.length && allEmptyGrids;

            // 更新编辑中的网格列表
            if (canPlace) {
                this.editingData.gridList = [...tempGridList];
            }
            // 更新网格颜色提示 - 只改变空网格的颜色
            tempGridList.forEach(grid => {
                // 只处理空网格
                if (grid.status === CellState.EMPTY) {
                    if (grid.gridNode && grid.gridNode.children[0]) {
                        const sprite = grid.gridNode.children[0].getComponent(Sprite);
                        if (sprite) {
                            sprite.color = canPlace ? this.usableColor : this.unavailableColor;
                        }
                    }
                    // 用于后续恢复颜色
                    this.gridColorList.push(grid);
                }
            });
        }, this);
        // 触摸结束或取消事件
        const touchEndHandler = (event: EventTouch) => {
            if (!this.operateFlag) return
            this.operateFlag = false
            // 单击旋转
            if (!this.editingData.brickData) {
                console.log("没有数据")
                return
            }
            if (
                this.editingData.brickData.rotateFlag &&
                event.getUILocation().subtract(this.touchStartPos).length() <= this.rotateFaultTolerant
            ) {

                //旋转
                const brickData = this.editingData.brickData
                if (brickData && brickData.brickNode) {
                    this.bricksList.push(brickData)
                    this.brickNode.addChild(brickData.brickNode)
                    //显示旋转节点
                    if (brickData.rotateNode) {
                        brickData.rotateNode.active = true;
                    }
                    brickData.brickNode.setWorldPosition(brickData.brickInitPos)
                    // 旋转
                    this.brickGridRotate(brickData).then(() => {
                        this.operateFlag = true
                    })
                    // 隐藏旋转节点
                    this.scheduleOnce(() => {
                        if (brickData.rotateNode) {
                            brickData.rotateNode.active = false;
                        }
                    }, 0.4);
                    //打点
                    DCHandler.inst.reportData(3000600);
                }
            } else if (this.editingData.brickData && this.editingData.gridList.length > 0) {
                if (this.isGuideMode && this.guideStep > 0) {
                    const brickData = this.editingData.brickData
                    const targetGrids = this.editingData.gridList

                    // 如果格子数量不足，直接视为无效放置
                    if (!brickData || !targetGrids || targetGrids.length !== brickData.gridConfig.length) {
                        this.bricksList.push(brickData)
                        if (brickData.brickNode) {
                            tween(brickData.brickNode)
                                .to(0.15, {
                                    worldPosition: brickData.brickInitPos,
                                    scale: new Vec3(0.8, 0.8, 0.8)
                                })
                                .call(() => {
                                    if (brickData.brickNode) {
                                        this.operateFlag = true
                                        this.brickNode.addChild(brickData.brickNode)
                                        brickData.brickNode.setWorldPosition(brickData.brickInitPos)
                                    }
                                })
                                .start()
                        }
                        return
                    }

                    // 模拟砖块落下后的状态
                    const tempGridList = this.copyGridList()
                    for (let i = 0; i < targetGrids.length; i++) {
                        const g = targetGrids[i]
                        tempGridList[g.row][g.col].status = CellState.FILLED
                    }

                    const simulateResult = this.gridEliminateCheck(tempGridList)
                    const canEliminate = simulateResult.gridEliminateList.length > 0
                    //如果不能消除，则将方块返回原位置
                    if (!canEliminate) {
                        this.bricksList.push(brickData);
                        if (brickData.brickNode) {
                            tween(brickData.brickNode)
                                .to(0.15, {
                                    worldPosition: brickData.brickInitPos,
                                    scale: new Vec3(0.8, 0.8, 0.8)
                                })
                                .call(() => {
                                    if (brickData.brickNode) {
                                        this.operateFlag = true
                                        this.brickNode.addChild(brickData.brickNode)
                                        brickData.brickNode.setWorldPosition(brickData.brickInitPos)
                                    }
                                })
                                .start()
                        }
                        return
                    }
                }


                // 显示放置得分动画（显示一次，包含总格子数）
                this.showScoreAnimation();
                // 放置方块到网格
                this.editingData.gridList.forEach(grid => {
                    grid.status = CellState.FILLED;
                    grid.type = this.editingData.brickData!.type;
                    this.generateGrid(grid);
                });

                // 标记需要重置消除计数器
                this.shouldResetEliminateCount = true;
                brickNode.destroy();
                this.addBrick(this.editingData.brickData.index);

                // 检查消除
                this.scheduleOnce(() => {
                    this.gridEliminate().then((hasElimination) => {
                        // 如果没有消除，确保下次消除会重置计数
                        if (!hasElimination) {
                            this.shouldResetEliminateCount = true;
                        }
                        this.operateFlag = true;
                        //新手引导
                        if (this.isGuideMode) {
                            this.scheduleOnce(() => {
                                if (this.guideStep < 4) {
                                    this.setupGuideStep(this.guideStep + 1)
                                } else {
                                    this.isGuideMode = false;
                                    this.guideNode.active = false;
                                    Tween.stopAllByTarget(this.guideFinger);
                                    Tween.stopAllByTarget(this.guideItem3);
                                    this.initGrid();
                                }
                            }, 0.3)
                        } else {
                            // 检查游戏是否结束
                            this.prompt(false).then(canContinue => {
                                if (!canContinue) {
                                    this.gameOver();
                                }
                            });
                        }
                    });
                }, 0.1);
            } else {
                // 无法放置，将方块返回原位置
                const brickData = this.editingData.brickData;
                if (brickData) {
                    this.bricksList.push(brickData);
                    this.operateFlag = false
                    // 添加回弹动画
                    tween(brickNode)
                        .to(0.2, {
                            worldPosition: brickData.brickInitPos,
                            scale: new Vec3(0.6, 0.6, 0.6)
                        })
                        .call(() => {
                            if (originalParent) {
                                this.operateFlag = true
                                brickNode.setParent(originalParent);
                                brickNode.setWorldPosition(brickData.brickInitPos);
                            }
                        })
                        .start();
                }
            }
            // 格子颜色恢复
            this.gridColorRecovery()
        };
        brickNode.on(Node.EventType.TOUCH_END, touchEndHandler, this);
        brickNode.on(Node.EventType.TOUCH_CANCEL, touchEndHandler, this);
    }

