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. //Hide();
  161. //ViewManager.Show<StoryChapterView>(MainStoryDataManager.currentChapterCfgId, ViewManager.GetGoBackDatas(typeof(StoryChapterView).FullName), true);
  162. Over(false);
  163. }
  164. private void OnClickBtnNext()
  165. {
  166. if (!_canClickBtnNext || IsTeaParty)
  167. {
  168. return;
  169. }
  170. StopAutoPlay();
  171. if (_onScreenEffectComplete != null)
  172. {
  173. Timers.inst.Remove(OnScreenEffectComplete);
  174. _onScreenEffectComplete.Invoke(null);
  175. }
  176. else
  177. {
  178. ShowNextWords();
  179. }
  180. }
  181. private void OnClickBtnLookBack()
  182. {
  183. StopAutoPlay();
  184. if (_ui.m_btnSkip.enabled)
  185. {
  186. ViewManager.Show<StoryLookBackView>(_storyStartID);
  187. }
  188. else
  189. {
  190. ViewManager.Show<StoryLookBackView>(_dialogListLookBack);
  191. }
  192. }
  193. private void OnBtnSkip()
  194. {
  195. Over(true);
  196. }
  197. private void OnClickListItem(EventContext context)
  198. {
  199. UI_ListDialogItem dialogItem = UI_ListDialogItem.Proxy(context.data as GObject);
  200. _dialogListLookBack.Add(dialogItem.m_txtContent.text);
  201. string stepID = (string)dialogItem.target.data;
  202. if (stepID == null)
  203. {
  204. stepID = "0";
  205. }
  206. UI_ListDialogItem.ProxyEnd();
  207. OnStepComplete(stepID);
  208. }
  209. private void OnClickBtnSpeedUp()
  210. {
  211. //如果没有自动播放先开始自动播放
  212. if (!_autoPlay)
  213. {
  214. _ui.m_btnAutoPlay.selected = true;
  215. OnClickBtnAutoPlay();
  216. }
  217. _speedAutoPlay = _speedAutoPlay * 2;
  218. if (_speedAutoPlay > GameConst.MAX_SPEED_AUTO_PLAY)
  219. {
  220. _speedAutoPlay = 1;
  221. }
  222. FightDataManager.Instance.dialogSpeed = _speedAutoPlay;
  223. UpdateSpeedUpBtn();
  224. }
  225. private void OnClickBtnAutoPlay()
  226. {
  227. _autoPlay = _ui.m_btnAutoPlay.selected;
  228. if (_autoPlay)
  229. {
  230. ShowNextWords();
  231. }
  232. }
  233. private void InitStepListById(string dialogID)
  234. {
  235. var temp = StoryDialogCfgArray.Instance.GetCfgsByid(dialogID);
  236. _stepListToRead = new List<StoryDialogCfg>(temp);
  237. }
  238. private void ShowNextStep(string nextStepId)
  239. {
  240. if (nextStepId != null)
  241. {
  242. InitStepListById(nextStepId);
  243. }
  244. if (_stepListToRead != null && _stepListToRead.Count > 0)
  245. {
  246. StoryDialogCfg storyDialogCfg = (StoryDialogCfg)_stepListToRead[0];
  247. _stepListToRead.RemoveAt(0);
  248. Timers.inst.StartCoroutine(InitStepContent(storyDialogCfg));
  249. }
  250. else
  251. {
  252. Over();
  253. }
  254. }
  255. private void OnStepComplete(string nextStepId = null)
  256. {
  257. _nextStepId = nextStepId;
  258. _ui.m_dialogText.target.visible = false;
  259. _ui.m_dialogName.target.visible = false;
  260. _ui.m_dialogHead.target.visible = false;
  261. float delay = 0;
  262. //屏幕效果
  263. if (_currentStepCfg != null)
  264. {
  265. if (_currentStepCfg.blackScreenDur > 0)
  266. {
  267. delay = _currentStepCfg.blackScreenDur;
  268. ScreenBlackController.Instance.ShowBlack(delay, this.viewCom, 0);
  269. }
  270. else if (_currentStepCfg.blankScreenDur > 0)
  271. {
  272. delay = _currentStepCfg.blankScreenDur;
  273. UpdatePic("0");
  274. }
  275. }
  276. if (delay > 0)
  277. {
  278. //转换成秒
  279. delay = delay / 1000f;
  280. _onScreenEffectComplete = OnScreenEffectComplete;
  281. Timers.inst.Add(delay, 1, OnScreenEffectComplete);
  282. StoryDialogDataManager.Instance.dialogShowDelay = 0.6f;
  283. }
  284. else
  285. {
