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各种弹出ui的设计

sanyueqi1 7 luni în urmă
părinte
comite
9e02a2ab2e
100 a modificat fișierele cu 7493 adăugiri și 750 ștergeri
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+ 88 - 0
AvatarTestScene.md

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+# 头像测试场景设置指南
+
+## 创建测试场景
+
+1. 在 Cocos Creator 中,创建一个新场景,命名为 `AvatarTestScene`
+2. 保存到 `assets/Scenes/` 目录
+
+## 场景层级结构
+
+构建以下节点层级:
+
+```
+Canvas
+├── StatusLabel       (Label组件:显示状态信息)
+├── AvatarContainer   (含Layout组件:网格或水平布局)
+│   └── AvatarTemplate (模板节点:包含头像和标签)
+│       ├── Sprite    (头像显示组件)
+│       └── Label     (头像标签,显示ID和状态)
+└── Controller        (添加AvatarShowcase组件)
+```
+
+## 详细设置步骤
+
+### 1. 创建基本节点
+
+- 创建 Canvas 节点(场景自带)
+- 添加 StatusLabel 节点,添加 Label 组件
+- 添加 AvatarContainer 节点,添加 Layout 组件
+- 添加 Controller 节点,将用于挂载控制脚本
+
+### 2. 设置 Layout 组件
+
+在 AvatarContainer 节点上:
+- Type: Grid 或 Horizontal
+- ResizeMode: Container
+- 设置适当的间距 (padding、spacing)
+
+### 3. 创建头像模板
+
+- 在 AvatarContainer 下创建 AvatarTemplate 节点
+- 添加 Sprite 组件(用于显示头像)
+- 添加一个子节点,使用 Label 组件显示信息
+- **注意**:保持模板节点可见(在运行时会被隐藏)
+
+### 4. 设置 AvatarShowcase 组件
+
+将 AvatarShowcase.ts 脚本添加到 Controller 节点,并设置:
+
+- avatarContainer: 拖拽 AvatarContainer 节点
+- avatarTemplate: 拖拽 AvatarTemplate 节点
+- statusLabel: 拖拽 StatusLabel 节点
+- characterIds: 设置角色ID数组 [1, 3, 5, 7]
+  - **重要**: 在属性检查器中点击 "+" 按钮添加元素,然后设置每个值
+  - 无法直接粘贴数组,必须单独添加每个元素
+- avatarVariant: 设置为 5 (对应 avatar_X.5)
+- autoRefresh: 可选开启自动刷新
+- refreshInterval: 如果启用自动刷新,设置间隔秒数
+
+## 运行测试
+
+运行场景后,AvatarShowcase 将自动:
+
+1. 隐藏模板节点
+2. 为每个指定的角色ID创建一个头像节点
+3. 尝试加载主要路径的头像
+4. 如果主要路径失败,尝试备用路径
+5. 显示加载状态和结果
+
+## 故障排除
+
+如果头像显示不出来,检查:
+
+1. 控制台输出,查看具体的加载错误
+2. 资源路径是否正确 (avatars/X/avatar_X.5)
+3. 资源文件是否存在于相应的目录
+4. Sprite 组件是否正确引用
+
+### 常见错误解决方案
+
+- **数组类型错误**: 确保在import时引入了CCInteger,并在属性定义中使用 `type: [CCInteger]`
+- **找不到资源**: 检查resources文件夹结构是否正确,文件名是否匹配
+- **模板节点问题**: 确保模板节点上有Sprite组件,子节点上有Label组件
+
+## 优化选项
+
+- 调整 Layout 组件参数改变排列方式
+- 修改 AvatarShowcase.ts 中的 characterIds 测试不同角色
+- 修改 avatarVariant 属性测试不同的头像变体(如 avatar_X.1 至 avatar_X.5) 