    //格子颜色恢复
    gridColorRecovery() {
        while (this.gridColorList.length > 0) {
            const gridData = this.gridColorList.pop();
            if (gridData) {
                if (gridData.status === CellState.EMPTY) {
                    if (gridData.gridNode) {
                        gridData.gridNode.children[0].getComponent(Sprite)!.color = this.notUseColor;
                    }
                }
            }
        }
    }

    brickGridRotate(brickData: BrickData) {
        return new Promise((resolve, reject) => {
            const next = this.nextGridRotate(brickData.gridConfig, brickData.deg)
            brickData.deg = next.deg
            brickData.gridConfig = next.gridConfig
            if (brickData.brickNode) {
                tween(brickData.brickNode).to(this.aniBrickRotate, { angle: next.deg }).call(() => {
                    resolve(true)
                }).start()
            }
        })
    }

    //下一个旋转
    nextGridRotate(gridConfig: GridConfigData[], deg: number) {
        const newGridConfig: GridConfigData[] = []
        // 顺时针旋转
        let newDeg = deg - 90
        gridConfig.forEach((gridConfigData) => {
            // 例如（1，2） => （-2，1），可以画图分析
            newGridConfig.push({
                row: -gridConfigData.column,
                column: gridConfigData.row
            })
        })
        return { gridConfig: newGridConfig, deg: newDeg }
    }

    // 显示分数增加动画
    showScoreAnimation() {
        if (!this.lab_addScore) return;


        // 计算放置的格子数量
        const placedGridCount = this.editingData.gridList.length;
        // 获取中心位置用于显示分数
        let centerPos = new Vec3(0, 0, 0);
        if (this.editingData.gridList.length > 0 && this.editingData.gridList[0].gridNode) {
            centerPos = this.editingData.gridList[0].gridNode.getWorldPosition().clone();
            if (this.editingData.gridList.length > 1) {
                // 计算所有格子的平均位置作为中心点
                for (let i = 1; i < this.editingData.gridList.length; i++) {
                    const gridNode = this.editingData.gridList[i].gridNode;
                    if (gridNode) {
                        centerPos.add(gridNode.getWorldPosition());
                    }
                }
                const validGridCount = this.editingData.gridList.filter(grid => grid.gridNode).length;
                centerPos.x /= validGridCount;
                centerPos.y /= validGridCount;
            }
        }

        let score = placedGridCount;
        let position = centerPos

        // 计算得分（未消除时的得分）
        const calculatedScore = score * this.placementBaseScore;

        // 复制得分Label
        const scoreLabel = instantiate(this.lab_addScore.node);
        scoreLabel.active = true;

        // 设置文本和位置
        const label = scoreLabel.getComponent(Label);
        if (label) {
            label.string = `+${calculatedScore}`;
        }

        // 添加到场景中
        this.node.addChild(scoreLabel);
        scoreLabel.setWorldPosition(position);
        const num = this.isDoubleSpeed ? this.doubleNum : 1;
        // 创建动画效果
        tween(scoreLabel)
            .to(0.5 / num, {
                position: new Vec3(scoreLabel.position.x, scoreLabel.position.y + 50, 0),
                scale: new Vec3(1.2, 1.2, 1.2)
            })
            .to(0.3 / num, { opacity: 0 })
            .call(() => {
                scoreLabel.destroy();
            })
            .start();

        // 更新总分
        this.score += calculatedScore;
    }

    // 显示消除次数动画
    showEliminateCountAnimation(yPosition: number, eliminationCount: number) {
        if (!this.comboNode) return;

        // 如果需要重置计数器，先将计数归零
        if (this.shouldResetEliminateCount) {
            this.currentCombo = 0;
            this.shouldResetEliminateCount = false;
        }
        // 增加累计消除次数
        this.currentCombo += eliminationCount;

        // 复制总次数Label
        const comboNode = instantiate(this.comboNode);
        comboNode.active = true;

        // 设置文本
        const label = comboNode.getChildByName("lab_combo");
        if (label) {
            const labelComponent = label.getComponent(Label);
            if (labelComponent) {
                labelComponent.string = `${this.currentCombo}`;
            }
        }

        // 添加到场景中
        this.node.addChild(comboNode);

        // 计算网格区域的X轴中心位置，Y轴使用传入的消除行位置
        const centerPos = new Vec3();
        if (this.gridNode) {
            // 获取网格区域的X轴中心
            const worldPos = this.gridNode.getWorldPosition();
            centerPos.set(worldPos.x, yPosition, worldPos.z);
        }

        comboNode.setWorldPosition(centerPos);

        // 创建动画效果
        const num = this.isDoubleSpeed ? this.doubleNum : 1;
        tween(comboNode)
            .to(0.3 / num, {
                scale: new Vec3(1.5, 1.5, 1.5),
                opacity: 255
            })
            .delay(0.5 / num) // 停留更长时间
            .to(0.4 / num, {
                scale: new Vec3(1.2, 1.2, 1.2),
                position: new Vec3(comboNode.position.x, comboNode.position.y + 50, 0),
                opacity: 0
            })
            .call(() => {
                comboNode.destroy();
            })
            .start();
    }

