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2025-07-17 17:18:21 +08:00
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import { _decorator, instantiate, isValid, Label, Node, PageView, Prefab, Sprite, tween, Tween, UITransform, view } from 'cc';
import { GButton } from '../../Main/Common/GButton';
import AudioManager from '../../Main/Manager/AudioManager';
import Utils from '../../Main/Common/Utils';
import { ViewManager } from '../../Main/Manager/ViewManager';
import { InnerMsgCode } from '../../Main/Config/InnerMsgCode';
import li_BaseView from '../../Main/Common/li_BaseView';
import GameRootUI from '../../Main/Common/GameRootUI';
import ResManager from '../../Main/Manager/ResManager';
import HttpUnit from '../../Main/Common/HttpUnit';
import { SDKManager } from '../../Main/Channel/SDKManager';
import ScrollViewList from '../../Main/Common/ScrollViewList';
import GameManager, { E_TalkStage, E_TalkStatusType } from '../../Main/Manager/GameManager';
import { I_LevelConfig, I_NpcTalkBack } from '../../Main/Config/CommonConfig';
import SubManager from '../SubManager';
import { ByteDanceSDK } from '../../Main/Channel/bdSDK';
import GlobalValue from '../../Main/Common/GlobalValue';
import PlayerDataManager from '../../Main/Manager/PlayerDataManager';
import { E_AD_TARGET } from './TalkAdDialog';
const { ccclass, property } = _decorator;
//主界面
@ccclass('Start_UI')
export class Start_UI extends li_BaseView {
@property(ScrollViewList)
private Level_List: ScrollViewList = null
@property(Prefab)
private Level_Item: Prefab = null
private itemClone: any = null
@property(Prefab)
private GuidePageItem: Prefab = null //引导选择角色页签
private guidePageView: PageView = null //引导选择角色页签容器
private _nodeTab: any = {};
private _data;
private levelData: I_LevelConfig[] = []; //关卡数据
private curLevelIdx: number = 0; //当前关卡Idx
private lvUnlockId: string = ""; //解锁关卡id
//----重写父类接口---------------------------------------
onLoadCT() {
this.registerListenner();
Utils.parseNode(this.node, this._nodeTab)
this.itemClone = instantiate(this.Level_Item)
this.Level_List.setTemplateItem(this.itemClone)
this.guidePageView = this._nodeTab.guidePageView.getComponent(PageView)
Utils.setString(this._nodeTab.labNpcName, "")
Utils.setString(this._nodeTab.labNpcTalk, "")
}
openUIDataCT(data: any): void {
this._data = data
}
registerListenner() {
Utils.addInnerEL(InnerMsgCode.GM_UI_Close, this, this.resiveGMClose)
Utils.addInnerEL(InnerMsgCode.UI_Talk_Back, this, this.resiveTalkBack)
Utils.addInnerEL(InnerMsgCode.UI_BD_Sidebar, this, this.resiveBDSidebar)
Utils.addInnerEL(InnerMsgCode.UI_Tj_huiyi_Lv, this, this.resiveHuiyiLv)
Utils.addInnerEL(InnerMsgCode.Data_BDSidebarReward, this, this.resiveBDSidebarReward)
Utils.addInnerEL(InnerMsgCode.Data_ZhencangUp, this, this.resiveZhencangUp)
Utils.addInnerEL(InnerMsgCode.Data_Redpoint, this, this.resiveZhencangRedpoint)
}
start() {
GButton.BandClick(this._nodeTab.btnStart, this.onStartClick, this, 10002);
GButton.BandClick(this._nodeTab.btnKefu, this.onKefuClick, this);
GButton.BandClick(this._nodeTab.btnAddTZCount, this.onAddTZClick, this);
GButton.BandClick(this._nodeTab.tzCountNode, this.onAddTZClick, this);
GButton.BandClick(this._nodeTab.btnSetting, this.onSettingClick, this);
GButton.BandClick(this._nodeTab.btnBDSidebar, this.onBDSidebarClick, this);
GButton.BandClick(this._nodeTab.btnGM, this.onGMClick, this);
GButton.BandClick(this._nodeTab.btnTujian, this.onTujianClick, this);
GButton.BandClick(this._nodeTab.btnReward, this.onRewardClick, this);
