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. lastTextFieldType = "";
  106. UpdateSpeedUpBtn();
  107. _dialogListLookBack = new List<string>();
  108. object[] datas = viewData as object[];
  109. _storyStartID = (string)datas[0];
  110. bool skipable = (bool)datas[1];
  111. _onCompleteStoryDialogCall = (OnCompleteStoryDialogCall)datas[2];
  112. if (datas.Length > 3)
  113. {
  114. _onCompleteStoryDialogCallParam = datas[3];
  115. }
  116. IsTeaParty = (bool)datas[4];
  117. _autoPlay = IsTeaParty;
  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. }
  142. _ui.m_btnBack.visible = InstanceZonesDataManager.CheckLevelPass(100001001);
  143. }
  144. protected override void OnHide()
  145. {
  146. base.OnHide();
  147. Timers.inst.Remove(UpdateShake);
  148. Timers.inst.Remove(OnScreenEffectComplete);
  149. Timers.inst.Remove(ShowNextWords);
  150. ScreenBlackController.Instance.HideBlack();
  151. StopAutoPlay();
  152. if (_sceneObject != null)
  153. {
  154. GameObject.Destroy(_sceneObject);
  155. _sceneObject = null;
  156. }
  157. MusicManager.Instance.Play(ResPathUtil.GetMusicPath(ConstMusicName.DEFAULT));
  158. _onCompleteStoryDialogCall = null;
  159. _onCompleteStoryDialogCallParam = null;
  160. StoryDialogDataManager.Instance.Clear();
  161. }
  162. private void OnClickBtnBack()
  163. {
  164. // this.Hide();
  165. ViewManager.GoBackFrom(typeof(StoryDialogView).FullName);
  166. // Over(false);
  167. }
  168. private void OnClickBtnNext()
  169. {
  170. if (!_canClickBtnNext || IsTeaParty)
  171. {
  172. return;
  173. }
  174. StopAutoPlay();
  175. if (_onScreenEffectComplete != null)
  176. {
  177. Timers.inst.Remove(OnScreenEffectComplete);
  178. _onScreenEffectComplete.Invoke(null);
  179. }
  180. else
  181. {
  182. ShowNextWords();
  183. }
  184. }
  185. private void OnClickBtnLookBack()
  186. {
  187. StopAutoPlay();
  188. if (_ui.m_btnSkip.enabled)
  189. {
  190. ViewManager.Show<StoryLookBackView>(_storyStartID);
  191. }
  192. else
  193. {
  194. ViewManager.Show<StoryLookBackView>(_dialogListLookBack);
  195. }
  196. }
  197. private void OnBtnSkip()
  198. {
  199. Over(true);
  200. }
  201. private void OnClickListItem(EventContext context)
  202. {
  203. UI_ListDialogItem dialogItem = UI_ListDialogItem.Proxy(context.data as GObject);
  204. _dialogListLookBack.Add(dialogItem.m_txtContent.text);
  205. string stepID = (string)dialogItem.target.data;
  206. if (stepID == null)
  207. {
  208. stepID = "0";
  209. }
  210. UI_ListDialogItem.ProxyEnd();
  211. OnStepComplete(stepID);
  212. }
  213. private void OnClickBtnSpeedUp()
  214. {
  215. //如果没有自动播放先开始自动播放
  216. if (!_autoPlay)
  217. {
  218. _ui.m_btnAutoPlay.selected = true;
  219. OnClickBtnAutoPlay();
  220. }
  221. _speedAutoPlay = _speedAutoPlay * 2;
  222. if (_speedAutoPlay > GameConst.MAX_SPEED_AUTO_PLAY)
  223. {
  224. _speedAutoPlay = 1;
  225. }
  226. FightDataManager.Instance.dialogSpeed = _speedAutoPlay;
  227. UpdateSpeedUpBtn();
  228. }
  229. private void OnClickBtnAutoPlay()
  230. {
  231. _autoPlay = _ui.m_btnAutoPlay.selected;
  232. if (_autoPlay)
  233. {
  234. ShowNextWords();
