- MVP架构重构聊天逻辑
- 优化聊天气泡体验 - 修复prompt bug - 实现聊天次数限制功能(未接服务端) - 实现情绪切视频功能
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@@ -1,6 +1,6 @@
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import { find } from "cc";
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import { ChatContentsLayout } from "../ui/components/ChatContentsLayout";
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import { DemoData } from "../data/DialogData";
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import { DemoData, Dialog } from "../data/DialogData";
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import { NavigationManager } from "./NavigationManager";
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import Utils from "db://assets/Scripts/Main/Common/Utils";
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import { InnerMsgCode } from "db://assets/Scripts/Main/Config/InnerMsgCode";
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@@ -9,9 +9,10 @@ import { InnerMsgCode } from "db://assets/Scripts/Main/Config/InnerMsgCode";
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* 对话管理器
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*
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* 专注于管理对话数据和对话流程,导航功能已迁移至NavigationManager
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* 在MVP架构中,主要负责Dialog数据的统一管理和UI更新通知
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*
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* @author AI Chat System
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* @version 2.0.0
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* @version 2.1.0 (MVP架构优化)
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*/
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export class DialogManager {
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private static _instance: DialogManager;
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@@ -42,43 +43,6 @@ export class DialogManager {
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/** 聊天内容布局组件引用 */
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public layoutout: ChatContentsLayout;
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/**
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* 进入角色列表(委托给NavigationManager)
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* @deprecated 请直接使用 NavigationManager.Instance.navigateToGirlList()
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*/
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public EnterGirlList(id: number = null): void {
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console.warn(
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"DemoManager.EnterGirlList is deprecated, use NavigationManager instead"
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);
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if (id != null) {
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this.themeId = id;
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}
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if (this.themeId !== -1) {
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NavigationManager.Instance.navigateToGirlList(this.themeId);
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}
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}
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/**
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* 进入聊天页面(委托给NavigationManager)
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* @deprecated 请直接使用 NavigationManager.Instance.navigateToChat()
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*/
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public EnterChat(id: number): void {
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console.warn(
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"DemoManager.EnterChat is deprecated, use NavigationManager instead"
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);
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NavigationManager.Instance.navigateToChat(id);
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}
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/**
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* 进入角色详情页面(委托给NavigationManager)
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* @deprecated 请直接使用 NavigationManager.Instance.navigateToGirlDetail()
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*/
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public EnterDetail(id: number): void {
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console.warn(
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"DemoManager.EnterDetail is deprecated, use NavigationManager instead"
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);
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NavigationManager.Instance.navigateToGirlDetail(id);
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}
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/**
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* 更新对话内容
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@@ -103,6 +67,114 @@ export class DialogManager {
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Utils.sendInnerMsg(InnerMsgCode.Chat_DialogRefresh);
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}
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/**
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* 更新分段对话内容(支持多个气泡显示和延迟效果)
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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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*/
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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.demoData.cleanDialog();
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}
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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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this.demoData.pushDialog(isPlayer, str);
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console.log("Dialog updated:", {
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isPlayer,
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content: str.substring(0, 50) + "...",
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});
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Utils.sendInnerMsg(InnerMsgCode.Chat_DialogRefresh);
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return;
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}
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// 如果是AI消息,进行分段处理
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const segments = this.splitMessageIntoSegments(str);
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if (segments.length <= 1) {
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// 如果只有一段,直接显示单个气泡
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this.demoData.pushDialog(isPlayer, str);
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Utils.sendInnerMsg(InnerMsgCode.Chat_DialogRefresh);
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} else {
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// 多段内容,依次显示多个气泡
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this.displaySegmentsWithDelay(segments, isPlayer);
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}
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}
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/**
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* 将消息分割成多个段落
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* @param message 完整消息内容
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* @returns 段落数组
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*/
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private splitMessageIntoSegments(message: string): string[] {
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// 首先按双换行符分割
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let segments = message.split(/\n\n+/);
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// 如果只有一段,则按单换行符分割
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if (segments.length === 1) {
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segments = message.split(/\n+/);
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}
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// 过滤空段落并去除首尾空白
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return segments
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.map(segment => segment.trim())
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.filter(segment => segment.length > 0);
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}
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/**
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* 分段显示消息,每个段落有随机延迟
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* @param segments 段落数组
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* @param isPlayer 是否为玩家消息
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*/
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private displaySegmentsWithDelay(segments: string[], isPlayer: boolean): void {
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let currentDelay = 500; // 基础延迟 500ms
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segments.forEach((segment, index) => {
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setTimeout(() => {
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this.demoData.pushDialog(isPlayer, segment);
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console.log(`Segment ${index + 1}/${segments.length} displayed:`, {
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isPlayer,
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content: segment.substring(0, 30) + "...",
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delay: currentDelay
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});
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Utils.sendInnerMsg(InnerMsgCode.Chat_DialogRefresh);
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}, currentDelay);
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// 每个后续段落增加随机延迟 (800-1500ms)
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currentDelay += 800 + Math.random() * 700;
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});
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}
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/**
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* 添加加载中的对话
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* 显示"..."循环动画表示AI正在回复
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*/
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public addLoadingDialog(): void {
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this.demoData.pushDialog(false, "...", true);
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console.log("Loading dialog added");
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Utils.sendInnerMsg(InnerMsgCode.Chat_DialogRefresh);
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}
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/**
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* 移除加载中的对话
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* 在收到AI回复或出错时调用
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*/
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public removeLoadingDialog(): void {
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const dialogs = this.demoData.GetDialogs();
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const loadingIndex = dialogs.findIndex(dialog => dialog.isLoading);
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if (loadingIndex !== -1) {
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dialogs.splice(loadingIndex, 1);
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console.log("Loading dialog removed");
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Utils.sendInnerMsg(InnerMsgCode.Chat_DialogRefresh);
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}
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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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@@ -120,4 +192,48 @@ export class DialogManager {
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console.log("All dialogs cleared");
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Utils.sendInnerMsg(InnerMsgCode.Chat_DialogRefresh);
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}
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/**
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* 批量设置对话记录 (用于与ChatModel同步)
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* @param dialogs 对话记录数组
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*/
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public setDialogs(dialogs: Dialog[]): void {
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this.demoData.cleanDialog();
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dialogs.forEach(dialog => {
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this.demoData.pushDialog(dialog.isPlayer, dialog.content, dialog.isLoading || false);
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});
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console.log(`DialogManager: Set ${dialogs.length} dialogs`);
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Utils.sendInnerMsg(InnerMsgCode.Chat_DialogRefresh);
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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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* @param dialogs ChatModel中的对话数据
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*/
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public syncFromChatModel(dialogs: Dialog[]): void {
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this.setDialogs(dialogs);
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console.log("DialogManager: Synced dialogs from ChatModel");
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}
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/**
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* 获取对话记录数量
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*/
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public getDialogCount(): number {
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return this.demoData.GetDialogs().length;
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}
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/**
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* 获取最后一条对话记录
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*/
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public getLastDialog(): Dialog | null {
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const dialogs = this.demoData.GetDialogs();
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return dialogs.length > 0 ? dialogs[dialogs.length - 1] : null;
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}
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/**
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* 检查是否有对话记录
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*/
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public hasDialogs(): boolean {
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return this.demoData.GetDialogs().length > 0;
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}
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}
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