  286. OnScreenEffectComplete();
  287. }
  288. }
  289. private void OnScreenEffectComplete(object param = null)
  290. {
  291. _onScreenEffectComplete = null;
  292. if (_nextStepId == "0")
  293. {
  294. Over();
  295. }
  296. else
  297. {
  298. ShowNextStep(_nextStepId);
  299. }
  300. }
  301. private IEnumerator InitStepContent(StoryDialogCfg storyDialogCfg)
  302. {
  303. _canClickBtnNext = false;
  304. StoryDialogDataManager.Instance.waitPicFade = false;
  305. HideAllDialogUI();
  306. // Init resource
  307. _currentStepCfg = storyDialogCfg;
  308. UpdateMusic(storyDialogCfg.musicRes);
  309. UpdateBg(storyDialogCfg.bgRes);
  310. UpdatePic(storyDialogCfg.picRes);
  311. UpdateRoleObj(storyDialogCfg.name);
  312. PlayEffect(storyDialogCfg.effectInfoArr);
  313. PlayShake(storyDialogCfg.shakeInfoArr);
  314. string content = storyDialogCfg.content;
  315. content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);
  316. while (StoryDialogDataManager.Instance.waitBgChange)
  317. {
  318. yield return new WaitForEndOfFrame();
  319. }
  320. if(StoryDialogDataManager.Instance.dialogShowDelay > 0)
  321. {
  322. yield return new WaitForSeconds(StoryDialogDataManager.Instance.dialogShowDelay);
  323. StoryDialogDataManager.Instance.dialogShowDelay = 0f;
  324. }
  325. _canClickBtnNext = true;
  326. if (content.IndexOf("//") >= 0)
  327. {
  328. showList(content);
  329. }
  330. else
  331. {
  332. Timers.inst.StartCoroutine(ShowDialog(storyDialogCfg));
  333. }
  334. }
  335. private void showList(string content)
  336. {
  337. StopAutoPlay();
  338. _ui.m_btnAutoPlay.enabled = false;
  339. _wordTextField = null;
  340. _ui.m_list.visible = true;
  341. _ui.m_list.RemoveChildrenToPool();
  342. string[] list = Regex.Split(content, "//");
  343. _ui.m_list.itemRenderer = (int index, GObject item) =>
  344. {
  345. string itemInfo = list[index];
  346. string[] itemInfoList = Regex.Split(itemInfo, "=");
  347. UI_ListDialogItem dialogItem = UI_ListDialogItem.Proxy(item);
  348. dialogItem.m_txtContent.text = itemInfoList[0];
  349. dialogItem.target.data = itemInfoList.Length > 1 ? itemInfoList[1] : null;
  350. UI_ListDialogItem.ProxyEnd();
  351. };
  352. _ui.m_list.numItems = list.Length;
  353. }
  354. private void HideAllDialogUI()
  355. {
  356. _ui.m_dialogText.target.visible = false;
  357. _ui.m_dialogName.target.visible = false;
  358. _ui.m_dialogHead.target.visible = false;
  359. _ui.m_list.visible = false;
  360. }
  361. private IEnumerator ShowDialog(StoryDialogCfg storyDialogCfg)
  362. {
  363. if (storyDialogCfg.showChangeName == 1 && StorageDataManager.Instance.GetStorageValue(ConstStorageId.CHANGE_NAME) == 0)
  364. {
  365. GameController.ShowCreateRole();
  366. StoryDialogDataManager.Instance.waiting = true;
  367. while (StoryDialogDataManager.Instance.waiting)
  368. {
  369. yield return new WaitForEndOfFrame();
  370. }
  371. if (_autoPlay)
  372. {
  373. _ui.m_btnAutoPlay.selected = false;
  374. OnClickBtnAutoPlay();
  375. }
  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. VoiceManager.Instance.StopVoice();
  386. // 如果配置了语音,读取语音
  387. VoiceManager.Instance.LoadRes(ResPathUtil.GetCardSoundPath("111111111"));
  388. if (roleName == "self")
  389. {
  390. roleName = RoleDataManager.roleName;
  391. }
  392. //回顾
  393. if (roleName != null)
  394. {
  395. _dialogListLookBack.Add("[color=#FDA2B1]" + roleName + "[/color]");
  396. }
  397. if (!string.IsNullOrEmpty(headAniRes) || storyDialogCfg.suitId > 0)
  398. {
  399. //显示对话框半身像
  400. _ui.m_dialogHead.target.visible = true;
