ui_layer.ts 13 KB

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  1. import { _decorator, Component, instantiate, Node, Prefab, Vec3, Widget } 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. import { zb_game_current_info } from './zb_game_current_info';
  20. const { ccclass, property } = _decorator;
  21. @ccclass('ui_layer')
  22. export class ui_layer extends Component {
  23. @property(Node) ui_content:Node = null;
  24. @property(Prefab) not_have_interact_prefab:Prefab = null;
  25. @property(Prefab) interact_input_prefab:Prefab = null;
  26. @property(Prefab) interact_page_prefab:Prefab = null;
  27. @property(Prefab) interact_puzzle_prefab:Prefab = null;
  28. @property(Prefab) pointer_ding_wei_prefab:Prefab = null;
  29. @property(Prefab) wei_chi_pointer_prefab:Prefab = null;
  30. @property(Prefab) interact_scene_prefab:Prefab = null;
  31. @property(Prefab) count_down_prefab:Prefab = null;
  32. @property(Prefab) boss_info_data_prefab:Prefab = null;
  33. @property(Node) ui_manifestations:Node = null;
  34. @property(Node) content_rule_and_tips:Node = null;
  35. @property(Node) content_only_tip:Node = null;
  36. @property(Node) content_count_down:Node = null;
  37. @property(Node) back_title_node:Node = null;
  38. @property(Node) boss_tips:Node = null;
  39. @property(Node) dai_dao_ju_bag:Node = null;
  40. @property(Node) zb_game_current_info:Node = null;
  41. private mUIList:Map<number,Node> = new Map;
  42. private mCountDownLlist:Map<number,widget_item_data> = new Map;
  43. private mData:widget_item_data[] = null;
  44. private mAttCountDown:count_down = null;
  45. protected start(): void {
  46. }
  47. public initUi(ui_widge_list:widget_item_data[]){
  48. this.mData = ui_widge_list;
  49. this.loadAllUi()
  50. let scene_des = ""
  51. this.back_title_node.getComponent(back_title).initView(scene_des,this.onBack.bind(this))
  52. if(config.is_zb) {
  53. this.zb_game_current_info.active = true
  54. this.zb_game_current_info.getComponent(zb_game_current_info).loadData()
  55. } else {
  56. this.zb_game_current_info.active = false
  57. }
  58. ClientEvent.on(config.EventRun.NOTICE_EVENT,this.beActive.bind(this),this)
  59. ClientEvent.on(config.EventRun.ON_SHOW_RULE_BTN,this.onChangeShowRuleStatus.bind(this),this)
  60. ClientEvent.on(config.EventRun.TOP_VIEW_ALL_HIDE,this.onTopViewAllHide.bind(this),this)
  61. }
  62. public unInit(){
  63. this.mAttCountDown = null;
  64. this.mData = null;
  65. this.mCountDownLlist.clear()
  66. this.mUIList.clear()
  67. this.content_count_down.removeAllChildren()
  68. this.ui_content.removeAllChildren()
  69. this.ui_manifestations.active = false;
  70. this.content_rule_and_tips.active = false;
  71. this.content_only_tip.active = false;
  72. this.boss_tips.active = false;
  73. this.dai_dao_ju_bag.active =false;
  74. ClientEvent.off(config.EventRun.NOTICE_EVENT,this.beActive.bind(this),this)
  75. ClientEvent.off(config.EventRun.ON_SHOW_RULE_BTN,this.onChangeShowRuleStatus.bind(this),this)
  76. ClientEvent.off(config.EventRun.TOP_VIEW_ALL_HIDE,this.onTopViewAllHide.bind(this),this)
  77. }
  78. onBack(){
  79. if(gameManager.Singleton.getLevelData()!=null){
  80. gameManager.Singleton.backGameList()
  81. }
  82. }
  83. protected onDestroy(): void {
  84. ClientEvent.off(config.EventRun.NOTICE_EVENT,this.beActive.bind(this),this)
  85. }
  86. loadAllUi(){
  87. // this.ui_content.removeAllChildren()
  88. for (let index = 0; index < this.mData.length; index++) {
  89. const ui_data = this.mData[index];
  90. let item: Node = null;
  91. switch (ui_data.att.top_data.top_ui_type) {
  92. case config.top_view_type.not_have_interact:
  93. item = instantiate(this.not_have_interact_prefab)
  94. break;
  95. case config.top_view_type.interact_input:
  96. item = instantiate(this.interact_input_prefab)
  97. break;
  98. case config.top_view_type.interact_page:
  99. item = instantiate(this.interact_page_prefab)
  100. break;
  101. case config.top_view_type.interact_puzzle:
