StoryDialogView.cs 25 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. TypingFadeEffect _typingEffect;
  40. //屏幕效果中
  41. private Action<object> _onScreenEffectComplete;
  42. public override void Dispose()
  43. {
  44. base.Dispose();
  45. if (_sceneObject != null)
  46. {
  47. GameObject.Destroy(_sceneObject);
  48. _sceneObject = null;
  49. }
  50. _dressUpObjUI?.Dispose();
  51. _dressUpObjUI = null;
  52. _wordTextField = null;
  53. _arrow = null;
  54. _isShowLetters = false;
  55. EffectUIPool.Recycle(_effectUI1);
  56. _effectUI1 = null;
  57. _onScreenEffectComplete = null;
  58. _typingEffect = null;
  59. if (_ui != null)
  60. {
  61. _ui.Dispose();
  62. _ui = null;
  63. }
  64. }
  65. protected override void Init()
  66. {
  67. base.Init();
  68. packageName = UI_StoryDialogUI.PACKAGE_NAME;
  69. _ui = UI_StoryDialogUI.Create();
  70. viewCom = _ui.target;
  71. isfullScreen = true;
  72. }
  73. protected override void OnInit()
  74. {
  75. base.OnInit();
  76. _ui.m_dialogText.target.visible = false;
  77. _ui.m_dialogName.target.visible = false;
  78. _ui.m_dialogHead.target.visible = false;
  79. _ui.m_list.visible = false;
  80. _ui.m_btnNext.width = GRoot.inst.width;
  81. _ui.m_btnNext.height = GRoot.inst.height;
  82. _ui.m_btnNext.AddRelation(GRoot.inst, RelationType.Size);
  83. _ui.m_btnBack.onClick.Add(OnClickBtnBack);
  84. _ui.m_btnNext.onClick.Add(OnClickBtnNext);
  85. _ui.m_btnLookBack.onClick.Add(OnClickBtnLookBack);
  86. _ui.m_btnSkip.onClick.Add(OnBtnSkip);
  87. _ui.m_list.onClickItem.Add(OnClickListItem);
  88. _ui.m_btnSpeedUp.onClick.Add(OnClickBtnSpeedUp);
  89. _ui.m_btnAutoPlay.onClick.Add(OnClickBtnAutoPlay);
  90. }
  91. protected override void OnShown()
  92. {
  93. base.OnShown();
  94. if (_sceneObject == null)
  95. {
  96. _sceneObject = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("SceneStoryDialog"));
  97. }
  98. if (_dressUpObjUI == null)
  99. {
  100. _dressUpObjUI = new DressUpObjUI();
  101. }
  102. _speedAutoPlay = FightDataManager.Instance.dialogSpeed;
  103. _autoPlay = false;
  104. lastTextFieldType = "";
  105. UpdateSpeedUpBtn();
  106. _dialogListLookBack = new List<string>();
  107. object[] datas = viewData as object[];
  108. _storyStartID = (string)datas[0];
  109. bool skipable = (bool)datas[1];
  110. _onCompleteStoryDialogCall = (OnCompleteStoryDialogCall)datas[2];
  111. if (datas.Length > 3)
  112. {
  113. _onCompleteStoryDialogCallParam = datas[3];
  114. }
  115. if ((bool)datas[4])
  116. IsTeaParty = true;
  117. if (LauncherConfig.netType == LauncherConfig.EnumNetType.TEMP && !InstanceZonesDataManager.CheckLevelPass(MainStoryDataManager.currentLevelCfgId))
  118. {
  119. // 临时设置都可以跳过对话
  120. skipable = false;
  121. }
  122. else
  123. {
  124. skipable = true;
  125. }
  126. _ui.m_btnSkip.visible = skipable;
  127. ShowNextStep(_storyStartID);
  128. _ui.m_c1.selectedIndex = 0;
  129. _ui.m_btnAutoPlay.selected = false;
  130. if (_storyStartID == MainStoryDataManager.priorId)
  131. {
  132. _ui.m_c1.selectedIndex = 1;
  133. // _ui.m_btnAutoPlay.selected = true;
  134. OnClickBtnAutoPlay();
  135. _speedAutoPlay = 1;
  136. FightDataManager.Instance.dialogSpeed = _speedAutoPlay;
  137. }
  138. if(IsTeaParty)
