This commit is contained in:
2025-07-17 17:18:21 +08:00
commit 1ffc1b5cf0
5309 changed files with 1150310 additions and 0 deletions
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import { _decorator, Component, instantiate, isValid, Label, Material, Node, Prefab, Sprite, tween, UIOpacity, v3 } from 'cc';
import Utils from '../../Main/Common/Utils';
import HXZ_ScrollViewList from '../../Main/Common/ScrollViewList';
import GameManager from '../../Main/Manager/GameManager';
import { I_HuiyiInfo } from '../../Main/Config/CommonConfig';
import ResManager from '../../Main/Manager/ResManager';
import { GButton } from '../../Main/Common/GButton';
import { InnerMsgCode } from '../../Main/Config/InnerMsgCode';
import SubManager from '../SubManager';
import HttpUnit from '../../Main/Common/HttpUnit';
const { ccclass, property } = _decorator;
/**图鉴 - 私房珍藏 */
@ccclass('tj_zhencang')
export class tj_zhencang extends Component {
private itemClone!: any;
@property(HXZ_ScrollViewList)
Item_List: HXZ_ScrollViewList = null!; // 回忆列表
@property(Prefab)
Item_Temp: Prefab = null!;//被克隆的模板
private _nodeTab:any = {}
private huiyiDataList: any[] = []
private nextPage = 1 // 当前页数,每10个记录为一页
protected onLoad(): void {
Utils.parseNode(this.node, this._nodeTab)
this.itemClone = instantiate(this.Item_Temp);
this.Item_List.setTemplateItem(this.itemClone);
}
start() {
this._nodeTab.EmptyNode.active = false;
this.getNextPage()
}
update(deltaTime: number) {
}
//刷新列表
getNextPage() {
HttpUnit.ins.sendZhencangId({limit:10, page:this.nextPage, type:1}, (data) => {
if (data) {
if (data && data.length > 0) {
this.nextPage++
this.huiyiDataList = this.huiyiDataList.concat(data)
let len = this.huiyiDataList.length;
this.Item_List.numItems = len
} else {
if (this.nextPage == 1) {
this._nodeTab.EmptyNode.active = true
}
}
}
})
}
//region 列表渲染
onRenderItemList(node: any, idx: number) {
if(!isValid(node)) {return}
if (!node.inited) {
node.inited = true;
Utils.parseNode(node);
}
//翻到底部加载下一页
if (idx >= this.huiyiDataList.length-1) {
this.getNextPage()
}
}
//刷新单个节点
private refreshHuiyiCell(hyItem:any, idx:number) {
}
}
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"visible": false,
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"imported": true,
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import { _decorator, instantiate, Label, Node, Prefab, ScrollView, Sprite, tween, UIOpacity, UITransform } from 'cc';
import { GButton } from '../../Main/Common/GButton';
import Utils from '../../Main/Common/Utils';
import { InnerMsgCode } from '../../Main/Config/InnerMsgCode';
import li_BaseView from '../../Main/Common/li_BaseView';
import GameManager from '../../Main/Manager/GameManager';
import ResManager from '../../Main/Manager/ResManager';
import { SDKManager } from '../../Main/Channel/SDKManager';
const { ccclass, property } = _decorator;
//聊天记录界面
@ccclass('Record_UI')
export class Record_UI extends li_BaseView {
@property(Prefab)
private talkNpcItem: Prefab = null;
@property(Prefab)
private talkUserItem: Prefab = null;
private _nodeTab: any = {};
private talkSV: ScrollView = null;
private _data;
private itemNodeList: any[] = [];
//----重写父类接口---------------------------------------
onLoadCT() {
this.registerListenner();
Utils.parseNode(this.node, this._nodeTab)
this.talkSV = this._nodeTab.talkSV.getComponent(ScrollView);
}
openUIDataCT(data: any): void {
this._data = data
}
registerListenner() {
// Utils.addInnerEL(InnerMsgCode.GM_UI_Close, this, this.resiveGMClose)
}
start() {
GButton.BandClick(this._nodeTab.btnBack, ()=>{
this.onClose();
}, this);
let lvCfg = GameManager.getLevelCfg(GameManager.CurLevelId)
//npc名字
Utils.setString(this._nodeTab.npcName, lvCfg.name)
for (let i=0; i<GameManager.TalkRecordList.length; i++) {
// for (let i=GameManager.TalkRecordList.length-1; i>=0; i--) {
