This commit is contained in:
2025-07-17 17:18:21 +08:00
commit 1ffc1b5cf0
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import { _decorator, Node, Camera, Component, director, game, instantiate, Prefab, RenderTexture, view, resources, macro } from "cc";
import Utils from "../Common/Utils";
import GameRootUI from "../Common/GameRootUI";
import ResManager from "./ResManager";
import { CommonConfig } from "../Config/CommonConfig";
const { ccclass, property } = _decorator;
@ccclass('ViewManager')
export class ViewManager extends Component {
private static _I: ViewManager = null;
public static get I(): ViewManager {
if (!ViewManager._I) {
ViewManager._I = new ViewManager();
}
return ViewManager._I;
}
private m_viewList = [];
private m_viewListData = {};
start() {
}
update(deltaTime: number) {
}
private openIdx = 0;
private openViewByPrefab(err, i_prefab: Prefab | Node, i_openInfo, callBack = null, path, type: string = '') {
if (err) {
Utils.Log('打开界面时加载资源出错:' + err, path);
return;
}
let t_node:any = instantiate(i_prefab);
if (!t_node.isValid) return;
//界面已打开
for (let i = this.m_viewList.length - 1; i >= 0; i--) {
let t_view: Node = this.m_viewList[i];
if (t_view) {
if (t_view.isValid && t_node.name == t_view.name) {
t_node.setSiblingIndex(999)
Utils.Log('已经打开的相同的界面:' + t_node.name);
return;
}
}
}
//截屏纹理
if (i_openInfo && i_openInfo.blueBg===true){
i_openInfo.screenShotTex = this.getScreenShot()
}
let viewSP = t_node.getComponent(t_node.name);
if (!viewSP) {
for (let index = 0; index < t_node['_components'].length; index++) {
const element = t_node['_components'][index];
if (element.isScriptComponent) {
viewSP = element;
break;
}
}
}
this.m_viewList.push(t_node);
this.m_viewListData[t_node.name] = { path: path, data: i_openInfo, sort: this.openIdx++, name: t_node.name, uuid: t_node["_prefab"]['asset']['_uuid'] };
viewSP && viewSP.openUIData && viewSP.openUIData(i_openInfo);
callBack && callBack(t_node, i_openInfo);
if (type == '') {
GameRootUI.I.AddUIToLayer(t_node, CommonConfig.UILayerGroup.Layer_ui1, this.m_viewList.length)
} else if (type == 'top') {
// t_node.sType = "top"
GameRootUI.I.AddUIToLayer(t_node, CommonConfig.UILayerGroup.Layer_top)
} else if (type == 'tips') {
GameRootUI.I.AddUIToLayer(t_node, CommonConfig.UILayerGroup.Layer_tips)
}
}
//检查是否有相同的View
private checkSameView(i_node: Node, path){
// let t_com = i_node.getComponent('li_BaseView');
// if (t_com) {
// if (t_com.name == 'li_BaseView') return true;
// for (let i = this.m_viewList.length - 1; i >= 0; i--) {
// let t_view: Node = this.m_viewList[i];
// if (t_view) {
// if (t_view.isValid && t_com.node.name == t_view.name) {
// i_node.setSiblingIndex(999)
// return false;
// }
// }
// }
// i_node['path'] = path;
// this.m_viewList.push(i_node);
// return true;
// }
return false;
}
//获取截屏纹理
private getScreenShot():RenderTexture {
// let texture = new RenderTexture();
// let winSize = view.getViewportRect()
// let winSize1 = view.getVisibleSize()
// texture.reset({
// width: winSize.width,
// height: winSize.height,
// });
// let camera = director.getScene().getComponentInChildren(Camera);
// let oldTargetTexture = camera.targetTexture
// camera.targetTexture = texture;
// camera.render();
// camera.targetTexture = oldTargetTexture
// return texture
return null
}
private getViewIndex(i_view: Node) {
for (let i = this.m_viewList.length - 1; i >= 0; i--) {
let t_view = this.m_viewList[i];
if (t_view == i_view) {
return i;
}
}
return -1;
}
/**打开resources窗体 */
openMainView(i_prefab: string | Prefab, i_openData?, callBack = null, type: string = '') {
if (i_prefab instanceof Prefab) {
this.openViewByPrefab(null, i_prefab, i_openData, callBack, i_prefab, type);
} else {
resources.load(i_prefab, (err, $prefab: Prefab) => {
this.openViewByPrefab(err, $prefab, i_openData, callBack, i_prefab, type);
});
}
}
/**打开bundle窗体 */
openBundlesView(i_prefab: string | Prefab, i_openData?, callBack = null, type: string = '') {
if (i_prefab instanceof Prefab) {
this.openViewByPrefab(null, i_prefab, i_openData, callBack, i_prefab, type);
} else {
console.log("打开界面:", i_prefab);
ResManager.I.getPrefab(i_prefab, (pb: Node) => {
this.openViewByPrefab(null, pb, i_openData, callBack, i_prefab, type);
}, null);
}
}
/**关闭窗体 */
closeView(i_view: Node) {
let closeUIName = null
let t_index = this.getViewIndex(i_view);
if (t_index > -1) {
let t_view = this.m_viewList[t_index];
if (t_view) {
closeUIName = t_view.name
delete this.m_viewListData[t_view.name];
t_view.destroy();
t_view.removeFromParent();
}
this.m_viewList.splice(t_index, 1); //删除列表元素 参数1是指定位置,参数2是删除元素个数
}
else {
if (!this.m_viewList.length) {
i_view.destroy();
}
Utils.Log('试图关闭一个队列中不存在的界面:', i_view.name);
}
}
/**关闭所有窗体 */
closeAllView(isR = false) {
for (let i = this.m_viewList.length - 1; i >= 0; i--) {
let t_view = this.m_viewList[i];
if (t_view) {
delete this.m_viewListData[t_view.name];
t_view.destroy();
t_view.removeFromParent();
}
}
this.m_viewList = [];
this.m_viewListData = {};
this.openIdx = 0;
}
//是否在主界面,没有打开任何其他界面。主界面是在打开场景时直接创建的,不走这里的打开接口
isNotOpenAnyUI() {
if (this.m_viewList && this.m_viewList.length > 0) {
return false
}
return true
}
}
@@ -0,0 +1,134 @@
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"importer": "image",
"imported": true,
"uuid": "030236a7-516f-4560-89d8-3cedc89bc26e",
"files": [
".json",
".png"
],
"subMetas": {
"6c48a": {
"importer": "texture",
"uuid": "030236a7-516f-4560-89d8-3cedc89bc26e@6c48a",
"displayName": "lv_13",
"id": "6c48a",
"name": "texture",
"userData": {
"wrapModeS": "clamp-to-edge",
"wrapModeT": "clamp-to-edge",
"imageUuidOrDatabaseUri": "030236a7-516f-4560-89d8-3cedc89bc26e",
"isUuid": true,
"visible": false,
"minfilter": "linear",
"magfilter": "linear",
"mipfilter": "none",
"anisotropy": 0
},
"ver": "1.0.22",
"imported": true,
"files": [
".json"
],
"subMetas": {}
},
"f9941": {
"importer": "sprite-frame",
"uuid": "030236a7-516f-4560-89d8-3cedc89bc26e@f9941",
"displayName": "lv_13",
"id": "f9941",
"name": "spriteFrame",
"userData": {
"trimType": "auto",
"trimThreshold": 1,
"rotated": false,
"offsetX": 0,
"offsetY": 0,
"trimX": 0,
"trimY": 0,
"width": 652,
"height": 84,
"rawWidth": 652,
"rawHeight": 84,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"packable": true,
"pixelsToUnit": 100,
"pivotX": 0.5,
"pivotY": 0.5,
"meshType": 0,
