Пример #1
0
    //显示选项按钮
    void ShowOption()
    {
        Option.gameObject.SetActive(true);
        option1.transform.Find("Text").GetComponent <Text>().text = ChapterTool.GetDialogueString(12000026);
        option2.transform.Find("Text").GetComponent <Text>().text = ChapterTool.GetDialogueString(12000027);
        option1.onClick.AddListener(() =>
        {
            //增加好感
            ImpulseHelper.OptionAddFavorable(12000026);
            Option.gameObject.SetActive(false);


            _dialogueFive.SetStartDialogueId(12000026);
            _dialogueFive.Initial(() =>
            {
                _dialogueFive.Close();
                NextStep();
            }, SpeakAeforeAction_Five);
            _dialogueFive.Show();
        });
        option2.onClick.AddListener(() =>
        {
            Option.gameObject.SetActive(false);
            _dialogueFive.SetStartDialogueId(12000027);
            _dialogueFive.Initial(() =>
            {
                _dialogueFive.Close();
                NextStep();
            }, SpeakAeforeAction_Five);
            _dialogueFive.Show();
        });
    }
Пример #2
0
 private void ClickFiveBtnOne()
 {
     _fiveBtnOne.transform.gameObject.SetActive(false);
     _fiveBtnTwo.transform.gameObject.SetActive(false);
     //增加好感
     ImpulseHelper.OptionAddFavorable(12000063);
     _dialogueBaseFive.SetStartDialogueId(12000063);
     _dialogueBaseFive.Initial(() =>
     {
         _dialogueBaseFive.Close();
         //下一章显示请求保存
         ChapterModuleManager._Instance.RequestPassChapter();
         _fiveBtnTherr.gameObject.SetActive(true);
         Debug.Log("对话4完毕");
     }, EndSceneSpeakBeforeAction);
     _dialogueBaseFive.Show();
 }
Пример #3
0
    //打开界面 调用一次
    public void OpenView(List <Favorable> favorableList)
    {
        for (int i = 0; i < favorableList.Count; i++)
        {
            int        index   = i;
            GameObject NpcItem = GameObject.Instantiate(NpcHeadItem);
            var        npcitem = NpcItem.GetComponent <NPCItem>();
            //setParent
            ChapterHelper.SetParent(npcitem.gameObject, scrollRect.content);

            favorableList = ImpulseHelper.ImpulseSort(favorableList);

            //set
            bool isUnlock = false;
            var  roleInfo = StaticData.configExcel.GetHallRoleByID(favorableList[i].NPCId);
            if (StaticData.playerInfoData.userInfo.SectionId >= roleInfo.UnlockChapter)
            {
                isUnlock = true;
            }
            //根据男主id 随机一句话
            NPCDialogue nPCDialogue = UIImpulseComponent.npcId.Find((f) =>
            {
                return(f.NPCID == favorableList[i].NPCId);
            });
            int ind = Random.Range(0, nPCDialogue.dialogue.Count);
            //for (int j = 0; j < UIImpulseComponent.npcId.Count; j++)
            //{
            //    if (UIImpulseComponent.npcId[j].NPCID == favorableList[i].NPCId)
            //    {
            //        Random.Range(0,)
            //    }
            //}
            npcitem.Set(favorableList[i].NPCId, favorableList[i].headPortrait, favorableList[i].NPC2PlayerValue, favorableList[i].Player2NPCValue, favorableList[i].cardiacValue, ImpulseHelper.GetNPCDialogue(nPCDialogue.dialogue[ind]), isUnlock);
            npcitem.dateBtn.onClick.AddListener(() => OnClick(favorableList[index]));
            NpcItemList.Add(npcitem);
        }
    }
Пример #4
0
 //刷新
 void Reshf(List <Favorable> favorableList)
 {
     //排序
     favorableList = ImpulseHelper.ImpulseSort(favorableList);
     for (int i = 0; i < favorableList.Count; i++)
     {//直接全部重新刷新
         int  index    = i;
         bool isUnlock = false;
         var  roleInfo = StaticData.configExcel.GetHallRoleByID(favorableList[i].NPCId);
         if (StaticData.playerInfoData.userInfo.SectionId >= roleInfo.UnlockChapter)
         {
             isUnlock = true;
         }
         //根据男主id 随机一句话
         //根据男主id 随机一句话
         NPCDialogue nPCDialogue = UIImpulseComponent.npcId.Find((f) =>
         {
             return(f.NPCID == favorableList[i].NPCId);
         });
         int ind = Random.Range(0, nPCDialogue.dialogue.Count);
         NpcItemList[i].Set(favorableList[i].NPCId, favorableList[i].headPortrait, favorableList[i].NPC2PlayerValue, favorableList[i].Player2NPCValue, favorableList[i].cardiacValue, ImpulseHelper.GetNPCDialogue(nPCDialogue.dialogue[ind]), isUnlock);
         NpcItemList[i].dateBtn.onClick.AddListener(() => OnClick(favorableList[index]));
     }
 }
Пример #5
0
    public override void Initial()
    {
        _nextStepBtn = transform.GetComponent <Button>();
        _nextStepBtn.onClick.RemoveAllListeners();
        _nextStepBtn.onClick.AddListener(ClickBtn);

        _oneScene             = transform.Find("One") as RectTransform;
        dialogueBoxBubble_one = transform.Find("DialogueBox_Bubble_One").GetComponent <DialogueBoxBubbleComponent>();

