import { _decorator, AudioSource, EditBox, EventTouch, isValid, Label, Node, Sprite, Tween, tween, utils, Vec3 } from 'cc'; import { GButton } from '../../Main/Common/GButton'; 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 SubManager from '../SubManager'; import GameManager, { E_TalkStage, E_TalkStatusType } from '../../Main/Manager/GameManager'; import { I_LevelConfig, I_NpcTalkBack } from '../../Main/Config/CommonConfig'; import HttpUnit from '../../Main/Common/HttpUnit'; import { SDKManager } from '../../Main/Channel/SDKManager'; import ResManager from '../../Main/Manager/ResManager'; import PlayerDataManager from '../../Main/Manager/PlayerDataManager'; import GameRootUI from '../../Main/Common/GameRootUI'; import { E_AD_TARGET } from './TalkAdDialog'; const { ccclass, property } = _decorator; //聊天界面 @ccclass('Talk_UI') export class Talk_UI extends li_BaseView { private _nodeTab: any = {}; private _data; private dazijiInfo = {stage: 0, idx: 0, str: "", tm:0, ts:0.05, lab:null}; //打字机信息 stage:0-未开始,1-正在打字,2-打字结束 private npcTalkInfo = {stage: 0, str:"", dotStr:"...", dotIdx:0, tm:0, ts:0.3}; //等待npc回复 stage:0-未开始,1-获取中,2-获取完成 private ebTalk: EditBox; private labNpcTalk: Label; private xindongSpt: Sprite; private lvCfg: I_LevelConfig = null; //当前关卡配置 private lastRandTalkIdx: number = -1; //上一次随机对话的索引 //----重写父类接口--------------------------------------- onLoadCT() { Utils.parseNode(this.node, this._nodeTab) this.registerListenner(); this.ebTalk = this._nodeTab.ebTalk.getComponent(EditBox); this.labNpcTalk = this._nodeTab.npcTalk.getComponent(Label); this.xindongSpt = this._nodeTab.xindongSpt.getComponent(Sprite); this.ebTalk.node.on('editing-did-began', this.onEditingBegan, this); this.ebTalk.node.on('editing-did-ended', this.onEditingEnded, this); this.ebTalk.node.on('editing-return', this.onEditingReturn, this); // this._nodeTab.npcTalkSV.on(Node.EventType.TOUCH_START, (event: EventTouch)=>{ // event.preventSwallow = true; //允许点击事件穿透 // }, this); this._nodeTab.npcTalkSV.getChildByName("view").on(Node.EventType.TOUCH_END, (event:EventTouch) => { // event.preventSwallow = true; //允许点击事件穿透 this.onNpcFramClick(); }, this); this._nodeTab.arrowNode.active = false; let npcNextArrow:Node = this._nodeTab.npcNextArrow tween(npcNextArrow) .to(0.5, {position: new Vec3(15, 0, 0)}) .to(0.5, {position: new Vec3(-15, 0, 0)}) .union() .repeatForever() .start() } openUIDataCT(data: any): void { this._data = data } registerListenner() { Utils.addInnerEL(InnerMsgCode.Data_NpcTalkBack, this, this.resiveNpcTalkBack) Utils.addInnerEL(InnerMsgCode.UI_Socket_Timeout, this, this.resiveSocketTimeout) Utils.addInnerEL(InnerMsgCode.UI_TalkStageUp, this, this.resiveTalkStageUp) } start() { GButton.BandClick(this._nodeTab.btnBack, this.onBackClick, this); GButton.BandClick(this._nodeTab.btnSend, this.onSendClick, this); GButton.BandClick(this._nodeTab.btnSuiji, this.onSuijiClick, this); // GButton.BandClick(this._nodeTab.npcTalkFrame, ()=>{ // this.onNpcFramClick(); // }, this, 0, null, null, false); GButton.BandClick(this._nodeTab.btnRecord, ()=>{ ViewManager.I.openBundlesView("UI/StartUI/Record_UI") }, this); GButton.BandClick(this._nodeTab.btnTishi, ()=>{ ViewManager.I.openBundlesView("UI/StartUI/Tips_UI") }, this); GButton.BandClick(this._nodeTab.btnAD, ()=>{ ViewManager.I.openBundlesView("UI/StartUI/TalkAdDialog", { type: E_AD_TARGET.liaotian, //加聊天次数 content: "看广告或分享可额外获取对话次数", adCallback: ()=>{ SDKManager.show_reward_video_ad(this.node.uuid, 1) }, shareCallback: ()=>{ SDKManager.show_reward_share(this.node.uuid, 1) } }) }, this); GButton.BandClick(this._nodeTab.btnRole, ()=>{ this._nodeTab.ruleNode.active = true }, this); GButton.BandClick(this._nodeTab.btnRoleOk, ()=>{ this.onRoleCloseClick() }, this); GButton.BandClick(this._nodeTab.btnRoleClose, ()=>{ this.onRoleCloseClick() }, this); //ai语音开关 GButton.BandClick(this._nodeTab.btnYuyin, ()=>{ GameManager.AIVoiceSwt = !GameManager.AIVoiceSwt; this.refreshAIVoiceState() }, this); this.refreshAIVoiceState() if (!SDKManager.checkSupportBase64Audio()) { this._nodeTab.btnYuyin.active = false } SDKManager.register_video_reward(this.node.uuid, (tag:number)=>{ console.log("视频广告回调", tag) if (tag == 1) { // 加次数 HttpUnit.ins.setUserAd({type:2}, (data) => { let addCnt = HttpUnit.GetTalkAdAddNum() SubManager.ShowPrompt("观看视频成功,获得聊天次数") this.doAddLevelCnt(addCnt) }) } }) SDKManager.register_share_reward(this.node.uuid, (tag:number)=>{ console.log("分享回调", tag) if (tag == 1) { // 加次数 HttpUnit.ins.setUserShare({type:2}, (data) => { let addCnt = HttpUnit.GetTalkShareAddNum() SubManager.ShowPrompt("分享成功,获得聊天次数") this.doAddLevelCnt(addCnt) }) } }) this.lvCfg = GameManager.getLevelCfg(GameManager.CurLevelId) //刷新历史星级 for (let i=1; i<=3; i++) { let lsStar = this._nodeTab["lsStar"+i].getComponent(Sprite) let starPath = this.lvCfg.star >= i ? "lv_3" : "lv_2" ResManager.I.changeBundleSpriteFrame(lsStar, starPath, "Zhujiemian") } this._nodeTab.ruleNode.active = false let scaleRatio = Utils.getScaleRatio(2) if (scaleRatio > 1) { scaleRatio = 1; } this._nodeTab.gs1frame.scale = new Vec3(scaleRatio, scaleRatio, 1) this.refreshTalkStage() //刷新状态显示 this.refreshTalkStepData() this.refreshXindongCishu(false) this.refreshDuihuaDefen() //检测引导 this.checkGuide() } onDestroy () { super.onDestroy() if (isValid(this.ebTalk)) { this.ebTalk.node.off('editing-did-began', this.onEditingBegan, this); this.ebTalk.node.off('editing-did-ended', this.onEditingEnded, this); this.ebTalk.node.off('editing-return', this.onEditingReturn, this); } } update(deltaTime: number) { //region 打字机效果逻辑 if (this.dazijiInfo.stage == 1) { this.dazijiInfo.tm += deltaTime if (this.dazijiInfo.tm >= this.dazijiInfo.ts) { this.dazijiInfo.tm = 0 this.dazijiInfo.lab.string = this.dazijiInfo.str.substring(0, this.dazijiInfo.idx) this.dazijiInfo.idx += 1 if (this.dazijiInfo.idx > this.dazijiInfo.str.length) { this.dazijiInfo.stage = 2 } } } else if (this.dazijiInfo.stage == 2) { console.log("文本打字机效果结束") this.dazijiInfo.stage = 0 this.dazijiInfo.lab.string = this.dazijiInfo.str this._nodeTab.arrowNode.active = true; } //接收npc回复逻辑 if (this.npcTalkInfo.stage == 1) { this.npcTalkInfo.tm += deltaTime if (this.npcTalkInfo.tm >= this.npcTalkInfo.ts) { this.npcTalkInfo.tm = 0 GameManager.I.getNpcTalkBack({}) this.labNpcTalk.string = this.npcTalkInfo.dotStr.substring(0, this.npcTalkInfo.dotIdx) this.npcTalkInfo.dotIdx += 1 if (this.npcTalkInfo.dotIdx > this.npcTalkInfo.dotStr.length) { this.npcTalkInfo.dotIdx = 0 } } } } //region AI回复消息 /**接收到npc回复数据流 */ resiveNpcTalkBack(data:I_NpcTalkBack) { this.npcTalkInfo.stage = 0 GameManager.TurnToStage(E_TalkStage.npcTalk) } /**socket连接超时 */ resiveSocketTimeout(data:any) { SubManager.ShowConfirm({ content: "连接已断开,请重新开始游戏", hideNo: true, //隐藏取消按钮 yesCallback: () => { this.doClose(); Utils.sendInnerMsg(InnerMsgCode.UI_Talk_Back, {}) } }) this.npcTalkInfo.stage = 0 } /**接收到聊天状态变化消息 */ resiveTalkStageUp(data:any) { this.refreshTalkStage() } //输入框开始编辑事件 onEditingBegan(param1:any, param2:any) { console.log("聊天界面1: onEditingBegan", param1, param2) } //输入框回车事件 onEditingReturn(param1:any, param2:any) { console.log("聊天界面2: onEditingReturn", param1, param2) } //输入框结束编辑事件 onEditingEnded(param1:any, param2:any) { console.log("聊天界面3: onEditingEnded", param1, param2) } //刷新AI语音状态 private refreshAIVoiceState() { let voicePath = GameManager.AIVoiceSwt ? "lv_4" : "lv_5" let sptYuyin = this._nodeTab.sptYuyin.getComponent(Sprite) ResManager.I.changeBundleSpriteFrame(sptYuyin, voicePath, "Zhujiemian") } //播放AI语音 private playAIVoice(str:string) { if (!GameManager.AIVoiceSwt) { return //开关没开 } if (!SDKManager.checkSupportBase64Audio()) { return //不支持base64音频 } HttpUnit.ins.getAIVoice({record_id: GameManager.RecordId, text:str}, (data) => { if (data) { console.log("播放AI语音11", data) SDKManager.playBase64Audio(data.url, false) } }) } //region 刷新聊天状态 private refreshTalkStage() { let gStage = GameManager.curStage if (gStage == E_TalkStage.prologue) { this.showNpcPrologue() } else if (gStage == E_TalkStage.myTalk) { this.turnToMyTalk() } else if (gStage == E_TalkStage.waitNpcTalk) { this.turnToWaitNpcTalk() } else if (gStage == E_TalkStage.npcTalk) { this.turnToNpcTalk(GameManager.CurNpcTalkData) } else if (gStage == E_TalkStage.npcFixedTalk) { this.turnToNpcFixedTalk(GameManager.CurNpcFixedTalkText) } else if (gStage == E_TalkStage.upTalkStatus) { this.turnToUpdateStage() } } //显示NPC开场白 private showNpcPrologue() { this._nodeTab.NpcTalkNode.active = true this._nodeTab.MyTalkNode.active = false this._nodeTab.arrowNode.active = false; //名称 Utils.setString(this._nodeTab.npcName, this.lvCfg.name) //开场白 this.dazijiInfo.stage = 1 this.dazijiInfo.idx = 0 this.dazijiInfo.lab = this.labNpcTalk this.dazijiInfo.str = this.lvCfg.prologueMessage this.dazijiInfo.tm = this.dazijiInfo.ts GameManager.AddTalkRecord({talk:this.lvCfg.prologueMessage, isMe:false}) // this.playAIVoice(this.lvCfg.prologueMessage) } /**切换到玩家说话状态 */ private turnToMyTalk() { this._nodeTab.NpcTalkNode.active = false this._nodeTab.MyTalkNode.active = true this.ebTalk.string = "" // //刷新npc表情 // let rolePath = GameManager.GetNpcEmoPic("") // Utils.sendInnerMsg(InnerMsgCode.SceneLayerBgUp, {rolePath:rolePath}) } /**切换到等待NPC说话状态 */ private turnToWaitNpcTalk() { this._nodeTab.NpcTalkNode.active = true this._nodeTab.MyTalkNode.active = false this._nodeTab.arrowNode.active = false; this.labNpcTalk.string = "" } /**切换到NPC说话状态 */ private turnToNpcTalk(data:I_NpcTalkBack) { this._nodeTab.NpcTalkNode.active = true this._nodeTab.MyTalkNode.active = false this._nodeTab.arrowNode.active = false; GameManager.AddStepScore(data.aiScore) //记录本次分数 this.refreshDuihuaDefen() //npc回复 // this.labNpcTalk.string = data.aiResponse this.dazijiInfo.stage = 1 this.dazijiInfo.idx = 0 this.dazijiInfo.lab = this.labNpcTalk this.dazijiInfo.str = data.aiResponse this.dazijiInfo.tm = this.dazijiInfo.ts GameManager.AddTalkRecord({talk:data.aiResponse, isMe:false}) this.playAIVoice(data.aiResponse) //刷新npc表情 let rolePath = GameManager.GetNpcEmoPic(data.aiEmoji) Utils.sendInnerMsg(InnerMsgCode.SceneLayerBgUp, {rolePath:rolePath}) //分数 //对话轮次 GameManager.srouceCnt = data.sourceCnt this.refreshTalkStepData() } /**切换到npc固定话术展示状态 */ private turnToNpcFixedTalk(str:string) { this._nodeTab.NpcTalkNode.active = true this._nodeTab.MyTalkNode.active = false this._nodeTab.arrowNode.active = false; //npc固定话术 this.dazijiInfo.stage = 1 this.dazijiInfo.idx = 0 this.dazijiInfo.lab = this.labNpcTalk this.dazijiInfo.str = str this.dazijiInfo.tm = this.dazijiInfo.ts } /**切换到更新聊天状态状态 */ private turnToUpdateStage() { HttpUnit.ins.getTalkStage({record_id: GameManager.RecordId}, (data) => { if (data) { GameManager.CurLevelData = data.level this.checkIsFinish() } }) } /**刷新心动次数 */ private refreshXindongCishu(doAct:boolean = true) { let maxCount = HttpUnit.GetXindongMaxCount() let curCount = GameManager.xindongCishu Utils.setString(this._nodeTab.xindongNum, `${curCount}/${maxCount}`) Tween.stopAllByTarget(this.xindongSpt) if (doAct) { tween(this.xindongSpt).to(0.3, { fillRange: curCount / maxCount }).start() } else { this.xindongSpt.fillRange = curCount / maxCount } } /**刷新对话得分 */ private refreshDuihuaDefen() { let curScore = GameManager.getCurStepScore() let [totalScore, pjScore] = GameManager.getGameScore() Utils.setString(this._nodeTab.scoreNew, curScore+"") Utils.setString(this._nodeTab.scoreTotal, totalScore+"") } /**刷新当前状态显示 */ private refreshTalkStepData() { let curCnt = GameManager.srouceCnt let stepData = GameManager.CurLevelData Utils.setString(this._nodeTab.lunciNum, `${curCnt}/${stepData.total_cnt}`) } //region 检测是否结束 /**检查对话轮次是否用完 * @returns [是否结束对话,是否显示广告加次数] */ private checkIsFinish() { let isFinish = false //是否结束对话 let isShowAD = false //是否显示广告 let isSendEnd = false //是否发送结束请求 let stepData = GameManager.CurLevelData if (stepData.status == E_TalkStatusType.succ) { //已成功 isFinish = true } else if (stepData.status == E_TalkStatusType.fail) { //已失败 isFinish = true } else if (stepData.status == E_TalkStatusType.noCount) { //次数已用完 isFinish = true isShowAD = true isSendEnd = true } if (isFinish) { if (isShowAD) { ViewManager.I.openBundlesView("UI/StartUI/TalkAdDialog", { type: E_AD_TARGET.liaotian, //加聊天次数 content: "看广告或分享可额外获取对话次数", adCallback: ()=>{ SDKManager.show_reward_video_ad(this.node.uuid, 1) }, shareCallback: ()=>{ SDKManager.show_reward_share(this.node.uuid, 1) }, closeCallback: ()=>{ if (isSendEnd) { this.doJiesuan() } else { ViewManager.I.openBundlesView("UI/StartUI/Finish_UI", stepData) } } }) } else { if (isSendEnd) { this.doJiesuan() } else { ViewManager.I.openBundlesView("UI/StartUI/Finish_UI", stepData) } } } else { GameManager.TurnToStage(E_TalkStage.myTalk) } } //增加聊天次数 private doAddLevelCnt(add:number = 1) { HttpUnit.ins.addTalkCnt({record_id: GameManager.RecordId, add_cnt:add}, (data) => { if (data) { GameManager.CurLevelData = data.level this.refreshTalkStepData() //判断是否继续对话 if (GameManager.srouceCnt < data.level.total_cnt) { GameManager.TurnToStage(E_TalkStage.myTalk) } else { this.doJiesuan() } } }) } //结算 