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2025-07-17 17:18:21 +08:00
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[InternetShortcut]
URL=https://docs.cocos.com/creator/manual/en/scripting/setup.html#custom-script-template
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"type": "sprite-frame"
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#///////////////////////////
# Cocos Creator 3D Project
#///////////////////////////
library/
temp/
local/
build/
profiles/
native
#//////////////////////////
# NPM
#//////////////////////////
node_modules/
#//////////////////////////
# VSCode
#//////////////////////////
.vscode/
#//////////////////////////
# WebStorm
#//////////////////////////
.idea/
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import { _decorator, AudioSource, EditBox, EventTouch, isValid, Label, Node, ScrollView, Sprite, Tween, tween, UIOpacity, utils, v3, 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';
import GlobalValue from '../../Main/Common/GlobalValue';
import AudioManager from '../../Main/Manager/AudioManager';
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, dotTm:0, dotTs:0.3, tm:0, ts:1.5}; //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)
Utils.addInnerEL(InnerMsgCode.Data_LevelStarUp, this, this.resiveLevelStarUp)
Utils.addInnerEL(InnerMsgCode.UI_ResartGame, this, this.resiveResartGame)
}
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);
//弹窗适配
let scaleRatio = Utils.getScaleRatio(2)
if (scaleRatio > 1) {
scaleRatio = 1;
}
this._nodeTab.gs1frame.scale = new Vec3(scaleRatio, scaleRatio, 1)
//规则内容
Utils.setString(this._nodeTab.labGs1Tips, GlobalValue.RuleStr)
// GButton.BandClick(this._nodeTab.npcTalkFrame, ()=>{
// this.onNpcFramClick();
// }, this, 0, null, null, false);
GButton.BandClick(this._nodeTab.btnRecord, ()=>{
// // 测试代码
// if (true) {
// this.showXinAddAnimation()
// return
// }
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
SubManager.ShowPrompt("观看视频成功,获得聊天次数")
this.doAddLevelCnt(1)
}
})
SDKManager.register_share_reward(this.node.uuid, (tag:number)=>{
console.log("分享回调", tag)
if (tag == 1) {
// 加次数
SubManager.ShowPrompt("分享成功,获得聊天次数")
this.doAddLevelCnt(2)
}
})
this.initedGame()
this.initXinAni()
}
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
}
let talksv = this._nodeTab.npcTalkSV.getComponent(ScrollView)
talksv.scrollToBottom(0.1)
}
} 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;
let talksv = this._nodeTab.npcTalkSV.getComponent(ScrollView)
this.scheduleOnce(() => {
talksv.scrollToBottom(0.1)
}, 0.1)
}
//接收npc回复逻辑
if (this.npcTalkInfo.stage == 1) {
//...的频率
this.npcTalkInfo.dotTm += deltaTime
if (this.npcTalkInfo.dotTm >= this.npcTalkInfo.dotTs) {
this.npcTalkInfo.dotTm = 0
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
}
}
//sorket获取频率
this.npcTalkInfo.tm += deltaTime
if (this.npcTalkInfo.tm >= this.npcTalkInfo.ts) {
this.npcTalkInfo.tm = 0
GameManager.I.getNpcTalkBack({})
}
}
}
//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: () => {
ViewManager.I.closeAllView();
Utils.sendInnerMsg(InnerMsgCode.UI_Talk_Back, {})
},
closeCallback: () => {
ViewManager.I.closeAllView();
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()
}
/**接收到星级变化消息 */
resiveLevelStarUp(data:any) {
if (data && data.level == GameManager.CurLevelId) {
for (let i=1; i<=3; i++) {
let lsStar = this._nodeTab["lsStar"+i].getComponent(Sprite)
let starPath = data.star >= i ? "lv_3" : "lv_2"
ResManager.I.changeBundleSpriteFrame(lsStar, starPath, "Zhujiemian")
}
}
}
/**重新开始游戏 */
resiveResartGame(data:any) {
console.log("重新开始游戏")
this.initedGame()
}
/**初始化 */
initedGame() {
this.lvCfg = GameManager.getLevelCfg(GameManager.CurLevelId)
//背景乐
let bgmUrl = `https://hxzgame.vip.hnhxzkj.com/lzx/XiangQin/BGM/${this.lvCfg.bgm}.mp3`
AudioManager.I.PlayRemoteMusic(bgmUrl, true)
//名称
Utils.setString(this._nodeTab.npcName, this.lvCfg.name)
//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
this.refreshTalkStage()
//刷新状态显示
this.refreshTalkStepData()
this.refreshXindongCishu(false)
this.refreshDuihuaDefen()
//检测引导
this.checkGuide()
}
//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)
}
//输入框文本改变事件
onTextChanged(param1:any, param2:any) {
// console.log("聊天界面4 onTextChanged", param1, param2)
this.refreshInputNum()
}
//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;
//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, score:-1})
// 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 = ""
this.refreshInputNum()
// //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, score:data.aiScore})
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.refreshTalkStepData()
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}/${stepData.total_cnt}`)
}
/**刷新玩家输入字数 */
private refreshInputNum() {
let numMax = this.ebTalk.maxLength
let numCur = this.ebTalk.string.length
Utils.setString(this._nodeTab.labStrLen, `(${numCur}/${numMax})`)
}
//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 atype: 1=看广告 2=分享
private doAddLevelCnt(atype:number) {
HttpUnit.ins.addTalkCnt({record_id: GameManager.RecordId, type:atype}, (data) => {
if (data) {
GameManager.CurLevelData = data.level
this.refreshTalkStepData()
//判断是否继续对话
if (GameManager.srouceCnt < data.level.total_cnt) {
if (GameManager.curStage != E_TalkStage.waitNpcTalk) {
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!")
