init
This commit is contained in:
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import { _decorator, AudioSource, EditBox, EventTouch, isValid, Label, Node, Sprite, Tween, tween, utils, Vec3 } from 'cc';
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import { GButton } from '../../Main/Common/GButton';
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import Utils from '../../Main/Common/Utils';
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import { ViewManager } from '../../Main/Manager/ViewManager';
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import { InnerMsgCode } from '../../Main/Config/InnerMsgCode';
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import li_BaseView from '../../Main/Common/li_BaseView';
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import SubManager from '../SubManager';
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import GameManager, { E_TalkStage, E_TalkStatusType } from '../../Main/Manager/GameManager';
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import { I_LevelConfig, I_NpcTalkBack } from '../../Main/Config/CommonConfig';
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import HttpUnit from '../../Main/Common/HttpUnit';
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import { SDKManager } from '../../Main/Channel/SDKManager';
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import ResManager from '../../Main/Manager/ResManager';
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import PlayerDataManager from '../../Main/Manager/PlayerDataManager';
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import GameRootUI from '../../Main/Common/GameRootUI';
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import { E_AD_TARGET } from './TalkAdDialog';
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const { ccclass, property } = _decorator;
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//聊天界面
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@ccclass('Talk_UI')
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export class Talk_UI extends li_BaseView {
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private _nodeTab: any = {};
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private _data;
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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
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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
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private ebTalk: EditBox;
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private labNpcTalk: Label;
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private xindongSpt: Sprite;
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private lvCfg: I_LevelConfig = null; //当前关卡配置
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private lastRandTalkIdx: number = -1; //上一次随机对话的索引
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//----重写父类接口---------------------------------------
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onLoadCT() {
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Utils.parseNode(this.node, this._nodeTab)
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this.registerListenner();
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this.ebTalk = this._nodeTab.ebTalk.getComponent(EditBox);
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this.labNpcTalk = this._nodeTab.npcTalk.getComponent(Label);
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this.xindongSpt = this._nodeTab.xindongSpt.getComponent(Sprite);
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this.ebTalk.node.on('editing-did-began', this.onEditingBegan, this);
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this.ebTalk.node.on('editing-did-ended', this.onEditingEnded, this);
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this.ebTalk.node.on('editing-return', this.onEditingReturn, this);
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// this._nodeTab.npcTalkSV.on(Node.EventType.TOUCH_START, (event: EventTouch)=>{
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// event.preventSwallow = true; //允许点击事件穿透
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// }, this);
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this._nodeTab.npcTalkSV.getChildByName("view").on(Node.EventType.TOUCH_END, (event:EventTouch) => {
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// event.preventSwallow = true; //允许点击事件穿透
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this.onNpcFramClick();
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}, this);
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this._nodeTab.arrowNode.active = false;
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let npcNextArrow:Node = this._nodeTab.npcNextArrow
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tween(npcNextArrow)
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.to(0.5, {position: new Vec3(15, 0, 0)})
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.to(0.5, {position: new Vec3(-15, 0, 0)})
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.union()
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.repeatForever()
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.start()
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}
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openUIDataCT(data: any): void {
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this._data = data
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}
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registerListenner() {
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Utils.addInnerEL(InnerMsgCode.Data_NpcTalkBack, this, this.resiveNpcTalkBack)
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Utils.addInnerEL(InnerMsgCode.UI_Socket_Timeout, this, this.resiveSocketTimeout)
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Utils.addInnerEL(InnerMsgCode.UI_TalkStageUp, this, this.resiveTalkStageUp)
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}
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start() {
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GButton.BandClick(this._nodeTab.btnBack, this.onBackClick, this);
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GButton.BandClick(this._nodeTab.btnSend, this.onSendClick, this);
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GButton.BandClick(this._nodeTab.btnSuiji, this.onSuijiClick, this);
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// GButton.BandClick(this._nodeTab.npcTalkFrame, ()=>{
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// this.onNpcFramClick();
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// }, this, 0, null, null, false);
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GButton.BandClick(this._nodeTab.btnRecord, ()=>{
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ViewManager.I.openBundlesView("UI/StartUI/Record_UI")
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}, this);
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GButton.BandClick(this._nodeTab.btnTishi, ()=>{
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ViewManager.I.openBundlesView("UI/StartUI/Tips_UI")
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}, this);
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GButton.BandClick(this._nodeTab.btnAD, ()=>{
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ViewManager.I.openBundlesView("UI/StartUI/TalkAdDialog", {
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type: E_AD_TARGET.liaotian, //加聊天次数
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content: "看广告或分享可额外获取对话次数",