"vertices": {
"rawPosition": [
-326,
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],
"indexes": [
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"uv": [
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"nuv": [
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"minPos": [
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"maxPos": [
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},
"isUuid": true,
"imageUuidOrDatabaseUri": "030236a7-516f-4560-89d8-3cedc89bc26e@6c48a",
"atlasUuid": ""
},
"ver": "1.0.12",
"imported": true,
"files": [
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],
"subMetas": {}
}
},
"userData": {
"type": "sprite-frame",
"hasAlpha": true,
"fixAlphaTransparencyArtifacts": false,
"redirect": "030236a7-516f-4560-89d8-3cedc89bc26e@6c48a"
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{
"ver": "1.1.50",
"importer": "prefab",
"imported": true,
"uuid": "5a84048d-d377-4f41-9e8d-8acf18c0dfa7",
"files": [
".json"
],
"subMetas": {},
"userData": {
"syncNodeName": "Tips_UI"
}
}
@@ -0,0 +1,905 @@
import { _decorator, AudioSource, EditBox, EventTouch, isValid, Label, Node, ScrollView, Sprite, Tween, tween, UIOpacity, utils, v3, Vec3 } from 'cc';
import { GButton } from '../../Main/Common/GButton';
import Utils from '../../Main/Common/Utils';
import { ViewManager } from '../../Main/Manager/ViewManager';
import { InnerMsgCode } from '../../Main/Config/InnerMsgCode';
import li_BaseView from '../../Main/Common/li_BaseView';
import SubManager from '../SubManager';
import GameManager, { E_TalkStage, E_TalkStatusType } from '../../Main/Manager/GameManager';
import { I_LevelConfig, I_NpcTalkBack } from '../../Main/Config/CommonConfig';
import HttpUnit from '../../Main/Common/HttpUnit';
import { SDKManager } from '../../Main/Channel/SDKManager';
import ResManager from '../../Main/Manager/ResManager';
import PlayerDataManager from '../../Main/Manager/PlayerDataManager';
import GameRootUI from '../../Main/Common/GameRootUI';
import { E_AD_TARGET } from './TalkAdDialog';
import GlobalValue from '../../Main/Common/GlobalValue';
import AudioManager from '../../Main/Manager/AudioManager';
const { ccclass, property } = _decorator;
//聊天界面
@ccclass('Talk_UI')
export class Talk_UI extends li_BaseView {
private _nodeTab: any = {};
private _data;
private dazijiInfo = {stage: 0, idx: 0, str: "", tm:0, ts:0.05, lab:null}; //打字机信息 stage:0-未开始,1-正在打字,2-打字结束
private npcTalkInfo = {stage: 0, str:"", dotStr:"...", dotIdx:0, dotTm:0, dotTs:0.3, tm:0, ts:1.5}; //等待npc回复 stage:0-未开始,1-获取中,2-获取完成
private ebTalk: EditBox;
private labNpcTalk: Label;
private xindongSpt: Sprite;
private lvCfg: I_LevelConfig = null; //当前关卡配置
private lastRandTalkIdx: number = -1; //上一次随机对话的索引
//----重写父类接口---------------------------------------
onLoadCT() {
Utils.parseNode(this.node, this._nodeTab)
this.registerListenner();
this.ebTalk = this._nodeTab.ebTalk.getComponent(EditBox);
this.labNpcTalk = this._nodeTab.npcTalk.getComponent(Label);
this.xindongSpt = this._nodeTab.xindongSpt.getComponent(Sprite);
this.ebTalk.node.on('editing-did-began', this.onEditingBegan, this);
this.ebTalk.node.on('editing-did-ended', this.onEditingEnded, this);
this.ebTalk.node.on('editing-return', this.onEditingReturn, this);
// this._nodeTab.npcTalkSV.on(Node.EventType.TOUCH_START, (event: EventTouch)=>{
// event.preventSwallow = true; //允许点击事件穿透
// }, this);
this._nodeTab.npcTalkSV.getChildByName("view").on(Node.EventType.TOUCH_END, (event:EventTouch) => {
// event.preventSwallow = true; //允许点击事件穿透
this.onNpcFramClick();
}, this);
this._nodeTab.arrowNode.active = false;
let npcNextArrow:Node = this._nodeTab.npcNextArrow
tween(npcNextArrow)
.to(0.5, {position: new Vec3(15, 0, 0)})
.to(0.5, {position: new Vec3(-15, 0, 0)})
.union()
.repeatForever()
.start()
}
openUIDataCT(data: any): void {
this._data = data
}
registerListenner() {
Utils.addInnerEL(InnerMsgCode.Data_NpcTalkBack, this, this.resiveNpcTalkBack)
Utils.addInnerEL(InnerMsgCode.UI_Socket_Timeout, this, this.resiveSocketTimeout)
Utils.addInnerEL(InnerMsgCode.UI_TalkStageUp, this, this.resiveTalkStageUp)
Utils.addInnerEL(InnerMsgCode.Data_LevelStarUp, this, this.resiveLevelStarUp)
Utils.addInnerEL(InnerMsgCode.Data_ChehuiUp, this, this.resiveChehuiUp)
Utils.addInnerEL(InnerMsgCode.UI_ResartGame, this, this.resiveResartGame)
}
start() {
GButton.BandClick(this._nodeTab.btnBack, this.onBackClick, this);
GButton.BandClick(this._nodeTab.btnSend, this.onSendClick, this);
GButton.BandClick(this._nodeTab.btnSuiji, this.onSuijiClick, this);
//弹窗适配
let scaleRatio = Utils.getScaleRatio(2)
if (scaleRatio > 1) {
scaleRatio = 1;
}
this._nodeTab.gs1frame.scale = new Vec3(scaleRatio, scaleRatio, 1)
//规则内容
Utils.setString(this._nodeTab.labGs1Tips, GlobalValue.RuleStr)
// GButton.BandClick(this._nodeTab.npcTalkFrame, ()=>{
// this.onNpcFramClick();
// }, this, 0, null, null, false);
GButton.BandClick(this._nodeTab.btnRecord, ()=>{
// // 测试代码
// if (true) {
// this.showXinAddAnimation()
// return
// }
ViewManager.I.openBundlesView("UI/StartUI/Record_UI")
}, this);
GButton.BandClick(this._nodeTab.btnTishi, ()=>{
ViewManager.I.openBundlesView("UI/StartUI/Tips_UI")
//上报服务器记录
HttpUnit.ins.sendTipRecord({level_id: this.lvCfg.id}, null)
}, this);
GButton.BandClick(this._nodeTab.btnAD, ()=>{
let contStr = ""
let levelData = GameManager.CurLevelData
if (!levelData || levelData.ad_num <= 0) {
contStr = "关卡内续航次数已用完"
} else {
contStr = `看广告或分享可额外获取对话次数,剩余${levelData.ad_num}次`
}
ViewManager.I.openBundlesView("UI/StartUI/TalkAdDialog", {
type: E_AD_TARGET.liaotian, //加聊天次数
content: contStr,
adCallback: ()=>{
SDKManager.show_reward_video_ad(this.node.uuid, 1)
},
shareCallback: ()=>{
SDKManager.show_reward_share(this.node.uuid, 1)
}
})
}, this);
GButton.BandClick(this._nodeTab.btnJia10, ()=>{
let contStr = ""
let levelData = GameManager.CurLevelData
if (!levelData || levelData.can_use_strength_cnt <= 0) {
contStr = "关卡内加分次数已用完"
} else {
contStr = `观看广告,下一次聊天的最终得分增加 10 分(不会超过 100 分,也不会影响对话效果),剩余${levelData.can_use_strength_cnt}次`
}
ViewManager.I.openBundlesView("UI/StartUI/TalkAdDialog", {
type: E_AD_TARGET.baoji, //加聊天次数
content: contStr,
adCallback: ()=>{
SDKManager.show_reward_video_ad(this.node.uuid, 2)
},
shareCallback: ()=>{
SDKManager.show_reward_share(this.node.uuid, 2)
}
})
}, this);