let info = GameManager.TalkRecordList[i];
let titem = info.isMe ? this.talkUserItem : this.talkNpcItem;
let itemClone:any = instantiate(titem);
this._nodeTab.talkLay.addChild(itemClone);
Utils.parseNode(itemClone);
//头像
let spt = itemClone.headIcon.getComponent(Sprite)
if (info.isMe) {
SDKManager.getUserInfo((data) => {
ResManager.I.changeRemoteSpriteFrame(spt, data.avatarUrl)
})
} else {
let headPath = `head/${lvCfg.characterAvatar}`
ResManager.I.changeBundleSpriteFrame(spt.getComponent(Sprite), headPath, "Raw")
}
//对话文本
Utils.setString(itemClone.labTalk, info.talk)
this.itemNodeList.push(itemClone);
//得分
if (info.isMe || info.score < 0) {
itemClone.labScore.active = false;
} else {
itemClone.labScore.active = true;
Utils.setString(itemClone.labScore, `得分:${info.score}`)
}
//动作
let kuangOpa:UIOpacity = itemClone.kuang.getComponent(UIOpacity)
kuangOpa.opacity = 0;
// let didx = GameManager.TalkRecordList.length-1-i;
let didx = i;
let tdelay = didx * 0.05;
tween(kuangOpa)
.delay(0.1 + tdelay)
.to(0.2, { opacity: 255 })
.start();
}
//延迟一下,设置文本换行模式
this.scheduleOnce(()=>{
for (let i=0; i<this.itemNodeList.length; i++) {
let item = this.itemNodeList[i];
let labTf:UITransform = item.labTalk.getComponent(UITransform);
let lab:Label = item.labTalk.getComponent(Label);
if (labTf.height < 50) { //小于50,说明没换行,改为自动宽度
lab.overflow = Label.Overflow.NONE;
} else {
lab.overflow = Label.Overflow.RESIZE_HEIGHT;
}
}
let svSize = this.talkSV.getComponent(UITransform).contentSize;
let contentSize = this.talkSV.content.getComponent(UITransform).contentSize;
if (contentSize.height > svSize.height) {
this.talkSV.scrollToBottom();
}
}, 0.1)
//延迟一下,调整文本框的宽度。高度由layout自动调整
this.scheduleOnce(()=>{
for (let i=0; i<this.itemNodeList.length; i++) {
let item = this.itemNodeList[i];
let labTf:UITransform = item.labTalk.getComponent(UITransform);
let kuangTf:UITransform = item.kuang.getComponent(UITransform);
kuangTf.width = labTf.width + 30;
}
}, 0.15)
}
update(deltaTime: number) {
}
}
@@ -0,0 +1,173 @@
import { _decorator, Component, instantiate, isValid, Label, Material, Node, Prefab, Sprite, tween, UIOpacity, v3 } from 'cc';
import Utils from '../../Main/Common/Utils';
import HXZ_ScrollViewList from '../../Main/Common/ScrollViewList';
import GameManager from '../../Main/Manager/GameManager';
import { I_HuiyiInfo } from '../../Main/Config/CommonConfig';
import ResManager from '../../Main/Manager/ResManager';
import { GButton } from '../../Main/Common/GButton';
import { InnerMsgCode } from '../../Main/Config/InnerMsgCode';
import SubManager from '../SubManager';
const { ccclass, property } = _decorator;
/**图鉴 - 心动回忆 */
@ccclass('tj_huiyi')
export class tj_huiyi extends Component {
private itemClone!: any;
@property(HXZ_ScrollViewList)
Item_List: HXZ_ScrollViewList = null!; // 回忆列表
@property(Prefab)
Item_Temp: Prefab = null!;//被克隆的模板
private _nodeTab:any = {}
private huiyiDataList: I_HuiyiInfo[] = []
protected onLoad(): void {
Utils.parseNode(this.node, this._nodeTab)
this.itemClone = instantiate(this.Item_Temp);
this.Item_List.setTemplateItem(this.itemClone);
}
start() {
this.huiyiDataList = []
let lvlist = GameManager.getLevelCfgList()
let isunlock = false
for (let i = 0; i < lvlist.length; i++) {
let data = lvlist[i]
if (data.id) {
for (let j=0; j<4; j++) {
isunlock = false
if (data.is_unlock && data.star >= j) {
isunlock = true
}
let item: I_HuiyiInfo = {
lvId: data.id,
star: j,
unlock: isunlock,
}
this.huiyiDataList.push(item)
}
}
}
let cellnum = Math.ceil(this.huiyiDataList.length / 2)
this.Item_List.numItems = cellnum
}
update(deltaTime: number) {
}
//region 列表渲染
onRenderItemList(node: any, idx: number) {
if(!isValid(node)) {return}
if (!node.inited) {
node.inited = true;
Utils.parseNode(node);
let opa1:UIOpacity = node.hyItem1.getComponent(UIOpacity)
