init
This commit is contained in:
@@ -0,0 +1,789 @@
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import { _decorator, instantiate, isValid, Label, Node, PageView, Prefab, Sprite, tween, Tween, UITransform, view } from 'cc';
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import { GButton } from '../../Main/Common/GButton';
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import AudioManager from '../../Main/Manager/AudioManager';
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import Utils from '../../Main/Common/Utils';
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import { ViewManager } from '../../Main/Manager/ViewManager';
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import { InnerMsgCode } from '../../Main/Config/InnerMsgCode';
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import li_BaseView from '../../Main/Common/li_BaseView';
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import GameRootUI from '../../Main/Common/GameRootUI';
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import ResManager from '../../Main/Manager/ResManager';
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import HttpUnit from '../../Main/Common/HttpUnit';
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import { SDKManager } from '../../Main/Channel/SDKManager';
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import ScrollViewList from '../../Main/Common/ScrollViewList';
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import GameManager, { E_TalkStage, E_TalkStatusType } from '../../Main/Manager/GameManager';
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import { I_LevelConfig, I_NpcTalkBack } from '../../Main/Config/CommonConfig';
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import SubManager from '../SubManager';
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import { ByteDanceSDK } from '../../Main/Channel/bdSDK';
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import GlobalValue from '../../Main/Common/GlobalValue';
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import PlayerDataManager from '../../Main/Manager/PlayerDataManager';
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import { E_AD_TARGET } from './TalkAdDialog';
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const { ccclass, property } = _decorator;
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//主界面
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@ccclass('Start_UI')
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export class Start_UI extends li_BaseView {
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@property(ScrollViewList)
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private Level_List: ScrollViewList = null
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@property(Prefab)
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private Level_Item: Prefab = null
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private itemClone: any = null
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@property(Prefab)
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private GuidePageItem: Prefab = null //引导选择角色页签
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private guidePageView: PageView = null //引导选择角色页签容器
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private _nodeTab: any = {};
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private _data;
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private levelData: I_LevelConfig[] = []; //关卡数据
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private curLevelIdx: number = 0; //当前关卡Idx
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private lvUnlockId: string = ""; //解锁关卡id
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//----重写父类接口---------------------------------------
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onLoadCT() {
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this.registerListenner();
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Utils.parseNode(this.node, this._nodeTab)
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this.itemClone = instantiate(this.Level_Item)
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this.Level_List.setTemplateItem(this.itemClone)
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this.guidePageView = this._nodeTab.guidePageView.getComponent(PageView)
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Utils.setString(this._nodeTab.labNpcName, "")
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Utils.setString(this._nodeTab.labNpcTalk, "")
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}
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openUIDataCT(data: any): void {
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this._data = data
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}
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registerListenner() {
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Utils.addInnerEL(InnerMsgCode.GM_UI_Close, this, this.resiveGMClose)
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Utils.addInnerEL(InnerMsgCode.UI_Talk_Back, this, this.resiveTalkBack)
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Utils.addInnerEL(InnerMsgCode.UI_BD_Sidebar, this, this.resiveBDSidebar)
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Utils.addInnerEL(InnerMsgCode.UI_Tj_huiyi_Lv, this, this.resiveHuiyiLv)
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Utils.addInnerEL(InnerMsgCode.Data_BDSidebarReward, this, this.resiveBDSidebarReward)
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Utils.addInnerEL(InnerMsgCode.Data_ZhencangUp, this, this.resiveZhencangUp)
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Utils.addInnerEL(InnerMsgCode.Data_Redpoint, this, this.resiveZhencangRedpoint)
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}
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start() {
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GButton.BandClick(this._nodeTab.btnStart, this.onStartClick, this, 10002);
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GButton.BandClick(this._nodeTab.btnKefu, this.onKefuClick, this);
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GButton.BandClick(this._nodeTab.btnAddTZCount, this.onAddTZClick, this);
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GButton.BandClick(this._nodeTab.tzCountNode, this.onAddTZClick, this);
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GButton.BandClick(this._nodeTab.btnSetting, this.onSettingClick, this);
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GButton.BandClick(this._nodeTab.btnBDSidebar, this.onBDSidebarClick, this);
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GButton.BandClick(this._nodeTab.btnGM, this.onGMClick, this);
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GButton.BandClick(this._nodeTab.btnTujian, this.onTujianClick, this);
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GButton.BandClick(this._nodeTab.btnReward, this.onRewardClick, this);
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SDKManager.register_video_reward(this.node.uuid, (tag:number)=>{
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console.log("视频广告回调", tag)
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if (tag == 1) {
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// 加次数
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HttpUnit.ins.setUserAd({type:1}, (data) => {
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SubManager.ShowPrompt("观看视频成功,获得相亲次数")
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this.refreshXiangqinTicket()
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})
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} else if (tag == 2) {
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// 解锁关卡
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HttpUnit.ins.levelUnlock({level_id: this.lvUnlockId}, (data) => {
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// SubManager.ShowPrompt("关卡解锁成功")
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this.refreshLevelList()
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this.enterLevelAfterUnlock()
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})
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}
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})