  235. }
  236. }
  237. private void InitStepListById(string dialogID)
  238. {
  239. var temp = StoryDialogCfgArray.Instance.GetCfgsByid(dialogID);
  240. _stepListToRead = new List<StoryDialogCfg>(temp);
  241. }
  242. private void ShowNextStep(string nextStepId)
  243. {
  244. if (nextStepId != null)
  245. {
  246. InitStepListById(nextStepId);
  247. }
  248. if (_stepListToRead != null && _stepListToRead.Count > 0)
  249. {
  250. StoryDialogCfg storyDialogCfg = (StoryDialogCfg)_stepListToRead[0];
  251. _stepListToRead.RemoveAt(0);
  252. Timers.inst.StartCoroutine(InitStepContent(storyDialogCfg));
  253. }
  254. else
  255. {
  256. Over();
  257. }
  258. }
  259. private void OnStepComplete(string nextStepId = null)
  260. {
  261. _nextStepId = nextStepId;
  262. _ui.m_dialogText.target.visible = false;
  263. _ui.m_dialogName.target.visible = false;
  264. _ui.m_dialogHead.target.visible = false;
  265. float delay = 0;
  266. //屏幕效果
  267. if (_currentStepCfg != null)
  268. {
  269. if (_currentStepCfg.blackScreenDur > 0)
  270. {
  271. delay = _currentStepCfg.blackScreenDur;
  272. ScreenBlackController.Instance.ShowBlack(delay, this.viewCom, 0);
  273. }
  274. else if (_currentStepCfg.blankScreenDur > 0)
  275. {
  276. delay = _currentStepCfg.blankScreenDur;
  277. UpdatePic("0");
  278. }
  279. }
  280. if (delay > 0)
  281. {
  282. //转换成秒
  283. delay = delay / 1000f;
  284. _onScreenEffectComplete = OnScreenEffectComplete;
  285. Timers.inst.Add(delay, 1, OnScreenEffectComplete);
  286. StoryDialogDataManager.Instance.dialogShowDelay = 0.6f;
  287. }
  288. else
  289. {
  290. OnScreenEffectComplete();
  291. }
  292. }
  293. private void OnScreenEffectComplete(object param = null)
  294. {
  295. _onScreenEffectComplete = null;
  296. if (_nextStepId == "0")
  297. {
  298. Over();
  299. }
  300. else
  301. {
  302. ShowNextStep(_nextStepId);
  303. }
  304. }
  305. private IEnumerator InitStepContent(StoryDialogCfg storyDialogCfg)
  306. {
  307. _canClickBtnNext = false;
  308. StoryDialogDataManager.Instance.waitPicFade = false;
  309. HideAllDialogUI();
  310. // Init resource
  311. _currentStepCfg = storyDialogCfg;
  312. UpdateMusic(storyDialogCfg.musicRes);
  313. UpdateBg(storyDialogCfg.bgRes);
  314. UpdatePic(storyDialogCfg.picRes);
  315. UpdateRoleObj(storyDialogCfg.name);
  316. PlayEffect(storyDialogCfg.effectInfoArr);
  317. PlayShake(storyDialogCfg.shakeInfoArr);
  318. string content = storyDialogCfg.content;
  319. content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);
  320. while (StoryDialogDataManager.Instance.waitBgChange)
  321. {
  322. yield return new WaitForEndOfFrame();
  323. }
  324. if(StoryDialogDataManager.Instance.dialogShowDelay > 0)
  325. {
  326. yield return new WaitForSeconds(StoryDialogDataManager.Instance.dialogShowDelay);
  327. StoryDialogDataManager.Instance.dialogShowDelay = 0f;
  328. }
  329. _canClickBtnNext = true;
  330. if (content.IndexOf("//") >= 0)
  331. {
  332. showList(content);
  333. }
  334. else
  335. {
  336. ShowDialog(storyDialogCfg);
  337. }
  338. }
  339. private void showList(string content)
  340. {
