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2025-07-17 17:18:21 +08:00
commit 1ffc1b5cf0
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import { _decorator, instantiate, Label, Layout, Node, Prefab, ScrollView, Sprite, tween, UIOpacity, UITransform } from 'cc';
import { GButton } from '../../Main/Common/GButton';
import Utils from '../../Main/Common/Utils';
import { InnerMsgCode } from '../../Main/Config/InnerMsgCode';
import li_BaseView from '../../Main/Common/li_BaseView';
import GameManager from '../../Main/Manager/GameManager';
import ResManager from '../../Main/Manager/ResManager';
import { SDKManager } from '../../Main/Channel/SDKManager';
import { ViewManager } from '../../Main/Manager/ViewManager';
import { E_AD_TARGET } from './TalkAdDialog';
import SubManager from '../SubManager';
import HttpUnit from '../../Main/Common/HttpUnit';
const { ccclass, property } = _decorator;
//聊天记录界面
@ccclass('Record_UI')
export class Record_UI extends li_BaseView {
@property(Prefab)
private talkNpcItem: Prefab = null;
@property(Prefab)
private talkUserItem: Prefab = null;
private _nodeTab: any = {};
private talkSV: ScrollView = null;
private _data;
private itemNodeList: any[] = [];
private itemDataList: any[] = [];
//----重写父类接口---------------------------------------
onLoadCT() {
this.registerListenner();
Utils.parseNode(this.node, this._nodeTab)
this.talkSV = this._nodeTab.talkSV.getComponent(ScrollView);
}
openUIDataCT(data: any): void {
this._data = data
}
registerListenner() {
// Utils.addInnerEL(InnerMsgCode.GM_UI_Close, this, this.resiveGMClose)
}
start() {
GButton.BandClick(this._nodeTab.btnBack, ()=>{
this.onClose();
}, this);
//撤回按钮
GButton.BandClick(this._nodeTab.chehuiNode, ()=>{
let cellLen = this.itemDataList.length
if (cellLen <= 1) {
SubManager.ShowPrompt("没有可以撤回的对话")
return
}
let contStr = ""
let levelData = GameManager.CurLevelData
if (!levelData || levelData.can_use_cancel_cnt <= 0) {
contStr = "关卡内撤回次数已用完"
} else {
contStr = `观看广告,可撤回最近一次对话并返还 1 次对话次数,剩余${levelData.can_use_cancel_cnt}次`
}
ViewManager.I.openBundlesView("UI/StartUI/TalkAdDialog", {
type: E_AD_TARGET.chehui, //撤回,并加聊天次数
content: contStr,
adCallback: ()=>{
SDKManager.show_reward_video_ad(this.node.uuid, 1)
},
shareCallback: ()=>{
SDKManager.show_reward_share(this.node.uuid, 1)
}
})
}, this);
SDKManager.register_video_reward(this.node.uuid, (tag:number)=>{
console.log("视频广告回调", tag)
if (tag == 1) {
// 撤回聊天
this.doChehuiTalk()
}
})
SDKManager.register_share_reward(this.node.uuid, (tag:number)=>{
console.log("分享回调", tag)
if (tag == 1) {
// 撤回聊天
this.doChehuiTalk()
}
})
let lvCfg = GameManager.getLevelCfg(GameManager.CurLevelId)
//npc名字
Utils.setString(this._nodeTab.npcName, lvCfg.name)
this.itemNodeList = []
this.itemDataList = []
let talkLay: Layout = this.talkSV.content.getComponent(Layout)
let talkCellLen = GameManager.TalkRecordList.length
let aniTime = 0 //滚动动作总时间
talkLay.enabled = false;
for (let i=0; i<talkCellLen; i++) {
// for (let i=talkCellLen-1; i>=0; i--) {
let info = GameManager.TalkRecordList[i];
let titem = info.isMe ? this.talkUserItem : this.talkNpcItem;
let itemClone:any = instantiate(titem);
this._nodeTab.talkLay.addChild(itemClone);
Utils.parseNode(itemClone);
this.itemNodeList.push(itemClone);
this.itemDataList.push(info);
//头像
let spt = itemClone.headIcon.getComponent(Sprite)
if (info.isMe) {
let avatarUrl = SDKManager.avatarUrl;
if (avatarUrl == "" || avatarUrl == null) {
