| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223 | using FairyGUI;using UnityEngine;using UI.Main;using System.Collections;using System.Collections.Generic;using System.Text.RegularExpressions;using System;using YooAsset;using GFGGame.Launcher;using UnityEngine.UI;using System.Threading.Tasks;namespace GFGGame{    public delegate void OnCompleteStoryDialogCall(bool isSkip, object param);    public class StoryDialogView : BaseView    {        private UI_StoryDialogUI _ui;        private UI_CompArrow _arrow;        private GameObject _sceneObject;        private GameObject _animObject;        private EffectUI _effectUI1;        private EffectUI _effect;        private DressUpObj _dressUpObj;        private GameObject _dressUpSceneObj;        private GameObject _selfHeadImgObj;        private GTextField _wordTextField;        //剧情完成回调        private OnCompleteStoryDialogCall _onCompleteStoryDialogCall;        private object _onCompleteStoryDialogCallParam;        //回顾        private List<string> _dialogListLookBack;        //自动播放        private int _speedAutoPlay = 1;        private bool _autoPlay = false;        //剧情状态        private List<StoryDialogCfg> _stepListToRead;        private StoryDialogCfg _currentStepCfg;        private string _nextStepId;        private string[] _wordList;        private int _wordIndex = 0;        private bool _isShowLetters;        private bool _canClickBtnNext;        private string _currentWords;        private string _storyStartID;        private string lastTextFieldType;   // 上一段文本框的类型        private bool IsTeaParty;            //是否是茶话会里的对话        private bool _work;                 // 对话系统运行状态,true:正常运行; false:停止运行        TypingFadeEffectPro _typingEffect;        //屏幕效果中        private Action<object> _onScreenEffectComplete;        public override void Dispose()        {            if (_sceneObject != null)            {                PrefabManager.Instance.Restore(_sceneObject);                _sceneObject = null;            }            if(_animObject != null)            {                PrefabManager.Instance.Restore(_animObject);                _animObject = null;            }            _wordTextField = null;            _arrow = null;            _isShowLetters = false;            EffectUIPool.Recycle(_effectUI1);            _effectUI1 = null;            EffectUIPool.Recycle(_effect);            _effect = null;            _onScreenEffectComplete = null;            _typingEffect = null;            if (_ui != null)            {                _ui.Dispose();                _ui = null;            }            base.Dispose();        }        protected override void OnInit()        {            base.OnInit();            packageName = UI_StoryDialogUI.PACKAGE_NAME;            _ui = UI_StoryDialogUI.Create();            viewCom = _ui.target;            isfullScreen = true;            isReturnView = true;            _ui.m_dialogText.target.visible = false;            _ui.m_dialogName.target.visible = false;            _ui.m_dialogHead.target.visible = false;            _ui.m_list.visible = false;            _ui.m_btnNext.width = GRoot.inst.width;            _ui.m_btnNext.height = GRoot.inst.height;            _ui.m_mask1.height = (GRoot.inst.height - 1920) / 2;            _ui.m_mask2.height = (GRoot.inst.height - 1920) / 2;            _ui.m_mask1.y = -ViewGlobal.GetRealTopOffset();            _ui.m_mask2.y = GRoot.inst.height - _ui.m_mask2.height - ViewGlobal.GetRealTopOffset();            _ui.m_btnNext.AddRelation(GRoot.inst, RelationType.Size);            _ui.m_btnBack.onClick.Add(OnClickBtnBack);            _ui.m_btnNext.onClick.Add(OnClickBtnNext);            _ui.m_btnLookBack.onClick.Add(OnClickBtnLookBack);            _ui.m_btnSkip.onClick.Add(OnBtnSkip);            _ui.m_list.onClickItem.Add(OnClickListItem);            _ui.m_btnSpeedUp.onClick.Add(OnClickBtnSpeedUp);            _ui.m_btnAutoPlay.onClick.Add(OnClickBtnAutoPlay);        }        protected override void OnShown()        {            base.OnShown();            // 初始化            _work = true;            MusicManager.Instance.Stop();            MusicManager.Instance.SetVolume(0);            _ui.m_hideAnimMask.Play();            if (_sceneObject == null)            {                _sceneObject = PrefabManager.Instance.InstantiateSync(ResPathUtil.GetPrefabPath("SceneStoryDialog"));            }            if (_dressUpObj == null)            {                _dressUpObj = new DressUpObj();            }                        CreateHeadImg();            _speedAutoPlay = FightDataManager.Instance.dialogSpeed;            lastTextFieldType = "";            UpdateSpeedUpBtn();            _dialogListLookBack = new List<string>();            object[] datas = viewData as object[];            _storyStartID = (string)datas[0];            bool skipable = (bool)datas[1];            _onCompleteStoryDialogCall = (OnCompleteStoryDialogCall)datas[2];            if (datas.Length > 3)            {                _onCompleteStoryDialogCallParam = datas[3];            }            IsTeaParty = (bool)datas[4];            _autoPlay = _lastStartAutoPlay;            //修改需求,所有关卡打开跳过(第一关除外)dd            skipable = true;            if (MainStoryDataManager.currentLevelCfgId == 