StoryDialogView.cs 19 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. ViewManager.Show(ViewName.STORY_LOOK_BACK_VIEW, _stroyStartID);
  144. }
  145. private void OnBtnSkip()
  146. {
  147. Over(true);
  148. }
  149. private void OnClickListItem(EventContext context)
  150. {
  151. UI_ListDialogItem dialogItem = UI_ListDialogItem.Proxy(context.data as GObject);
  152. _dialogListLookBack.Add(dialogItem.m_txtContent.text);
  153. string stepID = (string)dialogItem.target.data;
  154. if (stepID == null)
  155. {
  156. stepID = "0";
  157. }
  158. OnStepComplete(stepID);
  159. }
  160. private void OnClickBtnSpeedUp()
  161. {
  162. //如果没有自动播放先开始自动播放
  163. if (!_autoPlay)
  164. {
  165. _ui.m_btnAutoPlay.selected = true;
  166. OnClickBtnAutoPlay();
  167. }
  168. _speedAutoPlay = _speedAutoPlay * 2;
  169. if (_speedAutoPlay > GameConst.MAX_SPEED_AUTO_PLAY)
  170. {
  171. _speedAutoPlay = 1;
  172. }
  173. UpdateSpeedUpBtn();
  174. }
  175. private void OnClickBtnAutoPlay()
  176. {
  177. _autoPlay = _ui.m_btnAutoPlay.selected;
  178. if (_autoPlay)
  179. {
  180. ShowNextWords();
  181. }
  182. }
  183. private void InitStepListById(string dialogID)
  184. {
  185. var temp = StoryDialogCfgArray.Instance.GetCfgs(dialogID);
  186. _stepListToRead = new List<StoryDialogCfg>(temp);
  187. }
  188. private void ShowNextStep(string nextStepId)
  189. {
  190. if (nextStepId != null)
  191. {
  192. InitStepListById(nextStepId);
  193. }
  194. if (_stepListToRead != null && _stepListToRead.Count > 0)
  195. {
  196. StoryDialogCfg storyDialogCfg = (StoryDialogCfg)_stepListToRead[0];
  197. _stepListToRead.RemoveAt(0);
  198. InitStepContent(storyDialogCfg);
  199. }
  200. else
  201. {
  202. Over();
  203. }
  204. }
  205. private void OnStepComplete(string nextStepId = null)
  206. {
  207. _nextStepId = nextStepId;
  208. _ui.m_dialogText.target.visible = false;
  209. _ui.m_dialogName.target.visible = false;
  210. _ui.m_dialogHead.target.visible = false;
  211. float delay = 0;
  212. //屏幕效果
  213. if (_currentStepCfg != null)
  214. {
  215. if (_currentStepCfg.blackScreenDur > 0)
  216. {
  217. delay = _currentStepCfg.blackScreenDur;
  218. ScreenBlackController.Instance.ShowBlack(delay, this.viewCom, 0);
  219. }
  220. else if (_currentStepCfg.blankScreenDur > 0)
  221. {
  222. delay = _currentStepCfg.blankScreenDur;
  223. UpdatePic("0");
  224. }
  225. }
  226. if (delay > 0)
  227. {
  228. //转换成秒
  229. delay = delay / 1000f;
  230. Timers.inst.Add(delay, 1, OnScreenEffectComplete);
  231. }
  232. else
  233. {
  234. OnScreenEffectComplete();
  235. }
  236. }
  237. private void OnScreenEffectComplete(object param = null)
  238. {
  239. if (_nextStepId == "0")
  240. {
  241. Over();
  242. }
  243. else
  244. {
  245. ShowNextStep(_nextStepId);
  246. }
  247. }
  248. private void InitStepContent(StoryDialogCfg storyDialogCfg)
  249. {
  250. _currentStepCfg = storyDialogCfg;
  251. UpdateMusic(storyDialogCfg.musicRes);
  252. UpdateBg(storyDialogCfg.bgRes);
  253. UpdatePic(storyDialogCfg.picRes);
  254. PlayEffect(storyDialogCfg.effectInfoArr);
  255. PlayShake(storyDialogCfg.shakeInfoArr);
  256. string content = storyDialogCfg.content;
  257. content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);
  258. if (content.IndexOf("//") >= 0)
  259. {
  260. showList(content);
  261. }
  262. else
  263. {
  264. ShowDialog(storyDialogCfg);
  265. }
  266. }
  267. private void showList(string content)
  268. {
  269. StopAutoPlay();
  270. _ui.m_btnAutoPlay.enabled = false;
  271. _wordTextField = null;
  272. _ui.m_dialogText.target.visible = false;
  273. _ui.m_dialogName.target.visible = false;
  274. _ui.m_dialogHead.target.visible = false;
  275. _ui.m_list.visible = true;
  276. _ui.m_list.RemoveChildrenToPool();
  277. string[] list = Regex.Split(content, "//");
  278. _ui.m_list.itemRenderer = (int index, GObject item) =>
  279. {
  280. string itemInfo = list[index];
  281. string[] itemInfoList = Regex.Split(itemInfo, "=");
  282. UI_ListDialogItem dialogItem = UI_ListDialogItem.Proxy(item);
