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||||
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||||
/**
|
||||
* 公共配置文件
|
||||
*/
|
||||
|
||||
export const G_GlobalNode: string = '__GLobal_Node';
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||||
|
||||
export namespace CommonConfig {
|
||||
//本地保存
|
||||
export enum StorageConfigUtil {
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||||
BaseData = 'li_' + 1000, // 登录相关
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||||
Channel = 2000, //渠道相关
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||||
}
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||||
export enum StorageConfig {
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||||
SETTING_SHAKEON = StorageConfigUtil.BaseData + 1,
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||||
SETTING_MUSIC = StorageConfigUtil.BaseData + 2,
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||||
SETTING_SOUND = StorageConfigUtil.BaseData + 3,
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||||
GAME_CITY = StorageConfigUtil.BaseData + 4, //所在省
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||||
GAME_RANK_CITY = StorageConfigUtil.BaseData + 5, //省排行数据 AI
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||||
GAME_RANK_USER = StorageConfigUtil.BaseData + 6, //玩家排行数据 AI
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||||
GAME_RANK_CDTIME = StorageConfigUtil.BaseData + 7, //上次排行数据刷新时间戳 AI
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||||
GAME_SCORE = StorageConfigUtil.BaseData + 8, //玩家积分
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||||
GAME_SKIN_ID = StorageConfigUtil.BaseData + 9, //当前选择的皮肤id
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||||
GAME_PASSLV = StorageConfigUtil.BaseData + 10, //已完成关卡
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||||
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
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||||
TOOL_RENYIZHI = StorageConfigUtil.BaseData + 13, //任意指工具使用过
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||||
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
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||||
DD_LEVELOPER = StorageConfigUtil.BaseData + 16, //进入关卡且首次进度>0时(或第一次操作)
|
||||
GUIDE_MAIN = StorageConfigUtil.BaseData + 17, //主界面引导是否完成
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||||
GUIDE_TALK = StorageConfigUtil.BaseData + 18, //聊天界面引导是否完成
|
||||
|
||||
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 */
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||||
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;
|
||||
/**结算图片 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 */
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||||
failureCG: string;
|
||||
/**结算图片 关卡 1 星,挑战成功的情况下在结算界面展示的 CG 资源名称 */
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||||
oneStarCG: string;
|
||||
/**结算图片 关卡 2 星,挑战成功的情况下在结算界面展示的 CG 资源名称 */
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||||
twoStarCG: string;
|
||||
/**结算图片 关卡 3 星,那么需要展示的 CG 资源对应的名称 */
|
||||
threeStarCG: 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;
|
||||
/**Npc结算对话 3星时 */
|
||||
threeStarSummary: string;
|
||||
/**Npc结算对话 2星时 */
|
||||
twoStarSummary: string;
|
||||
/**Npc结算对话 1星时 */
|
||||
oneStarSummary: string;
|
||||
/**Npc结算对话 0星时 */
|
||||
failureSummary: string;
|
||||
/**Npc表情立绘 害羞 */
|
||||
characterShyPortrait: string;
|
||||
/**Npc表情立绘 厌恶 */
|
||||
characterHatePortrait: string;
|
||||
/**Npc表情立绘 开心 */
|
||||
characterHappyPortrait: 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;
|
||||
/**心动次数 */
|
||||
heartbeat_cnt: number;
|
||||
}
|
||||
|
||||
|
||||
/**npc长连接中的回复 */
|
||||
export interface I_NpcTalkBack {
|
||||
/**ai表情 */
|
||||
aiEmoji:string;
|
||||
/**ai回复 */
|
||||
aiResponse:string;
|
||||
/**ai评分 */
|
||||
aiScore:number;
|
||||
/**是否完成 */
|
||||
isFinished:boolean;
|
||||
/**聊天次数 */
|
||||
sourceCnt:number;
|
||||
/**玩家发的文本 */
|
||||
userInput: string;
|
||||
/**评价 -1=未生成 0=心动 1=普通 2=厌恶 */
|
||||
judgement: 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;
|
||||
}
|
||||
|
||||
|
||||
/**玩家信息数据 */
|
||||
export interface I_UserInfo {
|
||||
id: number;
|
||||
score: number;
|
||||
status: number;
|
||||
/**头像url */
|
||||
avatar: string;
|
||||
/**昵称 */
|
||||
nickname: string;
|
||||
/**剩余进入关卡次数 */
|
||||
ticket: number;
|
||||
/**剩余可看广告次数 - 进入关卡 */
|
||||
game_ad_num: number;
|
||||
/**剩余可分享次数 - 进入关卡 */
|
||||
game_share_num: number;
|
||||
/**剩余可看广告次数 - 聊天 */
|
||||
level_ad_num: number;
|
||||
/**剩余可分享次数 - 聊天 */
|
||||