let opa2:UIOpacity = node.hyItem2.getComponent(UIOpacity)
opa1.opacity = 0
tween(opa1)
.delay(0.1)
.to(0.2, {opacity: 255})
.start()
opa2.opacity = 0
tween(opa2)
.delay(0.15)
.to(0.2, {opacity: 255})
.start()
}
let startIdx = idx * 2
let data1 = this.huiyiDataList[idx * 2]
let data2 = this.huiyiDataList[idx * 2 + 1]
this.refreshHuiyiCell(node.hyItem1, startIdx)
this.refreshHuiyiCell(node.hyItem2, startIdx+1)
}
//刷新单个节点
private refreshHuiyiCell(hyItem:any, idx:number) {
let data = this.huiyiDataList[idx]
if (!data) {
hyItem.active = false
return
}
hyItem.active = true
if (!hyItem.inited) {
hyItem.inited = true;
Utils.parseNode(hyItem);
}
let lvCfg = GameManager.getLevelCfg(data.lvId)
//名字
Utils.setString(hyItem.npcName, lvCfg.name)
let picPath = "" //表情图
let talkStr = "" //对话
let lockStr = "" //解锁提示
if (data.star == 3) {
picPath = `cg3/${lvCfg.threeStarCG}`
talkStr = lvCfg.threeStarSummary
lockStr = "3星成功结婚解锁"
} else if (data.star == 2) {
picPath = `cg2/${lvCfg.twoStarCG}`
talkStr = lvCfg.twoStarSummary
lockStr = "2星成为恋人解锁"
} else if (data.star == 1) {
picPath = `cg1/${lvCfg.oneStarCG}`
talkStr = lvCfg.oneStarSummary
lockStr = "1星通过相亲解锁"
} else {
picPath = `cg0/${lvCfg.failureCG}`
talkStr = lvCfg.failureSummary
lockStr = "0星通关失败解锁"
}
let cgPic: Sprite = hyItem.npcPic.getComponent(Sprite)
ResManager.I.changeBundleSpriteFrame(cgPic, picPath, "Raw")
if (data.unlock) {
//已解锁
hyItem.LockNode.active = false
Utils.setString(hyItem.labTalk, talkStr)
ResManager.I.SetBlur(cgPic, false)
} else {
//未解锁
hyItem.LockNode.active = true
Utils.setString(hyItem.labTalk, lockStr)
ResManager.I.SetBlur(cgPic, true)
}
//星级
for (let i = 1; i <= 3; i++) {
let starSpt = hyItem["star" + i].getComponent(Sprite)
let starPath = ""
if(data.star == 3) {
starPath = "lv_23"
} else if (data.star < i) {
starPath = "lv_21"
} else {
starPath = "lv_22"
}
ResManager.I.changeBundleSpriteFrame(starSpt, starPath, "Zhujiemian")
}
GButton.RemoveAndBandClick(hyItem, ()=>{
if (data.unlock) {
Utils.sendInnerMsg(InnerMsgCode.UI_Tj_huiyi_Pic, {hyItem:hyItem, talk:talkStr})
} else {
SubManager.ShowConfirm({
content: "该奖励尚未解锁,是否跳转至对应关卡进行攻略?",
strYes: "前往攻略",
yesCallback: () => {
Utils.sendInnerMsg(InnerMsgCode.UI_Tj_huiyi_Lv, {lvId:data.lvId})
}
})
}
}, this, 0, null, null, false);
}
}
@@ -0,0 +1,47 @@
import { _decorator, Node } from "cc";
import ResManager from "../Main/Manager/ResManager";
import GameRootUI from "../Main/Common/GameRootUI";
import { CommonConfig } from "../Main/Config/CommonConfig";
import { promptItem } from "./Item/promptItem";
import { ConfirmDialog } from "./Item/ConfirmDialog";
const { ccclass, property } = _decorator;
//项目管理器
@ccclass('SubManager')
export default class SubManager {
private static _I: SubManager = null;
public static get I(): SubManager {
if (!SubManager._I) {
SubManager._I = new SubManager();
SubManager._I.init();
}
return SubManager._I;
}
private init(){
}
//飘字提示----------------------------------------------------------------------------
public static ShowPrompt(text: string) {
ResManager.I.loadSubpackagePrefab("item/promptItem", (n_node: Node)=>{
GameRootUI.I.AddUIToLayer(n_node, CommonConfig.UILayerGroup.Layer_tips)
let pItem = n_node.getComponent(promptItem)
pItem.setLabel(text)
})
}
//显示确定框----------------------------------------------------------------------------
//param: { content: string, strYes?: string, strNo?: string, yesCallback?: Function, noCallback?: Function }
public static ShowConfirm(param:any) {
ResManager.I.loadSubpackagePrefab("item/ConfirmDialog", (n_node: Node)=>{
GameRootUI.I.AddUIToLayer(n_node, CommonConfig.UILayerGroup.Layer_tips)
let pItem = n_node.getComponent(ConfirmDialog)
pItem.setParam(param)
})
}
}
@@ -0,0 +1,134 @@
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"id": "6c48a",
"name": "texture",
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