  341. StopAutoPlay();
  342. _ui.m_btnAutoPlay.enabled = false;
  343. _wordTextField = null;
  344. _ui.m_list.visible = true;
  345. _ui.m_list.RemoveChildrenToPool();
  346. string[] list = Regex.Split(content, "//");
  347. _ui.m_list.itemRenderer = (int index, GObject item) =>
  348. {
  349. string itemInfo = list[index];
  350. string[] itemInfoList = Regex.Split(itemInfo, "=");
  351. UI_ListDialogItem dialogItem = UI_ListDialogItem.Proxy(item);
  352. dialogItem.m_txtContent.text = itemInfoList[0];
  353. dialogItem.target.data = itemInfoList.Length > 1 ? itemInfoList[1] : null;
  354. UI_ListDialogItem.ProxyEnd();
  355. };
  356. _ui.m_list.numItems = list.Length;
  357. }
  358. private void HideAllDialogUI()
  359. {
  360. _ui.m_dialogText.target.visible = false;
  361. _ui.m_dialogName.target.visible = false;
  362. _ui.m_dialogHead.target.visible = false;
  363. _ui.m_list.visible = false;
  364. }
  365. private void ShowDialog(StoryDialogCfg storyDialogCfg)
  366. {
  367. if (storyDialogCfg.showChangeName == 1 && StorageDataManager.Instance.GetStorageValue(ConstStorageId.CHANGE_NAME) == 0)
  368. {
  369. if (_autoPlay)
  370. {
  371. _ui.m_btnAutoPlay.selected = false;
  372. OnClickBtnAutoPlay();
  373. }
  374. GameController.ShowCreateRole();
  375. }
  376. _ui.m_loaMask.url = ResPathUtil.GetBgImgPath(storyDialogCfg.maskRes);
  377. _ui.m_btnAutoPlay.enabled = true;
  378. _ui.m_list.visible = false;
  379. var content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);
  380. string words = content;
  381. string roleName = storyDialogCfg.name;
  382. string headRes = storyDialogCfg.head;
  383. string headAniRes = storyDialogCfg.headAni;
  384. if (roleName == "self")
  385. {
  386. roleName = RoleDataManager.roleName;
  387. }
  388. //回顾
  389. if (roleName != null)
  390. {
  391. _dialogListLookBack.Add("[color=#FDA2B1]" + roleName + "[/color]");
  392. }
  393. if (!string.IsNullOrEmpty(headAniRes) || storyDialogCfg.suitId > 0)
  394. {
  395. //显示对话框半身像
  396. _ui.m_dialogHead.target.visible = true;
  397. _ui.m_dialogHead.m_txtName.text = roleName;
  398. _ui.m_dialogHead.m_comphead.m_head.visible = false;
  399. _ui.m_dialogHead.m_comphead.m_holder.visible = true;
  400. var headAniCfg = HeadAniCfgArray.Instance.GetCfg(headAniRes);
  401. if (headAniCfg != null && !string.IsNullOrEmpty(headAniCfg.headAni))
  402. {
  403. //独立动画
  404. _ui.m_dialogHead.m_compDressUp.target.visible = false;
  405. _ui.m_dialogHead.m_comphead.target.visible = true;
  406. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_dialogHead.m_comphead.m_holder, "ui_nzbq", headAniCfg.headAni);
  407. }
  408. else
  409. {
  410. //换装
  411. _ui.m_dialogHead.m_compDressUp.target.visible = true;
  412. _ui.m_dialogHead.m_comphead.target.visible = false;
  413. _dressUpObjUI.ResetSceneObj(80, true, false, null, false);
  414. if (storyDialogCfg.suitId > 0)
  415. {
  416. _dressUpObjUI.dressUpObj.PutOnSuitCfg(storyDialogCfg.suitId, false, new int[] { ConstDressUpItemType.SHOU_CHI_WU }, false, false);
  417. }
  418. else
  419. {
  420. _dressUpObjUI.dressUpObj.PutOnDressUpData(CustomSuitDataManager.GetCurrentSuitData().dressUpData);