SDKManager.getUserInfo((data) => {
ResManager.I.changeRemoteSpriteFrame(spt, data.avatarUrl)
})
} else {
ResManager.I.changeRemoteSpriteFrame(spt, avatarUrl)
}
} else {
let headPath = `head/${lvCfg.characterAvatar}`
ResManager.I.changeBundleSpriteFrame(spt.getComponent(Sprite), headPath, "Raw")
}
//对话文本
Utils.setString(itemClone.labTalk, info.talk)
//得分
if (info.isMe || info.score < 0) {
itemClone.labScore.active = false;
} else {
itemClone.labScore.active = true;
Utils.setString(itemClone.labScore, `得分:${info.score}`)
}
//动作
let kuangOpa:UIOpacity = itemClone.kuang.getComponent(UIOpacity)
kuangOpa.opacity = 1;
// let didx = talkCellLen-1-i;
let didx = i;
let tdelay = didx * 0.03;
let self = this;
if (i == talkCellLen-1) {
aniTime = 0.2 + tdelay;
}
tween(kuangOpa)
.delay(0.2 + tdelay)
.to(0.2, { opacity: 255 })
.call(()=>{
//滚动到当前节点处
self.talkSV.scrollToPercentVertical((talkCellLen-1-i) / talkCellLen, 0.1);
//调整框宽度
let labTf:UITransform = itemClone.labTalk.getComponent(UITransform);
let kuangTf:UITransform = itemClone.kuang.getComponent(UITransform);
kuangTf.width = labTf.width + 30;
})
.start();
}
//延迟一下,设置文本换行模式
this.scheduleOnce(()=>{
for (let i=0; i<this.itemNodeList.length; i++) {
let item = this.itemNodeList[i];
let labTf:UITransform = item.labTalk.getComponent(UITransform);
let lab:Label = item.labTalk.getComponent(Label);
if (labTf.height < 50) { //小于50,说明没换行,改为自动宽度
lab.overflow = Label.Overflow.NONE;
} else {
lab.overflow = Label.Overflow.RESIZE_HEIGHT;
}
}
}, 0.1)
//延迟一下,调整文本框的宽度。高度由layout自动调整
this.scheduleOnce(()=>{
talkLay.enabled = true;
}, 0.15)
//撤回按钮显示动画
let chehuiOpa: UIOpacity = this._nodeTab.chehuiNode.getComponent(UIOpacity);
chehuiOpa.opacity = 0;
tween(chehuiOpa)
.delay(aniTime)
.to(0.2, {opacity: 255})
.start();
//刷新撤回次数
this.refreshChehuiCount()
}
update(deltaTime: number) {
}
/**刷新撤回次数 */
refreshChehuiCount() {
let levelData = GameManager.CurLevelData
let n_cur = levelData.can_use_cancel_cnt || 0
let n_max = 3
Utils.setString(this._nodeTab.labChehui, n_cur + "/" + n_max)
}
/**撤回上一轮发言 */
doChehuiTalk() {
HttpUnit.ins.sendTalkChehui({record_id: GameManager.RecordId}, (data) => {
if (data) {
SubManager.ShowPrompt("聊天次数+1")
GameManager.CurLevelData = data.level
GameManager.srouceCnt = data.level.current_cnt
Utils.sendInnerMsg(InnerMsgCode.Data_LunciUp, {})
this.refreshChehuiCount()
let cellLen = this.itemNodeList.length
if (cellLen > 1) {
for (let i=cellLen-1; i>=0; i--) {
let item: Node = this.itemNodeList[i]
let info = this.itemDataList[i]
item.removeFromParent()
this.itemNodeList.splice(i, 1)
this.itemDataList.splice(i, 1)
if (info && info.isMe) {
break
}
}
GameManager.RemoveLastRoundTalkRecord()
}
}
})
}
}
@@ -0,0 +1,176 @@
import { _decorator, instantiate, isValid, Label, Node, Prefab, Sprite } from 'cc';
import { GButton } from '../../Main/Common/GButton';
import AudioManager from '../../Main/Manager/AudioManager';
import Utils from '../../Main/Common/Utils';
import { ViewManager } from '../../Main/Manager/ViewManager';
import { InnerMsgCode } from '../../Main/Config/InnerMsgCode';
import li_BaseView from '../../Main/Common/li_BaseView';
import GameRootUI from '../../Main/Common/GameRootUI';
import ResManager from '../../Main/Manager/ResManager';
import HttpUnit from '../../Main/Common/HttpUnit';
import { SDKManager } from '../../Main/Channel/SDKManager';
import ScrollViewList from '../../Main/Common/ScrollViewList';