level_share_num: number;
|
||||
}
|
||||
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{
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"ver": "1.2.0",
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"importer": "directory",
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After Width: | Height: | Size: 575 KiB |
@@ -0,0 +1,230 @@
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||||
import { _decorator, Node, Sprite, tween, UIOpacity, UITransform, Vec3, view } 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 GameRootUI from '../../Main/Common/GameRootUI';
|
||||
import { ViewManager } from '../../Main/Manager/ViewManager';
|
||||
import { I_LevelStepData } from '../../Main/Config/CommonConfig';
|
||||
import AudioManager from '../../Main/Manager/AudioManager';
|
||||
import { SDKManager } from '../../Main/Channel/SDKManager';
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
//结算界面
|
||||
@ccclass('Finish_UI')
|
||||
export class Finish_UI extends li_BaseView {
|
||||
|
||||
private _nodeTab: any = {};
|
||||
private _data: I_LevelStepData = null;
|
||||
|
||||
private picDefScale:Vec3; //图片默认缩放
|
||||
private isPicFull:boolean = false; //图片是否全屏
|
||||
|
||||
//----重写父类接口---------------------------------------
|
||||
onLoadCT() {
|
||||
this.registerListenner();
|
||||
Utils.parseNode(this.node, this._nodeTab)
|
||||
|
||||
this.picDefScale = (this._nodeTab.cgPic as Node).scale.clone();
|
||||
|
||||
GameRootUI.DisableOper(1)
|
||||
}
|
||||
openUIDataCT(data: any): void {
|
||||
this._data = data
|
||||
}
|
||||
|
||||
|
||||
registerListenner() {
|
||||
// Utils.addInnerEL(InnerMsgCode.GM_UI_Close, this, this.resiveGMClose)
|
||||
}
|
||||
|
||||
|
||||
start() {
|
||||
GButton.BandClick(this._nodeTab.mask, ()=>{
|
||||
this.onBackClick();
|
||||
}, this, 0, null, null, false);
|
||||
|
||||
GButton.BandClick(this._nodeTab.cgPic, ()=>{
|
||||
this.changePicScale();
|
||||
}, this, 0, null, null, false);
|
||||
|
||||
GButton.BandClick(this._nodeTab.btnClose, ()=>{
|
||||
this.onBackClick();
|
||||
}, this);
|
||||
|
||||
GButton.BandClick(this._nodeTab.btnBack, ()=>{
|
||||
this.onBackClick();
|
||||
}, this);
|
||||
|
||||
GButton.BandClick(this._nodeTab.btnShare, ()=>{
|
||||
SDKManager.show_reward_share(this.node.uuid, 1)
|
||||
}, this);
|
||||
|
||||
this._nodeTab.btnShare.active = true
|
||||
SDKManager.register_share_reward(this.node.uuid, (tag:number)=>{
|
||||
console.log("结算界面分享回调", tag)
|
||||
if (tag == 1) {
|
||||
this._nodeTab.btnShare.active = false
|
||||
}
|
||||
})
|
||||
|
||||
let lvCfg = GameManager.getLevelCfg(GameManager.CurLevelId)
|
||||
|
||||
//星级
|
||||
for (let i = 1; i <= 3; i++) {
|
||||
let starSpt = this._nodeTab["star" + i].getComponent(Sprite)
|
||||
let starPath = ""
|
||||
let showAct = false
|
||||
if(this._data.end_star == 3) {
|
||||
starPath = "lv_23"
|
||||
showAct = true
|
||||
} else if (this._data.end_star < i) {
|
||||
starPath = "lv_21"
|
||||
} else {
|
||||
starPath = "lv_22"
|
||||
showAct = true
|
||||
}
|
||||
ResManager.I.changeBundleSpriteFrame(starSpt, starPath, "Zhujiemian")
|
||||
//动作
|
||||
let starNode = this._nodeTab["starNode"+i]
|
||||
if (showAct) {
|
||||
this.doStarAction1(starNode, (i-1)*0.2)
|
||||
} else {
|
||||
this.doStarAction2(starNode, (i-1)*0.2)
|
||||
}
|
||||
}
|
||||
|
||||
//成功失败
|
||||
let iswin = this._data.status == 0
|
||||
let endPath = iswin ? "lv_19" : "lv_20"
|
||||
let winSpt = this._nodeTab.winSpt.getComponent(Sprite)
|
||||
ResManager.I.changeBundleSpriteFrame(winSpt, endPath, "Zhujiemian")
|
||||
if (iswin) {
|
||||
AudioManager.I.PlayEffect(10003); //胜利音效
|
||||
} else {
|
||||
AudioManager.I.PlayEffect(10001); //失败音效
|
||||
}
|
||||
|
||||
//结算显示
|
||||
let picPath = "" //表情图
|
||||
let talkStr = "" //对话
|
||||
if (this._data.end_star == 3) {
|
||||
picPath = `cg3/${lvCfg.threeStarCG}`
|
||||
talkStr = lvCfg.threeStarSummary
|
||||
} else if (this._data.end_star == 2) {
|
||||
picPath = `cg2/${lvCfg.twoStarCG}`
|
||||
talkStr = lvCfg.twoStarSummary
|
||||
} else if (this._data.end_star == 1) {
|
||||
picPath = `cg1/${lvCfg.oneStarCG}`
|
||||
talkStr = lvCfg.oneStarSummary
|
||||
} else {
|
||||
picPath = `cg0/${lvCfg.failureCG}`
|
||||
talkStr = lvCfg.failureSummary
|
||||
}
|
||||
let cgPic = this._nodeTab.cgPic.getComponent(Sprite)
|
||||
ResManager.I.changeBundleSpriteFrame(cgPic, picPath, "Raw")
|
||||
Utils.setString(this._nodeTab.labTalk, talkStr)
|
||||
}
|
||||
|
||||
update(deltaTime: number) {
|
||||
|
||||
}
|
||||
|
||||
|
||||
//点击返回
|
||||
onBackClick() {
|
||||
ViewManager.I.closeAllView();
|
||||
