StoryDialogView.cs 26 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758
  1. using FairyGUI;
  2. using UnityEngine;
  3. using UI.Main;
  4. using System.Collections;
  5. using System.Collections.Generic;
  6. using System.Text.RegularExpressions;
  7. using System;
  8. namespace GFGGame
  9. {
  10. public delegate void OnCompleteStoryDialogCall(bool isSkip, object param);
  11. public class StoryDialogView : BaseView
  12. {
  13. private UI_StoryDialogUI _ui;
  14. private UI_CompArrow _arrow;
  15. private GameObject _sceneObject;
  16. private GameObject _scenePrefab;
  17. private EffectUI _effectUI1;
  18. private DressUpObjUI _dressUpObjUI;
  19. private GTextField _wordTextField;
  20. //剧情完成回调
  21. private OnCompleteStoryDialogCall _onCompleteStoryDialogCall;
  22. private object _onCompleteStoryDialogCallParam;
  23. //回顾
  24. private List<string> _dialogListLookBack;
  25. //自动播放
  26. private int _speedAutoPlay = 1;
  27. private bool _autoPlay = false;
  28. //剧情状态
  29. private List<StoryDialogCfg> _stepListToRead;
  30. private StoryDialogCfg _currentStepCfg;
  31. private string _nextStepId;
  32. private string[] _wordList;
  33. private int _wordIndex = 0;
  34. private bool _isShowLetters;
  35. private bool _canClickBtnNext;
  36. private string _currentWords;
  37. private string _storyStartID;
  38. private string lastTextFieldType; // 上一段文本框的类型
  39. private bool IsTeaParty; //是否是茶话会里的对话
  40. TypingFadeEffect _typingEffect;
  41. //屏幕效果中
  42. private Action<object> _onScreenEffectComplete;
  43. public override void Dispose()
  44. {
  45. base.Dispose();
  46. if (_sceneObject != null)
  47. {
  48. GameObject.Destroy(_sceneObject);
  49. _sceneObject = null;
  50. }
  51. _dressUpObjUI?.Dispose();
  52. _dressUpObjUI = null;
  53. _wordTextField = null;
  54. _arrow = null;
  55. _isShowLetters = false;
  56. EffectUIPool.Recycle(_effectUI1);
  57. _effectUI1 = null;
  58. _onScreenEffectComplete = null;
  59. _typingEffect = null;
  60. if (_ui != null)
  61. {
  62. _ui.Dispose();
  63. _ui = null;
  64. }
  65. }
  66. protected override void Init()
  67. {
  68. base.Init();
  69. packageName = UI_StoryDialogUI.PACKAGE_NAME;
  70. _ui = UI_StoryDialogUI.Create();
  71. viewCom = _ui.target;
  72. isfullScreen = true;
  73. _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("SceneStoryDialog"));
  74. }
  75. protected override void OnInit()
  76. {
  77. base.OnInit();
  78. _ui.m_dialogText.target.visible = false;
  79. _ui.m_dialogName.target.visible = false;
  80. _ui.m_dialogHead.target.visible = false;
  81. _ui.m_list.visible = false;
  82. _ui.m_btnNext.width = GRoot.inst.width;
  83. _ui.m_btnNext.height = GRoot.inst.height;
  84. _ui.m_btnNext.AddRelation(GRoot.inst, RelationType.Size);
  85. _ui.m_btnBack.onClick.Add(OnClickBtnBack);
  86. _ui.m_btnNext.onClick.Add(OnClickBtnNext);
  87. _ui.m_btnLookBack.onClick.Add(OnClickBtnLookBack);
  88. _ui.m_btnSkip.onClick.Add(OnBtnSkip);
  89. _ui.m_list.onClickItem.Add(OnClickListItem);
  90. _ui.m_btnSpeedUp.onClick.Add(OnClickBtnSpeedUp);
  91. _ui.m_btnAutoPlay.onClick.Add(OnClickBtnAutoPlay);
