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2025-07-17 17:18:21 +08:00
commit 1ffc1b5cf0
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import { _decorator, Color, isValid, Label, Node, RichText, Size, Sprite, UITransform, Vec3, view } from "cc";
import li_EventManager from "./li_EventManager";
const { ccclass, property } = _decorator;
@ccclass
export default class Utils {
//log日志
public static Log(msg: string | any, ...subst: any[]) {
let IsLocalCSChanel = true
if (IsLocalCSChanel) {
console.log(msg, subst)
}
}
//警告日志
public static Warning(msg: string | any, ...subst: any[]) {
let IsLocalCSChanel = true
if (IsLocalCSChanel) {
console.warn(msg, subst)
}
}
//错误日志
public static Error(msg: string | any, ...subst: any[]) {
let IsLocalCSChanel = true
if (IsLocalCSChanel) {
console.error(msg, subst)
}
}
//解析节点
public static parseNode = function (node: Node, oriObj?: any) {
if (!node || !node.children) return;
oriObj = oriObj || node;
let chs = node.children;
for (let i = 0; i < chs.length; i++) {
let ch = chs[i];
let chName = ch.name;
if (chName && chName.length > 0) {
try {
oriObj[chName] = ch;
} catch (error) {
//hg_utils.hgLog("chName err:", chName);
}
}
Utils.parseNode(ch, oriObj);
}
}
//更换父节点,保留原有的坐标和旋转
public static changeNodeParent(node:Node, parentNode:Node) {
let world_Q = node.getWorldRotation()
let world_pos = node.getWorldPosition()//原来的世界坐标
node.setParent(parentNode)
node.setRotation(world_Q);
node.setWorldPosition(world_pos)
}
/**
* 封装setString方法
*/
static setString(node: Node, str: string | number) {
if (!isValid(node)) return;
let lb:any = node.getComponent(Label);
if (!lb) return;
if(str == null) {str = ""}
str += ""
lb.string = str;
}
/**
* 添加富文本
* @param node
* @param str
* @param outLine
* @param width
* @returns
*/
static addRichText(node: Node, str: string, outLine: string | null = null, width: number | null = 2,max: number = 0) {
if (!node) return;
let comp = node.getComponent(RichText);
if (!comp) return;
str = Utils.replaceAll(str, "</>", "</color>");
str = str.replace(/\<\/font\>/g, '</color>');
str = Utils.replaceAll(str, "'>", ">");
str = Utils.replaceAll(str, "<font", "<");
str = Utils.replaceAll(str, "color='", "color=");
str = Utils.replaceAll(str, "<br>", "\n");
if (outLine) {
str = `<outline color=${outLine} width=${width}>${str}</outline>`;
}
comp.string = str;
// let csize:UITransform = comp.node.getComponent(UITransform)!
// comp.maxWidth = Math.min(csize.width,max) ;
}
static replaceAll(str: string, ch1: string, ch2: string) {
while (str.indexOf(ch1) >= 0) {
str = str.replace(ch1, ch2);
}
return str;
}
/**截取字符串,超过长度的用...代替
* @param str 要处理的字符串
* @param labelLimit 字符串长度限制
* @param repStr 超过长度后代替的字符串
*/
static clampAiAnswer(ansStr: string, labelLimit:number, repStr: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 + repStr;
}
tempStr += ansStr.charAt(i);
}
return ansStr;
}
/**设置节点置灰 */
static setNodeGray(node: Node, isGray: boolean, extra: any={}) {
if (!isValid(node)) return;
//图片
let sp:Sprite = node.getComponent(Sprite);
if (sp) {
sp.grayscale = isGray;
}
//文字
let lb:Label = node.getComponent(Label);
if (lb) {
if (isGray) {
lb.color = extra.labClrGray ? extra.labClrGray : Color.GRAY;
} else {
lb.color = extra.labClrWhite ? extra.labClrWhite : Color.WHITE;
}
}
//对子节点执行同样操作
let children = node.children;
for (let i = 0; i < children.length; i++) {
Utils.setNodeGray(children[i], isGray, extra);
}
}
/**适配背景图
* @method node 背景图节点
* @param mod 适配模式 1=按高度适配 2=按宽度适配
*/
public static adjustBgPixelRatio(node:Node, mod:number = 1) {
let windowSize = view.getVisibleSize();
let bgTf = node.getComponent(UITransform)
if (bgTf) {
if (mod == 1 && bgTf.height < windowSize.height) {
let scale = windowSize.height / bgTf.height
bgTf.height = bgTf.height * scale
bgTf.width = bgTf.width * scale
} else if (mod == 2 && bgTf.width < windowSize.width) {
let scale = windowSize.width / bgTf.width
bgTf.height = bgTf.height * scale
bgTf.width = bgTf.width * scale
}
}
}
/**适配背景图 按比例缩放 屏幕比设计分辨率小时缩小,反之则不缩放
* @param node 背景图节点
* @param mod 适配模式 1=按高度适配 2=按宽度适配
*/
public static adjustBgScaleRatio(node:Node, mod:number = 1) {
let windowSize = view.getVisibleSize();
let designSize = view.getDesignResolutionSize();
if (mod == 1 && windowSize.height < designSize.height) {
let scale = windowSize.height / designSize.height
node.scale = new Vec3(scale, scale, 1)