  102. item = instantiate(this.interact_puzzle_prefab)
  103. break;
  104. case config.top_view_type.pointer_ding_wei:
  105. item = instantiate(this.pointer_ding_wei_prefab)
  106. break;
  107. case config.top_view_type.wei_chi_pointer:
  108. item = instantiate(this.wei_chi_pointer_prefab)
  109. break;
  110. case config.top_view_type.interact_scene:
  111. item = instantiate(this.interact_scene_prefab)
  112. break;
  113. case config.top_view_type.boss_info:
  114. item = instantiate(this.boss_info_data_prefab)
  115. break;
  116. }
  117. if(item!=null){
  118. item.parent = this.ui_content;
  119. item.getComponent(ui_base).initView(ui_data)
  120. this.mUIList.set(ui_data.att.id,item)
  121. }
  122. }
  123. }
  124. initCountDownList(list:widget_item_data[]){
  125. // this.mCountDownLlist.clear()
  126. for (let index = 0; index < list.length; index++) {
  127. const widget = list[index];
  128. this.mCountDownLlist.set(widget.att.id,widget);
  129. }
  130. }
  131. beActive(widgetId:number,event:event_item){
  132. if(event.type===config.event_type.top_view){
  133. let ui = this.mUIList.get(widgetId)
  134. if(ui){
  135. ui.getComponent(ui_base).show()
  136. }else{
  137. tools.showToast(`配置弹窗错误!${widgetId}`)
  138. }
  139. } else if(event.type===config.event_type.top_view_hide) {
  140. let ui = this.mUIList.get(widgetId)
  141. if(ui){
  142. ui.getComponent(ui_base).hide()
  143. }else{
  144. tools.showToast(`配置弹窗错误!${widgetId}`)
  145. }
  146. } else if(event.type===config.event_type.active_event){
  147. let time_count = this.mCountDownLlist.get(widgetId)
  148. if(time_count!=null){
  149. if(this.mAttCountDown==null){
  150. this.createCountDown(time_count)
  151. }
  152. }
  153. }else if(event.type===config.event_type.stop_active_event){
  154. let time_count = this.mCountDownLlist.get(widgetId)
  155. if(time_count!=null){
  156. if(this.mAttCountDown!=null){
  157. this.stopCountDown()
  158. }
  159. }
  160. }else if(event.type===config.event_type.hide){
  161. let ui = this.mUIList.get(widgetId)
  162. if(ui){
  163. ui.getComponent(ui_base).hide()
  164. }
  165. }else if(event.type===config.event_type.show_scene_title){
  166. this.back_title_node.getComponent(back_title).updateTitle(event.event_item_show_scene_title_data.title)
  167. }
  168. }
  169. createCountDown(data:widget_item_data){
  170. let item = instantiate(this.count_down_prefab)
  171. item.parent = this.content_count_down;
  172. let add_y:number = 300 - (SdkUtil.iPhoneIsLingdongdao()?60:0)
  173. item.position = new Vec3(data.att.x,data.att.y+add_y)
  174. this.mAttCountDown = item.getComponent(count_down)
  175. this.mAttCountDown.init(data.att.count_down,this.onCountDownOver.bind(this),data)
  176. this.mAttCountDown.startCountDown()
  177. ClientEvent.dispatchEvent(config.EventRun.ON_COUNT_DOWN_START,this.mAttCountDown.getData().start_event_id)
  178. ClientEvent.on(config.EventRun.ON_WIDGET_FINISH_COLLECT_EVENT,this.onCountDownListening.bind(this),this)
  179. }
  180. public onAddTime(widgetId:number,time_num:number){
  181. gameManager.LookVideoCallBack(()=>{
  182. if(this.mAttCountDown!=null){
  183. this.mAttCountDown.addTime(widgetId,time_num)
  184. }
  185. })
  186. }
  187. onCountDownListening(event_id:number){
  188. if(this.mAttCountDown!=null){
  189. let att_count_down_data = this.mAttCountDown.getData()
  190. if(att_count_down_data.start_event_id===event_id){
  191. tools.showToast("完成了所有的收集")
  192. let finish_id = this.mAttCountDown.getData().finish_event_id;
  193. if(finish_id!=-1){
  194. gameManager.Singleton.exeEvent(finish_id)
  195. }else{
  196. tools.showToast("没有配置完成的倒计时事件")
  197. }
  198. this.onCountDownOver(false)
  199. }
  200. }
  201. }
  202. onCountDownOver(isFail:boolean){
  203. let fail_event_id = this.mAttCountDown.getData().fail_event_id
  204. if(isFail){
  205. if(fail_event_id!=-1){
  206. ClientEvent.dispatchEvent(config.EventRun.ON_COUNT_DOWN_FAIL,fail_event_id)
  207. }else{
  208. tools.showToast("配置倒计时失败事件错误!")
