优化聊天气泡
This commit is contained in:
@@ -46,6 +46,52 @@ Game_Modify.CreateRoomData = {
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Type_2: 0
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};
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// ---------- 玩家信息/头像默认布局(供 02 转发壳 updatePlayerInfoUI 的默认实现使用)----------
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// 02_SubGame_Input.js 的 updatePlayerInfoUI 在【无 SubGameHooks 实现】时提供默认头像等 UI 渲染;
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// 转发壳不得引用 codes,故把默认实现所需布局放在此处(Game_Modify 下),与子游戏 codes 内
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// GameView.updatePlayerInfoUI 使用的布局逻辑保持一致。子游戏若自定义头像 UI,则用 hook 覆盖、此配置不生效。
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// POSITIONS[configIndex]:ind0=南(自己)/ind1=东/ind2=北/ind3=西;渲染精灵 346+ind 底框、376+ind 头像框、
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// 406+ind 昵称、436+ind 分数、116+ind 头像图、群组 43+ind。坐标基于设计分辨率 1280x720。
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Game_Modify.PLAYER_INFO_LAYOUT = {
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POSITIONS: {
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0: { FRAME_X: 6, FRAME_Y: 592, FRAME_WIDTH: 90, FRAME_HEIGHT: 115,
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AVATAR: { OFFSET_X: 5, OFFSET_Y: 5, WIDTH: 80, HEIGHT: 80,
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NAME_OFFSET_X: -400, NAME_OFFSET_Y: 888, SCORE_OFFSET_X: 0, SCORE_OFFSET_Y: 88 },
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NAME_CENTER_ALIGN: true },
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1: { FRAME_X: 1186, FRAME_Y: 85, FRAME_WIDTH: 90, FRAME_HEIGHT: 115,
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AVATAR: { OFFSET_X: 5, OFFSET_Y: 5, WIDTH: 80, HEIGHT: 80,
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NAME_OFFSET_X: 905, NAME_OFFSET_Y: -888, SCORE_OFFSET_X: 0, SCORE_OFFSET_Y: 88 },
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NAME_CENTER_ALIGN: true },
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2: { FRAME_X: 1006, FRAME_Y: 5, FRAME_WIDTH: 90, FRAME_HEIGHT: 115,
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AVATAR: { OFFSET_X: 5, OFFSET_Y: 5, WIDTH: 80, HEIGHT: 80,
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NAME_OFFSET_X: 905, NAME_OFFSET_Y: -888, SCORE_OFFSET_X: 0, SCORE_OFFSET_Y: 88 },
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NAME_CENTER_ALIGN: true },
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3: { FRAME_X: 7, FRAME_Y: 59, FRAME_WIDTH: 90, FRAME_HEIGHT: 115,
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AVATAR: { OFFSET_X: 5, OFFSET_Y: 5, WIDTH: 80, HEIGHT: 80,
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NAME_OFFSET_X: -605, NAME_OFFSET_Y: -888, SCORE_OFFSET_X: 0, SCORE_OFFSET_Y: 88 },
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NAME_CENTER_ALIGN: true }
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},
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TEXT_STYLE: { NAME_FONT_SIZE: 14, NAME_MAX_LENGTH: 6, SCORE_FONT_SIZE: 12, CHAR_WIDTH: 9 }
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};
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// ---------- 桌面聊天/语音气泡默认布局(供 02 转发壳 ShowChat/gameui_play_voice/gameui_stop_voice 使用)----------
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// 平台默认按固定显示位序取 Game_Config.Chat/Voice 的固定坐标(固定人数模式);此处提供可变人数版:
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// 按 updatePlayerInfoUI 的 configIndex(物理位) 定位,使气泡随人数(2/3/4)贴合各玩家。
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// 仅定义每个物理位(0南/1东/2北/3西)的气泡框左上角锚点 X/Y 与朝向 IS_LEFT;气泡内边距/字宽/显示时长等
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// 尺寸复用平台 Game_Config.Chat/Voice/Max(与人数无关)。精灵:聊天 背景552+ind/文字582+ind,
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// 语音 背景612+ind/内容642+ind。IS_LEFT=true 气泡向右展开(用 IMG_LEFT)、false 向左展开(用 IMG_RIGHT)。
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// 坐标基于 1280x720,锚点参考 PLAYER_INFO_LAYOUT 各位底框,可按实际界面微调。
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Game_Modify.BUBBLE_LAYOUT = {
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IMG_LEFT: 83, // 左向气泡背景图资源ID(气泡向右展开)
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IMG_RIGHT: 86, // 右向气泡背景图资源ID(气泡向左展开)
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POSITIONS: {
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0: { X: 100, Y: 540, IS_LEFT: true }, // 南(自己)
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1: { X: 1176, Y: 120, IS_LEFT: false }, // 东
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2: { X: 970, Y: 20, IS_LEFT: false }, // 北
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3: { X: 120, Y: 70, IS_LEFT: true } // 西
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}
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};
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// ---------- 接口转发壳(A 类:无 hook 即 no-op) ----------
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Game_Modify.utlmousedown = function (gameid, spid, downx, downy, no1, no2, no3, no4, no5, no6) {
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@@ -293,8 +293,210 @@ Game_Modify.getMaxPlayerCount = function (roomtype) {
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return (Game_Config.Max && Game_Config.Max.PlayerCnt) || 4;
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};
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// B 类:更新玩家信息 UI,无 hook 返回 false(让平台默认处理)
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// 内部辅助(非平台接口):把相对显示位序 relPos 映射为 { ind:精灵槽, configIndex:物理布局位 }。
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// 2/3 人时 ind≠configIndex;无效返回 null。updatePlayerInfoUI 与桌面气泡默认实现共用此映射,
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// 保证头像面板与聊天/语音气泡落在同一玩家位。
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Game_Modify._resolveDisplaySlot = function (relPos, playerCount) {
