update chat exp
This commit is contained in:
@@ -33,7 +33,7 @@ export interface IChatPanelCallback {
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/**
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* 对话更新回调
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*/
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onDialogUpdated(): void;
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onDialogUpdated(isPlayer: boolean): void;
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/**
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* 聊天次数用尽回调
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@@ -135,7 +135,7 @@ export class ChatController {
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this.loadDialogsFromHistory(roleId);
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// 同步到DialogManager
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this.syncDialogData();
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//this.syncDialogData();
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console.log(`ChatController initialized with role ${roleId}`);
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} else {
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@@ -162,7 +162,7 @@ export class ChatController {
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this.loadDialogsFromHistory(roleId);
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// 同步对话数据到DialogManager
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this.syncDialogData();
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//this.syncDialogData();
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console.log(`ChatController switched to role ${roleId}`);
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return true;
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@@ -196,16 +196,15 @@ export class ChatController {
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// 更新对话显示 - 用户消息
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this.dialogManager?.updateDialog(true, message, true);
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this.callback?.onDialogUpdated();
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this.callback?.onDialogUpdated(true);
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// 通知界面消息发送开始
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this.callback?.onMessageSent(message);
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// 显示加载中的对话
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this.dialogManager?.addLoadingDialog();
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//this.dialogManager?.addLoadingDialog();
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console.log(`Sending message to role ${roleId}: ${message}`);
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// 发送消息给AI服务
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const response = await ChatAIService.Instance.sendMessage(
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roleId,
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@@ -214,14 +213,14 @@ export class ChatController {
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if (response) {
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// 移除加载中的对话
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this.dialogManager?.removeLoadingDialog();
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//this.dialogManager?.removeLoadingDialog();
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// 添加AI回复到模型 (保持完整消息)
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this.chatModel.addDialog(false, response);
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// 更新对话显示 - AI回复 (使用分段显示)
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this.dialogManager?.updateDialogWithSegments(false, response);
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this.callback?.onDialogUpdated();
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this.callback?.onDialogUpdated(false);
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// 通知界面收到回复
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this.callback?.onMessageReceived(response);
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@@ -235,7 +234,7 @@ export class ChatController {
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return true;
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} else {
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// 移除加载中的对话
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this.dialogManager?.removeLoadingDialog();
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//this.dialogManager?.removeLoadingDialog();
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const error = new Error("AI返回了空响应");
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this.handleError(error);
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@@ -243,7 +242,7 @@ export class ChatController {
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}
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} catch (error) {
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// 移除加载中的对话
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this.dialogManager?.removeLoadingDialog();
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//this.dialogManager?.removeLoadingDialog();
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ErrorHandler.Instance.handleApiError(
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error,
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@@ -1,14 +1,15 @@
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export interface Dialog {
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isPlayer: boolean;
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content: string;
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isLoading?: boolean;
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}
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export class DiaLogData {
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public Dialogs: Dialog[] = [];
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public playerDialog: Dialog = null;
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public aiDialogs: Dialog[] = [];
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public cleanDialog() {
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this.Dialogs = [];
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this.playerDialog = null;
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this.aiDialogs = [];
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}
