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18xchat/.svn/pristine/28/28de867cb513da8925cdd6f18223cb6718be31bd.svn-base
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2025-07-17 17:18:21 +08:00

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import { _decorator, Node, v2 } from "cc";
import { I_LevelConfig, I_LevelStepData, I_NpcTalkBack, I_TalkRecordInfo, I_ZhengCangConfig } from "../Config/CommonConfig";
import SocketUnit from "../Common/SocketUnit";
import Utils from "../Common/Utils";
import { InnerMsgCode } from "../Config/InnerMsgCode";
import SubManager from "../../Sub/SubManager";
import HttpUnit from "../Common/HttpUnit";
import { SDKManager } from "../Channel/SDKManager";
const { ccclass, property } = _decorator;
/**聊天状态 */
export enum E_TalkStatusType {
succ = 0, //成功
talking = 1, //对话中
fail = 2, //失败
noCount = 3, //次数不足
}
/**对话阶段 */
export enum E_TalkStage {
/**开场白 */
prologue,
/**我的对话 */
myTalk,
/**等待NPC回复 */
waitNpcTalk,
/**NPC对话 */
npcTalk,
/**NPC固定话术 */
npcFixedTalk,
/**更新对话状态 */
upTalkStatus,
}
//游戏管理器
@ccclass('GameManager')
export default class GameManager {
private static _I: GameManager = null;
public static get I(): GameManager {
if (!GameManager._I) {
GameManager._I = new GameManager();
GameManager._I.init();
}
return GameManager._I;
}
private init(){
}
//region长连接相关
private _socket: SocketUnit = null;
/**连接长连接 */
public connetSorcket(record_id:string){
this.disconnectSocket();
this._socket = new SocketUnit();
// this._socket.connect(`ws://47.119.190.199:20190/game/ai/response/${record_id}`);
let socketUrl = `${HttpUnit.SocketHost}${record_id}`
this._socket.connect(socketUrl);
this._socket.onDataReceived((data: any) => {
let resData = JSON.parse(data.data)
if (GameManager.curStage != E_TalkStage.waitNpcTalk) return
if (resData.isFinished) {
console.log("npc回复:", resData)
GameManager.CurNpcTalkData = resData
Utils.sendInnerMsg(InnerMsgCode.Data_NpcTalkBack, resData || {})
}
})
}
/**断开长连接 */
public disconnectSocket(){
if (this._socket){
this._socket.disconnect();
}
this._socket = null;
}
/**获取npc回复 */
public getNpcTalkBack(data: any){
if (this._socket){
let str = JSON.stringify(data)
this._socket.sendData(str);
}
}
//region关卡配置
private static _levelCfgArray: I_LevelConfig[] = [];
private static _levelCfgMap: {[key: string]: I_LevelConfig} = {};
private static _zhencangMap: {[key: string]: I_ZhengCangConfig} = {};
/**设置关卡配置数据 */
public static SetLevelCfg(levelCfg: any[]) {
GameManager._levelCfgArray = levelCfg;
let info:any = null;
let umRecords = [] //友盟解锁关卡记录
let recordLvs = HttpUnit.GetLevelRecord(); //友盟已记录的关卡
for (let i = 0; i < levelCfg.length; i++) {
info = levelCfg[i];
GameManager._levelCfgMap[info.id] = info;
//判断是否已记录
if (info.is_unlock) {
if (recordLvs.indexOf(info.id) == -1){
umRecords.push(info.id)
}
}
//私家珍藏配置
if (info.photoAwards) {
for (let j = 0; j < info.photoAwards.length; j++) {
let photoAwards = info.photoAwards[j];
photoAwards.levelId = info.id;
GameManager._zhencangMap[photoAwards.id+""] = photoAwards;
}
}
}
//友盟记录关卡
if (umRecords.length > 0 && SDKManager.umaSwt()){
let umr = umRecords.join(',')
HttpUnit.ins.sendLevelRecord({level_ids:umr}, (_data)=>{
console.log('友盟记录关卡',_data)
let userId = HttpUnit.GetID()
let curDate = Utils.GetNowFormatDay()
for (let i = 0; i < umRecords.length; i++) {
let lvId = umRecords[i]
let _cfg = GameManager._levelCfgMap[lvId]