  139. _ui.m_c1.selectedIndex = 2;
  140. _ui.m_btnBack.visible = InstanceZonesDataManager.CheckLevelPass(100001001);
  141. }
  142. protected override void OnHide()
  143. {
  144. base.OnHide();
  145. Timers.inst.Remove(UpdateShake);
  146. Timers.inst.Remove(OnScreenEffectComplete);
  147. Timers.inst.Remove(ShowNextWords);
  148. ScreenBlackController.Instance.HideBlack();
  149. StopAutoPlay();
  150. if (_sceneObject != null)
  151. {
  152. GameObject.Destroy(_sceneObject);
  153. _sceneObject = null;
  154. }
  155. MusicManager.Instance.Play(ResPathUtil.GetMusicPath(ConstMusicName.DEFAULT));
  156. _onCompleteStoryDialogCall = null;
  157. _onCompleteStoryDialogCallParam = null;
  158. StoryDialogDataManager.Instance.Clear();
  159. }
  160. private void OnClickBtnBack()
  161. {
  162. // this.Hide();
  163. ViewManager.GoBackFrom(typeof(StoryDialogView).FullName);
  164. // Over(false);
  165. }
  166. private void OnClickBtnNext()
  167. {
  168. if (!_canClickBtnNext)
  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. PlayEffect(storyDialogCfg.effectInfoArr);
  314. PlayShake(storyDialogCfg.shakeInfoArr);
  315. string content = storyDialogCfg.content;
  316. content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);
  317. while (StoryDialogDataManager.Instance.waitBgChange)
  318. {
  319. yield return new WaitForEndOfFrame();
  320. }
  321. if(StoryDialogDataManager.Instance.dialogShowDelay > 0)
  322. {
  323. yield return new WaitForSeconds(StoryDialogDataManager.Instance.dialogShowDelay);
  324. StoryDialogDataManager.Instance.dialogShowDelay = 0f;
  325. }
  326. _canClickBtnNext = true;
  327. if (content.IndexOf("//") >= 0)
  328. {
  329. showList(content);
  330. }
  331. else
  332. {
  333. ShowDialog(storyDialogCfg);
  334. }
  335. }
  336. private void showList(string content)
  337. {
  338. StopAutoPlay();
  339. _ui.m_btnAutoPlay.enabled = false;
  340. _wordTextField = null;
  341. _ui.m_list.visible = true;
  342. _ui.m_list.RemoveChildrenToPool();
  343. string[] list = Regex.Split(content, "//");
  344. _ui.m_list.itemRenderer = (int index, GObject item) =>
  345. {
  346. string itemInfo = list[index];
  347. string[] itemInfoList = Regex.Split(itemInfo, "=");
  348. UI_ListDialogItem dialogItem = UI_ListDialogItem.Proxy(item);
  349. dialogItem.m_txtContent.text = itemInfoList[0];
  350. dialogItem.target.data = itemInfoList.Length > 1 ? itemInfoList[1] : null;
  351. UI_ListDialogItem.ProxyEnd();
  352. };
  353. _ui.m_list.numItems = list.Length;
  354. }
  355. private void HideAllDialogUI()
  356. {
  357. _ui.m_dialogText.target.visible = false;
  358. _ui.m_dialogName.target.visible = false;
  359. _ui.m_dialogHead.target.visible = false;
  360. _ui.m_list.visible = false;
  361. }
  362. private void ShowDialog(StoryDialogCfg storyDialogCfg)
  363. {
  364. if (storyDialogCfg.showChangeName == 1 && StorageDataManager.Instance.GetStorageValue(ConstStorageId.CHANGE_NAME) == 0)
  365. {
  366. if (_autoPlay)
  367. {
  368. _ui.m_btnAutoPlay.selected = false;
  369. OnClickBtnAutoPlay();
  370. }
  371. GameController.ShowCreateRole();
  372. }
  373. _ui.m_loaMask.url = ResPathUtil.GetBgImgPath(storyDialogCfg.maskRes);
  374. _ui.m_btnAutoPlay.enabled = true;
