StoryDialogView.cs 20 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. namespace GFGGame
  8. {
  9. public delegate void OnCompleteStoryDialogCall(bool isSkip, object param);
  10. public class StoryDialogView : BaseView
  11. {
  12. private UI_StoryDialogUI _ui;
  13. private UI_CompArrow _arrow;
  14. private GameObject _sceneObject;
  15. private GameObject _scenePrefab;
  16. private GameObject _npcHead;
  17. private GoWrapper _npcWrapper;
  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 string _currentWords;
  35. private string _stroyStartID;
  36. public override void Dispose()
  37. {
  38. base.Dispose();
  39. if (_scenePrefab != null)
  40. {
  41. GameObject.Destroy(_scenePrefab);
  42. _scenePrefab = null;
  43. }
  44. _wordTextField = null;
  45. _arrow = null;
  46. _isShowLetters = false;
  47. SceneController.DestroyObjectFromView(_npcHead);
  48. Timers.inst.Remove(UpdateLetters);
  49. }
  50. protected override void Init()
  51. {
  52. base.Init();
  53. packageName = UI_StoryDialogUI.PACKAGE_NAME;
  54. _ui = UI_StoryDialogUI.Create();
  55. viewCom = _ui.target;
  56. isfullScreen = true;
  57. _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("SceneStoryDialog"));
  58. }
  59. protected override void OnInit()
  60. {
  61. base.OnInit();
  62. _ui.m_dialogText.target.visible = false;
  63. _ui.m_dialogName.target.visible = false;
  64. _ui.m_dialogHead.target.visible = false;
  65. _ui.m_list.visible = false;
  66. _ui.m_btnNext.width = GRoot.inst.width;
  67. _ui.m_btnNext.height = GRoot.inst.height;
  68. _ui.m_btnNext.AddRelation(GRoot.inst, RelationType.Size);
  69. _ui.m_btnBack.onClick.Add(OnClickBtnBack);
  70. _ui.m_btnNext.onClick.Add(OnClickBtnNext);
  71. _ui.m_btnLookBack.onClick.Add(OnClickBtnLookBack);
  72. _ui.m_btnSkip.onClick.Add(OnBtnSkip);
  73. _ui.m_list.onClickItem.Add(OnClickListItem);
  74. _ui.m_btnSpeedUp.onClick.Add(OnClickBtnSpeedUp);
  75. _ui.m_btnAutoPlay.onClick.Add(OnClickBtnAutoPlay);
  76. }
  77. protected override void OnShown()
  78. {
  79. base.OnShown();
  80. if (_sceneObject == null)
  81. {
  82. _sceneObject = GameObject.Instantiate(_scenePrefab);
  83. }
  84. _speedAutoPlay = 1;
  85. _autoPlay = false;
  86. UpdateSpeedUpBtn();
  87. _dialogListLookBack = new List<string>();
  88. object[] datas = viewData as object[];
  89. _stroyStartID = (string)datas[0];
  90. bool skipable = (bool)datas[1];
  91. _onCompleteStoryDialogCall = (OnCompleteStoryDialogCall)datas[2];
  92. if (datas.Length > 3)
  93. {
  94. _onCompleteStoryDialogCallParam = datas[3];
  95. }
  96. if (LauncherConfig.netType == LauncherConfig.EnumNetType.LOCAL)
  97. {
  98. //临时设置都可以跳过对话
  99. skipable = true;
  100. }
  101. _ui.m_btnSkip.enabled = skipable;
  102. ShowNextStep(_stroyStartID);
  103. _ui.m_c1.selectedIndex = 0;
  104. _ui.m_btnAutoPlay.selected = false;
  105. if (_stroyStartID == MainStoryDataManager.priorId)
  106. {
  107. _ui.m_c1.selectedIndex = 1;
  108. // _ui.m_btnAutoPlay.selected = true;
  109. OnClickBtnAutoPlay();
  110. }
  111. }
  112. protected override void OnHide()
  113. {
  114. base.OnHide();
  115. Timers.inst.Remove(UpdateLetters);
  116. Timers.inst.Remove(UpdateShake);
  117. Timers.inst.Remove(OnScreenEffectComplete);