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SDKManager.register_share_reward(this.node.uuid, (tag:number)=>{
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console.log("分享回调", tag)
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if (tag == 1) {
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// 加次数
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HttpUnit.ins.setUserShare({type:1}, (data) => {
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SubManager.ShowPrompt("分享成功,获得相亲次数")
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this.refreshXiangqinTicket()
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})
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}
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})
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AudioManager.I.PlayMusic(1, true) //背景乐
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GameRootUI.InitDisableOperUI(false)
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GameRootUI.InitCrossUI(false)
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this.setUIVisible(true)
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this._nodeTab.rewardBox.active = false
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this._nodeTab.rp_tujian.active = false
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// this._nodeTab.labStart2.active = false //快手去掉英文
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//客服按钮
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this._nodeTab.btnKefu.active = SDKManager.KefuSupport()
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//设置按钮
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if (GlobalValue.GMSwtitch) {
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this._nodeTab.btnSetting.active = true
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this._nodeTab.btnGM.active = true
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} else {
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this._nodeTab.btnSetting.active = false
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this._nodeTab.btnGM.active = false
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}
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//抖音侧边栏
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this._nodeTab.btnBDSidebar.active = false
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if (SDKManager.isByteDance()) {
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this.refreshBdSidebarUI()
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ByteDanceSDK.CheckSidebarState((state) =>{
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if (state == true) {
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this.refreshBdSidebarUI()
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}
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})
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}
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//重置引导
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this.resetGuide()
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GameRootUI.DisableOper(2)
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//判断玩家权限是否已获取
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if (!HttpUnit.IsLogin()) {
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HttpUnit.ins.login((loginData) => {
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console.log("主界面: 获取授权并登录成功!")
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this.userInited()
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})
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} else {
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this.userInited()
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}
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}
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update(deltaTime: number) {
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}
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//GM界面关闭消息
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resiveGMClose(data) {
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Utils.Log("收到GM界面关闭消息")
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}
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//退出聊天消息
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resiveTalkBack(data) {
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Utils.Log("收到退出聊天消息")
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AudioManager.I.PlayMusic(1, true) //背景乐
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this.setUIVisible(true)
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this.refreshLevelList()
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HttpUnit.ins.getUserData((userData) => {
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this.refreshXiangqinTicket()
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})
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}
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//抖音侧边栏消息
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resiveBDSidebar(data) {
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this.refreshBdSidebarUI()
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}
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//领取抖音侧边栏奖励消息
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resiveBDSidebarReward(data) {
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this.refreshXiangqinTicket()
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}
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/**私家珍藏数据变化消息 */
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resiveZhencangUp(data:any) {
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this.refreshRewardUI()
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}
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/**刷新珍藏红点 */
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resiveZhencangRedpoint(data: any) {
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this.refreshTujianRedpoint();
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}
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/**前往回忆对应关卡 */
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resiveHuiyiLv(data:any) {
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let gotoIdx = -1
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for (let i = 1; i < this.levelData.length; i++) {
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if (this.levelData[i].id == data.lvId) {
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gotoIdx = i
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break
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}
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}
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if (gotoIdx == -1) {
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return
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}
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let scrollto = Math.max(0, gotoIdx - 2)
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this.scheduleOnce(() => {
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this.Level_List.scrollTo(scrollto)
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}, 0.1)
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// this.curLevelIdx = gotoIdx
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this.changeLevel(gotoIdx, true)
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}
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//增加相亲次数
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private doAddXiangqinCnt(add:number = 1) {
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}
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//显示主界面UI
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setUIVisible(vis: boolean) {
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this._nodeTab.UIRoot.active = vis
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}
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//刷新抖音侧边栏按钮显示状态
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refreshBdSidebarUI() {
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if (!SDKManager.isByteDance()) {
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//不是抖音平台,不显示
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this._nodeTab.btnBDSidebar.active = false
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return