const { ccclass, property } = _decorator;
//主界面
@ccclass('Start_UI')
export class Start_UI extends li_BaseView {
@property(ScrollViewList)
private Level_List: ScrollViewList = null
@property(Prefab)
private Level_Item: Prefab = null
private itemClone: any = null
private _nodeTab: any = {};
private _data;
private levelData: any[] = []; //关卡数据
private curLevelIdx: number = 0; //当前关卡Idx
//----重写父类接口---------------------------------------
onLoadCT() {
this.registerListenner();
Utils.parseNode(this.node, this._nodeTab)
this.itemClone = instantiate(this.Level_Item)
this.Level_List.setTemplateItem(this.itemClone)
}
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)
}
start() {
GButton.BandClick(this._nodeTab.btnStart, this.onStartClick, this);
// GButton.BandClick(this._nodeTab.btnSetting, this.onSettingClick, this);
AudioManager.I.PlayMusic(1, true) //背景乐
GameRootUI.InitDisableOperUI(false)
GameRootUI.InitCrossUI(false)
this.setUIVisible(true)
//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")
this.setUIVisible(true)
}
//显示主界面UI
setUIVisible(vis: boolean) {
this._nodeTab.UIRoot.active = vis
}
//刷新玩家信息完毕
userInited() {
this.refreshSdkUI()
//初始化关卡列表
this.levelData = [1,2,3,4,5,6,7,8,9]
this.levelData.unshift(0) //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
this.curLevelIdx = 1
this.changeLevel(this.curLevelIdx, true)
}
//刷新SDK相关的UI
refreshSdkUI() {
console.log("主界面:刷新SDK相关的UI...")
SDKManager.getUserInfo((data) => {
//头像
let spt = this._nodeTab.headIcon.getComponent(Sprite)
ResManager.I.changeRemoteSpriteFrame(spt, data.avatarUrl)
//名字
let nickName = this._nodeTab.nickName.getComponent(Label)
nickName.string = data.nickName
console.log("主界面 设置头像和名字:", data.avatarUrl, data.nickName)
})
}
//关卡列表渲染
onRenderItemList(node: any, idx: number) {
if(!isValid(node)) {return}
if (!node.inited) {
node.inited = true;
Utils.parseNode(node);
}
//第一个是占位用的
if (idx == 0) {
node.l_rotateN.active = false
return
}
node.l_rotateN.active = true
let data = this.levelData[idx]
GButton.RemoveAndBandClick(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]
let bgPath = "bg"+idx
let rolePath = "role"+idx
Utils.sendInnerMsg(InnerMsgCode.SceneLayerBgUp, {bgPath:bgPath, rolePath:rolePath})
}
//开始游戏
onStartClick() {
Utils.Log("点击开始游戏");
// //测试代码
// if (true) {
// this.setUIVisible(false)
// ViewManager.I.openBundlesView("UI/StartUI/Talk_UI")
// return
// }
let level_id = `game_level_${this.curLevelIdx}`
HttpUnit.ins.levelStart({level_id:level_id}, (data) => {
this.setUIVisible(false)
ViewManager.I.openBundlesView("UI/StartUI/Talk_UI")
})
}
// //设置
// onSettingClick() {
// ViewManager.I.openBundlesView("UI/StartUI/Setting_UI")
// }
}
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import { _decorator, Node, v2 } from "cc";
import { I_LevelConfig, I_LevelStepData, I_NpcTalkBack, I_TalkRecordInfo } from "../Config/CommonConfig";
import SocketUnit from "../Common/SocketUnit";
import Utils from "../Common/Utils";
import { InnerMsgCode } from "../Config/InnerMsgCode";
const { ccclass, property } = _decorator;
/**聊天状态 */
export enum E_TalkStatusType {
succ = 0, //成功
talking = 1, //对话中
fail = 2, //失败
noCount = 3, //次数不足
}
//游戏管理器
@ccclass('GameManager')
export default class GameManager {
private static _I: GameManager = null;
public static get I(): GameManager {
if (!GameManager._I) {
GameManager._I = new GameManager();
GameManager._I.init();
}
return GameManager._I;
}
private init(){
}