GButton.BandClick(this._nodeTab.btnRole, ()=>{
this._nodeTab.ruleNode.active = true
}, this);
GButton.BandClick(this._nodeTab.btnRoleOk, ()=>{
this.onRoleCloseClick()
}, this);
GButton.BandClick(this._nodeTab.btnRoleClose, ()=>{
this.onRoleCloseClick()
}, this);
//ai语音开关
GButton.BandClick(this._nodeTab.btnYuyin, ()=>{
GameManager.AIVoiceSwt = !GameManager.AIVoiceSwt;
this.refreshAIVoiceState()
}, this);
this.refreshAIVoiceState()
if (!SDKManager.checkSupportBase64Audio()) {
this._nodeTab.btnYuyin.active = false
}
SDKManager.register_video_reward(this.node.uuid, (tag:number)=>{
console.log("视频广告回调", tag)
if (tag == 1) {
// 加次数
SubManager.ShowPrompt("观看视频成功,获得聊天次数")
this.doAddLevelCnt(1)
} else if (tag == 2) {
// 甜蜜暴击
SubManager.ShowPrompt("观看视频成功")
this.doStrengthTalk()
}
})
SDKManager.register_share_reward(this.node.uuid, (tag:number)=>{
console.log("分享回调", tag)
if (tag == 1) {
// 加次数
SubManager.ShowPrompt("分享成功,获得聊天次数")
this.doAddLevelCnt(2)
}
})
this.initedGame()
this.initXinAni()
}
onDestroy () {
super.onDestroy()
if (isValid(this.ebTalk)) {
this.ebTalk.node.off('editing-did-began', this.onEditingBegan, this);
this.ebTalk.node.off('editing-did-ended', this.onEditingEnded, this);
this.ebTalk.node.off('editing-return', this.onEditingReturn, this);
}
}
update(deltaTime: number) {
//region 打字机效果逻辑
if (this.dazijiInfo.stage == 1) {
this.dazijiInfo.tm += deltaTime
if (this.dazijiInfo.tm >= this.dazijiInfo.ts) {
this.dazijiInfo.tm = 0
this.dazijiInfo.lab.string = this.dazijiInfo.str.substring(0, this.dazijiInfo.idx)
this.dazijiInfo.idx += 1
if (this.dazijiInfo.idx > this.dazijiInfo.str.length) {
this.dazijiInfo.stage = 2
}
let talksv = this._nodeTab.npcTalkSV.getComponent(ScrollView)
talksv.scrollToBottom(0.1)
}
} else if (this.dazijiInfo.stage == 2) {
console.log("文本打字机效果结束")
this.dazijiInfo.stage = 0
this.dazijiInfo.lab.string = this.dazijiInfo.str
this._nodeTab.arrowNode.active = true;
let talksv = this._nodeTab.npcTalkSV.getComponent(ScrollView)
this.scheduleOnce(() => {
talksv.scrollToBottom(0.1)
}, 0.1)
}
//接收npc回复逻辑
if (this.npcTalkInfo.stage == 1) {
//...的频率
this.npcTalkInfo.dotTm += deltaTime
if (this.npcTalkInfo.dotTm >= this.npcTalkInfo.dotTs) {
this.npcTalkInfo.dotTm = 0
this.labNpcTalk.string = this.npcTalkInfo.dotStr.substring(0, this.npcTalkInfo.dotIdx)
this.npcTalkInfo.dotIdx += 1
if (this.npcTalkInfo.dotIdx > this.npcTalkInfo.dotStr.length) {
this.npcTalkInfo.dotIdx = 0
}
}
//sorket获取频率
this.npcTalkInfo.tm += deltaTime
if (this.npcTalkInfo.tm >= this.npcTalkInfo.ts) {
this.npcTalkInfo.tm = 0
GameManager.I.getNpcTalkBack({})
}
}
}
//region AI回复消息
/**接收到npc回复数据流 */
resiveNpcTalkBack(data:I_NpcTalkBack) {
this.npcTalkInfo.stage = 0
GameManager.TurnToStage(E_TalkStage.npcTalk)
let npcTalk = GameManager.CurNpcTalkData
//npc回复后清空玩家之前的输入
if (npcTalk.judgement > -1) {
this.ebTalk.string = ""
this.refreshInputNum()
}
//友盟事件上报 对话轮数
let id = HttpUnit.GetID()
SDKManager.umaEvent(SDKManager.Uma_Event_TalkRound, {
userId: id+"", //玩家id
ISay: npcTalk.userInput, //玩家发言
NpcSay: npcTalk.aiResponse, //npc发言
})
}
/**socket连接超时 */
resiveSocketTimeout(data:any) {
SubManager.ShowConfirm({
content: "连接已断开,请重新开始游戏",
hideNo: true, //隐藏取消按钮
yesCallback: () => {
ViewManager.I.closeAllView();
Utils.sendInnerMsg(InnerMsgCode.UI_Talk_Back, {})
},
closeCallback: () => {
ViewManager.I.closeAllView();
Utils.sendInnerMsg(InnerMsgCode.UI_Talk_Back, {})
}
})
this.npcTalkInfo.stage = 0
}
/**接收到聊天状态变化消息 */
resiveTalkStageUp(data:any) {
this.refreshTalkStage()
}
/**接收到星级变化消息 */
resiveLevelStarUp(data:any) {
if (data && data.level == GameManager.CurLevelId) {
for (let i=1; i<=3; i++) {
let lsStar = this._nodeTab["lsStar"+i].getComponent(Sprite)
let starPath = data.star >= i ? "lv_3" : "lv_2"
ResManager.I.changeBundleSpriteFrame(lsStar, starPath, "Zhujiemian")
}
}
}
//region 撤回逻辑
/**收到撤回消息 */
resiveChehuiUp(data:any) {
//刷新次数
this.refreshTalkStepData()
//刷新对话得分
this.refreshDuihuaDefen()
//刷新心动次数
this.refreshXindongCishu(false)
//刷新npc表情
let talkdata = GameManager.CurNpcTalkData
let aiEmoji = talkdata ? talkdata.aiEmoji : ""
let rolePath = GameManager.GetNpcEmoPic(aiEmoji)
Utils.sendInnerMsg(InnerMsgCode.SceneLayerBgUp, {rolePath:rolePath})
}
/**重新开始游戏 */
resiveResartGame(data:any) {
console.log("重新开始游戏")
this.initedGame()
}
//region UI初始化
/**初始化 */
initedGame() {
this.lvCfg = GameManager.getLevelCfg(GameManager.CurLevelId)
//背景乐
let bgmUrl = `https://hxzgame.vip.hnhxzkj.com/lzx/XiangQin/BGM/${this.lvCfg.bgm}.mp3`
AudioManager.I.PlayRemoteMusic(bgmUrl, true)
//名称
Utils.setString(this._nodeTab.npcName, this.lvCfg.name)
//刷新历史星级
for (let i=1; i<=3; i++) {
let lsStar = this._nodeTab["lsStar"+i].getComponent(Sprite)
let starPath = this.lvCfg.star >= i ? "lv_3" : "lv_2"
ResManager.I.changeBundleSpriteFrame(lsStar, starPath, "Zhujiemian")
}
this._nodeTab.ruleNode.active = false
this._nodeTab.aiAnsNode.active = false
this.refreshTalkStage()
//刷新状态显示
this.refreshTalkStepData()
this.refreshBaojiState()
this.refreshXindongCishu(false)
this.refreshDuihuaDefen()
//检测引导
this.checkGuide()
//开始时先自动显示一下npc的攻略
if (PlayerDataManager.I.GuideTalkFinished) {
this.autoShowNpcTip()
}
//测试代码
// this.showAiAnswer([1,2,3])
}
//输入框开始编辑事件
onEditingBegan(param1:any, param2:any) {
console.log("聊天界面1: onEditingBegan", param1, param2)
}
//输入框回车事件
onEditingReturn(param1:any, param2:any) {
console.log("聊天界面2: onEditingReturn", param1, param2)
}
//输入框结束编辑事件
onEditingEnded(param1:any, param2:any) {
console.log("聊天界面3: onEditingEnded", param1, param2)
}
//输入框文本改变事件
onTextChanged(param1:any, param2:any) {
// console.log("聊天界面4: onTextChanged", param1, param2)
this.refreshInputNum()
}
//刷新AI语音状态
private refreshAIVoiceState() {
let voicePath = GameManager.AIVoiceSwt ? "lv_4" : "lv_5"
let sptYuyin = this._nodeTab.sptYuyin.getComponent(Sprite)
ResManager.I.changeBundleSpriteFrame(sptYuyin, voicePath, "Zhujiemian")
}
//播放AI语音
private playAIVoice(str:string) {
if (!GameManager.AIVoiceSwt) {
return //开关没开
}
if (!SDKManager.checkSupportBase64Audio()) {
return //不支持base64音频
}
HttpUnit.ins.getAIVoice({record_id: GameManager.RecordId, text:str}, (data) => {
if (data) {
console.log("播放AI语音11", data)
SDKManager.playBase64Audio(data.url, false)
}
})
}
//region 刷新聊天状态
private refreshTalkStage() {
let gStage = GameManager.curStage
if (gStage == E_TalkStage.prologue) {
