StoryDialogView.cs 28 KB

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  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 EffectUI _effectUI1;
  17. private DressUpObjUI _dressUpObjUI;
  18. private GTextField _wordTextField;
  19. //剧情完成回调
  20. private OnCompleteStoryDialogCall _onCompleteStoryDialogCall;
  21. private object _onCompleteStoryDialogCallParam;
  22. //回顾
  23. private List<string> _dialogListLookBack;
  24. //自动播放
  25. private int _speedAutoPlay = 1;
  26. private bool _autoPlay = false;
  27. //剧情状态
  28. private List<StoryDialogCfg> _stepListToRead;
  29. private StoryDialogCfg _currentStepCfg;
  30. private string _nextStepId;
  31. private string[] _wordList;
  32. private int _wordIndex = 0;
  33. private bool _isShowLetters;
  34. private bool _canClickBtnNext;
  35. private string _currentWords;
  36. private string _storyStartID;
  37. private string lastTextFieldType; // 上一段文本框的类型
  38. private bool IsTeaParty; //是否是茶话会里的对话
  39. TypingFadeEffectPro _typingEffect;
  40. //屏幕效果中
  41. private Action<object> _onScreenEffectComplete;
  42. public override void Dispose()
  43. {
  44. if (_sceneObject != null)
  45. {
  46. PrefabManager.Instance.Restore(_sceneObject);
  47. _sceneObject = null;
  48. }
  49. _dressUpObjUI?.Dispose();
  50. _dressUpObjUI = null;
  51. _wordTextField = null;
  52. _arrow = null;
  53. _isShowLetters = false;
  54. EffectUIPool.Recycle(_effectUI1);
  55. _effectUI1 = null;
  56. _onScreenEffectComplete = null;
  57. _typingEffect = null;
  58. if (_ui != null)
  59. {
  60. _ui.Dispose();
  61. _ui = null;
  62. }
  63. base.Dispose();
  64. }
  65. protected override void OnInit()
  66. {
  67. base.OnInit();
  68. packageName = UI_StoryDialogUI.PACKAGE_NAME;
  69. _ui = UI_StoryDialogUI.Create();
  70. viewCom = _ui.target;
  71. isfullScreen = true;
  72. isReturnView = true;
  73. _ui.m_dialogText.target.visible = false;
  74. _ui.m_dialogName.target.visible = false;
  75. _ui.m_dialogHead.target.visible = false;
  76. _ui.m_list.visible = false;
  77. _ui.m_btnNext.width = GRoot.inst.width;
  78. _ui.m_btnNext.height = GRoot.inst.height;
  79. _ui.m_btnNext.AddRelation(GRoot.inst, RelationType.Size);
  80. _ui.m_btnBack.onClick.Add(OnClickBtnBack);
  81. _ui.m_btnNext.onClick.Add(OnClickBtnNext);
  82. _ui.m_btnLookBack.onClick.Add(OnClickBtnLookBack);
  83. _ui.m_btnSkip.onClick.Add(OnBtnSkip);
  84. _ui.m_list.onClickItem.Add(OnClickListItem);
  85. _ui.m_btnSpeedUp.onClick.Add(OnClickBtnSpeedUp);
  86. _ui.m_btnAutoPlay.onClick.Add(OnClickBtnAutoPlay);
  87. }
  88. protected override void OnShown()
  89. {
  90. base.OnShown();
  91. if (_sceneObject == null)
  92. {
  93. _sceneObject = PrefabManager.Instance.InstantiateSync(ResPathUtil.GetPrefabPath("SceneStoryDialog"));
  94. }
  95. if (_dressUpObjUI == null)
  96. {
  97. _dressUpObjUI = new DressUpObjUI();
  98. }
  99. _speedAutoPlay = FightDataManager.Instance.dialogSpeed;
  100. lastTextFieldType = "";
  101. UpdateSpeedUpBtn();
  102. _dialogListLookBack = new List<string>();
  103. object[] datas = viewData as object[];
  104. _storyStartID = (string)datas[0];
  105. bool skipable = (bool)datas[1];
  106. _onCompleteStoryDialogCall = (OnCompleteStoryDialogCall)datas[2];
  107. if (datas.Length > 3)
  108. {
  109. _onCompleteStoryDialogCallParam = datas[3];
  110. }
  111. IsTeaParty = (bool)datas[4];
  112. _autoPlay = IsTeaParty;