100001001 && !InstanceZonesDataManager.CheckLevelPass(MainStoryDataManager.currentLevelCfgId))            {                skipable = false;            }            _ui.m_btnSkip.visible = skipable;            _ui.m_c1.selectedIndex = 0;            if (_storyStartID == MainStoryDataManager.priorId)            {                _ui.m_c1.selectedIndex = 1;                OnClickBtnAutoPlay();                _speedAutoPlay = 1;                FightDataManager.Instance.dialogSpeed = _speedAutoPlay;            }            // 茶会修改参数            if (IsTeaParty)            {                _autoPlay = true;                _ui.m_c1.selectedIndex = 2;                _speedAutoPlay = 1;            }            _ui.m_btnAutoPlay.selected = _autoPlay;            _ui.m_btnBack.visible = InstanceZonesDataManager.CheckLevelPass(100001001);            StoryDialogDataManager.Instance.Clear();            InitStepListById(_storyStartID);            // 检查资源的初始化            Timers.inst.StartCoroutine(CheckResLoad());        }        private bool _lastStartAutoPlay = false;        protected override void OnHide()        {            base.OnHide();            _work = false;            Timers.inst.Remove(UpdateShake);            Timers.inst.Remove(OnScreenEffectComplete);            Timers.inst.Remove(OnWait);            ScreenBlackController.Instance.HideBlack();            // 不是茶话会,则记录上一次自动播放按钮的状态            if (!IsTeaParty)            {                _lastStartAutoPlay = _autoPlay;            }            StopAutoPlay();            VoiceManager.Instance.StopVoice();            if (_sceneObject != null)            {                PrefabManager.Instance.Restore(_sceneObject);                _sceneObject = null;            }            if (_animObject != null)            {                PrefabManager.Instance.Restore(_animObject);                _animObject = null;            }            EffectUIPool.Recycle(_effect);            _effect = null;            _dressUpObj.TakeOffAll();            MusicManager.Instance.PlayCroutine(ResPathUtil.GetMusicPath(ConstMusicName.DEFAULT));            _onCompleteStoryDialogCall = null;            _onCompleteStoryDialogCallParam = null;            StoryDialogDataManager.Instance.Clear();            GuideController.TryCompleteGuide(ConstGuideId.ENTER_CHAPTER_5, 3);            DestroyHeadImg();        }        protected override void TryCompleteGuide()        {            base.TryCompleteGuide();            GuideController.TryCompleteGuide(ConstGuideId.ENTER_CHAPTER_5, 3);        }        private void OnClickBtnBack()        {            Over(false);        }        private void OnClickBtnNext()        {            if (!_canClickBtnNext || IsTeaParty)            {                return;            }            StopAutoPlay();            if (_onScreenEffectComplete != null)            {                Timers.inst.Remove(OnScreenEffectComplete);                _onScreenEffectComplete.Invoke(null);            }            else            {                ShowNextWords();            }        }        private void OnClickBtnLookBack()        {            StopAutoPlay();            if (_ui.m_btnSkip.visible)            {                ViewManager.Show<StoryLookBackView>(_storyStartID);            }            else            {                ViewManager.Show<StoryLookBackView>(_dialogListLookBack);            }        }        private void OnBtnSkip()        {            _work = false;            Over(true);        }        private void OnClickListItem(EventContext context)        {            UI_ListDialogItem dialogItem = UI_ListDialogItem.Proxy(context.data as GObject);            _dialogListLookBack.Add(dialogItem.m_txtContent.text);            string stepID = (string)dialogItem.target.data;            if (stepID == null)            {                stepID = "0";            }            UI_ListDialogItem.ProxyEnd();            OnStepComplete(stepID);        }        private void OnClickBtnSpeedUp()        {            //如果没有自动播放先开始自动播放            if (!_autoPlay)            {                _ui.m_btnAutoPlay.selected = true;                OnClickBtnAutoPlay();            }            _speedAutoPlay = _speedAutoPlay * 2;            if (_speedAutoPlay > GameConst.MAX_SPEED_AUTO_PLAY)            {                _speedAutoPlay = 1;            }            FightDataManager.Instance.dialogSpeed = _speedAutoPlay;            UpdateSpeedUpBtn();            //if (_speedAutoPlay > 1)            //{            //    VoiceManager.Instance.StopVoice();            //}                        }        private void OnClickBtnAutoPlay()        {            _autoPlay = _ui.m_btnAutoPlay.selected;            if (_autoPlay)            {                ShowNextWords();            }        }        private void InitStepListById(string dialogID)        {            var temp = StoryDialogCfgArray.Instance.GetCfgsByid(dialogID);            _stepListToRead = new List<StoryDialogCfg>(temp);        }        private void ShowNextStep(string nextStepId)        {            if (!