StoryDialogView.cs 19 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 static Codice.CM.WorkspaceServer.WorkspaceTreeDataStore;
  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 GameObject _npcHead;
  18. private GoWrapper _npcWrapper;
  19. private GTextField _wordTextField;
  20. //剧情完成回调
  21. private OnCompleteStoryDialogCall _onCompleteStoryDialogCall;
  22. private object _onCompleteStoryDialogCallParam;
  23. //回顾
  24. private ArrayList _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 string _currentWords;
  36. public override void Dispose()
  37. {
  38. base.Dispose();
  39. if (_scenePrefab != null)
  40. {
  41. GameObject.Destroy(_scenePrefab);
  42. _scenePrefab = null;
  43. }
  44. _wordTextField = null;
  45. _arrow = null;
  46. _isShowLetters = false;
  47. SceneController.DestroyObjectFromView(_npcHead);
  48. Timers.inst.Remove(UpdateLetters);
  49. }
  50. protected override void Init()
  51. {
  52. base.Init();
  53. packageName = UI_StoryDialogUI.PACKAGE_NAME;
  54. _ui = UI_StoryDialogUI.Create();
  55. viewCom = _ui.target;
  56. isfullScreen = true;
  57. _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("SceneStoryDialog"));
  58. }
  59. protected override void OnInit()
  60. {
  61. base.OnInit();
  62. _ui.m_dialogText.target.visible = false;
  63. _ui.m_dialogName.target.visible = false;
  64. _ui.m_dialogHead.target.visible = false;
  65. _ui.m_list.visible = false;
  66. _ui.m_btnNext.width = GRoot.inst.width;
  67. _ui.m_btnNext.height = GRoot.inst.height;
  68. _ui.m_btnNext.AddRelation(GRoot.inst, RelationType.Size);
  69. _ui.m_btnBack.onClick.Add(OnClickBtnBack);
  70. _ui.m_btnNext.onClick.Add(OnClickBtnNext);
  71. _ui.m_btnLookBack.onClick.Add(OnClickBtnLookBack);
  72. _ui.m_btnSkip.onClick.Add(OnBtnSkip);
  73. _ui.m_list.onClickItem.Add(OnClickListItem);
  74. _ui.m_btnSpeedUp.onClick.Add(OnClickBtnSpeedUp);
  75. _ui.m_btnAutoPlay.onClick.Add(OnClickBtnAutoPlay);
  76. }
  77. protected override void OnShown()
  78. {
  79. base.OnShown();
  80. if (_sceneObject == null)
  81. {
  82. _sceneObject = GameObject.Instantiate(_scenePrefab);
  83. }
  84. _speedAutoPlay = 1;
  85. _autoPlay = false;
  86. UpdateSpeedUpBtn();
  87. _dialogListLookBack = new ArrayList();
  88. object[] datas = viewData as object[];
  89. string stroyStartID = (string)datas[0];
  90. bool skipable = (bool)datas[1];
  91. _onCompleteStoryDialogCall = (OnCompleteStoryDialogCall)datas[2];
  92. if (datas.Length > 3)
  93. {
  94. _onCompleteStoryDialogCallParam = datas[3];
  95. }
  96. if(LauncherConfig.netType == LauncherConfig.EnumNetType.LOCAL)
  97. {
  98. //临时设置都可以跳过对话
  99. skipable = true;
  100. }
  101. _ui.m_btnSkip.enabled = skipable;
  102. ShowNextStep(stroyStartID);
  103. _ui.m_c1.selectedIndex = 0;
  104. _ui.m_btnAutoPlay.selected = false;
  105. if (stroyStartID == MainStoryDataManager.priorId)
  106. {
  107. _ui.m_c1.selectedIndex = 1;
  108. _ui.m_btnAutoPlay.selected = true;
  109. OnClickBtnAutoPlay();
  110. }
  111. }
  112. protected override void OnHide()
  113. {
  114. base.OnHide();
  115. Timers.inst.Remove(UpdateLetters);
  116. Timers.inst.Remove(UpdateShake);
  117. Timers.inst.Remove(OnScreenEffectComplete);
