聊天记录展示
This commit is contained in:
@@ -138,11 +138,11 @@ export class ChatController {
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if (roleId && roleId > 0) {
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ChatAIService.Instance.setCurrentRole(roleId);
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// 从ChatHistoryManager加载对话记录到ChatModel中
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this.loadDialogsFromHistory(roleId);
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// 从ChatHistoryManager加载最近10条对话记录到ChatModel中
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this.loadDialogsFromHistory(roleId, 10);
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// 同步到DialogManager
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//this.syncDialogData();
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// 同步对话数据到DialogManager和UI
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this.syncDialogData();
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logger.log(`ChatController initialized with role ${roleId}`);
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} else {
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@@ -165,15 +165,15 @@ export class ChatController {
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return false;
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}
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// 更新AI服务的当前角色
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ChatAIService.Instance.setCurrentRole(roleId);
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// 从ChatHistoryManager加载对话记录到ChatModel中
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this.loadDialogsFromHistory(roleId);
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// 从ChatHistoryManager加载最近10条对话记录到ChatModel中
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this.loadDialogsFromHistory(roleId, 10);
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// 同步对话数据到DialogManager
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//this.syncDialogData();
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// 同步对话数据到DialogManager和UI
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this.syncDialogData();
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logger.log(`ChatController switched to role ${roleId}`);
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return true;
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@@ -371,8 +371,9 @@ export class ChatController {
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/**
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* 从ChatHistoryManager加载对话记录到ChatModel中
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* @param roleId 角色ID,不传则使用当前角色
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* @param limit 加载消息数量限制,默认10条(0表示加载全部)
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*/
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public loadDialogsFromHistory(roleId?: number): void {
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public loadDialogsFromHistory(roleId?: number, limit: number = 10): void {
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const targetRoleId = roleId || this.chatModel.getCurrentRoleId();
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if (!targetRoleId) {
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logger.warn("Cannot load dialogs: no active role");
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@@ -380,7 +381,15 @@ export class ChatController {
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}
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// 从ChatHistoryManager加载聊天记录
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const chatHistory = ChatHistoryManager.Instance.loadHistory(targetRoleId);
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let chatHistory = ChatHistoryManager.Instance.loadHistory(targetRoleId);
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// 如果设置了限制,只取最近的N条消息
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if (limit > 0 && chatHistory.length > limit) {
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chatHistory = chatHistory.slice(-limit);
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logger.log(
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`Limited chat history to recent ${limit} messages for role ${targetRoleId}`
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);
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}
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// 清空ChatModel中的对话记录
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this.chatModel.clearDialogs(targetRoleId);
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@@ -398,8 +407,8 @@ export class ChatController {
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}
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/**
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* 同步ChatModel的对话数据到DialogManager
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* 用于确保DialogManager和ChatModel的数据一致性
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* 同步ChatModel的对话数据到DialogManager和UI
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* 用于确保DialogManager和ChatModel的数据一致性,并更新UI显示
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*/
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public syncDialogData(): void {
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if (!this.dialogManager || !this.chatModel.validate()) {
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@@ -410,7 +419,10 @@ export class ChatController {
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}
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const dialogs = this.chatModel.getDialogs();
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this.dialogManager.syncFromChatModel(dialogs);
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// 使用loadHistoryDialogs方法加载历史对话到DialogManager
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this.dialogManager.loadHistoryDialogs(dialogs);
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logger.log(
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`Synced ${dialogs.length} dialogs from ChatModel to DialogManager`
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);
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@@ -4,12 +4,11 @@ export interface Dialog {
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}
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export class DiaLogData {
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public playerDialog: Dialog = null;
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public aiDialogs: Dialog[] = [];
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// 统一的对话数组,保存所有历史对话
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private dialogs: Dialog[] = [];
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public cleanDialog() {
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this.playerDialog = null;
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this.aiDialogs = [];
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this.dialogs = [];
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}
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public pushDialog(
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@@ -17,17 +16,42 @@ export class DiaLogData {
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str: string,
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isLoading: boolean = false
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) {
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if (isPlayer) {
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this.playerDialog = { isPlayer: true, content: str };
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} else {
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this.aiDialogs.push({ isPlayer: false, content: str });
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}
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// 追加新对话到数组末尾