    // 
    gridEliminate() {
        return new Promise<boolean>((resolve, reject) => {
            const d = this.gridEliminateCheck(this.gridList)
            const gridEliminateList = d.gridEliminateList
            const eliminateRowNum = d.eliminateRowNum
            const eliminateColumnNum = d.eliminateColumnNum
            const totalEliminationsInThisRound = eliminateRowNum + eliminateColumnNum
            this.eliminateTotal += totalEliminationsInThisRound;
            // console.log("消除总数", this.eliminateTotal)
            if (gridEliminateList.length < 1) {
                // 没有发生消除
                this.updateGameScore();
                this.shouldResetEliminateCount = true;  // 下一次消除需要重置计数
                resolve(false);
                return;
            }

            // 如果有消除，计算消除行的平均Y轴位置
            if (gridEliminateList.length > 0) {
                // 计算所有被消除格子的平均Y轴位置
                let totalY = 0;
                let validGrids = 0;
                for (const grid of gridEliminateList) {
                    if (grid.gridNode) {
                        totalY += grid.gridNode.getWorldPosition().y;
                        validGrids++;
                    }
                }
                // 计算平均Y位置
                const avgY = validGrids > 0 ? totalY / validGrids : 0;
                // 显示消除次数动画，传入Y轴位置和本次消除的行列总数
                this.showEliminateCountAnimation(avgY, totalEliminationsInThisRound);
            }

            const num = this.isDoubleSpeed ? this.doubleNum : 1;
            gridEliminateList.forEach((gridData) => {
                if (gridData.gridNode?.children[0]) {
                    tween(gridData.gridNode.children[0])
                        .to(0.2 / num, { scale: new Vec3(0.5, 0.5) })
                        .call(() => {
                            gridData.status = CellState.EMPTY
                            this.generateGrid(gridData)
                        })
                        .start()
                }
            })
            oops.audio.playEffect("common/audios/eliminate")

            this.scheduleOnce(() => {
                // 计算分数：每行/列的基础分 + 每个额外格子的分数
                let score = 0;
                // 行消除基础分
                for (let i = 1; i <= eliminateRowNum; i++) {
                    score += this.eliminateBaseScore; // 每行基础分
                    score += (this.cols - 1) * this.extraGridScore; // 额外格子分
                }

                // 列消除基础分
                for (let i = 1; i <= eliminateColumnNum; i++) {
                    score += this.eliminateBaseScore; // 每列基础分
                    score += (this.rows - 1) * this.extraGridScore; // 额外格子分
                }

                this.score += score;
                if (DeviceUtil.isNative && DeviceUtil.isAndroid) {
                    ServerHandler.inst.updateEliminationReward({
                        count: totalEliminationsInThisRound,
                        score: this.score,
                        level: smc.account.AccountModel.curLevel,
                    })
                }
                if (DeviceUtil.isAndroid && DeviceUtil.isNative) {
                    //需要欧知道是否通关了，当前通关了就不要弹了
                    if (this.score < this.targetScore) {
                        if (this.eliminateInterval.length > 0) {
                            const minNum = this.eliminateInterval[0]
                            const maxNum = this.eliminateInterval[1]
                            if (minNum && maxNum) {
                                const randomNum = randomRangeInt(minNum, maxNum + 1);
                                //这个数可以被总消除次数整除那就可以弹广告
                                //console.log("最小随机数>>>>>>>>>", minNum);
                                //console.log("最大随机数>>>>>>>>>", maxNum);
                                //console.log("消除总数>>>>>>>>>>>>>", this.eliminateTotal);
                                //console.log("randomNum随机数>>>>>>>>>>", randomNum);
                                ////打印少量领取总数
                                //console.log("少量领取总数>>>>>>>>>>>>>>>", smc.game.GameModel.smallAdCount);
                                //console.log("skipAdCount>>>>>>>>>>>>>>", smc.game.GameModel.skipAdCount)
                                //console.log("skipAdConfig>>>>>>>>>>>>>>", smc.game.GameModel.skipAdConfig);
                                ////打印全都要总数
                                //console.log("全都要总数>>>>>>>>>>>>>>>", smc.game.GameModel.allAdCount);
                                ////打印直接弹出总数
                                //console.log("直接弹出总数>>>>>>>>>>>>>>>", smc.game.GameModel.directAdCount);
                                if (this.eliminateTotal % randomNum === 0) {
                                    //如果有自动就暂停自动
                                    if (smc.game.GameModel.skipAdConfig != -1) {
                                        //大于就直接看视频
                                        if (smc.game.GameModel.skipAdCount > smc.game.GameModel.skipAdConfig) {
                                            smc.game.GameModel.viewType = "double_reward";
                                            smc.game.GameModel.directAdCount++; //测试看
                                            ADHandler.inst.showAd(AD_TYPE.Double_Receive);
                                        } else {
                                            if (smc.game.GameModel.skipAdCount == 0 || smc.game.GameModel.skipAdCount % smc.game.GameModel.skipAdConfig != 0) {
                                                ServerHandler.inst.getDoubleSurprise();
                                            } else {
                                                smc.game.GameModel.viewType = "double_reward";
                                                smc.game.GameModel.directAdCount++; //测试看
                                                ADHandler.inst.showAd(AD_TYPE.Double_Receive);
                                            }
                                        }
                                    } else {
                                        ServerHandler.inst.getDoubleSurprise();
                                    }
                                }
                            }
                        }
                    }
                }
                resolve(true)
            }, 0.1)
        })
    }

