init
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import { _decorator, Node, v2 } from "cc";
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import { I_LevelConfig, I_LevelStepData, I_NpcTalkBack, I_TalkRecordInfo } from "../Config/CommonConfig";
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import SocketUnit from "../Common/SocketUnit";
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import Utils from "../Common/Utils";
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import { InnerMsgCode } from "../Config/InnerMsgCode";
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import SubManager from "../../Sub/SubManager";
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const { ccclass, property } = _decorator;
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/**聊天状态 */
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export enum E_TalkStatusType {
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succ = 0, //成功
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talking = 1, //对话中
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fail = 2, //失败
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noCount = 3, //次数不足
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}
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//游戏管理器
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@ccclass('GameManager')
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export default class GameManager {
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private static _I: GameManager = null;
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public static get I(): GameManager {
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if (!GameManager._I) {
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GameManager._I = new GameManager();
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GameManager._I.init();
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}
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return GameManager._I;
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}
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private init(){
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}
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//region长连接相关
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private _socket: SocketUnit = null;
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/**连接长连接 */
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public connetSorcket(record_id:string){
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this.disconnectSocket();
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this._socket = new SocketUnit();
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// this._socket.connect(`ws://47.119.190.199:20190/game/ai/response/${record_id}`);
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this._socket.connect(`wss://www.confessioncontract.com/game/ai/response/${record_id}`);
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this._socket.onDataReceived((data: any) => {
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let resData = JSON.parse(data.data)
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// console.log("收到长连接消息", resData)
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Utils.sendInnerMsg(InnerMsgCode.Data_NpcTalkBack, resData || {})
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})
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}
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/**断开长连接 */
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public disconnectSocket(){
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if (this._socket){
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this._socket.disconnect();
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}
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this._socket = null;
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}
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/**获取npc回复 */
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public getNpcTalkBack(data: any){
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if (this._socket){
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let str = JSON.stringify(data)
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this._socket.sendData(str);
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}
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}
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//region关卡配置
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private static _levelCfgArray: I_LevelConfig[] = [];
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private static _levelCfgMap: {[key: string]: I_LevelConfig} = {};
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/**设置关卡配置数据 */
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public static SetLevelCfg(levelCfg: any[]) {
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GameManager._levelCfgArray = levelCfg;
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let info:any = null;
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for (let i = 0; i < levelCfg.length; i++) {
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info = levelCfg[i];
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GameManager._levelCfgMap[info.id] = info;
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}
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}
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/**获取关卡配置 */
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public static getLevelCfg(levelId: string): I_LevelConfig {
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return GameManager._levelCfgMap[levelId];
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}
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//regionAI语音开关
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private static _AIVoiceSwt: boolean = false;
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/**设置是否显示AI语音 */
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public static set AIVoiceSwt(value: boolean) {
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GameManager._AIVoiceSwt = value;
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}
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/**获取是否显示AI语音 */
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public static get AIVoiceSwt(): boolean {
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return GameManager._AIVoiceSwt;
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}
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//region当前关卡ID
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private static _curLevelId: string = "";
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/**设置当前关卡ID */
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public static set CurLevelId(value: string) {
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GameManager._curLevelId = value;
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}
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/**获取当前关卡ID */
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public static get CurLevelId(): string {
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return GameManager._curLevelId;
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}
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//region流程id
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private static _recordId: string = "";
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/**设置当前关卡流程ID */
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public static set RecordId(value: string) {
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GameManager._recordId = value;
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}
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/**获取当前关卡流程ID */
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public static get RecordId(): string {
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return GameManager._recordId;
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}
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//region当前步骤数据
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private static _curLevelData: I_LevelStepData = null;
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/**设置当前步骤数据 */
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public static set CurLevelData(value: I_LevelStepData) {
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GameManager._curLevelData = value;
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}
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/**获取当前步骤数据 */
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public static get CurLevelData(): I_LevelStepData {
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return GameManager._curLevelData;
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}
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//region NPC回复数据
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private static _curNpcTalkData: I_NpcTalkBack = null;
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/**设置当前NPC回复数据 */
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public static set CurNpcTalkData(value: I_NpcTalkBack) {
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GameManager._curNpcTalkData = value;
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}
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/**获取当前NPC回复数据 */
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public static get CurNpcTalkData(): I_NpcTalkBack {
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return GameManager._curNpcTalkData;
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}
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//region关卡步骤评分
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private static stepScoreList: number[] = [];
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/**设置关卡步骤评分 */
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public static AddStepScore(score: number) {
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GameManager.stepScoreList.push(score);
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}
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/**清空关卡步骤评分 */
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public static ClearStepScore() {
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GameManager.stepScoreList = [];
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}
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/**获取最新得分 */
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public static getCurStepScore(): number {
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if (GameManager.stepScoreList.length == 0) return 0;
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return GameManager.stepScoreList[GameManager.stepScoreList.length - 1];
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}
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/**获取关卡当前评分
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* @returns [总分,平均分]
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*/
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public static getGameScore(): [number,number] {
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let totalScore = 0;
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let totalStep = 0;
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GameManager.stepScoreList.forEach((score) => {
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totalScore += score;
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totalStep++;
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})
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let scoreRate = totalStep > 0 ? Math.floor(totalScore / totalStep) : 0;
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return [totalScore, scoreRate];
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}
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//region对话记录
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private static talkRecordList: I_TalkRecordInfo[] = [];
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/**添加对话记录 */
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public static AddTalkRecord(record: I_TalkRecordInfo) {
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GameManager.talkRecordList.push(record);
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}
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/**清空对话记录 */
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public static ClearTalkRecord() {
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GameManager.talkRecordList = [];
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}
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/**获取对话记录 */
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public static get TalkRecordList(): I_TalkRecordInfo[] {
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return GameManager.talkRecordList;
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}
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}
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