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. GuideController.TryCompleteGuide(ConstGuideId.ENTER_CHAPTER_5, 3);
  158. }
  159. protected override void TryCompleteGuide()
  160. {
  161. base.TryCompleteGuide();
  162. GuideController.TryCompleteGuide(ConstGuideId.ENTER_CHAPTER_5, 3);
  163. }
  164. private void OnClickBtnBack()
  165. {
  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.visible)
  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. Timers.inst.StartCoroutine(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 IEnumerator ShowDialog(StoryDialogCfg storyDialogCfg)
  366. {
  367. if (storyDialogCfg.showChangeName == 1 && StorageDataManager.Instance.GetStorageValue(ConstStorageId.CHANGE_NAME) == 0)
  368. {
  369. GameController.ShowCreateRole();
  370. StoryDialogDataManager.Instance.waiting = true;
  371. while (StoryDialogDataManager.Instance.waiting)
  372. {
  373. yield return new WaitForEndOfFrame();
  374. }
  375. if (_autoPlay)
  376. {
  377. _ui.m_btnAutoPlay.selected = false;
  378. OnClickBtnAutoPlay();
  379. }
  380. }
  381. _ui.m_loaMask.url = ResPathUtil.GetBgImgPath(storyDialogCfg.maskRes);
  382. _ui.m_btnAutoPlay.enabled = true;
  383. _ui.m_list.visible = false;
  384. var content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);
  385. string words = content;
  386. string roleName = storyDialogCfg.name;
  387. string headRes = storyDialogCfg.head;
  388. string headAniRes = storyDialogCfg.headAni;
  389. VoiceManager.Instance.StopVoice();
  390. // 如果配置了语音,读取语音
  391. VoiceManager.Instance.LoadRes(ResPathUtil.GetCardSoundPath("test", "wav"));
  392. if (roleName == "self")
  393. {
  394. roleName = RoleDataManager.roleName;
  395. }
  396. //回顾
  397. if (roleName != null)
  398. {
  399. _dialogListLookBack.Add("[color=#FDA2B1]" + roleName + "[/color]");
  400. }
  401. if (!string.IsNullOrEmpty(headAniRes) || storyDialogCfg.suitId > 0)
  402. {
  403. //显示对话框半身像
  404. _ui.m_dialogHead.target.visible = true;
  405. _ui.m_dialogHead.m_txtName.text = roleName;
  406. _ui.m_dialogHead.m_comphead.m_head.visible = false;
  407. _ui.m_dialogHead.m_comphead.m_holder.visible = true;
  408. var headAniCfg = HeadAniCfgArray.Instance.GetCfg(headAniRes);
  409. if (headAniCfg != null && !string.IsNullOrEmpty(headAniCfg.headAni))
  410. {
  411. //独立动画
  412. _ui.m_dialogHead.m_compDressUp.target.visible = false;
  413. _ui.m_dialogHead.m_comphead.target.visible = true;
  414. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_dialogHead.m_comphead.m_holder, "ui_nzbq", headAniCfg.headAni);
  415. }
  416. else
  417. {
  418. //换装
  419. _ui.m_dialogHead.m_compDressUp.target.visible = true;
  420. _ui.m_dialogHead.m_comphead.target.visible = false;
  421. _dressUpObjUI.ResetSceneObj(80, true, false, null, false);
  422. if (storyDialogCfg.suitId > 0)
  423. {
  424. _dressUpObjUI.dressUpObj.PutOnSuitCfg(storyDialogCfg.suitId, false, new int[] { ConstDressUpItemType.SHOU_CHI_WU }, false, false);
  425. }
  426. else
  427. {
  428. _dressUpObjUI.dressUpObj.PutOnDressUpData(CustomSuitDataManager.GetCurrentSuitData().dressUpData, new int[] { ConstDressUpItemType.SHOU_CHI_WU });