SDKManager.register_video_reward(this.node.uuid, (tag:number)=>{
console.log("视频广告回调", tag)
if (tag == 1) {
// 加次数
HttpUnit.ins.setUserAd({type:1}, (data) => {
SubManager.ShowPrompt("观看视频成功,获得相亲次数")
this.refreshXiangqinTicket()
})
} else if (tag == 2) {
// 解锁关卡
HttpUnit.ins.levelUnlock({level_id: this.lvUnlockId}, (data) => {
// SubManager.ShowPrompt("关卡解锁成功")
this.refreshLevelList()
this.enterLevelAfterUnlock()
})
}
})
SDKManager.register_share_reward(this.node.uuid, (tag:number)=>{
console.log("分享回调", tag)
if (tag == 1) {
// 加次数
HttpUnit.ins.setUserShare({type:1}, (data) => {
SubManager.ShowPrompt("分享成功,获得相亲次数")
this.refreshXiangqinTicket()
})
}
})
AudioManager.I.PlayMusic(1, true) //背景乐
GameRootUI.InitDisableOperUI(false)
GameRootUI.InitCrossUI(false)
this.setUIVisible(true)
this._nodeTab.rewardBox.active = false
this._nodeTab.rp_tujian.active = false
// this._nodeTab.labStart2.active = false //快手去掉英文
//客服按钮
this._nodeTab.btnKefu.active = SDKManager.KefuSupport()
//设置按钮
if (GlobalValue.GMSwtitch) {
this._nodeTab.btnSetting.active = true
this._nodeTab.btnGM.active = true
} else {
this._nodeTab.btnSetting.active = false
this._nodeTab.btnGM.active = false
}
//抖音侧边栏
this._nodeTab.btnBDSidebar.active = false
if (SDKManager.isByteDance()) {
this.refreshBdSidebarUI()
ByteDanceSDK.CheckSidebarState((state) =>{
if (state == true) {
this.refreshBdSidebarUI()
}
})
}
//重置引导
this.resetGuide()
GameRootUI.DisableOper(2)
//判断玩家权限是否已获取
if (!HttpUnit.IsLogin()) {
HttpUnit.ins.login((loginData) => {
console.log("主界面: 获取授权并登录成功!")
this.userInited()
})
} else {
this.userInited()
}
}
update(deltaTime: number) {
}
//GM界面关闭消息
resiveGMClose(data) {
Utils.Log("收到GM界面关闭消息")
}
//退出聊天消息
resiveTalkBack(data) {
Utils.Log("收到退出聊天消息")
AudioManager.I.PlayMusic(1, true) //背景乐
this.setUIVisible(true)
this.refreshLevelList()
HttpUnit.ins.getUserData((userData) => {
this.refreshXiangqinTicket()
})
}
//抖音侧边栏消息
resiveBDSidebar(data) {
this.refreshBdSidebarUI()
}
//领取抖音侧边栏奖励消息
resiveBDSidebarReward(data) {
this.refreshXiangqinTicket()
}
/**私家珍藏数据变化消息 */
resiveZhencangUp(data:any) {
this.refreshRewardUI()
}
/**刷新珍藏红点 */
resiveZhencangRedpoint(data: any) {
this.refreshTujianRedpoint();
}
/**前往回忆对应关卡 */
resiveHuiyiLv(data:any) {
let gotoIdx = -1
for (let i = 1; i < this.levelData.length; i++) {
if (this.levelData[i].id == data.lvId) {
gotoIdx = i
break
}
}
if (gotoIdx == -1) {
return
}
let scrollto = Math.max(0, gotoIdx - 2)
this.scheduleOnce(() => {
this.Level_List.scrollTo(scrollto)
}, 0.1)
// this.curLevelIdx = gotoIdx
this.changeLevel(gotoIdx, true)
}
//增加相亲次数
private doAddXiangqinCnt(add:number = 1) {
}
//显示主界面UI
setUIVisible(vis: boolean) {
this._nodeTab.UIRoot.active = vis
}
//刷新抖音侧边栏按钮显示状态
refreshBdSidebarUI() {
if (!SDKManager.isByteDance()) {
//不是抖音平台,不显示
this._nodeTab.btnBDSidebar.active = false
return
}
let stage = ByteDanceSDK.SidebarState
if (stage == 1) {
//前往
this._nodeTab.btnBDSidebar.active = true
// Utils.setString(this._nodeTab.labBDSidebar, "前往抖音侧边栏")
} else if (stage == 2) {
//从侧边栏返回
this._nodeTab.btnBDSidebar.active = false
// Utils.setString(this._nodeTab.labBDSidebar, "领取抖音侧边栏")
} else {
//版本不支持或奖励已领取
this._nodeTab.btnBDSidebar.active = false
}
}
//刷新玩家信息完毕
userInited() {
this.refreshSdkUI()
this.refreshLevelList()
this.refreshXiangqinTicket()
this.refreshTujianRedpoint()
GameManager.refreshZhencangCanget()
}
//刷新剩余相亲次数
private refreshXiangqinTicket() {
let xqnum = HttpUnit.GetXiangqinTickets()
// let xqmax = HttpUnit.GetXiangqinMaxTickets()
Utils.setString(this._nodeTab.labTZCount, xqnum + "")
Utils.setString(this._nodeTab.labBtnTZCount, "" + xqnum)