ViewManager.I.closeAllView();
Utils.sendInnerMsg(InnerMsgCode.UI_Talk_Back, {})
}
})
}
//退出聊天
onBackClick() {
SubManager.ShowConfirm({
content: "确定退出吗?\n(退出会保留当前聊天进度)",
yesCallback: () => {
//退出并结算
// this.doJiesuan();
//只退出聊天,不结算
this.onClose();
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
}
GameRootUI.DisableOper(2)
HttpUnit.ins.sendUserTalk({record_id: GameManager.RecordId, user_input: str}, (data) => {
GameRootUI.EnableOper()
if (data) {
if (GameManager.curStage != E_TalkStage.myTalk) {
return
}
GameManager.TurnToStage(E_TalkStage.waitNpcTalk)
this.ebTalk.string = ""
this.refreshInputNum()
GameManager.AddTalkRecord({talk:str, isMe:true, score:-1})
//开始接收npc回复
this.npcTalkInfo.stage = 1
this.npcTalkInfo.str = ""
this.npcTalkInfo.dotTm = this.npcTalkInfo.dotTs
this.npcTalkInfo.tm = this.npcTalkInfo.ts
this.npcTalkInfo.dotIdx = 1
}
})
}
//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]
this.refreshInputNum()
}
//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 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.showXinAddAnimation()
// 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 爱心增加动画
private _xin1PosOrig: Vec3
private _xin2PosOrig: Vec3
private _xin2Opa: UIOpacity = null
//初始化爱心动画
private initXinAni() {
this._xin1PosOrig = (this._nodeTab.xinSpt1 as Node).position.clone()
this._xin2PosOrig = (this._nodeTab.xinSpt2 as Node).position.clone()
this._xin2Opa = this._nodeTab.xinSpt2.getComponent(UIOpacity)
this._xin2Opa.opacity = 0
}
//显示爱心增加动画
private showXinAddAnimation() {
Tween.stopAllByTarget(this._nodeTab.xinSpt2)
Tween.stopAllByTarget(this._xin2Opa)
let xinSpt2: Node = this._nodeTab.xinSpt2
//缩放
xinSpt2.scale = new Vec3(0.1, 0.1, 0.1)
tween(xinSpt2)
.to(0.2, { scale: new Vec3(2.2, 2.2, 1) }, {easing: 'sineIn'})
.to(0.2, { scale: new Vec3(1, 1, 1) }, {easing: 'sineOut'})
.start()
//移动
xinSpt2.position = this._xin2PosOrig
tween(xinSpt2)
.delay(0.4)
.to(0.45, { position: this._xin1PosOrig }, {easing: 'sineIn'})
.call(() => {
this.showXin2Animation()
this.refreshXindongCishu(true) //刷新次数显示
})
.start()
// #region 贝塞尔曲线动作
// // 三维空间的缓动
// const quadraticCurve = (t: number, p1: Vec3, cp: Vec3, p2: Vec3, out: Vec3) => {
// out.x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x
// out.y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y
// out.z = (1 - t) * (1 - t) * p1.z + 2 * t * (1 - t) * cp.z + t * t * p2.z
// }
// const startPos = this._xin2PosOrig
// const controlPos = v3(2, 3, 0)
// const endPos = this._xin1PosOrig
// const tempVec3 = v3()
// tween(xinSpt2)
// .to(
// 0.45,
// { position: endPos },
// {
// onUpdate: (target, ratio) => {
// quadraticCurve(ratio, startPos, controlPos, endPos, tempVec3)
// xinSpt2.setPosition(tempVec3)
// },
// }
// )
// .call(() => {
// this.showXin2Animation()
// this.refreshXindongCishu(true) //刷新次数显示
// })
// .start()
// #endregion
//透明度
this._xin2Opa.opacity = 0
tween(this._xin2Opa)
.to(0.05, { opacity: 255 })
.delay(0.75)
.to(0.05, { opacity: 0 })
.start()
}
private showXin2Animation() {
Tween.stopAllByTarget(this._nodeTab.xinSpt1)
let xinSpt1: Node = this._nodeTab.xinSpt1
xinSpt1.scale = new Vec3(1, 1, 1)
tween(xinSpt1)
.to(0.3, {scale: new Vec3(1.4, 1.4, 1.4) }, {easing: 'sineInOut'})
.to(0.3, {scale: new Vec3(1, 1, 1) }, {easing: 'sineInOut'})
.start()
}
//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()
}
}
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import { _decorator, AudioClip, Button, Component, ImageAsset, JsonAsset, Label, Node, Prefab, ProgressBar, Sprite, SpriteFrame } from 'cc';
import { GButton } from '../../Main/Common/GButton';
import ResManager from '../../Main/Manager/ResManager';
import Resource from '../../Main/Config/Resource';
import { SDKManager } from '../../Main/Channel/SDKManager';
import HttpUnit from '../../Main/Common/HttpUnit';
import GlobalValue from '../../Main/Common/GlobalValue';
import Utils from '../../Main/Common/Utils';
const { ccclass, property } = _decorator;
@ccclass('PreloadUI')
export class PreloadUI extends Component {
private checkFinish = true; //检查完成
private preloadFinish = false; //资源加载完成
private loginFinish = false; //登录完成
private jinduBar: Node = null;
private jinduFilled: Sprite = null;
private LabProgress: Label = null;