  92. }
  93. protected override void OnShown()
  94. {
  95. base.OnShown();
  96. if (_sceneObject == null)
  97. {
  98. _sceneObject = GameObject.Instantiate(_scenePrefab);
  99. }
  100. if (_dressUpObjUI == null)
  101. {
  102. _dressUpObjUI = new DressUpObjUI();
  103. }
  104. _speedAutoPlay = FightDataManager.Instance.dialogSpeed;
  105. _autoPlay = false;
  106. lastTextFieldType = "";
  107. UpdateSpeedUpBtn();
  108. _dialogListLookBack = new List<string>();
  109. object[] datas = viewData as object[];
  110. _storyStartID = (string)datas[0];
  111. bool skipable = (bool)datas[1];
  112. _onCompleteStoryDialogCall = (OnCompleteStoryDialogCall)datas[2];
  113. if (datas.Length > 3)
  114. {
  115. _onCompleteStoryDialogCallParam = datas[3];
  116. }
  117. IsTeaParty = (bool)datas[4];
  118. if (LauncherConfig.netType == LauncherConfig.EnumNetType.TEMP && !InstanceZonesDataManager.CheckLevelPass(MainStoryDataManager.currentLevelCfgId))
  119. {
  120. // 临时设置都可以跳过对话
  121. skipable = false;
  122. }
  123. else
  124. {
  125. skipable = true;
  126. }
  127. _ui.m_btnSkip.visible = skipable;
  128. ShowNextStep(_storyStartID);
  129. _ui.m_c1.selectedIndex = 0;
  130. _ui.m_btnAutoPlay.selected = false;
  131. if (_storyStartID == MainStoryDataManager.priorId)
  132. {
  133. _ui.m_c1.selectedIndex = 1;
  134. // _ui.m_btnAutoPlay.selected = true;
  135. OnClickBtnAutoPlay();
  136. _speedAutoPlay = 1;
  137. FightDataManager.Instance.dialogSpeed = _speedAutoPlay;
  138. }
  139. if(IsTeaParty)
  140. _ui.m_c1.selectedIndex = 2;
  141. _ui.m_btnBack.visible = InstanceZonesDataManager.CheckLevelPass(100001001);
  142. }
  143. protected override void OnHide()
  144. {
  145. base.OnHide();
  146. Timers.inst.Remove(UpdateShake);
  147. Timers.inst.Remove(OnScreenEffectComplete);
  148. Timers.inst.Remove(ShowNextWords);
  149. ScreenBlackController.Instance.HideBlack();
  150. StopAutoPlay();
  151. if (_sceneObject != null)
  152. {
  153. GameObject.Destroy(_sceneObject);
  154. _sceneObject = null;
  155. }
  156. MusicManager.Instance.Play(ResPathUtil.GetMusicPath(ConstMusicName.DEFAULT));
  157. _onCompleteStoryDialogCall = null;
  158. _onCompleteStoryDialogCallParam = null;
  159. StoryDialogDataManager.Instance.Clear();
  160. }
  161. private void OnClickBtnBack()
  162. {
  163. // this.Hide();
  164. ViewManager.GoBackFrom(typeof(StoryDialogView).FullName);
  165. // Over(false);
  166. }
  167. private void OnClickBtnNext()
  168. {
  169. if (!_canClickBtnNext)
  170. {
  171. return;
  172. }
  173. StopAutoPlay();
  174. if (_onScreenEffectComplete != null)
  175. {
  176. Timers.inst.Remove(OnScreenEffectComplete);
  177. _onScreenEffectComplete.Invoke(null);
  178. }
  179. else
  180. {
  181. ShowNextWords();
  182. }
  183. }
  184. private void OnClickBtnLookBack()
  185. {
  186. StopAutoPlay();
  187. if (_ui.m_btnSkip.enabled)
  188. {
  189. ViewManager.Show<StoryLookBackView>(_storyStartID);
  190. }
  191. else
  192. {
  193. ViewManager.Show<StoryLookBackView>(_dialogListLookBack);
  194. }
  195. }
  196. private void OnBtnSkip()