this.showNpcPrologue()
} else if (gStage == E_TalkStage.myTalk) {
this.turnToMyTalk()
} else if (gStage == E_TalkStage.waitNpcTalk) {
this.turnToWaitNpcTalk()
} else if (gStage == E_TalkStage.npcTalk) {
this.turnToNpcTalk(GameManager.CurNpcTalkData)
} else if (gStage == E_TalkStage.npcFixedTalk) {
this.turnToNpcFixedTalk(GameManager.CurNpcFixedTalkText)
} else if (gStage == E_TalkStage.upTalkStatus) {
this.turnToUpdateStage()
}
}
//显示NPC开场白
private showNpcPrologue() {
this._nodeTab.NpcTalkNode.active = true
this._nodeTab.MyTalkNode.active = false
this._nodeTab.arrowNode.active = false;
//开场白
this.dazijiInfo.stage = 1
this.dazijiInfo.idx = 0
this.dazijiInfo.lab = this.labNpcTalk
this.dazijiInfo.str = this.lvCfg.prologueMessage
this.dazijiInfo.tm = this.dazijiInfo.ts
GameManager.AddTalkRecord({talk:this.lvCfg.prologueMessage, isMe:false, score:-1, scoreBase:-1, scoreAdditional:0})
// this.playAIVoice(this.lvCfg.prologueMessage)
}
/**切换到玩家说话状态 */
private turnToMyTalk() {
this._nodeTab.NpcTalkNode.active = false
this._nodeTab.MyTalkNode.active = true
// //刷新npc表情
// let rolePath = GameManager.GetNpcEmoPic("")
// Utils.sendInnerMsg(InnerMsgCode.SceneLayerBgUp, {rolePath:rolePath})
}
/**切换到等待NPC说话状态 */
private turnToWaitNpcTalk() {
this._nodeTab.NpcTalkNode.active = true
this._nodeTab.MyTalkNode.active = false
this._nodeTab.arrowNode.active = false;
this.labNpcTalk.string = ""
}
/**切换到NPC说话状态 */
private turnToNpcTalk(data:I_NpcTalkBack) {
this._nodeTab.NpcTalkNode.active = true
this._nodeTab.MyTalkNode.active = false
this._nodeTab.arrowNode.active = false;
GameManager.AddStepScore(data.aiScore) //记录本次分数
this.refreshDuihuaDefen()
//npc回复
// this.labNpcTalk.string = data.aiResponse
this.dazijiInfo.stage = 1
this.dazijiInfo.idx = 0
this.dazijiInfo.lab = this.labNpcTalk
this.dazijiInfo.str = data.aiResponse
this.dazijiInfo.tm = this.dazijiInfo.ts
GameManager.AddTalkRecord({talk:data.aiResponse, isMe:false, score:data.aiScore, scoreBase:data.aiBaseScore, scoreAdditional:data.aiAdditionalScore})
this.playAIVoice(data.aiResponse)
//刷新npc表情
let rolePath = GameManager.GetNpcEmoPic(data.aiEmoji)
Utils.sendInnerMsg(InnerMsgCode.SceneLayerBgUp, {rolePath:rolePath})
//额外分数
if (data.aiAdditionalScore > 0) {
SubManager.ShowPrompt(`恭喜!聊天加分成功!${data.aiBaseScore} + ${data.aiAdditionalScore}`)
}
//对话轮次
GameManager.srouceCnt = data.sourceCnt
this.refreshTalkStepData()
}
/**切换到npc固定话术展示状态 */
private turnToNpcFixedTalk(str:string) {
this._nodeTab.NpcTalkNode.active = true
this._nodeTab.MyTalkNode.active = false
this._nodeTab.arrowNode.active = false;
//npc固定话术
this.dazijiInfo.stage = 1
this.dazijiInfo.idx = 0
this.dazijiInfo.lab = this.labNpcTalk
this.dazijiInfo.str = str
this.dazijiInfo.tm = this.dazijiInfo.ts
}
/**切换到更新聊天状态状态 */
private turnToUpdateStage() {
HttpUnit.ins.getTalkStage({record_id: GameManager.RecordId}, (data) => {
if (data) {
GameManager.CurLevelData = data.level
this.refreshTalkStepData()
this.refreshBaojiState()
this.checkIsFinish()
}
})
}
/**刷新心动次数 */
private refreshXindongCishu(doAct:boolean = true) {
let maxCount = HttpUnit.GetXindongMaxCount()
let curCount = GameManager.xindongCishu
Utils.setString(this._nodeTab.xindongNum, `${curCount}/${maxCount}`)
Tween.stopAllByTarget(this.xindongSpt)
if (doAct) {
tween(this.xindongSpt).to(0.3, { fillRange: curCount / maxCount }).start()
} else {
this.xindongSpt.fillRange = curCount / maxCount
}
}
/**刷新对话得分 */
private refreshDuihuaDefen() {
let curScore = GameManager.getCurStepScore()
let [totalScore, pjScore] = GameManager.getGameScore()
Utils.setString(this._nodeTab.scoreNew, curScore+"")
Utils.setString(this._nodeTab.scoreTotal, totalScore+"")
}
/**刷新当前状态显示 */
private refreshTalkStepData() {
let curCnt = GameManager.srouceCnt
let stepData = GameManager.CurLevelData
Utils.setString(this._nodeTab.lunciNum, `${curCnt}/${stepData.total_cnt}`)
}
/**刷新暴击状态是否显示 */
private refreshBaojiState() {
let stepData = GameManager.CurLevelData
this._nodeTab.baojiNode.active = stepData && stepData.is_strength_take_effect == true
}
/**刷新玩家输入字数 */
private refreshInputNum() {
let numMax = this.ebTalk.maxLength
let numCur = this.ebTalk.string.length
Utils.setString(this._nodeTab.labStrLen, `(${numCur}/${numMax})`)
}
//region 检测是否结束
/**检查对话轮次是否用完
* @returns [是否结束对话,是否显示广告加次数]
*/
private checkIsFinish() {
let isFinish = false //是否结束对话
let isShowAD = false //是否显示广告
let isSendEnd = false //是否发送结束请求
let stepData = GameManager.CurLevelData
if (stepData.status == E_TalkStatusType.succ) {
//已成功
isFinish = true
} else if (stepData.status == E_TalkStatusType.fail) {
//已失败
isFinish = true
} else if (stepData.status == E_TalkStatusType.noCount) {
//次数已用完
isFinish = true
isShowAD = stepData.ad_num > 0 //true
isSendEnd = true
}
if (isFinish) {
if (isShowAD) {
ViewManager.I.openBundlesView("UI/StartUI/TalkAdDialog", {
type: E_AD_TARGET.liaotian, //加聊天次数
content: "看广告或分享可额外获取对话次数",
adCallback: ()=>{
SDKManager.show_reward_video_ad(this.node.uuid, 1)
},
shareCallback: ()=>{
SDKManager.show_reward_share(this.node.uuid, 1)
},
closeCallback: ()=>{
if (isSendEnd) {
this.doJiesuan()
} else {
ViewManager.I.openBundlesView("UI/StartUI/Finish_UI", stepData)
}
}
})
} else {
if (isSendEnd) {
this.doJiesuan()
} else {
ViewManager.I.openBundlesView("UI/StartUI/Finish_UI", stepData)
}
}
} else {
GameManager.TurnToStage(E_TalkStage.myTalk)
}
}
//增加聊天次数 atype: 1=看广告 2=分享
private doAddLevelCnt(atype:number) {
HttpUnit.ins.addTalkCnt({record_id: GameManager.RecordId, type:atype}, (data) => {
if (data) {
GameManager.CurLevelData = data.level
this.refreshTalkStepData()
this.refreshBaojiState()
//判断是否继续对话
if (GameManager.srouceCnt < data.level.total_cnt) {
if (GameManager.curStage != E_TalkStage.waitNpcTalk) {
GameManager.TurnToStage(E_TalkStage.myTalk)
}
} else {
this.doJiesuan()
}
}
})
}
/**增强下一轮对话 */
private doStrengthTalk() {
HttpUnit.ins.sendTalkStrength({record_id: GameManager.RecordId}, (data) => {
if (data) {
GameManager.CurLevelData = data.level
this.refreshBaojiState()
}
})
}
//结算
private doJiesuan() {
let [score_all, score] = GameManager.getGameScore()
HttpUnit.ins.sendLevelFinish({record_id: GameManager.RecordId, score:score, score_all:score_all}, (data) => {
if (data && data.level) {
//成功
ViewManager.I.openBundlesView("UI/StartUI/Finish_UI", data.level)
} else {
//失败
console.warn("结算失败,服务器返回异常!")