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this.dialogs.push({ isPlayer, content: str });
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}
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public GetPlayerDialog() {
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return this.playerDialog;
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/**
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* 获取最后一条玩家对话(兼容旧接口)
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*/
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public GetPlayerDialog(): Dialog | null {
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// 从后往前查找最后一条玩家消息
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for (let i = this.dialogs.length - 1; i >= 0; i--) {
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if (this.dialogs[i].isPlayer) {
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return this.dialogs[i];
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}
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}
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return null;
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}
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public GetAIDialog() {
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return this.aiDialogs;
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/**
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* 获取所有AI对话(兼容旧接口)
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*/
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public GetAIDialog(): Dialog[] {
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// 返回所有AI消息
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return this.dialogs.filter(dialog => !dialog.isPlayer);
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}
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/**
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* 获取所有对话记录
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*/
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public getAllDialogs(): Dialog[] {
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return [...this.dialogs];
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}
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/**
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* 批量设置对话记录(用于加载历史)
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*/
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public setDialogs(dialogs: Dialog[]): void {
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this.dialogs = [...dialogs];
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}
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}
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@@ -44,16 +44,14 @@ export class DialogManager {
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*
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* @param {boolean} isPlayer - 是否为玩家消息
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* @param {string} str - 消息内容
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* @param {boolean} fromPlayer - 是否来自玩家输入(用于清理对话)
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* @param {boolean} fromPlayer - 是否来自玩家输入(已废弃,保留参数兼容性)
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*/
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public updateDialog(
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isPlayer: boolean,
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str: string,
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fromPlayer: boolean = false
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): void {
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if (fromPlayer) {
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this.dialogData.cleanDialog();
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}
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// 移除清空逻辑,改为追加模式以支持历史记录显示
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this.dialogData.pushDialog(isPlayer, str);
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}
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@@ -62,16 +60,14 @@ export class DialogManager {
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*
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* @param {boolean} isPlayer - 是否为玩家消息
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* @param {string} str - 消息内容
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* @param {boolean} fromPlayer - 是否来自玩家输入(用于清理对话)
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* @param {boolean} fromPlayer - 是否来自玩家输入(已废弃,保留参数兼容性)
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*/
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public updateDialogWithSegments(
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isPlayer: boolean,
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str: string,
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fromPlayer: boolean = false
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): void {
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if (fromPlayer) {
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this.dialogData.cleanDialog();
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}
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// 移除清空逻辑,改为追加模式以支持历史记录显示
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// 如果是玩家消息,直接添加单个气泡
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if (isPlayer) {
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@@ -182,4 +178,43 @@ export class DialogManager {
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logger.log("DialogManager: Synced dialogs from ChatModel");
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}
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/**
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* 加载历史对话记录(用于初始化显示)
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* @param dialogs 历史对话数组
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*/
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public loadHistoryDialogs(dialogs: Dialog[]): void {
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// 清空当前对话
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this.dialogData.cleanDialog();
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// 遍历历史对话,对AI消息进行分段处理
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let totalSegments = 0;
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dialogs.forEach((dialog) => {
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if (dialog.isPlayer) {
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// 玩家消息直接添加
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this.dialogData.pushDialog(dialog.isPlayer, dialog.content);
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totalSegments++;
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} else {
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// AI消息进行分段处理
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const segments = this.splitMessageIntoSegments(dialog.content);
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if (segments.length <= 1) {
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// 单段消息直接添加
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this.dialogData.pushDialog(dialog.isPlayer, dialog.content);
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totalSegments++;
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} else {
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// 多段消息,每段作为独立气泡
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segments.forEach((segment) => {
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this.dialogData.pushDialog(dialog.isPlayer, segment);
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totalSegments++;
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});
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}
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}
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});
