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. OnClickBtnAutoPlay();
  130. _speedAutoPlay = 1;
  131. FightDataManager.Instance.dialogSpeed = _speedAutoPlay;
  132. }
  133. if (IsTeaParty)
  134. {
  135. _ui.m_c1.selectedIndex = 2;
  136. }
  137. _ui.m_btnBack.visible = InstanceZonesDataManager.CheckLevelPass(100001001);
  138. }
  139. protected override void OnHide()
  140. {
  141. base.OnHide();
  142. Timers.inst.Remove(UpdateShake);
  143. Timers.inst.Remove(OnScreenEffectComplete);
  144. Timers.inst.Remove(ShowNextWords);
  145. ScreenBlackController.Instance.HideBlack();
  146. StopAutoPlay();
  147. if (_sceneObject != null)
  148. {
  149. PrefabManager.Instance.Restore(_sceneObject);
  150. _sceneObject = null;
  151. }
  152. _dressUpObjUI.dressUpObj.TakeOffAll();
  153. MusicManager.Instance.PlayCroutine(ResPathUtil.GetMusicPath(ConstMusicName.DEFAULT));
  154. _onCompleteStoryDialogCall = null;
  155. _onCompleteStoryDialogCallParam = null;
  156. StoryDialogDataManager.Instance.Clear();
  157. }
  158. private void OnClickBtnBack()
  159. {
  160. //this.Hide();
  161. //ViewManager.GoBackFrom(typeof(StoryDialogView).FullName);
  162. //ViewManager.Show<StoryChapterView>(MainStoryDataManager.currentChapterCfgId, ViewManager.GetGoBackDatas(typeof(StoryChapterView).FullName), true);
  163. Over(false);
  164. }
  165. private void OnClickBtnNext()
  166. {
  167. if (!_canClickBtnNext || IsTeaParty)
  168. {
  169. return;
  170. }
  171. StopAutoPlay();
  172. if (_onScreenEffectComplete != null)
  173. {
  174. Timers.inst.Remove(OnScreenEffectComplete);
  175. _onScreenEffectComplete.Invoke(null);
  176. }
  177. else
  178. {
  179. ShowNextWords();
  180. }
  181. }
  182. private void OnClickBtnLookBack()
  183. {
  184. StopAutoPlay();
  185. if (_ui.m_btnSkip.enabled)
  186. {
  187. ViewManager.Show<StoryLookBackView>(_storyStartID);
  188. }
  189. else
  190. {
  191. ViewManager.Show<StoryLookBackView>(_dialogListLookBack);
  192. }
  193. }
  194. private void OnBtnSkip()
  195. {
  196. Over(true);
  197. }
  198. private void OnClickListItem(EventContext context)
  199. {
  200. UI_ListDialogItem dialogItem = UI_ListDialogItem.Proxy(context.data as GObject);
  201. _dialogListLookBack.Add(dialogItem.m_txtContent.text);
  202. string stepID = (string)dialogItem.target.data;
  203. if (stepID == null)
  204. {
  205. stepID = "0";
  206. }
  207. UI_ListDialogItem.ProxyEnd();
  208. OnStepComplete(stepID);
  209. }
  210. private void OnClickBtnSpeedUp()
  211. {
  212. //如果没有自动播放先开始自动播放
  213. if (!_autoPlay)
  214. {
  215. _ui.m_btnAutoPlay.selected = true;
  216. OnClickBtnAutoPlay();
  217. }
  218. _speedAutoPlay = _speedAutoPlay * 2;
  219. if (_speedAutoPlay > GameConst.MAX_SPEED_AUTO_PLAY)
  220. {
  221. _speedAutoPlay = 1;
  222. }
  223. FightDataManager.Instance.dialogSpeed = _speedAutoPlay;
  224. UpdateSpeedUpBtn();
  225. }
  226. private void OnClickBtnAutoPlay()
  227. {
  228. _autoPlay = _ui.m_btnAutoPlay.selected;
  229. if (_autoPlay)
  230. {
  231. ShowNextWords();
  232. }
  233. }
  234. private void InitStepListById(string dialogID)
  235. {
  236. var temp = StoryDialogCfgArray.Instance.GetCfgsByid(dialogID);
  237. _stepListToRead = new List<StoryDialogCfg>(temp);
  238. }
  239. private void ShowNextStep(string nextStepId)
  240. {
  241. if (nextStepId != null)
  242. {
  243. InitStepListById(nextStepId);
  244. }
  245. if (_stepListToRead != null && _stepListToRead.Count > 0)
  246. {
  247. StoryDialogCfg storyDialogCfg = (StoryDialogCfg)_stepListToRead[0];
