ui_layer.ts 12 KB

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  1. import { _decorator, Component, instantiate, Node, Prefab, Vec3 } from 'cc';
  2. import { att_count_down, event_item, task_data, widget_item_data } from '../../data/data';
  3. import { config } from '../config';
  4. import { ui_base } from './ui/ui_base';
  5. import { sound_text_content } from './ui/sound_text_content';
  6. import { gameManager } from './gameManager';
  7. import { ui_manifestations } from './tips/ui_manifestations';
  8. import { tools } from '../tools';
  9. import { ClientEvent } from '../clientEvent';
  10. import { taskServce } from './TaskSchedule/taskServce';
  11. import { count_down } from './ui/count_down';
  12. import { fail_ani } from './ui/fail_ani';
  13. import { content_rule_and_tips } from './tips/content_rule_and_tips';
  14. import { back_title } from './ui/back_title';
  15. import { boss_tips } from './tips/boss_tips';
  16. import { content_only_tip } from './tips/content_only_tip';
  17. import { dai_dao_ju_bag } from './bag/dai_dao_ju_bag';
  18. import { SdkUtil } from '../sdkUtil';
  19. const { ccclass, property } = _decorator;
  20. @ccclass('ui_layer')
  21. export class ui_layer extends Component {
  22. @property(Node) ui_content:Node = null;
  23. @property(Prefab) not_have_interact_prefab:Prefab = null;
  24. @property(Prefab) interact_input_prefab:Prefab = null;
  25. @property(Prefab) interact_page_prefab:Prefab = null;
  26. @property(Prefab) interact_puzzle_prefab:Prefab = null;
  27. @property(Prefab) pointer_ding_wei_prefab:Prefab = null;
  28. @property(Prefab) wei_chi_pointer_prefab:Prefab = null;
  29. @property(Prefab) interact_scene_prefab:Prefab = null;
  30. @property(Prefab) count_down_prefab:Prefab = null;
  31. @property(Prefab) boss_info_data_prefab:Prefab = null;
  32. @property(Node) ui_manifestations:Node = null;
  33. @property(Node) content_rule_and_tips:Node = null;
  34. @property(Node) content_only_tip:Node = null;
  35. @property(Node) content_count_down:Node = null;
  36. @property(Node) back_title_node:Node = null;
  37. @property(Node) boss_tips:Node = null;
  38. @property(Node) dai_dao_ju_bag:Node = null;
  39. private mUIList:Map<number,Node> = new Map;
  40. private mCountDownLlist:Map<number,widget_item_data> = new Map;
  41. private mData:widget_item_data[] = null;
  42. private mAttCountDown:count_down = null;
  43. public initUi(ui_widge_list:widget_item_data[]){
  44. this.mData = ui_widge_list;
  45. this.loadAllUi()
  46. let scene_des = ""
  47. this.back_title_node.getComponent(back_title).initView(scene_des,this.onBack.bind(this))
  48. ClientEvent.on(config.EventRun.NOTICE_EVENT,this.beActive.bind(this),this)
  49. ClientEvent.on(config.EventRun.ON_SHOW_RULE_BTN,this.onChangeShowRuleStatus.bind(this),this)
  50. }
  51. public unInit(){
  52. this.mAttCountDown = null;
  53. this.mData = null;
  54. this.mCountDownLlist.clear()
  55. this.mUIList.clear()
  56. this.content_count_down.removeAllChildren()
  57. this.ui_content.removeAllChildren()
  58. this.ui_manifestations.active = false;
  59. this.content_rule_and_tips.active = false;
  60. this.content_only_tip.active = false;
  61. this.boss_tips.active = false;
  62. this.dai_dao_ju_bag.active =false;
  63. ClientEvent.off(config.EventRun.NOTICE_EVENT,this.beActive.bind(this),this)
  64. ClientEvent.off(config.EventRun.ON_SHOW_RULE_BTN,this.onChangeShowRuleStatus.bind(this),this)
  65. }
  66. onBack(){
  67. if(gameManager.Singleton.getLevelData()!=null){
  68. gameManager.Singleton.backGameList()
  69. }
  70. }
  71. protected onDestroy(): void {
  72. ClientEvent.off(config.EventRun.NOTICE_EVENT,this.beActive.bind(this),this)
  73. }
  74. loadAllUi(){
  75. // this.ui_content.removeAllChildren()
  76. for (let index = 0; index < this.mData.length; index++) {
  77. const ui_data = this.mData[index];
  78. let item: Node = null;
  79. switch (ui_data.att.top_data.top_ui_type) {
  80. case config.top_view_type.not_have_interact:
  81. item = instantiate(this.not_have_interact_prefab)
  82. break;
