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@@ -18,15 +18,15 @@ namespace GFGGame
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private EffectUI _effectUI1;
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private DressUpObjUI _dressUpObjUI;
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private GTextField _wordTextField;
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- //剧情完成回调
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+ //鍓ф儏瀹屾垚鍥炶皟
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private OnCompleteStoryDialogCall _onCompleteStoryDialogCall;
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private object _onCompleteStoryDialogCallParam;
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- //回顾
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+ //鍥為【
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private List<string> _dialogListLookBack;
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- //自动播放
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+ //鑷�姩鎾�斁
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private int _speedAutoPlay = 1;
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private bool _autoPlay = false;
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- //剧情状态
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+ //鍓ф儏鐘舵€�
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private List<StoryDialogCfg> _stepListToRead;
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private StoryDialogCfg _currentStepCfg;
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private string _nextStepId;
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@@ -36,7 +36,7 @@ namespace GFGGame
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private string _currentWords;
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private string _stroyStartID;
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- //屏幕效果中
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+ //灞忓箷鏁堟灉涓�
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private Action<object> _onScreenEffectComplete;
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@@ -123,7 +123,7 @@ namespace GFGGame
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}
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if (LauncherConfig.netType == LauncherConfig.EnumNetType.TEMP && !InstanceZonesDataManager.CheckLevelPass(MainStoryDataManager.currentLevelCfgId))
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{
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- // 临时设置都可以跳过对话
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+ // 涓存椂璁剧疆閮藉彲浠ヨ烦杩囧�璇�
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skipable = false;
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}
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else
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@@ -220,7 +220,7 @@ namespace GFGGame
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private void OnClickBtnSpeedUp()
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{
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- //如果没有自动播放先开始自动播放
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+ //濡傛灉娌℃湁鑷�姩鎾�斁鍏堝紑濮嬭嚜鍔ㄦ挱鏀�
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if (!_autoPlay)
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{
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_ui.m_btnAutoPlay.selected = true;
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@@ -275,7 +275,7 @@ namespace GFGGame
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_ui.m_dialogName.target.visible = false;
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_ui.m_dialogHead.target.visible = false;
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float delay = 0;
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- //屏幕效果
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+ //灞忓箷鏁堟灉
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if (_currentStepCfg != null)
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{
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if (_currentStepCfg.blackScreenDur > 0)
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@@ -291,7 +291,7 @@ namespace GFGGame
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}
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if (delay > 0)
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{
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- //转换成秒
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+ //杞�崲鎴愮�
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delay = delay / 1000f;
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_onScreenEffectComplete = OnScreenEffectComplete;
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Timers.inst.Add(delay, 1, OnScreenEffectComplete);
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@@ -382,14 +382,14 @@ namespace GFGGame
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{
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roleName = RoleDataManager.roleName;
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}
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- //回顾
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+ //鍥為【
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if (roleName != null)
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{
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_dialogListLookBack.Add("[color=#FDA2B1]" + roleName + "[/color]");
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}
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if (!string.IsNullOrEmpty(headAniRes) || storyDialogCfg.suitId > 0)
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{
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- //显示对话框半身像
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+ //鏄剧ず瀵硅瘽妗嗗崐韬�儚
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_ui.m_dialogText.target.visible = false;
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_ui.m_dialogName.target.visible = false;
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_ui.m_dialogHead.target.visible = true;
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@@ -400,14 +400,14 @@ namespace GFGGame
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var headAniCfg = HeadAniCfgArray.Instance.GetCfg(headAniRes);
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if (headAniCfg != null && !string.IsNullOrEmpty(headAniCfg.headAni))
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{
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- //独立动画
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+ //鐙�珛鍔ㄧ敾
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_ui.m_dialogHead.m_compDressUp.target.visible = false;
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_ui.m_dialogHead.m_comphead.target.visible = true;
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_effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_dialogHead.m_comphead.m_holder, "ui_nzbq", headAniCfg.headAni);
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}
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else
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{
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- //换装
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+ //鎹㈣�
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_ui.m_dialogHead.m_compDressUp.target.visible = true;
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_ui.m_dialogHead.m_comphead.target.visible = false;
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_dressUpObjUI.ResetSceneObj(80, true, false, null, false);
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@@ -426,7 +426,7 @@ namespace GFGGame
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}
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if (headAniCfg != null && headAniCfg.faceId > 0)
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{
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- //表情
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+ //琛ㄦ儏
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_dressUpObjUI.dressUpObj.AddOrRemove(headAniCfg.faceId, false);
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_dressUpObjUI.UpdateWrapper(_ui.m_dialogHead.m_compDressUp.m_holder);
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}
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