964 lines
36 KiB
Plaintext
964 lines
36 KiB
Plaintext
import { _decorator, AudioSource, EditBox, EventTouch, isValid, Label, Node, ScrollView, Sprite, Tween, tween, UIOpacity, utils, v3, 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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import GlobalValue from '../../Main/Common/GlobalValue';
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import AudioManager from '../../Main/Manager/AudioManager';
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import { E_RECORD_TYPE } from './Record_UI';
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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, dotTm:0, dotTs:0.3, tm:0, ts:1.5}; //等待npc回复 stage:0-未开始,1-获取中,2-获取完成
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private aiHuifuInfo = {stage: 0, labAry:[], dotStr:"...", dotIdx:0, dotTm:0, dotTs:0.3}; //等待ai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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Utils.addInnerEL(InnerMsgCode.Data_LevelStarUp, this, this.resiveLevelStarUp)
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Utils.addInnerEL(InnerMsgCode.Data_ChehuiUp, this, this.resiveChehuiUp)
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Utils.addInnerEL(InnerMsgCode.UI_ResartGame, this, this.resiveResartGame)
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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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//弹窗适配
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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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//规则内容
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Utils.setString(this._nodeTab.labGs1Tips, GlobalValue.RuleStr)
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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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// // 测试代码
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// if (true) {
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// this.showXinAddAnimation()
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// return
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// }
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ViewManager.I.openBundlesView("UI/StartUI/Record_UI", {mode:E_RECORD_TYPE.Talk})
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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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//上报服务器记录
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HttpUnit.ins.sendTipRecord({level_id: this.lvCfg.id}, null)
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}, this);
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GButton.BandClick(this._nodeTab.btnAD, ()=>{
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let contStr = ""
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let levelData = GameManager.CurLevelData
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if (!levelData || levelData.ad_num <= 0) {
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contStr = "关卡内续航次数已用完"
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} else {
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contStr = `看广告或分享可额外获取对话次数,剩余${levelData.ad_num}次`
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}
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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: contStr,
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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.btnJia10, ()=>{
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let contStr = ""
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let levelData = GameManager.CurLevelData
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if (!levelData || levelData.can_use_strength_cnt <= 0) {
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contStr = "关卡内加分次数已用完"
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} else {
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contStr = `下一次聊天的最终得分增加 10 分(不超过 100 分,不影响对话效果)剩余 ${levelData.can_use_strength_cnt} 次`
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}
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ViewManager.I.openBundlesView("UI/StartUI/TalkAdDialog", {
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type: E_AD_TARGET.baoji, //加聊天次数
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content: contStr,
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adCallback: (isfree:any)=>{
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if (isfree){
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this.doStrengthTalk()
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} else {