  118. Timers.inst.Remove(ShowNextWords);
  119. ScreenBlackController.Instance.HideBlack();
  120. StopAutoPlay();
  121. if (_sceneObject != null)
  122. {
  123. GameObject.Destroy(_sceneObject);
  124. _sceneObject = null;
  125. }
  126. MusicManager.Instance.Play(ResPathUtil.GetMusicPath(ConstMusicName.DEFAULT));
  127. _onCompleteStoryDialogCall = null;
  128. _onCompleteStoryDialogCallParam = null;
  129. }
  130. private void OnClickBtnBack()
  131. {
  132. // this.Hide();
  133. ViewManager.GoBackFrom(typeof(StoryDialogView).Name);
  134. // Over(false);
  135. }
  136. private void OnClickBtnNext()
  137. {
  138. // StopAutoPlay();
  139. ShowNextWords();
  140. }
  141. private void OnClickBtnLookBack()
  142. {
  143. if(_ui.m_btnSkip.enabled)
  144. {
  145. ViewManager.Show(ViewName.STORY_LOOK_BACK_VIEW, _stroyStartID);
  146. }
  147. else
  148. {
  149. ViewManager.Show(ViewName.STORY_LOOK_BACK_VIEW, _dialogListLookBack);
  150. }
  151. }
  152. private void OnBtnSkip()
  153. {
  154. Over(true);
  155. }
  156. private void OnClickListItem(EventContext context)
  157. {
  158. UI_ListDialogItem dialogItem = UI_ListDialogItem.Proxy(context.data as GObject);
  159. _dialogListLookBack.Add(dialogItem.m_txtContent.text);
  160. string stepID = (string)dialogItem.target.data;
  161. if (stepID == null)
  162. {
  163. stepID = "0";
  164. }
  165. OnStepComplete(stepID);
  166. }
  167. private void OnClickBtnSpeedUp()
  168. {
  169. //如果没有自动播放先开始自动播放
  170. if (!_autoPlay)
  171. {
  172. _ui.m_btnAutoPlay.selected = true;
  173. OnClickBtnAutoPlay();
  174. }
  175. _speedAutoPlay = _speedAutoPlay * 2;
  176. if (_speedAutoPlay > GameConst.MAX_SPEED_AUTO_PLAY)
  177. {
  178. _speedAutoPlay = 1;
  179. }
  180. UpdateSpeedUpBtn();
  181. }
  182. private void OnClickBtnAutoPlay()
  183. {
  184. _autoPlay = _ui.m_btnAutoPlay.selected;
  185. if (_autoPlay)
  186. {
  187. ShowNextWords();
  188. }
  189. }
  190. private void InitStepListById(string dialogID)
  191. {
  192. var temp = StoryDialogCfgArray.Instance.GetCfgs(dialogID);
  193. _stepListToRead = new List<StoryDialogCfg>(temp);
  194. }
  195. private void ShowNextStep(string nextStepId)
  196. {
  197. if (nextStepId != null)
  198. {
  199. InitStepListById(nextStepId);
  200. }
  201. if (_stepListToRead != null && _stepListToRead.Count > 0)
  202. {
  203. StoryDialogCfg storyDialogCfg = (StoryDialogCfg)_stepListToRead[0];
  204. _stepListToRead.RemoveAt(0);
  205. InitStepContent(storyDialogCfg);
  206. }
  207. else
  208. {
  209. Over();
  210. }
  211. }
  212. private void OnStepComplete(string nextStepId = null)
  213. {
  214. _nextStepId = nextStepId;
  215. _ui.m_dialogText.target.visible = false;
  216. _ui.m_dialogName.target.visible = false;
  217. _ui.m_dialogHead.target.visible = false;
  218. float delay = 0;
  219. //屏幕效果
  220. if (_currentStepCfg != null)
  221. {
  222. if (_currentStepCfg.blackScreenDur > 0)
  223. {
  224. delay = _currentStepCfg.blackScreenDur;
  225. ScreenBlackController.Instance.ShowBlack(delay, this.viewCom, 0);
  226. }
  227. else if (_currentStepCfg.blankScreenDur > 0)
  228. {
  229. delay = _currentStepCfg.blankScreenDur;
  230. UpdatePic("0");
  231. }
  232. }
  233. if (delay > 0)
  234. {
  235. //转换成秒