  113. if (LauncherConfig.netType == LauncherConfig.EnumNetType.TEMP && !InstanceZonesDataManager.CheckLevelPass(MainStoryDataManager.currentLevelCfgId))
  114. {
  115. // 临时设置都可以跳过对话
  116. skipable = false;
  117. }
  118. else
  119. {
  120. skipable = true;
  121. }
  122. _ui.m_btnSkip.visible = skipable;
  123. ShowNextStep(_storyStartID);
  124. _ui.m_c1.selectedIndex = 0;
  125. _ui.m_btnAutoPlay.selected = false;
  126. if (_storyStartID == MainStoryDataManager.priorId)
  127. {
  128. _ui.m_c1.selectedIndex = 1;
  129. // _ui.m_btnAutoPlay.selected = true;
  130. OnClickBtnAutoPlay();
  131. _speedAutoPlay = 1;
  132. FightDataManager.Instance.dialogSpeed = _speedAutoPlay;
  133. }
  134. if (IsTeaParty)
  135. {
  136. _ui.m_c1.selectedIndex = 2;
  137. }
  138. _ui.m_btnBack.visible = InstanceZonesDataManager.CheckLevelPass(100001001);
  139. }
  140. protected override void OnHide()
  141. {
  142. base.OnHide();
  143. Timers.inst.Remove(UpdateShake);
  144. Timers.inst.Remove(OnScreenEffectComplete);
  145. Timers.inst.Remove(ShowNextWords);
  146. ScreenBlackController.Instance.HideBlack();
  147. StopAutoPlay();
  148. if (_sceneObject != null)
  149. {
  150. PrefabManager.Instance.Restore(_sceneObject);
  151. _sceneObject = null;
  152. }
  153. _dressUpObjUI.dressUpObj.TakeOffAll();
  154. MusicManager.Instance.PlayCroutine(ResPathUtil.GetMusicPath(ConstMusicName.DEFAULT));
  155. _onCompleteStoryDialogCall = null;
  156. _onCompleteStoryDialogCallParam = null;
  157. StoryDialogDataManager.Instance.Clear();
  158. }
  159. private void OnClickBtnBack()
  160. {
  161. ViewManager.Show<StoryChapterView>(MainStoryDataManager.currentChapterCfgId, ViewManager.GetGoBackDatas(typeof(StoryChapterView).FullName), true);
  162. this.Hide();
  163. //ViewManager.GoBackFrom(typeof(StoryDialogView).FullName);
  164. // Over(false);
  165. }
  166. private void OnClickBtnNext()
  167. {
  168. if (!_canClickBtnNext || IsTeaParty)
  169. {
  170. return;
  171. }
  172. StopAutoPlay();
  173. if (_onScreenEffectComplete != null)
  174. {
  175. Timers.inst.Remove(OnScreenEffectComplete);
  176. _onScreenEffectComplete.Invoke(null);
  177. }
  178. else
  179. {
  180. ShowNextWords();
  181. }
  182. }
  183. private void OnClickBtnLookBack()
  184. {
  185. StopAutoPlay();
  186. if (_ui.m_btnSkip.enabled)
  187. {
  188. ViewManager.Show<StoryLookBackView>(_storyStartID);
  189. }
  190. else
  191. {
  192. ViewManager.Show<StoryLookBackView>(_dialogListLookBack);
  193. }
  194. }
  195. private void OnBtnSkip()
  196. {
  197. Over(true);
  198. }
  199. private void OnClickListItem(EventContext context)
  200. {
  201. UI_ListDialogItem dialogItem = UI_ListDialogItem.Proxy(context.data as GObject);
  202. _dialogListLookBack.Add(dialogItem.m_txtContent.text);
  203. string stepID = (string)dialogItem.target.data;
  204. if (stepID == null)
  205. {
  206. stepID = "0";
  207. }
  208. UI_ListDialogItem.ProxyEnd();
  209. OnStepComplete(stepID);
  210. }
  211. private void OnClickBtnSpeedUp()
  212. {
  213. //如果没有自动播放先开始自动播放
  214. if (!_autoPlay)
  215. {
  216. _ui.m_btnAutoPlay.selected = true;
  217. OnClickBtnAutoPlay();
  218. }
  219. _speedAutoPlay = _speedAutoPlay * 2;
  220. if (_speedAutoPlay > GameConst.MAX_SPEED_AUTO_PLAY)
  221. {
  222. _speedAutoPlay = 1;
  223. }
  224. FightDataManager.Instance.dialogSpeed = _speedAutoPlay;
  225. UpdateSpeedUpBtn();
  226. }
