StoryDialogView.cs 27 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 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. _autoPlay = true;
  142. }
  143. _ui.m_btnBack.visible = InstanceZonesDataManager.CheckLevelPass(100001001);
  144. }
  145. protected override void OnHide()
  146. {
  147. base.OnHide();
  148. Timers.inst.Remove(UpdateShake);
  149. Timers.inst.Remove(OnScreenEffectComplete);
  150. Timers.inst.Remove(ShowNextWords);
  151. ScreenBlackController.Instance.HideBlack();
  152. StopAutoPlay();
  153. if (_sceneObject != null)
  154. {
  155. GameObject.Destroy(_sceneObject);
  156. _sceneObject = null;
  157. }
  158. MusicManager.Instance.Play(ResPathUtil.GetMusicPath(ConstMusicName.DEFAULT));
  159. _onCompleteStoryDialogCall = null;
  160. _onCompleteStoryDialogCallParam = null;
  161. StoryDialogDataManager.Instance.Clear();
  162. }
  163. private void OnClickBtnBack()
  164. {
  165. // this.Hide();
  166. ViewManager.GoBackFrom(typeof(StoryDialogView).FullName);
  167. // Over(false);
  168. }
  169. private void OnClickBtnNext()
  170. {
  171. if (!_canClickBtnNext)
  172. {
  173. return;
  174. }
  175. StopAutoPlay();
  176. if (_onScreenEffectComplete != null)
  177. {
  178. Timers.inst.Remove(OnScreenEffectComplete);
  179. _onScreenEffectComplete.Invoke(null);
  180. }
  181. else
  182. {
  183. ShowNextWords();
  184. }
  185. }
  186. private void OnClickBtnLookBack()
  187. {
  188. StopAutoPlay();
  189. if (_ui.m_btnSkip.enabled)
  190. {
  191. ViewManager.Show<StoryLookBackView>(_storyStartID);
  192. }
  193. else
  194. {
  195. ViewManager.Show<StoryLookBackView>(_dialogListLookBack);
  196. }
  197. }
  198. private void OnBtnSkip()
  199. {
  200. Over(true);
  201. }
  202. private void OnClickListItem(EventContext context)
  203. {
  204. UI_ListDialogItem dialogItem = UI_ListDialogItem.Proxy(context.data as GObject);
  205. _dialogListLookBack.Add(dialogItem.m_txtContent.text);
  206. string stepID = (string)dialogItem.target.data;
  207. if (stepID == null)
  208. {
  209. stepID = "0";
  210. }
  211. UI_ListDialogItem.ProxyEnd();
  212. OnStepComplete(stepID);
  213. }
  214. private void OnClickBtnSpeedUp()
  215. {
  216. //如果没有自动播放先开始自动播放
  217. if (!_autoPlay)
  218. {
  219. _ui.m_btnAutoPlay.selected = true;
  220. OnClickBtnAutoPlay();
  221. }
  222. _speedAutoPlay = _speedAutoPlay * 2;
  223. if (_speedAutoPlay > GameConst.MAX_SPEED_AUTO_PLAY)
  224. {
  225. _speedAutoPlay = 1;
  226. }
  227. FightDataManager.Instance.dialogSpeed = _speedAutoPlay;
  228. UpdateSpeedUpBtn();
  229. }
  230. private void OnClickBtnAutoPlay()
  231. {
  232. _autoPlay = _ui.m_btnAutoPlay.selected;
  233. if (_autoPlay)
  234. {
  235. ShowNextWords();
  236. }
  237. }
  238. private void InitStepListById(string dialogID)
  239. {
  240. var temp = StoryDialogCfgArray.Instance.GetCfgsByid(dialogID);
  241. _stepListToRead = new List<StoryDialogCfg>(temp);
  242. }
  243. private void ShowNextStep(string nextStepId)
  244. {
  245. if (nextStepId != null)
  246. {
  247. InitStepListById(nextStepId);
  248. }
  249. if (_stepListToRead != null && _stepListToRead.Count > 0)
  250. {