  83. case config.top_view_type.interact_input:
  84. item = instantiate(this.interact_input_prefab)
  85. break;
  86. case config.top_view_type.interact_page:
  87. item = instantiate(this.interact_page_prefab)
  88. break;
  89. case config.top_view_type.interact_puzzle:
  90. item = instantiate(this.interact_puzzle_prefab)
  91. break;
  92. case config.top_view_type.pointer_ding_wei:
  93. item = instantiate(this.pointer_ding_wei_prefab)
  94. break;
  95. case config.top_view_type.wei_chi_pointer:
  96. item = instantiate(this.wei_chi_pointer_prefab)
  97. break;
  98. case config.top_view_type.interact_scene:
  99. item = instantiate(this.interact_scene_prefab)
  100. break;
  101. case config.top_view_type.boss_info:
  102. item = instantiate(this.boss_info_data_prefab)
  103. break;
  104. }
  105. if(item!=null){
  106. item.parent = this.ui_content;
  107. item.getComponent(ui_base).initView(ui_data)
  108. this.mUIList.set(ui_data.att.id,item)
  109. }
  110. }
  111. }
  112. initCountDownList(list:widget_item_data[]){
  113. // this.mCountDownLlist.clear()
  114. for (let index = 0; index < list.length; index++) {
  115. const widget = list[index];
  116. this.mCountDownLlist.set(widget.att.id,widget);
  117. }
  118. }
  119. beActive(widgetId:number,event:event_item){
  120. if(event.type===config.event_type.top_view){
  121. let ui = this.mUIList.get(widgetId)
  122. if(ui){
  123. ui.getComponent(ui_base).show()
  124. }else{
  125. tools.showToast(`配置弹窗错误!${widgetId}`)
  126. }
  127. }else if(event.type===config.event_type.active_event){
  128. let time_count = this.mCountDownLlist.get(widgetId)
  129. if(time_count!=null){
  130. if(this.mAttCountDown==null){
  131. this.createCountDown(time_count)
  132. }
  133. }
  134. }else if(event.type===config.event_type.stop_active_event){
  135. let time_count = this.mCountDownLlist.get(widgetId)
  136. if(time_count!=null){
  137. if(this.mAttCountDown==null){
  138. this.createCountDown(time_count)
  139. }
  140. }
  141. }else if(event.type===config.event_type.hide){
  142. let ui = this.mUIList.get(widgetId)
  143. if(ui){
  144. ui.getComponent(ui_base).hide()
  145. }
  146. }else if(event.type===config.event_type.show_scene_title){
  147. this.back_title_node.getComponent(back_title).updateTitle(event.event_item_show_scene_title_data.title)
  148. }
  149. }
  150. createCountDown(data:widget_item_data){
  151. let item = instantiate(this.count_down_prefab)
  152. item.parent = this.content_count_down;
  153. let add_y:number = 350 - (SdkUtil.iPhoneIsLingdongdao()?60:0)
  154. item.position = new Vec3(data.att.x,data.att.y+add_y)
  155. this.mAttCountDown = item.getComponent(count_down)
  156. this.mAttCountDown.init(data.att.count_down,this.onCountDownOver.bind(this),data)
  157. this.mAttCountDown.startCountDown()
  158. ClientEvent.dispatchEvent(config.EventRun.ON_COUNT_DOWN_START,this.mAttCountDown.getData().start_event_id)
  159. ClientEvent.on(config.EventRun.ON_WIDGET_FINISH_COLLECT_EVENT,this.onCountDownListening.bind(this),this)
  160. }
  161. public onAddTime(widgetId:number,time_num:number){
  162. gameManager.LookVideoCallBack(()=>{
  163. if(this.mAttCountDown!=null){
  164. this.mAttCountDown.addTime(widgetId,time_num)
  165. }
  166. })
  167. }
  168. onCountDownListening(event_id:number){
  169. if(this.mAttCountDown!=null){
  170. let att_count_down_data = this.mAttCountDown.getData()
  171. if(att_count_down_data.start_event_id===event_id){
  172. tools.showToast("完成了所有的收集")
  173. let finish_id = this.mAttCountDown.getData().finish_event_id;
  174. if(finish_id!=-1){
  175. gameManager.Singleton.exeEvent(finish_id)
  176. }else{
  177. tools.showToast("没有配置完成的倒计时事件")
  178. }
  179. this.onCountDownOver(false)
  180. }
  181. }
  182. }
  183. onCountDownOver(isFail:boolean){
  184. let fail_event_id = this.mAttCountDown.getData().fail_event_id
  185. if(isFail){
  186. if(fail_event_id!=-1){
  187. ClientEvent.dispatchEvent(config.EventRun.ON_COUNT_DOWN_FAIL,fail_event_id)
  188. }else{
  189. tools.showToast("配置倒计时失败事件错误!")