SDKManager.umaEvent(SDKManager.Uma_Event_LvUnlock, {
lvId: lvId,
userId: userId,
time: curDate,
type: _cfg.unlock_type
})
}
})
}
}
/**设置关卡星级 */
public static SetLevelStar(levelId: string, star: number) {
let cfg = GameManager._levelCfgMap[levelId];
if (cfg) {
cfg.star = star;
}
}
/**获取关卡配置 */
public static getLevelCfg(levelId: string): I_LevelConfig {
return GameManager._levelCfgMap[levelId];
}
/**获取关卡配置列表 */
public static getLevelCfgList(): I_LevelConfig[] {
return GameManager._levelCfgArray;
}
/**获取npc表情图片 */
public static GetNpcEmoPic(emoStr: string): string {
let path = ""
let lvCfg = GameManager.getLevelCfg(GameManager.CurLevelId);
if (emoStr == "害羞") {
path = `emo_1/${lvCfg.characterShyPortrait}`
} else if (emoStr == "开心") {
path = `emo_2/${lvCfg.characterHappyPortrait}`
} else if (emoStr == "厌恶") {
path = `emo_3/${lvCfg.characterHatePortrait}`
} else {
path = `role/${lvCfg.characterFullLengthPortrait}` //默认
}
return path;
}
//regionAI语音开关
private static _AIVoiceSwt: boolean = false;
/**设置是否显示AI语音 */
public static set AIVoiceSwt(value: boolean) {
GameManager._AIVoiceSwt = value;
}
/**获取是否显示AI语音 */
public static get AIVoiceSwt(): boolean {
return GameManager._AIVoiceSwt;
}
//region当前关卡ID
private static _curLevelId: string = "";
/**设置当前关卡ID */
public static set CurLevelId(value: string) {
GameManager._curLevelId = value;
}
/**获取当前关卡ID */
public static get CurLevelId(): string {
return GameManager._curLevelId;
}
//region流程id
private static _recordId: string = "";
/**设置当前关卡流程ID */
public static set RecordId(value: string) {
GameManager._recordId = value;
}
/**获取当前关卡流程ID */
public static get RecordId(): string {
return GameManager._recordId;
}
//region当前步骤数据
private static _curLevelData: I_LevelStepData = null;
/**设置当前步骤数据 */
public static set CurLevelData(value: I_LevelStepData) {
GameManager._curLevelData = value;
}
/**获取当前步骤数据 */
public static get CurLevelData(): I_LevelStepData {
return GameManager._curLevelData;
}
//region NPC回复数据
private static _curNpcTalkData: I_NpcTalkBack = null;
private static _npcTalkDataAry: I_NpcTalkBack[] = [];
/**设置当前NPC回复数据 */
public static set CurNpcTalkData(value: I_NpcTalkBack) {
GameManager._curNpcTalkData = value;
GameManager._npcTalkDataAry.push(value);
}
/**获取当前NPC回复数据 */
public static get CurNpcTalkData(): I_NpcTalkBack {
return GameManager._curNpcTalkData;
}
/**移除最后一条NPC回复数据 */
public static removeLastNpcTalkData() {
if (GameManager._npcTalkDataAry.length > 0) {
let talkData = GameManager._npcTalkDataAry.pop();
//心动次数也要减
if (talkData.judgement == 0) {
if (GameManager.xindongCishu > 0) {
GameManager.xindongCishu = GameManager.xindongCishu - 1
}
}
if (talkData.aiScore >= 90) {
if (GameManager.jidongCishu > 0) {
GameManager.jidongCishu = GameManager.jidongCishu - 1
}
}
if (talkData.aiScore >= 100) {
if (GameManager.gandongCishu > 0) {
GameManager.gandongCishu = GameManager.gandongCishu - 1
}
}
}
if (GameManager._npcTalkDataAry.length == 0) {
GameManager._curNpcTalkData = null;
} else {
GameManager._curNpcTalkData = GameManager._npcTalkDataAry[GameManager._npcTalkDataAry.length - 1];
}
}
//region 当前NPC话术文本
private static _curNpcFixedTalkText: string = "";
/**设置当前NPC话术文本 */
public static set CurNpcFixedTalkText(value: string) {
GameManager._curNpcFixedTalkText = value;
}
/**获取当前NPC话术文本 */
public static get CurNpcFixedTalkText(): string {