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public pushDialog(
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@@ -16,15 +17,17 @@ export class DiaLogData {
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str: string,
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isLoading: boolean = false
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) {
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if (!this.Dialogs) this.Dialogs = [];
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this.Dialogs.push({
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isPlayer: isPlayer,
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content: str,
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isLoading: isLoading,
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});
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if (isPlayer) {
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this.playerDialog = { isPlayer: true, content: str };
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} else {
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this.aiDialogs.push({ isPlayer: false, content: str });
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}
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}
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public GetDialogs() {
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return this.Dialogs;
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public GetPlayerDialog() {
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return this.playerDialog;
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}
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public GetAIDialog() {
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return this.aiDialogs;
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}
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}
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@@ -123,11 +123,6 @@ export class DialogManager {
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segments: string[],
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isPlayer: boolean
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): void {
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// let currentDelay = 500; // 基础延迟 500ms
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// 每个后续段落增加随机延迟 (800-1500ms)
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// currentDelay += 800 + Math.random() * 700;
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segments.forEach((segment, index) => {
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this.dialogData.pushDialog(isPlayer, segment);
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});
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@@ -143,28 +138,15 @@ export class DialogManager {
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Utils.sendInnerMsg(InnerMsgCode.Chat_DialogRefresh);
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}
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/**
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* 移除加载中的对话
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* 在收到AI回复或出错时调用
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*/
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public removeLoadingDialog(): void {
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const dialogs = this.dialogData.GetDialogs();
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const loadingIndex = dialogs.findIndex((dialog) => dialog.isLoading);
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if (loadingIndex !== -1) {
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dialogs.splice(loadingIndex, 1);
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console.log("Loading dialog removed");
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Utils.sendInnerMsg(InnerMsgCode.Chat_DialogRefresh);
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}
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}
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/**
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* 获取所有对话记录
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*
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* @returns {Dialog[]} 对话记录数组
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*/
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public getDialogs() {
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return this.dialogData.GetDialogs();
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public GetPlayerDialog() {
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return this.dialogData.GetPlayerDialog();
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}
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public GetAIDialog() {
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return this.dialogData.GetAIDialog();
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}
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/**
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* 清空当前对话记录
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@@ -172,7 +154,6 @@ export class DialogManager {
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public clearDialogs(): void {
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this.dialogData.cleanDialog();
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console.log("All dialogs cleared");
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Utils.sendInnerMsg(InnerMsgCode.Chat_DialogRefresh);
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}
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/**
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@@ -185,7 +166,6 @@ export class DialogManager {
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this.dialogData.pushDialog(
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dialog.isPlayer,
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dialog.content,
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dialog.isLoading || false
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);
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});
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console.log(`DialogManager: Set ${dialogs.length} dialogs`);
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@@ -201,25 +181,4 @@ export class DialogManager {
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console.log("DialogManager: Synced dialogs from ChatModel");
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}
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/**