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}
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let stage = ByteDanceSDK.SidebarState
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if (stage == 1) {
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//前往
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this._nodeTab.btnBDSidebar.active = true
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// Utils.setString(this._nodeTab.labBDSidebar, "前往抖音侧边栏")
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} else if (stage == 2) {
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//从侧边栏返回
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this._nodeTab.btnBDSidebar.active = false
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// Utils.setString(this._nodeTab.labBDSidebar, "领取抖音侧边栏")
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} else {
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//版本不支持或奖励已领取
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this._nodeTab.btnBDSidebar.active = false
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}
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}
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//刷新玩家信息完毕
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userInited() {
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this.refreshSdkUI()
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this.refreshLevelList()
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this.refreshXiangqinTicket()
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this.refreshTujianRedpoint()
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GameManager.refreshZhencangCanget()
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}
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//刷新剩余相亲次数
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private refreshXiangqinTicket() {
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let xqnum = HttpUnit.GetXiangqinTickets()
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// let xqmax = HttpUnit.GetXiangqinMaxTickets()
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Utils.setString(this._nodeTab.labTZCount, xqnum + "")
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Utils.setString(this._nodeTab.labBtnTZCount, "" + xqnum)
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}
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//刷新奖励按钮显示
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private refreshRewardUI() {
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let haveReward = GameManager.zhencangCanget.length > 0
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this._dorefreshTujianReward(haveReward)
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}
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private _dorefreshTujianReward(haveReward:boolean) {
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this._nodeTab.rewardBox.active = haveReward
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if (haveReward) {
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let rewardBox:Node = this._nodeTab.rewardBox
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Tween.stopAllByTarget(rewardBox)
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tween(rewardBox)
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.delay(1.5)
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.to(0.2, {angle: -30})
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.to(0.2, {angle: 30})
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.to(0.18, {angle: -22})
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.to(0.18, {angle: 22})
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.to(0.16, {angle: -16})
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.to(0.16, {angle: 16})
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.to(0.14, {angle: -10})
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.to(0.14, {angle: 10})
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.to(0.12, {angle: -6})
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.to(0.12, {angle: 6})
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.to(0.1, {angle: -3})
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.to(0.1, {angle: 3})
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.to(0.08, {angle: 0})
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.union()
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.repeatForever()
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.start()
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}
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}
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//刷新心动回忆入口红点
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private refreshTujianRedpoint() {
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let isshow = false
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//心动回忆
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if (!isshow) {
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isshow = HttpUnit.IsHaveHuiyiRedpoint()
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}
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//私家珍藏
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if (!isshow) {
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isshow = HttpUnit.IsHaveZhencangRedpoint()
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}
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this._nodeTab.rp_tujian.active = isshow
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}
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//region 刷新关卡列表
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private refreshLevelList() {
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HttpUnit.ins.getLevelList((levelList) => {
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if (levelList) {
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GameRootUI.EnableOper()
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GameManager.SetLevelCfg(levelList)
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this.levelData = levelList
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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
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this.Level_List.numItems = this.levelData.length
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if (this.curLevelIdx < 1) {
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this.curLevelIdx = 1
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//自动滚动只在引导后生效
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if (PlayerDataManager.I.GuideMainFinished) {
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for (let i = 1; i < this.levelData.length; i++) {
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if (this.levelData[i].is_unlock == true) {
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if (this.curLevelIdx < i) {
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this.curLevelIdx = i
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}
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} else {
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break
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}
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}
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if (this.curLevelIdx > 2) {
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this.scheduleOnce(() => {
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this.Level_List.scrollTo(this.curLevelIdx-2)
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}, 0.1)
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}
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} else {
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this.checkGuide()
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}
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}
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this.changeLevel(this.curLevelIdx, true)
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}
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})
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}
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//刷新SDK相关的UI
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refreshSdkUI() {
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console.log("主界面:刷新SDK相关的UI...")
