miduo_client/Assets/ManagedResources/~Lua/Modules/Story/StoryDialoguePanel.lua

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Lua
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require("Base/BasePanel")
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StoryDialoguePanel = Inherit(BasePanel)
local this = StoryDialoguePanel
local chapterEventPointData = ConfigManager.GetConfig(ConfigName.ChapterEventPointConfig)
local OpConfig = ConfigManager.GetConfig(ConfigName.ChapterOptionConfig)
local artResConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local lastLive2DId = 0
local jumpId = 0
local optionID = 0
--是否这个面板是第一次打开
local isFirstOpen = false
-- 记录场景特效
local preEffPar = 0
local lastSceneEffect
-- 设置场景特效
local orginLayer
local static_callBack
function StoryDialoguePanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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orginLayer = 10
-- 背景图
this.Bg = Util.GetGameObject(self.gameObject, "bg"):GetComponent("Image")
-- 右切入
this.right2dRoot = Util.GetGameObject(self.gameObject, "rightLive2d")
-- 左切入
this.left2dRoot = Util.GetGameObject(self.gameObject, "leftLive2d")
-- 点击按钮
this.btnNext = Util.GetGameObject(self.gameObject, "goOnButton/Click")
this.btnRoot = Util.GetGameObject(self.gameObject, "goOnButton")
--对话文字内容
this.RoleName = Util.GetGameObject(self.gameObject, "TextMask/Name"):GetComponent("Text")
this.NameFrame = Util.GetGameObject(self.gameObject, "TextMask/Image")
this.Context = Util.GetGameObject(self.gameObject, "TextMask/context")
--跳过按钮
this.btnJump = Util.GetGameObject(self.gameObject, "btnContinue/btnGo")
this.jumpRoot = Util.GetGameObject(self.gameObject, "btnContinue")
-- 黑幕遮罩
this.mask = Util.GetGameObject(self.gameObject, "Mask")
-- 中间乱入的图片
this.showImg = Util.GetGameObject(self.gameObject, "showImg")
-- 特效的节点
this.effectRoot = Util.GetGameObject(self.gameObject, "effectRoot")
-- 场景特效
this.sceneEffect = Util.GetGameObject(self.gameObject, "scenceEffect")
end
--绑定事件(用于子类重写)
function StoryDialoguePanel:BindEvent()
Util.AddClick(this.btnNext, function ()
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self:GoNext(optionID)
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end)
Util.AddClick(this.btnJump, function ()
if jumpId == 0 then
self:ClosePanel()
if static_callBack then
static_callBack()
static_callBack = nil
end
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else
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self:GoNext(jumpId)
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end
end)
end
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function StoryDialoguePanel:GoNext(optionID)
local isEnd = OpConfig[optionID].JumpType == 4
if isEnd and static_callBack then
static_callBack()
static_callBack = nil
end
-- 点击下一步关闭配音音效关闭
SoundManager.StopSoundByChannel(10)
StoryManager.StoryJumpType(optionID, self,static_callBack)
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end
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--添加事件监听(用于子类重写)
function StoryDialoguePanel:AddListener()
end
--移除事件监听(用于子类重写)
function StoryDialoguePanel:RemoveListener()
end
--界面打开时调用(用于子类重写)
function StoryDialoguePanel:OnOpen(...)
local data = {...}
if data then
local eventId = data[1]
Log("剧情对话事件ID" .. eventId)
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--- 新手第一次对话
if eventId == 138018 then
SoundManager.PlayMusic(SoundConfig.BGM_Adventure)
end
--- 新手战斗结束之后的第一次对话
if eventId == 100001 then
SoundManager.PlayMusic(SoundConfig.BGM_Story_1)
end
isFirstOpen = data[2]
this.RefreshPanel(eventId, isFirstOpen)
if data[3] then
static_callBack = data[3]
end
else
Log("传入的参数为空!!")