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* 获取对话记录数量
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*/
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public getDialogCount(): number {
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return this.dialogData.GetDialogs().length;
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}
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/**
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* 获取最后一条对话记录
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*/
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public getLastDialog(): Dialog | null {
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const dialogs = this.dialogData.GetDialogs();
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return dialogs.length > 0 ? dialogs[dialogs.length - 1] : null;
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}
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/**
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* 检查是否有对话记录
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*/
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public hasDialogs(): boolean {
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return this.dialogData.GetDialogs().length > 0;
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}
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}
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@@ -3,6 +3,7 @@ import {
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Component,
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instantiate,
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Node,
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ScrollView,
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UITransform,
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Vec3,
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view,
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@@ -16,122 +17,198 @@ const { ccclass, property } = _decorator;
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export class ChatContentsLayout extends Component {
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manager: DialogManager = null;
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@property(Node)
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initPos: Node = null;
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@property(DialogBubble)
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lBubble: DialogBubble = null;
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@property(DialogBubble)
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rBubble: DialogBubble = null;
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bubbles: DialogBubble[] = [];
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cachedBubbles: DialogBubble[] = [];
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// 当前显示的气泡
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private bubbles: DialogBubble[] = [];
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// 缓存池
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private cachedBubbles: DialogBubble[] = [];
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// 等待回复气泡的引用
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private waitingBubble: DialogBubble = null;
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// 延时任务ID数组
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private delayedTasks: number[] = [];
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// ScrollView组件引用
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@property(ScrollView)
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private scrollView: ScrollView = null;
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fixMaxWidth: number;
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// 用于跟踪延时任务,支持中断清理
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private delayedTasks: number[] = [];
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protected start(): void {
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this.lBubble.node.active = false;
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this.rBubble.node.active = false;
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this.fixMaxWidth = view.getVisibleSize().width * 0.8;
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this.fixMaxWidth = 730;
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// 获取父节点的ScrollView组件
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}
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protected onEnable(): void {
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if (!this.manager) this.manager = DialogManager.getInstance();
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this.manager.layoutout = this;
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}
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UpdateDialog(dialogs: Dialog[]) {
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// 清理所有正在进行的延时任务
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/**
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* 更新玩家输入的对话
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* @param dialog 玩家输入的对话数据
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*/
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updatePlayerDialog(dialog: Dialog): void {
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// 清理所有现有气泡到缓存池
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this.clearAllBubbles();
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// 清理所有延时任务
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this.clearDelayedTasks();
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// 隐藏当前使用的气泡并放入缓存
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for (let i = 0; i < this.bubbles.length; i++) {
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if (this.bubbles[i].node) {
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this.bubbles[i].node.active = false;
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this.cachedBubbles.push(this.bubbles[i]);
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// 创建玩家气泡(插入到首位,Layout会让它显示在最下面)
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const playerBubble = this.createOrGetBubble(true);
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playerBubble.node.active = true;
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playerBubble.updateBubbleContent(dialog.content, true);
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this.bubbles.push(playerBubble);
