咸鱼的反击
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import User from "../../FrameWork/User/User";
import Common5 from "../../Platform/th/Common5";
import GameBaseScript from "../GameRoomRes/GameBaseScript";
import TaskManager, { MainTaskIdEnum } from "../JuQingChat/TaskManager";
import UserManager from "../Manager/UserManager";
import NewGuideScript from "../NewGuide/NewGuideScript";
import PrefabManage, { GameType } from "../PrefabManager/PrefabManage";
import GetAward from "../SCommon/GetAward";
import DHBase from "./DHBase";
const { ccclass, property, disallowMultiple, menu } = cc._decorator;
@ccclass
@disallowMultiple()
@menu('对话剧情/DH_21')
export default class DH_21 extends DHBase {
chatConfig = [
{ effectUrl: 'DH/DH_21/sound/魏会长,我稍后会准备一份厚礼给陈小友赔礼道歉。', delayTime: 5.66, str: '魏会长,我稍后会准备一份厚礼给陈小友赔礼道歉。', posi: 'qipao3' },
{ effectUrl: 'DH/DH_21/sound/哼!就这样吧,别再让我看见你们仗势欺人。', delayTime: 4.35, str: '哼!就这样吧,别再让我看见你们仗势欺人。', posi: 'qipao1' },
{ effectUrl: 'DH/DH_21/sound/师傅,那等下他们准备的赔礼我给您送来。', delayTime: 3.52, str: '师傅,那等下他们准备的赔礼我给您送来。', posi: '-1' },
{ effectUrl: 'DH/DH_21/sound/给你的赔礼,你自己收着,我用不着。', delayTime: 4.61, str: '给你的赔礼,你自己收着,我用不着。', posi: 'qipao1' },
]
@property(sp.Skeleton)
nanzhu: sp.Skeleton = null
@property(sp.Skeleton)
liujiahao: sp.Skeleton = null
@property(sp.Skeleton)
liuhongfu: sp.Skeleton = null
@property(sp.Skeleton)
weihuizhang: sp.Skeleton = null
@property(cc.Node)
m_bg: cc.Node = null
@property(cc.Node)
MoveNodes: cc.Node = null
start() {
Common5.preLoadRemoteAudioByChatConfig(this.chatConfig);
super.start();
this.continueStory();
// this.scheduleOnce(() => {
// PrefabManage.preloadPrefabByType(GameType.DH_219)
// })
}
// 继续剧情
continueStory() {
this.scheduleOnce(() => {
PrefabManage.preloadPrefabByType(GameType.DH_20)
})
this.nanzhu.setAnimation(0, "男主", true)
// this.liujiahao.setAnimation(0, "豪待机", true)
this.liujiahao.setAnimation(0, "豪挨打跪下待机", true)
this.liuhongfu.setAnimation(0, "柳鸿福", true)
this.weihuizhang.setAnimation(0, "魏老待机2", true)
const dialogEvents = [
(func) => {
this.showQiPao(this.chatConfig[this.dialogIndex++], func, () => {
this.liuhongfu.setAnimation(0, "柳鸿福说话", true)
});
},
(func) => {
this.liuhongfu.setAnimation(0, "柳鸿福", true)
this.showQiPao(this.chatConfig[this.dialogIndex++], func, () => {
this.weihuizhang.setAnimation(0, "魏老说话2", true)
});
},
(func) => {
this.weihuizhang.setAnimation(0, "魏老待机2", true)
this.liujiahao.setAnimation(0, "豪待机", true)
cc.tween(this.liuhongfu.node)
.by(0.5, { position: cc.v3(-1000, 0, 0) })
.start()
cc.tween(this.liujiahao.node)
.sequence(
cc.tween().by(0.5, { position: cc.v3(-1000, 0, 0) }),
cc.tween().call(() => {
cc.tween(this.nanzhu.node)
.sequence(
cc.tween().by(0.5, { position: cc.v3(-120, -50, 0) }),
cc.tween().set({ scaleX: -1, position: cc.v3(61, this.nanzhu.node.position.y - 50, 0) }),
cc.tween().call(() => {
this.showClickDialog(this.chatConfig[this.dialogIndex++], func, () => {
this.nanzhu.setAnimation(0, "男主说话", true)
});
})
)
.start()
})
)
.start()
},
(func) => {
this.nanzhu.setAnimation(0, "男主", true)
this.showQiPao(this.chatConfig[this.dialogIndex++], func, () => {
this.weihuizhang.setAnimation(0, "魏老说话2", true)
});
},
]
const dialogCallFunc = (logEvents: any[]) => {
logEvents.shift()(() => {
if (logEvents.length > 0) {
dialogCallFunc(logEvents);
} else {
this.weihuizhang.setAnimation(0, "魏老待机2", true)
TaskManager.finishCurMainTask(MainTaskIdEnum.MainTask_521)
TaskManager.setCurTask(MainTaskIdEnum.MainTask_522)
PrefabManage.showBlackGuoDu(() => {
this.node.removeFromParent()
this.node.destroy()
PrefabManage.loadPrefabByType(GameType.MainHall)
})
// PrefabManage.loadPrefabByType(GameType.GetAward, null, (prefabNode) => {
// let goods = [{ goodId: 1733, goodNum: 1 }];
// prefabNode.getComponent(GetAward).initView(goods, () => {
// // TaskManager.finishCurMainTask(MainTaskIdEnum.MainTask_530)
// // User.setRoomGoodStatus("DH_219")
// // UserManager.clearAndaddStructureFlash("cf_FengRenYuan")
// });
// });
// TaskManager.finishCurMainTask(MainTaskIdEnum.MainTask_202)
// TaskManager.setCurUnLockMainTaskInfo(MainTaskIdEnum.MainTask_203)
// this.node.destroy()
}
});
}
dialogCallFunc(dialogEvents);
}
guideView(nodeArray, opacity = -1) {
PrefabManage.loadPrefabByType(GameType.GuideMskNode, this.node, (prefab) => {
// prefab.zIndex = 199
let guideNodeArray = nodeArray
let firstNode = guideNodeArray.shift()
prefab.getComponent(NewGuideScript).setBindNode(firstNode, guideNodeArray)
if (opacity != -1) {
prefab.getComponent(NewGuideScript).setOpacityMaskNode(opacity)
}
})
}
runBg(time, scale, endnode, callFunc) {
cc.tween(this.m_bg)
.to(time, { scale: scale })
.start()
cc.tween(this.m_bg)
.sequence(
cc.tween().to(time, { position: cc.v2(-endnode.position.x * scale, -endnode.position.y * scale) }),
cc.tween().call(() => {
callFunc()
})
)
.start()
}
}