This commit is contained in:
2025-07-17 17:18:21 +08:00
commit 1ffc1b5cf0
5309 changed files with 1150310 additions and 0 deletions
@@ -0,0 +1,134 @@
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import { _decorator, AudioClip, Button, Component, ImageAsset, JsonAsset, Label, Node, Prefab, ProgressBar, Sprite, SpriteFrame } from 'cc';
import { GButton } from '../../Main/Common/GButton';
import ResManager from '../../Main/Manager/ResManager';
import Resource from '../../Main/Config/Resource';
import { SDKManager } from '../../Main/Channel/SDKManager';
import HttpUnit from '../../Main/Common/HttpUnit';
import GlobalValue from '../../Main/Common/GlobalValue';
import Utils from '../../Main/Common/Utils';
const { ccclass, property } = _decorator;
@ccclass('PreloadUI')
export class PreloadUI extends Component {
private checkFinish = true; //检查完成
private preloadFinish = false; //资源加载完成
private loginFinish = false; //登录完成
private jinduBar: Node = null;
private jinduFilled: Sprite = null;
private LabProgress: Label = null;
private btnLogin: Sprite = null; //登录按钮
start() {
this.jinduBar = this.node.getChildByName("jinduBar");
this.jinduFilled = this.jinduBar.getChildByName("jinduFilled").getComponent(Sprite);
this.LabProgress = this.node.getChildByName("LabProgress").getComponent(Label);
this.btnLogin = this.node.getChildByName("btnLogin").getComponent(Sprite);
console.log("preload, btnLogin:", this.btnLogin);
//适配背景图
let BG = this.node.getChildByName("BG");
Utils.adjustBgPixelRatio(BG, 1)
this.jinduFilled.fillRange = 0;
this.btnLogin.node.active = false;
this.preloadFiles()
}
update(deltaTime: number) {
if (this.checkFinish) {
if (this.preloadFinish && this.loginFinish) {
this.checkFinish = false
this.enterGame()
}
}
}
//预加载文件
preloadFiles() {
let preloadTab = [
{path:"Music/music_interface", bundleName: "Audio", ftype: AudioClip},
{path:"Zjm/bg1", bundleName: "Raw", ftype: ImageAsset},
{path:"touming", bundleName: "common", ftype: ImageAsset},
// {path:"chanpin_1_0", bundleName: "daoju", ftype: ImageAsset}, //有合图加载失败
{path:"zjm_1", bundleName: "Zhujiemian", ftype: ImageAsset},
{path:"UI/GM_UI", bundleName: "PB", ftype: Prefab},
{path:"commonGlobal", bundleName: "DataTable", ftype: JsonAsset},
];
let num_prefab = 0; //已加载数量
let num_succeed = 0;//加载成功数量
let preloadFunc = () => {
if (num_prefab < preloadTab.length) {
let cfg = preloadTab[num_prefab]
ResManager.I.preLoadSubpackageFile(cfg.path, cfg.bundleName, cfg.ftype, (ret) => {
num_prefab++;
num_succeed++;
let percent = 0.45 * (num_prefab / preloadTab.length)
this.showLoadProgress(0.55 + percent);
console.log("加载成功:", cfg.path);
preloadFunc();
}, (err)=>{
num_prefab++;
console.log("加载失败:", err);
});
} else {
if (num_succeed >= num_prefab) {
this.loadDataTable();
}
}
}
preloadFunc();
}
//加载配置表
loadDataTable(){
let dataArr = [
"commonGlobal",
// "levelHole",
"Music",
"Sound",
]
//配置表使用方法: let cfgs = Resource.getConfig("Sound")
let num_prefab = 0;
let preloadFunc = () => {
if (num_prefab < dataArr.length) {
let cfgname = dataArr[num_prefab]
ResManager.I.loadSubpackageDataTable(cfgname, (ret: JsonAsset) => {
num_prefab++;
Resource.addSubJsonConfig(cfgname, ret.json)
preloadFunc();
});
} else {
this.preloadFinish = true;