  421. if (_dressUpObjUI.dressUpObj.actionId > 0)
  422. {
  423. _dressUpObjUI.dressUpObj.CancelAction(true);
  424. }
  425. _dressUpObjUI.dressUpObj.PutOnDressUpData(_dressUpObjUI.dressUpObj.DressUpDataClone(), new int[] { ConstDressUpItemType.SHOU_CHI_WU });
  426. }
  427. if (headAniCfg != null && headAniCfg.faceId > 0)
  428. {
  429. //表情
  430. _dressUpObjUI.dressUpObj.AddOrRemove(headAniCfg.faceId, false);
  431. _dressUpObjUI.UpdateWrapper(_ui.m_dialogHead.m_compDressUp.m_holder);
  432. }
  433. }
  434. _wordTextField = _ui.m_dialogHead.m_txtContent;
  435. _arrow = _ui.m_dialogHead.m_iconNext;
  436. lastTextFieldType = "head";
  437. }
  438. else if (!string.IsNullOrEmpty(headRes))
  439. {
  440. _ui.m_dialogHead.target.visible = true;
  441. _ui.m_dialogHead.m_txtName.text = roleName;
  442. _ui.m_dialogHead.m_comphead.m_head.visible = true;
  443. _ui.m_dialogHead.m_comphead.m_holder.visible = false;
  444. _ui.m_dialogHead.m_comphead.m_head.url = ResPathUtil.GetNpcHeadPath(headRes);
  445. _wordTextField = _ui.m_dialogHead.m_txtContent;
  446. _arrow = _ui.m_dialogHead.m_iconNext;
  447. lastTextFieldType = "head";
  448. }
  449. else if (!string.IsNullOrEmpty(roleName))
  450. {
  451. _ui.m_dialogName.target.visible = true;
  452. if (IsTeaParty)
  453. {
  454. var roleContainerList = LeagueDataManager.Instance.RoleContainerList;
  455. var teapartyRoleCfg = TeapartyRoleCfgArray.Instance.GetCfgsByid(LeagueDataManager.Instance.TeaPartyId);
  456. int roleIndex = Convert.ToInt32(roleName);
  457. _ui.m_dialogName.m_txtName.text = teapartyRoleCfg[roleIndex - 1].name;
  458. _ui.m_dialogName.m_bgType.selectedIndex = 1;
  459. _ui.m_dialogName.m_showArrow.selectedIndex = 1;
  460. if (roleIndex <= roleContainerList.Count && roleContainerList[roleIndex - 1].MaxScoreRoleName != null && roleContainerList[roleIndex - 1].MaxScoreRoleName != "" && _ui.m_dialogName.m_txtName.text != "")
  461. {
  462. _ui.m_comPlayName.visible = true;
  463. _ui.m_txtPlayName.text = roleContainerList[roleIndex - 1].MaxScoreRoleName;
  464. if (_ui.m_txtPlayName.text == RoleDataManager.roleName)
  465. _ui.m_dialogName.m_bgType.selectedIndex = 0;
  466. }
  467. else
  468. _ui.m_comPlayName.visible = false;
  469. }
  470. else {
  471. _ui.m_dialogName.m_bgType.selectedIndex = 0;
  472. _ui.m_dialogName.m_showArrow.selectedIndex = 0;
  473. _ui.m_dialogName.m_txtName.text = roleName;
  474. }
  475. _wordTextField = _ui.m_dialogName.m_txtContent;
  476. _arrow = _ui.m_dialogName.m_iconNext;
  477. if (!lastTextFieldType.Equals("name"))
  478. {
  479. lastTextFieldType = "name";
  480. //if(IsTeaParty)
  481. // _ui.m_t1.Play();
  482. //else
  483. // _ui.m_t0.Play();
  484. _ui.m_t0.Play();
  485. }
  486. }
  487. else
  488. {
  489. if (IsTeaParty)
  490. _ui.m_dialogText.m_showArrow.selectedIndex = 1;
  491. else
  492. _ui.m_dialogText.m_showArrow.selectedIndex = 0;
  493. _ui.m_dialogText.target.visible = true;
  494. _wordTextField = _ui.m_dialogText.m_txtContent;
  495. _arrow = _ui.m_dialogText.m_iconNext;
  496. lastTextFieldType = "text";
  497. _ui.m_comPlayName.visible = false;
  498. }