  236. delay = delay / 1000f;
  237. Timers.inst.Add(delay, 1, OnScreenEffectComplete);
  238. }
  239. else
  240. {
  241. OnScreenEffectComplete();
  242. }
  243. }
  244. private void OnScreenEffectComplete(object param = null)
  245. {
  246. if (_nextStepId == "0")
  247. {
  248. Over();
  249. }
  250. else
  251. {
  252. ShowNextStep(_nextStepId);
  253. }
  254. }
  255. private void InitStepContent(StoryDialogCfg storyDialogCfg)
  256. {
  257. _currentStepCfg = storyDialogCfg;
  258. UpdateMusic(storyDialogCfg.musicRes);
  259. UpdateBg(storyDialogCfg.bgRes);
  260. UpdatePic(storyDialogCfg.picRes);
  261. PlayEffect(storyDialogCfg.effectInfoArr);
  262. PlayShake(storyDialogCfg.shakeInfoArr);
  263. string content = storyDialogCfg.content;
  264. content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);
  265. if (content.IndexOf("//") >= 0)
  266. {
  267. showList(content);
  268. }
  269. else
  270. {
  271. ShowDialog(storyDialogCfg);
  272. }
  273. }
  274. private void showList(string content)
  275. {
  276. StopAutoPlay();
  277. _ui.m_btnAutoPlay.enabled = false;
  278. _wordTextField = null;
  279. _ui.m_dialogText.target.visible = false;
  280. _ui.m_dialogName.target.visible = false;
  281. _ui.m_dialogHead.target.visible = false;
  282. _ui.m_list.visible = true;
  283. _ui.m_list.RemoveChildrenToPool();
  284. string[] list = Regex.Split(content, "//");
  285. _ui.m_list.itemRenderer = (int index, GObject item) =>
  286. {
  287. string itemInfo = list[index];
  288. string[] itemInfoList = Regex.Split(itemInfo, "=");
  289. UI_ListDialogItem dialogItem = UI_ListDialogItem.Proxy(item);
  290. dialogItem.m_txtContent.text = itemInfoList[0];
  291. dialogItem.target.data = itemInfoList.Length > 1 ? itemInfoList[1] : null;
  292. };
  293. _ui.m_list.numItems = list.Length;
  294. }
  295. private void ShowDialog(StoryDialogCfg storyDialogCfg)
  296. {
  297. _ui.m_btnAutoPlay.enabled = true;
  298. _ui.m_list.visible = false;
  299. var content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);
  300. string words = content;
  301. string roleName = storyDialogCfg.name;
  302. string headRes = storyDialogCfg.head;
  303. string headAniRes = storyDialogCfg.headAni;
  304. if (roleName == "self")
  305. {
  306. roleName = RoleDataManager.roleName;
  307. }
  308. //回顾
  309. if (roleName != null)
  310. {
  311. _dialogListLookBack.Add("[color=#FDA2B1]" + roleName + "[/color]");
  312. }
  313. if (!string.IsNullOrEmpty(headAniRes))
  314. {
  315. _ui.m_dialogText.target.visible = false;
  316. _ui.m_dialogName.target.visible = false;
  317. _ui.m_dialogHead.target.visible = true;
  318. _ui.m_dialogHead.m_txtName.text = roleName;
  319. _ui.m_dialogHead.m_comphead.m_head.visible = false;
  320. _ui.m_dialogHead.m_comphead.m_holder.visible = true;
  321. string resPath = ResPathUtil.GetViewEffectPath("ui_nzbq", headAniRes);
  322. SceneController.AddObjectToView(_npcHead, _npcWrapper, _ui.m_dialogHead.m_comphead.m_holder, resPath, out _npcHead, out _npcWrapper);
  323. // _npcHead.transform.localScale = new Vector3(-100, 100, 100);
  324. _wordTextField = _ui.m_dialogHead.m_txtContent;
  325. _arrow = _ui.m_dialogHead.m_iconNext;
  326. }
  327. else if (!string.IsNullOrEmpty(headRes))
  328. {