+ 87 - 0
PhoneUISetupGuide.md

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+# 电话UI设置指南(简化版)
+
+本指南将帮助您在场景中设置可交互的电话UI,点击电话后会显示对话框。
+
+## 场景结构
+
+```
+Scene
+├── Canvas
+│   ├── PhoneUI (含PhoneManager组件)
+│   │   ├── Background
+│   │   └── CloseButton (含Button组件)
+│   └── DialoguePanel (含DialogueManager组件) 
+└── Phone (场景中的电话物体,含PhoneTrigger组件)
+```
+
+## 准备工作
+
+1. 导入电话贴图到项目中
+2. 准建电话UI背景贴图和关闭按钮贴图
+
+## 详细设置步骤
+
+### 1. 场景中的电话物体设置
+
+1. 在场景中创建一个Sprite节点,命名为"Phone"
+2. 将电话贴图设置为该节点的SpriteFrame
+3. 添加PhoneTrigger组件到该节点
+
+### 2. 电话UI面板设置
+
+1. 在Canvas下创建一个Node节点,命名为"PhoneUI"
+2. 添加PhoneManager组件到该节点
+3. 创建以下子节点结构:
+   - Background: 电话UI背景
+   - CloseButton: 关闭按钮,添加Button组件
+
+### 3. 配置PhoneManager组件
+
+1. 将PhoneUI节点拖拽到PhoneManager的phonePanel属性
+2. 将CloseButton拖拽到PhoneManager的closeButton属性
+3. 将场景中的DialogueManager拖拽到dialogueManager属性
+4. 设置phoneDialogue属性为您想显示的电话对话内容
+5. 设置emotionType属性为对话的表情类型
+
+### 4. 配置PhoneTrigger组件
+
+1. 找到场景中的Phone节点上的PhoneTrigger组件
+2. 将PhoneUI节点上的PhoneManager组件拖拽到phoneManager属性
+
+### 5. 创建电话动画(可选)
+
+1. 添加Animation组件到PhoneUI节点
+2. 创建以下动画剪辑:
+   - phone_open: 电话UI打开动画
+   - phone_close: 电话UI关闭动画
+
+## 使用方法
+
+1. 运行场景,点击场景中的电话物体
+2. 电话UI界面会弹出
+3. 同时显示对话框,使用的是与人物对话相同的对话框样式
+4. 点击关闭按钮关闭电话UI
+
+## 调试提示
+
+如果电话UI不显示或对话不显示,请检查:
+
+1. 控制台是否有错误信息
+2. PhoneManager和PhoneTrigger组件的引用是否正确设置
+3. 电话物体是否能够正确接收点击事件
+4. 对话管理器是否正确配置
+
+## 自定义电话对话
+
+您可以通过修改PhoneManager组件上的phoneDialogue属性来自定义电话对话内容。您也可以通过代码动态设置对话内容:
+
+```typescript
+// 获取PhoneManager组件
+const phoneManager = this.getComponent(PhoneManager);
+
+// 设置新的对话内容
+phoneManager.phoneDialogue = "这是新的电话对话内容";
+
+// 设置对话表情
+phoneManager.emotionType = "happy"; // 或其他表情类型
+``` 

+ 59 - 0
README.md

@@ -0,0 +1,59 @@
+# FakeHuman - Avatar Loading Documentation
+
+## 角色头像加载
+
+本项目使用 Cocos Creator 加载并显示角色头像。头像文件存储在 `assets/resources` 目录下,有以下几种格式:
+
+### 头像文件路径格式
+
+1. 主要格式(通行证头像):
+   ```
+   assets/resources/avatars/{characterId}/avatar_{characterId}.{variant}.png
+   ```
+   
+   例如:`avatars/1/avatar_1.5.png`
+   
+   其中:
+   - `{characterId}` 是角色ID(数字)
+   - `{variant}` 是头像变体(1-5)
+
+2. 备选格式(用于不同情况):
+   - `assets/resources/0{characterId}/{characterId}.png` - 人物资源路径
+   - `assets/resources/avatars/{characterId}/{characterId}.png` - 简化头像路径
+   - `assets/resources/avatars/{characterId}.png` - 直接ID路径
+   - `assets/resources/{characterId}.png` - 根资源路径
+
+### 重要说明
+
+1. **资源加载路径**:使用 `resources.load()` 加载资源时,**不需要包含** `.png` 后缀和 `assets/resources/` 前缀
+   ```typescript
+   // 正确方式
+   resources.load(`avatars/1/avatar_1.5`, SpriteFrame, callback);
+   
+   // 错误方式
+   resources.load(`assets/resources/avatars/1/avatar_1.5.png`, SpriteFrame, callback);
+   ```
+
+2. **路径尝试顺序**:如果主要路径加载失败,系统会自动尝试备选路径格式
+
+## 相关组件
+
+1. **PassCardManager**: 通行证管理器,负责显示角色通行证和头像
+2. **SimpleAvatarTest**: 测试工具,用于测试和诊断头像加载问题
+3. **QuestionAnswerManager**: 问答管理器,处理显示通行证的交互逻辑
+
+## 排查头像加载问题
+
+如果头像无法正常显示,请检查:
+
+1. 确认资源文件存在并位于正确的目录
+2. 检查控制台日志中的路径加载错误
+3. 使用 SimpleAvatarTest 组件测试不同的加载路径
+4. 确认 characterId 参数正确传递给 PassCardManager
+
+## 调试工具
+
+项目提供了 SimpleAvatarTest 脚本,可以:
+- 测试多种可能的头像路径格式
+- 显示所有成功加载的路径
+- 自动在成功的头像之间切换显示 