  248. _stepListToRead.RemoveAt(0);
  249. Timers.inst.StartCoroutine(InitStepContent(storyDialogCfg));
  250. }
  251. else
  252. {
  253. Over();
  254. }
  255. }
  256. private void OnStepComplete(string nextStepId = null)
  257. {
  258. _nextStepId = nextStepId;
  259. _ui.m_dialogText.target.visible = false;
  260. _ui.m_dialogName.target.visible = false;
  261. _ui.m_dialogHead.target.visible = false;
  262. float delay = 0;
  263. //屏幕效果
  264. if (_currentStepCfg != null)
  265. {
  266. if (_currentStepCfg.blackScreenDur > 0)
  267. {
  268. delay = _currentStepCfg.blackScreenDur;
  269. ScreenBlackController.Instance.ShowBlack(delay, this.viewCom, 0);
  270. }
  271. else if (_currentStepCfg.blankScreenDur > 0)
  272. {
  273. delay = _currentStepCfg.blankScreenDur;
  274. UpdatePic("0");
  275. }
  276. }
  277. if (delay > 0)
  278. {
  279. //转换成秒
  280. delay = delay / 1000f;
  281. _onScreenEffectComplete = OnScreenEffectComplete;
  282. Timers.inst.Add(delay, 1, OnScreenEffectComplete);
  283. StoryDialogDataManager.Instance.dialogShowDelay = 0.6f;
  284. }
  285. else
  286. {
  287. OnScreenEffectComplete();
  288. }
  289. }
  290. private void OnScreenEffectComplete(object param = null)
  291. {
  292. _onScreenEffectComplete = null;
  293. if (_nextStepId == "0")
  294. {
  295. Over();
  296. }
  297. else
  298. {
  299. ShowNextStep(_nextStepId);
  300. }
  301. }
  302. private IEnumerator InitStepContent(StoryDialogCfg storyDialogCfg)
  303. {
  304. _canClickBtnNext = false;
  305. StoryDialogDataManager.Instance.waitPicFade = false;
  306. HideAllDialogUI();
  307. // Init resource
  308. _currentStepCfg = storyDialogCfg;
  309. UpdateMusic(storyDialogCfg.musicRes);
  310. UpdateBg(storyDialogCfg.bgRes);
  311. UpdatePic(storyDialogCfg.picRes);
  312. UpdateRoleObj(storyDialogCfg.name);
  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. Timers.inst.StartCoroutine(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 IEnumerator ShowDialog(StoryDialogCfg storyDialogCfg)
  363. {
  364. if (storyDialogCfg.showChangeName == 1 && StorageDataManager.Instance.GetStorageValue(ConstStorageId.CHANGE_NAME) == 0)
  365. {
  366. GameController.ShowCreateRole();
  367. StoryDialogDataManager.Instance.waiting = true;
  368. while (StoryDialogDataManager.Instance.waiting)
  369. {
  370. yield return new WaitForEndOfFrame();
  371. }
  372. if (_autoPlay)
  373. {
  374. _ui.m_btnAutoPlay.selected = false;
  375. OnClickBtnAutoPlay();
  376. }
  377. }
  378. _ui.m_loaMask.url = ResPathUtil.GetBgImgPath(storyDialogCfg.maskRes);
  379. _ui.m_btnAutoPlay.enabled = true;
  380. _ui.m_list.visible = false;
  381. var content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);
  382. string words = content;
  383. string roleName = storyDialogCfg.name;
  384. string headRes = storyDialogCfg.head;
  385. string headAniRes = storyDialogCfg.headAni;
  386. VoiceManager.Instance.StopVoice();
  387. // 如果配置了语音,读取语音
  388. VoiceManager.Instance.LoadRes(ResPathUtil.GetCardSoundPath("111111111"));
  389. if (roleName == "self")
  390. {
  391. roleName = RoleDataManager.roleName;
  392. }
  393. //回顾
  394. if (roleName != null)
  395. {
  396. _dialogListLookBack.Add("[color=#FDA2B1]" + roleName + "[/color]");
  397. }
  398. if (!string.IsNullOrEmpty(headAniRes) || storyDialogCfg.suitId > 0)
  399. {
  400. //显示对话框半身像
  401. _ui.m_dialogHead.target.visible = true;
  402. _ui.m_dialogHead.m_txtName.text = roleName;
  403. _ui.m_dialogHead.m_comphead.m_head.visible = false;
