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. if(IsTeaParty)
  141. _ui.m_c1.selectedIndex = 2;
  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)
  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. PlayEffect(storyDialogCfg.effectInfoArr);
  316. PlayShake(storyDialogCfg.shakeInfoArr);
  317. string content = storyDialogCfg.content;
  318. content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);
  319. while (StoryDialogDataManager.Instance.waitBgChange)
  320. {
  321. yield return new WaitForEndOfFrame();
  322. }
  323. if(StoryDialogDataManager.Instance.dialogShowDelay > 0)
  324. {
  325. yield return new WaitForSeconds(StoryDialogDataManager.Instance.dialogShowDelay);
  326. StoryDialogDataManager.Instance.dialogShowDelay = 0f;
  327. }
  328. _canClickBtnNext = true;
  329. if (content.IndexOf("//") >= 0)
  330. {
  331. showList(content);
  332. }
  333. else
  334. {
  335. ShowDialog(storyDialogCfg);
  336. }
  337. }
  338. private void showList(string content)
  339. {
  340. StopAutoPlay();
  341. _ui.m_btnAutoPlay.enabled = false;
  342. _wordTextField = null;
  343. _ui.m_list.visible = true;
  344. _ui.m_list.RemoveChildrenToPool();
  345. string[] list = Regex.Split(content, "//");
  346. _ui.m_list.itemRenderer = (int index, GObject item) =>
  347. {
  348. string itemInfo = list[index];
  349. string[] itemInfoList = Regex.Split(itemInfo, "=");
  350. UI_ListDialogItem dialogItem = UI_ListDialogItem.Proxy(item);
  351. dialogItem.m_txtContent.text = itemInfoList[0];
  352. dialogItem.target.data = itemInfoList.Length > 1 ? itemInfoList[1] : null;
  353. UI_ListDialogItem.ProxyEnd();
  354. };
  355. _ui.m_list.numItems = list.Length;
  356. }
  357. private void HideAllDialogUI()
  358. {
  359. _ui.m_dialogText.target.visible = false;
  360. _ui.m_dialogName.target.visible = false;
  361. _ui.m_dialogHead.target.visible = false;
  362. _ui.m_list.visible = false;
  363. }
  364. private void ShowDialog(StoryDialogCfg storyDialogCfg)
  365. {
  366. if (storyDialogCfg.showChangeName == 1 && StorageDataManager.Instance.GetStorageValue(ConstStorageId.CHANGE_NAME) == 0)
  367. {
  368. if (_autoPlay)
  369. {
  370. _ui.m_btnAutoPlay.selected = false;
  371. OnClickBtnAutoPlay();
  372. }
  373. GameController.ShowCreateRole();
  374. }
  375. _ui.m_loaMask.url = ResPathUtil.GetBgImgPath(storyDialogCfg.maskRes);
  376. _ui.m_btnAutoPlay.enabled = true;
  377. _ui.m_list.visible = false;
  378. var content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);
  379. string words = content;
  380. string roleName = storyDialogCfg.name;
  381. string headRes = storyDialogCfg.head;
  382. string headAniRes = storyDialogCfg.headAni;
  383. if (roleName == "self")
  384. {
  385. roleName = RoleDataManager.roleName;
  386. }
  387. if (roleName == "")
  388. {
  389. roleName = RoleDataManager.roleName;
  390. }
  391. //回顾
  392. if (roleName != null)
  393. {
  394. _dialogListLookBack.Add("[color=#FDA2B1]" + roleName + "[/color]");
  395. }
  396. if (!string.IsNullOrEmpty(headAniRes) || storyDialogCfg.suitId > 0)
  397. {
  398. //显示对话框半身像
  399. _ui.m_dialogHead.target.visible = true;
  400. _ui.m_dialogHead.m_txtName.text = roleName;
  401. _ui.m_dialogHead.m_comphead.m_head.visible = false;
  402. _ui.m_dialogHead.m_comphead.m_holder.visible = true;
  403. var headAniCfg = HeadAniCfgArray.Instance.GetCfg(headAniRes);
  404. if (headAniCfg != null && !string.IsNullOrEmpty(headAniCfg.headAni))
  405. {
  406. //独立动画
  407. _ui.m_dialogHead.m_compDressUp.target.visible = false;
  408. _ui.m_dialogHead.m_comphead.target.visible = true;
  409. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_dialogHead.m_comphead.m_holder, "ui_nzbq", headAniCfg.headAni);
  410. }
  411. else
  412. {
