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 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. if ((bool)datas[4])
  118. IsTeaParty = true;
  119. if (LauncherConfig.netType == LauncherConfig.EnumNetType.TEMP && !InstanceZonesDataManager.CheckLevelPass(MainStoryDataManager.currentLevelCfgId))
  120. {
  121. // 临时设置都可以跳过对话
  122. skipable = false;
  123. }
  124. else
  125. {
  126. skipable = true;
  127. }
  128. _ui.m_btnSkip.visible = skipable;
  129. ShowNextStep(_storyStartID);
  130. _ui.m_c1.selectedIndex = 0;
  131. _ui.m_btnAutoPlay.selected = false;
  132. if (_storyStartID == MainStoryDataManager.priorId)
  133. {
  134. _ui.m_c1.selectedIndex = 1;
  135. // _ui.m_btnAutoPlay.selected = true;
  136. OnClickBtnAutoPlay();
  137. _speedAutoPlay = 1;
  138. FightDataManager.Instance.dialogSpeed = _speedAutoPlay;
  139. }
  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. _ui.m_t0.Play();
  460. }
  461. }
  462. else
  463. {
  464. _ui.m_dialogText.target.visible = true;
  465. _wordTextField = _ui.m_dialogText.m_txtContent;
  466. _arrow = _ui.m_dialogText.m_iconNext;
  467. lastTextFieldType = "text";
  468. }
  469. _wordList = Regex.Split(words, "&&");
  470. _wordIndex = 0;
  471. _typingEffect = new TypingFadeEffect(_wordTextField);
  472. _typingEffect.typeFinishedAction = ShowCurrentWords;
  473. ShowNextDialog();
  474. }
  475. private void ShowNextDialog()
  476. {
  477. if (_wordList != null && _wordList.Length > _wordIndex)
  478. {
  479. string itemInfo = _wordList[_wordIndex];
  480. string[] itemInfoList = Regex.Split(itemInfo, "=");
  481. _currentWords = itemInfoList[0];
  482. if (itemInfoList.Length > 1)
  483. {
  484. _wordTextField.data = itemInfoList[1];
  485. }
  486. else
  487. {
  488. _wordTextField.data = null;
  489. }
  490. Timers.inst.StartCoroutine(StartShowLetters());
  491. }
  492. else
  493. {
  494. OnStepComplete();
  495. }
  496. }
  497. private void ShowCurrentWords()
  498. {
  499. _arrow.target.visible = true;
  500. //Timers.inst.Remove(UpdateLetters);
  501. StopTyping();
  502. _typingEffect?.Cancel();
  503. _wordTextField.text = _currentWords;
  504. _dialogListLookBack.Add(_currentWords);
  505. _isShowLetters = false;
  506. _wordIndex++;
  507. if (_autoPlay)
  508. {
  509. Timers.inst.Add(GameConst.NEXT_WORDS_INTERVAL_MAX / _speedAutoPlay, 1, ShowNextWords);
  510. }
  511. }
  512. private void ShowNextWords(object param = null)
  513. {
  514. if (_wordTextField != null)
  515. {
  516. if (_isShowLetters)
  517. {
  518. ShowCurrentWords();
  519. }
  520. else
  521. {
  522. string stepID = (string)_wordTextField.data;
  523. if (stepID != null)
  524. {
  525. OnStepComplete(stepID);
  526. }
  527. else
  528. {
  529. ShowNextDialog();
  530. }
  531. }
  532. }
  533. }
  534. private IEnumerator StartShowLetters()
  535. {
  536. _isShowLetters = true;
  537. _arrow.target.visible = false;
  538. _wordTextField.verticalAlign = VertAlignType.Top;
  539. _wordTextField.text = "";
  540. ArrayList letters = StoryUtil.GetLettersList(_currentWords);
  541. _canClickBtnNext = false;
  542. while (StoryDialogDataManager.Instance.waitPicFade)
  543. {
  544. yield return new WaitForEndOfFrame();
  545. }
  546. _canClickBtnNext = true;
  547. _wordTextField.text = _currentWords;
  548. StartTyping();
  549. }
  550. private void StartTyping()
  551. {
  552. _typingEffect.SetSpeed(GameConst.LETTERS_INTERVAL_MAX / _speedAutoPlay);
  553. _typingEffect.Start();
  554. }
  555. private void StopTyping()
  556. {
  557. _typingEffect.Cancel();
  558. }
  559. private void UpdateBg(string value)
  560. {
  561. if (value.Length > 0)
  562. {
  563. SceneController.UpdateDialogBg(value, _sceneObject);