} else if (mod == 2 && windowSize.width < designSize.width) {
let scale = windowSize.width / designSize.width
node.scale = new Vec3(scale, scale, 1)
}
}
/**获取屏幕分辨率和设计分辨率的比例
* @method mod 适配模式 1=按高度适配 2=按宽度适配
*/
public static getScaleRatio(mod:number = 1) {
let windowSize = view.getVisibleSize();
let designSize = view.getDesignResolutionSize();
// console.log("游戏分辨率:", windowSize, designSize);
if (mod == 1) {
return windowSize.height / designSize.height
} else {
return windowSize.width / designSize.width
}
}
/**
* @method 浅复制一个对象
* @param source 需要浅复制的对象
* 合并对象,如果excludes中没有指明需要排除的字段,target也含有相同的字段,则会被object同名字段值覆盖掉
* @param object
* @param excludes 需要排除的字段
*/
static applyIf(object: any, target: any = {}, excludes: Array<string> = []): Object {
if (!target) target = {};
for (let key in object) {
if (object.hasOwnProperty(key)) {
if (excludes.indexOf(key) < 0) {
target[key] = object[key];
}
}
}
return target;
}
/**
* @method 浅复制一个对象
* @param source 需要浅复制的对象
* @return 返回一个新的对象
* @log 1. vincent,2018-12-18, func、date、reg 和 err 类型不能正常拷贝
*/
static easyCopy(source: Object): Object {
const newObject = [];
return Utils.applyIf(source);
}
/**复制一个数据表 */
static clone(data:any) {
return Utils.easyCopy(data);
}
/**发送内部事件 */
public static sendInnerMsg(innerId: number, param?: any) {
li_EventManager.I.onInnerEL(innerId, param);
}
/**注册内部事件 */
public static addInnerEL(innerId: number, i_target, i_callback: Function,) {
li_EventManager.I.addInnerEL(innerId, i_callback, i_target);
}
/**移除内部事件 */
public static removeInnerEL(innerId: number, i_target, i_callback: Function) {
li_EventManager.I.removeInnerEL(innerId, i_callback, i_target)
}
//获取随机数
public static getRandomInt(i_start:number, i_end:number) : number {
i_start = Math.ceil(i_start);
i_end = Math.floor(i_end);
return Math.floor(Math.random() * (i_end - i_start + 1)) + i_start;
}
//数字转字符串,指定位数,位数不足前面补0
public static PrefixInt(num, length) {
return (Array(length).join('0') + num).slice(-length);
}
//数字保留几位小数
public static DecimalPlaces(num:number, weishu:number) {
return num.toFixed(weishu);
}
/**获取屏幕分辨率 */
public static GetWinSize():Size {
return view.getVisibleSize()
}
/**获取当前日期,格式YYYY-MM-DD */
public static GetNowFormatDay(nowDate: Date | null = null, char: string = "-") {
if (nowDate == null) {
nowDate = new Date();
}
let day = nowDate.getDate();
let month = nowDate.getMonth() + 1;//注意月份需要+1
let year = nowDate.getFullYear();
//补全0,并拼接
return year + char + Utils.completeDate(month) + char + Utils.completeDate(day);
}
//补全0
private static completeDate(value: number) {
return value < 10 ? "0" + value : value;
}
//打印消耗时间===================================================================================================
private static _eplTime = 0;
/**记录当前时间 */
public static ProfilerTimeRecord() {
Utils._eplTime = new Date().getTime();
}
/**打印消耗时间 */
public static ProfilerTimePrint(key:string = "") {
let time = new Date().getTime();
let timecha = time - Utils._eplTime;
console.log(`${key}消耗时间:${timecha}毫秒`);
Utils._eplTime = time;
}
}
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import { _decorator, instantiate, isValid, Label, Node, Prefab, Sprite } 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 } 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
private _nodeTab: any = {};
private _data;
private levelData: I_LevelConfig[] = []; //关卡数据
private curLevelIdx: number = 0; //当前关卡Idx
//----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)
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)
}
start() {
GButton.BandClick(this._nodeTab.btnStart, this.onStartClick, this, 10002);
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);
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()
})
}
})
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)
//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()
}
})
}
//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()
}
//判断是否需要显示引导
this.resetGuide()
this.checkGuide()
}
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")
this.setUIVisible(true)
this.refreshLevelList()
HttpUnit.ins.getUserData((userData) => {
this.refreshXiangqinTicket()
})
}
//抖音侧边栏消息
resiveBDSidebar(data) {
this.refreshBdSidebarUI()
}
//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) {
//领奖
this._nodeTab.btnBDSidebar.active = true
Utils.setString(this._nodeTab.labBDSidebar, "领取抖音侧边栏")
} else {
//版本不支持
this._nodeTab.btnBDSidebar.active = false