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SDKManager.getUserInfo((data) => {
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//头像
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let spt = this._nodeTab.headIcon.getComponent(Sprite)
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ResManager.I.changeRemoteSpriteFrame(spt, data.avatarUrl)
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SDKManager.avatarUrl = data.avatarUrl
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//名字
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let nickName = this._nodeTab.nickName.getComponent(Label)
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nickName.string = data.nickName
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SDKManager.nickName = data.nickName
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console.log("主界面 设置头像和名字:", data.avatarUrl, data.nickName)
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})
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//刷新id
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let id = HttpUnit.GetID()
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Utils.setString(this._nodeTab.userId, `ID:${id}`)
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// Utils.setString(this._nodeTab.userId, `${id}`) //快手去掉英文
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}
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//region 关卡列表渲染
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onRenderItemList(node: any, idx: number) {
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if(!isValid(node)) {return}
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if (!node.inited) {
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node.inited = true;
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Utils.parseNode(node);
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}
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GButton.RemoveClick(node)
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//第一个是占位用的
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if (idx == 0) {
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node.l_rotateN.active = false
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node.zhanweiNode.active = true
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return
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}
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node.l_rotateN.active = true
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node.zhanweiNode.active = false
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let data = this.levelData[idx]
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//npc名
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// console.log("关卡列表渲染:", data.name)
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//头像
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let headPath = `headLevel/${data.icon}`
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ResManager.I.changeBundleSpriteFrame(node.head1.getComponent(Sprite), headPath, "Raw")
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//解锁状态
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node.lockNode.active = data.is_unlock ? false : true
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node.unlockNode.active = data.is_unlock ? true : false
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if (data.is_unlock) {
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//分数
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Utils.setString(node.labScore, data.score)
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//星级
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if (data.star == 3) {
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ResManager.I.changeBundleSpriteFrame(node.l_xingji.getComponent(Sprite), "zjm_11", "Zhujiemian")
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} else if (data.star == 2) {
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ResManager.I.changeBundleSpriteFrame(node.l_xingji.getComponent(Sprite), "zjm_10", "Zhujiemian")