private btnLogin: Sprite = null; //登录按钮
start() {
this.jinduBar = this.node.getChildByName("jinduBar");
this.jinduFilled = this.jinduBar.getChildByName("jinduFilled").getComponent(Sprite);
this.LabProgress = this.node.getChildByName("LabProgress").getComponent(Label);
this.btnLogin = this.node.getChildByName("btnLogin").getComponent(Sprite);
//适配背景图
let BG = this.node.getChildByName("BG");
Utils.adjustBgPixelRatio(BG, 1)
this.jinduFilled.fillRange = 0;
this.btnLogin.node.active = false;
this.preloadFiles()
}
update(deltaTime: number) {
if (this.checkFinish) {
if (this.preloadFinish && this.loginFinish) {
this.checkFinish = false
this.enterGame()
}
}
}
//预加载文件
preloadFiles() {
let preloadTab = [
{path:"Music/music_interface", bundleName: "Audio", ftype: AudioClip},
{path:"bg/mengli_stage_bg", bundleName: "Raw", ftype: ImageAsset},
{path:"cg0/mengli_0_cg", bundleName: "Raw", ftype: ImageAsset},
{path:"cg1/mengli_1_cg", bundleName: "Raw", ftype: ImageAsset},
{path:"cg2/mengli_2_cg", bundleName: "Raw", ftype: ImageAsset},
{path:"cg3/mengli_3_cg", bundleName: "Raw", ftype: ImageAsset},
{path:"emo_1/mengli_shy", bundleName: "Raw", ftype: ImageAsset},
{path:"emo_2/mengli_laugh", bundleName: "Raw", ftype: ImageAsset},
{path:"emo_3/mengli_disgust", bundleName: "Raw", ftype: ImageAsset},
{path:"role/mengli_default", bundleName: "Raw", ftype: ImageAsset},
{path:"Zjm/raw1", bundleName: "Raw", ftype: ImageAsset},
{path:"touming", bundleName: "common", ftype: ImageAsset},
// {path:"chanpin_1_0", bundleName: "daoju", ftype: ImageAsset}, //有合图加载失败
{path:"zjm_1", bundleName: "Zhujiemian", ftype: ImageAsset},
{path:"UI/GM_UI", bundleName: "PB", ftype: Prefab},
{path:"commonGlobal", bundleName: "DataTable", ftype: JsonAsset},
];
let num_prefab = 0; //已加载数量
let num_succeed = 0;//加载成功数量
let preloadFunc = () => {
if (num_prefab < preloadTab.length) {
let cfg = preloadTab[num_prefab]
ResManager.I.preLoadSubpackageFile(cfg.path, cfg.bundleName, cfg.ftype, (ret) => {
num_prefab++;
num_succeed++;
let percent = 0.45 * (num_prefab / preloadTab.length)
this.showLoadProgress(0.55 + percent);
console.log("加载成功:", cfg.path);
preloadFunc();
}, (err)=>{
num_prefab++;
console.log("加载失败:", err);
});
} else {
if (num_succeed >= num_prefab) {
this.loadDataTable();
}
}
}
preloadFunc();
}
//加载配置表
loadDataTable(){
let dataArr = [
"commonGlobal",
// "levelHole",
"Music",
"Sound",
]
//配置表使用方法: let cfgs = Resource.getConfig("Sound")
let num_prefab = 0;
let preloadFunc = () => {
if (num_prefab < dataArr.length) {
let cfgname = dataArr[num_prefab]
ResManager.I.loadSubpackageDataTable(cfgname, (ret: JsonAsset) => {
num_prefab++;
Resource.addSubJsonConfig(cfgname, ret.json)
preloadFunc();
});
} else {
this.preloadFinish = true;
this.onLogin();
}
}
preloadFunc();
}
//显示加载进度
showLoadProgress(percent) {
this.jinduFilled.fillRange = percent;
}
//登录
onLogin() {
//初始化SDK信息
SDKManager.init(() => {
//检测是否有授权,有授权直接登录,没有授权就先进主界面,到主界面获取权限
SDKManager.checkAutoSetting("userInfo", (ishave) => {
if (ishave) {
console.log("有授权,直接登录")
HttpUnit.ins.login((loginData) => {
if (loginData == null) {
//登录失败,这里处理重复登录的逻辑
} else {
this.loginFinish = true
}
})
} else {
console.log("没有授权,等待授权后登录")
// this.loginFinish = true
this.jinduBar.active = false
this.LabProgress.node.active = false
//登录按钮
this.btnLogin.node.active = true
let loginPath = ""
if (SDKManager.isWenxin()) {
loginPath = "login1"
} else if (SDKManager.isByteDance()) {
loginPath = "login2"
} else if (SDKManager.isKuaishou()) {
loginPath = "login3"
}
ResManager.I.changeResourceSpriteFrame(this.btnLogin, loginPath)
HttpUnit.ins.login((loginData) => {
if (loginData == null) {
//登录失败,这里处理重复登录的逻辑
} else {
this.loginFinish = true
}
})
}
})
})
}
enterGame() {
let islogin = HttpUnit.IsLogin();
console.log("进入游戏,登录状态:", islogin);
this.jinduBar.active = false
this.LabProgress.node.active = false
this.btnLogin.node.active = false
if (islogin) {
} else {
//没登录成功,先进主界面,在主界面里进行登录
}
ResManager.I.goMainScene(); //进入下一个场景
// ResManager.I.goCustomScene("Test2DScene"); //进入自定义场景
}
}
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},
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"imported": true,
"files": [
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],