  429. if (_dressUpObjUI.dressUpObj.actionId > 0)
  430. {
  431. _dressUpObjUI.dressUpObj.CancelAction(true);
  432. }
  433. }
  434. if (headAniCfg != null && headAniCfg.faceId > 0)
  435. {
  436. //表情
  437. _dressUpObjUI.dressUpObj.AddOrRemove(headAniCfg.faceId, true);
  438. _dressUpObjUI.UpdateWrapper(_ui.m_dialogHead.m_compDressUp.m_holder);
  439. }
  440. }
  441. _wordTextField = _ui.m_dialogHead.m_txtContent;
  442. _arrow = _ui.m_dialogHead.m_iconNext;
  443. lastTextFieldType = "head";
  444. }
  445. else if (!string.IsNullOrEmpty(headRes))
  446. {
  447. _ui.m_dialogHead.target.visible = true;
  448. _ui.m_dialogHead.m_txtName.text = roleName;
  449. _ui.m_dialogHead.m_comphead.m_head.visible = true;
  450. _ui.m_dialogHead.m_comphead.m_holder.visible = false;
  451. _ui.m_dialogHead.m_comphead.m_head.url = ResPathUtil.GetNpcHeadPath(headRes);
  452. _wordTextField = _ui.m_dialogHead.m_txtContent;
  453. _arrow = _ui.m_dialogHead.m_iconNext;
  454. lastTextFieldType = "head";
  455. }
  456. else if (!string.IsNullOrEmpty(roleName))
  457. {
  458. _ui.m_dialogName.target.visible = true;
  459. if (IsTeaParty)
  460. {
  461. var roleContainerList = LeagueDataManager.Instance.RoleContainerList;
  462. var teapartyRoleCfg = TeapartyRoleCfgArray.Instance.GetCfgsByid(LeagueDataManager.Instance.TeaPartyId);
  463. int roleIndex = Convert.ToInt32(roleName);
  464. _ui.m_dialogName.m_txtName.text = teapartyRoleCfg[roleIndex - 1].name;
  465. _ui.m_dialogName.m_bgType.selectedIndex = 1;
  466. _ui.m_dialogName.m_showArrow.selectedIndex = 1;
  467. if (roleIndex <= roleContainerList.Count && roleContainerList[roleIndex - 1].MaxScoreRoleName != null && roleContainerList[roleIndex - 1].MaxScoreRoleName != "" && _ui.m_dialogName.m_txtName.text != "")
  468. {
  469. _ui.m_comPlayName.visible = true;
  470. _ui.m_txtPlayName.text = roleContainerList[roleIndex - 1].MaxScoreRoleName;
  471. if (_ui.m_txtPlayName.text == RoleDataManager.roleName)
  472. _ui.m_dialogName.m_bgType.selectedIndex = 0;
  473. }
  474. else
  475. _ui.m_comPlayName.visible = false;
  476. }
  477. else {
  478. _ui.m_dialogName.m_bgType.selectedIndex = 0;
  479. _ui.m_dialogName.m_showArrow.selectedIndex = 0;
  480. _ui.m_dialogName.m_txtName.text = roleName;
  481. }
  482. _wordTextField = _ui.m_dialogName.m_txtContent;
  483. _arrow = _ui.m_dialogName.m_iconNext;
  484. if (!lastTextFieldType.Equals("name"))
  485. {
  486. lastTextFieldType = "name";
  487. StoryDialogDataManager.Instance.waiting = true;
  488. _ui.m_t0.Play(()=>
  489. {
  490. StoryDialogDataManager.Instance.waiting = false;
  491. });
  492. }
  493. }
  494. else
  495. {
  496. if (IsTeaParty)
  497. _ui.m_dialogText.m_showArrow.selectedIndex = 1;
  498. else
  499. _ui.m_dialogText.m_showArrow.selectedIndex = 0;
  500. _ui.m_dialogText.target.visible = true;
  501. _wordTextField = _ui.m_dialogText.m_txtContent;
  502. _arrow = _ui.m_dialogText.m_iconNext;
  503. lastTextFieldType = "text";
  504. _ui.m_comPlayName.visible = false;
  505. }
  506. _wordList = Regex.Split(words, "&&");
  507. _wordIndex = 0;
  508. _typingEffect = new TypingFadeEffectPro(_wordTextField);
  509. _typingEffect.typeFinishedAction = ShowCurrentWords;