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// 创建等待回复气泡(插入到首位,显示在玩家消息上面)
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this.waitingBubble = this.createOrGetBubble(false);
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this.waitingBubble.node.active = true;
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this.waitingBubble.updateBubbleContent("...", false, undefined, true);
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this.waitingBubble.node.setSiblingIndex(0);
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this.bubbles.push(this.waitingBubble);
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this.node.position = Vec3.ZERO;
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// 滚动到底部(等待下一帧Layout更新完成)
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this.scheduleOnce(() => {
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this.scrollView.scrollToBottom();
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}, 0);
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}
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/**
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* 更新AI回复的对话
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* @param dialogs AI回复的对话数据数组
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*/
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updateAIDialogs(dialogs: Dialog[]): void {
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// 清除等待回复气泡
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if (this.waitingBubble) {
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this.removeWaitingBubble();
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}
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// 清理之前的延时任务
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this.clearDelayedTasks();
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// 逐个添加AI对话,带延时
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this.addAIDialogsWithDelay(dialogs, 0);
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}
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/**
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* 清理所有气泡到缓存池
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*/
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private clearAllBubbles(): void {
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for (const bubble of this.bubbles) {
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if (bubble && bubble.node) {
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bubble.node.active = false;
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this.cachedBubbles.push(bubble);
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}
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}
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this.bubbles = [];
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this.waitingBubble = null;
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this.updateDialogLayoutWithDelay(dialogs);
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// 清理多余的缓存气泡,避免内存泄漏
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// 清理多余的缓存气泡
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this.cleanupExcessCachedBubbles();
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}
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private updateDialogLayout(dialogs: Dialog[]) {
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let initPosY: number = this.initPos.position.y;
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let pendingUpdates = 0;
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const updateNextBubble = (index: number) => {
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if (index < 0) {
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return;
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}
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const dialog = dialogs[index];
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let newBubble: DialogBubble = null;
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// 尝试从缓存中获取合适的气泡
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const isPlayerBubble = dialog.isPlayer;
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for (let j = 0; j < this.cachedBubbles.length; j++) {
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const cached = this.cachedBubbles[j];
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if (cached && cached.node) {
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// 检查气泡类型是否匹配(通过位置判断左右气泡)
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const isRightBubble = cached.node.position.x > 0;
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if (
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(isPlayerBubble && isRightBubble) ||
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(!isPlayerBubble && !isRightBubble)
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) {
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newBubble = cached;
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this.cachedBubbles.splice(j, 1);
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break;
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}
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/**
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* 从缓存池获取或创建新的气泡
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* @param isPlayer 是否为玩家气泡
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* @returns DialogBubble实例
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*/
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private createOrGetBubble(isPlayer: boolean): DialogBubble {
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// 尝试从缓存中获取合适的气泡
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for (let i = 0; i < this.cachedBubbles.length; i++) {
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const cached = this.cachedBubbles[i];
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if (cached && cached.node) {
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// 通过原始模板判断气泡类型
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const isRightBubble = cached.node.position.x > 0;
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if ((isPlayer && isRightBubble) || (!isPlayer && !isRightBubble)) {
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this.cachedBubbles.splice(i, 1);
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return cached;
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}
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}