  401. _ui.m_dialogHead.m_txtName.text = roleName;
  402. _ui.m_dialogHead.m_comphead.m_head.visible = false;
  403. _ui.m_dialogHead.m_comphead.m_holder.visible = true;
  404. var headAniCfg = HeadAniCfgArray.Instance.GetCfg(headAniRes);
  405. if (headAniCfg != null && !string.IsNullOrEmpty(headAniCfg.headAni))
  406. {
  407. //独立动画
  408. _ui.m_dialogHead.m_compDressUp.target.visible = false;
  409. _ui.m_dialogHead.m_comphead.target.visible = true;
  410. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_dialogHead.m_comphead.m_holder, "ui_nzbq", headAniCfg.headAni);
  411. }
  412. else
  413. {
  414. //换装
  415. _ui.m_dialogHead.m_compDressUp.target.visible = true;
  416. _ui.m_dialogHead.m_comphead.target.visible = false;
  417. _dressUpObjUI.ResetSceneObj(80, true, false, null, false);
  418. if (storyDialogCfg.suitId > 0)
  419. {
  420. _dressUpObjUI.dressUpObj.PutOnSuitCfg(storyDialogCfg.suitId, false, new int[] { ConstDressUpItemType.SHOU_CHI_WU }, false, false);
  421. }
  422. else
  423. {
  424. _dressUpObjUI.dressUpObj.PutOnDressUpData(CustomSuitDataManager.GetCurrentSuitData().dressUpData, new int[] { ConstDressUpItemType.SHOU_CHI_WU });
  425. if (_dressUpObjUI.dressUpObj.actionId > 0)
  426. {
  427. _dressUpObjUI.dressUpObj.CancelAction(true);
  428. }
  429. }
  430. if (headAniCfg != null && headAniCfg.faceId > 0)
  431. {
  432. //表情
  433. _dressUpObjUI.dressUpObj.AddOrRemove(headAniCfg.faceId, true);
  434. _dressUpObjUI.UpdateWrapper(_ui.m_dialogHead.m_compDressUp.m_holder);
  435. }
  436. }
  437. _wordTextField = _ui.m_dialogHead.m_txtContent;
  438. _arrow = _ui.m_dialogHead.m_iconNext;
  439. lastTextFieldType = "head";
  440. }
  441. else if (!string.IsNullOrEmpty(headRes))
  442. {
  443. _ui.m_dialogHead.target.visible = true;
  444. _ui.m_dialogHead.m_txtName.text = roleName;
  445. _ui.m_dialogHead.m_comphead.m_head.visible = true;
  446. _ui.m_dialogHead.m_comphead.m_holder.visible = false;
  447. _ui.m_dialogHead.m_comphead.m_head.url = ResPathUtil.GetNpcHeadPath(headRes);
  448. _wordTextField = _ui.m_dialogHead.m_txtContent;
  449. _arrow = _ui.m_dialogHead.m_iconNext;
  450. lastTextFieldType = "head";
  451. }
  452. else if (!string.IsNullOrEmpty(roleName))
  453. {
  454. _ui.m_dialogName.target.visible = true;
  455. if (IsTeaParty)
  456. {
  457. var roleContainerList = LeagueDataManager.Instance.RoleContainerList;
  458. var teapartyRoleCfg = TeapartyRoleCfgArray.Instance.GetCfgsByid(LeagueDataManager.Instance.TeaPartyId);
  459. int roleIndex = Convert.ToInt32(roleName);
  460. _ui.m_dialogName.m_txtName.text = teapartyRoleCfg[roleIndex - 1].name;
  461. _ui.m_dialogName.m_bgType.selectedIndex = 1;
  462. _ui.m_dialogName.m_showArrow.selectedIndex = 1;
  463. if (roleIndex <= roleContainerList.Count && roleContainerList[roleIndex - 1].MaxScoreRoleName != null && roleContainerList[roleIndex - 1].MaxScoreRoleName != "" && _ui.m_dialogName.m_txtName.text != "")
  464. {
  465. _ui.m_comPlayName.visible = true;
  466. _ui.m_txtPlayName.text = roleContainerList[roleIndex - 1].MaxScoreRoleName;
  467. if (_ui.m_txtPlayName.text == RoleDataManager.roleName)
  468. _ui.m_dialogName.m_bgType.selectedIndex = 0;
  469. }
  470. else
  471. _ui.m_comPlayName.visible = false;
  472. }
  473. else {
  474. _ui.m_dialogName.m_bgType.selectedIndex = 0;
  475. _ui.m_dialogName.m_showArrow.selectedIndex = 0;
  476. _ui.m_dialogName.m_txtName.text = roleName;
  477. }
  478. _wordTextField = _ui.m_dialogName.m_txtContent;
  479. _arrow = _ui.m_dialogName.m_iconNext;
  480. if (!lastTextFieldType.Equals("name"))