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}
},
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@@ -0,0 +1,75 @@
import { _decorator, Node, Sprite } 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 HttpUnit from '../../Main/Common/HttpUnit';
import SubManager from '../SubManager';
const { ccclass, property } = _decorator;
//关卡内看广告弹窗界面
@ccclass('TalkAdDialog')
export class TalkAdDialog extends li_BaseView {
private _nodeTab: any = {};
private _data;
//----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.mask, ()=>{
if (this._data.closeCallback) {
this._data.closeCallback();
}
this.doClose();
}, this, 0, null, null, false);
GButton.BandClick(this._nodeTab.btnShare, ()=>{
if (HttpUnit.GetShareNum() <= 0) {
SubManager.ShowPrompt("今日分享次数已用完");
return;
}
if (this._data.shareCallback) {
this._data.shareCallback();
}
this.doClose();
}, this);
GButton.BandClick(this._nodeTab.btnAD, ()=>{
if (HttpUnit.GetAdNum() <= 0) {
SubManager.ShowPrompt("今日广告次数已用完");
return;
}
if (this._data.adCallback) {
this._data.adCallback();
}
this.doClose();
}, this);
}
update(deltaTime: number) {
}
}
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},
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],
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"imported": true,
"files": [
".json"
],
"subMetas": {}
},
"f9941": {
"importer": "sprite-frame",
"uuid": "6cb7fadf-d938-4f61-bb2a-ce3edc2f4064@f9941",
"displayName": "greta_3_cg",
"id": "f9941",
"name": "spriteFrame",
"userData": {
"trimType": "auto",
"trimThreshold": 1,
"rotated": false,
"offsetX": 0,
"offsetY": 0,
"trimX": 0,
"trimY": 0,
"width": 996,
"height": 1280,
"rawWidth": 996,
"rawHeight": 1280,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"packable": true,
"pixelsToUnit": 100,
"pivotX": 0.5,
"pivotY": 0.5,
"meshType": 0,
"vertices": {
"rawPosition": [
-498,
-640,
0,
498,
-640,
0,
-498,
640,
0,
498,
640,
0
],
"indexes": [
0,
1,
2,
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1,
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],
"uv": [
0,
1280,
996,
1280,
0,
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996,
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],
"nuv": [
0,
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0,
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],
"minPos": [
-498,
-640,
0
],
"maxPos": [
498,
640,
0
]
},
"isUuid": true,
"imageUuidOrDatabaseUri": "6cb7fadf-d938-4f61-bb2a-ce3edc2f4064@6c48a",
"atlasUuid": ""
},
"ver": "1.0.12",
"imported": true,
"files": [
".json"
],
"subMetas": {}
}
},
"userData": {
"type": "sprite-frame",
"hasAlpha": false,
"fixAlphaTransparencyArtifacts": false,
"redirect": "6cb7fadf-d938-4f61-bb2a-ce3edc2f4064@6c48a"
}
}
@@ -0,0 +1,633 @@
import { _decorator, sys } from "cc";
import { SDKManager } from "../Channel/SDKManager";
import GlobalValue from "./GlobalValue";
import { I_UserInfo } from "../Config/CommonConfig";
import SubManager from "../../Sub/SubManager";
const { ccclass, property } = _decorator;
/**
* http通讯
*/
@ccclass
export default class HttpUnit {
//业务接口
static readonly ServerHttpHost = "https://xqmnyx.vip.hnhxzkj.com/api/"; //正式
// static readonly ServerHttpHost = "https://test.xqmnyx.vip.hnhxzkj.com/api/"; //测试
//socket通讯
static readonly SocketHost = "wss://www.confessioncontract.com/game/ai/response/"; //正式
// static readonly SocketHost = "wss://www.confessioncontract.com/test/game/ai/response/"; //测试
static PlayerToken = ""; //登录时获取的token
static LoginState = 0; //登录状态 0未登录 1登录中 2已登录
static UserInfo:I_UserInfo = null; //用户数据
//后台设置
//ad_chat_times:看广告加聊天次数 register_chat_times:注册赠送聊天次数
//reset_day_ad:每日重置看广告次数 reset_day_share:每日重置分享次数 share_chat_times:分享可加聊天次数
//ad_tickets_times:看广告可加相亲次数 share_tickets_times:分享可加相亲次数
static SerSetting:any = {};
//单例
private static I: HttpUnit;
public static get ins(): HttpUnit {
if (this.I == null) {
this.I = new HttpUnit();
}
return this.I;
}
public constructor() {
}
public jsonToQueryString(json: any) {
var str = '';
if (typeof json == "object") {
str = "?";
for (var k in json) {
if (str != "?") {
str += "&";
}
str += k + "=" + json[k];
}
}
return str;
}
private objectToFormData(obj: Object): FormData {
const formData = new FormData();
for (const key in obj) {
if (obj.hasOwnProperty(key)) {