  499. _wordList = Regex.Split(words, "&&");
  500. _wordIndex = 0;
  501. _typingEffect = new TypingFadeEffect(_wordTextField);
  502. _typingEffect.typeFinishedAction = ShowCurrentWords;
  503. ShowNextDialog();
  504. }
  505. private void ShowNextDialog()
  506. {
  507. if (_wordList != null && _wordList.Length > _wordIndex)
  508. {
  509. string itemInfo = _wordList[_wordIndex];
  510. string[] itemInfoList = Regex.Split(itemInfo, "=");
  511. _currentWords = itemInfoList[0];
  512. if (itemInfoList.Length > 1)
  513. {
  514. _wordTextField.data = itemInfoList[1];
  515. }
  516. else
  517. {
  518. _wordTextField.data = null;
  519. }
  520. Timers.inst.StartCoroutine(StartShowLetters());
  521. }
  522. else
  523. {
  524. OnStepComplete();
  525. }
  526. }
  527. private void ShowCurrentWords()
  528. {
  529. _arrow.target.visible = true;
  530. //Timers.inst.Remove(UpdateLetters);
  531. StopTyping();
  532. _typingEffect?.Cancel();
  533. _wordTextField.text = _currentWords;
  534. _dialogListLookBack.Add(_currentWords);
  535. _isShowLetters = false;
  536. _wordIndex++;
  537. if (_autoPlay)
  538. {
  539. Timers.inst.Add(GameConst.NEXT_WORDS_INTERVAL_MAX / _speedAutoPlay, 1, ShowNextWords);
  540. }
  541. }
  542. private void ShowNextWords(object param = null)
  543. {
  544. if (_wordTextField != null)
  545. {
  546. if (_isShowLetters)
  547. {
  548. ShowCurrentWords();
  549. }
  550. else
  551. {
  552. string stepID = (string)_wordTextField.data;
  553. if (stepID != null)
  554. {
  555. OnStepComplete(stepID);
  556. }
  557. else
  558. {
  559. ShowNextDialog();
  560. }
  561. }
  562. }
  563. }
  564. private IEnumerator StartShowLetters()
  565. {
  566. _isShowLetters = true;
  567. _arrow.target.visible = false;
  568. _wordTextField.verticalAlign = VertAlignType.Top;
  569. _wordTextField.text = "";
  570. ArrayList letters = StoryUtil.GetLettersList(_currentWords);
  571. _canClickBtnNext = false;
  572. while (StoryDialogDataManager.Instance.waitPicFade)
  573. {
  574. yield return new WaitForEndOfFrame();
  575. }
  576. _canClickBtnNext = true;
  577. _wordTextField.text = _currentWords;
  578. StartTyping();
  579. }
  580. private void StartTyping()
  581. {
  582. _typingEffect.SetSpeed(GameConst.LETTERS_INTERVAL_MAX / _speedAutoPlay);
  583. _typingEffect.Start();
  584. }
  585. private void StopTyping()
  586. {
  587. _typingEffect.Cancel();
  588. }
  589. private void UpdateBg(string value)
  590. {
  591. if (value.Length > 0)
  592. {
  593. SceneController.UpdateDialogBg(value, _sceneObject);
  594. }
  595. }
  596. private void UpdatePic(string value)
  597. {
  598. if(value.Length > 0 && !IsTeaParty)
  599. {
  600. SceneController.UpdateDialogPic(value, _sceneObject);
  601. }
  602. }
  603. private void UpdateRoleObj(string value)
  604. {
  605. if (IsTeaParty)
  606. {
  607. var roleContainerList = LeagueDataManager.Instance.RoleContainerList;
  608. MyDressUpHelper.dressUpObj.setSceneObj(_sceneObject, false, false);
  609. for (int i = 0; i < roleContainerList.Count; i++)
  610. {
  611. if (value == (i + 1).ToString() && roleContainerList[i].EquipIds.Count > 0)
  612. {