    //消除检查
    gridEliminateCheck(gridList: GridData[][]) {
        const gridEliminateList: GridData[] = []
        let eliminateRowNum = 0
        let eliminateColumnNum = 0
        // 行检查
        for (let rowIndex = 0; rowIndex < this.rows; rowIndex++) {
            const rowData = gridList[rowIndex]
            if (rowData.every(gridData => gridData.status === CellState.FILLED)) {
                rowData.forEach(gridData => {
                    if (gridEliminateList.findIndex(data => data === gridData) < 0) {
                        gridEliminateList.push(gridData)
                    }
                })
                eliminateRowNum += 1
            }
        }
        // 列检查
        for (let columnIndex = 0; columnIndex < this.cols; columnIndex++) {
            if (gridList.every(rowData => rowData[columnIndex].status === CellState.FILLED)) {
                gridList.forEach(rowData => {
                    const gridData = rowData[columnIndex]
                    if (gridEliminateList.findIndex(data => data === gridData) < 0) {
                        gridEliminateList.push(gridData)
                    }
                })
                eliminateColumnNum += 1
            }
        }
        return {
            gridEliminateList,
            eliminateRowNum,
            eliminateColumnNum,
        }
    }

    private createCoinFlyAnimation(prefab: Prefab, startPos: Vec3, endPos: Vec3, count: number, callback?: Function) {
        if (!prefab) return;

        let completedCount = 0;
        const totalCoins = Math.min(count, 5); // 限制最大数量
        const delayBetweenCoins = 0.1; // 每个金币之间的延迟时间

        for (let i = 0; i < totalCoins; i++) {
            const coin = instantiate(prefab);
            this.node.addChild(coin);
            //设置位置,取舞台中间位置世界坐标
            coin.setWorldPosition(startPos);
            // 创建曲线动画
            const num = this.isDoubleSpeed ? this.doubleNum : 1;

            // 添加延迟，使金币一个接一个飞出
            tween(coin)
                .delay(i * delayBetweenCoins / num) // 每个金币有不同的延迟
                .to(0.2 / num, {
                    position: new Vec3(
                        coin.position.x,
                        coin.position.y,
                        0
                    )
                })
                .to(0.5 / num, { worldPosition: endPos })
                .call(() => {
                    coin.destroy();
                    completedCount++;

                    // 所有金币动画完成后执行回调
                    if (completedCount === totalCoins && callback) {
                        callback();
                    }
                })
                .start();
        }
    }

    // 显示微信分数增加动画
    private showWechatScoreAnimation() {
        if (!this.tweenWechatNode) return;
        // 生成随机小数（小于1，保留2位小数）
        const changeNum = smc.game.GameModel.changeWxCoin;
        this.money = smc.account.AccountModel.wxCoin;
        const formattedValue = changeNum;
        //console.log("微信币增加数值>>>>>>>>>", changeNum);

        // 获取并设置分数标签
        const scoreLabel = this.tweenWechatNode.getChildByName("lab_num")?.getComponent(Label);
        if (scoreLabel) {
            scoreLabel.string = "+" + Format.formatWxCoinModify(formattedValue);
        }

        // 保存原始位置
        const originalPosition = this.lab_wxCoin.node.worldPosition;

        //设置原始位置
        this.tweenWechatNode.setWorldPosition(originalPosition);
        // 显示节点
        this.tweenWechatNode.active = true;

        // 创建向上移动的动画
        tween(this.tweenWechatNode)
            .to(0.8, {
                worldPosition: new Vec3(
                    originalPosition.x,
                    originalPosition.y + 50,
                    originalPosition.z
                ),
                opacity: 255
            })
            .to(0.2, { opacity: 0 })
            .call(() => {
                //设置位置y-100
                this.tweenWechatNode.setWorldPosition(new Vec3(
                    originalPosition.x,
                    originalPosition.y,
                    originalPosition.z
                ))
                this.tweenWechatNode.active = false;
                // 更新总金额
                if (this.lab_wxCoin) {
                    this.lab_wxCoin.string = Format.formatWxCoin(this.money);
                }
            })
            .start();
    }

    // 显示红包分数增加动画
    private showRedPacketScoreAnimation() {
        if (!this.tweenRedNode) return;
        //如果有值就是要那个，没有就是取随机
        const changeNum = smc.game.GameModel.changeHbCoin;
        // console.log("红包分数增加动画", changeNum)
        this.cash = smc.account.AccountModel.hbCoin;
        if (!changeNum) return;
        const formattedValue = changeNum;

        // 获取并设置分数标签
        const scoreLabel = this.tweenRedNode.getChildByName("lab_num")?.getComponent(Label);
        if (scoreLabel) {
            scoreLabel.string = "+" + Format.formatRedPacketCoin(formattedValue);
        }
        // 保存原始位置
        const originalPosition = this.lab_hbCoin.node.worldPosition;
        //设置原始位置
        this.tweenRedNode.setWorldPosition(originalPosition);
        // 显示节点
        this.tweenRedNode.active = true;
        // 创建向上移动的动画
        const num = this.isDoubleSpeed ? this.doubleNum : 1;
        tween(this.tweenRedNode)
            .to(0.8 / num, {
                worldPosition: new Vec3(
                    originalPosition.x,
                    originalPosition.y + 50,
                    originalPosition.z
                ),
                opacity: 255
            })
            .to(0.2 / num, { opacity: 0 })
            .call(() => {
                this.tweenRedNode.setWorldPosition(new Vec3(
                    originalPosition.x,
                    originalPosition.y,
                    originalPosition.z
                ))

                this.tweenRedNode.active = false;
                // 更新总红包金额
                if (this.lab_hbCoin) {
                    // this.lab_hbCoin.changeTo(0.5, newAmount, () => {
                    // })
                    this.lab_hbCoin.string = Format.formatRedPacketCoin(this.cash);
                }
            })
            .start();
    }