ViewManager.I.closeAllView();
Utils.sendInnerMsg(InnerMsgCode.UI_Talk_Back, {})
}
})
}
//退出聊天
onBackClick() {
SubManager.ShowConfirm({
content: "确定退出吗?\n(退出会保留当前聊天进度)",
yesCallback: () => {
//退出并结算
// this.doJiesuan();
//只退出聊天,不结算
this.onClose();
Utils.sendInnerMsg(InnerMsgCode.UI_Talk_Back, {})
}
})
}
//发送消息
onSendClick() {
let str = this.ebTalk.string;
if (str.length == 0) {
SubManager.ShowPrompt("请先输入内容")
return
}
GameRootUI.DisableOper(2)
HttpUnit.ins.sendUserTalk({record_id: GameManager.RecordId, user_input: str}, (data) => {
GameRootUI.EnableOper()
if (data) {
if (GameManager.curStage != E_TalkStage.myTalk) {
return
}
GameManager.TurnToStage(E_TalkStage.waitNpcTalk)
//使用服务器处理过的字符串
if (data.user_input) {
str = data.user_input
}
GameManager.AddTalkRecord({talk:str, isMe:true, score:-1, scoreBase:-1, scoreAdditional:0})
//开始接收npc回复
this.npcTalkInfo.stage = 1
this.npcTalkInfo.str = ""
this.npcTalkInfo.dotTm = this.npcTalkInfo.dotTs
this.npcTalkInfo.tm = this.npcTalkInfo.ts
this.npcTalkInfo.dotIdx = 1
}
})
}
//随机回复对话
onSuijiClick() {
let sjLen = this.lvCfg.randomInputPool.length
let randIdx = Utils.getRandomInt(0, sjLen-1)
console.log("随机回复对话:", randIdx, sjLen)
if (randIdx == this.lastRandTalkIdx) {
randIdx++
if (randIdx >= sjLen) randIdx = 0
}
this.lastRandTalkIdx = randIdx
this.ebTalk.string = this.lvCfg.randomInputPool[randIdx]
this.refreshInputNum()
}
//点击npc对话背景
onNpcFramClick() {
if (this.dazijiInfo.stage == 1) {
this.dazijiInfo.stage = 2
} else {
if (GameManager.curStage == E_TalkStage.prologue) {
GameManager.TurnToStage(E_TalkStage.upTalkStatus)
} else if (GameManager.curStage == E_TalkStage.npcTalk) {
let npcTalk = GameManager.CurNpcTalkData
if (npcTalk.judgement == 0) {
console.log("固定鼓励话术展示!", GameManager.npcFixTalkCountXihuan)
if (GameManager.npcFixTalkCountXihuan > 0) {
GameManager.TurnToStage(E_TalkStage.upTalkStatus)
} else {
GameManager.CurNpcFixedTalkText = this.lvCfg.encourageMessage
GameManager.TurnToStage(E_TalkStage.npcFixedTalk)
}
GameManager.npcFixTalkCountXihuan = GameManager.npcFixTalkCountXihuan + 1
GameManager.xindongCishu = GameManager.xindongCishu + 1
this.showXinAddAnimation()
// this.refreshXindongCishu(true)
} else if (npcTalk.judgement == 2) {
console.log("固定厌恶话术展示!", GameManager.npcFixTalkCountTaoyan)
if (GameManager.npcFixTalkCountTaoyan > 0) {
GameManager.TurnToStage(E_TalkStage.upTalkStatus)
} else {
GameManager.CurNpcFixedTalkText = this.lvCfg.hateMessage
GameManager.TurnToStage(E_TalkStage.npcFixedTalk)
}
GameManager.npcFixTalkCountTaoyan = GameManager.npcFixTalkCountTaoyan + 1
} else {
GameManager.TurnToStage(E_TalkStage.upTalkStatus)
}
} else if (GameManager.curStage == E_TalkStage.npcFixedTalk) {
GameManager.TurnToStage(E_TalkStage.upTalkStatus)
}
}
}
//region ai生成的回复
private showAiAnswer(ansList) {
this._nodeTab.aiAnsNode.active = true
for (let i=0; i<3; i++) {
let AiAnsItem: Node = this._nodeTab["AiAnsItem"+(i+1)]
let ans = ansList[i]
if (ans) {
AiAnsItem.active = true
AiAnsItem.getComponentInChildren(Label).string = this.clampAiAnswer("测试文本1,")
}
}
}
private hideAiAnswer() {
this._nodeTab.aiAnsNode.active = false
}
//截取字符串,超过长度的用...代替
private clampAiAnswer(ansStr: string) {
let labelLimit = 20 //字符串长度限制
let tempStr: string = "";
let tempLen: number = 0;
for (let i = 0; i < ansStr.length; i++) {
tempLen += ansStr.charCodeAt(i) > 255 ? 2 : 1;
if (tempLen > labelLimit) {
return tempStr + "...";
}
tempStr += ansStr.charAt(i);
}
return ansStr;
}
//region 爱心增加动画
private _xin1PosOrig: Vec3
private _xin2PosOrig: Vec3
private _xin2Opa: UIOpacity = null
//初始化爱心动画
private initXinAni() {
this._xin1PosOrig = (this._nodeTab.xinSpt1 as Node).position.clone()
this._xin2PosOrig = (this._nodeTab.xinSpt2 as Node).position.clone()
this._xin2Opa = this._nodeTab.xinSpt2.getComponent(UIOpacity)
this._xin2Opa.opacity = 0
}
//显示爱心增加动画
private showXinAddAnimation() {
Tween.stopAllByTarget(this._nodeTab.xinSpt2)
Tween.stopAllByTarget(this._xin2Opa)
let xinSpt2: Node = this._nodeTab.xinSpt2
//缩放
xinSpt2.scale = new Vec3(0.1, 0.1, 0.1)
tween(xinSpt2)
.to(0.2, { scale: new Vec3(2.2, 2.2, 1) }, {easing: 'sineIn'})
.to(0.2, { scale: new Vec3(1, 1, 1) }, {easing: 'sineOut'})
.start()
//移动
xinSpt2.position = this._xin2PosOrig
tween(xinSpt2)
.delay(0.4)
.to(0.45, { position: this._xin1PosOrig }, {easing: 'sineIn'})
.call(() => {
this.showXin2Animation()
this.refreshXindongCishu(true) //刷新次数显示
})
.start()
// #region 贝塞尔曲线动作
// // 三维空间的缓动
// const quadraticCurve = (t: number, p1: Vec3, cp: Vec3, p2: Vec3, out: Vec3) => {
// out.x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x
// out.y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y
// out.z = (1 - t) * (1 - t) * p1.z + 2 * t * (1 - t) * cp.z + t * t * p2.z
// }
// const startPos = this._xin2PosOrig
// const controlPos = v3(2, 3, 0)
// const endPos = this._xin1PosOrig
// const tempVec3 = v3()
// tween(xinSpt2)
// .to(
// 0.45,
// { position: endPos },
// {
// onUpdate: (target, ratio) => {
// quadraticCurve(ratio, startPos, controlPos, endPos, tempVec3)
// xinSpt2.setPosition(tempVec3)
// },
// }
// )
// .call(() => {
// this.showXin2Animation()
// this.refreshXindongCishu(true) //刷新次数显示
// })
// .start()
// #endregion
//透明度
this._xin2Opa.opacity = 0
tween(this._xin2Opa)
.to(0.05, { opacity: 255 })
.delay(0.75)
.to(0.05, { opacity: 0 })
.start()
}
private showXin2Animation() {
Tween.stopAllByTarget(this._nodeTab.xinSpt1)
let xinSpt1: Node = this._nodeTab.xinSpt1
xinSpt1.scale = new Vec3(1, 1, 1)
tween(xinSpt1)
.to(0.3, {scale: new Vec3(1.4, 1.4, 1.4) }, {easing: 'sineInOut'})
.to(0.3, {scale: new Vec3(1, 1, 1) }, {easing: 'sineInOut'})
.start()
}
//region 引导相关
//检查引导
