This commit is contained in:
2025-07-17 17:18:21 +08:00
commit 1ffc1b5cf0
5309 changed files with 1150310 additions and 0 deletions
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/**长连接*/
export default class SocketUnit {
private socket: WebSocket | null = null;
private isConnected: boolean = false;
private dataReceivedCallback: (data: any) => void = () => {};
// 连接到服务器
public connect(url: string): void {
if (this.isConnected) {
console.log("SocketUnit: Already connected.");
return;
}
this.socket = new WebSocket(url);
console.log("SocketUnit: Connecting to -> " + url);
// 连接成功
this.socket.onopen = () => {
this.isConnected = true;
console.log("SocketUnit: Connection succ.");
};
// 接收到消息
this.socket.onmessage = (event) => {
// console.log("SocketUnit: Received data: ", event);
if (this.dataReceivedCallback) {
this.dataReceivedCallback(event);
}
};
// 连接关闭
this.socket.onclose = () => {
this.isConnected = false;
console.log("SocketUnit: Connection closed.");
};
// 发生错误
this.socket.onerror = (error) => {
console.error("SocketUnit: WebSocket error:", error);
this.isConnected = false;
};
}
// 断开连接
public disconnect(): void {
if (this.socket && this.isConnected) {
this.socket.close();
}
}
// 发送数据
public sendData(data: string): void {
// console.log("SocketUnit: sendData", data);
if (this.socket && this.isConnected) {
this.socket.send(data);
} else {
console.error("SocketUnit: Socket is not connected.");
}
}
// 设置数据接收回调
public onDataReceived(callback: (data: string) => void): void {
this.dataReceivedCallback = callback;
}
// 获取连接状态
public get isConnectedStatus(): boolean {
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}
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@@ -0,0 +1,134 @@
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"importer": "image",
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"uuid": "573ac856-4952-4541-a134-4a6f19ffd382",
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"name": "texture",
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"wrapModeT": "clamp-to-edge",
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"visible": false,
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"magfilter": "linear",
"mipfilter": "none",
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},
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"imported": true,
"files": [
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"id": "f9941",
"name": "spriteFrame",
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"atlasUuid": ""
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@@ -0,0 +1,235 @@
/**
* 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)
GUIDE_MAIN = StorageConfigUtil.BaseData + 17, //主界面引导是否完成
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 */
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 */
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 */
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 */
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[];
/**关卡进行中的record_id,有值时要先获取一下之前的存档 */
record_id: 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;
/**关卡解锁类型 -1=未解锁 0=自动解锁 1=游戏通关解锁 2=手动解锁 */
unlock_type: number;
}
/**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;
/**剩余可看广告次数 */
ad_num: number;
/**剩余可分享次数 */
share_num: number;
/**剩余可撤回次数 */
can_use_cancel_cnt: number;
/**剩余可暴击次数 */
can_use_strength_cnt: number;
/**暴击是否生效 */
is_strength_take_effect: boolean;
/**甜蜜暴击已用次数 */
first_strength?: number;
/**撤回已用次数 */
first_cancel?: 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;
/**ai基础评分 */
aiBaseScore:number;
/**ai额外加分 */
aiAdditionalScore: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;
/**评分 小于0时不显示 */
score: number;
/**基础分 */
scoreBase: number;
/**额外加分 */
scoreAdditional: number;
}
/**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;
/**抖音侧边栏奖励是否已领取 0未领取 1已领取 */
is_receive: number;
/**友盟关卡记录 */
levels: any[];
}
/**心动回忆数据 */
export interface I_HuiyiInfo {
/**关卡id */
lvId: string;
/**星数 */
star: number;
/**是否解锁 */
unlock: boolean;
}
@@ -0,0 +1,42 @@
import { _decorator, Component, Node, tween, UIOpacity, Vec3 } from 'cc';
import Utils from '../../Main/Common/Utils';
const { ccclass, property } = _decorator;
/**界面打开动画 */
@ccclass('UIOpenAni')
export class UIOpenAni extends Component {
private uiopa: UIOpacity = null;
start() {
this.uiopa = this.node.getComponent(UIOpacity);
if (!this.uiopa) {
this.uiopa = this.node.addComponent(UIOpacity);
}