  329. _ui.m_dialogText.target.visible = false;
  330. _ui.m_dialogName.target.visible = false;
  331. _ui.m_dialogHead.target.visible = true;
  332. _ui.m_dialogHead.m_txtName.text = roleName;
  333. _ui.m_dialogHead.m_comphead.m_head.visible = true;
  334. _ui.m_dialogHead.m_comphead.m_holder.visible = false;
  335. _ui.m_dialogHead.m_comphead.m_head.url = ResPathUtil.GetNpcHeadPath(headRes);
  336. _wordTextField = _ui.m_dialogHead.m_txtContent;
  337. _arrow = _ui.m_dialogHead.m_iconNext;
  338. }
  339. else if (!string.IsNullOrEmpty(roleName))
  340. {
  341. _ui.m_dialogText.target.visible = false;
  342. _ui.m_dialogName.target.visible = true;
  343. _ui.m_dialogHead.target.visible = false;
  344. _ui.m_dialogName.m_txtName.text = roleName;
  345. _wordTextField = _ui.m_dialogName.m_txtContent;
  346. _arrow = _ui.m_dialogName.m_iconNext;
  347. }
  348. else
  349. {
  350. _ui.m_dialogText.target.visible = true;
  351. _ui.m_dialogName.target.visible = false;
  352. _ui.m_dialogHead.target.visible = false;
  353. _wordTextField = _ui.m_dialogText.m_txtContent;
  354. _arrow = _ui.m_dialogText.m_iconNext;
  355. }
  356. _wordList = Regex.Split(words, "&&");
  357. _wordIndex = 0;
  358. ShowNextDialog();
  359. }
  360. private void ShowNextDialog()
  361. {
  362. if (_wordList != null && _wordList.Length > _wordIndex)
  363. {
  364. string itemInfo = _wordList[_wordIndex];
  365. string[] itemInfoList = Regex.Split(itemInfo, "=");
  366. _currentWords = itemInfoList[0];
  367. if (itemInfoList.Length > 1)
  368. {
  369. _wordTextField.data = itemInfoList[1];
  370. }
  371. else
  372. {
  373. _wordTextField.data = null;
  374. }
  375. StartShowLetters();
  376. }
  377. else
  378. {
  379. OnStepComplete();
  380. }
  381. }
  382. private void ShowCurrentWords()
  383. {
  384. _arrow.target.visible = true;
  385. Timers.inst.Remove(UpdateLetters);
  386. _wordTextField.text = _currentWords;
  387. _dialogListLookBack.Add(_currentWords);
  388. _isShowLetters = false;
  389. _wordIndex++;
  390. if (_autoPlay)
  391. {
  392. Timers.inst.Add(GameConst.NEXT_WORDS_INTERVAL_MAX / _speedAutoPlay, 1, ShowNextWords);
  393. }
  394. }
  395. private void ShowNextWords(object param = null)
  396. {
  397. if (_wordTextField != null)
  398. {
  399. if (_isShowLetters)
  400. {
  401. ShowCurrentWords();
  402. }
  403. else
  404. {
  405. string stepID = (string)_wordTextField.data;
  406. if (stepID != null)
  407. {
  408. OnStepComplete(stepID);
  409. }
  410. else
  411. {
  412. ShowNextDialog();
  413. }
  414. }
  415. }
  416. }
  417. private void StartShowLetters()
  418. {
  419. _isShowLetters = true;
  420. _arrow.target.visible = false;
  421. _wordTextField.verticalAlign = VertAlignType.Top;
  422. _wordTextField.text = "";
  423. ArrayList letters = StoryUtil.GetLettersList(_currentWords);
  424. Timers.inst.Add(GameConst.LETTERS_INTERVAL_MAX / _speedAutoPlay, 0, UpdateLetters, letters);
  425. }
  426. private void UpdateLetters(object param)
  427. {
  428. ArrayList letters = (ArrayList)param;
  429. if (letters == null || letters.Count <= 0)
  430. {
  431. ShowCurrentWords();
  432. }
  433. else
  434. {
  435. string letter = (string)letters[0];
  436. letters.RemoveAt(0);
  437. _wordTextField.text = _wordTextField.text + letter;