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SDKManager.show_reward_video_ad(this.node.uuid, 2)
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}
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},
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shareCallback: ()=>{
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SDKManager.show_reward_share(this.node.uuid, 2)
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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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SubManager.ShowPrompt("观看视频成功,获得聊天次数")
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this.doAddLevelCnt(1)
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} else if (tag == 2) {
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// 甜蜜暴击
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SubManager.ShowPrompt("观看视频成功")
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this.doStrengthTalk()
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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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SubManager.ShowPrompt("分享成功,获得聊天次数")
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this.doAddLevelCnt(2)
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}
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})
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this.initedGame()
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this.initXinAni()
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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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let talksv = this._nodeTab.npcTalkSV.getComponent(ScrollView)
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talksv.scrollToBottom(0.1)
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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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let talksv = this._nodeTab.npcTalkSV.getComponent(ScrollView)
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this.scheduleOnce(() => {
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talksv.scrollToBottom(0.1)
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}, 0.1)
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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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//...的频率
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this.npcTalkInfo.dotTm += deltaTime
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if (this.npcTalkInfo.dotTm >= this.npcTalkInfo.dotTs) {
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this.npcTalkInfo.dotTm = 0
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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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//sorket获取频率
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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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}
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}
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//接收ai回复逻辑
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if (this.aiHuifuInfo.stage == 1) {
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//...的频率
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this.aiHuifuInfo.dotTm += deltaTime
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if (this.aiHuifuInfo.dotTm >= this.aiHuifuInfo.dotTs) {
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this.aiHuifuInfo.dotTm = 0
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this.aiHuifuInfo.labAry.forEach((_lab: Label) => {
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_lab.string = "提示加载中" + this.aiHuifuInfo.dotStr.substring(0, this.aiHuifuInfo.dotIdx)
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})
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this.aiHuifuInfo.dotIdx += 1
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if (this.aiHuifuInfo.dotIdx > this.aiHuifuInfo.dotStr.length) {
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this.aiHuifuInfo.dotIdx = 0
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}
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}
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}
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}
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//region NPC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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let npcTalk = GameManager.CurNpcTalkData
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//npc回复后清空玩家之前的输入
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if (npcTalk.judgement > -1) {
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this.ebTalk.string = ""