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logger.log(
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`DialogManager: Loaded ${dialogs.length} history dialogs (expanded to ${totalSegments} segments)`
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);
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// 通知UI更新
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Utils.sendInnerMsg(InnerMsgCode.Chat_DialogRefresh);
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}
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}
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@@ -43,13 +43,16 @@ export class ChatContentsLayout extends Component {
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private isPressing: boolean = false;
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// 长按计时器
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private longPressTimer: number = null;
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// 已显示的AI对话数量(用于避免重复显示)
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private displayedAIDialogCount: number = 0;
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fixMaxWidth: number;
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protected start(): void {
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this.lBubble.node.active = false;
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this.rBubble.node.active = false;
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this.fixMaxWidth = 534.4;
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// 设置气泡最大宽度为屏幕宽度的70%
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this.fixMaxWidth = view.getVisibleSize().width * 0.7;
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// 获取或添加UIOpacity组件到content节点
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this.contentOpacity =
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@@ -77,37 +80,44 @@ export class ChatContentsLayout extends Component {
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}
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/**
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* 更新玩家输入的对话
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* 更新玩家输入的对话(追加模式,不清空历史)
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* @param dialog 玩家输入的对话数据
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*/
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updatePlayerDialog(dialog: Dialog): void {
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// 清理所有现有气泡到缓存池
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this.clearAllBubbles();
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if (!dialog) return;
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// 清理所有延时任务
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this.clearDelayedTasks();
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// 不再清空气泡,改为追加模式以支持历史记录
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// 创建玩家气泡(插入到首位,Layout会让它显示在最下面)
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// 创建玩家气泡
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const playerBubble = this.createOrGetBubble(true);
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playerBubble.node.active = true;
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playerBubble.updateBubbleContent(dialog.content, true);
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this.bubbles.push(playerBubble);
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// 滚动到底部
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this.scheduleOnce(() => {
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this.scrollView.scrollToBottom();
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}, 0);
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}
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/**
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* 更新AI回复的对话
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* 更新AI回复的对话(智能追加,避免重复显示)
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* @param dialogs AI回复的对话数据数组
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*/
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updateAIDialogs(dialogs: Dialog[]): void {
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// 清除等待回复气泡
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// if (this.waitingBubble) {
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// this.removeWaitingBubble();
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// }
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if (!dialogs || dialogs.length === 0) return;
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// 清理之前的延时任务
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this.clearDelayedTasks();
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// 逐个添加AI对话,带延时
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this.addAIDialogsWithDelay(dialogs, 0);
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// 只添加新的AI对话(避免重复显示历史记录)
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const newDialogs = dialogs.slice(this.displayedAIDialogCount);
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if (newDialogs.length > 0) {
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// 更新已显示数量
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this.displayedAIDialogCount = dialogs.length;
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// 逐个添加新的AI对话,带延时
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this.addAIDialogsWithDelay(newDialogs, 0);
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}
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this.node.position = Vec3.ZERO;
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// 滚动到底部(等待下一帧Layout更新完成)
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@@ -117,9 +127,9 @@ export class ChatContentsLayout extends Component {
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}
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/**
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* 清理所有气泡到缓存池
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* 清理所有气泡到缓存池(改为public,供外部调用)
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*/
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private clearAllBubbles(): void {
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public clearAllBubbles(): void {
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for (const bubble of this.bubbles) {
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if (bubble && bubble.node) {
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bubble.node.active = false;
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@@ -129,10 +139,48 @@ export class ChatContentsLayout extends Component {
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this.bubbles = [];
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//this.waitingBubble = null;
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// 重置AI对话计数器
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this.displayedAIDialogCount = 0;
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// 清理多余的缓存气泡
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this.cleanupExcessCachedBubbles();
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}
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/**
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* 加载所有历史对话(用于初始化)
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* @param dialogs 所有对话记录
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*/
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public loadAllDialogs(dialogs: Dialog[]): void {
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if (!dialogs || dialogs.length === 0) return;
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// 清空现有气泡
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this.clearAllBubbles();
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this.clearDelayedTasks();
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// 倒序遍历对话,从最后一个开始插入(保持正确的显示顺序)