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} else if (data.star == 1) {
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ResManager.I.changeBundleSpriteFrame(node.l_xingji.getComponent(Sprite), "zjm_9", "Zhujiemian")
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} else {
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ResManager.I.changeBundleSpriteFrame(node.l_xingji.getComponent(Sprite), "zjm_8", "Zhujiemian")
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}
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//满星效果
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node.l_manxing.active = data.star == 3 ? true : false
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if (data.star == 3) {
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ResManager.I.changeBundleSpriteFrame(node.l_bg.getComponent(Sprite), "zjm_6", "Zhujiemian")
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} else {
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ResManager.I.changeBundleSpriteFrame(node.l_bg.getComponent(Sprite), "zjm_5", "Zhujiemian")
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}
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}
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GButton.BandClick(node, ()=>{
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this.changeLevel(idx)
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}, this)
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}
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||||
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||||
//切换关卡
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changeLevel(idx:number, force:boolean = false) {
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if (this.curLevelIdx == idx && !force) {
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return
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}
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this.curLevelIdx = idx
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let data = this.levelData[idx]
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//名字
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Utils.setString(this._nodeTab.labNpcName, data.characterName)
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//介绍
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Utils.setString(this._nodeTab.labNpcTalk, data.description)
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//是否解锁
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if (data.is_unlock) {
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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_jidong = 0
|
||||
let t_gandong = 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++
|
||||
}
|
||||
if (m.ai_score >= 90) {
|
||||
t_jidong++
|
||||
}
|
||||
if (m.ai_score >= 100) {
|
||||
t_gandong++
|
||||
}
|
||||
}
|
||||
|
||||
GameManager.CurLevelId = level_id
|
||||
GameManager.CurLevelData = data.level
|
||||
GameManager.RecordId = data.record_id
|
||||
GameManager.srouceCnt = data.level.current_cnt
|
||||
GameManager.xindongCishu = t_xindong
|
||||
GameManager.jidongCishu = t_jidong
|
||||
GameManager.gandongCishu = t_gandong
|
||||
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: () => {
|
||||
//结束上一次聊天
|
||||
HttpUnit.ins.sendLevelRestartReport({record_id: data.record_id}, (data) => {
|
||||
console.log("结束上一次聊天")
|
||||
})
|
||||
//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()
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,132 @@
|
||||
|
||||
/**
|
||||
* 公共配置文件
|
||||
*/
|
||||
|
||||
export const G_GlobalNode: string = '__GLobal_Node';
|
||||
|
||||
export namespace CommonConfig {
|
||||
//本地保存
|
||||
export enum StorageConfigUtil {
|
||||
BaseData = 'li_' + 1000, // 登录相关
|
||||
Channel = 2000, //渠道相关
|
||||
}
|
||||
export enum StorageConfig {
|
||||
SETTING_SHAKEON = StorageConfigUtil.BaseData + 1,
|
||||
SETTING_MUSIC = StorageConfigUtil.BaseData + 2,
|
||||
SETTING_SOUND = StorageConfigUtil.BaseData + 3,
|
||||
GAME_CITY = StorageConfigUtil.BaseData + 4, //所在省
|
||||
GAME_RANK_CITY = StorageConfigUtil.BaseData + 5, //省排行数据 AI
|
||||