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this.refreshInputNum()
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}
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//友盟事件上报 对话轮数
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let id = HttpUnit.GetID()
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SDKManager.umaEvent(SDKManager.Uma_Event_TalkRound, {
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userId: id+"", //玩家id
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ISay: npcTalk.userInput, //玩家发言
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NpcSay: npcTalk.aiResponse, //npc发言
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})
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//触发私家珍藏
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if (npcTalk.aiScore >= 100) {
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GameManager.UnlockZhencang(GameManager.RecordId, GameManager.CurLevelId)
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}
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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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ViewManager.I.closeAllView();
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Utils.sendInnerMsg(InnerMsgCode.UI_Talk_Back, {})
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},
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closeCallback: () => {
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ViewManager.I.closeAllView();
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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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/**接收到星级变化消息 */
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resiveLevelStarUp(data:any) {
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if (data && data.level == GameManager.CurLevelId) {
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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 = data.star >= i ? "lv_3" : "lv_2"
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ResManager.I.changeBundleSpriteFrame(lsStar, starPath, "Zhujiemian")
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}
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}
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}
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//region 撤回逻辑
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/**收到撤回消息 */
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resiveChehuiUp(data:any) {
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//刷新次数
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this.refreshTalkStepData()
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//刷新对话得分
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this.refreshDuihuaDefen()
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//刷新心动次数
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this.refreshXindongCishu(false)
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//刷新npc表情
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let talkdata = GameManager.CurNpcTalkData
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let aiEmoji = talkdata ? talkdata.aiEmoji : ""
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let rolePath = GameManager.GetNpcEmoPic(aiEmoji)
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Utils.sendInnerMsg(InnerMsgCode.SceneLayerBgUp, {rolePath:rolePath})
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}
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/**重新开始游戏 */
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resiveResartGame(data:any) {
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console.log("重新开始游戏")
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this.initedGame()
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}
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//region UI初始化
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/**初始化 */
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initedGame() {
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this.lvCfg = GameManager.getLevelCfg(GameManager.CurLevelId)
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//背景乐
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let bgmUrl = `${HttpUnit.BGMUrl}${this.lvCfg.bgm}.mp3`
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AudioManager.I.PlayRemoteMusic(bgmUrl, true)
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//名称
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Utils.setString(this._nodeTab.npcName, this.lvCfg.name)
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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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this.hideAiAnswer()