Utils.sendInnerMsg(InnerMsgCode.UI_Talk_Back, {})
|
||||
}
|
||||
|
||||
|
||||
/**肖像放大缩小 */
|
||||
changePicScale() {
|
||||
let ttime = 0.3;
|
||||
GameRootUI.DisableOper(ttime+0.1)
|
||||
if (this.isPicFull) {
|
||||
this.isPicFull = false;
|
||||
|
||||
tween((this._nodeTab.cgPic as Node))
|
||||
.to(ttime, { scale: this.picDefScale }, { easing: 'quadOut' })
|
||||
.start();
|
||||
|
||||
let hideNodeOpa:UIOpacity = this._nodeTab.hideNode.getComponent(UIOpacity)
|
||||
tween(hideNodeOpa)
|
||||
.delay(ttime*0.7)
|
||||
.to(ttime*0.3, { opacity: 255 }, { easing: 'quadOut' })
|
||||
.start();
|
||||
} else {
|
||||
this.isPicFull = true;
|
||||
let s = 1
|
||||
let windowSize = view.getVisibleSize(); // 获取窗口大小
|
||||
let picTf:UITransform = this._nodeTab.cgPic.getComponent(UITransform);
|
||||
if (picTf.height < windowSize.height) {
|
||||
s = windowSize.height / picTf.height;
|
||||
}
|
||||
|
||||
tween((this._nodeTab.cgPic as Node))
|
||||
.to(ttime, { scale: new Vec3(s, s, s) }, { easing: 'quadOut' })
|
||||
.start();
|
||||
|
||||
let hideNodeOpa:UIOpacity = this._nodeTab.hideNode.getComponent(UIOpacity)
|
||||
tween(hideNodeOpa)
|
||||
.to(ttime*0.3, { opacity: 0 }, { easing: 'quadOut' })
|
||||
.start();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**星星动作 */
|
||||
private doStarAction1(node:Node, tdelay:number) {
|
||||
let ttime = 0.5;
|
||||
//透明效果
|
||||
let opa = node.getComponent(UIOpacity)
|
||||
if (!opa) {
|
||||
opa = node.addComponent(UIOpacity)
|
||||
}
|
||||
opa.opacity = 0
|
||||
tween(opa)
|
||||
.delay(tdelay)
|
||||
.to(ttime, { opacity: 255 }, { easing: 'quadIn' })
|
||||
.start();
|
||||
|
||||
//缩放效果
|
||||
node.setScale(new Vec3(3, 3, 3))
|
||||
tween(node)
|
||||
.delay(tdelay)
|
||||
.to(ttime, { scale: new Vec3(1, 1, 1) }, { easing: 'quadIn' })
|
||||
.start();
|
||||
|
||||
//旋转效果
|
||||
tween(node)
|
||||
.delay(tdelay)
|
||||
// .to(ttime, { angle: 720 }, { easing: 'quadOut' })
|
||||
.to(ttime, { eulerAngles: new Vec3(0, 0, 360) }, { easing: 'quadIn' })
|
||||
.start();
|
||||
}
|
||||
private doStarAction2(node:Node, tdelay:number) {
|
||||
let ttime = 0.5;
|
||||
//透明效果
|
||||
let opa = node.getComponent(UIOpacity)
|
||||
if (!opa) {
|
||||
opa = node.addComponent(UIOpacity)
|
||||
}
|
||||
opa.opacity = 0
|
||||
tween(opa)
|
||||
.delay(tdelay)
|
||||
.to(ttime, { opacity: 255 }, { easing: 'quadIn' })
|
||||
.start();
|
||||
|
||||
//缩放效果
|
||||
tween(node)
|
||||
.delay(tdelay)
|
||||
.to(ttime*0.5, { scale: new Vec3(1.3, 1.3, 1.3) }, { easing: 'quadIn' })
|
||||
.to(ttime*0.5, { scale: new Vec3(1, 1, 1) }, { easing: 'quadOut' })
|
||||
.start();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,738 @@
|
||||
import { _decorator, AudioSource, EditBox, EventTouch, isValid, Label, Node, Sprite, Tween, tween, UIOpacity, utils, v3, Vec3 } from 'cc';
|
||||
import { GButton } from '../../Main/Common/GButton';
|
||||
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 SubManager from '../SubManager';
|
||||
import GameManager, { E_TalkStage, E_TalkStatusType } from '../../Main/Manager/GameManager';
|
||||
import { I_LevelConfig, I_NpcTalkBack } from '../../Main/Config/CommonConfig';
|
||||
import HttpUnit from '../../Main/Common/HttpUnit';
|
||||
import { SDKManager } from '../../Main/Channel/SDKManager';
|
||||
import ResManager from '../../Main/Manager/ResManager';
|
||||
import PlayerDataManager from '../../Main/Manager/PlayerDataManager';
|
||||
import GameRootUI from '../../Main/Common/GameRootUI';
|
||||
import { E_AD_TARGET } from './TalkAdDialog';
|
||||
import GlobalValue from '../../Main/Common/GlobalValue';
|
||||
import AudioManager from '../../Main/Manager/AudioManager';
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
//聊天界面
|
||||
@ccclass('Talk_UI')
|
||||
export class Talk_UI extends li_BaseView {
|
||||
|
||||
private _nodeTab: any = {};
|
||||
private _data;
|
||||
|
||||
private dazijiInfo = {stage: 0, idx: 0, str: "", tm:0, ts:0.05, lab:null}; //打字机信息 stage:0-未开始,1-正在打字,2-打字结束
|
||||
private npcTalkInfo = {stage: 0, str:"", dotStr:"...", dotIdx:0, dotTm:0, dotTs:0.3, tm:0, ts:1.5}; //等待npc回复 stage:0-未开始,1-获取中,2-获取完成
|
||||
private ebTalk: EditBox;
|
||||
private labNpcTalk: Label;
|
||||
private xindongSpt: Sprite;
|
||||
private lvCfg: I_LevelConfig = null; //当前关卡配置
|
||||
private lastRandTalkIdx: number = -1; //上一次随机对话的索引
|
||||
|
||||
//----重写父类接口---------------------------------------
|
||||
onLoadCT() {
|
||||
Utils.parseNode(this.node, this._nodeTab)
|
||||
this.registerListenner();
|
||||
this.ebTalk = this._nodeTab.ebTalk.getComponent(EditBox);
|
||||