//动作1 透明度
this.uiopa.opacity = 0;
tween(this.uiopa)
.delay(0.1)
.to(0.15, { opacity: 255 })
.start();
//动作2 缩放
let scaleRatio = Utils.getScaleRatio(2)
if (scaleRatio > 1) {
scaleRatio = 1;
}
let origScale = new Vec3(scaleRatio, scaleRatio, scaleRatio);
tween(this.node)
.delay(0.1)
.call(() => {
this.node.scale = new Vec3(0.7, 0.7, 0.7);
})
.to(0.2, { scale: origScale }, { easing: 'backOut' })
.start();
}
update(deltaTime: number) {
}
}
@@ -0,0 +1,134 @@
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"importer": "image",
"imported": true,
"uuid": "8e67989b-2e61-403c-90d6-13e0eebb30a6",
"files": [
".json",
".png"
],
"subMetas": {
"6c48a": {
"importer": "texture",
"uuid": "8e67989b-2e61-403c-90d6-13e0eebb30a6@6c48a",
"displayName": "mengxia_portrait",
"id": "6c48a",
"name": "texture",
"userData": {
"wrapModeS": "clamp-to-edge",
"wrapModeT": "clamp-to-edge",
"imageUuidOrDatabaseUri": "8e67989b-2e61-403c-90d6-13e0eebb30a6",
"isUuid": true,
"visible": false,
"minfilter": "linear",
"magfilter": "linear",
"mipfilter": "none",
"anisotropy": 0
},
"ver": "1.0.22",
"imported": true,
"files": [
".json"
],
"subMetas": {}
},
"f9941": {
"importer": "sprite-frame",
"uuid": "8e67989b-2e61-403c-90d6-13e0eebb30a6@f9941",
"displayName": "mengxia_portrait",
"id": "f9941",
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"isUuid": true,
"imageUuidOrDatabaseUri": "8e67989b-2e61-403c-90d6-13e0eebb30a6@6c48a",
"atlasUuid": ""
},
"ver": "1.0.12",
"imported": true,
"files": [
".json"
],
"subMetas": {}
}
},
"userData": {
"type": "sprite-frame",
"hasAlpha": true,
"fixAlphaTransparencyArtifacts": false,
"redirect": "8e67989b-2e61-403c-90d6-13e0eebb30a6@6c48a"
}
}
@@ -0,0 +1,134 @@
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"id": "6c48a",
"name": "texture",
"userData": {
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"wrapModeT": "clamp-to-edge",
"imageUuidOrDatabaseUri": "0b757824-0c68-493a-a708-d8e5331c4c08",
"isUuid": true,
"visible": false,
"minfilter": "linear",
"magfilter": "linear",
"mipfilter": "none",
"anisotropy": 0
},
"ver": "1.0.22",
"imported": true,
"files": [
".json"
],
"subMetas": {}
},
"f9941": {
"importer": "sprite-frame",
"uuid": "0b757824-0c68-493a-a708-d8e5331c4c08@f9941",
"displayName": "adelle_beaumont_portrait",
"id": "f9941",
"name": "spriteFrame",
"userData": {
"trimType": "auto",
"trimThreshold": 1,
"rotated": false,
"offsetX": -3,
"offsetY": -12,
"trimX": 1,
"trimY": 24,
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"height": 340,
"rawWidth": 276,
"rawHeight": 364,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"packable": true,
"pixelsToUnit": 100,
"pivotX": 0.5,
"pivotY": 0.5,
"meshType": 0,
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"atlasUuid": ""
},
"ver": "1.0.12",
"imported": true,
"files": [
".json"
],
"subMetas": {}
}
},
"userData": {
"type": "sprite-frame",
"hasAlpha": true,
"fixAlphaTransparencyArtifacts": false,
"redirect": "0b757824-0c68-493a-a708-d8e5331c4c08@6c48a"
}
}
@@ -0,0 +1,72 @@
import { _decorator, Component, Node, Sprite } from 'cc';
import { GButton } from '../../Main/Common/GButton';
import Utils from '../../Main/Common/Utils';
const { ccclass, property } = _decorator;
//确认框弹窗
@ccclass('ConfirmDialog')
export class ConfirmDialog extends Component {
private _nodeTab: any = {};
private _data;
private inited: boolean = false;
onLoad() {
Utils.parseNode(this.node, this._nodeTab)
}
start() {
// GButton.BandClick(this._nodeTab.mask, ()=>{
// this.doClose();
// }, this, 0, null, null, false);
//取消
GButton.BandClick(this._nodeTab.btnNo, ()=>{
if (this._data && this._data.noCallback) {
this._data.noCallback();
}
this.node.removeFromParent()
}, this);
//确定
GButton.BandClick(this._nodeTab.btnYes, ()=>{
if (this._data && this._data.yesCallback) {
this._data.yesCallback();
}
this.node.removeFromParent()
}, this);
this.inited = true;
this.refreshUI();
}
update(deltaTime: number) {
}
/**设置显示参数 */
setParam(data: any) {
this._data = data;
this.refreshUI();
}
private refreshUI() {
if (!this.inited || !this._data) return;
//内容
Utils.setString(this._nodeTab.labContent, this._data.content);
//确认按钮文本
if (this._data.strYes) {
Utils.setString(this._nodeTab.labYes, this._data.strYes);
}
//取消按钮文本
if (this._data.strNo) {
Utils.setString(this._nodeTab.labNo, this._data.strNo);
}
//隐藏取消按钮
if (this._data.hideNo == true) {
this._nodeTab.btnNo.active = false;
}
}
}
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