+ 71 - 0
SimpleCharacterView.md

@@ -0,0 +1,71 @@
+# SimpleCharacterView 测试场景设置指南
+
+## 场景创建
+
+1. 在 Cocos Creator 中,创建一个新场景,命名为 `SimpleCharacterTestScene`
+2. 保存到 `assets/Scenes/` 目录
+
+## 场景结构
+
+构建以下节点层级:
+
+```
+Canvas
+├── StatusLabel        (Label组件)
+├── Character1         (含Sprite组件)
+├── Character2         (含Sprite组件)
+├── Character3         (含Sprite组件)
+├── Character4         (含Sprite组件)
+└── Controller         (添加SimpleCharacterView组件)
+```
+
+## 详细设置步骤
+
+### 1. 创建基本节点
+
+- 创建 Canvas 节点(场景自带)
+- 添加 StatusLabel 节点,添加 Label 组件
+- 添加 4个角色节点(Character1-4),每个添加 Sprite 组件
+- 添加 Controller 节点,用于挂载脚本
+
+### 2. 设置 Sprite 组件
+
+对于每个角色节点:
+- 添加 Sprite 组件
+- 可以将尺寸设置为合适大小,如 200x200
+- 排列节点位置,让它们均匀分布在画面上
+
+### 3. 设置 SimpleCharacterView 组件
+
+将 SimpleCharacterView.ts 脚本添加到 Controller 节点,并设置:
+
+- avatarSprite1-4: 拖拽对应的4个Sprite组件
+- statusLabel: 拖拽StatusLabel的Label组件
+- 设置角色ID:
+  - characterId1: 1
+  - characterId2: 3
+  - characterId3: 5
+  - characterId4: 7
+- avatarVariant: 5 (对应 avatar_X.5)
+
+## 运行测试
+
+运行场景后,SimpleCharacterView 将自动:
+
+1. 尝试为每个指定的角色ID加载头像
+2. 如果主要路径失败,尝试备用路径
+3. 在状态标签中显示加载进度
+4. 在控制台输出详细的加载信息
+
+## 故障排除
+
+如果头像显示不出来,检查:
+
+1. 控制台日志,查看具体的加载错误
+2. 资源路径是否正确 (avatars/X/avatar_X.5)
+3. 资源文件是否存在于相应的目录
+4. Sprite 组件是否正确引用
+
+## 优点
+
+这个简化的实现完全避免了数组类型属性,直接使用4个独立的Sprite和ID设置,解决了Cocos Creator 3.8.6中数组类型引起的错误问题。 

+ 6 - 3
assets/Data/测试关卡1.json

@@ -11,15 +11,18 @@
       "qaPairs": [
         {
           "question": "你是谁?",
-          "answer": "我是新来的,刚搬到这个小区,很高兴认识你!"
+          "answer": "我是新来的,刚搬到这个小区,很高兴认识你!",
+          "emotion": "happy"
         },
         {
           "question": "你知道这里最近发生了什么事吗?",
-          "answer": "我听说这里最近有些奇怪的事情,但我也是刚来,不太清楚具体情况。"
+          "answer": "我听说这里最近有些奇怪的事情,但我也是刚来,不太清楚具体情况。",
+          "emotion": "confused"
         },
         {
           "question": "你昨晚在哪里?",
-          "answer": "昨晚我在家里整理行李,搬家很累,所以早早就休息了。"
+          "answer": "昨晚我在家里整理行李,搬家很累,所以早早就休息了。",
+          "emotion": "normal"
         }
       ]
     },

+ 9 - 0
assets/MainUI/PassUI.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.2.0",
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Fișier diff suprimat deoarece este prea mare
+ 212 - 368
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+ 1 - 1
assets/Scenes/PassScene.scene.meta → assets/Scenes/SimpleCharacterTestScene.scene.meta