  283. dialogItem.m_txtContent.text = itemInfoList[0];
  284. dialogItem.target.data = itemInfoList.Length > 1 ? itemInfoList[1] : null;
  285. };
  286. _ui.m_list.numItems = list.Length;
  287. }
  288. private void ShowDialog(StoryDialogCfg storyDialogCfg)
  289. {
  290. _ui.m_btnAutoPlay.enabled = true;
  291. _ui.m_list.visible = false;
  292. var content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);
  293. string words = content;
  294. string roleName = storyDialogCfg.name;
  295. string headRes = storyDialogCfg.head;
  296. string headAniRes = storyDialogCfg.headAni;
  297. if (roleName == "self")
  298. {
  299. roleName = RoleDataManager.roleName;
  300. }
  301. //回顾
  302. if (roleName != null)
  303. {
  304. _dialogListLookBack.Add("[color=#FDA2B1]" + roleName + "[/color]");
  305. }
  306. if (!string.IsNullOrEmpty(headAniRes))
  307. {
  308. _ui.m_dialogText.target.visible = false;
  309. _ui.m_dialogName.target.visible = false;
  310. _ui.m_dialogHead.target.visible = true;
  311. _ui.m_dialogHead.m_txtName.text = roleName;
  312. _ui.m_dialogHead.m_comphead.m_head.visible = false;
  313. _ui.m_dialogHead.m_comphead.m_holder.visible = true;
  314. string resPath = ResPathUtil.GetViewEffectPath("ui_nzbq", headAniRes);
  315. SceneController.AddObjectToView(_npcHead, _npcWrapper, _ui.m_dialogHead.m_comphead.m_holder, resPath, out _npcHead, out _npcWrapper);
  316. // _npcHead.transform.localScale = new Vector3(-100, 100, 100);
  317. _wordTextField = _ui.m_dialogHead.m_txtContent;
  318. _arrow = _ui.m_dialogHead.m_iconNext;
  319. }
  320. else if (!string.IsNullOrEmpty(headRes))
  321. {
  322. _ui.m_dialogText.target.visible = false;
  323. _ui.m_dialogName.target.visible = false;
  324. _ui.m_dialogHead.target.visible = true;
  325. _ui.m_dialogHead.m_txtName.text = roleName;
  326. _ui.m_dialogHead.m_comphead.m_head.visible = true;
  327. _ui.m_dialogHead.m_comphead.m_holder.visible = false;
  328. _ui.m_dialogHead.m_comphead.m_head.url = ResPathUtil.GetNpcHeadPath(headRes);
  329. _wordTextField = _ui.m_dialogHead.m_txtContent;
  330. _arrow = _ui.m_dialogHead.m_iconNext;
  331. }
  332. else if (!string.IsNullOrEmpty(roleName))
  333. {
  334. _ui.m_dialogText.target.visible = false;
  335. _ui.m_dialogName.target.visible = true;
  336. _ui.m_dialogHead.target.visible = false;
  337. _ui.m_dialogName.m_txtName.text = roleName;
  338. _wordTextField = _ui.m_dialogName.m_txtContent;
  339. _arrow = _ui.m_dialogName.m_iconNext;
  340. }
  341. else
  342. {
  343. _ui.m_dialogText.target.visible = true;
  344. _ui.m_dialogName.target.visible = false;
  345. _ui.m_dialogHead.target.visible = false;
  346. _wordTextField = _ui.m_dialogText.m_txtContent;
  347. _arrow = _ui.m_dialogText.m_iconNext;
  348. }
  349. _wordList = Regex.Split(words, "&&");
  350. _wordIndex = 0;
  351. ShowNextDialog();
  352. }
  353. private void ShowNextDialog()
  354. {
  355. if (_wordList != null && _wordList.Length > _wordIndex)
  356. {
  357. string itemInfo = _wordList[_wordIndex];
  358. string[] itemInfoList = Regex.Split(itemInfo, "=");
  359. _currentWords = itemInfoList[0];
  360. if (itemInfoList.Length > 1)
  361. {
  362. _wordTextField.data = itemInfoList[1];
  363. }
  364. else
  365. {
  366. _wordTextField.data = null;
  367. }
  368. StartShowLetters();
  369. }
  370. else
  371. {
  372. OnStepComplete();
  373. }
  374. }
  375. private void ShowCurrentWords()
  376. {
  377. _arrow.target.visible = true;
  378. Timers.inst.Remove(UpdateLetters);
  379. _wordTextField.text = _currentWords;
  380. _dialogListLookBack.Add(_currentWords);
  381. _isShowLetters = false;
  382. _wordIndex++;
  383. if (_autoPlay)
  384. {
  385. Timers.inst.Add(GameConst.NEXT_WORDS_INTERVAL_MAX / _speedAutoPlay, 1, ShowNextWords);
  386. }
  387. }
  388. private void ShowNextWords(object param = null)
  389. {
  390. if (_wordTextField != null)
  391. {
  392. if (_isShowLetters)
  393. {
  394. ShowCurrentWords();
  395. }
  396. else
  397. {
  398. string stepID = (string)_wordTextField.data;
  399. if (stepID != null)
  400. {