  227. private void OnClickBtnAutoPlay()
  228. {
  229. _autoPlay = _ui.m_btnAutoPlay.selected;
  230. if (_autoPlay)
  231. {
  232. ShowNextWords();
  233. }
  234. }
  235. private void InitStepListById(string dialogID)
  236. {
  237. var temp = StoryDialogCfgArray.Instance.GetCfgsByid(dialogID);
  238. _stepListToRead = new List<StoryDialogCfg>(temp);
  239. }
  240. private void ShowNextStep(string nextStepId)
  241. {
  242. if (nextStepId != null)
  243. {
  244. InitStepListById(nextStepId);
  245. }
  246. if (_stepListToRead != null && _stepListToRead.Count > 0)
  247. {
  248. StoryDialogCfg storyDialogCfg = (StoryDialogCfg)_stepListToRead[0];
  249. _stepListToRead.RemoveAt(0);
  250. Timers.inst.StartCoroutine(InitStepContent(storyDialogCfg));
  251. }
  252. else
  253. {
  254. Over();
  255. }
  256. }
  257. private void OnStepComplete(string nextStepId = null)
  258. {
  259. _nextStepId = nextStepId;
  260. _ui.m_dialogText.target.visible = false;
  261. _ui.m_dialogName.target.visible = false;
  262. _ui.m_dialogHead.target.visible = false;
  263. float delay = 0;
  264. //屏幕效果
  265. if (_currentStepCfg != null)
  266. {
  267. if (_currentStepCfg.blackScreenDur > 0)
  268. {
  269. delay = _currentStepCfg.blackScreenDur;
  270. ScreenBlackController.Instance.ShowBlack(delay, this.viewCom, 0);
  271. }
  272. else if (_currentStepCfg.blankScreenDur > 0)
  273. {
  274. delay = _currentStepCfg.blankScreenDur;
  275. UpdatePic("0");
  276. }
  277. }
  278. if (delay > 0)
  279. {
  280. //转换成秒
  281. delay = delay / 1000f;
  282. _onScreenEffectComplete = OnScreenEffectComplete;
  283. Timers.inst.Add(delay, 1, OnScreenEffectComplete);
  284. StoryDialogDataManager.Instance.dialogShowDelay = 0.6f;
  285. }
  286. else
  287. {
  288. OnScreenEffectComplete();
  289. }
  290. }
  291. private void OnScreenEffectComplete(object param = null)
  292. {
  293. _onScreenEffectComplete = null;
  294. if (_nextStepId == "0")
  295. {
  296. Over();
  297. }
  298. else
  299. {
  300. ShowNextStep(_nextStepId);
  301. }
  302. }
  303. private IEnumerator InitStepContent(StoryDialogCfg storyDialogCfg)
  304. {
  305. _canClickBtnNext = false;
  306. StoryDialogDataManager.Instance.waitPicFade = false;
  307. HideAllDialogUI();
  308. // Init resource
  309. _currentStepCfg = storyDialogCfg;
  310. UpdateMusic(storyDialogCfg.musicRes);
  311. UpdateBg(storyDialogCfg.bgRes);
  312. UpdatePic(storyDialogCfg.picRes);
  313. UpdateRoleObj(storyDialogCfg.name);
  314. PlayEffect(storyDialogCfg.effectInfoArr);
  315. PlayShake(storyDialogCfg.shakeInfoArr);
  316. string content = storyDialogCfg.content;
  317. content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);
  318. while (StoryDialogDataManager.Instance.waitBgChange)
  319. {
  320. yield return new WaitForEndOfFrame();
  321. }
  322. if(StoryDialogDataManager.Instance.dialogShowDelay > 0)
  323. {
  324. yield return new WaitForSeconds(StoryDialogDataManager.Instance.dialogShowDelay);
  325. StoryDialogDataManager.Instance.dialogShowDelay = 0f;
  326. }
  327. _canClickBtnNext = true;
  328. if (content.IndexOf("//") >= 0)
  329. {
  330. showList(content);
  331. }
  332. else
  333. {
  334. Timers.inst.StartCoroutine(ShowDialog(storyDialogCfg));
  335. }
  336. }
  337. private void showList(string content)
  338. {
  339. StopAutoPlay();
  340. _ui.m_btnAutoPlay.enabled = false;
  341. _wordTextField = null;