this.labNpcTalk = this._nodeTab.npcTalk.getComponent(Label);
|
||||
this.xindongSpt = this._nodeTab.xindongSpt.getComponent(Sprite);
|
||||
this.ebTalk.node.on('editing-did-began', this.onEditingBegan, this);
|
||||
this.ebTalk.node.on('editing-did-ended', this.onEditingEnded, this);
|
||||
this.ebTalk.node.on('editing-return', this.onEditingReturn, this);
|
||||
|
||||
// this._nodeTab.npcTalkSV.on(Node.EventType.TOUCH_START, (event: EventTouch)=>{
|
||||
// event.preventSwallow = true; //允许点击事件穿透
|
||||
// }, this);
|
||||
this._nodeTab.npcTalkSV.getChildByName("view").on(Node.EventType.TOUCH_END, (event:EventTouch) => {
|
||||
// event.preventSwallow = true; //允许点击事件穿透
|
||||
this.onNpcFramClick();
|
||||
}, this);
|
||||
|
||||
this._nodeTab.arrowNode.active = false;
|
||||
let npcNextArrow:Node = this._nodeTab.npcNextArrow
|
||||
tween(npcNextArrow)
|
||||
.to(0.5, {position: new Vec3(15, 0, 0)})
|
||||
.to(0.5, {position: new Vec3(-15, 0, 0)})
|
||||
.union()
|
||||
.repeatForever()
|
||||
.start()
|
||||
}
|
||||
openUIDataCT(data: any): void {
|
||||
this._data = data
|
||||
}
|
||||
|
||||
|
||||
registerListenner() {
|
||||
Utils.addInnerEL(InnerMsgCode.Data_NpcTalkBack, this, this.resiveNpcTalkBack)
|
||||
Utils.addInnerEL(InnerMsgCode.UI_Socket_Timeout, this, this.resiveSocketTimeout)
|
||||
Utils.addInnerEL(InnerMsgCode.UI_TalkStageUp, this, this.resiveTalkStageUp)
|
||||
Utils.addInnerEL(InnerMsgCode.Data_LevelStarUp, this, this.resiveLevelStarUp)
|
||||
Utils.addInnerEL(InnerMsgCode.UI_ResartGame, this, this.resiveResartGame)
|
||||
}
|
||||
|
||||
|
||||
start() {
|
||||
GButton.BandClick(this._nodeTab.btnBack, this.onBackClick, this);
|
||||
GButton.BandClick(this._nodeTab.btnSend, this.onSendClick, this);
|
||||
GButton.BandClick(this._nodeTab.btnSuiji, this.onSuijiClick, this);
|
||||
|
||||
//弹窗适配
|
||||
let scaleRatio = Utils.getScaleRatio(2)
|
||||
if (scaleRatio > 1) {
|
||||
scaleRatio = 1;
|
||||
}
|
||||
this._nodeTab.gs1frame.scale = new Vec3(scaleRatio, scaleRatio, 1)
|
||||
//规则内容
|
||||
Utils.setString(this._nodeTab.labGs1Tips, GlobalValue.RuleStr)
|
||||
|
||||
// GButton.BandClick(this._nodeTab.npcTalkFrame, ()=>{
|
||||
// this.onNpcFramClick();
|
||||
// }, this, 0, null, null, false);
|
||||
|
||||
GButton.BandClick(this._nodeTab.btnRecord, ()=>{
|
||||
// // 测试代码
|
||||
// if (true) {
|
||||
// this.showXinAddAnimation()
|
||||
// return
|
||||
// }
|
||||
ViewManager.I.openBundlesView("UI/StartUI/Record_UI")
|
||||
}, this);
|
||||
GButton.BandClick(this._nodeTab.btnTishi, ()=>{
|
||||
ViewManager.I.openBundlesView("UI/StartUI/Tips_UI")
|
||||
}, this);
|
||||
GButton.BandClick(this._nodeTab.btnAD, ()=>{
|
||||
ViewManager.I.openBundlesView("UI/StartUI/TalkAdDialog", {
|
||||
type: E_AD_TARGET.liaotian, //加聊天次数
|
||||
content: "看广告或分享可额外获取对话次数",
|
||||
adCallback: ()=>{
|
||||
SDKManager.show_reward_video_ad(this.node.uuid, 1)
|
||||
},
|
||||
shareCallback: ()=>{
|
||||
SDKManager.show_reward_share(this.node.uuid, 1)
|
||||
}
|
||||
})
|
||||
}, this);
|
||||
|
||||
GButton.BandClick(this._nodeTab.btnRole, ()=>{
|
||||
this._nodeTab.ruleNode.active = true
|
||||
}, this);
|
||||
GButton.BandClick(this._nodeTab.btnRoleOk, ()=>{
|
||||
this.onRoleCloseClick()
|
||||
}, this);
|
||||
GButton.BandClick(this._nodeTab.btnRoleClose, ()=>{
|
||||
this.onRoleCloseClick()
|
||||
}, this);
|
||||
|
||||
//ai语音开关
|
||||
GButton.BandClick(this._nodeTab.btnYuyin, ()=>{
|
||||
GameManager.AIVoiceSwt = !GameManager.AIVoiceSwt;
|
||||
this.refreshAIVoiceState()
|
||||
}, this);
|
||||
this.refreshAIVoiceState()
|
||||
if (!SDKManager.checkSupportBase64Audio()) {
|
||||
this._nodeTab.btnYuyin.active = false
|
||||
}
|
||||
|
||||
SDKManager.register_video_reward(this.node.uuid, (tag:number)=>{
|
||||
console.log("视频广告回调", tag)
|
||||
if (tag == 1) {
|
||||
// 加次数
|
||||
SubManager.ShowPrompt("观看视频成功,获得聊天次数")
|
||||
this.doAddLevelCnt(1)
|
||||
}
|
||||
})
|
||||
SDKManager.register_share_reward(this.node.uuid, (tag:number)=>{
|
||||
console.log("分享回调", tag)
|
||||
if (tag == 1) {
|
||||
// 加次数
|
||||
SubManager.ShowPrompt("分享成功,获得聊天次数")
|
||||
this.doAddLevelCnt(2)
|
||||
}
|
||||
})
|
||||
|
||||
this.initedGame()
|
||||
this.initXinAni()
|
||||
}
|
||||
|
||||
onDestroy () {
|
||||
super.onDestroy()
|
||||
if (isValid(this.ebTalk)) {
|
||||
this.ebTalk.node.off('editing-did-began', this.onEditingBegan, this);
|
||||
this.ebTalk.node.off('editing-did-ended', this.onEditingEnded, this);
|
||||
this.ebTalk.node.off('editing-return', this.onEditingReturn, this);
|
||||
}
|
||||
}
|
||||
|
||||
update(deltaTime: number) {