  404. _ui.m_dialogHead.m_comphead.m_holder.visible = true;
  405. var headAniCfg = HeadAniCfgArray.Instance.GetCfg(headAniRes);
  406. if (headAniCfg != null && !string.IsNullOrEmpty(headAniCfg.headAni))
  407. {
  408. //独立动画
  409. _ui.m_dialogHead.m_compDressUp.target.visible = false;
  410. _ui.m_dialogHead.m_comphead.target.visible = true;
  411. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_dialogHead.m_comphead.m_holder, "ui_nzbq", headAniCfg.headAni);
  412. }
  413. else
  414. {
  415. //换装
  416. _ui.m_dialogHead.m_compDressUp.target.visible = true;
  417. _ui.m_dialogHead.m_comphead.target.visible = false;
  418. _dressUpObjUI.ResetSceneObj(80, true, false, null, false);
  419. if (storyDialogCfg.suitId > 0)
  420. {
  421. _dressUpObjUI.dressUpObj.PutOnSuitCfg(storyDialogCfg.suitId, false, new int[] { ConstDressUpItemType.SHOU_CHI_WU }, false, false);
  422. }
  423. else
  424. {
  425. _dressUpObjUI.dressUpObj.PutOnDressUpData(CustomSuitDataManager.GetCurrentSuitData().dressUpData, new int[] { ConstDressUpItemType.SHOU_CHI_WU });
  426. if (_dressUpObjUI.dressUpObj.actionId > 0)
  427. {
  428. _dressUpObjUI.dressUpObj.CancelAction(true);
  429. }
  430. }
  431. if (headAniCfg != null && headAniCfg.faceId > 0)
  432. {
  433. //表情
  434. _dressUpObjUI.dressUpObj.AddOrRemove(headAniCfg.faceId, true);
  435. _dressUpObjUI.UpdateWrapper(_ui.m_dialogHead.m_compDressUp.m_holder);
  436. }
  437. }
  438. _wordTextField = _ui.m_dialogHead.m_txtContent;
  439. _arrow = _ui.m_dialogHead.m_iconNext;
  440. lastTextFieldType = "head";
  441. }
  442. else if (!string.IsNullOrEmpty(headRes))
  443. {
  444. _ui.m_dialogHead.target.visible = true;
  445. _ui.m_dialogHead.m_txtName.text = roleName;
  446. _ui.m_dialogHead.m_comphead.m_head.visible = true;
  447. _ui.m_dialogHead.m_comphead.m_holder.visible = false;
  448. _ui.m_dialogHead.m_comphead.m_head.url = ResPathUtil.GetNpcHeadPath(headRes);
  449. _wordTextField = _ui.m_dialogHead.m_txtContent;
  450. _arrow = _ui.m_dialogHead.m_iconNext;
  451. lastTextFieldType = "head";
  452. }
  453. else if (!string.IsNullOrEmpty(roleName))
  454. {
  455. _ui.m_dialogName.target.visible = true;
  456. if (IsTeaParty)
  457. {
  458. var roleContainerList = LeagueDataManager.Instance.RoleContainerList;
  459. var teapartyRoleCfg = TeapartyRoleCfgArray.Instance.GetCfgsByid(LeagueDataManager.Instance.TeaPartyId);
  460. int roleIndex = Convert.ToInt32(roleName);
  461. _ui.m_dialogName.m_txtName.text = teapartyRoleCfg[roleIndex - 1].name;
  462. _ui.m_dialogName.m_bgType.selectedIndex = 1;
  463. _ui.m_dialogName.m_showArrow.selectedIndex = 1;
  464. if (roleIndex <= roleContainerList.Count && roleContainerList[roleIndex - 1].MaxScoreRoleName != null && roleContainerList[roleIndex - 1].MaxScoreRoleName != "" && _ui.m_dialogName.m_txtName.text != "")
  465. {
  466. _ui.m_comPlayName.visible = true;
  467. _ui.m_txtPlayName.text = roleContainerList[roleIndex - 1].MaxScoreRoleName;
  468. if (_ui.m_txtPlayName.text == RoleDataManager.roleName)
  469. _ui.m_dialogName.m_bgType.selectedIndex = 0;
  470. }
  471. else
  472. _ui.m_comPlayName.visible = false;
  473. }
  474. else {
  475. _ui.m_dialogName.m_bgType.selectedIndex = 0;
  476. _ui.m_dialogName.m_showArrow.selectedIndex = 0;
  477. _ui.m_dialogName.m_txtName.text = roleName;
  478. }
  479. _wordTextField = _ui.m_dialogName.m_txtContent;
  480. _arrow = _ui.m_dialogName.m_iconNext;
  481. if (!lastTextFieldType.Equals("name"))
  482. {
  483. lastTextFieldType = "name";