  413. //换装
  414. _ui.m_dialogHead.m_compDressUp.target.visible = true;
  415. _ui.m_dialogHead.m_comphead.target.visible = false;
  416. _dressUpObjUI.ResetSceneObj(80, true, false, null, false);
  417. if (storyDialogCfg.suitId > 0)
  418. {
  419. _dressUpObjUI.dressUpObj.PutOnSuitCfg(storyDialogCfg.suitId, false, new int[] { ConstDressUpItemType.SHOU_CHI_WU }, false, false);
  420. }
  421. else
  422. {
  423. _dressUpObjUI.dressUpObj.PutOnDressUpData(CustomSuitDataManager.GetCurrentSuitData().dressUpData);
  424. if (_dressUpObjUI.dressUpObj.actionId > 0)
  425. {
  426. _dressUpObjUI.dressUpObj.CancelAction(true);
  427. }
  428. _dressUpObjUI.dressUpObj.PutOnDressUpData(_dressUpObjUI.dressUpObj.DressUpDataClone(), new int[] { ConstDressUpItemType.SHOU_CHI_WU });
  429. }
  430. if (headAniCfg != null && headAniCfg.faceId > 0)
  431. {
  432. //表情
  433. _dressUpObjUI.dressUpObj.AddOrRemove(headAniCfg.faceId, false);
  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. _ui.m_dialogName.m_txtName.text = roleName;
  456. _wordTextField = _ui.m_dialogName.m_txtContent;
  457. _arrow = _ui.m_dialogName.m_iconNext;
  458. if (!lastTextFieldType.Equals("name"))
  459. {
  460. lastTextFieldType = "name";
  461. if(IsTeaParty)
  462. _ui.m_t1.Play();
  463. else
  464. _ui.m_t0.Play();
  465. }
  466. }
  467. else
  468. {
  469. _ui.m_dialogText.target.visible = true;
  470. _wordTextField = _ui.m_dialogText.m_txtContent;
  471. _arrow = _ui.m_dialogText.m_iconNext;
  472. lastTextFieldType = "text";
  473. }
  474. _wordList = Regex.Split(words, "&&");
  475. _wordIndex = 0;
  476. _typingEffect = new TypingFadeEffect(_wordTextField);
  477. _typingEffect.typeFinishedAction = ShowCurrentWords;
  478. ShowNextDialog();
  479. }
  480. private void ShowNextDialog()
  481. {
  482. if (_wordList != null && _wordList.Length > _wordIndex)
  483. {
  484. string itemInfo = _wordList[_wordIndex];
  485. string[] itemInfoList = Regex.Split(itemInfo, "=");
  486. _currentWords = itemInfoList[0];
  487. if (itemInfoList.Length > 1)
  488. {
  489. _wordTextField.data = itemInfoList[1];
  490. }
  491. else
  492. {
  493. _wordTextField.data = null;
  494. }
  495. Timers.inst.StartCoroutine(StartShowLetters());
  496. }
  497. else
  498. {
  499. OnStepComplete();
  500. }
  501. }
  502. private void ShowCurrentWords()
  503. {
  504. _arrow.target.visible = true;
  505. //Timers.inst.Remove(UpdateLetters);
  506. StopTyping();
  507. _typingEffect?.Cancel();
  508. _wordTextField.text = _currentWords;
  509. _dialogListLookBack.Add(_currentWords);
  510. _isShowLetters = false;
  511. _wordIndex++;
  512. if (_autoPlay)
  513. {
  514. Timers.inst.Add(GameConst.NEXT_WORDS_INTERVAL_MAX / _speedAutoPlay, 1, ShowNextWords);
  515. }
  516. }
  517. private void ShowNextWords(object param = null)
  518. {
  519. if (_wordTextField != null)
  520. {
  521. if (_isShowLetters)
  522. {
  523. ShowCurrentWords();
  524. }
  525. else
  526. {
  527. string stepID = (string)_wordTextField.data;
  528. if (stepID != null)
  529. {
  530. OnStepComplete(stepID);
  531. }
  532. else
  533. {
  534. ShowNextDialog();
  535. }
  536. }
  537. }
  538. }
  539. private IEnumerator StartShowLetters()
  540. {
  541. _isShowLetters = true;
  542. _arrow.target.visible = false;
  543. _wordTextField.verticalAlign = VertAlignType.Top;
  544. _wordTextField.text = "";
  545. ArrayList letters = StoryUtil.GetLettersList(_currentWords);
  546. _canClickBtnNext = false;
  547. while (StoryDialogDataManager.Instance.waitPicFade)
  548. {
  549. yield return new WaitForEndOfFrame();
  550. }
  551. _canClickBtnNext = true;
  552. _wordTextField.text = _currentWords;
  553. StartTyping();
  554. }
  555. private void StartTyping()
  556. {