this.onLogin();
}
}
preloadFunc();
}
//显示加载进度
showLoadProgress(percent) {
this.jinduFilled.fillRange = percent;
}
//登录
onLogin() {
//初始化SDK信息
SDKManager.init(() => {
//检测是否有授权,有授权直接登录,没有授权就先进主界面,到主界面获取权限
SDKManager.checkAutoSetting("userInfo", (ishave) => {
if (ishave) {
console.log("有授权,直接登录")
HttpUnit.ins.login((loginData) => {
this.loginFinish = true
})
} else {
console.log("没有授权,等待授权后登录")
// this.loginFinish = true
this.jinduBar.active = false
this.LabProgress.node.active = false
//登录按钮
this.btnLogin.node.active = true
let loginPath = ""
if (SDKManager.isWenxin()) {
loginPath = "login1"
} else if (SDKManager.isByteDance()) {
loginPath = "login2"
} else if (SDKManager.isKuaishou()) {
loginPath = "login3"
}
ResManager.I.changeResourceSpriteFrame(this.btnLogin, loginPath)
HttpUnit.ins.login((loginData) => {
this.loginFinish = true
})
}
})
})
}
enterGame() {
let islogin = HttpUnit.IsLogin();
console.log("进入游戏,登录状态:", islogin);
this.jinduBar.active = false
this.LabProgress.node.active = false
this.btnLogin.node.active = false
if (islogin) {
} else {
//没登录成功,先进主界面,在主界面里进行登录
}
ResManager.I.goMainScene(); //进入下一个场景
// ResManager.I.goCustomScene("Test2DScene"); //进入自定义场景
}
}
@@ -0,0 +1,134 @@
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@@ -0,0 +1,378 @@
import { _decorator, instantiate, Label, Layout, Node, Prefab, RichText, ScrollView, Sprite, tween, UIOpacity, UITransform, Vec3 } 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';
import { ViewManager } from '../../Main/Manager/ViewManager';
import { E_AD_TARGET } from './TalkAdDialog';
import SubManager from '../SubManager';
import HttpUnit from '../../Main/Common/HttpUnit';
const { ccclass, property } = _decorator;
/**界面打开类型 */
export enum E_RECORD_TYPE {
Talk, //关卡中查看
Jilu, //相遇记录里查看
}
//聊天记录界面
@ccclass('Record_UI')
export class Record_UI extends li_BaseView {
@property(Prefab)
private talkDescItem: Prefab = null;
@property(Prefab)
private talkNpcItem: Prefab = null;
@property(Prefab)
private talkUserItem: Prefab = null;
private _nodeTab: any = {};
private talkSV: ScrollView = null;
private _data;
private itemNodeList: any[] = [];
private itemDataList: 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);
//撤回按钮
GButton.BandClick(this._nodeTab.chehuiNode, ()=>{
let cellLen = this.itemDataList.length
if (cellLen <= 1) {
SubManager.ShowPrompt("没有可以撤回的对话")
return
}
let contStr = ""
let levelData = GameManager.CurLevelData
if (!levelData || levelData.can_use_cancel_cnt <= 0) {
contStr = "关卡内撤回次数已用完"
} else {
contStr = `撤回最近 1 次对话,并返还 1 次对话次数,剩余 ${levelData.can_use_cancel_cnt} 次`
}
ViewManager.I.openBundlesView("UI/StartUI/TalkAdDialog", {
type: E_AD_TARGET.chehui, //撤回,并加聊天次数
content: contStr,
adCallback: (isfree: any) => {
if (isfree) {
this.doChehuiTalk()
} else {
SDKManager.show_reward_video_ad(this.node.uuid, 1)
}
},
shareCallback: ()=>{
SDKManager.show_reward_share(this.node.uuid, 1)
}
})
}, this);
SDKManager.register_video_reward(this.node.uuid, (tag:number)=>{
console.log("视频广告回调", tag)
if (tag == 1) {
// 撤回聊天
this.doChehuiTalk()
}
})
SDKManager.register_share_reward(this.node.uuid, (tag:number)=>{
console.log("分享回调", tag)
if (tag == 1) {
// 撤回聊天
this.doChehuiTalk()
}
})
let talkList = [] //要显示的对话列表