}
//刷新奖励按钮显示
private refreshRewardUI() {
let haveReward = GameManager.zhencangCanget.length > 0
this._dorefreshTujianReward(haveReward)
}
private _dorefreshTujianReward(haveReward:boolean) {
this._nodeTab.rewardBox.active = haveReward
if (haveReward) {
let rewardBox:Node = this._nodeTab.rewardBox
Tween.stopAllByTarget(rewardBox)
tween(rewardBox)
.delay(1.5)
.to(0.2, {angle: -30})
.to(0.2, {angle: 30})
.to(0.18, {angle: -22})
.to(0.18, {angle: 22})
.to(0.16, {angle: -16})
.to(0.16, {angle: 16})
.to(0.14, {angle: -10})
.to(0.14, {angle: 10})
.to(0.12, {angle: -6})
.to(0.12, {angle: 6})
.to(0.1, {angle: -3})
.to(0.1, {angle: 3})
.to(0.08, {angle: 0})
.union()
.repeatForever()
.start()
}
}
//刷新心动回忆入口红点
private refreshTujianRedpoint() {
let isshow = false
//心动回忆
if (!isshow) {
isshow = HttpUnit.IsHaveHuiyiRedpoint()
}
//私家珍藏
if (!isshow) {
isshow = HttpUnit.IsHaveZhencangRedpoint()
}
this._nodeTab.rp_tujian.active = isshow
}
//region 刷新关卡列表
private refreshLevelList() {
HttpUnit.ins.getLevelList((levelList) => {
if (levelList) {
GameRootUI.EnableOper()
GameManager.SetLevelCfg(levelList)
this.levelData = levelList
this.levelData.unshift({} as any) //在最前面插入一个占位数据,用于数组排版显示
this.Level_List.numItems = this.levelData.length
if (this.curLevelIdx < 1) {
this.curLevelIdx = 1
//自动滚动只在引导后生效
if (PlayerDataManager.I.GuideMainFinished) {
for (let i = 1; i < this.levelData.length; i++) {
if (this.levelData[i].is_unlock == true) {
if (this.curLevelIdx < i) {
this.curLevelIdx = i
}
} else {
break
}
}
if (this.curLevelIdx > 2) {
this.scheduleOnce(() => {
this.Level_List.scrollTo(this.curLevelIdx-2)
}, 0.1)
}
} else {
this.checkGuide()
}
}
this.changeLevel(this.curLevelIdx, true)
}
})
}
//刷新SDK相关的UI
refreshSdkUI() {
console.log("主界面:刷新SDK相关的UI...")
SDKManager.getUserInfo((data) => {
//头像
let spt = this._nodeTab.headIcon.getComponent(Sprite)
ResManager.I.changeRemoteSpriteFrame(spt, data.avatarUrl)
SDKManager.avatarUrl = data.avatarUrl
//名字
let nickName = this._nodeTab.nickName.getComponent(Label)
nickName.string = data.nickName
SDKManager.nickName = data.nickName
console.log("主界面 设置头像和名字:", data.avatarUrl, data.nickName)
})
//刷新id
let id = HttpUnit.GetID()
Utils.setString(this._nodeTab.userId, `ID:${id}`)
// Utils.setString(this._nodeTab.userId, `${id}`) //快手去掉英文
}
//region 关卡列表渲染
onRenderItemList(node: any, idx: number) {
if(!isValid(node)) {return}
if (!node.inited) {
node.inited = true;
Utils.parseNode(node);
}
GButton.RemoveClick(node)
//第一个是占位用的
if (idx == 0) {
node.l_rotateN.active = false
node.zhanweiNode.active = true
return
}
node.l_rotateN.active = true
node.zhanweiNode.active = false
let data = this.levelData[idx]
//npc名
// console.log("关卡列表渲染:", data.name)
//头像
let headPath = `headLevel/${data.icon}`
ResManager.I.changeBundleSpriteFrame(node.head1.getComponent(Sprite), headPath, "Raw")
//解锁状态
node.lockNode.active = data.is_unlock ? false : true
node.unlockNode.active = data.is_unlock ? true : false
if (data.is_unlock) {
//分数
Utils.setString(node.labScore, data.score)
//星级
if (data.star == 3) {
ResManager.I.changeBundleSpriteFrame(node.l_xingji.getComponent(Sprite), "zjm_11", "Zhujiemian")
} else if (data.star == 2) {
ResManager.I.changeBundleSpriteFrame(node.l_xingji.getComponent(Sprite), "zjm_10", "Zhujiemian")
} else if (data.star == 1) {
ResManager.I.changeBundleSpriteFrame(node.l_xingji.getComponent(Sprite), "zjm_9", "Zhujiemian")
} else {
ResManager.I.changeBundleSpriteFrame(node.l_xingji.getComponent(Sprite), "zjm_8", "Zhujiemian")
}
//满星效果