|
||||
|
||||
//region 打字机效果逻辑
|
||||
if (this.dazijiInfo.stage == 1) {
|
||||
this.dazijiInfo.tm += deltaTime
|
||||
if (this.dazijiInfo.tm >= this.dazijiInfo.ts) {
|
||||
this.dazijiInfo.tm = 0
|
||||
this.dazijiInfo.lab.string = this.dazijiInfo.str.substring(0, this.dazijiInfo.idx)
|
||||
|
||||
this.dazijiInfo.idx += 1
|
||||
if (this.dazijiInfo.idx > this.dazijiInfo.str.length) {
|
||||
this.dazijiInfo.stage = 2
|
||||
}
|
||||
}
|
||||
} else if (this.dazijiInfo.stage == 2) {
|
||||
console.log("文本打字机效果结束")
|
||||
this.dazijiInfo.stage = 0
|
||||
this.dazijiInfo.lab.string = this.dazijiInfo.str
|
||||
this._nodeTab.arrowNode.active = true;
|
||||
}
|
||||
|
||||
//接收npc回复逻辑
|
||||
if (this.npcTalkInfo.stage == 1) {
|
||||
//...的频率
|
||||
this.npcTalkInfo.dotTm += deltaTime
|
||||
if (this.npcTalkInfo.dotTm >= this.npcTalkInfo.dotTs) {
|
||||
this.npcTalkInfo.dotTm = 0
|
||||
this.labNpcTalk.string = this.npcTalkInfo.dotStr.substring(0, this.npcTalkInfo.dotIdx)
|
||||
this.npcTalkInfo.dotIdx += 1
|
||||
if (this.npcTalkInfo.dotIdx > this.npcTalkInfo.dotStr.length) {
|
||||
this.npcTalkInfo.dotIdx = 0
|
||||
}
|
||||
}
|
||||
//sorket获取频率
|
||||
this.npcTalkInfo.tm += deltaTime
|
||||
if (this.npcTalkInfo.tm >= this.npcTalkInfo.ts) {
|
||||
this.npcTalkInfo.tm = 0
|
||||
GameManager.I.getNpcTalkBack({})
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//region AI回复消息
|
||||
/**接收到npc回复数据流 */
|
||||
resiveNpcTalkBack(data:I_NpcTalkBack) {
|
||||
this.npcTalkInfo.stage = 0
|
||||
GameManager.TurnToStage(E_TalkStage.npcTalk)
|
||||
}
|
||||
|
||||
/**socket连接超时 */
|
||||
resiveSocketTimeout(data:any) {
|
||||
SubManager.ShowConfirm({
|
||||
content: "连接已断开,请重新开始游戏",
|
||||
hideNo: true, //隐藏取消按钮
|
||||
yesCallback: () => {
|
||||
ViewManager.I.closeAllView();
|
||||
Utils.sendInnerMsg(InnerMsgCode.UI_Talk_Back, {})
|
||||
},
|
||||
closeCallback: () => {
|
||||
ViewManager.I.closeAllView();
|
||||
Utils.sendInnerMsg(InnerMsgCode.UI_Talk_Back, {})
|
||||
}
|
||||
})
|
||||
this.npcTalkInfo.stage = 0
|
||||
}
|
||||
|
||||
/**接收到聊天状态变化消息 */
|
||||
resiveTalkStageUp(data:any) {
|
||||
this.refreshTalkStage()
|
||||
}
|
||||
/**接收到星级变化消息 */
|
||||
resiveLevelStarUp(data:any) {
|
||||
if (data && data.level == GameManager.CurLevelId) {
|
||||
for (let i=1; i<=3; i++) {
|
||||
let lsStar = this._nodeTab["lsStar"+i].getComponent(Sprite)
|
||||
let starPath = data.star >= i ? "lv_3" : "lv_2"
|
||||
ResManager.I.changeBundleSpriteFrame(lsStar, starPath, "Zhujiemian")
|
||||
}
|
||||
}
|
||||
}
|
||||
/**重新开始游戏 */
|
||||
resiveResartGame(data:any) {
|
||||
console.log("重新开始游戏")
|
||||
this.initedGame()
|
||||
}
|
||||
|
||||
|
||||
/**初始化 */
|
||||
initedGame() {
|
||||
this.lvCfg = GameManager.getLevelCfg(GameManager.CurLevelId)
|
||||
|
||||
//背景乐
|
||||
let bgmUrl = `https://hxzgame.vip.hnhxzkj.com/lzx/XiangQin/BGM/${this.lvCfg.bgm}.mp3`
|
||||
AudioManager.I.PlayRemoteMusic(bgmUrl, true)
|
||||
|
||||
//名称
|
||||
Utils.setString(this._nodeTab.npcName, this.lvCfg.name)
|
||||
|
||||
//刷新历史星级
|
||||
for (let i=1; i<=3; i++) {
|
||||
let lsStar = this._nodeTab["lsStar"+i].getComponent(Sprite)
|
||||
let starPath = this.lvCfg.star >= i ? "lv_3" : "lv_2"
|
||||
ResManager.I.changeBundleSpriteFrame(lsStar, starPath, "Zhujiemian")
|
||||
}
|
||||
|
||||
this._nodeTab.ruleNode.active = false
|
||||
|
||||
this.refreshTalkStage()
|
||||
|
||||
//刷新状态显示
|
||||
this.refreshTalkStepData()
|
||||
this.refreshXindongCishu(false)
|
||||
this.refreshDuihuaDefen()
|
||||
|
||||
//检测引导
|
||||
this.checkGuide()
|
||||
}
|
||||
|
||||
|
||||
//输入框开始编辑事件
|
||||
onEditingBegan(param1:any, param2:any) {
|
||||
console.log("聊天界面1: onEditingBegan", param1, param2)
|
||||
}
|
||||
//输入框回车事件
|
||||
onEditingReturn(param1:any, param2:any) {
|
||||
console.log("聊天界面2: onEditingReturn", param1, param2)
|
||||
}
|
||||
//输入框结束编辑事件
|
||||
onEditingEnded(param1:any, param2:any) {
|
||||
console.log("聊天界面3: onEditingEnded", param1, param2)
|
||||
}
|
||||
|
||||
|
||||
//刷新AI语音状态
|
||||
private refreshAIVoiceState() {
|
||||
let voicePath = GameManager.AIVoiceSwt ? "lv_4" : "lv_5"
|
||||
let sptYuyin = this._nodeTab.sptYuyin.getComponent(Sprite)
|
||||
ResManager.I.changeBundleSpriteFrame(sptYuyin, voicePath, "Zhujiemian")
|
||||
}
|
||||
|
||||
//播放AI语音
|
||||
private playAIVoice(str:string) {
|
||||
if (!GameManager.AIVoiceSwt) {
|
||||
return //开关没开
|
||||
}
|
||||
if (!SDKManager.checkSupportBase64Audio()) {
|
||||
return //不支持base64音频
|
||||
}
|
||||
HttpUnit.ins.getAIVoice({record_id: GameManager.RecordId, text:str}, (data) => {
|
||||
if (data) {
|
||||
