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