  251. StoryDialogCfg storyDialogCfg = (StoryDialogCfg)_stepListToRead[0];
  252. _stepListToRead.RemoveAt(0);
  253. Timers.inst.StartCoroutine(InitStepContent(storyDialogCfg));
  254. }
  255. else
  256. {
  257. Over();
  258. }
  259. }
  260. private void OnStepComplete(string nextStepId = null)
  261. {
  262. _nextStepId = nextStepId;
  263. _ui.m_dialogText.target.visible = false;
  264. _ui.m_dialogName.target.visible = false;
  265. _ui.m_dialogHead.target.visible = false;
  266. float delay = 0;
  267. //屏幕效果
  268. if (_currentStepCfg != null)
  269. {
  270. if (_currentStepCfg.blackScreenDur > 0)
  271. {
  272. delay = _currentStepCfg.blackScreenDur;
  273. ScreenBlackController.Instance.ShowBlack(delay, this.viewCom, 0);
  274. }
  275. else if (_currentStepCfg.blankScreenDur > 0)
  276. {
  277. delay = _currentStepCfg.blankScreenDur;
  278. UpdatePic("0");
  279. }
  280. }
  281. if (delay > 0)
  282. {
  283. //转换成秒
  284. delay = delay / 1000f;
  285. _onScreenEffectComplete = OnScreenEffectComplete;
  286. Timers.inst.Add(delay, 1, OnScreenEffectComplete);
  287. StoryDialogDataManager.Instance.dialogShowDelay = 0.6f;
  288. }
  289. else
  290. {
  291. OnScreenEffectComplete();
  292. }
  293. }
  294. private void OnScreenEffectComplete(object param = null)
  295. {
  296. _onScreenEffectComplete = null;
  297. if (_nextStepId == "0")
  298. {
  299. Over();
  300. }
  301. else
  302. {
  303. ShowNextStep(_nextStepId);
  304. }
  305. }
  306. private IEnumerator InitStepContent(StoryDialogCfg storyDialogCfg)
  307. {
  308. _canClickBtnNext = false;
  309. StoryDialogDataManager.Instance.waitPicFade = false;
  310. HideAllDialogUI();
  311. // Init resource
  312. _currentStepCfg = storyDialogCfg;
  313. UpdateMusic(storyDialogCfg.musicRes);
  314. UpdateBg(storyDialogCfg.bgRes);
  315. UpdatePic(storyDialogCfg.picRes);
  316. UpdateRoleObj(storyDialogCfg.name);
  317. PlayEffect(storyDialogCfg.effectInfoArr);
  318. PlayShake(storyDialogCfg.shakeInfoArr);
  319. string content = storyDialogCfg.content;
  320. content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);
  321. while (StoryDialogDataManager.Instance.waitBgChange)
  322. {
  323. yield return new WaitForEndOfFrame();
  324. }
  325. if(StoryDialogDataManager.Instance.dialogShowDelay > 0)
  326. {
  327. yield return new WaitForSeconds(StoryDialogDataManager.Instance.dialogShowDelay);
  328. StoryDialogDataManager.Instance.dialogShowDelay = 0f;
  329. }
  330. _canClickBtnNext = true;
  331. if (content.IndexOf("//") >= 0)
  332. {
  333. showList(content);
  334. }
  335. else
  336. {
  337. ShowDialog(storyDialogCfg);
  338. }
  339. }
  340. private void showList(string content)
  341. {
  342. StopAutoPlay();
  343. _ui.m_btnAutoPlay.enabled = false;
  344. _wordTextField = null;
  345. _ui.m_list.visible = true;
  346. _ui.m_list.RemoveChildrenToPool();
  347. string[] list = Regex.Split(content, "//");
  348. _ui.m_list.itemRenderer = (int index, GObject item) =>
  349. {
  350. string itemInfo = list[index];
  351. string[] itemInfoList = Regex.Split(itemInfo, "=");
  352. UI_ListDialogItem dialogItem = UI_ListDialogItem.Proxy(item);