private checkGuide() {
if (PlayerDataManager.I.GuideTalkFinished) {
return
}
let delayInterval = 0.5
GameRootUI.DisableOper(delayInterval)
this.scheduleOnce(() => {
this._nodeTab.ruleNode.active = true
},delayInterval)
}
//引导完成
private finishGuide() {
if (PlayerDataManager.I.GuideTalkFinished) {
return
}
PlayerDataManager.I.SetGuideTalkFinish(true)
this.autoShowNpcTip()
}
//关闭规则弹窗
private onRoleCloseClick() {
this._nodeTab.ruleNode.active = false
this.finishGuide()
}
//自动显示NPC提示弹窗
private autoShowNpcTip() {
if (GameManager.srouceCnt > 0) {
return
}
let delayInterval = 0.5
GameRootUI.DisableOper(delayInterval)
this.scheduleOnce(() => {
ViewManager.I.openBundlesView("UI/StartUI/Tips_UI")
},delayInterval)
}
}
@@ -0,0 +1,775 @@
import { _decorator, instantiate, isValid, Label, Node, PageView, Prefab, Sprite, tween, Tween, UITransform, view } from 'cc';
import { GButton } from '../../Main/Common/GButton';
import AudioManager from '../../Main/Manager/AudioManager';
import Utils from '../../Main/Common/Utils';
import { ViewManager } from '../../Main/Manager/ViewManager';
import { InnerMsgCode } from '../../Main/Config/InnerMsgCode';
import li_BaseView from '../../Main/Common/li_BaseView';
import GameRootUI from '../../Main/Common/GameRootUI';
import ResManager from '../../Main/Manager/ResManager';
import HttpUnit from '../../Main/Common/HttpUnit';
import { SDKManager } from '../../Main/Channel/SDKManager';
import ScrollViewList from '../../Main/Common/ScrollViewList';
import GameManager, { E_TalkStage, E_TalkStatusType } from '../../Main/Manager/GameManager';
import { I_LevelConfig, I_NpcTalkBack } from '../../Main/Config/CommonConfig';
import SubManager from '../SubManager';
import { ByteDanceSDK } from '../../Main/Channel/bdSDK';
import GlobalValue from '../../Main/Common/GlobalValue';
import PlayerDataManager from '../../Main/Manager/PlayerDataManager';
import { E_AD_TARGET } from './TalkAdDialog';
const { ccclass, property } = _decorator;
//主界面
@ccclass('Start_UI')
export class Start_UI extends li_BaseView {
@property(ScrollViewList)
private Level_List: ScrollViewList = null
@property(Prefab)
private Level_Item: Prefab = null
private itemClone: any = null
@property(Prefab)
private GuidePageItem: Prefab = null //引导选择角色页签
private guidePageView: PageView = null //引导选择角色页签容器
private _nodeTab: any = {};
private _data;
private levelData: I_LevelConfig[] = []; //关卡数据
private curLevelIdx: number = 0; //当前关卡Idx
private lvUnlockId: string = ""; //解锁关卡id
//----重写父类接口---------------------------------------
onLoadCT() {
this.registerListenner();
Utils.parseNode(this.node, this._nodeTab)
this.itemClone = instantiate(this.Level_Item)
this.Level_List.setTemplateItem(this.itemClone)
this.guidePageView = this._nodeTab.guidePageView.getComponent(PageView)
Utils.setString(this._nodeTab.labNpcName, "")
Utils.setString(this._nodeTab.labNpcTalk, "")
}
openUIDataCT(data: any): void {
this._data = data
}
registerListenner() {
Utils.addInnerEL(InnerMsgCode.GM_UI_Close, this, this.resiveGMClose)
Utils.addInnerEL(InnerMsgCode.UI_Talk_Back, this, this.resiveTalkBack)
Utils.addInnerEL(InnerMsgCode.UI_BD_Sidebar, this, this.resiveBDSidebar)
Utils.addInnerEL(InnerMsgCode.UI_Tj_huiyi_Lv, this, this.resiveHuiyiLv)
Utils.addInnerEL(InnerMsgCode.Data_BDSidebarReward, this, this.resiveBDSidebarReward)
Utils.addInnerEL(InnerMsgCode.Data_ZhencangUp, this, this.resiveZhencangUp)
Utils.addInnerEL(InnerMsgCode.Data_Redpoint, this, this.resiveZhencangRedpoint)
}
start() {
GButton.BandClick(this._nodeTab.btnStart, this.onStartClick, this, 10002);
GButton.BandClick(this._nodeTab.btnKefu, this.onKefuClick, this);
GButton.BandClick(this._nodeTab.btnAddTZCount, this.onAddTZClick, this);
GButton.BandClick(this._nodeTab.tzCountNode, this.onAddTZClick, this);
GButton.BandClick(this._nodeTab.btnSetting, this.onSettingClick, this);
GButton.BandClick(this._nodeTab.btnBDSidebar, this.onBDSidebarClick, this);
GButton.BandClick(this._nodeTab.btnGM, this.onGMClick, this);
GButton.BandClick(this._nodeTab.btnTujian, this.onTujianClick, this);
GButton.BandClick(this._nodeTab.btnReward, this.onRewardClick, this);
SDKManager.register_video_reward(this.node.uuid, (tag:number)=>{
console.log("视频广告回调", tag)
if (tag == 1) {
// 加次数
HttpUnit.ins.setUserAd({type:1}, (data) => {
SubManager.ShowPrompt("观看视频成功,获得相亲次数")
this.refreshXiangqinTicket()
})
} else if (tag == 2) {
// 解锁关卡
HttpUnit.ins.levelUnlock({level_id: this.lvUnlockId}, (data) => {
// SubManager.ShowPrompt("关卡解锁成功")
this.refreshLevelList()
this.enterLevelAfterUnlock()
})
}
})
SDKManager.register_share_reward(this.node.uuid, (tag:number)=>{
console.log("分享回调", tag)
if (tag == 1) {
// 加次数
HttpUnit.ins.setUserShare({type:1}, (data) => {
SubManager.ShowPrompt("分享成功,获得相亲次数")
this.refreshXiangqinTicket()
})
}
})
AudioManager.I.PlayMusic(1, true) //背景乐
GameRootUI.InitDisableOperUI(false)
GameRootUI.InitCrossUI(false)
this.setUIVisible(true)
this._nodeTab.rewardBox.active = false
this._nodeTab.rp_tujian.active = false
// this._nodeTab.labStart2.active = false //快手去掉英文
//客服按钮
this._nodeTab.btnKefu.active = SDKManager.KefuSupport()
//设置按钮
if (GlobalValue.GMSwtitch) {
this._nodeTab.btnSetting.active = true
this._nodeTab.btnGM.active = true
} else {
this._nodeTab.btnSetting.active = false
this._nodeTab.btnGM.active = false
}
//抖音侧边栏
this._nodeTab.btnBDSidebar.active = false
if (SDKManager.isByteDance()) {
this.refreshBdSidebarUI()
ByteDanceSDK.CheckSidebarState((state) =>{
if (state == true) {
this.refreshBdSidebarUI()
}
})
}
//重置引导
this.resetGuide()
GameRootUI.DisableOper(2)
//判断玩家权限是否已获取
if (!HttpUnit.IsLogin()) {
HttpUnit.ins.login((loginData) => {
console.log("主界面: 获取授权并登录成功!")