  342. _ui.m_list.visible = true;
  343. _ui.m_list.RemoveChildrenToPool();
  344. string[] list = Regex.Split(content, "//");
  345. _ui.m_list.itemRenderer = (int index, GObject item) =>
  346. {
  347. string itemInfo = list[index];
  348. string[] itemInfoList = Regex.Split(itemInfo, "=");
  349. UI_ListDialogItem dialogItem = UI_ListDialogItem.Proxy(item);
  350. dialogItem.m_txtContent.text = itemInfoList[0];
  351. dialogItem.target.data = itemInfoList.Length > 1 ? itemInfoList[1] : null;
  352. UI_ListDialogItem.ProxyEnd();
  353. };
  354. _ui.m_list.numItems = list.Length;
  355. }
  356. private void HideAllDialogUI()
  357. {
  358. _ui.m_dialogText.target.visible = false;
  359. _ui.m_dialogName.target.visible = false;
  360. _ui.m_dialogHead.target.visible = false;
  361. _ui.m_list.visible = false;
  362. }
  363. private IEnumerator ShowDialog(StoryDialogCfg storyDialogCfg)
  364. {
  365. if (storyDialogCfg.showChangeName == 1 && StorageDataManager.Instance.GetStorageValue(ConstStorageId.CHANGE_NAME) == 0)
  366. {
  367. GameController.ShowCreateRole();
  368. StoryDialogDataManager.Instance.waiting = true;
  369. while (StoryDialogDataManager.Instance.waiting)
  370. {
  371. yield return new WaitForEndOfFrame();
  372. }
  373. if (_autoPlay)
  374. {
  375. _ui.m_btnAutoPlay.selected = false;
  376. OnClickBtnAutoPlay();
  377. }
  378. }
  379. _ui.m_loaMask.url = ResPathUtil.GetBgImgPath(storyDialogCfg.maskRes);
  380. _ui.m_btnAutoPlay.enabled = true;
  381. _ui.m_list.visible = false;
  382. var content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);
  383. string words = content;
  384. string roleName = storyDialogCfg.name;
  385. string headRes = storyDialogCfg.head;
  386. string headAniRes = storyDialogCfg.headAni;
  387. if (roleName == "self")
  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, new int[] { ConstDressUpItemType.SHOU_CHI_WU });
  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, true);
  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. if (IsTeaParty)
  456. {
  457. var roleContainerList = LeagueDataManager.Instance.RoleContainerList;
  458. var teapartyRoleCfg = TeapartyRoleCfgArray.Instance.GetCfgsByid(LeagueDataManager.Instance.TeaPartyId);
  459. int roleIndex = Convert.ToInt32(roleName);
  460. _ui.m_dialogName.m_txtName.text = teapartyRoleCfg[roleIndex - 1].name;
  461. _ui.m_dialogName.m_bgType.selectedIndex = 1;
  462. _ui.m_dialogName.m_showArrow.selectedIndex = 1;
  463. if (roleIndex <= roleContainerList.Count && roleContainerList[roleIndex - 1].MaxScoreRoleName != null && roleContainerList[roleIndex - 1].MaxScoreRoleName != "" && _ui.m_dialogName.m_txtName.text != "")
  464. {
  465. _ui.m_comPlayName.visible = true;
  466. _ui.m_txtPlayName.text = roleContainerList[roleIndex - 1].MaxScoreRoleName;
  467. if (_ui.m_txtPlayName.text == RoleDataManager.roleName)
  468. _ui.m_dialogName.m_bgType.selectedIndex = 0;
  469. }
  470. else
  471. _ui.m_comPlayName.visible = false;
  472. }
  473. else {
  474. _ui.m_dialogName.m_bgType.selectedIndex = 0;
  475. _ui.m_dialogName.m_showArrow.selectedIndex = 0;
  476. _ui.m_dialogName.m_txtName.text = roleName;
  477. }
  478. _wordTextField = _ui.m_dialogName.m_txtContent;
  479. _arrow = _ui.m_dialogName.m_iconNext;
  480. if (!lastTextFieldType.Equals("name"))
  481. {
  482. lastTextFieldType = "name";
  483. StoryDialogDataManager.Instance.waiting = true;