  353. dialogItem.m_txtContent.text = itemInfoList[0];
  354. dialogItem.target.data = itemInfoList.Length > 1 ? itemInfoList[1] : null;
  355. UI_ListDialogItem.ProxyEnd();
  356. };
  357. _ui.m_list.numItems = list.Length;
  358. }
  359. private void HideAllDialogUI()
  360. {
  361. _ui.m_dialogText.target.visible = false;
  362. _ui.m_dialogName.target.visible = false;
  363. _ui.m_dialogHead.target.visible = false;
  364. _ui.m_list.visible = false;
  365. }
  366. private void ShowDialog(StoryDialogCfg storyDialogCfg)
  367. {
  368. if (storyDialogCfg.showChangeName == 1 && StorageDataManager.Instance.GetStorageValue(ConstStorageId.CHANGE_NAME) == 0)
  369. {
  370. if (_autoPlay)
  371. {
  372. _ui.m_btnAutoPlay.selected = false;
  373. OnClickBtnAutoPlay();
  374. }
  375. GameController.ShowCreateRole();
  376. }
  377. _ui.m_loaMask.url = ResPathUtil.GetBgImgPath(storyDialogCfg.maskRes);
  378. _ui.m_btnAutoPlay.enabled = true;
  379. _ui.m_list.visible = false;
  380. var content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);
  381. string words = content;
  382. string roleName = storyDialogCfg.name;
  383. string headRes = storyDialogCfg.head;
  384. string headAniRes = storyDialogCfg.headAni;
  385. if (roleName == "self")
  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. if (IsTeaParty)
  454. {
  455. var roleContainerList = LeagueDataManager.Instance.RoleContainerList;
  456. var teapartyRoleCfg = TeapartyRoleCfgArray.Instance.GetCfgsByid(LeagueDataManager.Instance.TeaPartyId);
  457. int roleIndex = Convert.ToInt32(roleName);
  458. _ui.m_dialogName.m_txtName.text = teapartyRoleCfg[roleIndex - 1].name;
  459. _ui.m_dialogName.m_bgType.selectedIndex = 1;
  460. _ui.m_dialogName.m_showArrow.selectedIndex = 1;
  461. if (roleIndex <= roleContainerList.Count && roleContainerList[roleIndex - 1].MaxScoreRoleName != null && roleContainerList[roleIndex - 1].MaxScoreRoleName != "" && _ui.m_dialogName.m_txtName.text != "")
  462. {
  463. _ui.m_comPlayName.visible = true;
  464. _ui.m_txtPlayName.text = roleContainerList[roleIndex - 1].MaxScoreRoleName;
  465. if (_ui.m_txtPlayName.text == RoleDataManager.roleName)
  466. _ui.m_dialogName.m_bgType.selectedIndex = 0;
  467. }
  468. else
  469. _ui.m_comPlayName.visible = false;
  470. }
  471. else {
  472. _ui.m_dialogName.m_bgType.selectedIndex = 0;
  473. _ui.m_dialogName.m_showArrow.selectedIndex = 0;
  474. _ui.m_dialogName.m_txtName.text = roleName;
  475. }
  476. _wordTextField = _ui.m_dialogName.m_txtContent;
  477. _arrow = _ui.m_dialogName.m_iconNext;
  478. if (!lastTextFieldType.Equals("name"))
  479. {
  480. lastTextFieldType = "name";
  481. //if(IsTeaParty)
  482. // _ui.m_t1.Play();
  483. //else
  484. // _ui.m_t0.Play();
  485. _ui.m_t0.Play();
  486. }
  487. }
  488. else
  489. {
  490. if (IsTeaParty)
  491. _ui.m_dialogText.m_showArrow.selectedIndex = 1;
  492. else
  493. _ui.m_dialogText.m_showArrow.selectedIndex = 0;
  494. _ui.m_dialogText.target.visible = true;
  495. _wordTextField = _ui.m_dialogText.m_txtContent;
  496. _arrow = _ui.m_dialogText.m_iconNext;
  497. lastTextFieldType = "text";
  498. _ui.m_comPlayName.visible = false;
  499. }