  510. ShowNextDialog();
  511. }
  512. private void ShowNextDialog()
  513. {
  514. if (_wordList != null && _wordList.Length > _wordIndex)
  515. {
  516. string itemInfo = _wordList[_wordIndex];
  517. string[] itemInfoList = Regex.Split(itemInfo, "=");
  518. _currentWords = itemInfoList[0];
  519. if (itemInfoList.Length > 1)
  520. {
  521. _wordTextField.data = itemInfoList[1];
  522. }
  523. else
  524. {
  525. _wordTextField.data = null;
  526. }
  527. Timers.inst.StartCoroutine(StartShowLetters());
  528. }
  529. else
  530. {
  531. OnStepComplete();
  532. }
  533. }
  534. private void ShowCurrentWords()
  535. {
  536. _arrow.target.visible = true;
  537. //Timers.inst.Remove(UpdateLetters);
  538. StopTyping();
  539. _typingEffect?.Cancel();
  540. _wordTextField.text = _currentWords;
  541. _dialogListLookBack.Add(_currentWords);
  542. _isShowLetters = false;
  543. _wordIndex++;
  544. if (_autoPlay)
  545. {
  546. int interval = (int)Mathf.Max(VoiceManager.Instance.GetClipLength(), GameConst.NEXT_WORDS_INTERVAL_MAX / _speedAutoPlay);
  547. Timers.inst.Add(interval, 1, ShowNextWords);
  548. }
  549. }
  550. private void ShowNextWords(object param = null)
  551. {
  552. if (_wordTextField != null)
  553. {
  554. if (_isShowLetters)
  555. {
  556. ShowCurrentWords();
  557. }
  558. else
  559. {
  560. string stepID = (string)_wordTextField.data;
  561. if (stepID != null)
  562. {
  563. OnStepComplete(stepID);
  564. }
  565. else
  566. {
  567. ShowNextDialog();
  568. }
  569. }
  570. }
  571. }
  572. private IEnumerator StartShowLetters()
  573. {
  574. _isShowLetters = true;
  575. _arrow.target.visible = false;
  576. _wordTextField.verticalAlign = VertAlignType.Top;
  577. _wordTextField.text = "";
  578. ArrayList letters = StoryUtil.GetLettersList(_currentWords);
  579. _canClickBtnNext = false;
  580. while (StoryDialogDataManager.Instance.waitPicFade || StoryDialogDataManager.Instance.waiting)
  581. {
  582. yield return new WaitForEndOfFrame();
  583. }
  584. _canClickBtnNext = true;
  585. _wordTextField.text = _currentWords;
  586. StartTyping();
  587. }
  588. /// <summary>
  589. /// 开启打字机显示
  590. /// </summary>
  591. private void StartTyping()
  592. {
  593. _typingEffect.SetSpeed(_speedAutoPlay);
  594. _typingEffect.Start();
  595. // 如果配置了语音,则播放语音
  596. VoiceManager.Instance.PlayVoice();
  597. }
  598. private void StopTyping()
  599. {
  600. _typingEffect.Cancel();
  601. }
  602. private void UpdateBg(string value)
  603. {
  604. if (value.Length > 0)
  605. {
  606. SceneController.UpdateDialogBg(value, _sceneObject);
  607. }
  608. }
  609. private void UpdatePic(string value)
  610. {
  611. if(value.Length > 0 && !IsTeaParty)
  612. {
  613. SceneController.UpdateDialogPic(value, _sceneObject);
  614. }
  615. }
  616. private void UpdateRoleObj(string value)
  617. {
  618. if (IsTeaParty)
  619. {
  620. var roleContainerList = LeagueDataManager.Instance.RoleContainerList;
  621. MyDressUpHelper.dressUpObj.setSceneObj(_sceneObject, false, false);
  622. for (int i = 0; i < roleContainerList.Count; i++)
  623. {
  624. if (value == (i + 1).ToString() && roleContainerList[i].EquipIds.Count > 0)