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adCallback: ()=>{
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SDKManager.show_reward_video_ad(this.node.uuid, 1)
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},
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shareCallback: ()=>{
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SDKManager.show_reward_share(this.node.uuid, 1)
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}
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})
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}, this);
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GButton.BandClick(this._nodeTab.btnRole, ()=>{
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this._nodeTab.ruleNode.active = true
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}, this);
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GButton.BandClick(this._nodeTab.btnRoleOk, ()=>{
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this.onRoleCloseClick()
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}, this);
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GButton.BandClick(this._nodeTab.btnRoleClose, ()=>{
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this.onRoleCloseClick()
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}, this);
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//ai语音开关
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GButton.BandClick(this._nodeTab.btnYuyin, ()=>{
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GameManager.AIVoiceSwt = !GameManager.AIVoiceSwt;
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this.refreshAIVoiceState()
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}, this);
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this.refreshAIVoiceState()
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if (!SDKManager.checkSupportBase64Audio()) {
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this._nodeTab.btnYuyin.active = false
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}
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SDKManager.register_video_reward(this.node.uuid, (tag:number)=>{
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console.log("视频广告回调", tag)
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if (tag == 1) {
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// 加次数
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HttpUnit.ins.setUserAd({type:2}, (data) => {
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let addCnt = HttpUnit.GetTalkAdAddNum()
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SubManager.ShowPrompt("观看视频成功,获得聊天次数")
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this.doAddLevelCnt(addCnt)
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})
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}
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})
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SDKManager.register_share_reward(this.node.uuid, (tag:number)=>{
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console.log("分享回调", tag)
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if (tag == 1) {
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// 加次数
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HttpUnit.ins.setUserShare({type:2}, (data) => {
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let addCnt = HttpUnit.GetTalkShareAddNum()
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SubManager.ShowPrompt("分享成功,获得聊天次数")
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this.doAddLevelCnt(addCnt)
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})
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}
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})
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this.lvCfg = GameManager.getLevelCfg(GameManager.CurLevelId)
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//刷新历史星级
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for (let i=1; i<=3; i++) {
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let lsStar = this._nodeTab["lsStar"+i].getComponent(Sprite)
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let starPath = this.lvCfg.star >= i ? "lv_3" : "lv_2"
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ResManager.I.changeBundleSpriteFrame(lsStar, starPath, "Zhujiemian")
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}
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this._nodeTab.ruleNode.active = false
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let scaleRatio = Utils.getScaleRatio(2)
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if (scaleRatio > 1) {
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scaleRatio = 1;
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}
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this._nodeTab.gs1frame.scale = new Vec3(scaleRatio, scaleRatio, 1)
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this.refreshTalkStage()
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//刷新状态显示
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this.refreshTalkStepData()
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this.refreshXindongCishu(false)
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this.refreshDuihuaDefen()
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//检测引导
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this.checkGuide()
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}
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onDestroy () {
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super.onDestroy()
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if (isValid(this.ebTalk)) {
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this.ebTalk.node.off('editing-did-began', this.onEditingBegan, this);
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this.ebTalk.node.off('editing-did-ended', this.onEditingEnded, this);
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this.ebTalk.node.off('editing-return', this.onEditingReturn, this);
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}
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}
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update(deltaTime: number) {
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//region 打字机效果逻辑
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if (this.dazijiInfo.stage == 1) {
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this.dazijiInfo.tm += deltaTime
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if (this.dazijiInfo.tm >= this.dazijiInfo.ts) {
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this.dazijiInfo.tm = 0
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this.dazijiInfo.lab.string = this.dazijiInfo.str.substring(0, this.dazijiInfo.idx)
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this.dazijiInfo.idx += 1
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if (this.dazijiInfo.idx > this.dazijiInfo.str.length) {
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this.dazijiInfo.stage = 2
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}
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}
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} else if (this.dazijiInfo.stage == 2) {
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console.log("文本打字机效果结束")
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this.dazijiInfo.stage = 0
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this.dazijiInfo.lab.string = this.dazijiInfo.str
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this._nodeTab.arrowNode.active = true;
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}
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//接收npc回复逻辑