  500. _wordList = Regex.Split(words, "&&");
  501. _wordIndex = 0;
  502. _typingEffect = new TypingFadeEffect(_wordTextField);
  503. _typingEffect.typeFinishedAction = ShowCurrentWords;
  504. ShowNextDialog();
  505. }
  506. private void ShowNextDialog()
  507. {
  508. if (_wordList != null && _wordList.Length > _wordIndex)
  509. {
  510. string itemInfo = _wordList[_wordIndex];
  511. string[] itemInfoList = Regex.Split(itemInfo, "=");
  512. _currentWords = itemInfoList[0];
  513. if (itemInfoList.Length > 1)
  514. {
  515. _wordTextField.data = itemInfoList[1];
  516. }
  517. else
  518. {
  519. _wordTextField.data = null;
  520. }
  521. Timers.inst.StartCoroutine(StartShowLetters());
  522. }
  523. else
  524. {
  525. OnStepComplete();
  526. }
  527. }
  528. private void ShowCurrentWords()
  529. {
  530. _arrow.target.visible = true;
  531. //Timers.inst.Remove(UpdateLetters);
  532. StopTyping();
  533. _typingEffect?.Cancel();
  534. _wordTextField.text = _currentWords;
  535. _dialogListLookBack.Add(_currentWords);
  536. _isShowLetters = false;
  537. _wordIndex++;
  538. if (_autoPlay)
  539. {
  540. Timers.inst.Add(GameConst.NEXT_WORDS_INTERVAL_MAX / _speedAutoPlay, 1, ShowNextWords);
  541. }
  542. }
  543. private void ShowNextWords(object param = null)
  544. {
  545. if (_wordTextField != null)
  546. {
  547. if (_isShowLetters)
  548. {
  549. ShowCurrentWords();
  550. }
  551. else
  552. {
  553. string stepID = (string)_wordTextField.data;
  554. if (stepID != null)
  555. {
  556. OnStepComplete(stepID);
  557. }
  558. else
  559. {
  560. ShowNextDialog();
  561. }
  562. }
  563. }
  564. }
  565. private IEnumerator StartShowLetters()
  566. {
  567. _isShowLetters = true;
  568. _arrow.target.visible = false;
  569. _wordTextField.verticalAlign = VertAlignType.Top;
  570. _wordTextField.text = "";
  571. ArrayList letters = StoryUtil.GetLettersList(_currentWords);
  572. _canClickBtnNext = false;
  573. while (StoryDialogDataManager.Instance.waitPicFade)
  574. {
  575. yield return new WaitForEndOfFrame();
  576. }
  577. _canClickBtnNext = true;
  578. _wordTextField.text = _currentWords;
  579. StartTyping();
  580. }
  581. private void StartTyping()
  582. {
  583. _typingEffect.SetSpeed(GameConst.LETTERS_INTERVAL_MAX / _speedAutoPlay);
  584. _typingEffect.Start();
  585. }
  586. private void StopTyping()
  587. {
  588. _typingEffect.Cancel();
  589. }
  590. private void UpdateBg(string value)
  591. {
  592. if (value.Length > 0)
  593. {
  594. SceneController.UpdateDialogBg(value, _sceneObject);
  595. }
  596. }
  597. private void UpdatePic(string value)
  598. {
  599. if(value.Length > 0 && !IsTeaParty)
  600. {
  601. SceneController.UpdateDialogPic(value, _sceneObject);
  602. }
  603. }
  604. private void UpdateRoleObj(string value)
  605. {
  606. if (IsTeaParty)
  607. {
  608. var roleContainerList = LeagueDataManager.Instance.RoleContainerList;
  609. MyDressUpHelper.dressUpObj.setSceneObj(_sceneObject, false, false);
  610. for (int i = 0; i < roleContainerList.Count; i++)
  611. {
  612. if (value == (i + 1).ToString() && roleContainerList[i].EquipIds.Count > 0)
  613. {