  197. {
  198. Over(true);
  199. }
  200. private void OnClickListItem(EventContext context)
  201. {
  202. UI_ListDialogItem dialogItem = UI_ListDialogItem.Proxy(context.data as GObject);
  203. _dialogListLookBack.Add(dialogItem.m_txtContent.text);
  204. string stepID = (string)dialogItem.target.data;
  205. if (stepID == null)
  206. {
  207. stepID = "0";
  208. }
  209. UI_ListDialogItem.ProxyEnd();
  210. OnStepComplete(stepID);
  211. }
  212. private void OnClickBtnSpeedUp()
  213. {
  214. //如果没有自动播放先开始自动播放
  215. if (!_autoPlay)
  216. {
  217. _ui.m_btnAutoPlay.selected = true;
  218. OnClickBtnAutoPlay();
  219. }
  220. _speedAutoPlay = _speedAutoPlay * 2;
  221. if (_speedAutoPlay > GameConst.MAX_SPEED_AUTO_PLAY)
  222. {
  223. _speedAutoPlay = 1;
  224. }
  225. FightDataManager.Instance.dialogSpeed = _speedAutoPlay;
  226. UpdateSpeedUpBtn();
  227. }
  228. private void OnClickBtnAutoPlay()
  229. {
  230. _autoPlay = _ui.m_btnAutoPlay.selected;
  231. if (_autoPlay)
  232. {
  233. ShowNextWords();
  234. }
  235. }
  236. private void InitStepListById(string dialogID)
  237. {
  238. var temp = StoryDialogCfgArray.Instance.GetCfgsByid(dialogID);
  239. _stepListToRead = new List<StoryDialogCfg>(temp);
  240. }
  241. private void ShowNextStep(string nextStepId)
  242. {
  243. if (nextStepId != null)
  244. {
  245. InitStepListById(nextStepId);
  246. }
  247. if (_stepListToRead != null && _stepListToRead.Count > 0)
  248. {
  249. StoryDialogCfg storyDialogCfg = (StoryDialogCfg)_stepListToRead[0];
  250. _stepListToRead.RemoveAt(0);
  251. Timers.inst.StartCoroutine(InitStepContent(storyDialogCfg));
  252. }
  253. else
  254. {
  255. Over();
  256. }
  257. }
  258. private void OnStepComplete(string nextStepId = null)
  259. {
  260. _nextStepId = nextStepId;
  261. _ui.m_dialogText.target.visible = false;
  262. _ui.m_dialogName.target.visible = false;
  263. _ui.m_dialogHead.target.visible = false;
  264. float delay = 0;
  265. //屏幕效果
  266. if (_currentStepCfg != null)
  267. {
  268. if (_currentStepCfg.blackScreenDur > 0)
  269. {
  270. delay = _currentStepCfg.blackScreenDur;
  271. ScreenBlackController.Instance.ShowBlack(delay, this.viewCom, 0);
  272. }
  273. else if (_currentStepCfg.blankScreenDur > 0)
  274. {
  275. delay = _currentStepCfg.blankScreenDur;
  276. UpdatePic("0");
  277. }
  278. }
  279. if (delay > 0)
  280. {
  281. //转换成秒
  282. delay = delay / 1000f;
  283. _onScreenEffectComplete = OnScreenEffectComplete;
  284. Timers.inst.Add(delay, 1, OnScreenEffectComplete);
  285. StoryDialogDataManager.Instance.dialogShowDelay = 0.6f;
  286. }
  287. else
  288. {
  289. OnScreenEffectComplete();
  290. }
  291. }
  292. private void OnScreenEffectComplete(object param = null)
  293. {
  294. _onScreenEffectComplete = null;
  295. if (_nextStepId == "0")
  296. {
  297. Over();
  298. }
  299. else
  300. {
  301. ShowNextStep(_nextStepId);
  302. }
  303. }
  304. private IEnumerator InitStepContent(StoryDialogCfg storyDialogCfg)
  305. {
  306. _canClickBtnNext = false;
  307. StoryDialogDataManager.Instance.waitPicFade = false;