  190. }
  191. }else{
  192. }
  193. this.mAttCountDown.node.removeFromParent()
  194. this.mAttCountDown = null;
  195. ClientEvent.off(config.EventRun.ON_WIDGET_FINISH_COLLECT_EVENT,this.onCountDownListening.bind(this),this)
  196. }
  197. initTaskUi(data:task_data){
  198. this.ui_manifestations.active = false;
  199. this.content_rule_and_tips.active = false;
  200. this.content_only_tip.active = false;
  201. this.dai_dao_ju_bag.active = false;
  202. switch (data.type) {
  203. case config.task_type.zhao_xi_jie:
  204. if(data._zhao_xi_jie_data==null){
  205. return tools.showToast("找细节玩法没有配置!");
  206. }
  207. this.ui_manifestations.active = true;
  208. this.ui_manifestations.getComponent(ui_manifestations).initView(data._zhao_xi_jie_data)
  209. break;
  210. case config.task_type.guo_ju_qing:
  211. if(data._guo_ju_qing==null){
  212. return tools.showToast("过剧情玩法没有配置!");
  213. }
  214. this.content_rule_and_tips.active = true;
  215. this.content_rule_and_tips.getComponent(content_rule_and_tips).initView(()=>{
  216. if(gameManager.Singleton.IsOpenRuleStatus()){
  217. gameManager.Singleton.showTips()
  218. }else{
  219. gameManager.Singleton.showFindRuleTips()
  220. }
  221. },()=>{
  222. gameManager.Singleton.showRule()
  223. },data._guo_ju_qing.binding_event_id==-1)
  224. break;
  225. case config.task_type.guo_ju_qing_not_rule:
  226. if(data._guo_ju_qing_not_rule_data==null){
  227. return tools.showToast("过剧情-无规则玩法没有配置!");
  228. }
  229. this.content_only_tip.active = true
  230. this.content_only_tip.getComponent(content_only_tip).initView()
  231. break;
  232. case config.task_type.da_guai:
  233. if(data._da_guai==null){
  234. return tools.showToast("打boss玩法没有配置!");
  235. }
  236. let scene_data = gameManager.Singleton.getSceneManager().getSceneData()
  237. let res = scene_data.att.scene_rule_tips_data.tips_data.tips_tips.res;
  238. if(res.length<=0){
  239. }else{
  240. this.boss_tips.active = true;
  241. this.boss_tips.getComponent(boss_tips).initView(this.onClickBossTips.bind(this))
  242. }
  243. break;
  244. case config.task_type.guo_ju_qing_dai_dao_ju:
  245. if(data._guo_ju_qing_dai_dao_ju==null) {
  246. return tools.showToast("带道具没有配置!");
  247. }
  248. this.dai_dao_ju_bag.active = true
  249. this.dai_dao_ju_bag.getComponent(dai_dao_ju_bag).initView(data._guo_ju_qing_dai_dao_ju,this.onClickBossTips.bind(this),this.onAddTime.bind(this))
  250. break;
  251. }
  252. }
  253. onClickBossTips(){
  254. gameManager.Singleton.showTips()
  255. }
  256. onChangeShowRuleStatus(){
  257. gameManager.Singleton.showRule()
  258. this.content_rule_and_tips.getComponent(content_rule_and_tips).showRuleBtn()
  259. }
  260. }