_work)            {                return;            }            if (nextStepId != null)            {                InitStepListById(nextStepId);            }            if (_stepListToRead != null && _stepListToRead.Count > 0)            {                StoryDialogCfg storyDialogCfg = (StoryDialogCfg)_stepListToRead[0];                _stepListToRead.RemoveAt(0);                Timers.inst.StartCoroutine(InitStepContent(storyDialogCfg));            }            else            {                Over();            }        }        private void OnStepComplete(string nextStepId = null)        {            _nextStepId = nextStepId;            _ui.m_dialogText.target.visible = false;            _ui.m_dialogName.target.visible = false;            _ui.m_dialogHead.target.visible = false;            float delay = 0;            bool isWait = false;            //屏幕效果            if (_currentStepCfg != null)            {                if (_currentStepCfg.blackScreenDur > 0)                {                    delay = _currentStepCfg.blackScreenDur;                    ScreenBlackController.Instance.ShowBlack(delay, this.viewCom, 0);                }                if (_currentStepCfg.blankScreenDur > 0)                {                    isWait = true;                    delay = _currentStepCfg.blankScreenDur;                    UpdatePic("0");                }            }            if (delay > 0 && !isWait)            {                //转换成秒                delay = delay / 1000f;                _onScreenEffectComplete = OnScreenEffectComplete;                Timers.inst.Add(delay, 1, OnScreenEffectComplete);                StoryDialogDataManager.Instance.dialogShowDelay = 0.6f;            }            else if (isWait)            {                float waitTime = delay / 1000f;                _canClickBtnNext = false;                Timers.inst.Add(waitTime, 1, OnWait);                if (_autoPlay)                {                    //转换成秒                    delay = delay / 1000f;                    _onScreenEffectComplete = OnScreenEffectComplete;                    Timers.inst.Add(delay, 1, OnScreenEffectComplete);                    StoryDialogDataManager.Instance.dialogShowDelay = 0.6f;                }                else if(_currentStepCfg.effectInfoArr.Length > 0)                {                    delay = delay / 1000f;                    _onScreenEffectComplete = OnScreenEffectComplete;                    Timers.inst.Add(delay, 1, OnScreenEffectComplete);                    StoryDialogDataManager.Instance.dialogShowDelay = 0.6f;                }                else                {                    _onScreenEffectComplete = OnScreenEffectComplete;                    StoryDialogDataManager.Instance.dialogShowDelay = 0.6f;                }            }            else            {                OnScreenEffectComplete();            }        }        private void OnWait(object param = null)        {            _canClickBtnNext = true;            Timers.inst.Remove(OnWait);        }        private void OnScreenEffectComplete(object param = null)        {            _onScreenEffectComplete = null;            if (_nextStepId == "0")            {                Over();            }            else            {                ShowNextStep(_nextStepId);            }        }        private IEnumerator InitStepContent(StoryDialogCfg storyDialogCfg)        {            if (!_work)            {                yield break;            }            _canClickBtnNext = false;            StoryDialogDataManager.Instance.waitPicFade = false;            _ui.m_hide.Play();  // 隐藏遮罩            HideAllDialogUI();            // Init resource            _currentStepCfg = storyDialogCfg;            UpdateMusic(storyDialogCfg.musicRes);            UpdateBg(storyDialogCfg.bgRes);            UpdatePic(storyDialogCfg.picRes, storyDialogCfg.faceRes, storyDialogCfg.emojiRes);            UpdateAnim(storyDialogCfg.aniRes);            UpdateRoleObj(storyDialogCfg.name);            PlayEffect(storyDialogCfg.effectInfoArr);            PlayShake(storyDialogCfg.shakeInfoArr);            string content = storyDialogCfg.content;            content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);            while (StoryDialogDataManager.Instance.waitBgChange)            {                //Debug.Log("等待背景转换");                yield return new WaitForEndOfFrame();            }            if(StoryDialogDataManager.Instance.dialogShowDelay > 0)            {                yield return new WaitForSeconds(StoryDialogDataManager.Instance.dialogShowDelay);                StoryDialogDataManager.Instance.dialogShowDelay = 0f;            }            _canClickBtnNext = true;            if (content.IndexOf("//") >= 0)            {                ShowList(content);            }            else            {                Timers.inst.StartCoroutine(ShowDialog(storyDialogCfg));            }        }        private void ShowList(string content)        {            StopAutoPlay();            _ui.m_btnAutoPlay.enabled = false;            _wordTextField = null;            _ui.m_list.visible = true;            _ui.m_list.RemoveChildrenToPool();            string[] list = Regex.Split(content, "//");            _ui.m_list.itemRenderer = (int index, GObject item) =>            {                string itemInfo = list[index];                string[] itemInfoList = Regex.Split(itemInfo, "=");                