Files
18xchat/.svn/pristine/dc/dc73bf6b1b8d993f975dc80a6543baa42450121f.svn-base
T
2025-07-17 17:18:21 +08:00

197 lines
6.4 KiB
Plaintext
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
import { _decorator, EditBox, isValid, Label, Node, utils } from 'cc';
import { GButton } from '../../Main/Common/GButton';
import Utils from '../../Main/Common/Utils';
import { ViewManager } from '../../Main/Manager/ViewManager';
import { InnerMsgCode } from '../../Main/Config/InnerMsgCode';
import li_BaseView from '../../Main/Common/li_BaseView';
import SubManager from '../SubManager';
import GameManager from '../../Main/Manager/GameManager';
import { I_LevelConfig } from '../../Main/Config/CommonConfig';
import HttpUnit from '../../Main/Common/HttpUnit';
const { ccclass, property } = _decorator;
/**对话阶段 */
const enum TalkStage {
/**开场白 */
prologue,
/**我的对话 */
myTalk,
/**NPC对话 */
npcTalk,
}
//聊天界面
@ccclass('Talk_UI')
export class Talk_UI extends li_BaseView {
private _nodeTab: any = {};
private _data;
private dazijiInfo = {stage: 0, idx: 0, str: "", tm:0, ts:0.1, lab:null}; //打字机信息 stage:0-未开始,1-正在打字,2-打字结束
private ebTalk: EditBox;
private curStage: TalkStage = TalkStage.prologue; //当前对话阶段
private lvCfg: I_LevelConfig = null; //当前关卡配置
private lastRandTalkIdx: number = -1; //上一次随机对话的索引
//----重写父类接口---------------------------------------
onLoadCT() {
this.registerListenner();
Utils.parseNode(this.node, this._nodeTab)
this.ebTalk = this._nodeTab.ebTalk.getComponent(EditBox);
this.ebTalk.node.on('editing-did-began', this.onEditingBegan, this);
this.ebTalk.node.on('editing-did-ended', this.onEditingEnded, this);
this.ebTalk.node.on('editing-return', this.onEditingReturn, this);
}
openUIDataCT(data: any): void {
this._data = data
}
registerListenner() {
// Utils.addInnerEL(InnerMsgCode.GM_UI_Close, this, this.resiveGMClose)
}
start() {
GButton.BandClick(this._nodeTab.btnBack, this.onBackClick, this);
GButton.BandClick(this._nodeTab.btnSend, this.onSendClick, this);
GButton.BandClick(this._nodeTab.btnSuiji, this.onSuijiClick, this);
GButton.BandClick(this._nodeTab.btnRecord, ()=>{
console.log("聊天记录")
}, this);
GButton.BandClick(this._nodeTab.btnTishi, ()=>{
ViewManager.I.openBundlesView("UI/StartUI/Tips_UI")
}, this);
GButton.BandClick(this._nodeTab.btnAD, ()=>{
console.log("观看广告")
}, this);
this.lvCfg = GameManager.getLevelCfg(GameManager.CurLevelId)
//以npc开场白
this.showNpcPrologue()
//刷新状态显示
this.refreshTalkStepData()
}
onDestroy () {
if (isValid(this.ebTalk)) {
this.ebTalk.node.off('editing-did-began', this.onEditingBegan, this);
this.ebTalk.node.off('editing-did-ended', this.onEditingEnded, this);
this.ebTalk.node.off('editing-return', this.onEditingReturn, this);
}
}
update(deltaTime: number) {
//region 打字机效果逻辑
if (this.dazijiInfo.stage == 1) {
this.dazijiInfo.tm += deltaTime
if (this.dazijiInfo.tm >= this.dazijiInfo.ts) {
this.dazijiInfo.tm = 0
this.dazijiInfo.lab.string = this.dazijiInfo.str.substring(0, this.dazijiInfo.idx)
this.dazijiInfo.idx += 1
if (this.dazijiInfo.idx > this.dazijiInfo.str.length) {
this.dazijiInfo.stage = 2
}
}
} else if (this.dazijiInfo.stage == 2) {
console.log("文本打字机效果结束")
this.dazijiInfo.stage = 0
this.dazijiInfo.lab.string = this.dazijiInfo.str
if (this.curStage == TalkStage.prologue) {
this.scheduleOnce(() => {
this.turnToMyTalk()
}, 2)
}
}
}
//输入框开始编辑事件
onEditingBegan(param1:any, param2:any) {
console.log("聊天界面1 onEditingBegan", param1, param2)
}
//输入框回车事件
onEditingReturn(param1:any, param2:any) {
console.log("聊天界面2 onEditingReturn", param1, param2)
}
//输入框结束编辑事件
onEditingEnded(param1:any, param2:any) {
console.log("聊天界面3 onEditingEnded", param1, param2)
}
//显示NPC开场白
private showNpcPrologue() {
this.curStage = TalkStage.prologue
this._nodeTab.NpcTalkNode.active = true
this._nodeTab.MyTalkNode.active = false
//名称
Utils.setString(this._nodeTab.npcName, this.lvCfg.name)
//开场白
this.dazijiInfo.stage = 2
this.dazijiInfo.idx = 0
this.dazijiInfo.lab = this._nodeTab.npcTalk.getComponent(Label)
this.dazijiInfo.str = this.lvCfg.prologueMessage
this.dazijiInfo.tm = this.dazijiInfo.ts
GameManager.AddTalkRecord({talk:this.lvCfg.prologueMessage, isMe:false})
}
/**切换到玩家说话状态 */
private turnToMyTalk() {
if (this.curStage == TalkStage.myTalk) return
this.curStage = TalkStage.myTalk
this._nodeTab.NpcTalkNode.active = false
this._nodeTab.MyTalkNode.active = true
this.ebTalk.string = ""
}
/**刷新当前状态显示 */
private refreshTalkStepData() {
let stepData = GameManager.CurStepData
}
//退出聊天
onBackClick() {
this.doClose();
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
}
this.ebTalk.string = ""
GameManager.AddTalkRecord({talk:str, isMe:true})
HttpUnit.ins.sendUserTalk({record_id: GameManager.RecordId, user_input: str}, (data) => {
if (data) {
}
})
}
//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]
}
}