let lvId = "" //关卡id
let showChehui = false //是否显示撤回按钮
let scrollBtm = false //是否滚动到底部
if (this._data.mode == E_RECORD_TYPE.Talk) {
talkList = GameManager.TalkRecordList
lvId = GameManager.CurLevelId
showChehui = true
scrollBtm = true
} else if (this._data.mode == E_RECORD_TYPE.Jilu) {
talkList = this._data.talkList || []
lvId = this._data.lvId || ""
}
this._nodeTab.chehuiNode.active = showChehui
let lvCfg = GameManager.getLevelCfg(lvId)
//npc名字
Utils.setString(this._nodeTab.npcName, lvCfg.name)
//介绍
let descClone:any = instantiate(this.talkDescItem)
this._nodeTab.talkLay.addChild(descClone);
Utils.parseNode(descClone);
Utils.setString(descClone.labDesc, lvCfg.tips)
let descOpa:UIOpacity = descClone.getComponent(UIOpacity)
descOpa.opacity = 0
tween(descOpa).to(0.2, {opacity: 255}).start()
//聊天列表
this.itemNodeList = []
this.itemDataList = []
let talkLay: Layout = this.talkSV.content.getComponent(Layout)
talkLay.enabled = false;
let aniTime = 0 //滚动动作总时间
let talkCellLen = talkList.length
for (let i=0; i<talkCellLen; i++) {
// for (let i=talkCellLen-1; i>=0; i--) {
let info = talkList[i];
let titem = info.isMe ? this.talkUserItem : this.talkNpcItem;
let itemClone:any = instantiate(titem);
this._nodeTab.talkLay.addChild(itemClone);
Utils.parseNode(itemClone);
this.itemNodeList.push(itemClone);
this.itemDataList.push(info);
let labpx = info.isMe ? -15 : 15;
itemClone.zw1.position = new Vec3(0, 0, 0)
itemClone.zw2.position = new Vec3(0, 0, 0)
itemClone.labTalk1.position = new Vec3(labpx, 0, 0)
itemClone.labTalk2.position = new Vec3(labpx, 0, 0)
itemClone.zw1.active = false
itemClone.zw2.active = false
itemClone.labTalk1.active = false
itemClone.labTalk2.active = false
//头像
let spt = itemClone.headIcon.getComponent(Sprite)
if (info.isMe) {
let avatarUrl = SDKManager.avatarUrl;
if (avatarUrl == "" || avatarUrl == null) {
SDKManager.getUserInfo((data) => {
ResManager.I.changeRemoteSpriteFrame(spt, data.avatarUrl)
})
} else {
ResManager.I.changeRemoteSpriteFrame(spt, avatarUrl)
}
} else {
let headPath = `head/${lvCfg.characterAvatar}`
ResManager.I.changeBundleSpriteFrame(spt.getComponent(Sprite), headPath, "Raw")
}
//对话文本前后有各有一个占位节点
let zw1 = instantiate(itemClone.zw1)
zw1.active = true
itemClone.kuang.addChild(zw1)
//对话文本 括号中间的文字用斜体
let kidx = 0
let clab
for(let i=0; i<10; i++) {
let kl = info.talk.indexOf("(", kidx) //左括号
if (kl == -1) {
if (kidx < info.talk.length) {
clab = instantiate(itemClone.labTalk2)
clab.active = true
itemClone.kuang.addChild(clab)
Utils.setString(clab, info.talk.substring(kidx, info.talk.length))
kidx = info.talk.length
}
} else {
let kr = info.talk.indexOf(")", kl) //右括号
if (kr != -1) {
//匹配到括号
if (kidx < kl) {
clab = instantiate(itemClone.labTalk2)
clab.active = true
itemClone.kuang.addChild(clab)
Utils.setString(clab, info.talk.substring(kidx, kl))
}
clab = instantiate(itemClone.labTalk1)
clab.active = true
itemClone.kuang.addChild(clab)
Utils.setString(clab, info.talk.substring(kl+1, kr))
kidx = kr + 1
} else {
if (kidx < info.talk.length) {
clab = instantiate(itemClone.labTalk2)
clab.active = true
itemClone.kuang.addChild(clab)
Utils.setString(clab, info.talk.substring(kidx, info.talk.length))
kidx = info.talk.length
}
}
}