  564. }
  565. }
  566. private void UpdatePic(string value)
  567. {
  568. if (value.Length > 0)
  569. {
  570. SceneController.UpdateDialogPic(value, _sceneObject);
  571. }
  572. else if (IsTeaParty)
  573. {
  574. UpdateRoleObj();
  575. }
  576. }
  577. private void UpdateRoleObj()
  578. {
  579. var _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("SceneDressUpFight"));
  580. var _sceneObject = GameObject.Instantiate(_scenePrefab);
  581. if (_sceneObject == null)
  582. {
  583. _sceneObject = GameObject.Instantiate(_scenePrefab);
  584. MyDressUpHelper.dressUpObj.setSceneObj(_sceneObject, false, false);
  585. //MyDressUpHelper.dressUpObj.PutOnDefaultDressUpData();
  586. }
  587. }
  588. private void UpdateMusic(string value)
  589. {
  590. if (value.Length > 0)
  591. {
  592. if (value == "0")
  593. {
  594. MusicManager.Instance.Stop();
  595. }
  596. else
  597. {
  598. MusicManager.Instance.Play(ResPathUtil.GetMusicPath(value, "mp3"));
  599. }
  600. }
  601. }
  602. private void PlayEffect(string[] infos)
  603. {
  604. }
  605. private void PlayShake(int[] shakeInfoArr)
  606. {
  607. if (shakeInfoArr != null && shakeInfoArr.Length > 0)
  608. {
  609. Vector3 position = _sceneObject.transform.position;
  610. position.x = (float)shakeInfoArr[0] / GameConst.PIXELS_PER_UNITY_UNIT;
  611. position.y = (float)shakeInfoArr[1] / GameConst.PIXELS_PER_UNITY_UNIT;
  612. _sceneObject.transform.position = position;
  613. float attenuationX = (float)shakeInfoArr[2] / GameConst.PIXELS_PER_UNITY_UNIT;
  614. float attenuationY = (float)shakeInfoArr[3] / GameConst.PIXELS_PER_UNITY_UNIT;
  615. float interval = (float)shakeInfoArr[4] / 1000;
  616. float duration = (float)shakeInfoArr[5] / 1000;
  617. int repeat = Mathf.RoundToInt(duration / interval);
  618. Timers.inst.Add(interval, 0, UpdateShake, new float[] { attenuationX, attenuationY });
  619. }
  620. }
  621. private void UpdateShake(object param)
  622. {
  623. float[] attenuations = param as float[];
  624. float attenuationX = attenuations[0];
  625. float attenuationY = attenuations[1];
  626. Vector3 position = _sceneObject.transform.position;
  627. bool done = false;
  628. bool doneX = false;
  629. float absX = Mathf.Abs(position.x);
  630. if (absX > attenuationX)
  631. {
  632. int dir = (int)(position.x / absX);
  633. position.x = Mathf.Abs(position.x) - attenuationX;
  634. position.x *= -1 * dir;
  635. }
  636. else
  637. {
  638. doneX = true;
  639. position.x = 0;
  640. }
  641. bool doneY = false;
  642. float absY = Mathf.Abs(position.y);
  643. if (absY > attenuationY)
  644. {
  645. int dir = (int)(position.y / absY);
  646. position.y = Mathf.Abs(position.y) - attenuationY;
  647. position.y *= -1 * dir;
  648. }
  649. else
  650. {
  651. doneY = true;
  652. position.y = 0;
  653. }
  654. done = doneX && doneY;
  655. _sceneObject.transform.position = position;
  656. if (done)
  657. {
  658. Timers.inst.Remove(UpdateShake);
  659. }
  660. }
  661. private void Over(bool isSkip = false)
  662. {
  663. if (_onCompleteStoryDialogCall != null)
  664. {
  665. _onCompleteStoryDialogCall(isSkip, _onCompleteStoryDialogCallParam);
  666. }
  667. }
  668. private void UpdateSpeedUpBtn()
  669. {
  670. if (_speedAutoPlay > 1)
  671. {
  672. _ui.m_btnSpeedUp.text = "x" + _speedAutoPlay;
  673. }
  674. else
  675. {
  676. _ui.m_btnSpeedUp.text = "";
  677. }
  678. _typingEffect?.SetSpeed(GameConst.LETTERS_INTERVAL_MAX / _speedAutoPlay);
  679. }
  680. private void StopAutoPlay()
  681. {
  682. _autoPlay = false;
  683. _ui.m_btnAutoPlay.selected = false;
  684. Timers.inst.Remove(ShowNextWords);
  685. }
  686. }
  687. }