    // 提示
    prompt(tipFlag = true) {
        return new Promise((resolve, reject) => {
            const gridPromptList: GridData[] = []
            let moveFlag = false
            // 找方块可消除位置
            for (let rowIndex = 0; rowIndex < this.rows && !moveFlag; rowIndex++) {
                for (let columnIndex = 0; columnIndex < this.cols && !moveFlag; columnIndex++) {
                    const gridData = this.gridList[rowIndex][columnIndex]
                    if (gridData.status !== CellState.EMPTY) continue
                    // 方块不旋转检测是否能放
                    for (let brickI = 0; brickI < this.bricksList.length && !moveFlag; brickI++) {
                        const brickData = this.bricksList[brickI]
                        if (this.moveIf(rowIndex, columnIndex, brickData.gridConfig)) {
                            // 复制整体网格，以方块设置网格状态
                            const gridList = this.copyGridList()
                            brickData.gridConfig.forEach((gridConfigData) => {
                                gridList[gridConfigData.row + rowIndex][gridConfigData.column + columnIndex].status = CellState.FILLED
                            })
                            // 检查复制的整体网格是否有可消除
                            if (this.gridEliminateCheck(gridList).gridEliminateList.length > 0) {
                                moveFlag = true
                                brickData.gridConfig.forEach((gridConfigData) => {
                                    gridPromptList.push(this.gridList[gridConfigData.row + rowIndex][gridConfigData.column + columnIndex])
                                })
                            }
                        }
                    }
                    // 方块旋转检测是否能放
                    for (let brickI = 0; brickI < this.bricksList.length && !moveFlag; brickI++) {
                        const brickData = this.bricksList[brickI]
                        if (!brickData.rotateFlag) continue
                        let gridConfig = brickData.gridConfig
                        let deg = brickData.deg
                        // 获得旋转的方块网格配置
                        for (let count = 1; count <= 3 && !moveFlag; count++) {
                            const next = this.nextGridRotate(gridConfig, deg)
                            if (this.moveIf(rowIndex, columnIndex, next.gridConfig)) {
                                // 复制整体网格，以方块设置网格状态
                                const gridList = this.copyGridList()
                                next.gridConfig.forEach((gridConfigData) => {
                                    gridList[gridConfigData.row + rowIndex][gridConfigData.column + columnIndex].status = CellState.FILLED
                                })
                                // 检查复制的整体网格是否有可消除
                                if (this.gridEliminateCheck(gridList).gridEliminateList.length > 0) {
                                    moveFlag = true
                                    next.gridConfig.forEach((gridConfigData) => {
                                        gridPromptList.push(this.gridList[gridConfigData.row + rowIndex][gridConfigData.column + columnIndex])
                                    })
                                }
                            }
                            gridConfig = next.gridConfig
                            deg = next.deg
                        }
                    }
                }
            }
            // 找方块可放置位置
            for (let rowIndex = 0; rowIndex < this.rows && !moveFlag; rowIndex++) {
                for (let columnIndex = 0; columnIndex < this.cols && !moveFlag; columnIndex++) {
                    const gridData = this.gridList[rowIndex][columnIndex]
                    if (gridData.status !== CellState.EMPTY) continue
                    // 方块不旋转检测是否能放
                    for (let brickI = 0; brickI < this.bricksList.length && !moveFlag; brickI++) {
                        const brickData = this.bricksList[brickI]
                        if (this.moveIf(rowIndex, columnIndex, brickData.gridConfig)) {
                            moveFlag = true
                            brickData.gridConfig.forEach((gridConfigData) => {
                                gridPromptList.push(this.gridList[gridConfigData.row + rowIndex][gridConfigData.column + columnIndex])
                            })
                        }
                    }
                    // 方块旋转检测是否能放
                    for (let brickI = 0; brickI < this.bricksList.length && !moveFlag; brickI++) {
                        const brickData = this.bricksList[brickI]
                        if (!brickData.rotateFlag) continue
                        let gridConfig = brickData.gridConfig
                        let deg = brickData.deg
                        for (let count = 1; count <= 3 && !moveFlag; count++) {
                            const next = this.nextGridRotate(gridConfig, deg)
                            if (this.moveIf(rowIndex, columnIndex, next.gridConfig)) {
                                moveFlag = true
                                next.gridConfig.forEach((gridConfigData) => {
                                    gridPromptList.push(this.gridList[gridConfigData.row + rowIndex][gridConfigData.column + columnIndex])
                                })
                            }
                            gridConfig = next.gridConfig
                            deg = next.deg
                        }
                    }
                }
            }

            if (gridPromptList.length < 1) {
                resolve(false)
                return
            }
            if (!tipFlag) {
                resolve(true)
                return
            }
            // 提示用户（网格变绿）
            gridPromptList.forEach((gridData) => {
                if (gridData.gridNode && gridData.gridNode.children[0]) {
                    const sprite = gridData.gridNode.children[0].getComponent(Sprite);
                    if (sprite) {
                        sprite.color = this.usableColor;
                    }
                }
                // 用于恢复格子
                this.gridColorList.push(gridData)
            })
            resolve(true)
        })
    }

    moveIf(row: number, column: number, gridConfig: GridConfigData[]) {
        let moveFlag = true
        for (let i = 0; i < gridConfig.length; i++) {
            const gridConfigData = gridConfig[i]
            const gridI = row + gridConfigData.row
            const gridJ = column + gridConfigData.column
            // 边界判断
            if (
                gridI < 0 ||
                gridI > this.rows - 1 ||
                gridJ < 0 ||
                gridJ > this.cols - 1
            ) {
                moveFlag = false
                break
            }
            // 已用
            else if (this.gridList[gridI][gridJ].status === CellState.FILLED) {
                moveFlag = false
                break
            }
        }
        return moveFlag
    }

