cde0e608-3a09-4f9a-bc95-9aee3115c34f.js.map 38.8 KB
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{ CCView } from \"../../../../../common/classbase/CCViewBase\";\nimport { DatingSceneView, DatingSceneViewType } from \"../../type/DatingSceneView\";\nimport { RegView } from \"../../../PresenterCCViewFactory\";\nimport { DummySprite, DummyNode, DummyPrefab } from \"../../../../../common/CCDummyObjects\";\nimport { ResUtils } from \"simba-cc-resutils\";\nimport Typewriter from \"../../../../../common/components/Typewriter\";\nimport PortraitFixComponent from \"../../../../../common/components/PortraitFixComponent\";\nimport { GameConfig } from \"../../../../../GameConfig\";\nimport { GameModelManager } from \"../../../../model/GameModelManager\";\n\nconst { ccclass, property } = cc._decorator;\n\nexport enum AutoPlayState {\n    Close = 0,\n    AutoPlay\n}\n\nexport enum AutoPlayType {\n    Skip = 0,\n    Speedx1\n}\n\n@ccclass\n@RegView(DatingSceneViewType, \"prefab/ui/DatingSceneView\")\nexport class DatingSceneViewImpl extends CCView implements DatingSceneView {\n    //#region editor bindings\n    @property(cc.Sprite)\n    private backgroundSprite = DummySprite;\n    @property(cc.Sprite)\n    private effectBackgroundSprite = DummySprite;\n    @property(cc.Sprite)\n    private portraitSprite = DummySprite;\n    @property(cc.Sprite)\n    private selfSmallPortrait = DummySprite;\n    @property(cc.Node)\n    private otherDialogNode = DummyNode;\n    @property(cc.Node)\n    private selfDialogNode = DummyNode;\n    @property(cc.Node)\n    private narratorDialogNode = DummyNode;\n    @property(cc.Node)\n    private backRedDot = DummyNode;\n\n    @property(cc.Node)\n    private backBtnNode = DummyNode;\n\n    @property(cc.Node)\n    private endTipNode = DummyNode;\n\n    // @property(cc.Node)\n    // private closeActNode = DummyNode;\n\n    @property(cc.Node)\n    private arrowguideNode = DummyNode;\n\n    @property(cc.Sprite)\n    private otherNameSpr = DummySprite;\n\n    @property(Typewriter)\n    private typewriter: Typewriter = undefined as unknown as Typewriter;\n\n    @property(cc.Node)\n    private rollBackBtn = DummyNode;\n    @property(cc.Node)\n    private urgentBtnNode = DummyNode;\n    @property(cc.Node)\n    private goToShopBtn = DummyNode;\n    @property(cc.Node)\n    private commonProblemBtn = DummyNode;\n    @property(cc.Prefab)\n    private chapterBtn = DummyPrefab;\n    @property(cc.Node)\n    private scrollViewRootNode = DummyNode;\n    @property(cc.Node)\n    private contentNode;\n    @property(cc.Node)\n    private skipButtonNode = DummyNode;\n    @property(cc.Node)\n    private autoPlayButtonNode = DummyNode;\n    @property([cc.SpriteFrame])\n    private autoPlaySpriteFrame = [];\n\n\n    private _originPos: cc.Vec3 = cc.v3(-265, 68, 0);\n\n    private _isRunCloseAction: boolean = false;\n\n    private _isRunningAction: boolean = false;\n\n    private _contentText: string = \"\";\n    private _autoPlayTimer: number = -1;\n    private _skipButtonState: number = 0;\n    private _autoPlayButtonState: number = 0;\n    private _autoPlayState: number = -1;\n    private _autoPlaySpeed: number = 1;\n    private _textTyperIsOver: boolean = true;\n    private _isSpecialEffect: boolean = false;\n\n    /**\n     * 是否显示返回按钮\n     * @param show bool\n     */\n    showBackBtn(show: boolean) {\n        this.backBtnNode!.active = show;\n        if (show) {\n            this.backBtnNode.getComponent(cc.Widget).updateAlignment();\n        }\n    }\n\n    closeAction() {\n        GameModelManager.setIsMainPlotSceneType(false);\n        GameConfig.isVerb = false;\n        //清除自动播放计时器\n        