import { _decorator, instantiate, Label, Node, Prefab, Sprite, tween, UIOpacity, UITransform } 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 { SDKManager } from '../../Main/Channel/SDKManager'; const { ccclass, property } = _decorator; //聊天记录界面 @ccclass('Record_UI') export class Record_UI extends li_BaseView { @property(Prefab) private talkNpcItem: Prefab = null; @property(Prefab) private talkUserItem: Prefab = null; private _nodeTab: any = {}; private _data; private itemNodeList: any[] = []; //----重写父类接口--------------------------------------- onLoadCT() { this.registerListenner(); Utils.parseNode(this.node, this._nodeTab) } openUIDataCT(data: any): void { this._data = data } registerListenner() { // Utils.addInnerEL(InnerMsgCode.GM_UI_Close, this, this.resiveGMClose) } start() { GButton.BandClick(this._nodeTab.btnBack, ()=>{ this.onClose(); }, this); let lvCfg = GameManager.getLevelCfg(GameManager.CurLevelId) //npc名字 Utils.setString(this._nodeTab.npcName, lvCfg.name) for (let i=0; i { ResManager.I.changeRemoteSpriteFrame(spt, data.avatarUrl) }) } else { let headPath = `head/${lvCfg.characterAvatar}` ResManager.I.changeBundleSpriteFrame(spt.getComponent(Sprite), headPath, "Raw") } //对话文本 Utils.setString(itemClone.labTalk, info.talk) this.itemNodeList.push(itemClone); //动作 let kuangOpa:UIOpacity = itemClone.kuang.getComponent(UIOpacity) kuangOpa.opacity = 0; let tdelay = i * 0.05; tween(kuangOpa) .delay(0.1 + tdelay) .to(0.2, { opacity: 255 }) .start(); } //延迟一下,设置文本换行模式 this.scheduleOnce(()=>{ for (let i=0; i{ for (let i=0; i