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}
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// 如果缓存中没有合适的气泡,创建新的
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if (!newBubble) {
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let newBubbleNode = isPlayerBubble
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? instantiate(this.rBubble.node)
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: instantiate(this.lBubble.node);
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newBubble = newBubbleNode.getComponent(DialogBubble);
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newBubble.init(650);
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newBubbleNode.setParent(this.node);
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}
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// 缓存中没有合适的气泡,创建新的
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const templateBubble = isPlayer ? this.rBubble : this.lBubble;
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const newBubbleNode = instantiate(templateBubble.node);
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const newBubble = newBubbleNode.getComponent(DialogBubble);
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newBubble.init(this.fixMaxWidth);
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newBubble.node.active = true;
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let pos = newBubble.node.position;
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newBubble.node.position = new Vec3(pos.x, initPosY, pos.z);
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// 设置为子节点,具体位置由调用者决定
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newBubbleNode.setParent(this.node);
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pendingUpdates++;
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newBubble.updateBubbleContent(
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dialog.content,
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dialog.isPlayer,
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(actualHeight: number) => {
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initPosY += actualHeight + 40;
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pendingUpdates--;
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// 当当前气泡更新完成后,处理下一个
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if (pendingUpdates === 0) {
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updateNextBubble(index - 1);
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}
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},
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dialog.isLoading || false
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);
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this.bubbles.push(newBubble);
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};
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// 从最后一个对话开始处理(倒序)
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updateNextBubble(dialogs.length - 1);
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return newBubble;
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}
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private cleanupExcessCachedBubbles() {
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const maxCachedBubbles = 20; // 最大缓存数量
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/**
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* 移除等待回复气泡
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*/
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private removeWaitingBubble(): void {
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if (this.waitingBubble && this.waitingBubble.node) {
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this.waitingBubble.node.active = false;
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this.cachedBubbles.push(this.waitingBubble);
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// 从当前气泡列表中移除
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const index = this.bubbles.indexOf(this.waitingBubble);
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if (index > -1) {
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this.bubbles.splice(index, 1);
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}
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}
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this.waitingBubble = null;
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}
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/**
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* 带延时地添加AI对话
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* @param dialogs AI对话数组
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* @param index 当前处理的对话索引
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*/
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private addAIDialogsWithDelay(dialogs: Dialog[], index: number): void {
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if (index >= dialogs.length) {
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return;
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}
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const dialog = dialogs[index];
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const delay = index > 0 ? Math.random() * 1000 + 500 : 0; // 第一条立即显示,后续延时500-1500ms
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const addCurrentDialog = () => {
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const aiBubble = this.createOrGetBubble(false);
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aiBubble.node.active = true;
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aiBubble.updateBubbleContent(dialog.content, false);
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// AI消息插入到首位,显示在最上面
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aiBubble.node.setSiblingIndex(0);
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this.scheduleOnce(() => {
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this.scrollView.scrollToBottom();
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}, 0);
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this.bubbles.push(aiBubble);
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// 递归处理下一条对话
|
||||
this.addAIDialogsWithDelay(dialogs, index + 1);
|
||||
};
|
||||
|
||||
if (delay > 0) {
|
||||
const taskId = setTimeout(() => {
|
||||
// 从任务列表中移除
|
||||
const taskIndex = this.delayedTasks.indexOf(taskId);
|
||||
if (taskIndex > -1) {
|
||||
this.delayedTasks.splice(taskIndex, 1);
