觉醒时刻
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import User from "../../FrameWork/User/User";
import GameBaseScript from "../GameRoomRes/GameBaseScript";
import TaskManager, { MainTaskIdEnum } from "../JuQingChat/TaskManager";
import UserManager from "../Manager/UserManager";
import PrefabManage, { GameType } from "../PrefabManager/PrefabManage";
import GetAward from "../SCommon/GetAward";
import DHBase from "./DHBase";
const { ccclass, property } = cc._decorator;
@ccclass
export default class DH_3 extends DHBase {
chatConfig = [
{ effectUrl: 'DH/DH_3/sound/钱总,麻烦您签下合同。', delayTime: 2.25, str: '钱总,麻烦您签下合同。', posi: '-1' },
{ effectUrl: 'DH/DH_3/sound/亲爱的,他就是我前男友,你别租给他嘛', delayTime: 4.78, str: '亲爱的,他就是我前男友,你别租给他嘛', posi: 'qipao1' },
{ effectUrl: 'DH/DH_3/sound/柳梦,你够快的啊,不过这事和你没关系!', delayTime: 5.22, str: '柳梦,你够快的啊,不过这事和你没关系!', posi: '-1' },
{ effectUrl: 'DH/DH_3/sound/听小宝贝的,你走吧,别打扰我好事。', delayTime: 4.68, str: '听小宝贝的,你走吧,别打扰我好事。', posi: 'qipao2' },
]
@property(cc.Node)
liumeng: cc.Node = null;
start() {
this.scheduleOnce(() => {
PrefabManage.preloadPrefabByType(GameType.DH_4)
})
GameBaseScript.preLoadRemoteAudioByChatConfig(this.chatConfig);
super.start();
// let mainTaskInfo: any = TaskManager.getCurUnLockMainTaskInfo()
// let mainId = mainTaskInfo.Id
// if (mainId == MainTaskIdEnum.MainTask_205) {
// this.dialogIndex = 3;
// this.continueStory1();
// } else {
this.continueStory();
// }
// this.scheduleOnce(() => {
// PrefabManage.preloadPrefabByType(GameType.DH_39)
// })
}
// 继续剧情
continueStory() {
const dialogEvents = [
(func) => {
this.showClickDialog(this.chatConfig[this.dialogIndex++], func, () => {
});
},
(func) => {
this.liumeng.getComponent(sp.Skeleton).setAnimation(0, "入场", false)
this.liumeng.getComponent(sp.Skeleton).setCompleteListener(() => {
this.liumeng.getComponent(sp.Skeleton).setCompleteListener(null)
this.liumeng.getComponent(sp.Skeleton).setAnimation(0, "待机", true)
this.node.getChildByName("nameplate").active = true
func()
})
},
(func) => {
this.showQiPao(this.chatConfig[this.dialogIndex++], func, () => {
this.liumeng.getComponent(sp.Skeleton).setAnimation(0, "说话", true)
});
},
(func) => {
this.liumeng.getComponent(sp.Skeleton).setAnimation(0, "待机", true)
this.showClickDialog(this.chatConfig[this.dialogIndex++], func, () => {
});
},
(func) => {
this.showQiPao(this.chatConfig[this.dialogIndex++], func, () => {
});
},
]
const dialogCallFunc = (logEvents: any[]) => {
logEvents.shift()(() => {
if (logEvents.length > 0) {
dialogCallFunc(logEvents);
} else {
TaskManager.finishCurMainTask(MainTaskIdEnum.MainTask_305)
PrefabManage.showBlackGuoDu(() => {
PrefabManage.loadPrefabByType(GameType.CityPrefab)
TaskManager.setCurUnLockMainTaskInfo(MainTaskIdEnum.MainTask_306)
this.node.destroy()
}, () => {
})
}
});
}
dialogCallFunc(dialogEvents);
}
}