  308. HideAllDialogUI();
  309. // Init resource
  310. _currentStepCfg = storyDialogCfg;
  311. UpdateMusic(storyDialogCfg.musicRes);
  312. UpdateBg(storyDialogCfg.bgRes);
  313. UpdatePic(storyDialogCfg.picRes);
  314. UpdateRoleObj(storyDialogCfg.name);
  315. PlayEffect(storyDialogCfg.effectInfoArr);
  316. PlayShake(storyDialogCfg.shakeInfoArr);
  317. string content = storyDialogCfg.content;
  318. content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);
  319. while (StoryDialogDataManager.Instance.waitBgChange)
  320. {
  321. yield return new WaitForEndOfFrame();
  322. }
  323. if(StoryDialogDataManager.Instance.dialogShowDelay > 0)
  324. {
  325. yield return new WaitForSeconds(StoryDialogDataManager.Instance.dialogShowDelay);
  326. StoryDialogDataManager.Instance.dialogShowDelay = 0f;
  327. }
  328. _canClickBtnNext = true;
  329. if (content.IndexOf("//") >= 0)
  330. {
  331. showList(content);
  332. }
  333. else
  334. {
  335. ShowDialog(storyDialogCfg);
  336. }
  337. }
  338. private void showList(string content)
  339. {
  340. StopAutoPlay();
  341. _ui.m_btnAutoPlay.enabled = false;
  342. _wordTextField = null;
  343. _ui.m_list.visible = true;
  344. _ui.m_list.RemoveChildrenToPool();
  345. string[] list = Regex.Split(content, "//");
  346. _ui.m_list.itemRenderer = (int index, GObject item) =>
  347. {
  348. string itemInfo = list[index];
  349. string[] itemInfoList = Regex.Split(itemInfo, "=");
  350. UI_ListDialogItem dialogItem = UI_ListDialogItem.Proxy(item);
  351. dialogItem.m_txtContent.text = itemInfoList[0];
  352. dialogItem.target.data = itemInfoList.Length > 1 ? itemInfoList[1] : null;
  353. UI_ListDialogItem.ProxyEnd();
  354. };
  355. _ui.m_list.numItems = list.Length;
  356. }
  357. private void HideAllDialogUI()
  358. {
  359. _ui.m_dialogText.target.visible = false;
  360. _ui.m_dialogName.target.visible = false;
  361. _ui.m_dialogHead.target.visible = false;
  362. _ui.m_list.visible = false;
  363. }
  364. private void ShowDialog(StoryDialogCfg storyDialogCfg)
  365. {
  366. if (storyDialogCfg.showChangeName == 1 && StorageDataManager.Instance.GetStorageValue(ConstStorageId.CHANGE_NAME) == 0)
  367. {
  368. if (_autoPlay)
  369. {
  370. _ui.m_btnAutoPlay.selected = false;
  371. OnClickBtnAutoPlay();
  372. }
  373. GameController.ShowCreateRole();
  374. }
  375. _ui.m_loaMask.url = ResPathUtil.GetBgImgPath(storyDialogCfg.maskRes);
  376. _ui.m_btnAutoPlay.enabled = true;
  377. _ui.m_list.visible = false;
  378. var content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);
  379. string words = content;
  380. string roleName = storyDialogCfg.name;
  381. string headRes = storyDialogCfg.head;
  382. string headAniRes = storyDialogCfg.headAni;
  383. if (roleName == "self")
  384. {
  385. roleName = RoleDataManager.roleName;
  386. }
  387. if (roleName == "")
  388. {
  389. roleName = RoleDataManager.roleName;
  390. }
  391. //回顾
  392. if (roleName != null)
  393. {
  394. _dialogListLookBack.Add("[color=#FDA2B1]" + roleName + "[/color]");
  395. }
  396. if (!string.IsNullOrEmpty(headAniRes) || storyDialogCfg.suitId > 0)