  614. MyDressUpHelper.dressUpObj.PutOnItemList(roleContainerList[i].EquipIds);
  615. return;
  616. }
  617. }
  618. MyDressUpHelper.dressUpObj.PutOnDefaultDressUpData(IsTeaParty);
  619. }
  620. }
  621. private void UpdateMusic(string value)
  622. {
  623. if (value.Length > 0)
  624. {
  625. if (value == "0")
  626. {
  627. MusicManager.Instance.Stop();
  628. }
  629. else
  630. {
  631. MusicManager.Instance.Play(ResPathUtil.GetMusicPath(value, "mp3"));
  632. }
  633. }
  634. }
  635. private void PlayEffect(string[] infos)
  636. {
  637. }
  638. private void PlayShake(int[] shakeInfoArr)
  639. {
  640. if (shakeInfoArr != null && shakeInfoArr.Length > 0)
  641. {
  642. Vector3 position = _sceneObject.transform.position;
  643. position.x = (float)shakeInfoArr[0] / GameConst.PIXELS_PER_UNITY_UNIT;
  644. position.y = (float)shakeInfoArr[1] / GameConst.PIXELS_PER_UNITY_UNIT;
  645. _sceneObject.transform.position = position;
  646. float attenuationX = (float)shakeInfoArr[2] / GameConst.PIXELS_PER_UNITY_UNIT;
  647. float attenuationY = (float)shakeInfoArr[3] / GameConst.PIXELS_PER_UNITY_UNIT;
  648. float interval = (float)shakeInfoArr[4] / 1000;
  649. float duration = (float)shakeInfoArr[5] / 1000;
  650. int repeat = Mathf.RoundToInt(duration / interval);
  651. Timers.inst.Add(interval, 0, UpdateShake, new float[] { attenuationX, attenuationY });
  652. }
  653. }
  654. private void UpdateShake(object param)
  655. {
  656. float[] attenuations = param as float[];
  657. float attenuationX = attenuations[0];
  658. float attenuationY = attenuations[1];
  659. Vector3 position = _sceneObject.transform.position;
  660. bool done = false;
  661. bool doneX = false;
  662. float absX = Mathf.Abs(position.x);
  663. if (absX > attenuationX)
  664. {
  665. int dir = (int)(position.x / absX);
  666. position.x = Mathf.Abs(position.x) - attenuationX;
  667. position.x *= -1 * dir;
  668. }
  669. else
  670. {
  671. doneX = true;
  672. position.x = 0;
  673. }
  674. bool doneY = false;
  675. float absY = Mathf.Abs(position.y);
  676. if (absY > attenuationY)
  677. {
  678. int dir = (int)(position.y / absY);
  679. position.y = Mathf.Abs(position.y) - attenuationY;
  680. position.y *= -1 * dir;
  681. }
  682. else
  683. {
  684. doneY = true;
  685. position.y = 0;
  686. }
  687. done = doneX && doneY;
  688. _sceneObject.transform.position = position;
  689. if (done)
  690. {
  691. Timers.inst.Remove(UpdateShake);
  692. }
  693. }
  694. private void Over(bool isSkip = false)
  695. {
  696. if (_onCompleteStoryDialogCall != null)
  697. {
  698. _onCompleteStoryDialogCall(isSkip, _onCompleteStoryDialogCallParam);
  699. }
  700. }
  701. private void UpdateSpeedUpBtn()
  702. {
  703. if (_speedAutoPlay > 1)
  704. {
  705. _ui.m_btnSpeedUp.text = "x" + _speedAutoPlay;
  706. }
  707. else
  708. {
  709. _ui.m_btnSpeedUp.text = "";
  710. }
  711. _typingEffect?.SetSpeed(GameConst.LETTERS_INTERVAL_MAX / _speedAutoPlay);
  712. }
  713. private void StopAutoPlay()
  714. {
  715. _autoPlay = false;
  716. _ui.m_btnAutoPlay.selected = false;
  717. Timers.inst.Remove(ShowNextWords);
  718. }
  719. }
  720. }