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this.refreshTalkStage()
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//首次进入如果直接是玩家回答,则立即获取ai回复
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if (GameManager.curStage == E_TalkStage.myTalk) {
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this.showAiAnswer()
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}
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//刷新状态显示
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this.refreshTalkStepData()
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this.refreshBaojiState()
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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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//开始时先自动显示一下npc的攻略
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if (PlayerDataManager.I.GuideTalkFinished) {
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this.autoShowNpcTip()
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}
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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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//输入框文本改变事件
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onTextChanged(param1:any, param2:any) {
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// console.log("聊天界面4: onTextChanged", param1, param2)
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this.refreshInputNum()
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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()) {
|
||
return //不支持base64音频
|
||
}
|
||
HttpUnit.ins.getAIVoice({record_id: GameManager.RecordId, text:str}, (data) => {
|
||
if (data) {
|
||
if (!isValid(this.node)) return
|
||
console.log("播放AI语音11", data)
|
||
SDKManager.playBase64Audio(data.url, false)
|
||
}
|
||
})
|
||
}
|
||
|
||
|
||
|
||
//region 刷新聊天状态
|
||
private refreshTalkStage() {
|
||
let gStage = GameManager.curStage
|
||
if (gStage == E_TalkStage.prologue) {
|
||
this.showNpcPrologue()
|
||
this.showAiAnswer()
|
||
} else if (gStage == E_TalkStage.myTalk) {
|
||
this.turnToMyTalk()
|
||
} else if (gStage == E_TalkStage.waitNpcTalk) {
|
||
this.turnToWaitNpcTalk()
|
||
} else if (gStage == E_TalkStage.npcTalk) {
|
||
this.turnToNpcTalk(GameManager.CurNpcTalkData)
|
||
this.showAiAnswer()
|
||
} else if (gStage == E_TalkStage.npcFixedTalk) {
|
||
this.turnToNpcFixedTalk(GameManager.CurNpcFixedTalkText)
|
||
} else if (gStage == E_TalkStage.upTalkStatus) {
|
||
this.turnToUpdateStage()
|
||
}
|
||
}
|
||
|
||
|
||
//显示NPC开场白
|
||
private showNpcPrologue() {
|
||
this._nodeTab.NpcTalkNode.active = true
|
||
this._nodeTab.MyTalkNode.active = false
|
||
this._nodeTab.arrowNode.active = false;
|
||
//开场白
|
||
this.dazijiInfo.stage = 1
|
||
this.dazijiInfo.idx = 0
|
||
this.dazijiInfo.lab = this.labNpcTalk
|
||
this.dazijiInfo.str = this.lvCfg.prologueMessage
|
||
this.dazijiInfo.tm = this.dazijiInfo.ts
|
||
GameManager.AddTalkRecord({talk:this.lvCfg.prologueMessage, isMe:false, score:-1, scoreBase:-1, scoreAdditional:0})
|
||
// this.playAIVoice(this.lvCfg.prologueMessage)
|
||
}
|
||
|
||
/**切换到玩家说话状态 */
|
||
private turnToMyTalk() {
|
||
this._nodeTab.NpcTalkNode.active = false
|
||
this._nodeTab.MyTalkNode.active = true
|
||
// //刷新npc表情
|
||
// let rolePath = GameManager.GetNpcEmoPic("")
|
||
// Utils.sendInnerMsg(InnerMsgCode.SceneLayerBgUp, {rolePath:rolePath})
|
||
}
|
||
/**切换到等待NPC说话状态 */
|
||
private turnToWaitNpcTalk() {
|
||
this._nodeTab.NpcTalkNode.active = true
|
||
this._nodeTab.MyTalkNode.active = false
|
||
this._nodeTab.arrowNode.active = false;
|
||
this.labNpcTalk.string = ""
|
||
}
|
||
/**切换到NPC说话状态 */
|
||
private turnToNpcTalk(data:I_NpcTalkBack) {
|
||
this._nodeTab.NpcTalkNode.active = true
|
||
this._nodeTab.MyTalkNode.active = false
|
||
this._nodeTab.arrowNode.active = false;
|
||
GameManager.AddStepScore(data.aiScore) //记录本次分数
|
||
this.refreshDuihuaDefen()
|
||
//npc回复
|
||
// this.labNpcTalk.string = data.aiResponse
|
||
this.dazijiInfo.stage = 1
|
||
this.dazijiInfo.idx = 0
|
||
this.dazijiInfo.lab = this.labNpcTalk
|
||
this.dazijiInfo.str = data.aiResponse
|
||
this.dazijiInfo.tm = this.dazijiInfo.ts
|
||
GameManager.AddTalkRecord({talk:data.aiResponse, isMe:false, score:data.aiScore, scoreBase:data.aiBaseScore, scoreAdditional:data.aiAdditionalScore})
|
||
this.playAIVoice(data.aiResponse)
|
||
//刷新npc表情
|
||
let rolePath = GameManager.GetNpcEmoPic(data.aiEmoji)
|
||
Utils.sendInnerMsg(InnerMsgCode.SceneLayerBgUp, {rolePath:rolePath})
|
||
//额外分数
|
||
if (data.aiAdditionalScore > 0) {
|
||
SubManager.ShowPrompt(`恭喜!聊天加分成功!${data.aiBaseScore} + ${data.aiAdditionalScore}`)
|
||
}
|
||
//对话轮次
|
||
GameManager.srouceCnt = data.sourceCnt
