255 lines
7.2 KiB
TypeScript
255 lines
7.2 KiB
TypeScript
import {
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_decorator,
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Component,
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instantiate,
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Node,
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ScrollView,
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UITransform,
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Vec3,
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view,
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} from "cc";
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import { DialogManager } from "../../manager/DialogManager";
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import { DialogBubble } from "./DialogBubble";
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import { Dialog } from "../../data/DialogData";
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const { ccclass, property } = _decorator;
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@ccclass("ChatContentsLayout")
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export class ChatContentsLayout extends Component {
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manager: DialogManager = null;
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@property(DialogBubble)
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lBubble: DialogBubble = null;
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@property(DialogBubble)
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rBubble: DialogBubble = null;
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// 当前显示的气泡
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private bubbles: DialogBubble[] = [];
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// 缓存池
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private cachedBubbles: DialogBubble[] = [];
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// 等待回复气泡的引用
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private waitingBubble: DialogBubble = null;
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// 延时任务ID数组
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private delayedTasks: number[] = [];
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// ScrollView组件引用
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@property(ScrollView)
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private scrollView: ScrollView = null;
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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 = 730;
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// 获取父节点的ScrollView组件
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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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this.manager.layoutout = this;
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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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* @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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// 清理所有延时任务
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this.clearDelayedTasks();
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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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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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// 创建等待回复气泡(插入到首位,显示在玩家消息上面)
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this.waitingBubble = this.createOrGetBubble(false);
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this.waitingBubble.node.active = true;
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this.waitingBubble.updateBubbleContent("...", false, undefined, true);
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this.waitingBubble.node.setSiblingIndex(0);
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this.bubbles.push(this.waitingBubble);
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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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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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* @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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// 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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}
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/**
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* 清理所有气泡到缓存池
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*/
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private 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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this.cachedBubbles.push(bubble);
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}
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}
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this.bubbles = [];
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this.waitingBubble = null;
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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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* 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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* @returns DialogBubble实例
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*/
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private createOrGetBubble(isPlayer: boolean): DialogBubble {
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// 尝试从缓存中获取合适的气泡
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for (let i = 0; i < this.cachedBubbles.length; i++) {
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const cached = this.cachedBubbles[i];
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if (cached && cached.node) {
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// 通过原始模板判断气泡类型
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const isRightBubble = cached.node.position.x > 0;
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if ((isPlayer && isRightBubble) || (!isPlayer && !isRightBubble)) {
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this.cachedBubbles.splice(i, 1);
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return cached;
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}
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}
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}
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// 缓存中没有合适的气泡,创建新的
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const templateBubble = isPlayer ? this.rBubble : this.lBubble;
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const newBubbleNode = instantiate(templateBubble.node);
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const newBubble = newBubbleNode.getComponent(DialogBubble);
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newBubble.init(this.fixMaxWidth);
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// 设置为子节点,具体位置由调用者决定
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newBubbleNode.setParent(this.node);
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return newBubble;
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}
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/**
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* 移除等待回复气泡
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*/
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private removeWaitingBubble(): void {
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if (this.waitingBubble && this.waitingBubble.node) {
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this.waitingBubble.node.active = false;
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this.cachedBubbles.push(this.waitingBubble);
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// 从当前气泡列表中移除
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const index = this.bubbles.indexOf(this.waitingBubble);
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if (index > -1) {
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this.bubbles.splice(index, 1);
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}
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}
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this.waitingBubble = null;
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}
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/**
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* 带延时地添加AI对话
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* @param dialogs AI对话数组
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* @param index 当前处理的对话索引
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*/
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private addAIDialogsWithDelay(dialogs: Dialog[], index: number): void {
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if (index >= dialogs.length) {
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return;
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}
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const dialog = dialogs[index];
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const delay = index > 0 ? Math.random() * 1000 + 500 : 0; // 第一条立即显示,后续延时500-1500ms
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const addCurrentDialog = () => {
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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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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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};
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if (delay > 0) {
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const taskId = setTimeout(() => {
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// 从任务列表中移除
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const taskIndex = this.delayedTasks.indexOf(taskId);
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if (taskIndex > -1) {
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this.delayedTasks.splice(taskIndex, 1);
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}
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addCurrentDialog();
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}, delay);
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this.delayedTasks.push(taskId);
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} else {
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addCurrentDialog();
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}
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}
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/**
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* 清理多余的缓存气泡
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*/
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private cleanupExcessCachedBubbles(): void {
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const maxCachedBubbles = 20;
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if (this.cachedBubbles.length > maxCachedBubbles) {
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const excessCount = this.cachedBubbles.length - maxCachedBubbles;
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for (let i = 0; i < excessCount; i++) {
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const bubble = this.cachedBubbles.shift();
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if (bubble && bubble.node) {
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bubble.node.destroy();
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}
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}
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}
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}
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/**
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* 清理所有延时任务
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*/
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private clearDelayedTasks(): void {
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for (const taskId of this.delayedTasks) {
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clearTimeout(taskId);
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}
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this.delayedTasks = [];
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}
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/**
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* 保持向后兼容性的方法
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* @param dialogs 对话数组
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* @deprecated 请使用 updatePlayerDialog 和 updateAIDialogs 替代
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*/
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UpdateDialog(dialogs: Dialog[]): void {
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// 为了保持兼容性,我们假设这是一个完整的对话更新
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// 清理所有现有气泡
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this.clearAllBubbles();
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this.clearDelayedTasks();
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// 逐个添加对话,从最后一个开始倒序插入(保持显示顺序)
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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, undefined);
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bubble.node.setSiblingIndex(0);
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this.bubbles.push(bubble);
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}
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}
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}
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