  375. _ui.m_list.visible = false;
  376. var content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);
  377. string words = content;
  378. string roleName = storyDialogCfg.name;
  379. string headRes = storyDialogCfg.head;
  380. string headAniRes = storyDialogCfg.headAni;
  381. if (roleName == "self")
  382. {
  383. roleName = RoleDataManager.roleName;
  384. }
  385. if (roleName == "")
  386. {
  387. roleName = RoleDataManager.roleName;
  388. }
  389. //回顾
  390. if (roleName != null)
  391. {
  392. _dialogListLookBack.Add("[color=#FDA2B1]" + roleName + "[/color]");
  393. }
  394. if (!string.IsNullOrEmpty(headAniRes) || storyDialogCfg.suitId > 0)
  395. {
  396. //显示对话框半身像
  397. _ui.m_dialogHead.target.visible = true;
  398. _ui.m_dialogHead.m_txtName.text = roleName;
  399. _ui.m_dialogHead.m_comphead.m_head.visible = false;
  400. _ui.m_dialogHead.m_comphead.m_holder.visible = true;
  401. var headAniCfg = HeadAniCfgArray.Instance.GetCfg(headAniRes);
  402. if (headAniCfg != null && !string.IsNullOrEmpty(headAniCfg.headAni))
  403. {
  404. //独立动画
  405. _ui.m_dialogHead.m_compDressUp.target.visible = false;
  406. _ui.m_dialogHead.m_comphead.target.visible = true;
  407. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_dialogHead.m_comphead.m_holder, "ui_nzbq", headAniCfg.headAni);
  408. }
  409. else
  410. {
  411. //换装
  412. _ui.m_dialogHead.m_compDressUp.target.visible = true;
  413. _ui.m_dialogHead.m_comphead.target.visible = false;
  414. _dressUpObjUI.ResetSceneObj(80, true, false, null, false);
  415. if (storyDialogCfg.suitId > 0)
  416. {
  417. _dressUpObjUI.dressUpObj.PutOnSuitCfg(storyDialogCfg.suitId, false, new int[] { ConstDressUpItemType.SHOU_CHI_WU }, false, false);
  418. }
  419. else
  420. {
  421. _dressUpObjUI.dressUpObj.PutOnDressUpData(CustomSuitDataManager.GetCurrentSuitData().dressUpData);
  422. if (_dressUpObjUI.dressUpObj.actionId > 0)
  423. {
  424. _dressUpObjUI.dressUpObj.CancelAction(true);
  425. }
  426. _dressUpObjUI.dressUpObj.PutOnDressUpData(_dressUpObjUI.dressUpObj.DressUpDataClone(), new int[] { ConstDressUpItemType.SHOU_CHI_WU });
  427. }
  428. if (headAniCfg != null && headAniCfg.faceId > 0)
  429. {
  430. //表情
  431. _dressUpObjUI.dressUpObj.AddOrRemove(headAniCfg.faceId, false);
  432. _dressUpObjUI.UpdateWrapper(_ui.m_dialogHead.m_compDressUp.m_holder);
  433. }
  434. }
  435. _wordTextField = _ui.m_dialogHead.m_txtContent;
  436. _arrow = _ui.m_dialogHead.m_iconNext;
  437. lastTextFieldType = "head";
  438. }
  439. else if (!string.IsNullOrEmpty(headRes))
  440. {
  441. _ui.m_dialogHead.target.visible = true;
  442. _ui.m_dialogHead.m_txtName.text = roleName;
  443. _ui.m_dialogHead.m_comphead.m_head.visible = true;
  444. _ui.m_dialogHead.m_comphead.m_holder.visible = false;
  445. _ui.m_dialogHead.m_comphead.m_head.url = ResPathUtil.GetNpcHeadPath(headRes);
  446. _wordTextField = _ui.m_dialogHead.m_txtContent;
  447. _arrow = _ui.m_dialogHead.m_iconNext;
  448. lastTextFieldType = "head";
  449. }
  450. else if (!string.IsNullOrEmpty(roleName))
  451. {
  452. _ui.m_dialogName.target.visible = true;
  453. _ui.m_dialogName.m_txtName.text = roleName;
  454. _wordTextField = _ui.m_dialogName.m_txtContent;