  397. {
  398. //显示对话框半身像
  399. _ui.m_dialogHead.target.visible = true;
  400. _ui.m_dialogHead.m_txtName.text = roleName;
  401. _ui.m_dialogHead.m_comphead.m_head.visible = false;
  402. _ui.m_dialogHead.m_comphead.m_holder.visible = true;
  403. var headAniCfg = HeadAniCfgArray.Instance.GetCfg(headAniRes);
  404. if (headAniCfg != null && !string.IsNullOrEmpty(headAniCfg.headAni))
  405. {
  406. //独立动画
  407. _ui.m_dialogHead.m_compDressUp.target.visible = false;
  408. _ui.m_dialogHead.m_comphead.target.visible = true;
  409. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_dialogHead.m_comphead.m_holder, "ui_nzbq", headAniCfg.headAni);
  410. }
  411. else
  412. {
  413. //换装
  414. _ui.m_dialogHead.m_compDressUp.target.visible = true;
  415. _ui.m_dialogHead.m_comphead.target.visible = false;
  416. _dressUpObjUI.ResetSceneObj(80, true, false, null, false);
  417. if (storyDialogCfg.suitId > 0)
  418. {
  419. _dressUpObjUI.dressUpObj.PutOnSuitCfg(storyDialogCfg.suitId, false, new int[] { ConstDressUpItemType.SHOU_CHI_WU }, false, false);
  420. }
  421. else
  422. {
  423. _dressUpObjUI.dressUpObj.PutOnDressUpData(CustomSuitDataManager.GetCurrentSuitData().dressUpData);
  424. if (_dressUpObjUI.dressUpObj.actionId > 0)
  425. {
  426. _dressUpObjUI.dressUpObj.CancelAction(true);
  427. }
  428. _dressUpObjUI.dressUpObj.PutOnDressUpData(_dressUpObjUI.dressUpObj.DressUpDataClone(), new int[] { ConstDressUpItemType.SHOU_CHI_WU });
  429. }
  430. if (headAniCfg != null && headAniCfg.faceId > 0)
  431. {
  432. //表情
  433. _dressUpObjUI.dressUpObj.AddOrRemove(headAniCfg.faceId, false);
  434. _dressUpObjUI.UpdateWrapper(_ui.m_dialogHead.m_compDressUp.m_holder);
  435. }
  436. }
  437. _wordTextField = _ui.m_dialogHead.m_txtContent;
  438. _arrow = _ui.m_dialogHead.m_iconNext;
  439. lastTextFieldType = "head";
  440. }
  441. else if (!string.IsNullOrEmpty(headRes))
  442. {
  443. _ui.m_dialogHead.target.visible = true;
  444. _ui.m_dialogHead.m_txtName.text = roleName;
  445. _ui.m_dialogHead.m_comphead.m_head.visible = true;
  446. _ui.m_dialogHead.m_comphead.m_holder.visible = false;
  447. _ui.m_dialogHead.m_comphead.m_head.url = ResPathUtil.GetNpcHeadPath(headRes);
  448. _wordTextField = _ui.m_dialogHead.m_txtContent;
  449. _arrow = _ui.m_dialogHead.m_iconNext;
  450. lastTextFieldType = "head";
  451. }
  452. else if (!string.IsNullOrEmpty(roleName))
  453. {
  454. _ui.m_dialogName.target.visible = true;
  455. _ui.m_dialogName.m_txtName.text = roleName;
  456. _wordTextField = _ui.m_dialogName.m_txtContent;
  457. _arrow = _ui.m_dialogName.m_iconNext;
  458. if (!lastTextFieldType.Equals("name"))
  459. {
  460. lastTextFieldType = "name";
  461. //if(IsTeaParty)
  462. // _ui.m_t1.Play();
  463. //else
  464. // _ui.m_t0.Play();
  465. _ui.m_t0.Play();
  466. }
  467. }
  468. else
  469. {
  470. _ui.m_dialogText.target.visible = true;
  471. _wordTextField = _ui.m_dialogText.m_txtContent;
  472. _arrow = _ui.m_dialogText.m_iconNext;
  473. lastTextFieldType = "text";
  474. }
  475. _wordList = Regex.Split(words, "&&");
  476. _wordIndex = 0;