  484. _ui.m_t0.Play(()=>
  485. {
  486. StoryDialogDataManager.Instance.waiting = false;
  487. });
  488. }
  489. }
  490. else
  491. {
  492. if (IsTeaParty)
  493. _ui.m_dialogText.m_showArrow.selectedIndex = 1;
  494. else
  495. _ui.m_dialogText.m_showArrow.selectedIndex = 0;
  496. _ui.m_dialogText.target.visible = true;
  497. _wordTextField = _ui.m_dialogText.m_txtContent;
  498. _arrow = _ui.m_dialogText.m_iconNext;
  499. lastTextFieldType = "text";
  500. _ui.m_comPlayName.visible = false;
  501. }
  502. _wordList = Regex.Split(words, "&&");
  503. _wordIndex = 0;
  504. _typingEffect = new TypingFadeEffectPro(_wordTextField);
  505. _typingEffect.typeFinishedAction = ShowCurrentWords;
  506. ShowNextDialog();
  507. }
  508. private void ShowNextDialog()
  509. {
  510. if (_wordList != null && _wordList.Length > _wordIndex)
  511. {
  512. string itemInfo = _wordList[_wordIndex];
  513. string[] itemInfoList = Regex.Split(itemInfo, "=");
  514. _currentWords = itemInfoList[0];
  515. if (itemInfoList.Length > 1)
  516. {
  517. _wordTextField.data = itemInfoList[1];
  518. }
  519. else
  520. {
  521. _wordTextField.data = null;
  522. }
  523. Timers.inst.StartCoroutine(StartShowLetters());
  524. }
  525. else
  526. {
  527. OnStepComplete();
  528. }
  529. }
  530. private void ShowCurrentWords()
  531. {
  532. _arrow.target.visible = true;
  533. //Timers.inst.Remove(UpdateLetters);
  534. StopTyping();
  535. _typingEffect?.Cancel();
  536. _wordTextField.text = _currentWords;
  537. _dialogListLookBack.Add(_currentWords);
  538. _isShowLetters = false;
  539. _wordIndex++;
  540. if (_autoPlay)
  541. {
  542. Timers.inst.Add(GameConst.NEXT_WORDS_INTERVAL_MAX / _speedAutoPlay, 1, ShowNextWords);
  543. }
  544. }
  545. private void ShowNextWords(object param = null)
  546. {
  547. if (_wordTextField != null)
  548. {
  549. if (_isShowLetters)
  550. {
  551. ShowCurrentWords();
  552. }
  553. else
  554. {
  555. string stepID = (string)_wordTextField.data;
  556. if (stepID != null)
  557. {
  558. OnStepComplete(stepID);
  559. }
  560. else
  561. {
  562. ShowNextDialog();
  563. }
  564. }
  565. }
  566. }
  567. private IEnumerator StartShowLetters()
  568. {
  569. _isShowLetters = true;
  570. _arrow.target.visible = false;
  571. _wordTextField.verticalAlign = VertAlignType.Top;
  572. _wordTextField.text = "";
  573. ArrayList letters = StoryUtil.GetLettersList(_currentWords);
  574. _canClickBtnNext = false;
  575. while (StoryDialogDataManager.Instance.waitPicFade || StoryDialogDataManager.Instance.waiting)
  576. {
  577. yield return new WaitForEndOfFrame();
  578. }
  579. _canClickBtnNext = true;
  580. _wordTextField.text = _currentWords;
  581. StartTyping();
  582. }
  583. private void StartTyping()
  584. {
  585. _typingEffect.SetSpeed(_speedAutoPlay);
  586. _typingEffect.Start();
  587. }
  588. private void StopTyping()
  589. {
  590. _typingEffect.Cancel();
  591. }
  592. private void UpdateBg(string value)
  593. {
  594. if (value.Length > 0)
  595. {
  596. SceneController.UpdateDialogBg(value, _sceneObject);
  597. }
  598. }
  599. private void UpdatePic(string value)
  600. {
  601. if(value.Length > 0 && !IsTeaParty)
  602. {
  603. SceneController.UpdateDialogPic(value, _sceneObject);
  604. }
  605. }
  606. private void UpdateRoleObj(string value)
  607. {
  608. if (IsTeaParty)
  609. {