  481. {
  482. lastTextFieldType = "name";
  483. StoryDialogDataManager.Instance.waiting = true;
  484. _ui.m_t0.Play(()=>
  485. {
  486. StoryDialogDataManager.Instance.waiting = false;
  487. });
  488. }
  489. }
  490. else
  491. {
  492. if (IsTeaParty)
  493. _ui.m_dialogText.m_showArrow.selectedIndex = 1;
  494. else
  495. _ui.m_dialogText.m_showArrow.selectedIndex = 0;
  496. _ui.m_dialogText.target.visible = true;
  497. _wordTextField = _ui.m_dialogText.m_txtContent;
  498. _arrow = _ui.m_dialogText.m_iconNext;
  499. lastTextFieldType = "text";
  500. _ui.m_comPlayName.visible = false;
  501. }
  502. _wordList = Regex.Split(words, "&&");
  503. _wordIndex = 0;
  504. _typingEffect = new TypingFadeEffectPro(_wordTextField);
  505. _typingEffect.typeFinishedAction = ShowCurrentWords;
  506. ShowNextDialog();
  507. }
  508. private void ShowNextDialog()
  509. {
  510. if (_wordList != null && _wordList.Length > _wordIndex)
  511. {
  512. string itemInfo = _wordList[_wordIndex];
  513. string[] itemInfoList = Regex.Split(itemInfo, "=");
  514. _currentWords = itemInfoList[0];
  515. if (itemInfoList.Length > 1)
  516. {
  517. _wordTextField.data = itemInfoList[1];
  518. }
  519. else
  520. {
  521. _wordTextField.data = null;
  522. }
  523. Timers.inst.StartCoroutine(StartShowLetters());
  524. }
  525. else
  526. {
  527. OnStepComplete();
  528. }
  529. }
  530. private void ShowCurrentWords()
  531. {
  532. _arrow.target.visible = true;
  533. //Timers.inst.Remove(UpdateLetters);
  534. StopTyping();
  535. _typingEffect?.Cancel();
  536. _wordTextField.text = _currentWords;
  537. _dialogListLookBack.Add(_currentWords);
  538. _isShowLetters = false;
  539. _wordIndex++;
  540. if (_autoPlay)
  541. {
  542. int interval = (int)Mathf.Max(VoiceManager.Instance.GetClipLength(), GameConst.NEXT_WORDS_INTERVAL_MAX / _speedAutoPlay);
  543. Timers.inst.Add(interval, 1, ShowNextWords);
  544. }
  545. }
  546. private void ShowNextWords(object param = null)
  547. {
  548. if (_wordTextField != null)
  549. {
  550. if (_isShowLetters)
  551. {
  552. ShowCurrentWords();
  553. }
  554. else
  555. {
  556. string stepID = (string)_wordTextField.data;
  557. if (stepID != null)
  558. {
  559. OnStepComplete(stepID);
  560. }
  561. else
  562. {
  563. ShowNextDialog();
  564. }
  565. }
  566. }
  567. }
  568. private IEnumerator StartShowLetters()
  569. {
  570. _isShowLetters = true;
  571. _arrow.target.visible = false;
  572. _wordTextField.verticalAlign = VertAlignType.Top;
  573. _wordTextField.text = "";
  574. ArrayList letters = StoryUtil.GetLettersList(_currentWords);
  575. _canClickBtnNext = false;
  576. while (StoryDialogDataManager.Instance.waitPicFade || StoryDialogDataManager.Instance.waiting)
  577. {
  578. yield return new WaitForEndOfFrame();
  579. }
  580. _canClickBtnNext = true;
  581. _wordTextField.text = _currentWords;
  582. StartTyping();
  583. }
  584. /// <summary>
  585. /// 开启打字机显示
  586. /// </summary>
  587. private void StartTyping()
  588. {
  589. _typingEffect.SetSpeed(_speedAutoPlay);
  590. _typingEffect.Start();
  591. // 如果配置了语音,则播放语音
  592. VoiceManager.Instance.PlayVoice();
  593. }
  594. private void StopTyping()
  595. {
  596. _typingEffect.Cancel();
  597. }
  598. private void UpdateBg(string value)
  599. {
  600. if (value.Length > 0)
  601. {
  602. SceneController.UpdateDialogBg(value, _sceneObject);
  603. }
  604. }
  605. private void UpdatePic(string value)
  606. {
  607. if(value.Length > 0 && !IsTeaParty)
  608. {
  609. SceneController.UpdateDialogPic(value, _sceneObject);