  477. _typingEffect = new TypingFadeEffect(_wordTextField);
  478. _typingEffect.typeFinishedAction = ShowCurrentWords;
  479. ShowNextDialog();
  480. }
  481. private void ShowNextDialog()
  482. {
  483. if (_wordList != null && _wordList.Length > _wordIndex)
  484. {
  485. string itemInfo = _wordList[_wordIndex];
  486. string[] itemInfoList = Regex.Split(itemInfo, "=");
  487. _currentWords = itemInfoList[0];
  488. if (itemInfoList.Length > 1)
  489. {
  490. _wordTextField.data = itemInfoList[1];
  491. }
  492. else
  493. {
  494. _wordTextField.data = null;
  495. }
  496. Timers.inst.StartCoroutine(StartShowLetters());
  497. }
  498. else
  499. {
  500. OnStepComplete();
  501. }
  502. }
  503. private void ShowCurrentWords()
  504. {
  505. _arrow.target.visible = true;
  506. //Timers.inst.Remove(UpdateLetters);
  507. StopTyping();
  508. _typingEffect?.Cancel();
  509. _wordTextField.text = _currentWords;
  510. _dialogListLookBack.Add(_currentWords);
  511. _isShowLetters = false;
  512. _wordIndex++;
  513. if (_autoPlay)
  514. {
  515. Timers.inst.Add(GameConst.NEXT_WORDS_INTERVAL_MAX / _speedAutoPlay, 1, ShowNextWords);
  516. }
  517. }
  518. private void ShowNextWords(object param = null)
  519. {
  520. if (_wordTextField != null)
  521. {
  522. if (_isShowLetters)
  523. {
  524. ShowCurrentWords();
  525. }
  526. else
  527. {
  528. string stepID = (string)_wordTextField.data;
  529. if (stepID != null)
  530. {
  531. OnStepComplete(stepID);
  532. }
  533. else
  534. {
  535. ShowNextDialog();
  536. }
  537. }
  538. }
  539. }
  540. private IEnumerator StartShowLetters()
  541. {
  542. _isShowLetters = true;
  543. _arrow.target.visible = false;
  544. _wordTextField.verticalAlign = VertAlignType.Top;
  545. _wordTextField.text = "";
  546. ArrayList letters = StoryUtil.GetLettersList(_currentWords);
  547. _canClickBtnNext = false;
  548. while (StoryDialogDataManager.Instance.waitPicFade)
  549. {
  550. yield return new WaitForEndOfFrame();
  551. }
  552. _canClickBtnNext = true;
  553. _wordTextField.text = _currentWords;
  554. StartTyping();
  555. }
  556. private void StartTyping()
  557. {
  558. _typingEffect.SetSpeed(GameConst.LETTERS_INTERVAL_MAX / _speedAutoPlay);
  559. _typingEffect.Start();
  560. }
  561. private void StopTyping()
  562. {
  563. _typingEffect.Cancel();
  564. }
  565. private void UpdateBg(string value)
  566. {
  567. if (value.Length > 0)
  568. {
  569. SceneController.UpdateDialogBg(value, _sceneObject);
  570. }
  571. }
  572. private void UpdatePic(string value)
  573. {
  574. if (!IsTeaParty)
  575. SceneController.UpdateDialogPic(value, _sceneObject);
  576. }
  577. private void UpdateRoleObj(string value)
  578. {
  579. if (IsTeaParty)
  580. {
  581. var roleContainerList = LeagueDataManager.Instance.RoleContainerList;
  582. MyDressUpHelper.dressUpObj.setSceneObj(_sceneObject, false, false);
  583. for (int i = 0; i < roleContainerList.Count; i++)
  584. {
  585. if (value == (i + 1).ToString() && roleContainerList[i].EquipIds.Count > 0)
  586. {
  587. MyDressUpHelper.dressUpObj.PutOnItemList(roleContainerList[i].EquipIds);
