Files
18xchat/assets/Scripts/chat18x/ui/components/ChatContentsLayout.ts
T
2025-09-16 19:14:21 +08:00

339 lines
9.5 KiB
TypeScript

import {
_decorator,
Component,
instantiate,
Node,
NodeEventType,
ScrollView,
Tween,
UIOpacity,
UITransform,
Vec3,
view,
} from "cc";
import { DialogManager } from "../../manager/DialogManager";
import { DialogBubble } from "./DialogBubble";
import { Dialog } from "../../data/DialogData";
const { ccclass, property } = _decorator;
@ccclass("ChatContentsLayout")
export class ChatContentsLayout extends Component {
manager: DialogManager = null;
@property(DialogBubble)
lBubble: DialogBubble = null;
@property(DialogBubble)
rBubble: DialogBubble = null;
// 当前显示的气泡
private bubbles: DialogBubble[] = [];
// 缓存池
private cachedBubbles: DialogBubble[] = [];
// 等待回复气泡的引用
private waitingBubble: DialogBubble = null;
// 延时任务ID数组
private delayedTasks: number[] = [];
// ScrollView组件引用
@property(ScrollView)
private scrollView: ScrollView = null;
// 内容透明度组件
private contentOpacity: UIOpacity = null;
// 是否正在按下
private isPressing: boolean = false;
// 长按计时器
private longPressTimer: number = null;
fixMaxWidth: number;
protected start(): void {
this.lBubble.node.active = false;
this.rBubble.node.active = false;
this.fixMaxWidth = 730;
// 获取或添加UIOpacity组件到content节点
this.contentOpacity = this.node.getComponent(UIOpacity) || this.node.addComponent(UIOpacity);
// 注册触摸事件
if (this.scrollView && this.scrollView.node) {
this.scrollView.node.on(NodeEventType.TOUCH_START, this.onTouchStart, this);
this.scrollView.node.on(NodeEventType.TOUCH_END, this.onTouchEnd, this);
this.scrollView.node.on(NodeEventType.TOUCH_CANCEL, this.onTouchEnd, this);
}
}
protected onEnable(): void {
if (!this.manager) this.manager = DialogManager.getInstance();
this.manager.layoutout = this;
}
/**
* 更新玩家输入的对话
* @param dialog 玩家输入的对话数据
*/
updatePlayerDialog(dialog: Dialog): void {
// 清理所有现有气泡到缓存池
this.clearAllBubbles();
// 清理所有延时任务
this.clearDelayedTasks();
// 创建玩家气泡(插入到首位,Layout会让它显示在最下面)
const playerBubble = this.createOrGetBubble(true);
playerBubble.node.active = true;
playerBubble.updateBubbleContent(dialog.content, true);
this.bubbles.push(playerBubble);
// 创建等待回复气泡(插入到首位,显示在玩家消息上面)
this.waitingBubble = this.createOrGetBubble(false);
this.waitingBubble.node.active = true;
this.waitingBubble.updateBubbleContent("...", false, undefined, true);
this.waitingBubble.node.setSiblingIndex(0);
this.bubbles.push(this.waitingBubble);
this.node.position = Vec3.ZERO;
// 滚动到底部(等待下一帧Layout更新完成)
this.scheduleOnce(() => {
this.scrollView.scrollToBottom();
}, 0);
}
/**
* 更新AI回复的对话
* @param dialogs AI回复的对话数据数组
*/
updateAIDialogs(dialogs: Dialog[]): void {
// 清除等待回复气泡
if (this.waitingBubble) {
this.removeWaitingBubble();
}
// 清理之前的延时任务
this.clearDelayedTasks();
// 逐个添加AI对话,带延时
this.addAIDialogsWithDelay(dialogs, 0);
}
/**
* 清理所有气泡到缓存池
*/
private clearAllBubbles(): void {
for (const bubble of this.bubbles) {
if (bubble && bubble.node) {
bubble.node.active = false;
this.cachedBubbles.push(bubble);
}
}
this.bubbles = [];
this.waitingBubble = null;
// 清理多余的缓存气泡
this.cleanupExcessCachedBubbles();
}
/**
* 从缓存池获取或创建新的气泡
* @param isPlayer 是否为玩家气泡
* @returns DialogBubble实例
*/
private createOrGetBubble(isPlayer: boolean): DialogBubble {
// 尝试从缓存中获取合适的气泡
for (let i = 0; i < this.cachedBubbles.length; i++) {
const cached = this.cachedBubbles[i];
if (cached && cached.node) {
// 通过原始模板判断气泡类型
const isRightBubble = cached.node.position.x > 0;
if ((isPlayer && isRightBubble) || (!isPlayer && !isRightBubble)) {
this.cachedBubbles.splice(i, 1);
return cached;
}
}
}
// 缓存中没有合适的气泡,创建新的
const templateBubble = isPlayer ? this.rBubble : this.lBubble;
const newBubbleNode = instantiate(templateBubble.node);
const newBubble = newBubbleNode.getComponent(DialogBubble);