        _twoScene               = transform.Find("Two") as RectTransform;
        dialogueBoxBubble_two   = transform.Find("DialogueBox_Bubble_Two").GetComponent <DialogueBoxBubbleComponent>();
        dialogueBoxBubble_three = transform.Find("DialogueBox_Bubble_Three").GetComponent <DialogueBoxBubbleComponent>();

        nan_face1 = _twoScene.Find("nanzhu/nanzhu_1").GetComponent <Image>();
        nan_face2 = _twoScene.Find("nanzhu/nanzhu_2").GetComponent <Image>();
        nan_face3 = _twoScene.Find("nanzhu/nanzhu_3").GetComponent <Image>();
        nv_face1  = _twoScene.Find("nvzhu/nvzhu_1").GetComponent <Image>();
        nv_face2  = _twoScene.Find("nvzhu/nvzhu_2").GetComponent <Image>();
        nv_face3  = _twoScene.Find("nvzhu/nvzhu_3").GetComponent <Image>();
        nv_face   = _twoScene.Find("nvzhu/nvzhu_face").GetComponent <Image>();

        option1 = transform.Find("btns/option1").GetComponent <Button>();
        option2 = transform.Find("btns/option2").GetComponent <Button>();
        var data1 = ChapterTool.GetChapterData(15000038);
        var data2 = ChapterTool.GetChapterData(15000039);

        option1.transform.Find("Text").GetComponent <Text>().text = ChapterTool.GetDialogueString(data1);
        option2.transform.Find("Text").GetComponent <Text>().text = ChapterTool.GetDialogueString(data2);


        option1.onClick.AddListener(() =>
        {
            option1.gameObject.SetActive(false);
            option2.gameObject.SetActive(false);
            ImpulseHelper.OptionAddFavorable(15000038);
            SetNextIndex(2);
            dialogueBoxBubble_three.SetStartDialogueId(15000038);
            dialogueBoxBubble_three.Initial(() =>
            {
                dialogueBoxBubble_three.Close();
                NextStep();
            }, AfterThreeDialogue);
            dialogueBoxBubble_three.Show();
        });
        option2.onClick.AddListener(() =>
        {
            option1.gameObject.SetActive(false);
            option2.gameObject.SetActive(false);

            ImpulseHelper.OptionAddFavorable(15000039);
            SetNextIndex(3);
            dialogueBoxBubble_three.SetStartDialogueId(15000039);
            dialogueBoxBubble_three.Initial(() =>
            {
                dialogueBoxBubble_three.Close();
                NextStep();
            }, AfterThreeDialogue);
            dialogueBoxBubble_three.Show();
        });

        ClickBtn();
        base.Initial();
    }
Пример #6
0
    void GetUserInfo()
    {
        //获取玩家等级
        //level = StaticData.GetPlayerLevelAndCurrExp().level;
        _curVersionsMaxCount     = StaticData.configExcel.GetVertical().CurVersionsChapterMaxCount;
        this._mainMaxCount       = StaticData.configExcel.Section.Count;//做一章敬请期待
        this._OADMaxCount        = StaticData.configExcel.ExtraStory.Count;
        this._passChapterID      = StaticData.playerInfoData.userInfo.SectionId;
        this._unlockMaxChapterID = StaticData.playerInfoData.userInfo.UnlockSectionId;
        this.OADid.AddRange(StaticData.playerInfoData.userInfo.ExtraStory.Split(','));
        this.ADList = StaticData.playerInfoData.userInfo.AdvInfo;

        //localChapterID = PlayerPrefs.GetString("LocalChapterID");
        //localOADID = PlayerPrefs.GetString("LocalOADID");

        ShowOADinfoListCount.Clear();
        OADinfoList.Clear();
        foreach (var item in StaticData.configExcel.ExtraStory)
        {
            if (item.ExtraStoryId > StaticData.configExcel.GetVertical().CurVersionsOADMaxCount)
            {
                break;
            }
#if UNITY_EDITOR
            if (isTest)
            {
                if (!ShowOADinfoListCount.Contains(item))
                {
                    ShowOADinfoListCount.Add(item);
                }
            }
            else
            {
                if (item.PassChapterID <= _passChapterID)
                {
                    if (!ShowOADinfoListCount.Contains(item))
                    {
                        ShowOADinfoListCount.Add(item);
                    }
                }
            }
            if (!OADinfoList.Contains(item))
            {
                OADinfoList.Add(item);
            }
#else
            if (item.PassChapterID <= _passChapterID)
            {
                if (!ShowOADinfoListCount.Contains(item))
                {
                    ShowOADinfoListCount.Add(item);
                }
            }
            if (!OADinfoList.Contains(item))
            {
                OADinfoList.Add(item);
            }
#endif
        }
        ShowOADinfoListCount.Reverse();
        ChangeList(ShowOADinfoListCount.Count);
        //前端等级解锁
        int level        = StaticData.GetPlayerLevelByExp();
        int maxChapterID = 0;
        foreach (var item in StaticData.configExcel.Section)
        {
            if (item.SectionGrade <= level)
            {
                maxChapterID = item.SectionId;
                continue;
            }
            else
            {
                break;
            }
        }
        if (this._unlockMaxChapterID <= maxChapterID)
        {
            StaticData.playerInfoData.userInfo.UnlockSectionId = maxChapterID;
            this._unlockMaxChapterID = maxChapterID;
        }

        if (StaticData.playerInfoData.favorableData.Count <= 0)
        {
            ImpulseHelper.CacheFavorable();
        }
        else
        {
            Debug.Log("本地已缓存好感数据");
        }
    }