  209. }
  210. }else{
  211. }
  212. this.mAttCountDown.node.removeFromParent()
  213. this.mAttCountDown = null;
  214. ClientEvent.off(config.EventRun.ON_WIDGET_FINISH_COLLECT_EVENT,this.onCountDownListening.bind(this),this)
  215. }
  216. stopCountDown() {
  217. this.mAttCountDown.stopCountDown()
  218. this.mAttCountDown.node.removeFromParent()
  219. this.mAttCountDown = null;
  220. ClientEvent.off(config.EventRun.ON_WIDGET_FINISH_COLLECT_EVENT,this.onCountDownListening.bind(this),this)
  221. }
  222. initTaskUi(data:task_data){
  223. this.ui_manifestations.active = false;
  224. this.content_rule_and_tips.active = false;
  225. this.content_only_tip.active = false;
  226. this.dai_dao_ju_bag.active = false;
  227. switch (data.type) {
  228. case config.task_type.zhao_xi_jie:
  229. if(data._zhao_xi_jie_data==null){
  230. return tools.showToast("找细节玩法没有配置!");
  231. }
  232. this.ui_manifestations.active = true;
  233. this.ui_manifestations.getComponent(ui_manifestations).initView(data._zhao_xi_jie_data)
  234. break;
  235. case config.task_type.guo_ju_qing:
  236. if(data._guo_ju_qing==null){
  237. return tools.showToast("过剧情玩法没有配置!");
  238. }
  239. this.content_rule_and_tips.active = true;
  240. this.content_rule_and_tips.getComponent(content_rule_and_tips).initView(()=>{
  241. if(gameManager.Singleton.IsOpenRuleStatus()){
  242. gameManager.Singleton.showTips()
  243. }else{
  244. gameManager.Singleton.showFindRuleTips()
  245. }
  246. },()=>{
  247. gameManager.Singleton.showRule()
  248. },data._guo_ju_qing.binding_event_id==-1)
  249. break;
  250. case config.task_type.guo_ju_qing_not_rule:
  251. if(data._guo_ju_qing_not_rule_data==null){
  252. return tools.showToast("过剧情-无规则玩法没有配置!");
  253. }
  254. this.content_only_tip.active = true
  255. this.content_only_tip.getComponent(content_only_tip).initView()
  256. break;
  257. case config.task_type.da_guai:
  258. if(data._da_guai==null){
  259. return tools.showToast("打boss玩法没有配置!");
  260. }
  261. let scene_data = gameManager.Singleton.getSceneManager().getSceneData()
  262. let res = scene_data.att.scene_rule_tips_data.tips_data.tips_tips.res;
  263. if(res.length<=0){
  264. }else{
  265. this.boss_tips.active = true;
  266. this.boss_tips.getComponent(boss_tips).initView(this.onClickBossTips.bind(this))
  267. }
  268. break;
  269. case config.task_type.guo_ju_qing_dai_dao_ju:
  270. if(data._guo_ju_qing_dai_dao_ju==null) {
  271. return tools.showToast("带道具没有配置!");
  272. }
  273. this.dai_dao_ju_bag.active = true
  274. 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))
  275. break;
  276. }
  277. }
  278. onClickBossTips(){
  279. gameManager.Singleton.showTips()
  280. }
  281. onChangeShowRuleStatus(){
  282. gameManager.Singleton.showRule()
  283. this.content_rule_and_tips.getComponent(content_rule_and_tips).showRuleBtn()
  284. }
  285. onTopViewAllHide() {
  286. let ui_list = Array.from(this.mUIList.values())
  287. for (let index = 0; index < ui_list.length; index++) {
  288. const element = ui_list[index];
  289. element.getComponent(ui_base).hide(false)
  290. }
  291. }
  292. }