GAME_RANK_USER = StorageConfigUtil.BaseData + 6, //玩家排行数据 AI
|
||||
GAME_RANK_CDTIME = StorageConfigUtil.BaseData + 7, //上次排行数据刷新时间戳 AI
|
||||
GAME_SCORE = StorageConfigUtil.BaseData + 8, //玩家积分
|
||||
GAME_SKIN_ID = StorageConfigUtil.BaseData + 9, //当前选择的皮肤id
|
||||
GAME_PASSLV = StorageConfigUtil.BaseData + 10, //已完成关卡
|
||||
DAILYCHALLENGE_PASSLV = StorageConfigUtil.BaseData + 11, //已完成每日挑战关卡
|
||||
TOOL_KAIKONG = StorageConfigUtil.BaseData + 12, //开孔工具使用过
|
||||
TOOL_RENYIZHI = StorageConfigUtil.BaseData + 13, //任意指工具使用过
|
||||
TOOL_RENYIGUAN = StorageConfigUtil.BaseData + 14, //任意罐工具使用过
|
||||
DD_REGISTTIME = StorageConfigUtil.BaseData + 15, //注册时间字符串
|
||||
DD_LEVELOPER = StorageConfigUtil.BaseData + 16, //进入关卡且首次进度>0时(或第一次操作)
|
||||
|
||||
DOUYIN_SIDEBAR = StorageConfigUtil.Channel + 1, //抖音渠道侧边栏奖励是否领取
|
||||
}
|
||||
|
||||
|
||||
//UI层级
|
||||
export enum UILayerGroup {
|
||||
Layer_ground = 0,
|
||||
Layer_ui1 = 1,
|
||||
Layer_ui2 = 2,
|
||||
Layer_dialog = 3,
|
||||
Layer_tips = 4,
|
||||
Layer_top = 5,
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**关卡配置信息 */
|
||||
export interface I_LevelConfig {
|
||||
/**是关卡场景图资源的名称,注意关卡选择界面选中关卡后展示的场景图资源也是这个 */
|
||||
bgImage: string;
|
||||
/**后续进入关卡后,关卡中需要播放的音乐资源名称 */
|
||||
bgm: string;
|
||||
/**在关卡中,聊天历史信息展示里,角色使用的头像,圆形 80*80 */
|
||||
characterAvatar: string;
|
||||
/**关卡中,提示信息界面里需要展示的角色性格文本 */
|
||||
characterDisposition: string;
|
||||
/**角色聊天切换的表情立绘,这个暂时先不处理,后面我们需要和你沟通下,资源改成英文名看你怎么匹配(Ai 返回的判断还是中文的) */
|
||||
characterEmojiSet: string;
|
||||
/**关卡中,提示信息界面,喜好话题部分需要展示的文本信息 */
|
||||
characterFavoriteTopic: string;
|
||||
/**角色默认立绘资源名称 */
|
||||
characterFullLengthPortrait: string;
|
||||
/**关卡提示信息界面里使用的角色半身胸像 */
|
||||
characterHalfLengthPortrait: string;
|
||||
/**关卡提示信息界面里,厌恶话题的展示文本信息 */
|
||||
characterHateTopic: string;
|
||||
/**角色名称,注意在关卡选择界面还有关卡中的聊天窗,关卡提示信息界面这几个地方都涉及展示 */
|
||||
characterName: string;
|
||||
/**角色职业设定信息,关卡提示信息界面里的职业部分展示 */
|
||||
characterRole: string;
|
||||
/**关卡选择界面里展示的关卡介绍文本信息 */
|
||||
description: string;
|
||||
/**关卡中对话得到高分后,额外向玩家展示的鼓励信息 */
|
||||
encourageMessage: string;
|
||||
/**关卡 0 星,挑战失败的情况下在结算界面展示的 CG 资源名称 */
|
||||
failureCG: string;
|
||||
/**关卡中,对话得分特别低的情况下,额外给出的向玩家展示的鼓励信息 */
|
||||
hateMessage: string;
|
||||
/**关卡选择界面,菱形的头像资源名称 */
|
||||
icon: string;
|
||||
/**唯一的关卡 id 信息 */
|
||||
id: string;
|
||||
/**关卡是否已解锁,注意锁定状态仍然能够选择关卡,关卡选择界面中的背景和立绘需要切换做展示,但是玩家不能开启游戏哈 */
|
||||
is_unlock: boolean;
|
||||
/**npc名称 */
|
||||
name: string;
|
||||
/**关卡展示顺序 */
|
||||
no: number;
|
||||
/**关卡解锁需要通关的前置关卡 id 信息,对应id字段 */
|
||||
preLevelId: string;
|
||||
/**进入关卡后,角色发出给到玩家的开场白信息(历史聊天记录页面中也需要显示,一定是角色发出的第一句话) */
|
||||
prologueMessage: string;
|
||||
/**玩家在关卡中,点击随机填充按钮,需要随机选取一句,在输入框中填入,注意填入后不发送,玩家可修改,最终发送的信息还是以玩家点击发送按钮时,填入的信息为主 */
|
||||
randomInputPool: string[];
|
||||
/**关卡历史最高分 */
|
||||
score: number;
|
||||
/**关卡历史最高星级 */
|
||||
star: number;
|
||||
/**关卡玩法中,如果本次通关达成 3 星的结果,那么需要展示的 CG 资源对应的名称 */
|
||||
threeStarCG: string;
|
||||
/**关卡中,关卡提示信息界面里底部展示的提示信息文本,目前测试数据和关卡介绍信息一致,但后续会区分开来 */
|
||||
tips: string;
|
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/**关卡玩法中,如果本次通关达成 2 星的结果,那么需要展示的 CG 资源对应的名称 */
|
||||
twoStarCG: string;
|
||||
}
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/**关卡对话数据 */
|
||||
export interface I_LevelStepData {
|
||||
/**当前聊天次数 */
|
||||
current_cnt: number;
|
||||
/**结束评分 */
|
||||
end_star: number;
|
||||
/**关卡id */
|
||||
id: string;
|
||||
/**最大聊天次数 */
|
||||
max_cnt: number;
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/**当前状态 0:成功 1:进行中 2:失败 3:剩余聊天次数不足 */
|
||||
status: number;
|
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/**可用总聊天次数 */
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||||
total_cnt: number;
|
||||
}
|
||||
|
||||
|
||||
/**对话历史记录数据 */
|
||||
export interface I_TalkRecordInfo {
|
||||
/**对话内容 */
|
||||
talk: string;
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||||
/**是否是玩家自己 */
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isMe: boolean;
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}
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Reference in New Issue
Block a user