    // 复制整体网格
    copyGridList() {
        const gridList: GridData[][] = []
        for (let rowIndex = 0; rowIndex < this.rows; rowIndex++) {
            gridList.push([])
            for (let columnIndex = 0; columnIndex < this.cols; columnIndex++) {
                const gridData = this.gridList[rowIndex][columnIndex]
                gridList[rowIndex].push({
                    name: gridData.name,
                    status: gridData.status,
                    gridNode: null,
                    row: gridData.row,
                    col: gridData.col,
                    type: gridData.type,
                })
            }
        }
        return gridList
    }

    gameOver() {
        this.gameState = GameState.GAME_OVER
        smc.game.GameModel.curScore = this.score;
        oops.gui.open(UIID.GameOver);
        const curLevel = smc.account.AccountModel.curLevel;
        DCHandler.inst.reportData(3000501, curLevel);
    }


    //更新游戏分数
    updateGameScore() {
        this.lab_score.string = this.score.toString();
        smc.game.GameModel.curScore = this.score;
        if (this.score >= this.targetScore) {
            this.gameState = GameState.GAME_PASS;
            //防止第一关的时候出问题
            if (this.guideNode.active) {
                this.guideNode.active = false;
            }
            //弹出通关奖励界面
            DCHandler.inst.reportData(3000505, smc.account.AccountModel.curLevel);
            if (DeviceUtil.isNative && DeviceUtil.isAndroid) {
                ServerHandler.inst.getGameAwardInfo();
                //如果
            } else {
                oops.gui.open(UIID.GamePass);
            }
        }
    }




    /**
     * 清理网格的子节点
     */
    private clearGridChildren(gridNode: Node): void {
        const children = gridNode.children.slice(); // 创建副本避免遍历时修改问题
        children.forEach(node => node.destroy());
    }


    //========================打开其他界面和按钮逻辑=======================

    /** 视图对象通过 ecs.Entity.remove(eliminateViewComp) 删除组件是触发组件处理自定义释放逻辑 */
    reset() {
        this.node.destroy();
    }

    //设置按钮
    private btn_setting() {
        oops.gui.open(UIID.Setting);
        this.gameState = GameState.PAUSED;
        DCHandler.inst.reportData(3000011);
    }

    //左边微信按钮
    private btn_withdraw() {
        if (DeviceUtil.isNative && DeviceUtil.isAndroid) {
            this.gameState = GameState.PAUSED;
            ServerHandler.inst.getWechatTxInfo();
            DCHandler.inst.reportData(3000006);
        } else {
            oops.gui.open(UIID.WechatWithdraw);
        }
    }

    //顶部红包按钮
    private btn_award() {
        if (DeviceUtil.isNative && DeviceUtil.isAndroid) {
            this.gameState = GameState.PAUSED;
            ServerHandler.inst.getHbTxInfo();
            DCHandler.inst.reportData(3000007);
        } else {
            oops.gui.open(UIID.RedPacketWithdraw);
        }
    }

    //二倍速按钮继续   
    private btn_double() {
        // oops.gui.open(UIID.DoubleSpeed);
        if (DeviceUtil.isNative && DeviceUtil.isAndroid) {
            this.gameState = GameState.PAUSED;
            ServerHandler.inst.getDoubleSpeedTime();
            DCHandler.inst.reportData(3000010);
        } else {
            oops.gui.open(UIID.DoubleSpeed);
        }

        // console.log("二倍速看视频统计>>>>>>>>>>>>>>>", smc.game.GameModel.doubleSpeedAdCount);
    }


    //自动放置,不让点击方块
    private btn_auto(event: EventTouch) {
        this.autoGame();
    }


    private autoGame() {
        this.autoState = !this.autoState;
        this.initButtonState(this.autoState);
        if (this.autoState) {
            DCHandler.inst.reportData(3000008);
            this.executeAutoPlace();
            this.autoFunction = this.executeAutoPlace;
            this.schedule(this.autoFunction, this.autoInterval);
            this.autoNode.active = true;
        } else {
            //关闭
            if (this.autoFunction) {
                DCHandler.inst.reportData(3000009);
                this.operateFlag = true;
                this.unschedule(this.autoFunction);
                this.autoFunction = null;
                this.initButtonState(false);
                this.autoState = false;
                this.autoNode.active = false;
            }
        }
    }


    // 执行自动放置
    executeAutoPlace() {
        //console.log("自动放置状态", this.autoState);
        // console.log("当前游戏状态", this.gameState);
        if (!this.autoState || this.gameState !== GameState.PLAYING) {
            return
        }
        const bestPlacement = this.findBestPlacement()
        if (!bestPlacement) {
            // 所有方块都无法放置，游戏结束
            this.gameState = GameState.GAME_OVER;
            this.gameOver()
            return
        }
        // 执行放置
        this.operateFlag = false;
        this.placeBrickAtPosition(bestPlacement)
        oops.log.logView
    }

    //寻找最佳位置
    findBestPlacement() {
        const placements = []
        // 对每个方块计算所有可能的放置位置和分数
        for (let brickIndex = 0; brickIndex < this.bricksList.length; brickIndex++) {
            const brickData = this.bricksList[brickIndex]

            // 检查不同旋转状态
            let gridConfigs = [brickData.gridConfig]
            let degrees = [brickData.deg]

            // 如果可旋转，计算所有旋转状态
            if (brickData.rotateFlag) {
                for (let i = 1; i <= 3; i++) {
                    const next = this.nextGridRotate(
                        i === 1 ? brickData.gridConfig : gridConfigs[i - 1],
                        i === 1 ? brickData.deg : degrees[i - 1]
                    )
                    gridConfigs.push(next.gridConfig)
                    degrees.push(next.deg)
                }
            }
            // 遍历所有网格位置
            for (let rowIndex = 0; rowIndex < this.rows; rowIndex++) {
                for (let columnIndex = 0; columnIndex < this.cols; columnIndex++) {
                    // 对每个旋转状态检查
                    for (let rotateIndex = 0; rotateIndex < gridConfigs.length; rotateIndex++) {
                        const currentGridConfig = gridConfigs[rotateIndex]
                        const currentDeg = degrees[rotateIndex]

