ui_layer.ts 13 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. const { ccclass, property } = _decorator;
  19. @ccclass('ui_layer')
  20. export class ui_layer extends Component {
  21. @property(Node) ui_content:Node = null;
  22. @property(Prefab) not_have_interact_prefab:Prefab = null;
  23. @property(Prefab) interact_input_prefab:Prefab = null;
  24. @property(Prefab) interact_page_prefab:Prefab = null;
  25. @property(Prefab) interact_puzzle_prefab:Prefab = null;
  26. @property(Prefab) pointer_ding_wei_prefab:Prefab = null;
  27. @property(Prefab) wei_chi_pointer_prefab:Prefab = null;
  28. @property(Prefab) interact_scene_prefab:Prefab = null;
  29. @property(Prefab) count_down_prefab:Prefab = null;
  30. @property(Prefab) boss_info_data_prefab:Prefab = null;
  31. @property(Node) ui_manifestations:Node = null;
  32. @property(Node) content_rule_and_tips:Node = null;
  33. @property(Node) content_only_tip:Node = null;
  34. @property(Node) content_count_down:Node = null;
  35. @property(Node) back_title_node:Node = null;
  36. @property(Node) boss_tips:Node = null;
  37. @property(Node) dai_dao_ju_bag:Node = null;
  38. private mUIList:Map<number,Node> = new Map;
  39. private mCountDownLlist:Map<number,widget_item_data> = new Map;
  40. private mData:widget_item_data[] = null;
  41. private mAttCountDown:count_down = null;
  42. public initUi(ui_widge_list:widget_item_data[]){
  43. this.mData = ui_widge_list;
  44. this.loadAllUi()
  45. let scene_des = ""
  46. this.back_title_node.getComponent(back_title).initView(scene_des,this.onBack.bind(this))
  47. ClientEvent.on(config.EventRun.NOTICE_EVENT,this.beActive.bind(this),this)
  48. ClientEvent.on(config.EventRun.ON_SHOW_RULE_BTN,this.onChangeShowRuleStatus.bind(this),this)
  49. ClientEvent.on(config.EventRun.TOP_VIEW_ALL_HIDE,this.onTopViewAllHide.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. ClientEvent.off(config.EventRun.TOP_VIEW_ALL_HIDE,this.onTopViewAllHide.bind(this),this)
  66. }
  67. onBack(){
  68. if(gameManager.Singleton.getLevelData()!=null){
  69. gameManager.Singleton.backGameList()
  70. }
  71. }
  72. protected onDestroy(): void {
  73. ClientEvent.off(config.EventRun.NOTICE_EVENT,this.beActive.bind(this),this)
  74. }
  75. loadAllUi(){
  76. // this.ui_content.removeAllChildren()
  77. for (let index = 0; index < this.mData.length; index++) {
  78. const ui_data = this.mData[index];
  79. let item: Node = null;
  80. switch (ui_data.att.top_data.top_ui_type) {
  81. case config.top_view_type.not_have_interact:
  82. item = instantiate(this.not_have_interact_prefab)
  83. break;
  84. case config.top_view_type.interact_input:
  85. item = instantiate(this.interact_input_prefab)
  86. break;
  87. case config.top_view_type.interact_page:
  88. item = instantiate(this.interact_page_prefab)
  89. break;
  90. case config.top_view_type.interact_puzzle:
  91. item = instantiate(this.interact_puzzle_prefab)
  92. break;
  93. case config.top_view_type.pointer_ding_wei:
  94. item = instantiate(this.pointer_ding_wei_prefab)
  95. break;
  96. case config.top_view_type.wei_chi_pointer:
  97. item = instantiate(this.wei_chi_pointer_prefab)
  98. break;
  99. case config.top_view_type.interact_scene:
  100. item = instantiate(this.interact_scene_prefab)
  101. break;
  102. case config.top_view_type.boss_info:
  103. item = instantiate(this.boss_info_data_prefab)
  104. break;