  118. Timers.inst.Remove(ShowNextWords);
  119. ScreenBlackController.Instance.HideBlack();
  120. StopAutoPlay();
  121. if (_sceneObject != null)
  122. {
  123. GameObject.Destroy(_sceneObject);
  124. _sceneObject = null;
  125. }
  126. MusicManager.Instance.Play(ResPathUtil.GetMusicPath(ConstMusicName.DEFAULT));
  127. _onCompleteStoryDialogCall = null;
  128. _onCompleteStoryDialogCallParam = null;
  129. }
  130. private void OnClickBtnBack()
  131. {
  132. Over(false);
  133. }
  134. private void OnClickBtnNext()
  135. {
  136. // StopAutoPlay();
  137. ShowNextWords();
  138. }
  139. private void OnClickBtnLookBack()
  140. {
  141. ViewManager.Show(ViewName.STORY_LOOK_BACK_VIEW, _dialogListLookBack);
  142. }
  143. private void OnBtnSkip()
  144. {
  145. Over(true);
  146. }
  147. private void OnClickListItem(EventContext context)
  148. {
  149. UI_ListDialogItem dialogItem = UI_ListDialogItem.Proxy(context.data as GObject);
  150. _dialogListLookBack.Add(dialogItem.m_txtContent.text);
  151. string stepID = (string)dialogItem.target.data;
  152. if (stepID == null)
  153. {
  154. stepID = "0";
  155. }
  156. OnStepComplete(stepID);
  157. }
  158. private void OnClickBtnSpeedUp()
  159. {
  160. //如果没有自动播放先开始自动播放
  161. if(!_autoPlay)
  162. {
  163. _ui.m_btnAutoPlay.selected = true;
  164. OnClickBtnAutoPlay();
  165. }
  166. _speedAutoPlay = _speedAutoPlay * 2;
  167. if (_speedAutoPlay > GameConst.MAX_SPEED_AUTO_PLAY)
  168. {
  169. _speedAutoPlay = 1;
  170. }
  171. UpdateSpeedUpBtn();
  172. }
  173. private void OnClickBtnAutoPlay()
  174. {
  175. _autoPlay = _ui.m_btnAutoPlay.selected;
  176. if (_autoPlay)
  177. {
  178. ShowNextWords();
  179. }
  180. }
  181. private void InitStepListById(string dialogID)
  182. {
  183. var temp = StoryDialogCfgArray.Instance.GetCfgs(dialogID);
  184. _stepListToRead = new List<StoryDialogCfg>(temp);
  185. }
  186. private void ShowNextStep(string nextStepId)
  187. {
  188. if (nextStepId != null)
  189. {
  190. InitStepListById(nextStepId);
  191. }
  192. if (_stepListToRead != null && _stepListToRead.Count > 0)
  193. {
  194. StoryDialogCfg storyDialogCfg = (StoryDialogCfg)_stepListToRead[0];
  195. _stepListToRead.RemoveAt(0);
  196. InitStepContent(storyDialogCfg);
  197. }
  198. else
  199. {
  200. Over();
  201. }
  202. }
  203. private void OnStepComplete(string nextStepId = null)
  204. {
  205. _nextStepId = nextStepId;
  206. _ui.m_dialogText.target.visible = false;
  207. _ui.m_dialogName.target.visible = false;
  208. _ui.m_dialogHead.target.visible = false;
  209. float delay = 0;
  210. //屏幕效果
  211. if (_currentStepCfg != null)
  212. {
  213. if (_currentStepCfg.blackScreenDur > 0)
  214. {
  215. delay = _currentStepCfg.blackScreenDur;
  216. ScreenBlackController.Instance.ShowBlack(delay, this.viewCom, 0);
  217. }
  218. else if (_currentStepCfg.blankScreenDur > 0)
  219. {
  220. delay = _currentStepCfg.blankScreenDur;
  221. UpdatePic("0");
  222. }
  223. }
  224. if (delay > 0)
  225. {
  226. //转换成秒
  227. delay = delay / 1000f;
  228. Timers.inst.Add(delay, 1, OnScreenEffectComplete);
  229. }
  230. else
  231. {
  232. OnScreenEffectComplete();
  233. }
  234. }