                        // 检查是否可以放置
                        if (this.moveIf(rowIndex, columnIndex, currentGridConfig)) {
                            // 复制网格并模拟放置
                            const gridList = this.copyGridList()
                            currentGridConfig.forEach((gridConfigData) => {
                                const r = gridConfigData.row + rowIndex
                                const c = gridConfigData.column + columnIndex
                                gridList[r][c].status = CellState.FILLED
                                gridList[r][c].type = brickData.type;
                            })

                            // 检查是否可以消除，计算分数
                            const elimination = this.gridEliminateCheck(gridList)
                            let score = 0

                            if (elimination.gridEliminateList.length > 0) {
                                // 计算消除得分
                                for (let i = 1; i <= elimination.eliminateRowNum; i++) {
                                    score += this.cols * i
                                }
                                for (let i = 1; i <= elimination.eliminateColumnNum; i++) {
                                    score += this.rows * i
                                }
                            }
                            // 记录此放置选项
                            placements.push({
                                brickIndex,
                                brickData,
                                rowIndex,
                                columnIndex,
                                gridConfig: currentGridConfig,  //这里有问题,拿到的和显示的不对
                                deg: currentDeg,
                                score,
                                canEliminate: elimination.gridEliminateList.length > 0
                            })
                        }
                    }
                }
            }
        }
        // 按优先级排序：最高分 > 有分数 > 没有分数但可放置
        placements.sort((a, b) => {
            // 首先按分数排序
            if (a.score !== b.score) {
                return b.score - a.score
            }
            // 其次按是否可消除排序
            if (a.canEliminate !== b.canEliminate) {
                return a.canEliminate ? -1 : 1
            }
            // 最后按照方块优先级排序（底部的方块优先）
            return a.brickIndex - b.brickIndex
        })

        return placements.length > 0 ? placements[0] : null
    }

    // ... existing code ...

    placeBrickAtPosition(placement: any) {
        const brickData = placement.brickData
        const index = this.bricksList.findIndex(data => data === brickData)
        if (index === -1) {
            console.error("无法找到要放置的方块:", brickData)
            return
        }
        this.editingData.brickData = this.bricksList.splice(index, 1)[0];
        // 应用旋转
        if (brickData.deg !== placement.deg) {
            brickData.gridConfig = placement.gridConfig
            brickData.deg = placement.deg
            tween(brickData.brickNode).to(0.1, { angle: placement.deg }).start()
        }

        // 构建对应网格列表--这里就有问题了,这算位置，有问题
        this.editingData.gridList = [];
        placement.gridConfig.forEach((gridConfigData: GridConfigData) => {
            const r = gridConfigData.row + placement.rowIndex
            const c = gridConfigData.column + placement.columnIndex
            this.editingData.gridList.push(this.gridList[r][c])
        })


        // 计算移动位置（中点）
        let centerPos = new Vec3(0, 0, 0)
        let count = 0
        for (const grid of this.editingData.gridList) {
            if (grid.gridNode) {
                const pos = grid.gridNode.getWorldPosition()
                centerPos.add(pos)
                count++
            }
        }
        if (count > 0) {
            centerPos.x /= count
            centerPos.y /= count
            centerPos.z /= count
        }

        const originPos = brickData.brickNode.getWorldPosition()
        brickData.brickNode.setParent(this.moveNode)
        brickData.brickNode.setWorldPosition(originPos);
        //显示增加分数
        // 动画放置方块
        tween(brickData.brickNode)
            .to(this.autoMoveTime, { worldPosition: centerPos })
            .call(() => {
                // ✅ 更新格子状态（像手动放置那样）
                this.showScoreAnimation();
                this.editingData.gridList.forEach(gridData => {
                    gridData.status = CellState.FILLED
                    gridData.type = brickData.type;
                    this.generateGrid(gridData)
                })

                // ✅ 销毁方块节点
                brickData.brickNode.destroy()
                // ✅ 补充新的砖块
                this.addBrick(brickData.index)
                // ✅ 消除检查逻辑保持和手动一致
                this.scheduleOnce(() => {
                    this.gridEliminate().then(() => {
                        this.prompt(false).then((promptFlag) => {
                            if (!promptFlag) {
                                this.gameOver()
                            }
                        })
                    })
                })
            })
            .start()
    }


    doubleSpeedOpenSuccess() {
        //2倍速广告展示，页面展示，都会暂停游戏，
        if (this.gameState !== GameState.PLAYING) {
            return
        }
        if (this.callback) {
            this.unschedule(this.callback);
        }
        oops.gui.toast("二倍速时长已增加3分钟~")
        this.isDoubleSpeed = true;
        this.doubleNum = 1.5;
        //改变按钮时间
        // let time = smc.game.GameModel.doubleSpeedTime;
        this.doubleSpeedTime = this.doubleSpeedTime + smc.game.GameModel.doubleSpeedTime;
        // this.doubleSpeedTime = 60;
        if (this.doubleSpeedTime <= 0) {
            return
        }
        if (!this.autoState) {
            this.autoGame();
            //改按钮状态
            this.autoState = true;
            this.initButtonState(this.autoState);
        }
        this.callback = function () {
            if (this.gameState === GameState.PLAYING && this.autoState) {
                this.doubleSpeedTime--
                this.autoMoveTime = 0.25;
                this.autoInterval = 1.1;
                //修改剩余时间,秒格式化成时分10:59
                const minutes = Math.floor(this.doubleSpeedTime / 60);
                const seconds = this.doubleSpeedTime % 60;
                const formattedTime = `${minutes}:${seconds < 10 ? '0' : ''}${seconds}`;
                this.lab_doubleTime.string = formattedTime;
                //时间到了
                if (this.doubleSpeedTime <= 0) {
                    this.autoMoveTime = 0.4;
                    this.autoInterval = 1.5;
                    this.lab_doubleTime.string = "二倍速";
                    this.isDoubleSpeed = false;
                    this.doubleNum = 1;
                    //再打开继续二倍速页面
                    //自动按钮关闭
                    this.autoState = false;
                    this.initButtonState(this.autoState);
                    oops.gui.open(UIID.KeepSpeed);
                    this.unschedule(this.callback);
                }
            }
            if (!this.autoState && this.doubleSpeedTime) {
                this.lab_doubleTime.string = "二倍速";
            }
        }
        this.schedule(this.callback, 1);
    }