  610. }
  611. }
  612. private void UpdateRoleObj(string value)
  613. {
  614. if (IsTeaParty)
  615. {
  616. var roleContainerList = LeagueDataManager.Instance.RoleContainerList;
  617. MyDressUpHelper.dressUpObj.setSceneObj(_sceneObject, false, false);
  618. for (int i = 0; i < roleContainerList.Count; i++)
  619. {
  620. if (value == (i + 1).ToString() && roleContainerList[i].EquipIds.Count > 0)
  621. {
  622. MyDressUpHelper.dressUpObj.PutOnItemList(roleContainerList[i].EquipIds);
  623. return;
  624. }
  625. }
  626. MyDressUpHelper.dressUpObj.PutOnDefaultDressUpData(IsTeaParty);
  627. }
  628. }
  629. private void UpdateMusic(string value)
  630. {
  631. if (value.Length > 0)
  632. {
  633. if (value == "0")
  634. {
  635. MusicManager.Instance.Stop();
  636. }
  637. else
  638. {
  639. MusicManager.Instance.PlayCroutine(ResPathUtil.GetMusicPath(value, "mp3"));
  640. }
  641. }
  642. }
  643. private void PlayEffect(string[] infos)
  644. {
  645. }
  646. private void PlayShake(int[] shakeInfoArr)
  647. {
  648. if (shakeInfoArr != null && shakeInfoArr.Length > 0)
  649. {
  650. Vector3 position = _sceneObject.transform.position;
  651. position.x = (float)shakeInfoArr[0] / GameConst.PIXELS_PER_UNITY_UNIT;
  652. position.y = (float)shakeInfoArr[1] / GameConst.PIXELS_PER_UNITY_UNIT;
  653. _sceneObject.transform.position = position;
  654. float attenuationX = (float)shakeInfoArr[2] / GameConst.PIXELS_PER_UNITY_UNIT;
  655. float attenuationY = (float)shakeInfoArr[3] / GameConst.PIXELS_PER_UNITY_UNIT;
  656. float interval = (float)shakeInfoArr[4] / 1000;
  657. float duration = (float)shakeInfoArr[5] / 1000;
  658. int repeat = Mathf.RoundToInt(duration / interval);
  659. Timers.inst.Add(interval, 0, UpdateShake, new float[] { attenuationX, attenuationY });
  660. }
  661. }
  662. private void UpdateShake(object param)
  663. {
  664. float[] attenuations = param as float[];
  665. float attenuationX = attenuations[0];
  666. float attenuationY = attenuations[1];
  667. Vector3 position = _sceneObject.transform.position;
  668. bool done = false;
  669. bool doneX = false;
  670. float absX = Mathf.Abs(position.x);
  671. if (absX > attenuationX)
  672. {
  673. int dir = (int)(position.x / absX);
  674. position.x = Mathf.Abs(position.x) - attenuationX;
  675. position.x *= -1 * dir;
  676. }
  677. else
  678. {
  679. doneX = true;
  680. position.x = 0;
  681. }
  682. bool doneY = false;
  683. float absY = Mathf.Abs(position.y);
  684. if (absY > attenuationY)
  685. {
  686. int dir = (int)(position.y / absY);
  687. position.y = Mathf.Abs(position.y) - attenuationY;
  688. position.y *= -1 * dir;
  689. }
  690. else
  691. {
  692. doneY = true;
  693. position.y = 0;
  694. }
  695. done = doneX && doneY;
  696. _sceneObject.transform.position = position;
  697. if (done)
  698. {
  699. Timers.inst.Remove(UpdateShake);
  700. }
  701. }
  702. private void Over(bool isSkip = false)
  703. {
  704. if (_onCompleteStoryDialogCall != null)
  705. {
  706. _onCompleteStoryDialogCall(isSkip, _onCompleteStoryDialogCallParam);
  707. }
  708. }
  709. private void UpdateSpeedUpBtn()
  710. {
  711. if (_speedAutoPlay > 1)
  712. {
  713. _ui.m_btnSpeedUp.text = "x" + _speedAutoPlay;
  714. }
  715. else
  716. {
  717. _ui.m_btnSpeedUp.text = "";
  718. }
  719. _typingEffect?.SetSpeed(_speedAutoPlay);
  720. }
  721. private void StopAutoPlay()
  722. {
  723. _autoPlay = false;
  724. _ui.m_btnAutoPlay.selected = false;
  725. Timers.inst.Remove(ShowNextWords);
  726. }
  727. }
  728. }