  235. private void OnScreenEffectComplete(object param = null)
  236. {
  237. if (_nextStepId == "0")
  238. {
  239. Over();
  240. }
  241. else
  242. {
  243. ShowNextStep(_nextStepId);
  244. }
  245. }
  246. private void InitStepContent(StoryDialogCfg storyDialogCfg)
  247. {
  248. _currentStepCfg = storyDialogCfg;
  249. UpdateMusic(storyDialogCfg.musicRes);
  250. UpdateBg(storyDialogCfg.bgRes);
  251. UpdatePic(storyDialogCfg.picRes);
  252. PlayEffect(storyDialogCfg.effectInfoArr);
  253. PlayShake(storyDialogCfg.shakeInfoArr);
  254. string content = storyDialogCfg.content;
  255. content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);
  256. if (content.IndexOf("//") >= 0)
  257. {
  258. showList(content);
  259. }
  260. else
  261. {
  262. ShowDialog(storyDialogCfg);
  263. }
  264. }
  265. private void showList(string content)
  266. {
  267. StopAutoPlay();
  268. _ui.m_btnAutoPlay.enabled = false;
  269. _wordTextField = null;
  270. _ui.m_dialogText.target.visible = false;
  271. _ui.m_dialogName.target.visible = false;
  272. _ui.m_dialogHead.target.visible = false;
  273. _ui.m_list.visible = true;
  274. _ui.m_list.RemoveChildrenToPool();
  275. string[] list = Regex.Split(content, "//");
  276. _ui.m_list.itemRenderer = (int index, GObject item) =>
  277. {
  278. string itemInfo = list[index];
  279. string[] itemInfoList = Regex.Split(itemInfo, "=");
  280. UI_ListDialogItem dialogItem = UI_ListDialogItem.Proxy(item);
  281. dialogItem.m_txtContent.text = itemInfoList[0];
  282. dialogItem.target.data = itemInfoList.Length > 1 ? itemInfoList[1] : null;
  283. };
  284. _ui.m_list.numItems = list.Length;
  285. }
  286. private void ShowDialog(StoryDialogCfg storyDialogCfg)
  287. {
  288. _ui.m_btnAutoPlay.enabled = true;
  289. _ui.m_list.visible = false;
  290. var content = storyDialogCfg.content.Replace("self", RoleDataManager.roleName);
  291. string words = content;
  292. string roleName = storyDialogCfg.name;
  293. string headRes = storyDialogCfg.head;
  294. string headAniRes = storyDialogCfg.headAni;
  295. if (roleName == "self")
  296. {
  297. roleName = RoleDataManager.roleName;
  298. }
  299. //回顾
  300. if (roleName != null)
  301. {
  302. _dialogListLookBack.Add("[color=#FDA2B1]" + roleName + "[/color]");
  303. }
  304. if (!string.IsNullOrEmpty(headAniRes))
  305. {
  306. _ui.m_dialogText.target.visible = false;
  307. _ui.m_dialogName.target.visible = false;
  308. _ui.m_dialogHead.target.visible = true;
  309. _ui.m_dialogHead.m_txtName.text = roleName;
  310. _ui.m_dialogHead.m_comphead.m_head.visible = false;
  311. _ui.m_dialogHead.m_comphead.m_holder.visible = true;
  312. string resPath = ResPathUtil.GetViewEffectPath("ui_nzbq", headAniRes);
  313. SceneController.AddObjectToView(_npcHead, _npcWrapper, _ui.m_dialogHead.m_comphead.m_holder, resPath, out _npcHead, out _npcWrapper);
  314. _npcHead.transform.localScale = new Vector3(-100, 100, 100);
  315. _wordTextField = _ui.m_dialogHead.m_txtContent;
  316. _arrow = _ui.m_dialogHead.m_iconNext;
  317. }
  318. else if (!string.IsNullOrEmpty(headRes))
  319. {
  320. _ui.m_dialogText.target.visible = false;
  321. _ui.m_dialogName.target.visible = false;