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var ind = -1, configIndex = -1;
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if (playerCount === 2) {
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if (relPos === 0) { ind = 0; configIndex = 0; }
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else if (relPos === 1) { ind = 1; configIndex = 2; }
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} else if (playerCount === 3) {
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if (relPos === 0) { ind = 0; configIndex = 0; }
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else if (relPos === 1) { ind = 1; configIndex = 1; }
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else if (relPos === 2) { ind = 2; configIndex = 3; }
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} else {
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if (relPos === 0) { ind = 0; configIndex = 0; }
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else if (relPos === 1) { ind = 1; configIndex = 1; }
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else if (relPos === 2) { ind = 2; configIndex = 2; }
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else if (relPos === 3) { ind = 3; configIndex = 3; }
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}
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if (ind === -1) return null;
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return { ind: ind, configIndex: configIndex };
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};
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// B 类:更新指定座位的玩家信息 UI(昵称/分数/头像)。
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// 有 hook 则委托子游戏;无 hook 时由本模板提供默认头像等 UI 的显示逻辑,其逻辑与子游戏
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// codes 内 GameView.updatePlayerInfoUI 保持一致,布局取自 Game_Modify.PLAYER_INFO_LAYOUT(见 01)。
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// 精灵操作一律经框架 SpriteManager(setPosition/setSize/setText/show|hideGroup),不直接调
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// set_self/set_group 等引擎原语;头像加载走平台 Func.up_imgurl(非精灵原语,SpriteManager 无对应能力)。
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// 不引用任何 codes 模块。平台 GameUI.updatePlayerInfoUI 会对每个座位逐一调用本接口,故按单座位渲染。
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Game_Modify.updatePlayerInfoUI = function (targetSeat) {
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if (window.SubGameHooks && SubGameHooks.updatePlayerInfoUI) return SubGameHooks.updatePlayerInfoUI(targetSeat);
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return false;
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// ---- 模板默认:与 GameView.updatePlayerInfoUI 一致的单座位渲染 ----
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if (typeof Desk === 'undefined' || typeof C_Player === 'undefined' || typeof SpriteManager === 'undefined') return false;
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var layout = Game_Modify.PLAYER_INFO_LAYOUT;
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if (!layout || !layout.POSITIONS) return false;
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if (!Desk.PlayerList || targetSeat < 0 || targetSeat >= Desk.PlayerList.length) return false;
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var selfSeat = (typeof C_Player.seat === 'number') ? C_Player.seat : 0;
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var playerCount = (Game_Config.Max && Game_Config.Max.PlayerCnt) || 4;
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var relPos = (targetSeat - selfSeat + playerCount) % playerCount;
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// 显示槽 ind 与布局位 configIndex(2/3 人时两者不同)
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var slot = Game_Modify._resolveDisplaySlot(relPos, playerCount);
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if (!slot) return false;
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var ind = slot.ind, configIndex = slot.configIndex;
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var player = Desk.PlayerList[targetSeat];
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// 空座位:隐藏该位玩家信息群组
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if (!player || !player.playerid || player.playerid === -1) {
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SpriteManager.hideGroup(43 + ind);
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return true;
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}
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var posConfig = layout.POSITIONS[configIndex];
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if (!posConfig) return false;
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// 底框(346+ind)
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if (posConfig.FRAME_X !== undefined) {
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SpriteManager.setPosition(346 + ind, posConfig.FRAME_X, posConfig.FRAME_Y);
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SpriteManager.setSize(346 + ind, posConfig.FRAME_WIDTH, posConfig.FRAME_HEIGHT);
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}
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// 头像框(376+ind):基于底框 + 相对偏移
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var avatarX = posConfig.FRAME_X + posConfig.AVATAR.OFFSET_X;
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var avatarY = posConfig.FRAME_Y + posConfig.AVATAR.OFFSET_Y;
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var avatarWidth = posConfig.AVATAR.WIDTH;
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var avatarHeight = posConfig.AVATAR.HEIGHT;
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var nameOffsetX = posConfig.AVATAR.NAME_OFFSET_X || 0;
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var nameOffsetY = posConfig.AVATAR.NAME_OFFSET_Y || 0;
