251 lines
9.2 KiB
Plaintext
251 lines
9.2 KiB
Plaintext
import { _decorator, instantiate, Label, Layout, Node, Prefab, ScrollView, Sprite, tween, UIOpacity, UITransform } 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 { InnerMsgCode } from '../../Main/Config/InnerMsgCode';
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import li_BaseView from '../../Main/Common/li_BaseView';
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import GameManager from '../../Main/Manager/GameManager';
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import ResManager from '../../Main/Manager/ResManager';
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import { SDKManager } from '../../Main/Channel/SDKManager';
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import { ViewManager } from '../../Main/Manager/ViewManager';
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import { E_AD_TARGET } from './TalkAdDialog';
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import SubManager from '../SubManager';
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import HttpUnit from '../../Main/Common/HttpUnit';
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const { ccclass, property } = _decorator;
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//聊天记录界面
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@ccclass('Record_UI')
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export class Record_UI extends li_BaseView {
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@property(Prefab)
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private talkNpcItem: Prefab = null;
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@property(Prefab)
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private talkUserItem: Prefab = null;
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private _nodeTab: any = {};
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private talkSV: ScrollView = null;
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private _data;
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private itemNodeList: any[] = [];
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private itemDataList: any[] = [];
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//----重写父类接口---------------------------------------
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onLoadCT() {
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this.registerListenner();
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Utils.parseNode(this.node, this._nodeTab)
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this.talkSV = this._nodeTab.talkSV.getComponent(ScrollView);
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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.GM_UI_Close, this, this.resiveGMClose)
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}
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start() {
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GButton.BandClick(this._nodeTab.btnBack, ()=>{
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this.onClose();
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}, this);
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//撤回按钮
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GButton.BandClick(this._nodeTab.chehuiNode, ()=>{
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let cellLen = this.itemDataList.length
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if (cellLen <= 1) {
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SubManager.ShowPrompt("没有可以撤回的对话")
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return
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}
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let contStr = ""
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let levelData = GameManager.CurLevelData
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if (!levelData || levelData.can_use_cancel_cnt <= 0) {
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contStr = "关卡内撤回次数已用完"
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} else {
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contStr = `观看广告,可撤回最近一次对话并返还 1 次对话次数,剩余${levelData.can_use_cancel_cnt}次`
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}
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ViewManager.I.openBundlesView("UI/StartUI/TalkAdDialog", {
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type: E_AD_TARGET.chehui, //撤回,并加聊天次数
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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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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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// 撤回聊天
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this.doChehuiTalk()
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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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// 撤回聊天
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this.doChehuiTalk()
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}
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})
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let lvCfg = GameManager.getLevelCfg(GameManager.CurLevelId)
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//npc名字
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Utils.setString(this._nodeTab.npcName, lvCfg.name)
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this.itemNodeList = []
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this.itemDataList = []
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let talkLay: Layout = this.talkSV.content.getComponent(Layout)
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let talkCellLen = GameManager.TalkRecordList.length
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let aniTime = 0 //滚动动作总时间
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talkLay.enabled = false;
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for (let i=0; i<talkCellLen; i++) {
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// for (let i=talkCellLen-1; i>=0; i--) {
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let info = GameManager.TalkRecordList[i];
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let titem = info.isMe ? this.talkUserItem : this.talkNpcItem;
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let itemClone:any = instantiate(titem);
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this._nodeTab.talkLay.addChild(itemClone);
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Utils.parseNode(itemClone);
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this.itemNodeList.push(itemClone);
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this.itemDataList.push(info);
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//头像
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let spt = itemClone.headIcon.getComponent(Sprite)
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if (info.isMe) {
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let avatarUrl = SDKManager.avatarUrl;
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if (avatarUrl == "" || avatarUrl == null) {
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SDKManager.getUserInfo((data) => {
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ResManager.I.changeRemoteSpriteFrame(spt, data.avatarUrl)
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})
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} else {
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ResManager.I.changeRemoteSpriteFrame(spt, avatarUrl)
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}
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} else {
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let headPath = `head/${lvCfg.characterAvatar}`
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ResManager.I.changeBundleSpriteFrame(spt.getComponent(Sprite), headPath, "Raw")
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}
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//对话文本
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Utils.setString(itemClone.labTalk, info.talk)
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//基础得分
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let scoreBase = info.scoreBase || -1;
