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