  484. StoryDialogDataManager.Instance.waiting = true;
  485. _ui.m_t0.Play(()=>
  486. {
  487. StoryDialogDataManager.Instance.waiting = false;
  488. });
  489. }
  490. }
  491. else
  492. {
  493. if (IsTeaParty)
  494. _ui.m_dialogText.m_showArrow.selectedIndex = 1;
  495. else
  496. _ui.m_dialogText.m_showArrow.selectedIndex = 0;
  497. _ui.m_dialogText.target.visible = true;
  498. _wordTextField = _ui.m_dialogText.m_txtContent;
  499. _arrow = _ui.m_dialogText.m_iconNext;
  500. lastTextFieldType = "text";
  501. _ui.m_comPlayName.visible = false;
  502. }
  503. _wordList = Regex.Split(words, "&&");
  504. _wordIndex = 0;
  505. _typingEffect = new TypingFadeEffectPro(_wordTextField);
  506. _typingEffect.typeFinishedAction = ShowCurrentWords;
  507. ShowNextDialog();
  508. }
  509. private void ShowNextDialog()
  510. {
  511. if (_wordList != null && _wordList.Length > _wordIndex)
  512. {
  513. string itemInfo = _wordList[_wordIndex];
  514. string[] itemInfoList = Regex.Split(itemInfo, "=");
  515. _currentWords = itemInfoList[0];
  516. if (itemInfoList.Length > 1)
  517. {
  518. _wordTextField.data = itemInfoList[1];
  519. }
  520. else
  521. {
  522. _wordTextField.data = null;
  523. }
  524. Timers.inst.StartCoroutine(StartShowLetters());
  525. }
  526. else
  527. {
  528. OnStepComplete();
  529. }
  530. }
  531. private void ShowCurrentWords()
  532. {
  533. _arrow.target.visible = true;
  534. //Timers.inst.Remove(UpdateLetters);
  535. StopTyping();
  536. _typingEffect?.Cancel();
  537. _wordTextField.text = _currentWords;
  538. _dialogListLookBack.Add(_currentWords);
  539. _isShowLetters = false;
  540. _wordIndex++;
  541. if (_autoPlay)
  542. {
  543. int interval = (int)Mathf.Max(VoiceManager.Instance.GetClipLength(), GameConst.NEXT_WORDS_INTERVAL_MAX / _speedAutoPlay);
  544. Timers.inst.Add(interval, 1, ShowNextWords);
  545. }
  546. }
  547. private void ShowNextWords(object param = null)
  548. {
  549. if (_wordTextField != null)
  550. {
  551. if (_isShowLetters)
  552. {
  553. ShowCurrentWords();
  554. }
  555. else
  556. {
  557. string stepID = (string)_wordTextField.data;
  558. if (stepID != null)
  559. {
  560. OnStepComplete(stepID);
  561. }
  562. else
  563. {
  564. ShowNextDialog();
  565. }
  566. }
  567. }
  568. }
  569. private IEnumerator StartShowLetters()
  570. {
  571. _isShowLetters = true;
  572. _arrow.target.visible = false;
  573. _wordTextField.verticalAlign = VertAlignType.Top;
  574. _wordTextField.text = "";
  575. ArrayList letters = StoryUtil.GetLettersList(_currentWords);
  576. _canClickBtnNext = false;
  577. while (StoryDialogDataManager.Instance.waitPicFade || StoryDialogDataManager.Instance.waiting)
  578. {
  579. yield return new WaitForEndOfFrame();
  580. }
  581. _canClickBtnNext = true;
  582. _wordTextField.text = _currentWords;
  583. StartTyping();
  584. }
  585. /// <summary>
  586. /// 开启打字机显示
  587. /// </summary>
  588. private void StartTyping()
  589. {
  590. _typingEffect.SetSpeed(_speedAutoPlay);
  591. _typingEffect.Start();
  592. // 如果配置了语音,则播放语音
  593. VoiceManager.Instance.PlayVoice();
  594. }
  595. private void StopTyping()
  596. {
  597. _typingEffect.Cancel();
  598. }
  599. private void UpdateBg(string value)
  600. {
  601. if (value.Length > 0)
  602. {
  603. SceneController.UpdateDialogBg(value, _sceneObject);
  604. }
  605. }
  606. private void UpdatePic(string value)
  607. {
  608. if(value.Length > 0 && !IsTeaParty)
  609. {
  610. SceneController.UpdateDialogPic(value, _sceneObject);
  611. }
  612. }