  105. }
  106. if(item!=null){
  107. item.parent = this.ui_content;
  108. item.getComponent(ui_base).initView(ui_data)
  109. this.mUIList.set(ui_data.att.id,item)
  110. }
  111. }
  112. }
  113. initCountDownList(list:widget_item_data[]){
  114. // this.mCountDownLlist.clear()
  115. for (let index = 0; index < list.length; index++) {
  116. const widget = list[index];
  117. this.mCountDownLlist.set(widget.att.id,widget);
  118. }
  119. }
  120. beActive(widgetId:number,event:event_item){
  121. if(event.type===config.event_type.top_view){
  122. let ui = this.mUIList.get(widgetId)
  123. if(ui){
  124. ui.getComponent(ui_base).show()
  125. }else{
  126. tools.showToast(`配置弹窗错误!${widgetId}`)
  127. }
  128. }else if(event.type===config.event_type.top_view_hide){
  129. let ui = this.mUIList.get(widgetId)
  130. if(ui){
  131. ui.getComponent(ui_base).hide()
  132. }else{
  133. tools.showToast(`配置弹窗错误!${widgetId}`)
  134. }
  135. }else if(event.type===config.event_type.active_event){
  136. let time_count = this.mCountDownLlist.get(widgetId)
  137. if(time_count!=null){
  138. if(this.mAttCountDown==null){
  139. this.createCountDown(time_count)
  140. }
  141. }
  142. }else if(event.type===config.event_type.stop_active_event){
  143. let time_count = this.mCountDownLlist.get(widgetId)
  144. if(time_count!=null){
  145. if(this.mAttCountDown!=null){
  146. this.stopCountDown()
  147. }
  148. }
  149. }else if(event.type===config.event_type.hide){
  150. let ui = this.mUIList.get(widgetId)
  151. if(ui){
  152. ui.getComponent(ui_base).hide()
  153. }
  154. }else if(event.type===config.event_type.show_scene_title){
  155. this.back_title_node.getComponent(back_title).updateTitle(event.event_item_show_scene_title_data.title)
  156. }
  157. }
  158. createCountDown(data:widget_item_data){
  159. let item = instantiate(this.count_down_prefab)
  160. item.parent = this.content_count_down;
  161. item.position = new Vec3(data.att.x,data.att.y)
  162. this.mAttCountDown = item.getComponent(count_down)
  163. this.mAttCountDown.init(data.att.count_down,this.onCountDownOver.bind(this),data)
  164. this.mAttCountDown.startCountDown()
  165. ClientEvent.dispatchEvent(config.EventRun.ON_COUNT_DOWN_START,this.mAttCountDown.getData().start_event_id)
  166. ClientEvent.on(config.EventRun.ON_WIDGET_FINISH_COLLECT_EVENT,this.onCountDownListening.bind(this),this)
  167. }
  168. public onAddTime(widgetId:number,time_num:number){
  169. gameManager.LookVideoCallBack(()=>{
  170. if(this.mAttCountDown!=null){
  171. this.mAttCountDown.addTime(widgetId,time_num)
  172. }
  173. })
  174. }
  175. onCountDownListening(event_id:number){
  176. if(this.mAttCountDown!=null){
  177. let att_count_down_data = this.mAttCountDown.getData()
  178. if(att_count_down_data.start_event_id===event_id){
  179. // tools.showToast("完成了所有的收集")
  180. let finish_id = this.mAttCountDown.getData().finish_event_id;
  181. if(finish_id!=-1){
  182. gameManager.Singleton.exeEvent(finish_id)
  183. }else{
  184. tools.showToast("没有配置完成的倒计时事件")
  185. }
  186. this.onCountDownOver(false)
  187. }
  188. }
  189. }
  190. onCountDownOver(isFail:boolean){
  191. let fail_event_id = this.mAttCountDown.getData().fail_event_id
  192. if(isFail){
  193. if(fail_event_id!=-1){
  194. ClientEvent.dispatchEvent(config.EventRun.ON_COUNT_DOWN_FAIL,fail_event_id)
  195. }else{
  196. tools.showToast("配置倒计时失败事件错误!")