  625. {
  626. MyDressUpHelper.dressUpObj.PutOnItemList(roleContainerList[i].EquipIds);
  627. return;
  628. }
  629. }
  630. MyDressUpHelper.dressUpObj.PutOnDefaultDressUpData(IsTeaParty);
  631. }
  632. }
  633. private void UpdateMusic(string value)
  634. {
  635. if (value.Length > 0)
  636. {
  637. if (value == "0")
  638. {
  639. MusicManager.Instance.Stop();
  640. }
  641. else
  642. {
  643. MusicManager.Instance.PlayCroutine(ResPathUtil.GetMusicPath(value, "mp3"));
  644. }
  645. }
  646. }
  647. private void PlayEffect(string[] infos)
  648. {
  649. }
  650. private void PlayShake(int[] shakeInfoArr)
  651. {
  652. if (shakeInfoArr != null && shakeInfoArr.Length > 0)
  653. {
  654. Vector3 position = _sceneObject.transform.position;
  655. position.x = (float)shakeInfoArr[0] / GameConst.PIXELS_PER_UNITY_UNIT;
  656. position.y = (float)shakeInfoArr[1] / GameConst.PIXELS_PER_UNITY_UNIT;
  657. _sceneObject.transform.position = position;
  658. float attenuationX = (float)shakeInfoArr[2] / GameConst.PIXELS_PER_UNITY_UNIT;
  659. float attenuationY = (float)shakeInfoArr[3] / GameConst.PIXELS_PER_UNITY_UNIT;
  660. float interval = (float)shakeInfoArr[4] / 1000;
  661. float duration = (float)shakeInfoArr[5] / 1000;
  662. int repeat = Mathf.RoundToInt(duration / interval);
  663. Timers.inst.Add(interval, 0, UpdateShake, new float[] { attenuationX, attenuationY });
  664. }
  665. }
  666. private void UpdateShake(object param)
  667. {
  668. float[] attenuations = param as float[];
  669. float attenuationX = attenuations[0];
  670. float attenuationY = attenuations[1];
  671. Vector3 position = _sceneObject.transform.position;
  672. bool done = false;
  673. bool doneX = false;
  674. float absX = Mathf.Abs(position.x);
  675. if (absX > attenuationX)
  676. {
  677. int dir = (int)(position.x / absX);
  678. position.x = Mathf.Abs(position.x) - attenuationX;
  679. position.x *= -1 * dir;
  680. }
  681. else
  682. {
  683. doneX = true;
  684. position.x = 0;
  685. }
  686. bool doneY = false;
  687. float absY = Mathf.Abs(position.y);
  688. if (absY > attenuationY)
  689. {
  690. int dir = (int)(position.y / absY);
  691. position.y = Mathf.Abs(position.y) - attenuationY;
  692. position.y *= -1 * dir;
  693. }
  694. else
  695. {
  696. doneY = true;
  697. position.y = 0;
  698. }
  699. done = doneX && doneY;
  700. _sceneObject.transform.position = position;
  701. if (done)
  702. {
  703. Timers.inst.Remove(UpdateShake);
  704. }
  705. }
  706. private void Over(bool isSkip = true)
  707. {
  708. if (_onCompleteStoryDialogCall != null)
  709. {
  710. _onCompleteStoryDialogCall(isSkip, _onCompleteStoryDialogCallParam);
  711. }
  712. }
  713. private void UpdateSpeedUpBtn()
  714. {
  715. if (_speedAutoPlay > 1)
  716. {
  717. _ui.m_btnSpeedUp.text = "x" + _speedAutoPlay;
  718. }
  719. else
  720. {
  721. _ui.m_btnSpeedUp.text = "";
  722. }
  723. _typingEffect?.SetSpeed(_speedAutoPlay);
  724. }
  725. private void StopAutoPlay()
  726. {
  727. _autoPlay = false;
  728. _ui.m_btnAutoPlay.selected = false;
  729. Timers.inst.Remove(ShowNextWords);
  730. }
  731. }
  732. }