console.log("播放AI语音11", data)
|
||||
SDKManager.playBase64Audio(data.url, false)
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
|
||||
|
||||
//region 刷新聊天状态
|
||||
private refreshTalkStage() {
|
||||
let gStage = GameManager.curStage
|
||||
if (gStage == E_TalkStage.prologue) {
|
||||
this.showNpcPrologue()
|
||||
} else if (gStage == E_TalkStage.myTalk) {
|
||||
this.turnToMyTalk()
|
||||
} else if (gStage == E_TalkStage.waitNpcTalk) {
|
||||
this.turnToWaitNpcTalk()
|
||||
} else if (gStage == E_TalkStage.npcTalk) {
|
||||
this.turnToNpcTalk(GameManager.CurNpcTalkData)
|
||||
} else if (gStage == E_TalkStage.npcFixedTalk) {
|
||||
this.turnToNpcFixedTalk(GameManager.CurNpcFixedTalkText)
|
||||
} else if (gStage == E_TalkStage.upTalkStatus) {
|
||||
this.turnToUpdateStage()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//显示NPC开场白
|
||||
private showNpcPrologue() {
|
||||
this._nodeTab.NpcTalkNode.active = true
|
||||
this._nodeTab.MyTalkNode.active = false
|
||||
this._nodeTab.arrowNode.active = false;
|
||||
//开场白
|
||||
this.dazijiInfo.stage = 1
|
||||
this.dazijiInfo.idx = 0
|
||||
this.dazijiInfo.lab = this.labNpcTalk
|
||||
this.dazijiInfo.str = this.lvCfg.prologueMessage
|
||||
this.dazijiInfo.tm = this.dazijiInfo.ts
|
||||
GameManager.AddTalkRecord({talk:this.lvCfg.prologueMessage, isMe:false, score:-1})
|
||||
// this.playAIVoice(this.lvCfg.prologueMessage)
|
||||
}
|
||||
|
||||
/**切换到玩家说话状态 */
|
||||
private turnToMyTalk() {
|
||||
this._nodeTab.NpcTalkNode.active = false
|
||||
this._nodeTab.MyTalkNode.active = true
|
||||
this.ebTalk.string = ""
|
||||
// //刷新npc表情
|
||||
// let rolePath = GameManager.GetNpcEmoPic("")
|
||||
// Utils.sendInnerMsg(InnerMsgCode.SceneLayerBgUp, {rolePath:rolePath})
|
||||
}
|
||||
/**切换到等待NPC说话状态 */
|
||||
private turnToWaitNpcTalk() {
|
||||
this._nodeTab.NpcTalkNode.active = true
|
||||
this._nodeTab.MyTalkNode.active = false
|
||||
this._nodeTab.arrowNode.active = false;
|
||||
this.labNpcTalk.string = ""
|
||||
}
|
||||
/**切换到NPC说话状态 */
|
||||
private turnToNpcTalk(data:I_NpcTalkBack) {
|
||||
this._nodeTab.NpcTalkNode.active = true
|
||||
this._nodeTab.MyTalkNode.active = false
|
||||
this._nodeTab.arrowNode.active = false;
|
||||
GameManager.AddStepScore(data.aiScore) //记录本次分数
|
||||
this.refreshDuihuaDefen()
|
||||
//npc回复
|
||||
// this.labNpcTalk.string = data.aiResponse
|
||||
this.dazijiInfo.stage = 1
|
||||
this.dazijiInfo.idx = 0
|
||||
this.dazijiInfo.lab = this.labNpcTalk
|
||||
this.dazijiInfo.str = data.aiResponse
|
||||
this.dazijiInfo.tm = this.dazijiInfo.ts
|
||||
GameManager.AddTalkRecord({talk:data.aiResponse, isMe:false, score:data.aiScore})
|
||||
this.playAIVoice(data.aiResponse)
|
||||
//刷新npc表情
|
||||
let rolePath = GameManager.GetNpcEmoPic(data.aiEmoji)
|
||||
Utils.sendInnerMsg(InnerMsgCode.SceneLayerBgUp, {rolePath:rolePath})
|
||||
//分数
|
||||
|
||||
//对话轮次
|
||||
GameManager.srouceCnt = data.sourceCnt
|
||||
this.refreshTalkStepData()
|
||||
}
|
||||
/**切换到npc固定话术展示状态 */
|
||||
private turnToNpcFixedTalk(str:string) {
|
||||
this._nodeTab.NpcTalkNode.active = true
|
||||
this._nodeTab.MyTalkNode.active = false
|
||||
this._nodeTab.arrowNode.active = false;
|
||||
//npc固定话术
|
||||
this.dazijiInfo.stage = 1
|
||||
this.dazijiInfo.idx = 0
|
||||
this.dazijiInfo.lab = this.labNpcTalk
|
||||
this.dazijiInfo.str = str
|
||||
this.dazijiInfo.tm = this.dazijiInfo.ts
|
||||
}
|
||||
/**切换到更新聊天状态状态 */
|
||||
private turnToUpdateStage() {
|
||||
HttpUnit.ins.getTalkStage({record_id: GameManager.RecordId}, (data) => {
|
||||
if (data) {
|
||||
GameManager.CurLevelData = data.level
|
||||
this.refreshTalkStepData()
|
||||
this.checkIsFinish()
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
|
||||
/**刷新心动次数 */
|
||||
private refreshXindongCishu(doAct:boolean = true) {
|
||||
let maxCount = HttpUnit.GetXindongMaxCount()
|
||||
let curCount = GameManager.xindongCishu
|
||||
Utils.setString(this._nodeTab.xindongNum, `${curCount}/${maxCount}`)
|
||||
|
||||
Tween.stopAllByTarget(this.xindongSpt)
|
||||
if (doAct) {
|
||||
tween(this.xindongSpt).to(0.3, { fillRange: curCount / maxCount }).start()
|
||||
} else {
|
||||
this.xindongSpt.fillRange = curCount / maxCount
|
||||
}
|
||||
}
|
||||
/**刷新对话得分 */
|
||||
private refreshDuihuaDefen() {
|
||||
let curScore = GameManager.getCurStepScore()
|
||||
let [totalScore, pjScore] = GameManager.getGameScore()
|
||||
Utils.setString(this._nodeTab.scoreNew, curScore+"")
|
||||
Utils.setString(this._nodeTab.scoreTotal, totalScore+"")
|
||||
}
|
||||
/**刷新当前状态显示 */
|
||||
private refreshTalkStepData() {
|
||||
let curCnt = GameManager.srouceCnt