  588. return;
  589. }
  590. }
  591. MyDressUpHelper.dressUpObj.PutOnDefaultDressUpData(IsTeaParty);
  592. }
  593. }
  594. private void UpdateMusic(string value)
  595. {
  596. if (value.Length > 0)
  597. {
  598. if (value == "0")
  599. {
  600. MusicManager.Instance.Stop();
  601. }
  602. else
  603. {
  604. MusicManager.Instance.Play(ResPathUtil.GetMusicPath(value, "mp3"));
  605. }
  606. }
  607. }
  608. private void PlayEffect(string[] infos)
  609. {
  610. }
  611. private void PlayShake(int[] shakeInfoArr)
  612. {
  613. if (shakeInfoArr != null && shakeInfoArr.Length > 0)
  614. {
  615. Vector3 position = _sceneObject.transform.position;
  616. position.x = (float)shakeInfoArr[0] / GameConst.PIXELS_PER_UNITY_UNIT;
  617. position.y = (float)shakeInfoArr[1] / GameConst.PIXELS_PER_UNITY_UNIT;
  618. _sceneObject.transform.position = position;
  619. float attenuationX = (float)shakeInfoArr[2] / GameConst.PIXELS_PER_UNITY_UNIT;
  620. float attenuationY = (float)shakeInfoArr[3] / GameConst.PIXELS_PER_UNITY_UNIT;
  621. float interval = (float)shakeInfoArr[4] / 1000;
  622. float duration = (float)shakeInfoArr[5] / 1000;
  623. int repeat = Mathf.RoundToInt(duration / interval);
  624. Timers.inst.Add(interval, 0, UpdateShake, new float[] { attenuationX, attenuationY });
  625. }
  626. }
  627. private void UpdateShake(object param)
  628. {
  629. float[] attenuations = param as float[];
  630. float attenuationX = attenuations[0];
  631. float attenuationY = attenuations[1];
  632. Vector3 position = _sceneObject.transform.position;
  633. bool done = false;
  634. bool doneX = false;
  635. float absX = Mathf.Abs(position.x);
  636. if (absX > attenuationX)
  637. {
  638. int dir = (int)(position.x / absX);
  639. position.x = Mathf.Abs(position.x) - attenuationX;
  640. position.x *= -1 * dir;
  641. }
  642. else
  643. {
  644. doneX = true;
  645. position.x = 0;
  646. }
  647. bool doneY = false;
  648. float absY = Mathf.Abs(position.y);
  649. if (absY > attenuationY)
  650. {
  651. int dir = (int)(position.y / absY);
  652. position.y = Mathf.Abs(position.y) - attenuationY;
  653. position.y *= -1 * dir;
  654. }
  655. else
  656. {
  657. doneY = true;
  658. position.y = 0;
  659. }
  660. done = doneX && doneY;
  661. _sceneObject.transform.position = position;
  662. if (done)
  663. {
  664. Timers.inst.Remove(UpdateShake);
  665. }
  666. }
  667. private void Over(bool isSkip = false)
  668. {
  669. if (_onCompleteStoryDialogCall != null)
  670. {
  671. _onCompleteStoryDialogCall(isSkip, _onCompleteStoryDialogCallParam);
  672. }
  673. }
  674. private void UpdateSpeedUpBtn()
  675. {
  676. if (_speedAutoPlay > 1)
  677. {
  678. _ui.m_btnSpeedUp.text = "x" + _speedAutoPlay;
  679. }
  680. else
  681. {
  682. _ui.m_btnSpeedUp.text = "";
  683. }
  684. _typingEffect?.SetSpeed(GameConst.LETTERS_INTERVAL_MAX / _speedAutoPlay);
  685. }
  686. private void StopAutoPlay()
  687. {
  688. _autoPlay = false;
  689. _ui.m_btnAutoPlay.selected = false;
  690. Timers.inst.Remove(ShowNextWords);
  691. }
  692. }
  693. }