const value = obj[key];
if (Array.isArray(value)) {
for (const item of value) {
formData.append(key, item);
}
} else {
formData.append(key, value);
}
}
}
return formData;
}
private async quest(xhr: XMLHttpRequest, method: "GET" | "POST" | "PUT" = "GET", data: Object, formData: boolean = false) {
return new Promise((resolve, reason) => {
xhr.onreadystatechange = () => {
if (xhr.readyState == 4) {
if (xhr.status >= 200 && xhr.status < 300) {
// console.log("[Http] 返回", xhr.response);
resolve(JSON.parse(xhr.response));
} else {
reason(xhr.status)
}
}
};
xhr.onerror = (error) => {
console.error("http request onerror");
SubManager.ShowPrompt("网络错误,请检查网络连接");
reason(error)
};
xhr.ontimeout = (e) => {
console.error("http request timeout");
SubManager.ShowPrompt("网络错误,请检查网络连接");
reason(e)
}
//根据POST和GET方式,选择是否发送msg数据
if (formData) {
xhr.send(this.objectToFormData(data));
} else {
if (method == 'POST') {
xhr.send(JSON.stringify(data));
} else if (method == 'PUT') {
xhr.send(JSON.stringify(data));
} else {
xhr.send();
}
}
});
}
/**是否已登录成功 */
public static IsLogin(): boolean {
return HttpUnit.LoginState == 2;
}
/**获取心动最大次数 */
public static GetXindongMaxCount() {
return 5;
}
/**获取最大相亲次数 */
public static GetXiangqinMaxTickets() {
//每天重置相亲次数
let num1 = HttpUnit.SerSetting.reset_game_day_match ? HttpUnit.SerSetting.reset_game_day_match.value : 5;
num1 = parseInt(num1) || 0;
//看广告加的相亲次数
let num2 = HttpUnit.SerSetting.ad_tickets_times ? HttpUnit.SerSetting.ad_tickets_times.value : 3;
num2 = parseInt(num2) || 0;
//分享加的相亲次数
let num3 = HttpUnit.SerSetting.share_tickets_times ? HttpUnit.SerSetting.share_tickets_times.value : 3;
num3 = parseInt(num3) || 0;
return num1 + num2 + num3;
}
/**获取可相亲次数 */
public static GetXiangqinTickets() {
if (!HttpUnit.UserInfo) {
return 0
}
let num = HttpUnit.UserInfo.ticket || 0;
return num;
}
/**获取可分享次数 - 相亲次数 */
public static GetXiangqinShareNum() {
//测试代码
if (GlobalValue.GMSwtitch) {
return 10
}
if (!HttpUnit.UserInfo) {
return 0
}
let num = HttpUnit.UserInfo.game_share_num || 0;
return num;
}
/**获取可看广告次数 - 相亲次数 */
public static GetXiangqinAdNum() {
//测试代码
if (GlobalValue.GMSwtitch) {
return 10
}
if (!HttpUnit.UserInfo) {
return 0
}
let num = HttpUnit.UserInfo.game_ad_num || 0;
return num;
}
/**获取可分享次数 - 聊天次数 */
public static GetTalkShareNum() {
//测试代码
if (GlobalValue.GMSwtitch) {
return 10
}
if (!HttpUnit.UserInfo) {
return 0
}
let num = HttpUnit.UserInfo.level_share_num || 0;
return num;
}
/**获取可看广告次数 - 聊天次数 */
public static GetTalkAdNum() {
//测试代码
if (GlobalValue.GMSwtitch) {
return 10
}
if (!HttpUnit.UserInfo) {
return 0
}
let num = HttpUnit.UserInfo.level_ad_num || 0;
return num;
}
/**获取看广告增加的聊天次数 */
public static GetTalkAdAddNum() {
let num = HttpUnit.SerSetting.ad_chat_times ? HttpUnit.SerSetting.ad_chat_times.value : 0;
num = parseInt(num) || 0;
return num;
}
/**获取分享增加的聊天次数 */
public static GetTalkShareAddNum() {
let num = HttpUnit.SerSetting.share_chat_times ? HttpUnit.SerSetting.share_chat_times.value : 0;
num = parseInt(num) || 0;
return num;
}
/**获取看广告增加的相亲次数 */
public static GetXiangqinAdAddNum() {
let num = HttpUnit.SerSetting.ad_tickets_times ? HttpUnit.SerSetting.ad_tickets_times.value : 0;
num = parseInt(num) || 0;
return num;
}
/**获取分享增加的相亲次数 */
public static GetXiangqinShareAddNum() {
let num = HttpUnit.SerSetting.share_tickets_times ? HttpUnit.SerSetting.share_tickets_times.value : 0;
num = parseInt(num) || 0;
return num;
}
/**获取昵称 */
public static GetNickName() {
if (!HttpUnit.UserInfo) {
return "游客"
}
let num = HttpUnit.UserInfo.nickname || "游客";
return num;
}
/**获取ID */
public static GetID() {
if (!HttpUnit.UserInfo) {
return 0
}
let num = HttpUnit.UserInfo.id || 0;
return num;
}
/**获取抖音侧边栏奖励是否已领取 */
public static IsBDSidebarReceive() {
if (!HttpUnit.UserInfo) {
return false
}
let isget = HttpUnit.UserInfo.is_receive == 1;
return isget;
}
/**获取友盟关卡记录 */
public static GetLevelRecord() {
if (!HttpUnit.UserInfo) {
return []
}
let levels = HttpUnit.UserInfo.levels || [];
return levels;
}
//region 登录
private loginCB: Function = null;
public login(cb: Function = null) {
this.loginCB = cb;
SDKManager.login((_loginData) => {
console.log("SDK登录成功", _loginData)
SDKManager.getUserInfo((userInfo) => {
console.log("SDK获取用户信息成功", userInfo)