    //重新开始
    private restartGame() {
        if (this.gameState === GameState.READY) return;
        this.initData();
        this.setData();
        this.reopenGrid();
        this.initButtonState(this.autoState);
        this.updateWelfarePoint();
    }

    //重新清除网格
    private reopenGrid() {
        for (let rowIndex = 0; rowIndex < this.rows; rowIndex++) {
            for (let columnIndex = 0; columnIndex < this.cols; columnIndex++) {
                this.gridList[rowIndex][columnIndex].status = CellState.EMPTY
                this.generateGrid(this.gridList[rowIndex][columnIndex])
            }
        }
        // 初始化方块
        if (this.brickNode) {
            if (this.brickNode) {
                this.brickNode.destroyAllChildren();
            }
        }
        this.bricksList.length = 0
        for (let i = 1; i <= this.brickNum; i++) {
            this.addBrick(i)
        }
        // 清除旋转数据
        if (this.rotateNode) {
            this.rotateNode.destroyAllChildren();
        }
    }


    //===============初始化检查是否要打开福利界面====
    private updateWelfarePoint() {
        const showState = smc.game.GameModel.popupShow
        if (!showState) {
            //展示这些的时候，游戏要暂停
            // if (this.popupType != "") {
            //     this.gameState = GameState.PAUSED;
            // }
            switch (this.popupType) {
                case "weal_1":
                    oops.gui.open(UIID.WarmReminder);
                    ServerHandler.inst.getGuideInfo();
                    break;
                case "weal_2":
                    //打开福利二
                    oops.gui.open(UIID.WelfareTwo);
                    ServerHandler.inst.getGuideInfo();
                    break;
                case "weal_3":
                    //打开福利三
                    oops.gui.open(UIID.WelfareThree);
                    break;
                case "sign":
                    //打开福利三
                    oops.gui.open(UIID.ReservePopup);
                    break;
                case "handlingCharge":
                    oops.gui.open(UIID.WechatTransfer);
                    break;
            }
            smc.game.GameModel.popupShow = true;
        }
    }


    protected onDestroy(): void {
        oops.message.off(GameEvent.RestartGame, this.restartGame, this);
        oops.message.off(GameEvent.DoubleSpeedOpenSuccess, this.doubleSpeedOpenSuccess, this);
        oops.message.off(GameEvent.openView, this.openView, this);
        oops.message.off(GameEvent.showCoinAnimation, this.showCoinAnimation, this);
        oops.message.off(GameEvent.updateHbAndWxCoin, this.updateCoin, this);
        oops.message.off(GameEvent.StartAutoGame, this.startAutoGame, this);
        oops.message.off(GameEvent.updateGameState, this.updateGameState, this);
        oops.message.off(GameEvent.updateGameScore, this.updateGameScore, this);
        oops.message.off(GameEvent.pauseGame, this.pauseGame, this);
        oops.message.off(GameEvent.resumeGame, this.resumeGame, this);
    }

    btn_text() {
        // const param = {
        //     "code": 0,
        //     "data": {
        //         "ssid": "9201d75d019f46f98b8663adfd515a58",
        //         "props": {
        //             "1004": 7077279,
        //             "1005": 2143634,
        //             "1006": 12,
        //             "1007": 186,
        //             "1008": 22,
        //             "1009": 299980,
        //             "2001": 2,
        //             "8001": 530,
        //             "9001": 2
        //         },
        //         "changes": {
        //             "1004": 1,
        //             "1007": 1
        //         },
        //         "tipThreshold": true
        //     }
        // }
        // let str = JSON.stringify(param);
        // ServerHandler.inst.onGetVideorReward(str);
        // ServerHandler.inst.GetGuideInfo();
        oops.gui.open(UIID.WechatTransfer);
    }

    getRandomUniqueInts(count: number = 3): number[] {
        let min: number = 0;
        let max: number = 0;
        const curLevel = smc.account.AccountModel.curLevel || 1;
        switch (curLevel) {
            case 1:
                return [1]
                break;
            case 2:
            case 3:
                min = 1;
                max = 3;
                break;
            case 4:
            case 5:
            case 6:
                min = 4;
                max = 9;
                break;
            case 7:
            case 8:
                min = 10;
                max = 18;
                break;
            case 9:
            case 10:
            case 11:
            case 12:
                min = 19;
                max = 27;
                break;
            default:
                min = 28;
                max = 42;
                break;
        }
        if (max - min + 1 < count) {
            throw new Error(`区间 [${min}, ${max}] 无法提供 ${count} 个不重复整数`);
        }

        const pool: number[] = [];
        for (let i = min; i <= max; i++) {
            pool.push(i);
        }

        this.shuffle(pool);

        return pool.slice(0, count);
    }

    // 洗牌算法（Fisher-Yates）
    shuffle(arr: number[]) {
        for (let i = arr.length - 1; i > 0; i--) {
            const j = Math.floor(Math.random() * (i + 1));
            [arr[i], arr[j]] = [arr[j], arr[i]];
        }
    }

}