  197. }
  198. }else{
  199. }
  200. this.mAttCountDown.node.removeFromParent()
  201. this.mAttCountDown = null;
  202. ClientEvent.off(config.EventRun.ON_WIDGET_FINISH_COLLECT_EVENT,this.onCountDownListening.bind(this),this)
  203. }
  204. stopCountDown() {
  205. this.mAttCountDown.stopCountDown()
  206. this.mAttCountDown.node.removeFromParent()
  207. this.mAttCountDown = null;
  208. ClientEvent.off(config.EventRun.ON_WIDGET_FINISH_COLLECT_EVENT,this.onCountDownListening.bind(this),this)
  209. }
  210. initTaskUi(data:task_data){
  211. this.ui_manifestations.active = false;
  212. this.content_rule_and_tips.active = false;
  213. this.content_only_tip.active = false;
  214. this.dai_dao_ju_bag.active = false;
  215. switch (data.type) {
  216. case config.task_type.zhao_xi_jie:
  217. if(data._zhao_xi_jie_data==null){
  218. return tools.showToast("找细节玩法没有配置!");
  219. }
  220. this.ui_manifestations.active = true;
  221. this.ui_manifestations.getComponent(ui_manifestations).initView(data._zhao_xi_jie_data)
  222. break;
  223. case config.task_type.guo_ju_qing:
  224. if(data._guo_ju_qing==null){
  225. return tools.showToast("过剧情有规则玩法没有配置!");
  226. }
  227. this.content_rule_and_tips.active = true;
  228. this.content_rule_and_tips.getComponent(content_rule_and_tips).initView(()=>{
  229. if(gameManager.Singleton.IsOpenRuleStatus()){
  230. gameManager.Singleton.showTips()
  231. }else{
  232. gameManager.Singleton.showFindRuleTips()
  233. }
  234. },()=>{
  235. gameManager.Singleton.showRule()
  236. },data._guo_ju_qing.binding_event_id==-1)
  237. break;
  238. case config.task_type.guo_ju_qing_not_rule:
  239. if(data._guo_ju_qing_not_rule_data==null){
  240. return tools.showToast("过剧情-无规则玩法没有配置!");
  241. }
  242. this.content_only_tip.active = true
  243. this.content_only_tip.getComponent(content_only_tip).initView()
  244. break;
  245. case config.task_type.da_guai:
  246. if(data._da_guai==null){
  247. return tools.showToast("打boss玩法没有配置!");
  248. }
  249. let scene_data = gameManager.Singleton.getSceneManager().getSceneData()
  250. let res = scene_data.att.scene_rule_tips_data.tips_data.tips_tips.res;
  251. if(res.length<=0){
  252. }else{
  253. this.boss_tips.active = true;
  254. this.boss_tips.getComponent(boss_tips).initView(this.onClickBossTips.bind(this))
  255. }
  256. break;
  257. case config.task_type.guo_ju_qing_dai_dao_ju:
  258. if(data._guo_ju_qing_dai_dao_ju==null){
  259. return tools.showToast("带道具没有配置!");
  260. }
  261. this.dai_dao_ju_bag.active = true;
  262. 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))
  263. break;
  264. }
  265. }
  266. onClickBossTips(){
  267. gameManager.Singleton.showTips()
  268. }
  269. onChangeShowRuleStatus(){
  270. gameManager.Singleton.showRule()
  271. this.content_rule_and_tips.getComponent(content_rule_and_tips).showRuleBtn()
  272. }
  273. onTopViewAllHide() {
  274. let ui_list = Array.from(this.mUIList.values())
  275. for (let index = 0; index < ui_list.length; index++) {
  276. const element = ui_list[index];
  277. element.getComponent(ui_base).hide(false)
  278. }
  279. }
  280. }