  322. _ui.m_dialogHead.target.visible = true;
  323. _ui.m_dialogHead.m_txtName.text = roleName;
  324. _ui.m_dialogHead.m_comphead.m_head.visible = true;
  325. _ui.m_dialogHead.m_comphead.m_holder.visible = false;
  326. _ui.m_dialogHead.m_comphead.m_head.url = ResPathUtil.GetNpcHeadPath(headRes);
  327. _wordTextField = _ui.m_dialogHead.m_txtContent;
  328. _arrow = _ui.m_dialogHead.m_iconNext;
  329. }
  330. else if (!string.IsNullOrEmpty(roleName))
  331. {
  332. _ui.m_dialogText.target.visible = false;
  333. _ui.m_dialogName.target.visible = true;
  334. _ui.m_dialogHead.target.visible = false;
  335. _ui.m_dialogName.m_txtName.text = roleName;
  336. _wordTextField = _ui.m_dialogName.m_txtContent;
  337. _arrow = _ui.m_dialogName.m_iconNext;
  338. }
  339. else
  340. {
  341. _ui.m_dialogText.target.visible = true;
  342. _ui.m_dialogName.target.visible = false;
  343. _ui.m_dialogHead.target.visible = false;
  344. _wordTextField = _ui.m_dialogText.m_txtContent;
  345. _arrow = _ui.m_dialogText.m_iconNext;
  346. }
  347. _wordList = Regex.Split(words, "&&");
  348. _wordIndex = 0;
  349. ShowNextDialog();
  350. }
  351. private void ShowNextDialog()
  352. {
  353. if (_wordList != null && _wordList.Length > _wordIndex)
  354. {
  355. string itemInfo = _wordList[_wordIndex];
  356. string[] itemInfoList = Regex.Split(itemInfo, "=");
  357. _currentWords = itemInfoList[0];
  358. StartShowLetters();
  359. if (itemInfoList.Length > 1)
  360. {
  361. _wordTextField.data = itemInfoList[1];
  362. }
  363. else
  364. {
  365. _wordTextField.data = null;
  366. }
  367. }
  368. else
  369. {
  370. OnStepComplete();
  371. }
  372. }
  373. private void ShowCurrentWords()
  374. {
  375. _arrow.target.visible = true;
  376. Timers.inst.Remove(UpdateLetters);
  377. _wordTextField.text = _currentWords;
  378. _dialogListLookBack.Add(_currentWords);
  379. _isShowLetters = false;
  380. _wordIndex++;
  381. if (_autoPlay)
  382. {
  383. Timers.inst.Add(GameConst.NEXT_WORDS_INTERVAL_MAX / _speedAutoPlay, 1, ShowNextWords);
  384. }
  385. }
  386. private void ShowNextWords(object param = null)
  387. {
  388. if (_wordTextField != null)
  389. {
  390. if (_isShowLetters)
  391. {
  392. ShowCurrentWords();
  393. }
  394. else
  395. {
  396. string stepID = (string)_wordTextField.data;
  397. if (stepID != null)
  398. {
  399. OnStepComplete(stepID);
  400. }
  401. else
  402. {
  403. ShowNextDialog();
  404. }
  405. }
  406. }
  407. }
  408. private void StartShowLetters()
  409. {
  410. _isShowLetters = true;
  411. _arrow.target.visible = false;
  412. _wordTextField.verticalAlign = VertAlignType.Top;
  413. _wordTextField.text = "";
  414. ArrayList letters = StoryUtil.GetLettersList(_currentWords);
  415. Timers.inst.Add(GameConst.LETTERS_INTERVAL_MAX / _speedAutoPlay, 0, UpdateLetters, letters);
  416. }
  417. private void UpdateLetters(object param)
  418. {
  419. ArrayList letters = (ArrayList)param;
  420. if (letters == null || letters.Count <= 0)
  421. {
  422. ShowCurrentWords();
  423. }
  424. else
  425. {
  426. string letter = (string)letters[0];
  427. letters.RemoveAt(0);
  428. _wordTextField.text = _wordTextField.text + letter;
  429. }
  430. }