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var scoreOffsetX = posConfig.AVATAR.SCORE_OFFSET_X || 0;
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var scoreOffsetY = posConfig.AVATAR.SCORE_OFFSET_Y || 0;
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SpriteManager.setPosition(376 + ind, avatarX, avatarY);
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SpriteManager.setSize(376 + ind, avatarWidth, avatarHeight);
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var textStyle = layout.TEXT_STYLE || {};
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var maxLen = textStyle.NAME_MAX_LENGTH || 8;
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var charWidth = textStyle.CHAR_WIDTH || 7;
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// 昵称(406+ind)
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var nickname = Func.subString(player.nickname || '', maxLen, true);
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SpriteManager.setText(406 + ind, nickname);
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var nameX = avatarX + nameOffsetX;
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if (posConfig.NAME_CENTER_ALIGN) {
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var textWidth = (typeof nickname.gblen === 'function') ? nickname.gblen() * charWidth : nickname.length * charWidth;
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nameX = avatarX + avatarWidth / 2 - textWidth / 2;
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}
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SpriteManager.setPosition(406 + ind, nameX, avatarY + nameOffsetY);
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// 分数(436+ind)
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var score = (typeof player.score === 'number') ? player.score : 0;
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SpriteManager.setText(436 + ind, score);
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var scoreX = avatarX + scoreOffsetX;
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if (posConfig.NAME_CENTER_ALIGN) {
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var scoreWidth = String(score).length * charWidth;
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scoreX = avatarX + avatarWidth / 2 - scoreWidth / 2;
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}
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SpriteManager.setPosition(436 + ind, scoreX, avatarY + scoreOffsetY);
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// 头像图(116+ind):Func.up_imgurl 为平台头像加载接口(非引擎精灵原语)
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if (player.avatar && typeof Func !== 'undefined' && typeof Func.up_imgurl === 'function') {
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Func.up_imgurl(116 + ind, player.avatar);
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}
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// 显示该座位玩家信息群组
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SpriteManager.showGroup(43 + ind);
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return true;
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};
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// 桌面文字聊天气泡:有 hook 委托子游戏;无 hook 时按【可变人数】默认渲染,使气泡贴合各玩家。
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// seat 为绝对座位;经 SpriteManager 操作精灵(背景552+ind/文字582+ind),位置取自 Game_Modify.BUBBLE_LAYOUT
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// 的物理位配置,尺寸(内边距/字宽/显示时长)复用 Game_Config.Chat/Max;不直接调引擎原语、不引用 codes。
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Game_Modify.ShowChat = function (seat, text) {
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if (window.SubGameHooks && SubGameHooks.ShowChat) return SubGameHooks.ShowChat(seat, text);
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GameUI.CloseChat();
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if (typeof Desk === 'undefined' || typeof C_Player === 'undefined' || typeof SpriteManager === 'undefined') return;
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var layout = Game_Modify.BUBBLE_LAYOUT;
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if (!layout || !layout.POSITIONS) return;
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var playerCount = (Game_Config.Max && Game_Config.Max.PlayerCnt) || 4;
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var relPos = (seat - C_Player.seat + playerCount) % playerCount;
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var slot = Game_Modify._resolveDisplaySlot(relPos, playerCount);
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if (!slot) return;
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var pos = layout.POSITIONS[slot.configIndex];
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if (!pos) return;
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var ind = slot.ind;
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text = String(text);
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var chat = Game_Config.Chat || {};
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var dis_x = (chat.ChatDis && chat.ChatDis[0]) || 0;
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var dis_y = (chat.ChatDis && chat.ChatDis[1]) || 0;
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var text_w = chat.textwidth || 14;
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var text_len = (typeof text.gblen === 'function') ? text.gblen() : text.length;
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var bgW = text_len * text_w + dis_x * 2;
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SpriteManager.setText(582 + ind, text);
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if (pos.IS_LEFT) {
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SpriteManager.setPosition(552 + ind, pos.X, pos.Y);