node.l_manxing.active = data.star == 3 ? true : false
if (data.star == 3) {
ResManager.I.changeBundleSpriteFrame(node.l_bg.getComponent(Sprite), "zjm_6", "Zhujiemian")
} else {
ResManager.I.changeBundleSpriteFrame(node.l_bg.getComponent(Sprite), "zjm_5", "Zhujiemian")
}
}
GButton.BandClick(node, ()=>{
this.changeLevel(idx)
}, this)
}
//切换关卡
changeLevel(idx:number, force:boolean = false) {
if (this.curLevelIdx == idx && !force) {
return
}
this.curLevelIdx = idx
let data = this.levelData[idx]
//名字
Utils.setString(this._nodeTab.labNpcName, data.characterName)
//介绍
Utils.setString(this._nodeTab.labNpcTalk, data.description)
//是否解锁
if (data.is_unlock) {
Utils.setString(this._nodeTab.labStart1, "游戏开始")
Utils.setString(this._nodeTab.labStart2, "GAME\nSTART")
} else {
Utils.setString(this._nodeTab.labStart1, "解锁关卡")
Utils.setString(this._nodeTab.labStart2, "UNLOCK\nGAME")
}
let bgPath = `bg/${data.bgImage}`
let rolePath = `role/${data.characterFullLengthPortrait}`
Utils.sendInnerMsg(InnerMsgCode.SceneLayerBgUp, {bgPath:bgPath, rolePath:rolePath})
}
//region 开始游戏
onStartClick() {
Utils.Log("点击开始游戏");
this.finishGuide()
if (this.curLevelIdx == 0) {
console.error("当前关卡为0,此关卡是占位用的")
return
}
let data = this.levelData[this.curLevelIdx]
let level_id = data.id
GameManager.EndGame()
//未解锁
if (data.is_unlock != true) {
if (HttpUnit.GetXiangqinTickets() <= 0) {
SubManager.ShowPrompt("今日相亲次数已耗尽,无法提前解锁更多关卡");
} else {
this.lvUnlockId = level_id
SubManager.ShowCommonAdDialog({
content: "关卡未解锁,需要通过本关卡的前置关卡,或观看广告提前解锁关卡,并消耗 1 点相亲次数进入关卡",
strAd: "观看广告",
strLeft: "返回",
adCallback: () => {
SDKManager.show_reward_video_ad(this.node.uuid, 2)
}
})
}
return
}
//检测存档
if (GlobalValue.LvHuancun && data.record_id && data.record_id != "") {
HttpUnit.ins.getTalkStage({record_id: data.record_id}, (_data) => {
if (_data) {
if (_data.level.status == E_TalkStatusType.talking) {
this._continueLevel(level_id, _data)
} else {
this._startNewLevel(level_id)
}
} else {
this._startNewLevel(level_id)
}
})
} else {
SubManager.ShowConfirm({
content: `确认消耗 1 点“相亲次数” 开始与【${data.name}】相亲吗?`,
strYes: "确认",
strNo: "返回",
yesCallback: () => {
this._startNewLevel(level_id)
}
})
}
}
//开始新关卡
private _startNewLevel(level_id) {
if (HttpUnit.GetXiangqinTickets() <= 0) {
SubManager.ShowPrompt("今日相亲次数已用完");
return;
}
GameManager.CurLevelId = level_id
HttpUnit.ins.levelStart({level_id:level_id}, (data) => {
GameManager.CurLevelData = data.level
GameManager.RecordId = data.record_id
GameManager.I.connetSorcket(data.record_id) //连接socket
this.setUIVisible(false)
AudioManager.I.StopMusic() //停止背景音乐,进去后播放当前关卡音乐
ViewManager.I.openBundlesView("UI/StartUI/Talk_UI")
})
}
//region 继续关卡存档
private _continueLevel(level_id, data) {
// //测试代码
// if (true) {
// let img = "132"
// HttpUnit.ins.sendZhencangId({record_id:data.record_id, level_id:level_id, img:img}, (_data) => {
// if (_data) {
// SubManager.ShowPrompt("测试 获得珍藏卡:" + img)
// GameManager.refreshZhencangCanget()
// }
// })
// return
// }
SubManager.ShowConfirm({
content: "检测到进行中的记录,是否继续?",
strYes: "继续",
strNo: "重新开始",
yesCallback: () => {
//继续对话
let lvCfg = this.levelData[this.curLevelIdx]
let t_xindong = 0
let t_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;
/**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;
}
/**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;
/**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;
/**可用总聊天次数 */
total_cnt: number;
}
/**对话历史记录数据 */
export interface I_TalkRecordInfo {
/**对话内容 */
talk: string;
/**是否是玩家自己 */
isMe: boolean;
}
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