UI_ListDialogItem dialogItem = UI_ListDialogItem.Proxy(item);                dialogItem.m_txtContent.text = itemInfoList[0];                dialogItem.target.data = itemInfoList.Length > 1 ? itemInfoList[1] : null;                UI_ListDialogItem.ProxyEnd();            };            _ui.m_list.numItems = list.Length;        }        private void HideAllDialogUI()        {            _ui.m_dialogText.target.visible = false;            _ui.m_dialogName.target.visible = false;            _ui.m_dialogHead.target.visible = false;            _ui.m_list.visible = false;        }        /// <summary>        /// 初始化对话框/语音/CG等        /// </summary>        /// <param name="storyDialogCfg"></param>        /// <returns></returns>        private IEnumerator ShowDialog(StoryDialogCfg storyDialogCfg)        {            if (!_work)            {                yield break;            }            if (storyDialogCfg.showChangeName == 1 && StorageDataManager.Instance.GetStorageValue(ConstStorageId.CHANGE_NAME) == 0)            {                GameController.ShowCreateRole();                StoryDialogDataManager.Instance.waiting = true;                while (StoryDialogDataManager.Instance.waiting)                {                    yield return new WaitForEndOfFrame();                }                //if (_autoPlay)                //{                //    _ui.m_btnAutoPlay.selected = false;                //    OnClickBtnAutoPlay();                //}            }            _ui.m_loaMask.url = ResPathUtil.GetSceneBgPath(storyDialogCfg.maskRes);            _ui.m_btnAutoPlay.enabled = true;            _ui.m_list.visible = false;            var content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);            string words = content;            string roleName = storyDialogCfg.name;            string headRes = storyDialogCfg.head;            string headAniRes = storyDialogCfg.headAni;            string[] effectInfo = storyDialogCfg.effectInfoArr;            VoiceManager.Instance.StopVoice();            // 如果没开倍速才加载语音            if(_speedAutoPlay == 1 || !_autoPlay)            {                // 如果配置了语音,读取语音                VoiceManager.Instance.LoadRes(ResPathUtil.GetVoicePath(storyDialogCfg.voiceRes));            }            _wordList = Regex.Split(words, "&&");            // 有对话            if (_wordList.Length > 0 && !_wordList[0].Equals(""))            {                if (roleName == "self")                {                    roleName = RoleDataManager.roleName;                }                //回顾                if (roleName != null)                {                    _dialogListLookBack.Add("[color=#FDA2B1]" + roleName + "[/color]");                }                if (!string.IsNullOrEmpty(headAniRes) || storyDialogCfg.suitId > 0)                {                    //显示对话框半身像                    _ui.m_dialogHead.m_txtName.text = roleName;                    _ui.m_dialogHead.m_comphead.m_head.visible = false;                    _ui.m_dialogHead.m_comphead.m_holder.visible = true;                    _ui.m_dialogHead.m_txtContent.text = "";                    var headAniCfg = HeadAniCfgArray.Instance.GetCfg(headAniRes);                    if (headAniCfg != null && !string.IsNullOrEmpty(headAniCfg.headAni))                    {                        //独立动画                        _ui.m_dialogHead.m_compDressUp.target.visible = false;                        _ui.m_dialogHead.m_comphead.target.visible = true;                        _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_dialogHead.m_comphead.m_holder, "ui_nzbq", headAniCfg.headAni);                    }                    else                    {                        //换装                        _ui.m_dialogHead.m_comphead.target.visible = false;                        //_dressUpObjUI.ResetSceneObj(80, true, false, sceneObject.transform.Find("Scene").gameObject, false);                        GRoot.inst.touchable = false;                        _dressUpObj.setSceneObj(_dressUpSceneObj, false, false, null, false, ChangeHeadImgLayer);                                                if (storyDialogCfg.suitId > 0)                        {                            _dressUpObj.PutOnSuitCfg(storyDialogCfg.suitId, false, new int[] { ConstDressUpItemType.SHOU_CHI_WU }, false, false);                        }                        else                        {                            _dressUpObj.PutOnDressUpData(CustomSuitDataManager.GetCurrentSuitData().dressUpData, new int[] { ConstDressUpItemType.SHOU_CHI_WU });                            if (_dressUpObj.actionId > 0)                            {                                _dressUpObj.CancelAction(true, new int[] { ConstDressUpItemType.SHOU_CHI_WU });                            }                        }                        if (headAniCfg != null && headAniCfg.faceId > 0)                        {                            //表情                            _dressUpObj.AddOrRemove(headAniCfg.faceId, true);                        }                        _ui.m_dialogHead.m_compDressUp.target.visible = true;                    }                    _ui.m_dialogHead.target.visible = true;                    _wordTextField = _ui.m_dialogHead.m_txtContent;                    _arrow = _ui.m_dialogHead.m_iconNext;                    lastTextFieldType = "head";                }                else if (!string.IsNullOrEmpty(headRes))                {                    _ui.m_dialogHead.target.visible = true;                    _ui.m_dialogHead.m_txtName.text = roleName;                    _ui.m_dialogHead.m_comphead.m_head.visible = true;                    _ui.m_dialogHead.m_comphead.m_holder.visible = false;                    _ui.m_dialogHead.m_comphead.m_head.url = ResPathUtil.GetNpcHeadPath(headRes);                    _wordTextField = _ui.m_dialogHead.m_txtContent;                    _arrow = _ui.m_dialogHead.m_iconNext;                    lastTextFieldType = "head";                }                else if (!string.IsNullOrEmpty(roleName))                {                    _ui.m_dialogName.target.visible = true;                    if (IsTeaParty)                    {                        var roleContainerList = LeagueDataManager.Instance.RoleContainerList;                        var teapartyRoleCfg = TeapartyRoleCfgArray.Instance.GetCfgsByid(LeagueDataManager.Instance.TeaPartyId);                        int roleIndex = Convert.ToInt32(roleName);                        _ui.m_dialogName.m_txtName.text = teapartyRoleCfg[roleIndex - 1].name;                        _ui.m_dialogName.m_bgType.selectedIndex = 1;                        _ui.m_dialogName.m_showArrow.selectedIndex = 1;                        if (roleIndex <= roleContainerList.Count && roleContainerList[roleIndex - 1].MaxScoreRoleName != null && roleContainerList[roleIndex - 1].MaxScoreRoleName != "" && _ui.m_dialogName.m_txtName.text != "")                        {                            _ui.m_comPlayName.visible = true;                            _ui.m_txtPlayName.text = roleContainerList[roleIndex - 1].MaxScoreRoleName;                            if (_ui.m_txtPlayName.text == RoleDataManager.roleName)                                _ui.m_dialogName.m_bgType.selectedIndex = 0;                        }                        else                            _ui.m_comPlayName.visible = false;                    }                    else                    {                        _ui.m_dialogName.m_bgType.selectedIndex = 0;                        _ui.m_dialogName.m_showArrow.selectedIndex = 0;                        _ui.m_dialogName.m_txtName.text = roleName;                    }                    _wordTextField = _ui.m_dialogName.m_txtContent;                    _arrow = _ui.m_dialogName.m_iconNext;                    if (!lastTextFieldType.Equals("name"))                    {                        lastTextFieldType = "name";                        StoryDialogDataManager.Instance.waiting = true;                        _ui.m_t0.Play(() =>                        {                            StoryDialogDataManager.Instance.waiting = false;                        });                    }                }                else                {                    if (IsTeaParty)                        _ui.m_dialogText.m_showArrow.selectedIndex = 1;                    else                        _ui.m_dialogText.m_showArrow.selectedIndex = 0;                    _ui.m_dialogText.target.visible = true;                    _wordTextField = _ui.m_dialogText.m_txtContent;                    _arrow = _ui.m_dialogText.m_iconNext;                    lastTextFieldType = "text";                    _ui.m_comPlayName.visible = false;                }                _wordIndex = 0;                _typingEffect = new TypingFadeEffectPro(_wordTextField);                _typingEffect.typeFinishedAction = ShowCurrentWords;                ShowNextDialog();            }            else            {                OnStepComplete();                //if (effectInfo.Length > 0)                //{                //    // 等待CG播放完毕直接进入下一段                //    Timers.inst.StartCoroutine(WaitCGAnimFinish(effectInfo[0], int.Parse(effectInfo[1])));                //}                //// 播放效果等                //else                //{                //    OnStepComplete();                //}            }        }        /// <summary>        /// 延迟显示头像,防止换装异步加载/换表情 未完成时显示了头像        /// </summary>        private async void ShowSelfHeadImg()        {            _ui.m_dialogHead.m_compDressUp.target.visible = false;            await Task.Delay(80);            _ui.m_dialogHead.m_compDressUp.target.visible = true;        }        private void ShowNextDialog()        {            if (_wordList != null && _wordList.Length > _wordIndex)            {                string itemInfo = _wordList[_wordIndex];                string[] itemInfoList = Regex.Split(itemInfo, "=");                _currentWords = itemInfoList[0];                if (itemInfoList.Length > 1)                {                    _wordTextField.data = itemInfoList[1];                }                else                {                    _wordTextField.data = null;                }                Timers.inst.StartCoroutine(StartShowLetters());            }            else            {                OnStepComplete();            }        }        private void ShowCurrentWords()        {            //_arrow.target.visible = true;            //Timers.inst.Remove(UpdateLetters);            StopTyping();            _typingEffect?.Cancel();            _wordTextField.text = _currentWords;            _dialogListLookBack.Add(_currentWords);            _isShowLetters = false;            _wordIndex++;            if (_autoPlay)            {                float interval = Mathf.Max(VoiceManager.Instance.GetClipRemainingLength(), GameConst.NEXT_WORDS_INTERVAL_MAX / _speedAutoPlay);                Timers.inst.Add(interval, 1, ShowNextWords);            }        }        private void ShowNextWords(object param = null)        {            if (_wordTextField != null)            {                if (_isShowLetters)                {                    ShowCurrentWords();                }                else                {                    string stepID = (string)_wordTextField.data;                    if (stepID != null)                    {                        OnStepComplete(stepID);                    }                    else                    {                        ShowNextDialog();                    }                }            }        }        private IEnumerator StartShowLetters()        {            _isShowLetters = true;            _arrow.target.visible = false;            _wordTextField.verticalAlign = VertAlignType.Top;            _wordTextField.text = "";            _canClickBtnNext = false;            while (StoryDialogDataManager.Instance.waitPicFade || StoryDialogDataManager.Instance.waiting)            {                //Debug.Log("等待立绘/动画结束");                yield return new WaitForEndOfFrame();            }            _canClickBtnNext = true;            _wordTextField.text = _currentWords;            StartTyping();        }        /// <summary>        /// 开启打字机显示        /// </summary>        private void StartTyping()        {            _typingEffect.SetSpeed(_speedAutoPlay);            _typingEffect.Start();            // 如果配置了语音,则播放语音            VoiceManager.Instance.PlayVoice();        }        private void StopTyping()        {            _typingEffect.Cancel();        }        private void UpdateBg(string value)        {            if (value.Length > 0)            {                SceneController.UpdateDialogBg(value, _sceneObject);            }        }        private void UpdatePic(string value, string faceValue = "", string emojiValue = "")        {            if (IsTeaParty)            {                return;            }            if (value.Length > 0)            {                SceneController.UpdateDialogPic(value, _sceneObject);            }            if (faceValue.Length > 0)            {                SceneController.InitPicFace(faceValue, _sceneObject);            }            if (emojiValue.Length > 0)            {                UpdateLiveEmoji(emojiValue);            }        }        private void UpdateLiveEmoji(string EmojiRes)        {            if (EmojiRes.Length > 0 && !IsTeaParty)            {                SceneController.UpdateEmojiAni(EmojiRes, ref _animObject);            }        }        private void UpdateAnim(string value)        {            if (value.Length > 0 && !IsTeaParty)            {                if (value == "0")                {                    //SceneController.ControlBgVisible(_sceneObject, true);                    _ui.m_hideAnimMask.Play();                    SceneController.UpdateDialogAnim(value, ref _animObject);                }                // 播放动画                else                {                    SceneController.UpdateDialogAnim(value, ref _animObject);                    _animObject.SetActive(false);                    _canClickBtnNext = false;                    _ui.m_showMask.Play(() =>                    {                        //_canClickBtnNext = true;                        if (_animObject != null)                        {                            _ui.m_hideMask.Play();                            _ui.m_showAnimMask.Play();                            _animObject.SetActive(true);                        }                        //SceneController.ControlBgVisible(_sceneObject, false);                    });                                    }                            }        }        private void UpdateRoleObj(string value)        {            if (IsTeaParty)            {                var roleContainerList = LeagueDataManager.Instance.RoleContainerList;                MyDressUpHelper.dressUpObj.setSceneObj(_sceneObject, false, false);                for (int i = 0; i < roleContainerList.Count; i++)                {                    if (value == (i + 1).ToString() && roleContainerList[i].EquipIds.Count > 0)                    {                        MyDressUpHelper.dressUpObj.PutOnItemList(roleContainerList[i].EquipIds);                        return;                    }                }                MyDressUpHelper.dressUpObj.PutOnDefaultDressUpData(IsTeaParty);            }        }        private void UpdateMusic(string value)        {            if (value.Length > 0)            {                if (value == "0")                {                    MusicManager.Instance.Stop();                }                else                {                    