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end
end
-- 打开面板的时候刷新一次数据
function this.RefreshPanel(eventId, isFirstOpen)
local showType = chapterEventPointData[eventId].ShowType
local isRightType = showType == 11
this.RoleName.gameObject:SetActive(isRightType)
this.btnNext:SetActive(isRightType)
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local showValues = GetLanguageStrById(chapterEventPointData[eventId].ShowValues)
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local options = chapterEventPointData[eventId].Option
local dir = chapterEventPointData[eventId].ShowDir
local live2dRoot = dir == 2 and this.left2dRoot or this.right2dRoot
local showMask = chapterEventPointData[eventId].Isdark == 1
this.mask:SetActive(showMask)
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-- 新手隐藏阶段必须隐藏,其他时候随着面板变化
if GuideManager.IsInMainGuide() then
if options[2] then
this.jumpRoot:SetActive(true)
else
this.jumpRoot:SetActive(false)
end
else
this.jumpRoot:SetActive(isRightType)
end
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-- 设置对话背景图
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local bgName = chapterEventPointData[eventId].DialogueBg
if not bgName or bgName == "" then
this.Bg.gameObject:SetActive(false)
else
this.Bg.gameObject:SetActive(true)
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this.Bg.sprite = this.spLoader:LoadSprite(chapterEventPointData[eventId].DialogueBg)
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end
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StoryDialoguePanel:SetScenceEffect(eventId)
-- 跳转值
optionID = options[1]
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jumpId = options[2] or 0
-- jumpId = chapterEventPointData[eventId].NextOptPanelId
-- if jumpId and jumpId ~= 0 then
-- -- jumpId = chapterEventPointData[jumpId].Option[1]
-- jumpId = options[2]
-- else
-- jumpId = 0
-- end
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-- 角色信息
local contents = string.split(showValues, "|")
local resId = tonumber(contents[1])
-- 文字内容
local contexts =(contents[2])
--contexts = string.gsub(contexts, "【此处为玩家名】", PlayerManager.nickName)
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contexts = string.gsub(contexts, Language[11248], NameManager.roleName)
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contexts = string.gsub(contexts, "{ta}", NameManager.roleSex == ROLE_SEX.BOY and "" or "")
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-- 配音资源名
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local voice = chapterEventPointData[eventId].VoiceRes
if voice and IS_PLAY_VOICE then
-- 使用相同通道播放,避免跳过剧情导致音效重复
SoundManager.PlaySound(voice, nil, nil, 10)
end
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--当前不是选择界面
if isRightType then
ShowText(this.Context, contexts, 3)
PlayUIAnim(this.gameObject)
this.btnRoot:SetActive(true)
else
this.btnRoot:SetActive(false)
this.NameFrame:SetActive(false)
this.ReSetLive2d()
this.Context:GetComponent("Text").text = contexts
end
if showMask then this.ReSetLive2d() this.RoleName.text = "" end
if not isRightType then return end
-- 又配置数据使用新的加载方法,不然使用原有的
local setId = chapterEventPointData[eventId].DialogueViewId
-- Log(string.format("配置资源ID" .. setId))
-- 显示立绘
if resId > 0 and resId ~= 999 then
local data = artResConfig[resId]
if NameManager.roleName == tostring(PlayerManager.uid) then
this.RoleName.text =string.gsub(GetLanguageStrById(data.Desc), Language[11252], "")
else
this.RoleName.text =string.gsub(GetLanguageStrById(data.Desc), Language[11252], NameManager.roleName)
end
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-- 初始化特效
StoryManager.InitEffect(this.effectRoot)
-- 如果面板是第一次打开
if isFirstOpen then
lastLive2DId = 0
end
local roleSex = NameManager.roleSex
local resPath
if resId == 8001 then --- 主角专用字段
resPath = roleSex == ROLE_SEX.BOY and StoryManager.boyRes or StoryManager.bitchRes
else
resPath = artResConfig[resId].Name
end
if lastLive2DId ~= resId then
-- 需要加载立绘的时候清除所有
this.ReSetLive2d()
Log("立绘配置ID" .. setId)
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if setId and setId ~= 0 then
StoryManager.InitLive2dState(setId, resPath, live2dRoot, this.effectRoot, true, this)
else
this.LoadLive2D(data, resPath, live2dRoot)
end
else
if setId then
StoryManager.InitLive2dState(setId, resPath, live2dRoot, this.effectRoot, false, this)
end
end
this.NameFrame:SetActive(true)
this.showImg:SetActive(false)
elseif resId == 999 then -- 显示图片
StoryManager.InitEffect(this.effectRoot)
this.showImg:SetActive(true)
this.ReSetLive2d()
this.RoleName.text = ""
this.NameFrame:SetActive(false)
if setId then
StoryManager.InitImgState(setId, this.showImg, this.effectRoot, this)
end
else
StoryManager.InitEffect(this.effectRoot)
this.showImg:SetActive(false)
this.ReSetLive2d()
this.RoleName.text = ""
this.NameFrame:SetActive(false)
end
lastLive2DId = resId
end
-- 动态加载立绘
function this.LoadLive2D(data, resPath, live2dRoot)
PlayUIAnim(live2dRoot)
poolManager:LoadLive(resPath, live2dRoot.transform, Vector3.one * data.Scale, Vector3.New(data.Position[1], data.Position[2], 0))
end
-- 清除立绘
function this.ReSetLive2d()
Util.ClearChild(this.left2dRoot.transform)
Util.ClearChild(this.right2dRoot.transform)
end
function StoryDialoguePanel:SetScenceEffect(eventId)
local effectStr = chapterEventPointData[eventId].scenceEffec
if not effectStr then ClearChild(this.scenceEffect) return end
local str = string.split(effectStr, "#")
local isUse = tonumber(str[1]) == 1
if not isUse then ClearChild(this.sceneEffect) preEffPar = "" return end
if effectStr ~= preEffPar then ClearChild(this.sceneEffect) end
local resPath = str[2]
Log("场景特效资源名 " .. resPath)
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-- 下次需要打开同样的特效,不用重新加载
if effectStr ~= preEffPar then
local go = StoryManager.LoadEffect(this.sceneEffect, resPath)
lastSceneEffect = go
Util.AddParticleSortLayer(this.sceneEffect, self.sortingOrder + orginLayer)
orginLayer = self.sortingOrder
end
preEffPar = effectStr
end
--界面关闭时调用(用于子类重写)
function StoryDialoguePanel:OnClose()
lastLive2DId = 0
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-- 界面关闭,配音音效关闭
SoundManager.StopSoundByChannel(10)
end
--界面销毁时调用(用于子类重写)
function StoryDialoguePanel:OnDestroy()
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this.spLoader:Destroy()
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end
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return StoryDialoguePanel