return GameManager._curNpcFixedTalkText;
}
//region关卡步骤评分
private static stepScoreList: number[] = [];
/**设置关卡步骤评分 */
public static AddStepScore(score: number) {
GameManager.stepScoreList.push(score);
}
/**移除最后一步骤评分 */
public static RemoveLastSetpScore() {
let cellLen = GameManager.stepScoreList.length;
if (cellLen > 0) {
GameManager.stepScoreList.pop();
}
}
/**清空关卡步骤评分 */
public static ClearStepScore() {
GameManager.stepScoreList = [];
}
/**获取最新得分 */
public static getCurStepScore(): number {
if (GameManager.stepScoreList.length == 0) return 0;
return GameManager.stepScoreList[GameManager.stepScoreList.length - 1];
}
/**获取关卡当前评分
* @returns [总分,平均分]
*/
public static getGameScore(): [number,number] {
let totalScore = 0;
let totalStep = 0;
GameManager.stepScoreList.forEach((score) => {
totalScore += score;
totalStep++;
})
let scoreRate = totalStep > 0 ? Math.floor(totalScore / totalStep) : 0;
return [totalScore, scoreRate];
}
//region对话记录
private static talkRecordList: I_TalkRecordInfo[] = [];
/**添加对话记录 */
public static AddTalkRecord(record: I_TalkRecordInfo) {
GameManager.talkRecordList.push(record);
}
/**移除最后一条对话记录 */
public static RemoveLastRoundTalkRecord() {
let cellLen = GameManager.talkRecordList.length;
if (cellLen > 1) {
for (let i=cellLen-1; i>=0; i--) {
let talkCell = GameManager.talkRecordList.pop();
if (talkCell.isMe) {
break
}
}
}
}
/**清空对话记录 */
public static ClearTalkRecord() {
GameManager.talkRecordList = [];
}
/**获取对话记录 */
public static get TalkRecordList(): I_TalkRecordInfo[] {
return GameManager.talkRecordList;
}
//region 当前对话阶段
private static _curStage: E_TalkStage = E_TalkStage.prologue;
/**获取当前对话阶段 */
public static get curStage(): E_TalkStage {
return GameManager._curStage;
}
/**设置当前对话阶段 */
public static TurnToStage(value: E_TalkStage, force: boolean = false) {
if (GameManager._curStage == value && !force) return;
GameManager._curStage = value;
Utils.sendInnerMsg(InnerMsgCode.UI_TalkStageUp, {})
}
//region 已用对话轮次
private static _srouceCnt: number = 0;
/**获取已用对话轮次 */
public static get srouceCnt(): number {
return GameManager._srouceCnt;
}
/**设置已用对话轮次 */
public static set srouceCnt(value: number) {
GameManager._srouceCnt = value;
}
//region 心动次数 70分
private static _xindongCishu: number = 0;
/**获取心动次数 */
public static get xindongCishu(): number {
return GameManager._xindongCishu;
}
/**设置心动次数 */
public static set xindongCishu(value: number) {
GameManager._xindongCishu = value;
}
//region 激动次数 90分
private static _jidongCishu: number = 0;
/**获取心动次数 */
public static get jidongCishu(): number {
return GameManager._jidongCishu;
}
/**设置心动次数 */
public static set jidongCishu(value: number) {
GameManager._jidongCishu = value;
}
//region 感动次数 100分
private static _gandongCishu: number = 0;
/**获取心动次数 */
public static get gandongCishu(): number {
return GameManager._gandongCishu;
}
/**设置心动次数 */
public static set gandongCishu(value: number) {
GameManager._gandongCishu = value;
}
//region npc固定话术喜欢次数
private static _npcFixTalkCountXihuan: number = 0;
/**获取npc固定话术喜欢次数 */
public static get npcFixTalkCountXihuan(): number {
return GameManager._npcFixTalkCountXihuan;
}
/**设置npc固定话术喜欢次数 */
public static set npcFixTalkCountXihuan(value: number) {
GameManager._npcFixTalkCountXihuan = value;
}
//region npc固定话术讨厌次数
private static _npcFixTalkCountTaoyan: number = 0;
/**获取npc固定话术讨厌次数 */
public static get npcFixTalkCountTaoyan(): number {