MusicManager.Instance.PlayCroutine(ResPathUtil.GetMusicPath(value, "mp3"), false, 0.1f);                }            }        }        private void PlayEffect(string[] value)        {            if (value.Length > 0)            {                if (value[0] == "0")                {                    EffectUIPool.Recycle(_effect);                    _effect = null;                }                else                {                    EffectUIPool.Recycle(_effect);                    _effect = null;                    string effectPath = string.Format("ui_Juqing/{0}", value[0]);                    _effect = EffectUIPool.CreateEffectUI(_ui.m_effect, effectPath, value[0]);                    _ui.m_effect.visible = true;                }            }        }        private void PlayShake(int[] shakeInfoArr)        {            if (shakeInfoArr != null && shakeInfoArr.Length > 0)            {                Vector3 position = _sceneObject.transform.position;                position.x = (float)shakeInfoArr[0] / GameConst.PIXELS_PER_UNITY_UNIT;                position.y = (float)shakeInfoArr[1] / GameConst.PIXELS_PER_UNITY_UNIT;                _sceneObject.transform.position = position;                float attenuationX = (float)shakeInfoArr[2] / GameConst.PIXELS_PER_UNITY_UNIT;                float attenuationY = (float)shakeInfoArr[3] / GameConst.PIXELS_PER_UNITY_UNIT;                float interval = (float)shakeInfoArr[4] / 1000;                float duration = (float)shakeInfoArr[5] / 1000;                int repeat = Mathf.RoundToInt(duration / interval);                Timers.inst.Add(interval, 0, UpdateShake, new float[] { attenuationX, attenuationY });            }        }        private void UpdateShake(object param)        {            float[] attenuations = param as float[];            float attenuationX = attenuations[0];            float attenuationY = attenuations[1];            Vector3 position = _sceneObject.transform.position;            bool done = false;            bool doneX = false;            float absX = Mathf.Abs(position.x);            if (absX > attenuationX)            {                int dir = (int)(position.x / absX);                position.x = Mathf.Abs(position.x) - attenuationX;                position.x *= -1 * dir;            }            else            {                doneX = true;                position.x = 0;            }            bool doneY = false;            float absY = Mathf.Abs(position.y);            if (absY > attenuationY)            {                int dir = (int)(position.y / absY);                position.y = Mathf.Abs(position.y) - attenuationY;                position.y *= -1 * dir;            }            else            {                doneY = true;                position.y = 0;            }            done = doneX && doneY;            _sceneObject.transform.position = position;            if (done)            {                Timers.inst.Remove(UpdateShake);            }        }        private void Over(bool done = true)        {            if (_onCompleteStoryDialogCall != null)            {                _onCompleteStoryDialogCall(done, _onCompleteStoryDialogCallParam);            }            this.Hide();        }        private void UpdateSpeedUpBtn()        {            if (_speedAutoPlay > 1)            {                _ui.m_btnSpeedUp.text = "x" + _speedAutoPlay;            }            else            {                _ui.m_btnSpeedUp.text = "";            }            _typingEffect?.SetSpeed(_speedAutoPlay);        }        private void StopAutoPlay()        {            _autoPlay = false;            _ui.m_btnAutoPlay.selected = false;            Timers.inst.Remove(ShowNextWords);        }        private IEnumerator WaitCGAnimFinish(string resName, int times = 1)        {            GameObject cg = PrefabManager.Instance.InstantiateSync("test");            Animator animator = cg.GetComponentInChildren<Animator>();            AnimatorStateInfo info = animator.GetCurrentAnimatorStateInfo(0);            yield return new WaitForSeconds(info.length * times);            //while (info.normalizedTime < 0.95)            //{            //    info = animator.GetCurrentAnimatorStateInfo(0);            //    yield return new WaitForSeconds(0.1f);            //}            PrefabManager.Instance.Restore(cg);            OnStepComplete();        }        /// <summary>        /// 检查资源加载是否完成        /// </summary>        private IEnumerator CheckResLoad()        {            List<string> resList = new List<string>();            for (int i = 0; i < _stepListToRead.Count; i++)            {                StoryDialogCfg cfg = _stepListToRead[i];                if (cfg.bgRes.Length > 0 && cfg.bgRes != "0")                {                    string bgRes = ResPathUtil.GetSceneBgPath(cfg.bgRes);                    if (!resList.Contains(bgRes))                    {                        resList.Add(bgRes);                    }                }                if (cfg.aniRes.Length > 0 && cfg.aniRes != "0")                {                    string res = cfg.aniRes.Split('/')[1];                    string aniRes = ResPathUtil.GetStoryDialogCGPath(cfg.aniRes, res);                    if (!resList.Contains(aniRes))                    {                        resList.Add(aniRes);                    }                }                if (cfg.emojiRes.Length > 0 && cfg.emojiRes != "0")                {                    string EmojiPath = string.Format("DressUp/{0}", cfg.emojiRes);                    string aniRes = ResPathUtil.GetEmojiResPath(EmojiPath, cfg.emojiRes);                    if (!resList.Contains(aniRes))                    {                        resList.Add(aniRes);                    }                }            }            ResourceDownloaderOperation downloaderOperation = YooAssets.CreateBundleDownloader(resList.ToArray(), 3, 3);            if (downloaderOperation.TotalDownloadCount == 0)            {                ShowNextStep(_storyStartID);                yield break;            }            // 开始加载资源            ViewManager.Show<LoadingView>();            LoadingView.Instance.SetDesc("正在加载剧情资源...");            downloaderOperation.OnDownloadErrorCallback =            (fileName, error) =>            {                Debug.LogError($"加载{fileName}失败 {error}");            };            downloaderOperation.OnDownloadProgressCallback =            (totalDownloadCount, currentDownloadCount, totalDownloadSizeBytes, currentDownloadSizeBytes) =>            {                string currentSizeMB = (currentDownloadSizeBytes / 1048576f).ToString("f1");                string totalSizeMB = (totalDownloadSizeBytes / 1048576f).ToString("f1");                var progress = (float)currentDownloadSizeBytes / totalDownloadSizeBytes;                //LauncherView.Instance.SetDesc($"正在下载资源,{currentDownloadCount}/{totalDownloadCount}", $"{currentSizeMB}MB/{totalSizeMB}MB", true);                LoadingView.Instance.SetProgress((int)(progress * 100));            };            downloaderOperation.BeginDownload();            yield return downloaderOperation;            // 检测下载结果            if (downloaderOperation.Status != EOperationStatus.Succeed)            {                Alert.Show("下载失败!请检查网络状态后重试。")                    .SetLeftButton(true, "返回", (data) =>                    {                        ViewManager.Hide<LoadingView>();                        Hide();                    });                yield break;            }            // 加载完成            LoadingView.Instance.SetProgress(100, () =>                {                    ViewManager.Hide<LoadingView>();                    ShowNextStep(_storyStartID);                }            );        }        private RenderTexture renderTexure;        private void CreateHeadImg()        {            // 创建render texture            renderTexure = new RenderTexture(550, 760, 24);            // 换装父节点 + 相机            _dressUpSceneObj = PrefabManager.Instance.InstantiateSync(ResPathUtil.GetPrefabPath("StoryDialogSelfImg/StoryDialogDressUpObj"));            Camera camera = _dressUpSceneObj.transform.Find("Camera").GetComponent<Camera>();            camera.targetTexture = renderTexure;            // 创建RawImg            _selfHeadImgObj = PrefabManager.Instance.InstantiateSync(ResPathUtil.GetPrefabPath("StoryDialogSelfImg/Canvas"));            RawImage rawImage = _selfHeadImgObj.transform.Find("mask/RawImage").GetComponent<RawImage>();            rawImage.texture = renderTexure;            // 将RawImg放在FGUI上            GoWrapper goWrapper = new GoWrapper(_selfHeadImgObj);            _ui.m_dialogHead.m_compDressUp.m_holder.SetNativeObject(goWrapper);        }        private void DestroyHeadImg()        {            // 清空render Texture            Camera camera = _dressUpSceneObj.transform.Find("Camera").GetComponent<Camera>();            camera.targetTexture = null;            RawImage rawImage = _selfHeadImgObj.transform.Find("mask/RawImage").GetComponent<RawImage>();            rawImage.texture = null;            renderTexure.Release();            renderTexure = null;            // 回收人物            _dressUpObj?.Dispose();            _dressUpObj = null;            // 回收RawImage            if (_selfHeadImgObj != null)            {                PrefabManager.Instance.Restore(_selfHeadImgObj);                _selfHeadImgObj = null;            }            // 回收相机预制            if (_dressUpSceneObj != null)            {                PrefabManager.Instance.Restore(_dressUpSceneObj);                _dressUpSceneObj = null;            }        }        /// <summary>        /// 修改主角头像组件层级        /// </summary>        private void ChangeHeadImgLayer()        {            if(_dressUpSceneObj == null)            {                return;            }            Transform parent = _dressUpSceneObj.transform.Find("Role");            // HeadImg的层级:6            ChangeLayer(parent, 6);            GRoot.inst.touchable = true;        }        private void ChangeLayer(Transform transform, int layer)        {            if(transform == null)            {                return;            }            if (transform.childCount > 0)            {                for (int i = 0; i < transform.childCount; i++)                {                    ChangeLayer(transform.GetChild(i), layer);                }                transform.gameObject.layer = layer;            }            else            {                transform.gameObject.layer = layer;            }        }    }}
 |