|
||
this.refreshTalkStepData()
|
||
}
|
||
/**切换到npc固定话术展示状态 */
|
||
private turnToNpcFixedTalk(str:string) {
|
||
this._nodeTab.NpcTalkNode.active = true
|
||
this._nodeTab.MyTalkNode.active = false
|
||
this._nodeTab.arrowNode.active = false;
|
||
//npc固定话术
|
||
this.dazijiInfo.stage = 1
|
||
this.dazijiInfo.idx = 0
|
||
this.dazijiInfo.lab = this.labNpcTalk
|
||
this.dazijiInfo.str = str
|
||
this.dazijiInfo.tm = this.dazijiInfo.ts
|
||
}
|
||
/**切换到更新聊天状态状态 */
|
||
private turnToUpdateStage() {
|
||
HttpUnit.ins.getTalkStage({record_id: GameManager.RecordId}, (data) => {
|
||
if (data) {
|
||
GameManager.CurLevelData = data.level
|
||
this.refreshTalkStepData()
|
||
this.refreshBaojiState()
|
||
this.checkIsFinish()
|
||
}
|
||
})
|
||
}
|
||
|
||
|
||
/**刷新心动次数 */
|
||
private refreshXindongCishu(doAct:boolean = true) {
|
||
let maxCount = HttpUnit.GetXindongMaxCount()
|
||
let curCount = GameManager.xindongCishu
|
||
Utils.setString(this._nodeTab.xindongNum, `${curCount}/${maxCount}`)
|
||
|
||
Tween.stopAllByTarget(this.xindongSpt)
|
||
if (doAct) {
|
||
tween(this.xindongSpt).to(0.3, { fillRange: curCount / maxCount }).start()
|
||
} else {
|
||
this.xindongSpt.fillRange = curCount / maxCount
|
||
}
|
||
}
|
||
/**刷新对话得分 */
|
||
private refreshDuihuaDefen() {
|
||
let curScore = GameManager.getCurStepScore()
|
||
let [totalScore, pjScore] = GameManager.getGameScore()
|
||
Utils.setString(this._nodeTab.scoreNew, curScore+"")
|
||
Utils.setString(this._nodeTab.scoreTotal, totalScore+"")
|
||
}
|
||
/**刷新当前状态显示 */
|
||
private refreshTalkStepData() {
|
||
let curCnt = GameManager.srouceCnt
|
||
let stepData = GameManager.CurLevelData
|
||
Utils.setString(this._nodeTab.lunciNum, `${curCnt}/${stepData.total_cnt}`)
|
||
}
|
||
/**刷新暴击状态是否显示 */
|
||
private refreshBaojiState() {
|
||
let stepData = GameManager.CurLevelData
|
||
this._nodeTab.baojiNode.active = stepData && stepData.is_strength_take_effect == true
|
||
}
|
||
/**刷新玩家输入字数 */
|
||
private refreshInputNum() {
|
||
let numMax = this.ebTalk.maxLength
|
||
let numCur = this.ebTalk.string.length
|
||
Utils.setString(this._nodeTab.labStrLen, `(${numCur}/${numMax})`)
|
||
}
|
||
|
||
|
||
//region 检测是否结束
|
||
/**检查对话轮次是否用完
|
||
* @returns [是否结束对话,是否显示广告加次数]
|
||
*/
|
||
private checkIsFinish() {
|
||
|
||
let isFinish = false //是否结束对话
|
||
let isShowAD = false //是否显示广告
|
||
let isSendEnd = false //是否发送结束请求
|
||
let stepData = GameManager.CurLevelData
|
||
if (stepData.status == E_TalkStatusType.succ) {
|
||
//已成功
|
||
isFinish = true
|
||
} else if (stepData.status == E_TalkStatusType.fail) {
|
||
//已失败
|
||
isFinish = true
|
||
} else if (stepData.status == E_TalkStatusType.noCount) {
|
||
//次数已用完
|
||
isFinish = true
|
||
isShowAD = stepData.ad_num > 0 //true
|
||
isSendEnd = true
|
||
}
|
||
|
||
if (isFinish) {
|
||
if (isShowAD) {
|
||
ViewManager.I.openBundlesView("UI/StartUI/TalkAdDialog", {
|
||
type: E_AD_TARGET.liaotian, //加聊天次数
|
||
content: "看广告或分享可额外获取对话次数",
|
||
adCallback: ()=>{
|
||
SDKManager.show_reward_video_ad(this.node.uuid, 1)
|
||
},
|
||
shareCallback: ()=>{
|
||
SDKManager.show_reward_share(this.node.uuid, 1)
|
||
},
|
||
closeCallback: ()=>{
|
||
if (isSendEnd) {
|
||
this.doJiesuan()
|
||
} else {
|
||
ViewManager.I.openBundlesView("UI/StartUI/Finish_UI", stepData)
|
||
}
|
||
}
|
||
})
|
||
} else {
|
||
if (isSendEnd) {
|
||
this.doJiesuan()
|
||
} else {
|
||
ViewManager.I.openBundlesView("UI/StartUI/Finish_UI", stepData)
|
||
}
|
||
}
|
||
} else {
|
||
GameManager.TurnToStage(E_TalkStage.myTalk)
|
||
}
|
||
|
||
}
|
||
|
||
//增加聊天次数 atype: 1=看广告 2=分享
|
||
private doAddLevelCnt(atype:number) {
|
||
HttpUnit.ins.addTalkCnt({record_id: GameManager.RecordId, type:atype}, (data) => {
|
||
if (data) {
|
||
GameManager.CurLevelData = data.level
|
||
this.refreshTalkStepData()
|
||
this.refreshBaojiState()
|
||
//判断是否继续对话
|
||
if (GameManager.srouceCnt < data.level.total_cnt) {
|
||
if (GameManager.curStage != E_TalkStage.waitNpcTalk) {
|
||
GameManager.TurnToStage(E_TalkStage.myTalk)
|
||
}
|
||
} else {
|
||
this.doJiesuan()
|
||
}
|
||
}
|
||
})
|
||
}
|
||
|
||
/**增强下一轮对话 */
|
||
private doStrengthTalk() {
|
||
HttpUnit.ins.sendTalkStrength({record_id: GameManager.RecordId}, (data) => {
|
||
if (data) {
|
||
GameManager.CurLevelData = data.level
|
||
this.refreshBaojiState()
|
||
}
|
||
})
|
||
}
|
||
|
||
//结算
|
||
private doJiesuan() {
|
||
let [score_all, score] = GameManager.getGameScore()
|
||
HttpUnit.ins.sendLevelFinish({record_id: GameManager.RecordId, score:score, score_all:score_all}, (data) => {
|
||
if (data && data.level) {
|
||
//成功
|
||
ViewManager.I.openBundlesView("UI/StartUI/Finish_UI", data.level)
|
||
} else {
|
||
//失败
|
||
console.warn("结算失败,服务器返回异常!")