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for (let i = dialogs.length - 1; i >= 0; i--) {
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const dialog = dialogs[i];
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const bubble = this.createOrGetBubble(dialog.isPlayer);
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bubble.node.active = true;
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bubble.updateBubbleContent(dialog.content, dialog.isPlayer);
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// 每个气泡插入到首位,确保旧消息在上面,新消息在下面
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bubble.node.setSiblingIndex(0);
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this.bubbles.push(bubble);
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// 统计AI对话数量
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if (!dialog.isPlayer) {
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this.displayedAIDialogCount++;
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}
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}
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// 滚动到底部
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this.scheduleOnce(() => {
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this.scrollView.scrollToBottom();
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}, 0.1);
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console.log(`ChatContentsLayout: Loaded ${dialogs.length} history dialogs`);
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}
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/**
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* 从缓存池获取或创建新的气泡
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* @param isPlayer 是否为玩家气泡
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@@ -198,12 +246,12 @@ export class ChatContentsLayout extends Component {
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const aiBubble = this.createOrGetBubble(false);
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aiBubble.node.active = true;
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aiBubble.updateBubbleContent(dialog.content, false);
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// AI消息插入到首位,显示在最上面
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aiBubble.node.setSiblingIndex(0);
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// AI消息自然追加到末尾,显示在最下面(与玩家消息保持一致)
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this.bubbles.push(aiBubble);
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this.scheduleOnce(() => {
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this.scrollView.scrollToBottom();
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}, 0);
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this.bubbles.push(aiBubble);
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// 递归处理下一条对话
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this.addAIDialogsWithDelay(dialogs, index + 1);
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@@ -129,6 +129,12 @@ export class ChatPanel extends li_BaseView implements IChatPanelCallback {
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this,
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this.onChatCountChange
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);
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Utils.addInnerEL(
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InnerMsgCode.Chat_DialogRefresh,
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this,
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this.onDialogRefresh
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);
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}
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onDestroy(): void {
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@@ -147,6 +153,11 @@ export class ChatPanel extends li_BaseView implements IChatPanelCallback {
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this,
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this.onEmotionInitialized
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);
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Utils.removeInnerEL(
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InnerMsgCode.Chat_DialogRefresh,
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this,
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this.onDialogRefresh
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);
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// 停止视频播放,释放资源
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if (this.videoLayer) {
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@@ -402,6 +413,22 @@ export class ChatPanel extends li_BaseView implements IChatPanelCallback {
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}
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}
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}
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/**
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* 对话刷新事件处理(用于加载历史记录)
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*/
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private onDialogRefresh = (): void => {
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if (!this.layout) return;
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// 获取所有对话记录
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const dialogManager = DialogManager.getInstance();
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const allDialogs = dialogManager["dialogData"].getAllDialogs();
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logger.log(`ChatPanel: Loading ${allDialogs.length} history dialogs to UI`);
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// 加载所有对话到UI
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this.layout.loadAllDialogs(allDialogs);
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};
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protected onEnable(): void {
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if (!this.manager) this.manager = DialogManager.getInstance();
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@@ -98,7 +98,7 @@ export class ShowPanel extends li_BaseView {
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// 阻止事件冒泡
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event.propagationStopped = true;
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// 阻止浏览器默认行为(如拖动、滚动)
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event.preventDefault();
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//event.preventDefault();
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}
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protected onClose() {
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|
||||
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@@ -1386,7 +1386,7 @@
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@@ -1620,7 +1620,7 @@
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@@ -1759,8 +1759,8 @@
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@@ -2649,8 +2649,8 @@
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@@ -3732,7 +3732,7 @@
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@@ -2522,7 +2522,7 @@
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@@ -2587,8 +2587,8 @@
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@@ -2599,10 +2599,10 @@
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@@ -2613,38 +2613,29 @@
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@@ -2700,7 +2691,7 @@
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@@ -2741,8 +2732,8 @@
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@@ -2782,8 +2773,8 @@
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@@ -2886,7 +2886,7 @@
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@@ -3157,10 +3157,10 @@
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"_id": ""
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},
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Reference in New Issue
Block a user