// let serparam = {
// platform: _loginData.platform,
// code: _loginData.code,
// user_info: {nickName:userInfo.nickName, avatarUrl:userInfo.avatarUrl}
// }
_loginData.nickname = userInfo.nickName;
_loginData.avatar = userInfo.avatarUrl;
if (GlobalValue.IsTest) {
console.log("登录测试环境")
this.loginSer({platform:0, code:12345}, this.initData.bind(this))
} else {
if (_loginData.code == null) {
// let uuid = sys.localStorage.getItem('uuid');
// if (!uuid) {
// uuid = Date.now(); //当前时间戳
// sys.localStorage.setItem('uuid', uuid);
// }
// _loginData.code = uuid;
_loginData.platform = 0
_loginData.code = 123451
}
console.log("登录正式环境 loginData.code: ", _loginData)
this.loginSer(_loginData, this.initData.bind(this))
}
})
})
}
private initData(playerData) {
playerData = playerData || {};
this.loginCB && this.loginCB(playerData);
}
//登录服务器
private async loginSer(msg, cb: Function = null) {
let data: any = await HttpUnit.ins.api("login", msg, "POST", true);
console.log("登录 玩家数据:", msg, data)
if (data && data.code == 1) {
HttpUnit.PlayerToken = data.data.token
HttpUnit.LoginState = 2
console.log("HttpUnit.PlayerToken:", HttpUnit.PlayerToken)
//获取玩家信息
// this.getUserInfo(cb);
HttpUnit.UserInfo = data.data.user_info;
//获取配置信息
this.getCommSetting();
cb && cb(data.data.user_info);
}else{
console.log("登陆失败:"+ data);
if (data && data.msg) {
SubManager.ShowPrompt(`登陆失败,${data.msg}`);
}
cb && cb(null);
}
}
//获取关卡列表数据
public async getLevelList(cb: Function = null) {
let data: any = await HttpUnit.ins.api("game/levels", {}, "POST", true);
console.log("关卡数据:", data)
if (data && data.code == 1) {
cb && cb(data.data);
}else{
console.log("获取关卡数据失败:"+ data);
if (data && data.msg) {
SubManager.ShowPrompt(`数据异常,${data.msg}`);
}
}
}
/**开始关卡*/
public async levelStart(msg:any, cb: Function = null) {
let data: any = await HttpUnit.ins.api("game/start", msg, "POST", true);
console.log("开始新关卡:", msg, data)
if (data && data.code == 1) {
cb && cb(data.data);
}else{
console.log("开始关卡失败:"+ data);
if (data && data.msg) {
SubManager.ShowPrompt(`数据异常,${data.msg}`);
}
}
}
/**推进关卡*/
public async sendUserTalk(msg:any, cb: Function = null) {
let data: any = await HttpUnit.ins.api("game/propel", msg, "POST", true);
console.log("推进关卡:", msg, data)
if (data && data.code == 1) {
cb && cb(data.data);
}else{
console.log("推进关卡失败:"+ data);
if (data && data.msg) {
SubManager.ShowPrompt(`数据异常,${data.msg}`);
}
cb && cb(null);
}
}
/**结束关卡*/
public async sendLevelFinish(msg:any, cb: Function = null) {
let data: any = await HttpUnit.ins.api("game/end", msg, "POST", true);
console.log("结束关卡:", msg, data)
if (data && data.code == 1) {
cb && cb(data.data);
}else{
console.log("结束关卡失败:"+ data);
if (data && data.msg) {
SubManager.ShowPrompt(`数据异常,${data.msg}`);
}
}
}
/**增加次数,更新关卡*/
public async addTalkCnt(msg:any, cb: Function = null) {
let data: any = await HttpUnit.ins.api("game/update", msg, "POST", true);
console.log("更新关卡:", msg, data)
if (data && data.code == 1) {
cb && cb(data.data);
}else{
console.log("更新关卡失败:"+ data);
if (data && data.msg) {
SubManager.ShowPrompt(`数据异常,${data.msg}`);
}
}
}
/**获取AI语音*/
public async getAIVoice(msg:any, cb: Function = null) {
let data: any = await HttpUnit.ins.api("game/voice", msg, "POST", true);
console.log("获取AI语音:", msg, data)
if (data && data.code == 1) {
cb && cb(data.data);
}else{
console.log("获取AI语音失败:"+ data);
if (data && data.msg) {
SubManager.ShowPrompt(`数据异常,${data.msg}`);
}
}
}
/**获取当前聊天状态*/
public async getTalkStage(msg:any, cb: Function = null) {
let data: any = await HttpUnit.ins.api("game/status", msg, "POST", true);
console.log("获取当前聊天状态:", msg, data)
if (data && data.code == 1) {
cb && cb(data.data);
}else{
console.log("获取当前聊天状态失败:"+ data);
if (data && data.msg) {
SubManager.ShowPrompt(`数据异常,${data.msg}`);
}
}
}
//非三星通关时继续关卡
public async sendGameContinue(msg:any, cb: Function = null) {
let data: any = await HttpUnit.ins.api("game/continue", msg, "POST", true);
console.log("非三星通关时继续关卡:", data)
if (data && data.code == 1) {
cb && cb(data.data);
}else{
console.log("非三星通关时继续关卡失败:"+ data);
if (data && data.msg) {
SubManager.ShowPrompt(`数据异常,${data.msg}`);
}
}
}
//重新获取用户信息
public async getUserData(cb: Function = null) {
let data: any = await HttpUnit.ins.api("user/info", {}, "GET", true);