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if (info.isMe || scoreBase < 0) {
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itemClone.labScore.active = false;
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} else {
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itemClone.labScore.active = true;
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Utils.setString(itemClone.labScore, `得分:${scoreBase}`)
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}
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//额外加分
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let scoreAdditional = info.scoreAdditional || 0;
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if (info.isMe || scoreAdditional <= 0) {
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itemClone.labScoreAdd.active = false;
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} else {
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itemClone.labScoreAdd.active = true;
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Utils.setString(itemClone.labScoreAdd, `加分:${scoreAdditional}`)
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}
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//动作
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let kuangOpa:UIOpacity = itemClone.kuang.getComponent(UIOpacity)
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kuangOpa.opacity = 1;
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// let didx = talkCellLen-1-i;
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let didx = i;
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let tdelay = didx * 0.03;
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let self = this;
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if (i == talkCellLen-1) {
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aniTime = 0.2 + tdelay;
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}
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tween(kuangOpa)
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.delay(0.2 + tdelay)
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.to(0.2, { opacity: 255 })
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.call(()=>{
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//滚动到当前节点处
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self.talkSV.scrollToPercentVertical((talkCellLen-1-i) / talkCellLen, 0.1);
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//调整框宽度
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let labTf:UITransform = itemClone.labTalk.getComponent(UITransform);
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let kuangTf:UITransform = itemClone.kuang.getComponent(UITransform);
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kuangTf.width = labTf.width + 30;
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})
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.start();
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}
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//延迟一下,设置文本换行模式
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this.scheduleOnce(()=>{
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for (let i=0; i<this.itemNodeList.length; i++) {
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let item = this.itemNodeList[i];
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let labTf:UITransform = item.labTalk.getComponent(UITransform);
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let lab:Label = item.labTalk.getComponent(Label);
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if (labTf.height < 50) { //小于50,说明没换行,改为自动宽度
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lab.overflow = Label.Overflow.NONE;
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} else {
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lab.overflow = Label.Overflow.RESIZE_HEIGHT;
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}
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}
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}, 0.1)
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//延迟一下,调整文本框的宽度。高度由layout自动调整
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this.scheduleOnce(()=>{
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talkLay.enabled = true;
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}, 0.15)
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//撤回按钮显示动画
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let chehuiOpa: UIOpacity = this._nodeTab.chehuiNode.getComponent(UIOpacity);
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chehuiOpa.opacity = 0;
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tween(chehuiOpa)
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.delay(aniTime)
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.to(0.2, {opacity: 255})
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.start();
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//刷新撤回次数
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this.refreshChehuiCount()
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}
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update(deltaTime: number) {
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}
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/**刷新撤回次数 */
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refreshChehuiCount() {
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let levelData = GameManager.CurLevelData
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let n_cur = levelData.can_use_cancel_cnt || 0
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let n_max = 3
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Utils.setString(this._nodeTab.labChehui, n_cur + "/" + n_max)
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}
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/**撤回上一轮发言 */
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doChehuiTalk() {
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HttpUnit.ins.sendTalkChehui({record_id: GameManager.RecordId}, (data) => {
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if (data) {
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SubManager.ShowPrompt("撤回成功,已返还聊天次数")
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GameManager.CurLevelData = data.level
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GameManager.srouceCnt = data.level.current_cnt
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GameManager.RemoveLastRoundTalkRecord()
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GameManager.RemoveLastSetpScore()
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GameManager.removeLastNpcTalkData()
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Utils.sendInnerMsg(InnerMsgCode.Data_ChehuiUp, {})
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this.onClose()
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// this.refreshChehuiCount()
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// let cellLen = this.itemNodeList.length
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// if (cellLen > 1) {
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// for (let i=cellLen-1; i>=0; i--) {
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// let item: Node = this.itemNodeList[i]
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// let info = this.itemDataList[i]
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// item.removeFromParent()
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// this.itemNodeList.splice(i, 1)
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// this.itemDataList.splice(i, 1)
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// if (info && info.isMe) {
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// break
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// }
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// }
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// GameManager.RemoveLastRoundTalkRecord()
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// }
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}
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})
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}
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}
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