newBubble.init(this.fixMaxWidth);
// 设置为子节点,具体位置由调用者决定
newBubbleNode.setParent(this.node);
return newBubble;
}
/**
* 移除等待回复气泡
*/
private removeWaitingBubble(): void {
if (this.waitingBubble && this.waitingBubble.node) {
this.waitingBubble.node.active = false;
this.cachedBubbles.push(this.waitingBubble);
// 从当前气泡列表中移除
const index = this.bubbles.indexOf(this.waitingBubble);
if (index > -1) {
this.bubbles.splice(index, 1);
}
}
this.waitingBubble = null;
}
/**
* 带延时地添加AI对话
* @param dialogs AI对话数组
* @param index 当前处理的对话索引
*/
private addAIDialogsWithDelay(dialogs: Dialog[], index: number): void {
if (index >= dialogs.length) {
return;
}
const dialog = dialogs[index];
const delay = index > 0 ? Math.random() * 1000 + 500 : 0; // 第一条立即显示,后续延时500-1500ms
const addCurrentDialog = () => {
const aiBubble = this.createOrGetBubble(false);
aiBubble.node.active = true;
aiBubble.updateBubbleContent(dialog.content, false);
// AI消息插入到首位,显示在最上面
aiBubble.node.setSiblingIndex(0);
this.scheduleOnce(() => {
this.scrollView.scrollToBottom();
}, 0);
this.bubbles.push(aiBubble);
// 递归处理下一条对话
this.addAIDialogsWithDelay(dialogs, index + 1);
};
if (delay > 0) {
const taskId = setTimeout(() => {
// 从任务列表中移除
const taskIndex = this.delayedTasks.indexOf(taskId);
if (taskIndex > -1) {
this.delayedTasks.splice(taskIndex, 1);
}
addCurrentDialog();
}, delay);
this.delayedTasks.push(taskId);
} else {
addCurrentDialog();
}
}
/**
* 清理多余的缓存气泡
*/
private cleanupExcessCachedBubbles(): void {
const maxCachedBubbles = 20;
if (this.cachedBubbles.length > maxCachedBubbles) {
const excessCount = this.cachedBubbles.length - maxCachedBubbles;
for (let i = 0; i < excessCount; i++) {
const bubble = this.cachedBubbles.shift();
if (bubble && bubble.node) {
bubble.node.destroy();
}
}
}
}
/**
* 清理所有延时任务
*/
private clearDelayedTasks(): void {
for (const taskId of this.delayedTasks) {
clearTimeout(taskId);
}
this.delayedTasks = [];
}
/**
* 保持向后兼容性的方法
* @param dialogs 对话数组
* @deprecated 请使用 updatePlayerDialog 和 updateAIDialogs 替代
*/
UpdateDialog(dialogs: Dialog[]): void {
// 为了保持兼容性,我们假设这是一个完整的对话更新
// 清理所有现有气泡
this.clearAllBubbles();
this.clearDelayedTasks();
// 逐个添加对话,从最后一个开始倒序插入(保持显示顺序)
for (let i = dialogs.length - 1; i >= 0; i--) {
const dialog = dialogs[i];
const bubble = this.createOrGetBubble(dialog.isPlayer);
bubble.node.active = true;
bubble.updateBubbleContent(dialog.content, dialog.isPlayer, undefined);
bubble.node.setSiblingIndex(0);
this.bubbles.push(bubble);
}
}
/**
* 触摸开始事件
*/
private onTouchStart(): void {
// 清除之前的计时器
if (this.longPressTimer) {
clearTimeout(this.longPressTimer);
}
// 设置长按计时器(300ms后触发)
this.longPressTimer = setTimeout(() => {
this.isPressing = true;
// 使用Tween动画平滑调整透明度
Tween.stopAllByTarget(this.contentOpacity);
new Tween(this.contentOpacity)
.to(0.2, { opacity: 50 }) // 调整到约20%透明度
.start();
}, 300);
}
/**
* 触摸结束事件
*/
private onTouchEnd(): void {
// 清除计时器
if (this.longPressTimer) {
clearTimeout(this.longPressTimer);
this.longPressTimer = null;
}
// 如果已经按下,恢复透明度
if (this.isPressing) {
this.isPressing = false;
Tween.stopAllByTarget(this.contentOpacity);
new Tween(this.contentOpacity)
.to(0.2, { opacity: 255 }) // 恢复到100%透明度
.start();
}
}
/**
* 组件销毁时清理资源
*/
protected onDestroy(): void {
// 清理事件监听
if (this.scrollView && this.scrollView.node) {
this.scrollView.node.off(NodeEventType.TOUCH_START, this.onTouchStart, this);
this.scrollView.node.off(NodeEventType.TOUCH_END, this.onTouchEnd, this);
this.scrollView.node.off(NodeEventType.TOUCH_CANCEL, this.onTouchEnd, this);
}
// 清理计时器
if (this.longPressTimer) {
clearTimeout(this.longPressTimer);
this.longPressTimer = null;
}
// 清理延时任务
this.clearDelayedTasks();
// 停止所有动画
if (this.contentOpacity) {
Tween.stopAllByTarget(this.contentOpacity);
}
}
}