console.log("重新获取用户信息数据:", data)
if (data && data.code == 1) {
HttpUnit.UserInfo = data.data;
cb && cb(data.data);
}else{
console.log("重新获取用户信息数据失败:"+ data);
if (data && data.msg) {
SubManager.ShowPrompt(`数据异常,${data.msg}`);
}
}
}
//用户看广告
public async setUserAd(msg:any, cb: Function = null) {
let data: any = await HttpUnit.ins.api("user/ad", msg, "POST", true);
console.log("看广告数据:", data)
if (data && data.code == 1) {
HttpUnit.UserInfo = data.data;
cb && cb(data.data);
}else{
console.log("看广告数据失败:"+ data);
if (data && data.msg) {
SubManager.ShowPrompt(`数据异常,${data.msg}`);
}
}
}
//用户分享
public async setUserShare(msg:any, cb: Function = null) {
let data: any = await HttpUnit.ins.api("user/share", msg, "POST", true);
console.log("用户分享数据:", data)
if (data && data.code == 1) {
HttpUnit.UserInfo = data.data;
cb && cb(data.data);
}else{
console.log("用户分享数据失败:"+ data);
if (data && data.msg) {
SubManager.ShowPrompt(`数据异常,${data.msg}`);
}
}
}
//获取常用配置
public async getCommSetting(cb: Function = null) {
let data: any = await HttpUnit.ins.api("user/setting", {}, "GET", true);
console.log("获取常用配置数据:", data)
if (data && data.code == 1) {
HttpUnit.SerSetting = {};
for (let i = 0; i < data.data.length; i++) {
let item = data.data[i];
HttpUnit.SerSetting[item.key] = item;
}
cb && cb();
}else{
console.log("获取常用配置数据失败:"+ data);
if (data && data.msg) {
SubManager.ShowPrompt(`数据异常,${data.msg}`);
}
}
}
//看广告解锁关卡
public async levelUnlock(msg:any, cb: Function = null) {
let data: any = await HttpUnit.ins.api("user/unlock_level", msg, "POST", true);
console.log("看广告解锁关卡:", msg, data)
if (data && data.code == 1) {
cb && cb(data.data);
}else{
console.log("看广告解锁关卡失败:"+ data);
if (data && data.msg) {
SubManager.ShowPrompt(`数据异常,${data.msg}`);
}
}
}
//获取抖音侧边栏奖励
public async getBDSidebarReward(msg:any, cb: Function = null) {
let data: any = await HttpUnit.ins.api("user/receive_award", msg, "POST", true);
console.log("获取抖音侧边栏奖励:", msg, data)
if (data && data.code == 1) {
HttpUnit.UserInfo = data.data;
cb && cb(data.data);
}else{
console.log("获取抖音侧边栏奖励失败:"+ data);
if (data && data.msg) {
SubManager.ShowPrompt(`数据异常,${data.msg}`);
}
}
}
//添加友盟关卡记录
public async sendLevelRecord(msg:any, cb: Function = null) {
let data: any = await HttpUnit.ins.api("user/add_level_record", msg, "POST", true);
console.log("添加友盟关卡记录:", msg, data)
if (data && data.code == 1) {
HttpUnit.UserInfo = data.data;
cb && cb(data.data);
}else{
console.log("添加友盟关卡记录失败:"+ data);
if (data && data.msg) {
SubManager.ShowPrompt(`数据异常,${data.msg}`);
}
}
}
//获得甜蜜暴击效果
public async sendTalkStrength(msg:any, cb: Function = null) {
let data: any = await HttpUnit.ins.api("game/strength", msg, "POST", true);
console.log("获得甜蜜暴击效果:", msg, data)
if (data && data.code == 1) {
cb && cb(data.data);
}else{
console.log("获得甜蜜暴击效果失败:"+ data);
if (data && data.msg) {
SubManager.ShowPrompt(`数据异常,${data.msg}`);
}
}
}
//撤回一次聊天
public async sendTalkChehui(msg:any, cb: Function = null) {
let data: any = await HttpUnit.ins.api("game/cancel", msg, "POST", true);
console.log("撤回一次聊天:", msg, data)
if (data && data.code == 1) {
cb && cb(data.data);
}else{
console.log("撤回一次聊天失败:"+ data);
if (data && data.msg) {
SubManager.ShowPrompt(`数据异常,${data.msg}`);
}
}
}
public async api(path: string, data: any, method: "GET" | "POST" | "PUT" = "GET", bLock: boolean = false, isFormData: boolean = false) {
let url = HttpUnit.ServerHttpHost + path;
// console.log("[Http] 请求Url:",url, " 方式:", method, " Authorization:", GlobalValue.PlayerToken, " 数据:", JSON.stringify(data) );
bLock && this.lock();
var xhr = new XMLHttpRequest();
xhr.timeout = 10000;
// xhr.setRequestHeader("Content-Type", "application/x-www-form-urlencoded");
// if (cc.sys.isNative) {
// xhr.setRequestHeader("Content-Type", "application/x-www-form-urlencoded");
// }
// xhr.setRequestHeader('authorization', Config.TOKEN);
//发送数据
if (method == 'GET') {
url = url + encodeURI(this.jsonToQueryString(data));
xhr.open(method, url, true);
if (sys.isNative) {
xhr.setRequestHeader("Accept-Encoding", "gzip,deflate");
xhr.setRequestHeader("content-type", "text/html;charset=utf-8");
}
} else {
xhr.open(method, url, true);
xhr.setRequestHeader("Content-type", "application/json");
}