|
||
ViewManager.I.closeAllView();
|
||
Utils.sendInnerMsg(InnerMsgCode.UI_Talk_Back, {})
|
||
}
|
||
})
|
||
}
|
||
|
||
|
||
//退出聊天
|
||
onBackClick() {
|
||
SubManager.ShowConfirm({
|
||
content: "确定退出吗?\n(退出会保留当前聊天进度)",
|
||
yesCallback: () => {
|
||
//退出并结算
|
||
// this.doJiesuan();
|
||
|
||
//只退出聊天,不结算
|
||
this.onClose();
|
||
Utils.sendInnerMsg(InnerMsgCode.UI_Talk_Back, {})
|
||
}
|
||
})
|
||
}
|
||
|
||
//发送消息
|
||
onSendClick() {
|
||
let str = this.ebTalk.string;
|
||
if (str.length == 0) {
|
||
SubManager.ShowPrompt("请先输入内容")
|
||
return
|
||
}
|
||
GameRootUI.DisableOper(2)
|
||
HttpUnit.ins.sendUserTalk({record_id: GameManager.RecordId, user_input: str}, (data) => {
|
||
GameRootUI.EnableOper()
|
||
if (data) {
|
||
if (GameManager.curStage != E_TalkStage.myTalk) {
|
||
return
|
||
}
|
||
GameManager.TurnToStage(E_TalkStage.waitNpcTalk)
|
||
this.hideAiAnswer()
|
||
//使用服务器处理过的字符串
|
||
if (data.user_input) {
|
||
str = data.user_input
|
||
}
|
||
GameManager.AddTalkRecord({talk:str, isMe:true, score:-1, scoreBase:-1, scoreAdditional:0})
|
||
//开始接收npc回复
|
||
this.npcTalkInfo.stage = 1
|
||
this.npcTalkInfo.str = ""
|
||
this.npcTalkInfo.dotTm = this.npcTalkInfo.dotTs
|
||
this.npcTalkInfo.tm = this.npcTalkInfo.ts
|
||
this.npcTalkInfo.dotIdx = 1
|
||
}
|
||
})
|
||
}
|
||
|
||
//随机回复对话
|
||
onSuijiClick() {
|
||
let sjLen = this.lvCfg.randomInputPool.length
|
||
let randIdx = Utils.getRandomInt(0, sjLen-1)
|
||
console.log("随机回复对话:", randIdx, sjLen)
|
||
if (randIdx == this.lastRandTalkIdx) {
|
||
randIdx++
|
||
if (randIdx >= sjLen) randIdx = 0
|
||
}
|
||
this.lastRandTalkIdx = randIdx
|
||
this.ebTalk.string = this.lvCfg.randomInputPool[randIdx]
|
||
this.refreshInputNum()
|
||
}
|
||
|
||
//点击npc对话背景
|
||
onNpcFramClick() {
|
||
if (this.dazijiInfo.stage == 1) {
|
||
this.dazijiInfo.stage = 2
|
||
} else {
|
||
if (GameManager.curStage == E_TalkStage.prologue) {
|
||
GameManager.TurnToStage(E_TalkStage.upTalkStatus)
|
||
} else if (GameManager.curStage == E_TalkStage.npcTalk) {
|
||
let npcTalk = GameManager.CurNpcTalkData
|
||
if (npcTalk.judgement == 0) {
|
||
console.log("固定鼓励话术展示!", GameManager.npcFixTalkCountXihuan)
|
||
if (GameManager.npcFixTalkCountXihuan > 0) {
|
||
GameManager.TurnToStage(E_TalkStage.upTalkStatus)
|
||
} else {
|
||
GameManager.CurNpcFixedTalkText = this.lvCfg.encourageMessage
|
||
GameManager.TurnToStage(E_TalkStage.npcFixedTalk)
|
||
}
|
||
GameManager.npcFixTalkCountXihuan = GameManager.npcFixTalkCountXihuan + 1
|
||
GameManager.xindongCishu = GameManager.xindongCishu + 1
|
||
this.showXinAddAnimation()
|
||
// this.refreshXindongCishu(true)
|
||
} else if (npcTalk.judgement == 2) {
|
||
console.log("固定厌恶话术展示!", GameManager.npcFixTalkCountTaoyan)
|
||
if (GameManager.npcFixTalkCountTaoyan > 0) {
|
||
GameManager.TurnToStage(E_TalkStage.upTalkStatus)
|
||
} else {
|
||
GameManager.CurNpcFixedTalkText = this.lvCfg.hateMessage
|
||
GameManager.TurnToStage(E_TalkStage.npcFixedTalk)
|
||
}
|
||
GameManager.npcFixTalkCountTaoyan = GameManager.npcFixTalkCountTaoyan + 1
|
||
} else {
|
||
GameManager.TurnToStage(E_TalkStage.upTalkStatus)
|
||
}
|
||
} else if (GameManager.curStage == E_TalkStage.npcFixedTalk) {
|
||
GameManager.TurnToStage(E_TalkStage.upTalkStatus)
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
//region ai生成的回复
|
||
/**从服务器获取回复 */
|
||
private showAiAnswer() {
|
||
this._nodeTab.aiAnsNode.active = true
|
||
//获取到之前
|
||
this.aiHuifuInfo.labAry = []
|
||
for (let i=1; i<=3; i++) {
|
||
let AiAnsItem: Node = this._nodeTab["AiAnsItem"+i]
|
||
let labAns = AiAnsItem.getComponentInChildren(Label)
|
||
labAns.string = "" // "提示加载中..."