  455. _arrow = _ui.m_dialogName.m_iconNext;
  456. if (!lastTextFieldType.Equals("name"))
  457. {
  458. lastTextFieldType = "name";
  459. if(IsTeaParty)
  460. _ui.m_t1.Play();
  461. else
  462. _ui.m_t0.Play();
  463. }
  464. }
  465. else
  466. {
  467. _ui.m_dialogText.target.visible = true;
  468. _wordTextField = _ui.m_dialogText.m_txtContent;
  469. _arrow = _ui.m_dialogText.m_iconNext;
  470. lastTextFieldType = "text";
  471. }
  472. _wordList = Regex.Split(words, "&&");
  473. _wordIndex = 0;
  474. _typingEffect = new TypingFadeEffect(_wordTextField);
  475. _typingEffect.typeFinishedAction = ShowCurrentWords;
  476. ShowNextDialog();
  477. }
  478. private void ShowNextDialog()
  479. {
  480. if (_wordList != null && _wordList.Length > _wordIndex)
  481. {
  482. string itemInfo = _wordList[_wordIndex];
  483. string[] itemInfoList = Regex.Split(itemInfo, "=");
  484. _currentWords = itemInfoList[0];
  485. if (itemInfoList.Length > 1)
  486. {
  487. _wordTextField.data = itemInfoList[1];
  488. }
  489. else
  490. {
  491. _wordTextField.data = null;
  492. }
  493. Timers.inst.StartCoroutine(StartShowLetters());
  494. }
  495. else
  496. {
  497. OnStepComplete();
  498. }
  499. }
  500. private void ShowCurrentWords()
  501. {
  502. _arrow.target.visible = true;
  503. //Timers.inst.Remove(UpdateLetters);
  504. StopTyping();
  505. _typingEffect?.Cancel();
  506. _wordTextField.text = _currentWords;
  507. _dialogListLookBack.Add(_currentWords);
  508. _isShowLetters = false;
  509. _wordIndex++;
  510. if (_autoPlay)
  511. {
  512. Timers.inst.Add(GameConst.NEXT_WORDS_INTERVAL_MAX / _speedAutoPlay, 1, ShowNextWords);
  513. }
  514. }
  515. private void ShowNextWords(object param = null)
  516. {
  517. if (_wordTextField != null)
  518. {
  519. if (_isShowLetters)
  520. {
  521. ShowCurrentWords();
  522. }
  523. else
  524. {
  525. string stepID = (string)_wordTextField.data;
  526. if (stepID != null)
  527. {
  528. OnStepComplete(stepID);
  529. }
  530. else
  531. {
  532. ShowNextDialog();
  533. }
  534. }
  535. }
  536. }
  537. private IEnumerator StartShowLetters()
  538. {
  539. _isShowLetters = true;
  540. _arrow.target.visible = false;
  541. _wordTextField.verticalAlign = VertAlignType.Top;
  542. _wordTextField.text = "";
  543. ArrayList letters = StoryUtil.GetLettersList(_currentWords);
  544. _canClickBtnNext = false;
  545. while (StoryDialogDataManager.Instance.waitPicFade)
  546. {
  547. yield return new WaitForEndOfFrame();
  548. }
  549. _canClickBtnNext = true;
  550. _wordTextField.text = _currentWords;
  551. StartTyping();
  552. }
  553. private void StartTyping()
  554. {
  555. _typingEffect.SetSpeed(GameConst.LETTERS_INTERVAL_MAX / _speedAutoPlay);
  556. _typingEffect.Start();
  557. }
  558. private void StopTyping()
  559. {
  560. _typingEffect.Cancel();
  561. }
  562. private void UpdateBg(string value)
  563. {
  564. if (value.Length > 0)
  565. {
  566. SceneController.UpdateDialogBg(value, _sceneObject);
  567. }
  568. }
  569. private void UpdatePic(string value)
  570. {
  571. if (value.Length > 0)
  572. {
  573. SceneController.UpdateDialogPic(value, _sceneObject);
  574. }
  575. else if (IsTeaParty)
  576. {
  577. UpdateRoleObj();