if (kidx >= info.talk.length) {
break
}
}
let zw2 = instantiate(itemClone.zw1)
zw2.active = true
itemClone.kuang.addChild(zw2)
//基础得分
let scoreBase = info.scoreBase || -1;
if (info.isMe || scoreBase < 0) {
itemClone.labScore.active = false;
} else {
itemClone.labScore.active = true;
Utils.setString(itemClone.labScore, `得分:${scoreBase}`)
}
//额外加分
let scoreAdditional = info.scoreAdditional || 0;
if (info.isMe || scoreAdditional <= 0) {
itemClone.labScoreAdd.active = false;
} else {
itemClone.labScoreAdd.active = true;
Utils.setString(itemClone.labScoreAdd, `加分:${scoreAdditional}`)
}
//动作
let kuangOpa:UIOpacity = itemClone.kuang.getComponent(UIOpacity)
kuangOpa.opacity = 1;
// let didx = talkCellLen-1-i;
let didx = i;
let tdelay = didx * 0.03;
let self = this;
if (i == talkCellLen-1) {
aniTime = 0.2 + tdelay;
}
tween(kuangOpa)
.delay(0.2 + tdelay)
.call(()=>{
//滚动到当前节点处
if (scrollBtm) {
self.talkSV.scrollToPercentVertical((talkCellLen-1-i) / talkCellLen, 0.1);
}
//调整框宽度
let widthmax = 0;
itemClone.kuang.children.forEach((item)=>{
let tf = item.getComponent(UITransform);
if (tf && tf.width > widthmax) {
widthmax = tf.width;
}
})
let kuangTf:UITransform = itemClone.kuang.getComponent(UITransform);
kuangTf.width = widthmax + 30;
})
.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];
item.kuang.children.forEach((child)=>{
let lab = child.getComponent(Label);
if (lab) {
let labTf:UITransform = child.getComponent(UITransform);
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;
}
}
})
}
}, 0.1)
//延迟一下,都设置成一样宽,是右侧的文本左对齐
this.scheduleOnce(()=>{
for (let i=0; i<this.itemNodeList.length; i++) {
let item = this.itemNodeList[i];
let widthmax = 0;
item.kuang.children.forEach((item)=>{
let tf = item.getComponent(UITransform);
if (tf && tf.width > widthmax) {
widthmax = tf.width;
}
})
item.kuang.children.forEach((child)=>{
let lab = child.getComponent(Label);
if (lab) {
let labTf:UITransform = child.getComponent(UITransform);
lab.overflow = Label.Overflow.RESIZE_HEIGHT;
labTf.width = widthmax;
// 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;
// }
}
})
}
}, 0.12)
//延迟一下,调整文本框的宽度。高度由layout自动调整
this.scheduleOnce(()=>{
talkLay.enabled = true;
}, 0.15)
//撤回按钮显示动画
let chehuiOpa: UIOpacity = this._nodeTab.chehuiNode.getComponent(UIOpacity);
chehuiOpa.opacity = 0;
tween(chehuiOpa)
.delay(aniTime)
.to(0.2, {opacity: 255})
.start();
//刷新撤回次数
this.refreshChehuiCount()
}
update(deltaTime: number) {
}
/**刷新撤回次数 */
refreshChehuiCount() {
if (this._data.mode != E_RECORD_TYPE.Talk) {
return
}
let levelData = GameManager.CurLevelData
let n_cur = levelData.can_use_cancel_cnt || 0
let n_max = 3
Utils.setString(this._nodeTab.labChehui, n_cur + "/" + n_max)
}
/**撤回上一轮发言 */
doChehuiTalk() {
if (this._data.mode != E_RECORD_TYPE.Talk) {
return
}
HttpUnit.ins.sendTalkChehui({record_id: GameManager.RecordId}, (data) => {
if (data) {
SubManager.ShowPrompt("撤回成功,已返还聊天次数")
GameManager.CurLevelData = data.level
GameManager.srouceCnt = data.level.current_cnt
GameManager.RemoveLastRoundTalkRecord()
GameManager.RemoveLastSetpScore()
GameManager.removeLastNpcTalkData()
Utils.sendInnerMsg(InnerMsgCode.Data_ChehuiUp, {})
this.onClose()
}
})
}
}
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