|
||
GButton.RemoveAndBandClick(AiAnsItem, ()=>{
|
||
SubManager.ShowPrompt("提示获取中,请稍后")
|
||
}, this);
|
||
this.aiHuifuInfo.labAry.push(labAns)
|
||
}
|
||
|
||
//播放ai回复效果
|
||
this.aiHuifuInfo.stage = 1
|
||
this.aiHuifuInfo.dotTm = this.aiHuifuInfo.dotTs
|
||
this.aiHuifuInfo.dotIdx = 1
|
||
|
||
HttpUnit.ins.getAIAutoAns({record_id: GameManager.RecordId}, (data) => {
|
||
//获取到之后
|
||
if (!isValid(this.node)) return
|
||
this.aiHuifuInfo.stage = 0
|
||
if (data) {
|
||
console.log("从服务器获取回复", data)
|
||
// let gStage = GameManager.curStage
|
||
// if (gStage == E_TalkStage.myTalk) {
|
||
// this._showAiAnswerUI(data)
|
||
// }
|
||
this._showAiAnswerUI(data)
|
||
}
|
||
})
|
||
}
|
||
private _showAiAnswerUI(ansList: any) {
|
||
for (let i=1; i<=3; i++) {
|
||
let AiAnsItem: Node = this._nodeTab["AiAnsItem"+i]
|
||
let labAns = AiAnsItem.getComponentInChildren(Label)
|
||
let ans = ansList["tips"+i]
|
||
if (ans) {
|
||
labAns.string = Utils.clampAiAnswer(ans, 20)
|
||
GButton.RemoveAndBandClick(AiAnsItem, ()=>{
|
||
this.ebTalk.string = ans
|
||
this.refreshInputNum()
|
||
}, this);
|
||
} else {
|
||
labAns.string = ""
|
||
GButton.RemoveClick(AiAnsItem);
|
||
}
|
||
}
|
||
}
|
||
private hideAiAnswer() {
|
||
this._nodeTab.aiAnsNode.active = false
|
||
}
|
||
|
||
|
||
//region 爱心增加动画
|
||
private _xin1PosOrig: Vec3
|
||
private _xin2PosOrig: Vec3
|
||
private _xin2Opa: UIOpacity = null
|
||
//初始化爱心动画
|
||
private initXinAni() {
|
||
this._xin1PosOrig = (this._nodeTab.xinSpt1 as Node).position.clone()
|
||
this._xin2PosOrig = (this._nodeTab.xinSpt2 as Node).position.clone()
|
||
this._xin2Opa = this._nodeTab.xinSpt2.getComponent(UIOpacity)
|
||
this._xin2Opa.opacity = 0
|
||
}
|
||
//显示爱心增加动画
|
||
private showXinAddAnimation() {
|
||
Tween.stopAllByTarget(this._nodeTab.xinSpt2)
|
||
Tween.stopAllByTarget(this._xin2Opa)
|
||
let xinSpt2: Node = this._nodeTab.xinSpt2
|
||
//缩放
|
||
xinSpt2.scale = new Vec3(0.1, 0.1, 0.1)
|
||
tween(xinSpt2)
|
||
.to(0.2, { scale: new Vec3(2.2, 2.2, 1) }, {easing: 'sineIn'})
|
||
.to(0.2, { scale: new Vec3(1, 1, 1) }, {easing: 'sineOut'})
|
||
.start()
|
||
//移动
|
||
xinSpt2.position = this._xin2PosOrig
|
||
tween(xinSpt2)
|
||
.delay(0.4)
|
||
.to(0.45, { position: this._xin1PosOrig }, {easing: 'sineIn'})
|
||
.call(() => {
|
||
this.showXin2Animation()
|
||
this.refreshXindongCishu(true) //刷新次数显示
|
||
})
|
||
.start()
|
||
|