  613. private void UpdateRoleObj(string value)
  614. {
  615. if (IsTeaParty)
  616. {
  617. var roleContainerList = LeagueDataManager.Instance.RoleContainerList;
  618. MyDressUpHelper.dressUpObj.setSceneObj(_sceneObject, false, false);
  619. for (int i = 0; i < roleContainerList.Count; i++)
  620. {
  621. if (value == (i + 1).ToString() && roleContainerList[i].EquipIds.Count > 0)
  622. {
  623. MyDressUpHelper.dressUpObj.PutOnItemList(roleContainerList[i].EquipIds);
  624. return;
  625. }
  626. }
  627. MyDressUpHelper.dressUpObj.PutOnDefaultDressUpData(IsTeaParty);
  628. }
  629. }
  630. private void UpdateMusic(string value)
  631. {
  632. if (value.Length > 0)
  633. {
  634. if (value == "0")
  635. {
  636. MusicManager.Instance.Stop();
  637. }
  638. else
  639. {
  640. MusicManager.Instance.PlayCroutine(ResPathUtil.GetMusicPath(value, "mp3"));
  641. }
  642. }
  643. }
  644. private void PlayEffect(string[] infos)
  645. {
  646. }
  647. private void PlayShake(int[] shakeInfoArr)
  648. {
  649. if (shakeInfoArr != null && shakeInfoArr.Length > 0)
  650. {
  651. Vector3 position = _sceneObject.transform.position;
  652. position.x = (float)shakeInfoArr[0] / GameConst.PIXELS_PER_UNITY_UNIT;
  653. position.y = (float)shakeInfoArr[1] / GameConst.PIXELS_PER_UNITY_UNIT;
  654. _sceneObject.transform.position = position;
  655. float attenuationX = (float)shakeInfoArr[2] / GameConst.PIXELS_PER_UNITY_UNIT;
  656. float attenuationY = (float)shakeInfoArr[3] / GameConst.PIXELS_PER_UNITY_UNIT;
  657. float interval = (float)shakeInfoArr[4] / 1000;
  658. float duration = (float)shakeInfoArr[5] / 1000;
  659. int repeat = Mathf.RoundToInt(duration / interval);
  660. Timers.inst.Add(interval, 0, UpdateShake, new float[] { attenuationX, attenuationY });
  661. }
  662. }
  663. private void UpdateShake(object param)
  664. {
  665. float[] attenuations = param as float[];
  666. float attenuationX = attenuations[0];
  667. float attenuationY = attenuations[1];
  668. Vector3 position = _sceneObject.transform.position;
  669. bool done = false;
  670. bool doneX = false;
  671. float absX = Mathf.Abs(position.x);
  672. if (absX > attenuationX)
  673. {
  674. int dir = (int)(position.x / absX);
  675. position.x = Mathf.Abs(position.x) - attenuationX;
  676. position.x *= -1 * dir;
  677. }
  678. else
  679. {
  680. doneX = true;
  681. position.x = 0;
  682. }
  683. bool doneY = false;
  684. float absY = Mathf.Abs(position.y);
  685. if (absY > attenuationY)
  686. {
  687. int dir = (int)(position.y / absY);
  688. position.y = Mathf.Abs(position.y) - attenuationY;
  689. position.y *= -1 * dir;
  690. }
  691. else
  692. {
  693. doneY = true;
  694. position.y = 0;
  695. }
  696. done = doneX && doneY;
  697. _sceneObject.transform.position = position;
  698. if (done)
  699. {
  700. Timers.inst.Remove(UpdateShake);
  701. }
  702. }
  703. private void Over(bool isSkip = false)
  704. {
  705. if (_onCompleteStoryDialogCall != null)
  706. {
  707. _onCompleteStoryDialogCall(isSkip, _onCompleteStoryDialogCallParam);
  708. }
  709. }
  710. private void UpdateSpeedUpBtn()
  711. {
  712. if (_speedAutoPlay > 1)
  713. {
  714. _ui.m_btnSpeedUp.text = "x" + _speedAutoPlay;
  715. }
  716. else
  717. {
  718. _ui.m_btnSpeedUp.text = "";
  719. }
  720. _typingEffect?.SetSpeed(_speedAutoPlay);
  721. }
  722. private void StopAutoPlay()
  723. {
  724. _autoPlay = false;
  725. _ui.m_btnAutoPlay.selected = false;
  726. Timers.inst.Remove(ShowNextWords);
  727. }
  728. }
  729. }