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if (this.npcTalkInfo.stage == 1) {
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this.npcTalkInfo.tm += deltaTime
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if (this.npcTalkInfo.tm >= this.npcTalkInfo.ts) {
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this.npcTalkInfo.tm = 0
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GameManager.I.getNpcTalkBack({})
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this.labNpcTalk.string = this.npcTalkInfo.dotStr.substring(0, this.npcTalkInfo.dotIdx)
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this.npcTalkInfo.dotIdx += 1
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if (this.npcTalkInfo.dotIdx > this.npcTalkInfo.dotStr.length) {
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this.npcTalkInfo.dotIdx = 0
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}
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}
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}
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}
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//region AI回复消息
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/**接收到npc回复数据流 */
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resiveNpcTalkBack(data:I_NpcTalkBack) {
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this.npcTalkInfo.stage = 0
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GameManager.TurnToStage(E_TalkStage.npcTalk)
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}
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/**socket连接超时 */
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resiveSocketTimeout(data:any) {
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SubManager.ShowConfirm({
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content: "连接已断开,请重新开始游戏",
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hideNo: true, //隐藏取消按钮
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yesCallback: () => {
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this.doClose();
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Utils.sendInnerMsg(InnerMsgCode.UI_Talk_Back, {})
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}
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})
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this.npcTalkInfo.stage = 0
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}
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/**接收到聊天状态变化消息 */
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resiveTalkStageUp(data:any) {
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this.refreshTalkStage()
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}
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//输入框开始编辑事件
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onEditingBegan(param1:any, param2:any) {
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console.log("聊天界面1: onEditingBegan", param1, param2)
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}
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//输入框回车事件
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onEditingReturn(param1:any, param2:any) {
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console.log("聊天界面2: onEditingReturn", param1, param2)
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}
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//输入框结束编辑事件
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onEditingEnded(param1:any, param2:any) {
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console.log("聊天界面3: onEditingEnded", param1, param2)
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}
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//刷新AI语音状态
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private refreshAIVoiceState() {
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let voicePath = GameManager.AIVoiceSwt ? "lv_4" : "lv_5"
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let sptYuyin = this._nodeTab.sptYuyin.getComponent(Sprite)
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ResManager.I.changeBundleSpriteFrame(sptYuyin, voicePath, "Zhujiemian")
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}
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//播放AI语音
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private playAIVoice(str:string) {
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if (!GameManager.AIVoiceSwt) {
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return //开关没开
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}
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if (!SDKManager.checkSupportBase64Audio()) {
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return //不支持base64音频
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}
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HttpUnit.ins.getAIVoice({record_id: GameManager.RecordId, text:str}, (data) => {
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if (data) {
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console.log("播放AI语音11", data)
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SDKManager.playBase64Audio(data.url, false)
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}
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})
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}
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//region 刷新聊天状态
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private refreshTalkStage() {
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let gStage = GameManager.curStage
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if (gStage == E_TalkStage.prologue) {
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this.showNpcPrologue()
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} else if (gStage == E_TalkStage.myTalk) {
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this.turnToMyTalk()
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} else if (gStage == E_TalkStage.waitNpcTalk) {
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this.turnToWaitNpcTalk()
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} else if (gStage == E_TalkStage.npcTalk) {
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this.turnToNpcTalk(GameManager.CurNpcTalkData)
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} else if (gStage == E_TalkStage.npcFixedTalk) {
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this.turnToNpcFixedTalk(GameManager.CurNpcFixedTalkText)
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} else if (gStage == E_TalkStage.upTalkStatus) {
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this.turnToUpdateStage()
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}
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}
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//显示NPC开场白
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private showNpcPrologue() {
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this._nodeTab.NpcTalkNode.active = true
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this._nodeTab.MyTalkNode.active = false
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this._nodeTab.arrowNode.active = false;
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//名称
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Utils.setString(this._nodeTab.npcName, this.lvCfg.name)
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//开场白
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this.dazijiInfo.stage = 1
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this.dazijiInfo.idx = 0
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this.dazijiInfo.lab = this.labNpcTalk