@@ -2,7 +2,7 @@
   "ver": "1.1.50",
   "importer": "scene",
   "imported": true,
-  "uuid": "384e0914-ca9c-4b4f-9811-491e3e6b5a1b",
+  "uuid": "34280bc0-39e4-4cff-8b4d-6123d5fa9d4c",
   "files": [
     ".json"
   ],

+ 9 - 0
assets/docs.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.2.0",
+  "importer": "directory",
+  "imported": true,
+  "uuid": "79107ec3-e4d0-40d3-b4ac-34619fe982c5",
+  "files": [],
+  "subMetas": {},
+  "userData": {}
+}

+ 92 - 0
assets/docs/LieDetectorUI_Setup_Guide.md

@@ -0,0 +1,92 @@
+# 测谎仪UI系统设置指南
+
+这个指南将帮助你在游戏中实现测谎仪UI系统。
+
+## 系统概述
+
+测谎仪UI系统包含两个主要组件:
+1. **LieDetectorManager**: 控制测谎仪UI面板的显示/隐藏,处理测谎功能
+2. **LieDetectorTrigger**: 处理点击测谎仪图片的事件
+
+## 设置步骤
+
+### 1. 准备资源
+
+1. 准备以下图片资源并放入 `assets/resources` 目录下:
+   - 测谎仪背景图片
+   - 红色测谎按钮图片
+   - "真"结果图片 (默认路径: `ui/liedetector/true_result.png`)
+   - "假"结果图片 (默认路径: `ui/liedetector/false_result.png`)
+   - 关闭按钮图片
+
+   > 注意: 资源必须位于 `resources` 目录或其子目录下才能通过 `resources.load()` 加载。
+
+### 2. 创建测谎仪UI面板
+
+1. 在Hierarchy中创建一个新的Canvas节点(如果还没有)
+2. 在Canvas下创建一个名为"LieDetectorPanel"的Node节点
+3. 设置LieDetectorPanel的位置和大小,通常是全屏或居中的面板
+4. 添加以下子节点:
+   - **Background**: 添加Sprite组件,使用测谎仪背景图片
+   - **TestButton**: 添加Button组件,使用红色测谎按钮图片
+   - **ResultDisplay**: 添加Sprite组件,用于显示测谎结果图片
+   - **CloseButton**: 添加Button组件,设置为关闭按钮
+
+### 3. 添加LieDetectorManager组件
+
+1. 选择你的Canvas或游戏管理器节点
+2. 添加LieDetectorManager组件(Component -> Add Component -> LieDetectorManager)
+3. 在Inspector中设置:
+   - **Detector Panel**: 拖放LieDetectorPanel节点
+   - **Close Button**: 拖放CloseButton节点
+   - **Test Button**: 拖放TestButton节点
+   - **Result Display**: 拖放ResultDisplay节点
+   - **Game Flow Manager**: 拖放有GameFlowManager组件的节点
+   - **Data Manager**: 拖放有DataManager组件的节点
+
+4. 设置结果图片(两种方式):
+   - **方式1 - 直接拖放**:
+     - **True Result Image**: 拖放"真"结果的SpriteFrame资源
+     - **Fake Result Image**: 拖放"假"结果的SpriteFrame资源
+   - **方式2 - 使用资源路径**:
+     - **True Result Path**: 设置"真"结果图片的资源路径,如 `ui/liedetector/true_result`
+     - **Fake Result Path**: 设置"假"结果图片的资源路径,如 `ui/liedetector/false_result`
+
+### 4. 设置测谎仪触发器
+
+1. 找到你想要作为点击目标的测谎仪图片节点
+2. 添加LieDetectorTrigger组件(Component -> Add Component -> LieDetectorTrigger)
+3. 在Inspector中设置:
+   - **Detector Manager**: 拖放有LieDetectorManager组件的节点
+
+## 工作原理
+
+1. 当玩家点击场景中的测谎仪物体时,会触发LieDetectorTrigger组件
+2. LieDetectorTrigger调用LieDetectorManager的showDetectorPanel方法,显示测谎仪UI面板
+3. 当玩家点击红色测谎按钮时,LieDetectorManager会检查当前角色是否为真人:
+   - 如果是真人,将显示"真"结果图片
+   - 如果是伪人,将显示"假"结果图片
+4. 点击关闭按钮可以隐藏测谎仪UI面板
+
+## 资源加载问题解决
+
+如果遇到资源加载错误,请尝试以下解决方法:
+
+1. **检查资源路径**:
+   - 确保资源文件放在正确的路径下(如 `assets/resources/ui/liedetector/true_result.png`)
+   - 加载时不需要包含 `.png` 扩展名和 `assets/resources/` 前缀
+
+2. **刷新资源**:
+   - 在编辑器的资源管理器中右键点击资源文件夹,选择"刷新"
+   - 重启编辑器,让其重新扫描资源
+
+3. **使用直接引用**:
+   - 如果通过路径加载有问题,可以在编辑器中直接将SpriteFrame资源拖放到组件的属性字段中
+
+## 常见问题
+
+1. **如果点击事件没有触发**: 确保测谎仪图片节点添加了BoxCollider2D组件
+2. **如果测谎结果不显示**: 检查GameFlowManager和DataManager是否正确配置
+3. **如果关闭按钮不起作用**: 检查是否正确设置了Button组件和引用
+4. **如果测谎仪面板不显示**: 检查LieDetectorPanel节点是否正确引用,以及其active状态
+5. **如果结果图片不显示**: 检查结果图片是否正确加载,可以在控制台查看相关日志 