  557. _typingEffect.SetSpeed(GameConst.LETTERS_INTERVAL_MAX / _speedAutoPlay);
  558. _typingEffect.Start();
  559. }
  560. private void StopTyping()
  561. {
  562. _typingEffect.Cancel();
  563. }
  564. private void UpdateBg(string value)
  565. {
  566. if (value.Length > 0)
  567. {
  568. SceneController.UpdateDialogBg(value, _sceneObject);
  569. }
  570. }
  571. private void UpdatePic(string value)
  572. {
  573. if (value.Length > 0)
  574. {
  575. SceneController.UpdateDialogPic(value, _sceneObject);
  576. }
  577. else if (IsTeaParty)
  578. {
  579. UpdateRoleObj();
  580. }
  581. }
  582. private void UpdateRoleObj()
  583. {
  584. MyDressUpHelper.dressUpObj.setSceneObj(_sceneObject, false, false);
  585. //MyDressUpHelper.dressUpObj.PutOnDefaultDressUpData(IsTeaParty);
  586. }
  587. private void UpdateMusic(string value)
  588. {
  589. if (value.Length > 0)
  590. {
  591. if (value == "0")
  592. {
  593. MusicManager.Instance.Stop();
  594. }
  595. else
  596. {
  597. MusicManager.Instance.Play(ResPathUtil.GetMusicPath(value, "mp3"));
  598. }
  599. }
  600. }
  601. private void PlayEffect(string[] infos)
  602. {
  603. }
  604. private void PlayShake(int[] shakeInfoArr)
  605. {
  606. if (shakeInfoArr != null && shakeInfoArr.Length > 0)
  607. {
  608. Vector3 position = _sceneObject.transform.position;
  609. position.x = (float)shakeInfoArr[0] / GameConst.PIXELS_PER_UNITY_UNIT;
  610. position.y = (float)shakeInfoArr[1] / GameConst.PIXELS_PER_UNITY_UNIT;
  611. _sceneObject.transform.position = position;
  612. float attenuationX = (float)shakeInfoArr[2] / GameConst.PIXELS_PER_UNITY_UNIT;
  613. float attenuationY = (float)shakeInfoArr[3] / GameConst.PIXELS_PER_UNITY_UNIT;
  614. float interval = (float)shakeInfoArr[4] / 1000;
  615. float duration = (float)shakeInfoArr[5] / 1000;
  616. int repeat = Mathf.RoundToInt(duration / interval);
  617. Timers.inst.Add(interval, 0, UpdateShake, new float[] { attenuationX, attenuationY });
  618. }
  619. }
  620. private void UpdateShake(object param)
  621. {
  622. float[] attenuations = param as float[];
  623. float attenuationX = attenuations[0];
  624. float attenuationY = attenuations[1];
  625. Vector3 position = _sceneObject.transform.position;
  626. bool done = false;
  627. bool doneX = false;
  628. float absX = Mathf.Abs(position.x);
  629. if (absX > attenuationX)
  630. {
  631. int dir = (int)(position.x / absX);
  632. position.x = Mathf.Abs(position.x) - attenuationX;
  633. position.x *= -1 * dir;
  634. }
  635. else
  636. {
  637. doneX = true;
  638. position.x = 0;
  639. }
  640. bool doneY = false;
  641. float absY = Mathf.Abs(position.y);
  642. if (absY > attenuationY)
  643. {
  644. int dir = (int)(position.y / absY);
  645. position.y = Mathf.Abs(position.y) - attenuationY;
  646. position.y *= -1 * dir;
  647. }
  648. else
  649. {
  650. doneY = true;
  651. position.y = 0;
  652. }
  653. done = doneX && doneY;
  654. _sceneObject.transform.position = position;
  655. if (done)
  656. {
  657. Timers.inst.Remove(UpdateShake);
  658. }
  659. }
  660. private void Over(bool isSkip = false)
  661. {
  662. if (_onCompleteStoryDialogCall != null)
  663. {
  664. _onCompleteStoryDialogCall(isSkip, _onCompleteStoryDialogCallParam);
  665. }
  666. }
  667. private void UpdateSpeedUpBtn()
  668. {
  669. if (_speedAutoPlay > 1)
  670. {
  671. _ui.m_btnSpeedUp.text = "x" + _speedAutoPlay;
  672. }
  673. else
  674. {
  675. _ui.m_btnSpeedUp.text = "";
  676. }
  677. _typingEffect?.SetSpeed(GameConst.LETTERS_INTERVAL_MAX / _speedAutoPlay);
  678. }
  679. private void StopAutoPlay()
  680. {
  681. _autoPlay = false;
  682. _ui.m_btnAutoPlay.selected = false;
  683. Timers.inst.Remove(ShowNextWords);
  684. }
  685. }
  686. }