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this.dazijiInfo.str = this.lvCfg.prologueMessage
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this.dazijiInfo.tm = this.dazijiInfo.ts
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GameManager.AddTalkRecord({talk:this.lvCfg.prologueMessage, isMe:false})
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// this.playAIVoice(this.lvCfg.prologueMessage)
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}
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/**切换到玩家说话状态 */
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private turnToMyTalk() {
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this._nodeTab.NpcTalkNode.active = false
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this._nodeTab.MyTalkNode.active = true
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this.ebTalk.string = ""
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// //刷新npc表情
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// let rolePath = GameManager.GetNpcEmoPic("")
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// Utils.sendInnerMsg(InnerMsgCode.SceneLayerBgUp, {rolePath:rolePath})
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}
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/**切换到等待NPC说话状态 */
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private turnToWaitNpcTalk() {
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this._nodeTab.NpcTalkNode.active = true
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this._nodeTab.MyTalkNode.active = false
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this._nodeTab.arrowNode.active = false;
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this.labNpcTalk.string = ""
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}
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/**切换到NPC说话状态 */
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private turnToNpcTalk(data:I_NpcTalkBack) {
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this._nodeTab.NpcTalkNode.active = true
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this._nodeTab.MyTalkNode.active = false
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this._nodeTab.arrowNode.active = false;
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GameManager.AddStepScore(data.aiScore) //记录本次分数
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this.refreshDuihuaDefen()
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//npc回复
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// this.labNpcTalk.string = data.aiResponse
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this.dazijiInfo.stage = 1
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this.dazijiInfo.idx = 0
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this.dazijiInfo.lab = this.labNpcTalk
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this.dazijiInfo.str = data.aiResponse
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this.dazijiInfo.tm = this.dazijiInfo.ts
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GameManager.AddTalkRecord({talk:data.aiResponse, isMe:false})
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this.playAIVoice(data.aiResponse)
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//刷新npc表情
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let rolePath = GameManager.GetNpcEmoPic(data.aiEmoji)
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Utils.sendInnerMsg(InnerMsgCode.SceneLayerBgUp, {rolePath:rolePath})
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//分数
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//对话轮次
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GameManager.srouceCnt = data.sourceCnt
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this.refreshTalkStepData()
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}
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/**切换到npc固定话术展示状态 */
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private turnToNpcFixedTalk(str:string) {
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this._nodeTab.NpcTalkNode.active = true
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this._nodeTab.MyTalkNode.active = false
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this._nodeTab.arrowNode.active = false;
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//npc固定话术
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this.dazijiInfo.stage = 1
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this.dazijiInfo.idx = 0
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this.dazijiInfo.lab = this.labNpcTalk
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this.dazijiInfo.str = str
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this.dazijiInfo.tm = this.dazijiInfo.ts
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}
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/**切换到更新聊天状态状态 */
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private turnToUpdateStage() {
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HttpUnit.ins.getTalkStage({record_id: GameManager.RecordId}, (data) => {
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if (data) {
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GameManager.CurLevelData = data.level
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this.checkIsFinish()
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}
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})
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}
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||||
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/**刷新心动次数 */
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private refreshXindongCishu(doAct:boolean = true) {
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let maxCount = HttpUnit.GetXindongMaxCount()
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let curCount = GameManager.xindongCishu
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Utils.setString(this._nodeTab.xindongNum, `${curCount}/${maxCount}`)
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Tween.stopAllByTarget(this.xindongSpt)
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if (doAct) {
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tween(this.xindongSpt).to(0.3, { fillRange: curCount / maxCount }).start()
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} else {
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this.xindongSpt.fillRange = curCount / maxCount
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}
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||||
}
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||||
/**刷新对话得分 */
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private refreshDuihuaDefen() {
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let curScore = GameManager.getCurStepScore()
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let [totalScore, pjScore] = GameManager.getGameScore()
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||||
Utils.setString(this._nodeTab.scoreNew, curScore+"")
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||||
Utils.setString(this._nodeTab.scoreTotal, totalScore+"")
|
||||
}
|
||||
/**刷新当前状态显示 */
|
||||
private refreshTalkStepData() {
|
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let curCnt = GameManager.srouceCnt
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let stepData = GameManager.CurLevelData
|
||||
Utils.setString(this._nodeTab.lunciNum, `${curCnt}/${stepData.total_cnt}`)
|
||||
}
|
||||
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||||
//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()
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user