  610. var roleContainerList = LeagueDataManager.Instance.RoleContainerList;
  611. MyDressUpHelper.dressUpObj.setSceneObj(_sceneObject, false, false);
  612. for (int i = 0; i < roleContainerList.Count; i++)
  613. {
  614. if (value == (i + 1).ToString() && roleContainerList[i].EquipIds.Count > 0)
  615. {
  616. MyDressUpHelper.dressUpObj.PutOnItemList(roleContainerList[i].EquipIds);
  617. return;
  618. }
  619. }
  620. MyDressUpHelper.dressUpObj.PutOnDefaultDressUpData(IsTeaParty);
  621. }
  622. }
  623. private void UpdateMusic(string value)
  624. {
  625. if (value.Length > 0)
  626. {
  627. if (value == "0")
  628. {
  629. MusicManager.Instance.Stop();
  630. }
  631. else
  632. {
  633. MusicManager.Instance.PlayCroutine(ResPathUtil.GetMusicPath(value, "mp3"));
  634. }
  635. }
  636. }
  637. private void PlayEffect(string[] infos)
  638. {
  639. }
  640. private void PlayShake(int[] shakeInfoArr)
  641. {
  642. if (shakeInfoArr != null && shakeInfoArr.Length > 0)
  643. {
  644. Vector3 position = _sceneObject.transform.position;
  645. position.x = (float)shakeInfoArr[0] / GameConst.PIXELS_PER_UNITY_UNIT;
  646. position.y = (float)shakeInfoArr[1] / GameConst.PIXELS_PER_UNITY_UNIT;
  647. _sceneObject.transform.position = position;
  648. float attenuationX = (float)shakeInfoArr[2] / GameConst.PIXELS_PER_UNITY_UNIT;
  649. float attenuationY = (float)shakeInfoArr[3] / GameConst.PIXELS_PER_UNITY_UNIT;
  650. float interval = (float)shakeInfoArr[4] / 1000;
  651. float duration = (float)shakeInfoArr[5] / 1000;
  652. int repeat = Mathf.RoundToInt(duration / interval);
  653. Timers.inst.Add(interval, 0, UpdateShake, new float[] { attenuationX, attenuationY });
  654. }
  655. }
  656. private void UpdateShake(object param)
  657. {
  658. float[] attenuations = param as float[];
  659. float attenuationX = attenuations[0];
  660. float attenuationY = attenuations[1];
  661. Vector3 position = _sceneObject.transform.position;
  662. bool done = false;
  663. bool doneX = false;
  664. float absX = Mathf.Abs(position.x);
  665. if (absX > attenuationX)
  666. {
  667. int dir = (int)(position.x / absX);
  668. position.x = Mathf.Abs(position.x) - attenuationX;
  669. position.x *= -1 * dir;
  670. }
  671. else
  672. {
  673. doneX = true;
  674. position.x = 0;
  675. }
  676. bool doneY = false;
  677. float absY = Mathf.Abs(position.y);
  678. if (absY > attenuationY)
  679. {
  680. int dir = (int)(position.y / absY);
  681. position.y = Mathf.Abs(position.y) - attenuationY;
  682. position.y *= -1 * dir;
  683. }
  684. else
  685. {
  686. doneY = true;
  687. position.y = 0;
  688. }
  689. done = doneX && doneY;
  690. _sceneObject.transform.position = position;
  691. if (done)
  692. {
  693. Timers.inst.Remove(UpdateShake);
  694. }
  695. }
  696. private void Over(bool isSkip = false)
  697. {
  698. if (_onCompleteStoryDialogCall != null)
  699. {
  700. _onCompleteStoryDialogCall(isSkip, _onCompleteStoryDialogCallParam);
  701. }
  702. }
  703. private void UpdateSpeedUpBtn()
  704. {
  705. if (_speedAutoPlay > 1)
  706. {
  707. _ui.m_btnSpeedUp.text = "x" + _speedAutoPlay;
  708. }
  709. else
  710. {
  711. _ui.m_btnSpeedUp.text = "";
  712. }
  713. _typingEffect?.SetSpeed(_speedAutoPlay);
  714. }
  715. private void StopAutoPlay()
  716. {
  717. _autoPlay = false;
  718. _ui.m_btnAutoPlay.selected = false;
  719. Timers.inst.Remove(ShowNextWords);
  720. }
  721. }
  722. }