  613. MyDressUpHelper.dressUpObj.PutOnItemList(roleContainerList[i].EquipIds);
  614. return;
  615. }
  616. }
  617. MyDressUpHelper.dressUpObj.PutOnDefaultDressUpData(IsTeaParty);
  618. }
  619. }
  620. private void UpdateMusic(string value)
  621. {
  622. if (value.Length > 0)
  623. {
  624. if (value == "0")
  625. {
  626. MusicManager.Instance.Stop();
  627. }
  628. else
  629. {
  630. MusicManager.Instance.Play(ResPathUtil.GetMusicPath(value, "mp3"));
  631. }
  632. }
  633. }
  634. private void PlayEffect(string[] infos)
  635. {
  636. }
  637. private void PlayShake(int[] shakeInfoArr)
  638. {
  639. if (shakeInfoArr != null && shakeInfoArr.Length > 0)
  640. {
  641. Vector3 position = _sceneObject.transform.position;
  642. position.x = (float)shakeInfoArr[0] / GameConst.PIXELS_PER_UNITY_UNIT;
  643. position.y = (float)shakeInfoArr[1] / GameConst.PIXELS_PER_UNITY_UNIT;
  644. _sceneObject.transform.position = position;
  645. float attenuationX = (float)shakeInfoArr[2] / GameConst.PIXELS_PER_UNITY_UNIT;
  646. float attenuationY = (float)shakeInfoArr[3] / GameConst.PIXELS_PER_UNITY_UNIT;
  647. float interval = (float)shakeInfoArr[4] / 1000;
  648. float duration = (float)shakeInfoArr[5] / 1000;
  649. int repeat = Mathf.RoundToInt(duration / interval);
  650. Timers.inst.Add(interval, 0, UpdateShake, new float[] { attenuationX, attenuationY });
  651. }
  652. }
  653. private void UpdateShake(object param)
  654. {
  655. float[] attenuations = param as float[];
  656. float attenuationX = attenuations[0];
  657. float attenuationY = attenuations[1];
  658. Vector3 position = _sceneObject.transform.position;
  659. bool done = false;
  660. bool doneX = false;
  661. float absX = Mathf.Abs(position.x);
  662. if (absX > attenuationX)
  663. {
  664. int dir = (int)(position.x / absX);
  665. position.x = Mathf.Abs(position.x) - attenuationX;
  666. position.x *= -1 * dir;
  667. }
  668. else
  669. {
  670. doneX = true;
  671. position.x = 0;
  672. }
  673. bool doneY = false;
  674. float absY = Mathf.Abs(position.y);
  675. if (absY > attenuationY)
  676. {
  677. int dir = (int)(position.y / absY);
  678. position.y = Mathf.Abs(position.y) - attenuationY;
  679. position.y *= -1 * dir;
  680. }
  681. else
  682. {
  683. doneY = true;
  684. position.y = 0;
  685. }
  686. done = doneX && doneY;
  687. _sceneObject.transform.position = position;
  688. if (done)
  689. {
  690. Timers.inst.Remove(UpdateShake);
  691. }
  692. }
  693. private void Over(bool isSkip = false)
  694. {
  695. if (_onCompleteStoryDialogCall != null)
  696. {
  697. _onCompleteStoryDialogCall(isSkip, _onCompleteStoryDialogCallParam);
  698. }
  699. }
  700. private void UpdateSpeedUpBtn()
  701. {
  702. if (_speedAutoPlay > 1)
  703. {
  704. _ui.m_btnSpeedUp.text = "x" + _speedAutoPlay;
  705. }
  706. else
  707. {
  708. _ui.m_btnSpeedUp.text = "";
  709. }
  710. _typingEffect?.SetSpeed(GameConst.LETTERS_INTERVAL_MAX / _speedAutoPlay);
  711. }
  712. private void StopAutoPlay()
  713. {
  714. _autoPlay = false;
  715. _ui.m_btnAutoPlay.selected = false;
  716. Timers.inst.Remove(ShowNextWords);
  717. }
  718. }
  719. }