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+# 名单UI系统设置指南
+
+这个指南将帮助你在游戏中实现名单UI系统,包括未来添加学生头像的功能。
+
+## 系统概述
+
+名单UI系统包含两个主要组件:
+1. **RosterManager**: 控制名单UI面板的显示/隐藏,管理学生头像显示
+2. **RosterTrigger**: 处理点击名单图片的事件
+
+## 设置步骤
+
+### 1. 创建名单UI面板
+
+1. 在Hierarchy中创建一个新的Canvas节点(如果还没有)
+2. 在Canvas下创建一个名为"RosterPanel"的Node节点
+3. 设置RosterPanel的位置和大小,通常是全屏或居中的面板
+4. 添加以下子节点:
+   - **Background**: 添加Sprite组件,使用你的名单底图
+   - **CloseButton**: 添加Button组件,设置为关闭按钮
+   - **AvatarContainer**: (可选) 创建一个节点用于未来放置头像
+
+### 2. 添加RosterManager组件
+
+1. 选择你的Canvas或游戏管理器节点
+2. 添加RosterManager组件(Component -> Add Component -> RosterManager)
+3. 在Inspector中设置:
+   - **Roster Panel**: 拖放RosterPanel节点
+   - **Close Button**: 拖放CloseButton节点
+   - **Roster Animation**: (可选)如果你有动画,拖放Animation组件
+   - **Avatar Container**: (可选)拖放AvatarContainer节点
+   - **Avatar Resource Path**: (可选)设置头像资源的路径,默认为"avatars/"
+
+### 3. 设置名单触发器
+
+1. 找到你想要作为点击目标的名单图片节点
+2. 添加RosterTrigger组件(Component -> Add Component -> RosterTrigger)
+3. 在Inspector中设置:
+   - **Roster Manager**: 拖放有RosterManager组件的节点
+
+## 头像功能设置 (未来功能)
+
+### 1. 准备头像资源
+
+1. 将所有头像图片放在 resources/avatars/ 目录下
+2. 命名格式应为: avatar_{ID}.png,如 avatar_1.png, avatar_2.png 等
+
+### 2. 设置头像槽位
+
+1. 在AvatarContainer下创建多个Sprite节点,每个作为一个头像槽位
+2. 为每个槽位节点指定唯一名称,如 "slot1", "slot2" 等
+3. 每个槽位应包含一个Sprite组件
+
+### 3. 通过代码加载头像
+
+以下是在游戏逻辑中加载头像的示例:
+
+```typescript
+// 预加载多个头像
+const rosterManager = this.getComponent(RosterManager);
+rosterManager.preloadAvatars(['1', '2', '3']);
+
+// 显示特定头像到特定槽位
+rosterManager.showAvatar('slot1', '1'); // 将avatar_1.png显示到slot1位置
+```
+
+## 常见问题
+
+1. **如果点击事件没有触发**: 确保名单图片节点添加了BoxCollider2D组件
+2. **如果关闭按钮不起作用**: 检查是否正确设置了Button组件和引用
+3. **如果名单面板不显示**: 检查RosterPanel节点是否正确引用,以及其active状态
+4. **如果头像不显示**: 
+   - 检查资源路径是否正确
+   - 确保AvatarContainer和槽位节点已正确设置
+   - 检查头像文件名格式是否符合要求 

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