  578. }
  579. }
  580. private void UpdateRoleObj()
  581. {
  582. ET.Log.Debug("打印测试-------asdfsdfsdaf----------");
  583. MyDressUpHelper.dressUpObj.setSceneObj(_sceneObject, false, false);
  584. //MyDressUpHelper.dressUpObj.PutOnDefaultDressUpData(IsTeaParty);
  585. }
  586. private void UpdateMusic(string value)
  587. {
  588. if (value.Length > 0)
  589. {
  590. if (value == "0")
  591. {
  592. MusicManager.Instance.Stop();
  593. }
  594. else
  595. {
  596. MusicManager.Instance.Play(ResPathUtil.GetMusicPath(value, "mp3"));
  597. }
  598. }
  599. }
  600. private void PlayEffect(string[] infos)
  601. {
  602. }
  603. private void PlayShake(int[] shakeInfoArr)
  604. {
  605. if (shakeInfoArr != null && shakeInfoArr.Length > 0)
  606. {
  607. Vector3 position = _sceneObject.transform.position;
  608. position.x = (float)shakeInfoArr[0] / GameConst.PIXELS_PER_UNITY_UNIT;
  609. position.y = (float)shakeInfoArr[1] / GameConst.PIXELS_PER_UNITY_UNIT;
  610. _sceneObject.transform.position = position;
  611. float attenuationX = (float)shakeInfoArr[2] / GameConst.PIXELS_PER_UNITY_UNIT;
  612. float attenuationY = (float)shakeInfoArr[3] / GameConst.PIXELS_PER_UNITY_UNIT;
  613. float interval = (float)shakeInfoArr[4] / 1000;
  614. float duration = (float)shakeInfoArr[5] / 1000;
  615. int repeat = Mathf.RoundToInt(duration / interval);
  616. Timers.inst.Add(interval, 0, UpdateShake, new float[] { attenuationX, attenuationY });
  617. }
  618. }
  619. private void UpdateShake(object param)
  620. {
  621. float[] attenuations = param as float[];
  622. float attenuationX = attenuations[0];
  623. float attenuationY = attenuations[1];
  624. Vector3 position = _sceneObject.transform.position;
  625. bool done = false;
  626. bool doneX = false;
  627. float absX = Mathf.Abs(position.x);
  628. if (absX > attenuationX)
  629. {
  630. int dir = (int)(position.x / absX);
  631. position.x = Mathf.Abs(position.x) - attenuationX;
  632. position.x *= -1 * dir;
  633. }
  634. else
  635. {
  636. doneX = true;
  637. position.x = 0;
  638. }
  639. bool doneY = false;
  640. float absY = Mathf.Abs(position.y);
  641. if (absY > attenuationY)
  642. {
  643. int dir = (int)(position.y / absY);
  644. position.y = Mathf.Abs(position.y) - attenuationY;
  645. position.y *= -1 * dir;
  646. }
  647. else
  648. {
  649. doneY = true;
  650. position.y = 0;
  651. }
  652. done = doneX && doneY;
  653. _sceneObject.transform.position = position;
  654. if (done)
  655. {
  656. Timers.inst.Remove(UpdateShake);
  657. }
  658. }
  659. private void Over(bool isSkip = false)
  660. {
  661. if (_onCompleteStoryDialogCall != null)
  662. {
  663. _onCompleteStoryDialogCall(isSkip, _onCompleteStoryDialogCallParam);
  664. }
  665. }
  666. private void UpdateSpeedUpBtn()
  667. {
  668. if (_speedAutoPlay > 1)
  669. {
  670. _ui.m_btnSpeedUp.text = "x" + _speedAutoPlay;
  671. }
  672. else
  673. {
  674. _ui.m_btnSpeedUp.text = "";
  675. }
  676. _typingEffect?.SetSpeed(GameConst.LETTERS_INTERVAL_MAX / _speedAutoPlay);
  677. }
  678. private void StopAutoPlay()
  679. {
  680. _autoPlay = false;
  681. _ui.m_btnAutoPlay.selected = false;
  682. Timers.inst.Remove(ShowNextWords);
  683. }
  684. }
  685. }