this.userInited()
})
} else {
this.userInited()
}
}
update(deltaTime: number) {
}
//GM界面关闭消息
resiveGMClose(data) {
Utils.Log("收到GM界面关闭消息")
}
//退出聊天消息
resiveTalkBack(data) {
Utils.Log("收到退出聊天消息")
AudioManager.I.PlayMusic(1, true) //背景乐
this.setUIVisible(true)
this.refreshLevelList()
HttpUnit.ins.getUserData((userData) => {
this.refreshXiangqinTicket()
})
}
//抖音侧边栏消息
resiveBDSidebar(data) {
this.refreshBdSidebarUI()
}
//领取抖音侧边栏奖励消息
resiveBDSidebarReward(data) {
this.refreshXiangqinTicket()
}
/**私家珍藏数据变化消息 */
resiveZhencangUp(data:any) {
this.refreshRewardUI()
}
/**刷新珍藏红点 */
resiveZhencangRedpoint(data: any) {
this.refreshTujianRedpoint();
}
/**前往回忆对应关卡 */
resiveHuiyiLv(data:any) {
let gotoIdx = -1
for (let i = 1; i < this.levelData.length; i++) {
if (this.levelData[i].id == data.lvId) {
gotoIdx = i
break
}
}
if (gotoIdx == -1) {
return
}
let scrollto = Math.max(0, gotoIdx - 2)
this.scheduleOnce(() => {
this.Level_List.scrollTo(scrollto)
}, 0.1)
// this.curLevelIdx = gotoIdx
this.changeLevel(gotoIdx, true)
}
//增加相亲次数
private doAddXiangqinCnt(add:number = 1) {
}
//显示主界面UI
setUIVisible(vis: boolean) {
this._nodeTab.UIRoot.active = vis
}
//刷新抖音侧边栏按钮显示状态
refreshBdSidebarUI() {
if (!SDKManager.isByteDance()) {
//不是抖音平台,不显示
this._nodeTab.btnBDSidebar.active = false
return
}
let stage = ByteDanceSDK.SidebarState
if (stage == 1) {
//前往
this._nodeTab.btnBDSidebar.active = true
// Utils.setString(this._nodeTab.labBDSidebar, "前往抖音侧边栏")
} else if (stage == 2) {
//从侧边栏返回
this._nodeTab.btnBDSidebar.active = false
// Utils.setString(this._nodeTab.labBDSidebar, "领取抖音侧边栏")
} else {
//版本不支持或奖励已领取
this._nodeTab.btnBDSidebar.active = false
}
}
//刷新玩家信息完毕
userInited() {
this.refreshSdkUI()
this.refreshLevelList()
this.refreshXiangqinTicket()
this.refreshTujianRedpoint()
GameManager.refreshZhencangCanget()
}
//刷新剩余相亲次数
private refreshXiangqinTicket() {
let xqnum = HttpUnit.GetXiangqinTickets()
// let xqmax = HttpUnit.GetXiangqinMaxTickets()
Utils.setString(this._nodeTab.labTZCount, xqnum + "")
Utils.setString(this._nodeTab.labBtnTZCount, "" + xqnum)
}
//刷新奖励按钮显示
private refreshRewardUI() {
let haveReward = GameManager.zhencangCanget.length > 0
this._dorefreshTujianReward(haveReward)
}
private _dorefreshTujianReward(haveReward:boolean) {
this._nodeTab.rewardBox.active = haveReward
if (haveReward) {
let rewardBox:Node = this._nodeTab.rewardBox
Tween.stopAllByTarget(rewardBox)
tween(rewardBox)
.delay(1.5)
.to(0.2, {angle: -30})
.to(0.2, {angle: 30})
.to(0.18, {angle: -22})
.to(0.18, {angle: 22})
.to(0.16, {angle: -16})
.to(0.16, {angle: 16})
.to(0.14, {angle: -10})
.to(0.14, {angle: 10})
.to(0.12, {angle: -6})
.to(0.12, {angle: 6})
.to(0.1, {angle: -3})
.to(0.1, {angle: 3})
.to(0.08, {angle: 0})
.union()
.repeatForever()
.start()
}
}
//刷新心动回忆入口红点
private refreshTujianRedpoint() {
let isshow = false
//心动回忆
if (!isshow) {
isshow = HttpUnit.IsHaveHuiyiRedpoint()
}
//私家珍藏
if (!isshow) {
isshow = HttpUnit.IsHaveZhencangRedpoint()
}
this._nodeTab.rp_tujian.active = isshow
}
//region 刷新关卡列表
private refreshLevelList() {
HttpUnit.ins.getLevelList((levelList) => {
if (levelList) {
GameRootUI.EnableOper()
GameManager.SetLevelCfg(levelList)
this.levelData = levelList
this.levelData.unshift({} as any) //在最前面插入一个占位数据,用于数组排版显示
this.Level_List.numItems = this.levelData.length
if (this.curLevelIdx < 1) {
this.curLevelIdx = 1
//自动滚动只在引导后生效
if (PlayerDataManager.I.GuideMainFinished) {
for (let i = 1; i < this.levelData.length; i++) {
if (this.levelData[i].is_unlock == true) {
if (this.curLevelIdx < i) {
this.curLevelIdx = i
}
} else {
break
}
}
if (this.curLevelIdx > 2) {
this.scheduleOnce(() => {
this.Level_List.scrollTo(this.curLevelIdx-2)
}, 0.1)
}
} else {
this.checkGuide()
}
}
this.changeLevel(this.curLevelIdx, true)
}
})
}
//刷新SDK相关的UI
refreshSdkUI() {
console.log("主界面:刷新SDK相关的UI...")
SDKManager.getUserInfo((data) => {
//头像
let spt = this._nodeTab.headIcon.getComponent(Sprite)
ResManager.I.changeRemoteSpriteFrame(spt, data.avatarUrl)
SDKManager.avatarUrl = data.avatarUrl
//名字
let nickName = this._nodeTab.nickName.getComponent(Label)
nickName.string = data.nickName
SDKManager.nickName = data.nickName
console.log("主界面 设置头像和名字:", data.avatarUrl, data.nickName)
})
//刷新id
let id = HttpUnit.GetID()
Utils.setString(this._nodeTab.userId, `ID:${id}`)
// Utils.setString(this._nodeTab.userId, `${id}`) //快手去掉英文
}
//region 关卡列表渲染
onRenderItemList(node: any, idx: number) {
if(!isValid(node)) {return}
if (!node.inited) {
node.inited = true;
Utils.parseNode(node);
}
GButton.RemoveClick(node)
//第一个是占位用的
if (idx == 0) {
node.l_rotateN.active = false
node.zhanweiNode.active = true
return
}
node.l_rotateN.active = true
node.zhanweiNode.active = false
let data = this.levelData[idx]
//npc名
// console.log("关卡列表渲染:", data.name)
//头像
let headPath = `headLevel/${data.icon}`
ResManager.I.changeBundleSpriteFrame(node.head1.getComponent(Sprite), headPath, "Raw")
//解锁状态
node.lockNode.active = data.is_unlock ? false : true
node.unlockNode.active = data.is_unlock ? true : false
if (data.is_unlock) {
//分数
Utils.setString(node.labScore, data.score)
//星级
if (data.star == 3) {
ResManager.I.changeBundleSpriteFrame(node.l_xingji.getComponent(Sprite), "zjm_11", "Zhujiemian")
} else if (data.star == 2) {
ResManager.I.changeBundleSpriteFrame(node.l_xingji.getComponent(Sprite), "zjm_10", "Zhujiemian")
} else if (data.star == 1) {
ResManager.I.changeBundleSpriteFrame(node.l_xingji.getComponent(Sprite), "zjm_9", "Zhujiemian")
} else {
ResManager.I.changeBundleSpriteFrame(node.l_xingji.getComponent(Sprite), "zjm_8", "Zhujiemian")
}
//满星效果
node.l_manxing.active = data.star == 3 ? true : false
if (data.star == 3) {
ResManager.I.changeBundleSpriteFrame(node.l_bg.getComponent(Sprite), "zjm_6", "Zhujiemian")
} else {
ResManager.I.changeBundleSpriteFrame(node.l_bg.getComponent(Sprite), "zjm_5", "Zhujiemian")
}
}
GButton.BandClick(node, ()=>{
this.changeLevel(idx)
}, this)
}
//切换关卡
changeLevel(idx:number, force:boolean = false) {
if (this.curLevelIdx == idx && !force) {
return
}
this.curLevelIdx = idx
let data = this.levelData[idx]
//名字
Utils.setString(this._nodeTab.labNpcName, data.characterName)
//介绍
Utils.setString(this._nodeTab.labNpcTalk, data.description)
//是否解锁
if (data.is_unlock) {
Utils.setString(this._nodeTab.labStart1, "游戏开始")
Utils.setString(this._nodeTab.labStart2, "GAME\nSTART")
} else {
Utils.setString(this._nodeTab.labStart1, "解锁关卡")
Utils.setString(this._nodeTab.labStart2, "UNLOCK\nGAME")
}
let bgPath = `bg/${data.bgImage}`
let rolePath = `role/${data.characterFullLengthPortrait}`
Utils.sendInnerMsg(InnerMsgCode.SceneLayerBgUp, {bgPath:bgPath, rolePath:rolePath})
}
//region 开始游戏
onStartClick() {
Utils.Log("点击开始游戏");
this.finishGuide()
if (this.curLevelIdx == 0) {
console.error("当前关卡为0,此关卡是占位用的")
return
}
let data = this.levelData[this.curLevelIdx]
let level_id = data.id
GameManager.EndGame()
//未解锁
if (data.is_unlock != true) {
if (HttpUnit.GetXiangqinTickets() <= 0) {
SubManager.ShowPrompt("今日相亲次数已耗尽,无法提前解锁更多关卡");
} else {
this.lvUnlockId = level_id