  431. private void UpdateBg(string value)
  432. {
  433. if (value.Length > 0)
  434. {
  435. SceneController.UpdateDialogBg(value, _sceneObject);
  436. }
  437. }
  438. private void UpdatePic(string value)
  439. {
  440. if (value.Length > 0)
  441. {
  442. SceneController.UpdateDialogPic(value, _sceneObject);
  443. }
  444. }
  445. private void UpdateMusic(string value)
  446. {
  447. if (value.Length > 0)
  448. {
  449. if (value == "0")
  450. {
  451. MusicManager.Instance.Stop();
  452. }
  453. else
  454. {
  455. MusicManager.Instance.Play(ResPathUtil.GetMusicPath(value, "mp3"));
  456. }
  457. }
  458. }
  459. private void PlayEffect(string[] infos)
  460. {
  461. }
  462. private void PlayShake(int[] shakeInfoArr)
  463. {
  464. if (shakeInfoArr != null && shakeInfoArr.Length > 0)
  465. {
  466. Vector3 position = _sceneObject.transform.position;
  467. position.x = (float)shakeInfoArr[0] / GameConst.PIXELS_PER_UNITY_UNIT;
  468. position.y = (float)shakeInfoArr[1] / GameConst.PIXELS_PER_UNITY_UNIT;
  469. _sceneObject.transform.position = position;
  470. float attenuationX = (float)shakeInfoArr[2] / GameConst.PIXELS_PER_UNITY_UNIT;
  471. float attenuationY = (float)shakeInfoArr[3] / GameConst.PIXELS_PER_UNITY_UNIT;
  472. float interval = (float)shakeInfoArr[4] / 1000;
  473. float duration = (float)shakeInfoArr[5] / 1000;
  474. int repeat = Mathf.RoundToInt(duration / interval);
  475. Timers.inst.Add(interval, 0, UpdateShake, new float[] { attenuationX, attenuationY });
  476. }
  477. }
  478. private void UpdateShake(object param)
  479. {
  480. float[] attenuations = param as float[];
  481. float attenuationX = attenuations[0];
  482. float attenuationY = attenuations[1];
  483. Vector3 position = _sceneObject.transform.position;
  484. bool done = false;
  485. bool doneX = false;
  486. float absX = Mathf.Abs(position.x);
  487. if (absX > attenuationX)
  488. {
  489. int dir = (int)(position.x / absX);
  490. position.x = Mathf.Abs(position.x) - attenuationX;
  491. position.x *= -1 * dir;
  492. }
  493. else
  494. {
  495. doneX = true;
  496. position.x = 0;
  497. }
  498. bool doneY = false;
  499. float absY = Mathf.Abs(position.y);
  500. if (absY > attenuationY)
  501. {
  502. int dir = (int)(position.y / absY);
  503. position.y = Mathf.Abs(position.y) - attenuationY;
  504. position.y *= -1 * dir;
  505. }
  506. else
  507. {
  508. doneY = true;
  509. position.y = 0;
  510. }
  511. done = doneX && doneY;
  512. _sceneObject.transform.position = position;
  513. if (done)
  514. {
  515. Timers.inst.Remove(UpdateShake);
  516. }
  517. }
  518. private void Over(bool isSkip = false)
  519. {
  520. if (_onCompleteStoryDialogCall != null)
  521. {
  522. _onCompleteStoryDialogCall(isSkip, _onCompleteStoryDialogCallParam);
  523. }
  524. }
  525. private void UpdateSpeedUpBtn()
  526. {
  527. if (_speedAutoPlay > 1)
  528. {
  529. _ui.m_btnSpeedUp.text = "x" + _speedAutoPlay;
  530. }
  531. else
  532. {
  533. _ui.m_btnSpeedUp.text = "";
  534. }
  535. }
  536. private void StopAutoPlay()
  537. {
  538. _autoPlay = false;
  539. _ui.m_btnAutoPlay.selected = false;
  540. Timers.inst.Remove(ShowNextWords);
  541. }
  542. }
  543. }