  438. }
  439. }
  440. private void UpdateBg(string value)
  441. {
  442. if (value.Length > 0)
  443. {
  444. SceneController.UpdateDialogBg(value, _sceneObject);
  445. }
  446. }
  447. private void UpdatePic(string value)
  448. {
  449. if (value.Length > 0)
  450. {
  451. SceneController.UpdateDialogPic(value, _sceneObject);
  452. }
  453. }
  454. private void UpdateMusic(string value)
  455. {
  456. if (value.Length > 0)
  457. {
  458. if (value == "0")
  459. {
  460. MusicManager.Instance.Stop();
  461. }
  462. else
  463. {
  464. MusicManager.Instance.Play(ResPathUtil.GetMusicPath(value, "mp3"));
  465. }
  466. }
  467. }
  468. private void PlayEffect(string[] infos)
  469. {
  470. }
  471. private void PlayShake(int[] shakeInfoArr)
  472. {
  473. if (shakeInfoArr != null && shakeInfoArr.Length > 0)
  474. {
  475. Vector3 position = _sceneObject.transform.position;
  476. position.x = (float)shakeInfoArr[0] / GameConst.PIXELS_PER_UNITY_UNIT;
  477. position.y = (float)shakeInfoArr[1] / GameConst.PIXELS_PER_UNITY_UNIT;
  478. _sceneObject.transform.position = position;
  479. float attenuationX = (float)shakeInfoArr[2] / GameConst.PIXELS_PER_UNITY_UNIT;
  480. float attenuationY = (float)shakeInfoArr[3] / GameConst.PIXELS_PER_UNITY_UNIT;
  481. float interval = (float)shakeInfoArr[4] / 1000;
  482. float duration = (float)shakeInfoArr[5] / 1000;
  483. int repeat = Mathf.RoundToInt(duration / interval);
  484. Timers.inst.Add(interval, 0, UpdateShake, new float[] { attenuationX, attenuationY });
  485. }
  486. }
  487. private void UpdateShake(object param)
  488. {
  489. float[] attenuations = param as float[];
  490. float attenuationX = attenuations[0];
  491. float attenuationY = attenuations[1];
  492. Vector3 position = _sceneObject.transform.position;
  493. bool done = false;
  494. bool doneX = false;
  495. float absX = Mathf.Abs(position.x);
  496. if (absX > attenuationX)
  497. {
  498. int dir = (int)(position.x / absX);
  499. position.x = Mathf.Abs(position.x) - attenuationX;
  500. position.x *= -1 * dir;
  501. }
  502. else
  503. {
  504. doneX = true;
  505. position.x = 0;
  506. }
  507. bool doneY = false;
  508. float absY = Mathf.Abs(position.y);
  509. if (absY > attenuationY)
  510. {
  511. int dir = (int)(position.y / absY);
  512. position.y = Mathf.Abs(position.y) - attenuationY;
  513. position.y *= -1 * dir;
  514. }
  515. else
  516. {
  517. doneY = true;
  518. position.y = 0;
  519. }
  520. done = doneX && doneY;
  521. _sceneObject.transform.position = position;
  522. if (done)
  523. {
  524. Timers.inst.Remove(UpdateShake);
  525. }
  526. }
  527. private void Over(bool isSkip = false)
  528. {
  529. if (_onCompleteStoryDialogCall != null)
  530. {
  531. _onCompleteStoryDialogCall(isSkip, _onCompleteStoryDialogCallParam);
  532. }
  533. }
  534. private void UpdateSpeedUpBtn()
  535. {
  536. if (_speedAutoPlay > 1)
  537. {
  538. _ui.m_btnSpeedUp.text = "x" + _speedAutoPlay;
  539. }
  540. else
  541. {
  542. _ui.m_btnSpeedUp.text = "";
  543. }
  544. }
  545. private void StopAutoPlay()
  546. {
  547. _autoPlay = false;
  548. _ui.m_btnAutoPlay.selected = false;
  549. Timers.inst.Remove(ShowNextWords);
  550. }
  551. }
  552. }