SubManager.ShowCommonAdDialog({
content: "关卡未解锁,需要通过本关卡的前置关卡,或观看广告提前解锁关卡,并消耗 1 点相亲次数进入关卡",
strAd: "观看广告",
strLeft: "返回",
adCallback: () => {
SDKManager.show_reward_video_ad(this.node.uuid, 2)
}
})
}
return
}
//检测存档
if (GlobalValue.LvHuancun && data.record_id && data.record_id != "") {
HttpUnit.ins.getTalkStage({record_id: data.record_id}, (_data) => {
if (_data) {
if (_data.level.status == E_TalkStatusType.talking) {
this._continueLevel(level_id, _data)
} else {
this._startNewLevel(level_id)
}
} else {
this._startNewLevel(level_id)
}
})
} else {
SubManager.ShowConfirm({
content: `确认消耗 1 点“相亲次数” 开始与【${data.name}】相亲吗?`,
strYes: "确认",
strNo: "返回",
yesCallback: () => {
this._startNewLevel(level_id)
}
})
}
}
//开始新关卡
private _startNewLevel(level_id) {
if (HttpUnit.GetXiangqinTickets() <= 0) {
SubManager.ShowPrompt("今日相亲次数已用完");
return;
}
GameManager.CurLevelId = level_id
HttpUnit.ins.levelStart({level_id:level_id}, (data) => {
GameManager.CurLevelData = data.level
GameManager.RecordId = data.record_id
GameManager.I.connetSorcket(data.record_id) //连接socket
this.setUIVisible(false)
AudioManager.I.StopMusic() //停止背景音乐,进去后播放当前关卡音乐
ViewManager.I.openBundlesView("UI/StartUI/Talk_UI")
})
}
//region 继续关卡存档
private _continueLevel(level_id, data) {
//测试代码
if (true) {
let img = "132"
HttpUnit.ins.sendZhencangId({record_id:data.record_id, level_id:level_id, img:img}, (_data) => {
if (_data) {
SubManager.ShowPrompt("测试 获得珍藏卡:" + img)
GameManager.refreshZhencangCanget()
}
})
return
}
SubManager.ShowConfirm({
content: "检测到进行中的记录,是否继续?",
strYes: "继续",
strNo: "重新开始",
yesCallback: () => {
//继续对话
let lvCfg = this.levelData[this.curLevelIdx]
let t_xindong = 0
let t_xihuan = 0
let t_taoyan = 0
//聊天记录
GameManager.AddTalkRecord({talk:lvCfg.prologueMessage, isMe:false, score:-1, scoreBase:-1, scoreAdditional:0})
let msg = data.messages || []
for (let i = 0; i < msg.length; i++) {
let m = msg[i]
let talkData: I_NpcTalkBack = {
aiEmoji: m.ai_emoji,
aiResponse: m.ai_response,
aiScore: m.ai_score || 0,
aiBaseScore: m.ai_base_score || 0,
aiAdditionalScore: m.ai_additional_score || 0,
isFinished: m.is_finished,
sourceCnt: m.source_cnt,
userInput: m.user_input,
judgement: m.judgement,
}
GameManager.CurNpcTalkData = talkData
GameManager.AddStepScore(m.ai_score) //记录本次分数
GameManager.AddTalkRecord({talk:m.user_input, isMe:true, score:-1, scoreBase:-1, scoreAdditional:0})
GameManager.AddTalkRecord({talk:m.ai_response, isMe:false, score:m.ai_score, scoreBase:talkData.aiBaseScore, scoreAdditional:talkData.aiAdditionalScore})
if (m.judgement == 0) {
t_xindong++
t_xihuan++
} else if (m.judgement == 2) {
t_taoyan++
}
}
GameManager.CurLevelId = level_id
GameManager.CurLevelData = data.level
GameManager.RecordId = data.record_id
GameManager.srouceCnt = data.level.current_cnt
GameManager.xindongCishu = t_xindong
GameManager.npcFixTalkCountXihuan = t_xihuan
GameManager.npcFixTalkCountTaoyan = t_taoyan
GameManager.TurnToStage(E_TalkStage.myTalk)
GameManager.I.connetSorcket(data.record_id) //连接socket
this.setUIVisible(false)
AudioManager.I.StopMusic() //停止背景音乐,进去后播放当前关卡音乐
ViewManager.I.openBundlesView("UI/StartUI/Talk_UI")
},
noCallback: () => {
//重新开始
this._startNewLevel(level_id)
}
})
}
/**手动解锁关卡后进入 */
enterLevelAfterUnlock() {
this._startNewLevel(this.lvUnlockId)
this.lvUnlockId = ""
}
//点击客服
onKefuClick() {
SDKManager.OpenKefu()
}
//增加相亲次数
onAddTZClick() {
ViewManager.I.openBundlesView("UI/StartUI/TalkAdDialog", {
type: E_AD_TARGET.xiangqin, //加相亲次数
content: GlobalValue.XiangQinAdTipsStr,
adCallback: ()=>{
SDKManager.show_reward_video_ad(this.node.uuid, 1)
},
shareCallback: ()=>{
SDKManager.show_reward_share(this.node.uuid, 1)
}
})
}
//设置
onSettingClick() {
ViewManager.I.openBundlesView("UI/StartUI/Setting_UI")
}
//gm
onGMClick() {
ViewManager.I.openBundlesView("UI/GM_UI")
}
//心动回忆
onTujianClick() {
ViewManager.I.openBundlesView("UI/StartUI/Tujian_UI")
}
//领取珍藏奖励
onRewardClick() {
if (GameManager.zhencangCanget.length == 0) {
SubManager.ShowConfirm({
content: "暂无可领取的奖励,任意关卡任意聊天达到 100 分即可领取奖励",
hideNo: true, //隐藏取消按钮
yesCallback: () => {
}
})
return
}
ViewManager.I.openBundlesView("UI/StartUI/TujianReward_UI")
}
//点击抖音侧边栏按钮
onBDSidebarClick() {
if (!SDKManager.isByteDance()) {
//不是抖音平台
return
}
ViewManager.I.openBundlesView("UI/StartUI/BDSidebar_UI")
}
//region 引导相关
private _guideInterval: number = 0.3 //引导间隔
//重置引导节点显示
private resetGuide() {
this._nodeTab.guideStep1.active = false
this._nodeTab.guideStep2.active = false
this._nodeTab.guideHandNode.active = false
this._nodeTab.btnStart.parent = this._nodeTab.startParent1
}
//检查引导
private checkGuide() {
if (PlayerDataManager.I.GuideMainFinished) {
return
}
this.doGuideStep1()
}
//引导步骤1 显示介绍弹窗
private doGuideStep1() {
GameRootUI.DisableOper(this._guideInterval)
this.scheduleOnce(() => {
this._nodeTab.guideStep1.active = true
GButton.RemoveAndBandClick(this._nodeTab.btnGs1Ok, this.onGuide1OkClick, this);
},this._guideInterval)
}
//引导步骤2 显示手
private doGuideStep2() {
GameRootUI.DisableOper(this._guideInterval)
this.scheduleOnce(() => {
this._nodeTab.guideStep2.active = true
this.scheduleOnce(() => {
let tempNode = instantiate(this.GuidePageItem)
let tntf = tempNode.getComponent(UITransform)
let wsize = view.getVisibleSize()
tntf.setContentSize(wsize.width, tntf.height)
//0号是占位的,从1开始
for (let i=1; i<this.levelData.length; i++) {
let data = this.levelData[i]
if (data.is_unlock) {
let node: any = instantiate(tempNode)
this.guidePageView.addPage(node)
Utils.parseNode(node)
//背景图
let bgPath = `bg/${data.bgImage}`
ResManager.I.changeBundleSpriteFrame(node.guideBg.getComponent(Sprite), bgPath, "Raw")
//角色立绘
let rolePath = `role/${data.characterFullLengthPortrait}`
ResManager.I.changeBundleSpriteFrame(node.guideRole.getComponent(Sprite), rolePath, "Raw")
//名字
Utils.setString(node.guideName, data.characterName)
//介绍
Utils.setString(node.guideDesc, data.description)
} else {
break
}
}
GButton.RemoveAndBandClick(this._nodeTab.gs2BtnKaishi, this.onGuideKaishiClick, this);
}, 0.1)
// this._nodeTab.guideHandNode.active = true
// this._nodeTab.btnStart.parent = this._nodeTab.startParent2
}, this._guideInterval)
}
//引导完成
private finishGuide() {
if (PlayerDataManager.I.GuideMainFinished) {
return
}
PlayerDataManager.I.SetGuideMainFinish(true)
this.resetGuide()
}
//翻页容器事件回调
guidePageViewEvent(param1, param2) {
// console.log("guidePageViewEvent", param1, param2)
this._nodeTab.gs2Zhisk.active = false
let pageIdx = this.guidePageView.curPageIdx
this.changeLevel(pageIdx+1)
}
//引导 下一步
onGuide1OkClick() {
this._nodeTab.guideStep1.active = false
this.doGuideStep2()
}
//引导 开始游戏
onGuideKaishiClick() {
// this.finishGuide()
// let pageIdx = this.guidePageView.curPageIdx
// let data = this.levelData[pageIdx+1]
// let level_id = data.id
// GameManager.EndGame()
// SubManager.ShowConfirm({
// content: `确认消耗 1 点“相亲次数” 开始与【${data.name}】相亲吗?`,
// strYes: "确认",
// strNo: "返回",
// yesCallback: () => {
// this._startNewLevel(level_id)
// }
// })
this.onStartClick()
}
}
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