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2025-07-17 17:18:21 +08:00
import { _decorator, EditBox, isValid, Label, Node, utils } 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 from '../../Main/Manager/GameManager';
import { I_LevelConfig } from '../../Main/Config/CommonConfig';
import HttpUnit from '../../Main/Common/HttpUnit';
const { ccclass, property } = _decorator;
/**对话阶段 */
const enum TalkStage {
/**开场白 */
prologue,
/**我的对话 */
myTalk,
/**NPC对话 */
npcTalk,
}
//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:0.1, lab:null}; //打字机信息 stage:0-未开始,1-正在打字,2-打字结束
private ebTalk: EditBox;
private curStage: TalkStage = TalkStage.prologue; //当前对话阶段
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() {
this.registerListenner();
Utils.parseNode(this.node, this._nodeTab)
this.ebTalk = this._nodeTab.ebTalk.getComponent(EditBox);
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);
}
openUIDataCT(data: any): void {
this._data = data
}
registerListenner() {
// Utils.addInnerEL(InnerMsgCode.GM_UI_Close, this, this.resiveGMClose)
}
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.btnRecord, ()=>{
console.log("聊天记录")
}, this);
GButton.BandClick(this._nodeTab.btnTishi, ()=>{
ViewManager.I.openBundlesView("UI/StartUI/Tips_UI")
}, this);
GButton.BandClick(this._nodeTab.btnAD, ()=>{
console.log("观看广告")
}, this);
this.lvCfg = GameManager.getLevelCfg(GameManager.CurLevelId)
//以npc开场白
this.showNpcPrologue()
//刷新状态显示
this.refreshTalkStepData()
}
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
if (this.curStage == TalkStage.prologue) {
this.scheduleOnce(() => {
this.turnToMyTalk()
}, 2)
}
}
}
//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)
}
//显示NPC开场白
private showNpcPrologue() {
this.curStage = TalkStage.prologue
this._nodeTab.NpcTalkNode.active = true
this._nodeTab.MyTalkNode.active = false
//名称
Utils.setString(this._nodeTab.npcName, this.lvCfg.name)
//开场白
this.dazijiInfo.stage = 2
this.dazijiInfo.idx = 0
this.dazijiInfo.lab = this._nodeTab.npcTalk.getComponent(Label)
this.dazijiInfo.str = this.lvCfg.prologueMessage
this.dazijiInfo.tm = this.dazijiInfo.ts
GameManager.AddTalkRecord({talk:this.lvCfg.prologueMessage, isMe:false})
}
/**切换到玩家说话状态 */
private turnToMyTalk() {
if (this.curStage == TalkStage.myTalk) return
this.curStage = TalkStage.myTalk
this._nodeTab.NpcTalkNode.active = false
this._nodeTab.MyTalkNode.active = true
this.ebTalk.string = ""
}
/**刷新当前状态显示 */
private refreshTalkStepData() {
let stepData = GameManager.CurStepData
}
//退出聊天
onBackClick() {
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
}
this.ebTalk.string = ""
GameManager.AddTalkRecord({talk:str, isMe:true})
HttpUnit.ins.sendUserTalk({record_id: GameManager.RecordId, user_input: str}, (data) => {
if (data) {
}
})
}
//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]
}
}