  401. OnStepComplete(stepID);
  402. }
  403. else
  404. {
  405. ShowNextDialog();
  406. }
  407. }
  408. }
  409. }
  410. private void StartShowLetters()
  411. {
  412. _isShowLetters = true;
  413. _arrow.target.visible = false;
  414. _wordTextField.verticalAlign = VertAlignType.Top;
  415. _wordTextField.text = "";
  416. ArrayList letters = StoryUtil.GetLettersList(_currentWords);
  417. Timers.inst.Add(GameConst.LETTERS_INTERVAL_MAX / _speedAutoPlay, 0, UpdateLetters, letters);
  418. }
  419. private void UpdateLetters(object param)
  420. {
  421. ArrayList letters = (ArrayList)param;
  422. if (letters == null || letters.Count <= 0)
  423. {
  424. ShowCurrentWords();
  425. }
  426. else
  427. {
  428. string letter = (string)letters[0];
  429. letters.RemoveAt(0);
  430. _wordTextField.text = _wordTextField.text + letter;
  431. }
  432. }
  433. private void UpdateBg(string value)
  434. {
  435. if (value.Length > 0)
  436. {
  437. SceneController.UpdateDialogBg(value, _sceneObject);
  438. }
  439. }
  440. private void UpdatePic(string value)
  441. {
  442. if (value.Length > 0)
  443. {
  444. SceneController.UpdateDialogPic(value, _sceneObject);
  445. }
  446. }
  447. private void UpdateMusic(string value)
  448. {
  449. if (value.Length > 0)
  450. {
  451. if (value == "0")
  452. {
  453. MusicManager.Instance.Stop();
  454. }
  455. else
  456. {
  457. MusicManager.Instance.Play(ResPathUtil.GetMusicPath(value, "mp3"));
  458. }
  459. }
  460. }
  461. private void PlayEffect(string[] infos)
  462. {
  463. }
  464. private void PlayShake(int[] shakeInfoArr)
  465. {
  466. if (shakeInfoArr != null && shakeInfoArr.Length > 0)
  467. {
  468. Vector3 position = _sceneObject.transform.position;
  469. position.x = (float)shakeInfoArr[0] / GameConst.PIXELS_PER_UNITY_UNIT;
  470. position.y = (float)shakeInfoArr[1] / GameConst.PIXELS_PER_UNITY_UNIT;
  471. _sceneObject.transform.position = position;
  472. float attenuationX = (float)shakeInfoArr[2] / GameConst.PIXELS_PER_UNITY_UNIT;
  473. float attenuationY = (float)shakeInfoArr[3] / GameConst.PIXELS_PER_UNITY_UNIT;
  474. float interval = (float)shakeInfoArr[4] / 1000;
  475. float duration = (float)shakeInfoArr[5] / 1000;
  476. int repeat = Mathf.RoundToInt(duration / interval);
  477. Timers.inst.Add(interval, 0, UpdateShake, new float[] { attenuationX, attenuationY });
  478. }
  479. }
  480. private void UpdateShake(object param)
  481. {
  482. float[] attenuations = param as float[];
  483. float attenuationX = attenuations[0];
  484. float attenuationY = attenuations[1];
  485. Vector3 position = _sceneObject.transform.position;
  486. bool done = false;
  487. bool doneX = false;
  488. float absX = Mathf.Abs(position.x);
  489. if (absX > attenuationX)
  490. {
  491. int dir = (int)(position.x / absX);
  492. position.x = Mathf.Abs(position.x) - attenuationX;
  493. position.x *= -1 * dir;
  494. }
  495. else
  496. {
  497. doneX = true;
  498. position.x = 0;
  499. }
  500. bool doneY = false;
  501. float absY = Mathf.Abs(position.y);
  502. if (absY > attenuationY)
  503. {
  504. int dir = (int)(position.y / absY);
  505. position.y = Mathf.Abs(position.y) - attenuationY;
  506. position.y *= -1 * dir;
  507. }
  508. else
  509. {
  510. doneY = true;
  511. position.y = 0;
  512. }
  513. done = doneX && doneY;
  514. _sceneObject.transform.position = position;
  515. if (done)
  516. {
  517. Timers.inst.Remove(UpdateShake);
  518. }
  519. }
  520. private void Over(bool isSkip = false)
  521. {
  522. if (_onCompleteStoryDialogCall != null)
  523. {
  524. _onCompleteStoryDialogCall(isSkip, _onCompleteStoryDialogCallParam);
  525. }
  526. }
  527. private void UpdateSpeedUpBtn()
  528. {
  529. if (_speedAutoPlay > 1)
  530. {
  531. _ui.m_btnSpeedUp.text = "x" + _speedAutoPlay;
  532. }
  533. else
  534. {
  535. _ui.m_btnSpeedUp.text = "";
  536. }
  537. }
  538. private void StopAutoPlay()
  539. {
  540. _autoPlay = false;
  541. _ui.m_btnAutoPlay.selected = false;
  542. Timers.inst.Remove(ShowNextWords);
  543. }
  544. }
  545. }