}
}
//刷新玩家信息完毕
userInited() {
this.refreshSdkUI()
this.refreshLevelList()
this.refreshXiangqinTicket()
}
//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)
}
//刷新关卡列表
private refreshLevelList() {
HttpUnit.ins.getLevelList((levelList) => {
if (levelList) {
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
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.Level_List.scrollTo(this.curLevelIdx-2)
}
}
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)
//名字
let nickName = this._nodeTab.nickName.getComponent(Label)
nickName.string = 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}`)
}
//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]
//头像
let headPath = `headLevel/${data.icon}`
ResManager.I.changeBundleSpriteFrame(node.head1.getComponent(Sprite), headPath, "Raw")
//解锁状态
node.lockNode.active = data.is_unlock ? false : true
node.unlockNode.active = data.is_unlock ? true : false
if (data.is_unlock) {
//分数
Utils.setString(node.labScore, data.score)
//星级
if (data.star == 3) {
ResManager.I.changeBundleSpriteFrame(node.l_xingji.getComponent(Sprite), "zjm_11", "Zhujiemian")
} else if (data.star == 2) {
ResManager.I.changeBundleSpriteFrame(node.l_xingji.getComponent(Sprite), "zjm_10", "Zhujiemian")
} else if (data.star == 1) {
ResManager.I.changeBundleSpriteFrame(node.l_xingji.getComponent(Sprite), "zjm_9", "Zhujiemian")
} else {
ResManager.I.changeBundleSpriteFrame(node.l_xingji.getComponent(Sprite), "zjm_8", "Zhujiemian")
}
//满星效果
node.l_manxing.active = data.star == 3 ? true : false
if (data.star == 3) {
ResManager.I.changeBundleSpriteFrame(node.l_bg.getComponent(Sprite), "zjm_6", "Zhujiemian")
} else {
ResManager.I.changeBundleSpriteFrame(node.l_bg.getComponent(Sprite), "zjm_5", "Zhujiemian")
}
}
GButton.BandClick(node, ()=>{
this.changeLevel(idx)
}, this)
}
//切换关卡
changeLevel(idx:number, force:boolean = false) {
if (this.curLevelIdx == idx && !force) {
return
}
this.curLevelIdx = idx
let data = this.levelData[idx]
//名字
Utils.setString(this._nodeTab.labNpcName, data.characterName)
//介绍
Utils.setString(this._nodeTab.labNpcTalk, data.description)
let bgPath = `bg/${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]
//未解锁
if (data.is_unlock != true) {
SubManager.ShowPrompt("关卡未解锁")
return
}
if (HttpUnit.GetXiangqinTickets() <= 0) {
SubManager.ShowPrompt("今日相亲次数已用完");
return;
}
let level_id = data.id
GameManager.EndGame()
//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 {
this._startNewLevel(level_id)
}
// let dongId = GameManager.CurLevelId //当前进行中的关卡
// //有在进行的关卡
// if (dongId != "") {
// //功能没开放
// if (!GlobalValue.LvHuancun) {
// GameManager.EndGame()
// this._startNewLevel(level_id)
// //进入的还是上次没结束的关卡,则继续当前关卡
// }else if (level_id == dongId) {
// this.setUIVisible(false)
// ViewManager.I.openBundlesView("UI/StartUI/Talk_UI")
// //进入的是其他关卡,则提示是否要放弃当前关卡
// } else {
// SubManager.ShowConfirm({
// content: "有进行中的关卡,是否中断当前关卡,开始新的关卡?",
// yesCallback: () => {
// GameManager.EndGame()
// this._startNewLevel(level_id)
// }
// })
// }
// //没有在进行的关卡,则直接进入
// } else {
// this._startNewLevel(level_id)
// }
}
//开始新关卡
private _startNewLevel(level_id) {
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)
ViewManager.I.openBundlesView("UI/StartUI/Talk_UI")
})
}
//region 继续关卡存档
private _continueLevel(level_id, data) {
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})
let msg = data.messages || []
for (let i = 0; i < msg.length; i++) {
let m = msg[i]
GameManager.AddStepScore(m.ai_score) //记录本次分数
GameManager.AddTalkRecord({talk:m.user_input, isMe:true})
GameManager.AddTalkRecord({talk:m.ai_response, isMe:false})
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)
ViewManager.I.openBundlesView("UI/StartUI/Talk_UI")
},
noCallback: () => {
//重新开始
this._startNewLevel(level_id)
}
})
}
//增加相亲次数
onAddTZClick() {
ViewManager.I.openBundlesView("UI/StartUI/TalkAdDialog", {
type: E_AD_TARGET.xiangqin, //加相亲次数
content: "每天只有 5 次相亲次数,请谨慎使用。分享游戏,观看广告都可以获得 3 次相亲次数奖励,该奖励每日限领一次,每日 5:00 刷新相亲次数以及奖励获取次数。",
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")
}
//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 = 0.5 //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._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()
}
onGuide1OkClick() {
this._nodeTab.guideStep1.active = false
this.doGuideStep2()
}
}
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