clearTimeout(this._autoPlayTimer);\n        if (this._isRunCloseAction) {\n            this.runCloseAction();\n        } else if (!this._isRunningAction) {\n            this.closeView();\n        }\n    }\n\n    setIsRunningAction = (isRunning: boolean) => {\n        this._isRunningAction = isRunning;\n    }\n\n    closeView() {\n        this.backgroundSprite.spriteFrame = undefined as any;\n        this.portraitSprite.spriteFrame = undefined as any;\n        this.selfSmallPortrait.spriteFrame = undefined as any;\n        this.otherDialogNode.active = false;\n        this.selfDialogNode.active = false;\n        this.narratorDialogNode.active = false;\n        this.backRedDot.active = false;\n        this.backBtnNode.active = true;\n\n        this.endTipNode.stopAllActions();\n        this.endTipNode.active = false;\n        this.endTipNode.position = this._originPos;\n        this.endTipNode.opacity = 255;\n\n        this._isRunCloseAction = false;\n        // this.closeActNode.active = false;\n        this._isRunningAction = false;\n        this.arrowguideNode.active = false;\n        this.close();\n    }\n    //#endregion\n\n    completePlotCallback: () => Promise<void>;\n    onUrgentBtnClickCallback: () => void;\n    onGoToShopBtnCallback: () => void;\n    onRollBackBtnCallback: () => void;\n    onCommonProblemBtnClickCallback: () => void;\n    onReviewButtonClickCallback: () => void;\n\n    onEnable() {\n        this.urgentBtnNode.active = false;\n        this.resetAutoPlayButtonState();\n        this.node.on(cc.Node.EventType.TOUCH_END, this.touchEndHandler, this);\n    }\n\n    onDisable() {\n        this.node.off(cc.Node.EventType.TOUCH_END, this.touchEndHandler, this);\n    }\n\n    /**\n     * 背景监听回调\n     */\n    touchEndHandler = async () => {\n        if (this._autoPlayState == AutoPlayState.Close) {\n            if (this.typewriter.getShowingString() == \"\") {\n                if (this.completePlotCallback) await this.completePlotCallback();\n            } else {\n                this.typewriter.stopTyperShowString()\n            }\n        }\n    }\n\n    /**引导返回 */\n    guideBack() {\n        this.runEndTipAction();\n    }\n\n    /**\n     * 设置约会场景内容\n     * @param isSelf 是否是自身\n     * @param text 文本内容\n     * @param nameSpr \n     * @param name 别人名字\n     * @param portraitImg 立绘图名字\n     * @param otherPortraitImg 其他立绘图名字\n     * @param showRouge 是否显示口红\n     */\n    async setContent(isSelf: boolean, text: string, nameSpr: string, name?: string, portraitImg?: string, otherPortraitImg?: string, showRouge?: boolean): Promise<void> {\n        let promises: Promise<any>[] = [];\n        if (!((isSelf && otherPortraitImg) || portraitImg)) { // 防止切换过程中闪\n            this.portraitSprite.spriteFrame = undefined as any;\n        }\n        if (portraitImg) {\n            if (isSelf) {\n                let portraitPath = portraitImg.substring(0, portraitImg.lastIndexOf(\"/\") + 1);\n                let faceId = portraitImg.substring(portraitImg.lastIndexOf(\"/\") + 1, portraitImg.length);\n                portraitImg = portraitPath + \"1/\" + faceId;\n            }\n            promises.push(ResUtils.loadRes(portraitImg, cc.SpriteFrame).then((sf) => {\n                if (this.node.active) {\n                    if (isSelf) {\n                        this.selfSmallPortrait.spriteFrame = sf;\n                    } else {\n                        this.portraitSprite.spriteFrame = sf;\n                        this.fixScreenSize();\n                    }\n                }\n            }));\n        }\n        if (isSelf && otherPortraitImg) {\n            promises.push(ResUtils.loadRes(otherPortraitImg, cc.SpriteFrame).then((sf) => {\n                this.portraitSprite.spriteFrame = sf;\n                this.fixScreenSize();\n            }));\n        }\n        if (nameSpr && !isSelf && \"\" !