xhr.setRequestHeader('Authorization', "Bearer " + HttpUnit.PlayerToken);
let self = this;
return new Promise((resolve, reason) => {
self.quest(xhr, method, data, isFormData).then(value => {
bLock && self.unlock();
resolve(value);
}).catch(err => {
bLock && self.unlock();
resolve(null);
});
});
}
/**
* 发送请求
* @param url 接口地址
* @param data 消息字符串 (json格式)
* @param method 请求方式
* @param bLock 是否锁定屏幕
* @param formData 是否formData
* @returns
*/
public async send(url: string, data: any, method: "GET" | "POST" | "PUT" = "GET", bLock: boolean = false, formData: boolean = false) {
// console.log("[Http] 请求Url:",url, " 方式:", method, " 数据:", data);
bLock && this.lock();
var xhr = new XMLHttpRequest();
xhr.timeout = 10000;
if (method == 'GET') {
url = url + encodeURI(this.jsonToQueryString(data));
xhr.open(method, url, true);
if (sys.isNative) {
xhr.setRequestHeader("Accept-Encoding", "gzip,deflate");
xhr.setRequestHeader("content-type", "text/html;charset=utf-8");
}
} else {
xhr.open(method, url, true);
xhr.setRequestHeader("Content-type", "application/json");
}
let self = this;
return new Promise((resolve, reason) => {
self.quest(xhr, method, data, formData).then(value => {
bLock && self.unlock();
resolve(value);
}).catch(err => {
bLock && self.unlock();
resolve(null);
});
});
}
/**解锁屏幕 */
private unlock() {
// LockScreenUI.ins.unShowloading();
// Config.loading.hide2();
}
/**锁屏 */
private lock() {
// Config.loading.show2();
// LockScreenUI.ins.Showloading('网络加载中请稍后...');
}
}
@@ -0,0 +1,134 @@
{
"ver": "1.0.27",
"importer": "image",
"imported": true,
"uuid": "c0887632-e707-4093-90b0-d0d664209d28",
"files": [
".jpg",
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import { _decorator, Node } from 'cc';
import { GButton } from '../../Main/Common/GButton';
import ResManager from '../../Main/Manager/ResManager';
import AudioManager from '../../Main/Manager/AudioManager';
import Utils from '../../Main/Common/Utils';
import { InnerMsgCode } from '../../Main/Config/InnerMsgCode';
import li_BaseView from '../../Main/Common/li_BaseView';
import GameRootUI from '../../Main/Common/GameRootUI';
const { ccclass, property } = _decorator;
//游戏关卡界面
@ccclass('Game_UI')
export class Game_UI extends li_BaseView {
private _nodeTab: any = {};
private _data;
//----重写父类接口---------------------------------------
onLoadCT() {
this.registerListenner();
}
openUIDataCT(data: any): void {
this._data = data
}
registerListenner() {
Utils.addInnerEL(InnerMsgCode.GM_UI_Close, this, this.resiveGMClose)
}
start() {
Utils.parseNode(this.node, this._nodeTab)
GButton.BandClick(this._nodeTab.btnBack, this.onBackClick, this);
AudioManager.I.PlayMusic(1, true) //背景乐
}
update(deltaTime: number) {
}
//GM界面关闭消息
resiveGMClose(data) {
Utils.Log("收到GM界面关闭消息")
}
//返回按钮
onBackClick() {
Utils.Log("点击星级挑战");
GameRootUI.ShowCrossUI()
ResManager.I.goMainScene(); //进入下一个场景
}
}
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import { _decorator, Component, Node, Sprite } from 'cc';
import { GButton } from '../../Main/Common/GButton';
import Utils from '../../Main/Common/Utils';
const { ccclass, property } = _decorator;
//确认框弹窗
@ccclass('ConfirmDialog')
export class ConfirmDialog extends Component {
private _nodeTab: any = {};
private _data;
private inited: boolean = false;
onLoad() {
Utils.parseNode(this.node, this._nodeTab)
}
start() {
// GButton.BandClick(this._nodeTab.mask, ()=>{
// this.doClose();
// }, this, 0, null, null, false);
//取消
GButton.BandClick(this._nodeTab.btnNo, ()=>{
if (this._data && this._data.noCallback) {
this._data.noCallback();
}
this.node.removeFromParent()
}, this);
//确定
GButton.BandClick(this._nodeTab.btnYes, ()=>{
if (this._data && this._data.yesCallback) {
this._data.yesCallback();
}
this.node.removeFromParent()
}, this);
this.inited = true;
this.refreshUI();
}
update(deltaTime: number) {
}
/**设置显示参数 */
setParam(data: any) {
this._data = data;
this.refreshUI();
}
private refreshUI() {
if (!this.inited || !this._data) return;
//内容
Utils.setString(this._nodeTab.labContent, this._data.content);
//确认按钮文本
if (this._data.strYes) {
Utils.setString(this._nodeTab.labYes, this._data.strYes);
}
//取消按钮文本
if (this._data.strNo) {
Utils.setString(this._nodeTab.labNo, this._data.strNo);
}
}
}
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