|
||||
let stepData = GameManager.CurLevelData
|
||||
Utils.setString(this._nodeTab.lunciNum, `${curCnt}/${stepData.total_cnt}`)
|
||||
}
|
||||
|
||||
//region 检测是否结束
|
||||
/**检查对话轮次是否用完
|
||||
* @returns [是否结束对话,是否显示广告加次数]
|
||||
*/
|
||||
private checkIsFinish() {
|
||||
|
||||
let isFinish = false //是否结束对话
|
||||
let isShowAD = false //是否显示广告
|
||||
let isSendEnd = false //是否发送结束请求
|
||||
let stepData = GameManager.CurLevelData
|
||||
if (stepData.status == E_TalkStatusType.succ) {
|
||||
//已成功
|
||||
isFinish = true
|
||||
} else if (stepData.status == E_TalkStatusType.fail) {
|
||||
//已失败
|
||||
isFinish = true
|
||||
} else if (stepData.status == E_TalkStatusType.noCount) {
|
||||
//次数已用完
|
||||
isFinish = true
|
||||
isShowAD = true
|
||||
isSendEnd = true
|
||||
}
|
||||
|
||||
if (isFinish) {
|
||||
if (isShowAD) {
|
||||
ViewManager.I.openBundlesView("UI/StartUI/TalkAdDialog", {
|
||||
type: E_AD_TARGET.liaotian, //加聊天次数
|
||||
content: "看广告或分享可额外获取对话次数",
|
||||
adCallback: ()=>{
|
||||
SDKManager.show_reward_video_ad(this.node.uuid, 1)
|
||||
},
|
||||
shareCallback: ()=>{
|
||||
SDKManager.show_reward_share(this.node.uuid, 1)
|
||||
},
|
||||
closeCallback: ()=>{
|
||||
if (isSendEnd) {
|
||||
this.doJiesuan()
|
||||
} else {
|
||||
ViewManager.I.openBundlesView("UI/StartUI/Finish_UI", stepData)
|
||||
}
|
||||
}
|
||||
})
|
||||
} else {
|
||||
if (isSendEnd) {
|
||||
this.doJiesuan()
|
||||
} else {
|
||||
ViewManager.I.openBundlesView("UI/StartUI/Finish_UI", stepData)
|
||||
}
|
||||
}
|
||||
} else {
|
||||
GameManager.TurnToStage(E_TalkStage.myTalk)
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//增加聊天次数 atype: 1=看广告 2=分享
|
||||
private doAddLevelCnt(atype:number) {
|
||||
HttpUnit.ins.addTalkCnt({record_id: GameManager.RecordId, type:atype}, (data) => {
|
||||
if (data) {
|
||||
GameManager.CurLevelData = data.level
|
||||
this.refreshTalkStepData()
|
||||
//判断是否继续对话
|
||||
if (GameManager.srouceCnt < data.level.total_cnt) {
|
||||
GameManager.TurnToStage(E_TalkStage.myTalk)
|
||||
} else {
|
||||
this.doJiesuan()
|
||||
}
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
//结算
|
||||
private doJiesuan() {
|
||||
let [score_all, score] = GameManager.getGameScore()
|
||||
HttpUnit.ins.sendLevelFinish({record_id: GameManager.RecordId, score:score, score_all:score_all}, (data) => {
|
||||
if (data && data.level) {
|
||||
//成功
|
||||
ViewManager.I.openBundlesView("UI/StartUI/Finish_UI", data.level)
|
||||
} else {
|
||||
//失败
|
||||
console.warn("结算失败,服务器返回异常!")
|
||||
ViewManager.I.closeAllView();
|
||||
Utils.sendInnerMsg(InnerMsgCode.UI_Talk_Back, {})
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
|
||||
//退出聊天
|
||||
onBackClick() {
|
||||
SubManager.ShowConfirm({
|
||||
content: "确定退出吗?\n(退出会保留当前聊天进度)",
|
||||
yesCallback: () => {
|
||||
//退出并结算
|
||||
// this.doJiesuan();
|
||||
|
||||
//只退出聊天,不结算
|
||||
this.onClose();
|
||||
Utils.sendInnerMsg(InnerMsgCode.UI_Talk_Back, {})
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
//发送消息
|
||||
onSendClick() {
|
||||
let str = this.ebTalk.string;
|
||||
if (str.length == 0) {
|
||||
SubManager.ShowPrompt("请先输入内容")
|
||||
return
|
||||
}
|
||||
GameManager.TurnToStage(E_TalkStage.waitNpcTalk)
|
||||
this.ebTalk.string = ""
|
||||
HttpUnit.ins.sendUserTalk({record_id: GameManager.RecordId, user_input: str}, (data) => {
|
||||
if (data) {
|
||||
GameManager.AddTalkRecord({talk:str, isMe:true, score:-1})
|
||||
//开始接收npc回复
|
||||
this.npcTalkInfo.stage = 1
|
||||
this.npcTalkInfo.str = ""
|
||||
this.npcTalkInfo.dotTm = this.npcTalkInfo.dotTs
|
||||
this.npcTalkInfo.tm = this.npcTalkInfo.ts
|
||||
this.npcTalkInfo.dotIdx = 1
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
//随机回复对话
|
||||
onSuijiClick() {
|
||||
let sjLen = this.lvCfg.randomInputPool.length
|
||||
let randIdx = Utils.getRandomInt(0, sjLen-1)
|
||||
console.log("随机回复对话:", randIdx, sjLen)
|
||||
if (randIdx == this.lastRandTalkIdx) {
|
||||
randIdx++
|
||||
if (randIdx >= sjLen) randIdx = 0
|
||||
}
|
||||
this.lastRandTalkIdx = randIdx
|
||||
this.ebTalk.string = this.lvCfg.randomInputPool[randIdx]
|
||||
}
|
||||
|
||||
//点击npc对话背景
|
||||
onNpcFramClick() {
|
||||
if (this.dazijiInfo.stage == 1) {
|
||||
this.dazijiInfo.stage = 2
|
||||
} else {
|
||||
if (GameManager.curStage == E_TalkStage.prologue) {
|
||||
GameManager.TurnToStage(E_TalkStage.upTalkStatus)
|
||||
} else if (GameManager.curStage == E_TalkStage.npcTalk) {
|
||||
let npcTalk = GameManager.CurNpcTalkData
|
||||
if (npcTalk.judgement == 0) {
|
||||
console.log("固定鼓励话术展示!", GameManager.npcFixTalkCountXihuan)