== nameSpr.trim()) {\n            promises.push(ResUtils.loadRes(nameSpr, cc.SpriteFrame).then((sf) => {\n                this.otherNameSpr.spriteFrame = sf;\n            }));\n        }\n        this.otherDialogNode.active = false;\n        this.selfDialogNode.active = false;\n        this.narratorDialogNode.active = false;\n        // let rougeNode = this.selfDialogNode.getChildByName(\"rouge\");\n        // let perTime = 0.05;\n        if (text) {\n            // let time = perTime * text.length;\n            this._contentText = text;\n            this._textTyperIsOver = false;\n            if (isSelf) { // 自己\n                this.selfDialogNode.active = true;\n                // this.selfDialogNode.children[0].getComponent(cc.Label).string = name!;\n                // this.selfDialogNode.children[1].getComponent(cc.RichText).string = text;\n                this.typewriter.showRichTextTyper(this.selfDialogNode.children[0].getComponent(cc.RichText), text,\n                    () => {\n                        this._textTyperIsOver = true;\n                    }, () => { }, this._autoPlaySpeed\n                );\n                // promises.push(AnimationUtils.ActionTypeWriter(this.selfDialogNode.children[1].getComponent(cc.RichText), text, time));\n                // if (rougeNode) {\n                //     rougeNode.active = showRouge ? true : false;\n                // }\n            } else if (name) { // 别人\n                this.otherDialogNode.active = true;\n                // this.otherDialogNode.children[0].getComponent(cc.Label).string = name!;\n                // this.otherDialogNode.children[1].getComponent(cc.RichText).string = text;\n                this.typewriter.showRichTextTyper(this.otherDialogNode.children[0].getComponent(cc.RichText), text,\n                    () => {\n                        this._textTyperIsOver = true;\n                    }, () => { }, this._autoPlaySpeed\n                );\n                // promises.push(AnimationUtils.ActionTypeWriter(this.otherDialogNode.children[1].getComponent(cc.RichText), text, time));\n            } else { // 旁白\n                this.narratorDialogNode.active = true;\n                // this.narratorDialogNode.children[0].getComponent(cc.RichText).string = text;\n                this.typewriter.showRichTextTyper(this.narratorDialogNode.children[0].getComponent(cc.RichText), text,\n                    () => {\n                        this._textTyperIsOver = true;\n                    }, () => { }, this._autoPlaySpeed\n                );\n                // promises.push(AnimationUtils.ActionTypeWriter(this.narratorDialogNode.children[0].getComponent(cc.RichText), text, time));\n            }\n        }\n        try {\n            await Promise.all(promises);\n        } catch (e) {\n            console.error(e);\n        }\n    }\n\n    resetAutoPlayButtonState() {\n        this._autoPlaySpeed = 1;\n        this._autoPlayState = AutoPlayState.Close;\n        this._skipButtonState = AutoPlayState.Close;\n        this._autoPlayButtonState = AutoPlayState.Close;\n        this.changeSkipButtonState(this._autoPlayState);\n        this.changeAutoPlayButtonState(this._autoPlayState);\n    }\n\n    changeSkipButtonState(state: AutoPlayState) {\n        let skipLabel = this.skipButtonNode.getComponentInChildren(cc.Sprite);\n        if (state == AutoPlayState.Close) {\n            skipLabel.spriteFrame = this.autoPlaySpriteFrame[2];\n        } else {\n            skipLabel.spriteFrame = this.autoPlaySpriteFrame[3];\n        }\n    }\n\n    changeAutoPlayButtonState(state: AutoPlayState) {\n        let autoPlaySprite = this.autoPlayButtonNode.getComponentInChildren(cc.Sprite);\n        if (state == AutoPlayState.Close) {\n            autoPlaySprite.spriteFrame = this.autoPlaySpriteFrame[0];\n        } else {\n            autoPlaySprite.spriteFrame = this.autoPlaySpriteFrame[1];\n        }\n    }\n\n    /**\n     * 开始自动播放计时器\n     * @param startNow 是否不进行延时,立即执行下一步,适用于玩家点击自动播放按钮之后,无需等待\n     */\n    startAutoPlayTimer(startNow: boolean = false) {\n        let interval: number = 0;\n        if (!startNow) {\n            //时间间隔的计算方法,如果startNow为true的话,不进行延时,时间为0,否则:\n            //(文本长度 * 50ms / this._autoPlaySpeed)表示文本走完打字机效果所需要的时间\n            //(文本长度 * 60ms / this._autoPlaySpeed)表示文本完全展示之后展示停留的时间\n            interval = ((this._contentText.length * 50) / this._autoPlaySpeed) + ((this._contentText.length * 60) / this._autoPlaySpeed);\n        }\n        this._autoPlayTimer = window.setTimeout(async () => {\n            if (this._autoPlayState == AutoPlayState.AutoPlay) {\n                if (this._textTyperIsOver && !this._isSpecialEffect) {\n                    if (this.completePlotCallback) await this.completePlotCallback();\n                }\n                this.startAutoPlayTimer();\n            } else {\n                clearTimeout(this._autoPlayTimer);\n            }\n        }, interval);\n    }\n\n    fixScreenSize() {\n        let comp = this.portraitSprite.node.getComponent(PortraitFixComponent);\n        if (comp) {\n            comp.fixScreenSize(true);\n        }\n    }\n\n    /**\n     * 设置背景\n     * @param bgImage 背景路径\n     */\n    async setBackground(bgImage: string) {\n        if (!bgImage) {\n            this.backgroundSprite.spriteFrame = undefined as any;\n        } else {\n            try {\n                this.backgroundSprite.node.opacity = 255;\n                let sf = await ResUtils.loadRes(bgImage, cc.SpriteFrame);\n                this.backgroundSprite.spriteFrame = sf;\n                this.backgroundSprite.node.height = this.node.height;\n                this.backgroundSprite.node.width = sf.getOriginalSize().width / sf.getOriginalSize().height * this.node.height;\n            } catch (e) {\n                console.error(e);\n            }\n        }\n    }\n\n    /**\n     * 设置背景(特殊效果)\n     * @param bgImage 背景路径\n     */\n    async setBackgroundEffect(bgImage: string) {\n        this._isSpecialEffect = true;\n        let dialogNodesActive: boolean[] = [this.otherDialogNode.active, this.selfDialogNode.active, this.narratorDialogNode.active];\n        this.otherDialogNode.active = false;\n        this.selfDialogNode.active = false;\n        this.narratorDialogNode.active = false;\n        if (!bgImage) {\n            this.backgroundSprite.node.opacity = 255;\n            cc.tween(this.backgroundSprite.node)\n                .to(1, { opacity: 0 })\n                .call(() => {\n                    this.backgroundSprite.spriteFrame = undefined as any;\n                    this.otherDialogNode.active = dialogNodesActive[0];\n                    this.selfDialogNode.active = dialogNodesActive[1];\n                    this.narratorDialogNode.active = dialogNodesActive[2];\n                }).start();\n            if (this.backgroundSprite.spriteFrame) {\n                this.effectBackgroundSprite.node.active = true;\n                this.effectBackgroundSprite.node.opacity = 255;\n                cc.tween(this.effectBackgroundSprite.node)\n                    .to(1, { opacity: 0 })\n                    .call(() => {\n                        this.effectBackgroundSprite.node.active = false;\n                        this._isSpecialEffect = false;\n                    }).start();\n            }\n        } else {\n            try {\n                this.effectBackgroundSprite.node.active = true;\n                this.effectBackgroundSprite.node.opacity = 0;\n                cc.tween(this.effectBackgroundSprite.node)\n                    .to(1, { opacity: 255 })\n                    .call(() => {\n                        cc.tween(this.effectBackgroundSprite.node)\n                            .to(1, { opacity: 0 })\n                            .call(() => {\n                                this.effectBackgroundSprite.node.active = false;\n                            }).start();\n                    }).start();\n                cc.tween(this.backgroundSprite.node)\n                    .to(1, { opacity: 0 })\n                    .call(async () => {\n                        let sf = await ResUtils.loadRes(bgImage, cc.SpriteFrame);\n                        this.backgroundSprite.spriteFrame = sf;\n                        this.backgroundSprite.node.height = this.node.height;\n                        this.backgroundSprite.node.width = sf.getOriginalSize().width / sf.getOriginalSize().height * this.node.height;\n                        cc.tween(this.backgroundSprite.node)\n                            .to(1, { opacity: 255 })\n                            .call(() => {\n                                this.otherDialogNode.active = dialogNodesActive[0];\n                                this.selfDialogNode.active = dialogNodesActive[1];\n                                this.narratorDialogNode.active = dialogNodesActive[2];\n                                this._isSpecialEffect = false;\n                            }).start();\n                    }).start();\n            } catch (e) {\n                console.error(e);\n            }\n        }\n    }\n\n    runEndTipAction() {\n        this.setIsRunningAction(true);\n        let offsetY: number = 300;\n        let actTime: number = 1.5;\n        this.endTipNode.stopAllActions();\n        this.endTipNode.active = true;\n        this.endTipNode.scale = 1;\n        this.endTipNode.opacity = 255;\n        this.endTipNode.position = cc.v3(-265, this._originPos.y - offsetY, 0);\n        this.endTipNode.opacity = 0;\n\n        let ease = cc.easeSineInOut();\n        let moveAct = cc.moveTo(actTime, cc.v2(-265, this._originPos.y)).easing(ease);\n        let fadeInAct = cc.fadeIn(actTime).easing(ease);\n        let spawn = cc.spawn(moveAct, fadeInAct);\n\n        let call = cc.callFunc(() => {\n            this.backRedDot.active = true;\n\n            // if (!this._isRunCloseAction) {\n            //     SDK.showInterstitialAd();\n            // }\n            this.setIsRunningAction(false);\n        });\n\n        let showArrowGuideCall = cc.callFunc(() => {\n            this.arrowguideNode.active = true;\n        });\n        let actTime2: number = 2;\n        let seq = cc.sequence(spawn, call, cc.spawn(cc.moveTo(1, cc.v2(this.backBtnNode.position.x, this.backBtnNode.position.y)), cc.scaleTo(actTime2, 0)), showArrowGuideCall);\n\n        this.endTipNode.runAction(seq);\n    }\n\n    setRunCloseAction(run: boolean) {\n        this._isRunCloseAction = run;\n    }\n\n    runCloseAction() {\n        this.closeView();\n        // this.setIsRunningAction(true);\n        // this.closeActNode.stopAllActions();\n        // this.closeActNode.scale = 1;\n        // this.closeActNode.opacity = 0;\n        // this.closeActNode.active = true;\n        // this.backBtnNode.active = false;\n        // let actTime: number = 1;\n        // let tempX: number = 0;\n        // let tempY: number = 0;\n        // let tempR: number = 0;\n        // let tempS: number = this.node.width / this.closeActNode.width;\n        // let easeS: cc.Easing = cc.easeSineOut();\n        // let moveAct = cc.moveTo(actTime, cc.v2(tempX, tempY)).easing(easeS);\n        // let fadeInAct = cc.fadeIn(actTime).easing(easeS);\n        // let scaleAct = cc.scaleTo(actTime / 2, tempS).easing(easeS);\n        // let rotationAct = cc.rotateTo(actTime / 2, tempR).easing(easeS);\n        // let call = cc.callFunc(() => {\n        //     this.closeView();\n        // });\n        // let spawnMF = cc.spawn(moveAct, fadeInAct);\n        // let spawnSR = cc.spawn(scaleAct, rotationAct);\n        // let seq = cc.sequence(spawnMF, spawnSR, call);\n        // this.closeActNode.runAction(seq);\n    }\n\n    getScrollViewRootNode = (): cc.Node => {\n        return this.scrollViewRootNode;\n    }\n\n    getScrollViewContentNode = (): cc.Node => {\n        return this.contentNode;\n    }\n\n    getChapterBtn = (): cc.Prefab => {\n        return this.chapterBtn;\n    }\n\n    onUrgentBtnClick() {\n        this.resetAutoPlayButtonState();\n        this.onUrgentBtnClickCallback();\n    }\n\n    onGoToShopClick() {\n        this.resetAutoPlayButtonState();\n        this.onGoToShopBtnCallback();\n    }\n\n    onCommonProblemBtnClick() {\n        this.resetAutoPlayButtonState();\n        this.onCommonProblemBtnClickCallback();\n    }\n\n    onRollBackBtnClick() {\n        this.resetAutoPlayButtonState();\n        this.onRollBackBtnCallback();\n    }\n\n    showGoToShopBtn = (isShow: boolean) => {\n        this.goToShopBtn.active = isShow;\n    }\n\n    showCommonProblemBtn = (isShow: boolean) => {\n        this.urgentBtnNode.active = false;\n        this.commonProblemBtn.active = isShow;\n    }\n\n    showRollBackBtn = (isShow: boolean) => {\n        this.rollBackBtn.active = isShow;\n    }\n\n    onRefreshAllStatus() {\n        this.closeAction();\n    }\n\n    onReviewButtonClick() {\n        this.resetAutoPlayButtonState();\n        clearTimeout(this._autoPlayTimer);\n        this.onReviewButtonClickCallback();\n    }\n\n    onSkipButtonClick() {\n        this._skipButtonState = this._skipButtonState == AutoPlayState.Close ? AutoPlayState.AutoPlay : AutoPlayState.Close;\n        this._autoPlayState = this._skipButtonState;\n        if (this._autoPlayState == AutoPlayState.AutoPlay) {\n            this._autoPlaySpeed = 20;\n            this.startAutoPlayTimer(true);\n            this.changeSkipButtonState(this._autoPlayState);\n            this.changeAutoPlayButtonState(AutoPlayState.Close);\n            this._autoPlayButtonState = AutoPlayState.Close;\n        } else {\n            this.resetAutoPlayButtonState();\n            clearTimeout(this._autoPlayTimer);\n        }\n    }\n\n    onAutoPlayButtonClick() {\n        this._autoPlayButtonState = this._autoPlayButtonState == AutoPlayState.Close ? AutoPlayState.AutoPlay : AutoPlayState.Close;\n        this._autoPlayState = this._autoPlayButtonState;\n        if (this._autoPlayState == AutoPlayState.AutoPlay) {\n            this._autoPlaySpeed = 1;\n            this.startAutoPlayTimer(true);\n            this.changeSkipButtonState(AutoPlayState.Close);\n            this.changeAutoPlayButtonState(this._autoPlayState);\n            this._skipButtonState = AutoPlayState.Close;\n        } else {\n            this.resetAutoPlayButtonState();\n            clearTimeout(this._autoPlayTimer);\n        }\n    }\n}\n"]}