||
// #region 贝塞尔曲线动作
|
||
// // 三维空间的缓动
|
||
// const quadraticCurve = (t: number, p1: Vec3, cp: Vec3, p2: Vec3, out: Vec3) => {
|
||
// out.x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x
|
||
// out.y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y
|
||
// out.z = (1 - t) * (1 - t) * p1.z + 2 * t * (1 - t) * cp.z + t * t * p2.z
|
||
// }
|
||
// const startPos = this._xin2PosOrig
|
||
// const controlPos = v3(2, 3, 0)
|
||
// const endPos = this._xin1PosOrig
|
||
// const tempVec3 = v3()
|
||
// tween(xinSpt2)
|
||
// .to(
|
||
// 0.45,
|
||
// { position: endPos },
|
||
// {
|
||
// onUpdate: (target, ratio) => {
|
||
// quadraticCurve(ratio, startPos, controlPos, endPos, tempVec3)
|
||
// xinSpt2.setPosition(tempVec3)
|
||
// },
|
||
// }
|
||
// )
|
||
// .call(() => {
|
||
// this.showXin2Animation()
|
||
// this.refreshXindongCishu(true) //刷新次数显示
|
||
// })
|
||
// .start()
|
||
// #endregion
|
||
|
||
//透明度
|
||
this._xin2Opa.opacity = 0
|
||
tween(this._xin2Opa)
|
||
.to(0.05, { opacity: 255 })
|
||
.delay(0.75)
|
||
.to(0.05, { opacity: 0 })
|
||
.start()
|
||
}
|
||
private showXin2Animation() {
|
||
Tween.stopAllByTarget(this._nodeTab.xinSpt1)
|
||
let xinSpt1: Node = this._nodeTab.xinSpt1
|
||
xinSpt1.scale = new Vec3(1, 1, 1)
|
||
tween(xinSpt1)
|
||
.to(0.3, {scale: new Vec3(1.4, 1.4, 1.4) }, {easing: 'sineInOut'})
|
||
.to(0.3, {scale: new Vec3(1, 1, 1) }, {easing: 'sineInOut'})
|
||
.start()
|
||
}
|
||
|
||
|
||
//region 引导相关
|
||
//检查引导
|
||
private checkGuide() {
|
||
if (PlayerDataManager.I.GuideTalkFinished) {
|
||
return
|
||
}
|
||
|
||
let delayInterval = 0.5
|
||
GameRootUI.DisableOper(delayInterval)
|
||
this.scheduleOnce(() => {
|
||
this._nodeTab.ruleNode.active = true
|
||
},delayInterval)
|
||
}
|
||
//引导完成
|
||
private finishGuide() {
|
||
if (PlayerDataManager.I.GuideTalkFinished) {
|
||
return
|
||
}
|
||
PlayerDataManager.I.SetGuideTalkFinish(true)
|
||
|
||
this.autoShowNpcTip()
|
||
}
|
||
//关闭规则弹窗
|
||
private onRoleCloseClick() {
|
||
this._nodeTab.ruleNode.active = false
|
||
this.finishGuide()
|
||
}
|
||
|
||
|
||
//自动显示NPC提示弹窗
|
||
private autoShowNpcTip() {
|
||
if (GameManager.srouceCnt > 0) {
|
||
return
|
||
}
|
||
let delayInterval = 0.5
|
||
GameRootUI.DisableOper(delayInterval)
|
||
this.scheduleOnce(() => {
|
||
ViewManager.I.openBundlesView("UI/StartUI/Tips_UI")
|
||
},delayInterval)
|
||
}
|
||
}
|