private doJiesuan() { let [score_all, score] = GameManager.getGameScore() HttpUnit.ins.sendLevelFinish({record_id: GameManager.RecordId, score:score, score_all:score_all}, (data) => { if (data && data.level) { //成功 ViewManager.I.openBundlesView("UI/StartUI/Finish_UI", data.level) } else { //失败 console.warn("结算失败,服务器返回异常!") this.doClose(); Utils.sendInnerMsg(InnerMsgCode.UI_Talk_Back, {}) } }) } //退出聊天 onBackClick() { SubManager.ShowConfirm({ content: "确定退出吗?", yesCallback: () => { //退出并结算 // this.doJiesuan(); //只退出聊天,不结算 this.doClose(); Utils.sendInnerMsg(InnerMsgCode.UI_Talk_Back, {}) } }) } //发送消息 onSendClick() { let str = this.ebTalk.string; if (str.length == 0) { SubManager.ShowPrompt("请先输入内容") return } GameManager.TurnToStage(E_TalkStage.waitNpcTalk) this.ebTalk.string = "" HttpUnit.ins.sendUserTalk({record_id: GameManager.RecordId, user_input: str}, (data) => { if (data) { GameManager.AddTalkRecord({talk:str, isMe:true}) //开始接收npc回复 this.npcTalkInfo.stage = 1 this.npcTalkInfo.str = "" this.npcTalkInfo.tm = this.npcTalkInfo.ts this.npcTalkInfo.dotIdx = 0 } }) } //随机回复对话 onSuijiClick() { let sjLen = this.lvCfg.randomInputPool.length let randIdx = Utils.getRandomInt(0, sjLen-1) console.log("随机回复对话:", randIdx, sjLen) if (randIdx == this.lastRandTalkIdx) { randIdx++ if (randIdx >= sjLen) randIdx = 0 } this.lastRandTalkIdx = randIdx this.ebTalk.string = this.lvCfg.randomInputPool[randIdx] } //点击npc对话背景 onNpcFramClick() { if (this.dazijiInfo.stage == 1) { this.dazijiInfo.stage = 2 } else { if (GameManager.curStage == E_TalkStage.prologue) { GameManager.TurnToStage(E_TalkStage.upTalkStatus) } else if (GameManager.curStage == E_TalkStage.npcTalk) { // let stepData = GameManager.CurLevelData let npcTalk = GameManager.CurNpcTalkData if (npcTalk.judgement == 0) { console.log("固定鼓励话术展示!", GameManager.npcFixTalkCountXihuan) if (GameManager.npcFixTalkCountXihuan > 0) { GameManager.TurnToStage(E_TalkStage.upTalkStatus) } else { GameManager.CurNpcFixedTalkText = this.lvCfg.encourageMessage GameManager.TurnToStage(E_TalkStage.npcFixedTalk) } GameManager.npcFixTalkCountXihuan = GameManager.npcFixTalkCountXihuan + 1 GameManager.xindongCishu = GameManager.xindongCishu + 1 this.refreshXindongCishu(true) } else if (npcTalk.judgement == 2) { console.log("固定厌恶话术展示!", GameManager.npcFixTalkCountTaoyan) if (GameManager.npcFixTalkCountTaoyan > 0) { GameManager.TurnToStage(E_TalkStage.upTalkStatus) } else { GameManager.CurNpcFixedTalkText = this.lvCfg.hateMessage GameManager.TurnToStage(E_TalkStage.npcFixedTalk) } GameManager.npcFixTalkCountTaoyan = GameManager.npcFixTalkCountTaoyan + 1 } else { GameManager.TurnToStage(E_TalkStage.upTalkStatus) } } else if (GameManager.curStage == E_TalkStage.npcFixedTalk) { GameManager.TurnToStage(E_TalkStage.upTalkStatus) } } } //region 引导相关 //检查引导 private checkGuide() { if (PlayerDataManager.I.GuideTalkFinished) { return } let delayInterval = 0.5 GameRootUI.DisableOper(delayInterval) this.scheduleOnce(() => { this._nodeTab.ruleNode.active = true },delayInterval) } //引导完成 private finishGuide() { if (PlayerDataManager.I.GuideTalkFinished) { return } PlayerDataManager.I.SetGuideTalkFinish(true) } //关闭规则弹窗 private onRoleCloseClick() { this._nodeTab.ruleNode.active = false this.finishGuide() } }