|
||||
if (GameManager.npcFixTalkCountXihuan > 0) {
|
||||
GameManager.TurnToStage(E_TalkStage.upTalkStatus)
|
||||
} else {
|
||||
GameManager.CurNpcFixedTalkText = this.lvCfg.encourageMessage
|
||||
GameManager.TurnToStage(E_TalkStage.npcFixedTalk)
|
||||
}
|
||||
GameManager.npcFixTalkCountXihuan = GameManager.npcFixTalkCountXihuan + 1
|
||||
GameManager.xindongCishu = GameManager.xindongCishu + 1
|
||||
this.showXinAddAnimation()
|
||||
// this.refreshXindongCishu(true)
|
||||
} else if (npcTalk.judgement == 2) {
|
||||
console.log("固定厌恶话术展示!", GameManager.npcFixTalkCountTaoyan)
|
||||
if (GameManager.npcFixTalkCountTaoyan > 0) {
|
||||
GameManager.TurnToStage(E_TalkStage.upTalkStatus)
|
||||
} else {
|
||||
GameManager.CurNpcFixedTalkText = this.lvCfg.hateMessage
|
||||
GameManager.TurnToStage(E_TalkStage.npcFixedTalk)
|
||||
}
|
||||
GameManager.npcFixTalkCountTaoyan = GameManager.npcFixTalkCountTaoyan + 1
|
||||
} else {
|
||||
GameManager.TurnToStage(E_TalkStage.upTalkStatus)
|
||||
}
|
||||
} else if (GameManager.curStage == E_TalkStage.npcFixedTalk) {
|
||||
GameManager.TurnToStage(E_TalkStage.upTalkStatus)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//region 爱心增加动画
|
||||
private _xin1PosOrig: Vec3
|
||||
private _xin2PosOrig: Vec3
|
||||
private _xin2Opa: UIOpacity = null
|
||||
//初始化爱心动画
|
||||
private initXinAni() {
|
||||
this._xin1PosOrig = (this._nodeTab.xinSpt1 as Node).position.clone()
|
||||
this._xin2PosOrig = (this._nodeTab.xinSpt2 as Node).position.clone()
|
||||
this._xin2Opa = this._nodeTab.xinSpt2.getComponent(UIOpacity)
|
||||
this._xin2Opa.opacity = 0
|
||||
}
|
||||
//显示爱心增加动画
|
||||
private showXinAddAnimation() {
|
||||
Tween.stopAllByTarget(this._nodeTab.xinSpt2)
|
||||
Tween.stopAllByTarget(this._xin2Opa)
|
||||
let xinSpt2: Node = this._nodeTab.xinSpt2
|
||||
//缩放
|
||||
xinSpt2.scale = new Vec3(0.1, 0.1, 0.1)
|
||||
tween(xinSpt2)
|
||||
.to(0.2, { scale: new Vec3(2.2, 2.2, 1) }, {easing: 'sineIn'})
|
||||
.to(0.2, { scale: new Vec3(1, 1, 1) }, {easing: 'sineOut'})
|
||||
.start()
|
||||
//移动
|
||||
xinSpt2.position = this._xin2PosOrig
|
||||
tween(xinSpt2)
|
||||
.delay(0.4)
|
||||
.to(0.45, { position: this._xin1PosOrig }, {easing: 'sineIn'})
|
||||
.call(() => {
|
||||
this.showXin2Animation()
|
||||
this.refreshXindongCishu(true) //刷新次数显示
|
||||
})
|
||||
.start()
|
||||
|
||||
// #region 贝塞尔曲线动作
|
||||
// // 三维空间的缓动
|
||||
// const quadraticCurve = (t: number, p1: Vec3, cp: Vec3, p2: Vec3, out: Vec3) => {
|
||||
// out.x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x
|
||||
// out.y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y
|
||||
// out.z = (1 - t) * (1 - t) * p1.z + 2 * t * (1 - t) * cp.z + t * t * p2.z
|
||||
// }
|
||||
// const startPos = this._xin2PosOrig
|
||||
// const controlPos = v3(2, 3, 0)
|
||||
// const endPos = this._xin1PosOrig
|
||||
// const tempVec3 = v3()
|
||||
// tween(xinSpt2)
|
||||
// .to(
|
||||
// 0.45,
|
||||
// { position: endPos },
|
||||
// {
|
||||
// onUpdate: (target, ratio) => {
|
||||
// quadraticCurve(ratio, startPos, controlPos, endPos, tempVec3)
|
||||
// xinSpt2.setPosition(tempVec3)
|
||||
// },
|
||||
// }
|
||||
// )
|
||||
// .call(() => {
|
||||
// this.showXin2Animation()
|
||||
// this.refreshXindongCishu(true) //刷新次数显示
|
||||
// })
|
||||
// .start()
|
||||
// #endregion
|
||||
|
||||
//透明度
|
||||
this._xin2Opa.opacity = 0
|
||||
tween(this._xin2Opa)
|
||||
.to(0.05, { opacity: 255 })
|
||||
.delay(0.75)
|
||||
.to(0.05, { opacity: 0 })
|
||||
.start()
|
||||
}
|
||||
private showXin2Animation() {
|
||||
Tween.stopAllByTarget(this._nodeTab.xinSpt1)
|
||||
let xinSpt1: Node = this._nodeTab.xinSpt1
|
||||
xinSpt1.scale = new Vec3(1, 1, 1)
|
||||
tween(xinSpt1)
|
||||
.to(0.3, {scale: new Vec3(1.4, 1.4, 1.4) }, {easing: 'sineInOut'})
|
||||
.to(0.3, {scale: new Vec3(1, 1, 1) }, {easing: 'sineInOut'})
|
||||
.start()
|
||||
}
|
||||
|
||||
|
||||
//region 引导相关
|
||||
//检查引导
|
||||
private checkGuide() {
|
||||
if (PlayerDataManager.I.GuideTalkFinished) {
|
||||
return
|
||||
}
|
||||
|
||||
let delayInterval = 0.5
|
||||
GameRootUI.DisableOper(delayInterval)
|
||||
this.scheduleOnce(() => {
|
||||
this._nodeTab.ruleNode.active = true
|
||||
},delayInterval)
|
||||
}
|
||||
//引导完成
|
||||
private finishGuide() {
|
||||
if (PlayerDataManager.I.GuideTalkFinished) {
|
||||
return
|
||||
}
|
||||
PlayerDataManager.I.SetGuideTalkFinish(true)
|
||||
}
|
||||
//关闭规则弹窗
|
||||
private onRoleCloseClick() {
|
||||
this._nodeTab.ruleNode.active = false
|
||||
this.finishGuide()
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user