//长连接相关==============================================================
private _socket: SocketUnit = null;
/**连接长连接 */
public connetSorcket(record_id:string){
this.disconnectSocket();
this._socket = new SocketUnit();
this._socket.connect(`ws://47.119.190.199:20190/game/ai/response/${record_id}`);
this._socket.onDataReceived((data: any) => {
let resData = JSON.parse(data.data)
// console.log("收到长连接消息", resData)
Utils.sendInnerMsg(InnerMsgCode.Data_NpcTalkBack, resData || {})
})
}
/**断开长连接 */
public disconnectSocket(){
if (this._socket){
this._socket.disconnect();
}
this._socket = null;
}
/**获取npc回复 */
public getNpcTalkBack(data: any){
if (this._socket){
let str = JSON.stringify(data)
this._socket.sendData(str);
}
}
//关卡数据相关==============================================================
private static _levelCfgArray: I_LevelConfig[] = [];
private static _levelCfgMap: {[key: string]: I_LevelConfig} = {};
/**设置关卡配置数据 */
public static SetLevelCfg(levelCfg: any[]) {
GameManager._levelCfgArray = levelCfg;
let info:any = null;
for (let i = 0; i < levelCfg.length; i++) {
info = levelCfg[i];
GameManager._levelCfgMap[info.id] = info;
}
}
/**获取关卡配置 */
public static getLevelCfg(levelId: string): I_LevelConfig {
return GameManager._levelCfgMap[levelId];
}
private static _AIVoiceSwt: boolean = false;
/**设置是否显示AI语音 */
public static set AIVoiceSwt(value: boolean) {
GameManager._AIVoiceSwt = value;
}
/**获取是否显示AI语音 */
public static get AIVoiceSwt(): boolean {
return GameManager._AIVoiceSwt;
}
private static _curLevelId: string = "";
/**设置当前关卡ID */
public static set CurLevelId(value: string) {
GameManager._curLevelId = value;
}
/**获取当前关卡ID */
public static get CurLevelId(): string {
return GameManager._curLevelId;
}
private static _recordId: string = "";
/**设置当前关卡流程ID */
public static set RecordId(value: string) {
GameManager._recordId = value;
}
/**获取当前关卡流程ID */
public static get RecordId(): string {
return GameManager._recordId;
}
private static _curLevelData: I_LevelStepData = null;
/**设置当前步骤数据 */
public static set CurLevelData(value: I_LevelStepData) {
GameManager._curLevelData = value;
}
/**获取当前步骤数据 */
public static get CurLevelData(): I_LevelStepData {
return GameManager._curLevelData;
}
private static _curNpcTalkData: I_NpcTalkBack = null;
/**设置当前NPC回复数据 */
public static set CurNpcTalkData(value: I_NpcTalkBack) {
GameManager._curNpcTalkData = value;
}
/**获取当前NPC回复数据 */
public static get CurNpcTalkData(): I_NpcTalkBack {
return GameManager._curNpcTalkData;
}
private static stepScoreList: number[] = [];
/**设置关卡步骤评分 */
public static AddStepScore(score: number) {
GameManager.stepScoreList.push(score);
}
/**清空关卡步骤评分 */
public static ClearStepScore() {
GameManager.stepScoreList = [];
}
/**获取关卡当前评分
* @returns [总分,平均分]
*/
public static getGameScore(): [number,number] {
let totalScore = 0;
let totalStep = 0;
GameManager.stepScoreList.forEach((score) => {
totalScore += score;
totalStep++;
})
let scoreRate = totalStep > 0 ? Math.floor(totalScore / totalStep) : 0;
return [totalScore, scoreRate];
}
private static talkRecordList: I_TalkRecordInfo[] = [];
/**添加对话记录 */
public static AddTalkRecord(record: I_TalkRecordInfo) {
GameManager.talkRecordList.push(record);
}
/**清空对话记录 */
public static ClearTalkRecord() {
GameManager.talkRecordList = [];
}
/**获取对话记录 */
public static get TalkRecordList(): I_TalkRecordInfo[] {
return GameManager.talkRecordList;
}
}
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