This commit is contained in:
2025-07-17 17:18:21 +08:00
commit 1ffc1b5cf0
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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';
import SubManager from '../SubManager';
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) {
SubManager.ShowPrompt("分享成功")
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;
}
let centerScale = this._nodeTab.center.scale;
if (centerScale.y < 1) {
s = s / centerScale.y; //根节点有做适配,这里还原适配做的缩放
}
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();
}
}
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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, { E_TalkStage } 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';
import SubManager from '../SubManager';
import HttpUnit from '../../Main/Common/HttpUnit';
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.UI_ResartGame, this, this.resiveResartGame)
}
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);
GButton.BandClick(this._nodeTab.btnRestart, ()=>{
this.onRestartClick();
}, this);
GButton.BandClick(this._nodeTab.btnContinue, ()=>{
this.onContinueClick();
}, 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) {
SubManager.ShowPrompt("分享成功")
// this._nodeTab.btnShare.active = false
let sptShare:Sprite = this._nodeTab.btnShare.getComponent(Sprite)
sptShare.grayscale = true
GButton.RemoveClick(this._nodeTab.btnShare)
}
})
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)
//保存关卡星级
if (lvCfg.star < this._data.end_star) {
GameManager.SetLevelStar(GameManager.CurLevelId, this._data.end_star)
}
//按钮显示
let swtRestart = false
let swtContinue = false
let swtShare = false
if (this._data.end_star == 0) {
swtRestart = true
} else {
let curCnt = GameManager.srouceCnt
let stepData = GameManager.CurLevelData
if (curCnt < stepData.total_cnt) {
if (this._data.end_star < 3) {
swtContinue = true
} else {
swtShare = true
}
} else {
swtShare = true
}
}
this._nodeTab.btnRestart.active = swtRestart
this._nodeTab.btnContinue.active = swtContinue
this._nodeTab.btnShare.active = swtShare
//刷新npc表情
let rolePath = GameManager.GetNpcEmoPic("")
Utils.sendInnerMsg(InnerMsgCode.SceneLayerBgUp, {rolePath:rolePath})
}
update(deltaTime: number) {
}
//接收重玩消息
resiveResartGame(data:any) {
this.onClose()
}
//点击返回
onBackClick() {
GameManager.EndGame()
ViewManager.I.closeAllView();
Utils.sendInnerMsg(InnerMsgCode.UI_Talk_Back, {})
}
//点击重玩
onRestartClick() {
GameRootUI.DisableOper(1)
GameManager.RestartGame()
}
//点击继续
onContinueClick() {
console.log("点击继续")
this._doContinueGame()
}
//继续游戏
private _doContinueGame() {
HttpUnit.ins.sendGameContinue({record_id:GameManager.RecordId}, (data) => {
if (data == null) return
Utils.sendInnerMsg(InnerMsgCode.Data_LevelStarUp, {level:GameManager.CurLevelId, star:this._data.end_star})
GameManager.TurnToStage(E_TalkStage.upTalkStatus, true)
this.onClose()
})
}
/**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;
}
let centerScale = this._nodeTab.center.scale;
if (centerScale.y < 1) {
s = s / centerScale.y; //根节点有做适配,这里还原适配做的缩放
}
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' })
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