|
||||
}
|
||||
addCurrentDialog();
|
||||
}, delay);
|
||||
|
||||
this.delayedTasks.push(taskId);
|
||||
} else {
|
||||
addCurrentDialog();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 清理多余的缓存气泡
|
||||
*/
|
||||
private cleanupExcessCachedBubbles(): void {
|
||||
const maxCachedBubbles = 20;
|
||||
if (this.cachedBubbles.length > maxCachedBubbles) {
|
||||
const excessCount = this.cachedBubbles.length - maxCachedBubbles;
|
||||
for (let i = 0; i < excessCount; i++) {
|
||||
@@ -143,153 +220,35 @@ export class ChatContentsLayout extends Component {
|
||||
}
|
||||
}
|
||||
|
||||
private clearDelayedTasks() {
|
||||
// 清理所有正在进行的延时任务
|
||||
/**
|
||||
* 清理所有延时任务
|
||||
*/
|
||||
private clearDelayedTasks(): void {
|
||||
for (const taskId of this.delayedTasks) {
|
||||
clearTimeout(taskId);
|
||||
}
|
||||
this.delayedTasks = [];
|
||||
}
|
||||
|
||||
private groupConsecutiveNonPlayerDialogs(dialogs: Dialog[]): Dialog[][] {
|
||||
const groups: Dialog[][] = [];
|
||||
let currentGroup: Dialog[] = [];
|
||||
/**
|
||||
* 保持向后兼容性的方法
|
||||
* @param dialogs 对话数组
|
||||
* @deprecated 请使用 updatePlayerDialog 和 updateAIDialogs 替代
|
||||
*/
|
||||
UpdateDialog(dialogs: Dialog[]): void {
|
||||
// 为了保持兼容性,我们假设这是一个完整的对话更新
|
||||
// 清理所有现有气泡
|
||||
this.clearAllBubbles();
|
||||
this.clearDelayedTasks();
|
||||
|
||||
for (const dialog of dialogs) {
|
||||
if (dialog.isPlayer) {
|
||||
// 遇到player消息,结束当前非player组
|
||||
if (currentGroup.length > 0) {
|
||||
groups.push([...currentGroup]);
|
||||
currentGroup = [];
|
||||
}
|
||||
// player消息单独成组
|
||||
groups.push([dialog]);
|
||||
} else {
|
||||
// 非player消息加入当前组
|
||||
currentGroup.push(dialog);
|
||||
}
|
||||
// 逐个添加对话,从最后一个开始倒序插入(保持显示顺序)
|
||||
for (let i = dialogs.length - 1; i >= 0; i--) {
|
||||
const dialog = dialogs[i];
|
||||
const bubble = this.createOrGetBubble(dialog.isPlayer);
|
||||
bubble.node.active = true;
|
||||
bubble.updateBubbleContent(dialog.content, dialog.isPlayer, undefined);
|
||||
bubble.node.setSiblingIndex(0);
|
||||
this.bubbles.push(bubble);
|
||||
}
|
||||
|
||||
// 处理最后一组非player消息
|
||||
if (currentGroup.length > 0) {
|
||||
groups.push(currentGroup);
|
||||
}
|
||||
|
||||
return groups;
|
||||
}
|
||||
|
||||
private updateDialogLayoutWithDelay(dialogs: Dialog[]) {
|
||||
const groups = this.groupConsecutiveNonPlayerDialogs(dialogs);
|
||||
let initPosY: number = this.initPos.position.y;
|
||||
|
||||
// 倒序处理组,保持原有的显示顺序
|
||||
this.processGroupsWithDelay(groups, groups.length - 1, initPosY);
|
||||
}
|
||||
|
||||
private processGroupsWithDelay(
|
||||
groups: Dialog[][],
|
||||
groupIndex: number,
|
||||
currentPosY: number
|
||||
) {
|
||||
if (groupIndex < 0) return;
|
||||
|
||||
const currentGroup = groups[groupIndex];
|
||||
|
||||
// 直接渲染组,延时逻辑已移到单条消息级别
|
||||
this.renderDialogGroup(currentGroup, currentPosY, (newPosY) => {
|
||||
// 递归处理下一组,传递更新后的位置
|
||||
this.processGroupsWithDelay(groups, groupIndex - 1, newPosY);
|
||||
});
|
||||
}
|
||||
|
||||
private renderDialogGroup(
|
||||
dialogs: Dialog[],
|
||||
startPosY: number,
|
||||
onComplete: (finalPosY: number) => void
|
||||
) {
|
||||
let currentPosY = startPosY;
|
||||
|
||||
const updateNextBubble = (index: number) => {
|
||||
if (index < 0) {
|
||||
onComplete(currentPosY);
|
||||
return;
|
||||
}
|
||||
|
||||
const dialog = dialogs[index];
|
||||
|
||||
// 计算当前消息的延时:非player消息且不是组内最后一条时添加延时
|
||||
const isNonPlayerMessage = !dialog.isPlayer;
|
||||
const isLastInGroup = index === dialogs.length - 1;
|
||||
const delay =
|
||||
isNonPlayerMessage && !isLastInGroup ? Math.random() * 1000 + 500 : 0; // 500-1500ms随机延时
|
||||
|
||||
const renderCurrentBubble = () => {
|
||||
let newBubble: DialogBubble = null;
|
||||
|
||||
// 尝试从缓存中获取合适的气泡
|
||||
const isPlayerBubble = dialog.isPlayer;
|
||||
for (let j = 0; j < this.cachedBubbles.length; j++) {
|
||||
const cached = this.cachedBubbles[j];
|
||||
if (cached && cached.node) {
|
||||
const isRightBubble = cached.node.position.x > 0;
|
||||
if (
|
||||
(isPlayerBubble && isRightBubble) ||
|
||||
(!isPlayerBubble && !isRightBubble)
|
||||
) {
|
||||
newBubble = cached;
|
||||
this.cachedBubbles.splice(j, 1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 如果缓存中没有合适的气泡,创建新的
|
||||
if (!newBubble) {
|
||||
let newBubbleNode = isPlayerBubble
|
||||
? instantiate(this.rBubble.node)
|
||||
: instantiate(this.lBubble.node);
|
||||
newBubble = newBubbleNode.getComponent(DialogBubble);
|
||||
newBubble.init(650);
|
||||
newBubbleNode.setParent(this.node);
|
||||
}
|
||||
|
||||
newBubble.node.active = true;
|
||||
let pos = newBubble.node.position;
|
||||
newBubble.node.position = new Vec3(pos.x, currentPosY, pos.z);
|
||||
|
||||
newBubble.updateBubbleContent(
|
||||
dialog.content,
|
||||
dialog.isPlayer,
|
||||
(actualHeight: number) => {
|
||||
currentPosY += actualHeight + 40;
|
||||
// 渲染完当前气泡后,处理下一个
|
||||
updateNextBubble(index - 1);
|
||||
},
|
||||
dialog.isLoading || false
|
||||
);
|
||||
|
||||
this.bubbles.push(newBubble);
|
||||
};
|
||||
|
||||
if (delay > 0) {
|
||||
// 添加延时任务ID到跟踪数组
|
||||
const taskId = setTimeout(() => {
|
||||
// 从跟踪数组中移除已完成的任务
|
||||
const taskIndex = this.delayedTasks.indexOf(taskId);
|
||||
if (taskIndex > -1) {
|
||||
this.delayedTasks.splice(taskIndex, 1);
|
||||
}
|
||||
renderCurrentBubble();
|
||||
}, delay);
|
||||
|
||||
this.delayedTasks.push(taskId);
|
||||
} else {
|
||||
// 立即渲染
|
||||
renderCurrentBubble();
|
||||
}
|
||||
};
|
||||
|
||||
// 从组内最后一个对话开始处理(倒序)
|
||||
updateNextBubble(dialogs.length - 1);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -377,9 +377,15 @@ export class ChatPanel extends li_BaseView implements IChatPanelCallback {
|
||||
}
|
||||
}
|
||||
|
||||
onDialogUpdate() {
|
||||
onDialogUpdate(isPlayer: boolean) {
|
||||
if (this.layout) {
|
||||
this.layout.UpdateDialog(DialogManager.getInstance().getDialogs());
|
||||
if (isPlayer) {
|
||||
this.layout.updatePlayerDialog(
|
||||
DialogManager.getInstance().GetPlayerDialog()
|
||||
);
|
||||
} else {
|
||||
this.layout.updateAIDialogs(DialogManager.getInstance().GetAIDialog());
|
||||
}
|
||||
}
|
||||
}
|
||||
protected onEnable(): void {
|
||||
@@ -425,9 +431,9 @@ export class ChatPanel extends li_BaseView implements IChatPanelCallback {
|
||||
/**
|
||||
* 对话更新回调
|
||||
*/
|
||||
public onDialogUpdated(): void {
|
||||
public onDialogUpdated(isPlayer: boolean): void {
|
||||
// 更新对话显示
|
||||
this.onDialogUpdate();
|
||||
this.onDialogUpdate(isPlayer);
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user