return GameManager._npcFixTalkCountTaoyan;
}
/**设置npc固定话术讨厌次数 */
public static set npcFixTalkCountTaoyan(value: number) {
GameManager._npcFixTalkCountTaoyan = value;
}
//region 结束关卡
/**结束关卡 */
public static EndGame() {
GameManager.I.disconnectSocket();
GameManager.ClearStepScore()
GameManager.ClearTalkRecord()
GameManager.CurLevelId = ""
GameManager.RecordId = ""
GameManager.CurLevelData = null
GameManager.CurNpcTalkData = null
GameManager._npcTalkDataAry = []
GameManager.srouceCnt = 0
GameManager.xindongCishu = 0
GameManager.jidongCishu = 0
GameManager.gandongCishu = 0
GameManager.npcFixTalkCountXihuan = 0
GameManager.npcFixTalkCountTaoyan = 0
GameManager._curStage = E_TalkStage.prologue
}
//region 重新开始关卡
/**重新开始关卡 */
public static RestartGame() {
if (GameManager.CurLevelId == "") {
return
}
GameManager._restartGameStep1()
}
//重开步骤1 刷新用户数据
private static _restartGameStep1() {
HttpUnit.ins.getUserData((userData) => {
GameManager._restartGameStep2()
})
}
//重开步骤2 刷新关卡数据
private static _restartGameStep2() {
HttpUnit.ins.getLevelList((levelList) => {
if (levelList) {
GameManager.SetLevelCfg(levelList)
GameManager._restartGameStep3()
}
})
}
//重开步骤3 判断条件
private static _restartGameStep3() {
if (HttpUnit.GetXiangqinTickets() <= 0) {
SubManager.ShowPrompt("今日相亲次数已用完");
return;
}
let level_id = GameManager.CurLevelId
HttpUnit.ins.levelStart({level_id:level_id}, (data) => {
GameManager.EndGame()
GameManager.CurLevelId = level_id
GameManager.CurLevelData = data.level
GameManager.RecordId = data.record_id
GameManager.I.connetSorcket(data.record_id) //连接socket
Utils.sendInnerMsg(InnerMsgCode.UI_ResartGame, {})
})
}
//region 可领取的私家珍藏列表
private static _zhencangCanget: any[] = []
/**可领取的私家珍藏列表 */
static get zhencangCanget() {
return this._zhencangCanget
}
/**刷新可领取的私家珍藏列表 */
static refreshZhencangCanget() {
HttpUnit.ins.getZhencangList({limit:10, page:1, type:0}, (data) => {
if (data) {
this._zhencangCanget = data.data || []
Utils.sendInnerMsg(InnerMsgCode.Data_ZhencangUp, {})
}
})
}
/**解锁一个私家珍藏id */
static UnlockZhencang(record_id:string, levelId: string) {
console.log("解锁私家珍藏:", record_id, levelId)
HttpUnit.ins.getZhencangList({limit:999, page:1, type:1}, (data) => {
if (data){
this._doUnlockZhencang(data.data, record_id, levelId)
}
})
}
//解锁私家珍藏 zclist:已解锁列表 record_id:本次聊天id levelId:关卡id
private static _doUnlockZhencang(zclist:any, record_id:string, levelId: string) {
zclist = zclist || []
let cangetList = GameManager.zhencangCanget
let lvCfg = this.getLevelCfg(levelId)
let lockAry:any[] = [] //未解锁的私家珍藏列表
for (let i=0; i<lvCfg.photoAwards.length; i++) {
let item = lvCfg.photoAwards[i]
let ishave = false //是否已解锁
//先看可领取列表里有没有
if (!ishave) {
for (let j=0; j<cangetList.length; j++) {
let zc = cangetList[j]
if (zc.img == item.id) {
ishave = true
break
}
}
}
//再看已解锁列表里有没有
if (!ishave) {
for (let j=0; j<zclist.length; j++) {
let zc = zclist[j]
if (zc.img == item.id) {
ishave = true
break
}
}
}
if (!ishave) {
lockAry.push(item)
}
}
if (lockAry.length > 0) {
let randIdx = Utils.getRandomInt(0, lockAry.length-1)
let item = lockAry[randIdx]
HttpUnit.ins.sendZhencangId({record_id:record_id, level_id:levelId, img:item.id}, (_data) => {
if (_data) {
console.log("获得珍藏卡:", item)
GameManager.refreshZhencangCanget()
}
})
}
}
/**获取珍藏配置信息 */
public static getZhencangCfg(zcId: string) {
return GameManager._zhencangMap[zcId+""];
}
}