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SpriteManager.setPosition(582 + ind, pos.X + dis_x, pos.Y + dis_y);
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SpriteManager.setImage(552 + ind, layout.IMG_LEFT);
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} else {
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SpriteManager.setPosition(552 + ind, pos.X - bgW, pos.Y);
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SpriteManager.setPosition(582 + ind, pos.X - text_len * text_w - dis_x, pos.Y + dis_y);
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SpriteManager.setImage(552 + ind, layout.IMG_RIGHT);
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}
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SpriteManager.setWidth(552 + ind, bgW);
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SpriteManager.show(552 + ind);
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SpriteManager.show(582 + ind);
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// 自动隐藏:复用平台配置的显示时长(观感与固定人数版一致),按槽位去重定时器
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var dur = (Game_Config.Max && Game_Config.Max.ShowChat) || 3000;
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Game_Modify._chatHideTimers = Game_Modify._chatHideTimers || {};
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if (Game_Modify._chatHideTimers[ind]) { clearTimeout(Game_Modify._chatHideTimers[ind]); }
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Game_Modify._chatHideTimers[ind] = setTimeout(function () {
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SpriteManager.hide(552 + ind);
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SpriteManager.hide(582 + ind);
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Game_Modify._chatHideTimers[ind] = null;
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}, dur);
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};
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// 桌面语音气泡(播放):有 hook 委托子游戏;无 hook 时按【可变人数】默认渲染。
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// uiIndex 已是相对显示位序(relPos);经 SpriteManager 操作精灵(背景612+ind/内容642+ind),
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// 位置取自 Game_Modify.BUBBLE_LAYOUT,气泡宽度依据内容精灵当前宽度;尺寸复用 Game_Config.Voice。
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Game_Modify.gameui_play_voice = function (uiIndex) {
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if (window.SubGameHooks && SubGameHooks.gameui_play_voice) return SubGameHooks.gameui_play_voice(uiIndex);
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if (typeof SpriteManager === 'undefined') return;
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var layout = Game_Modify.BUBBLE_LAYOUT;
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if (!layout || !layout.POSITIONS) return;
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var playerCount = (Game_Config.Max && Game_Config.Max.PlayerCnt) || 4;
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var relPos = ((Number(uiIndex) % playerCount) + playerCount) % playerCount;
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var slot = Game_Modify._resolveDisplaySlot(relPos, playerCount);
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if (!slot) return;
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var pos = layout.POSITIONS[slot.configIndex];
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if (!pos) return;
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var ind = slot.ind;
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var voice = Game_Config.Voice || {};
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var dis_x = (voice.VoiceDis && voice.VoiceDis[0]) || 0;
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var dis_y = (voice.VoiceDis && voice.VoiceDis[1]) || 0;
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var contentSize = SpriteManager.getSize(642 + ind);
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var text_len = (contentSize && typeof contentSize.width === 'number') ? contentSize.width : 0;
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var bgW = text_len + dis_x * 2;
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if (pos.IS_LEFT) {
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SpriteManager.setPosition(612 + ind, pos.X, pos.Y);
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SpriteManager.setPosition(642 + ind, pos.X + dis_x, pos.Y + dis_y);
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SpriteManager.setImage(612 + ind, layout.IMG_LEFT);
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} else {
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SpriteManager.setPosition(612 + ind, pos.X - bgW, pos.Y);
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SpriteManager.setPosition(642 + ind, pos.X - text_len - dis_x, pos.Y + dis_y);
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SpriteManager.setImage(612 + ind, layout.IMG_RIGHT);
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}
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SpriteManager.setWidth(612 + ind, bgW);
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SpriteManager.show(612 + ind);
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SpriteManager.show(642 + ind);
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play_ani(1, 642 + ind, 43, 1, 3, 0, Game_Config.Voice.VoiceTime, 0, 0, 0, 0, 0, 0);
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};
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// 桌面语音气泡(停止):有 hook 委托子游戏;无 hook 时隐藏对应槽位的语音气泡。
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Game_Modify.gameui_stop_voice = function (uiIndex) {
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if (window.SubGameHooks && SubGameHooks.gameui_stop_voice) return SubGameHooks.gameui_stop_voice(uiIndex);
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if (typeof SpriteManager === 'undefined') return;
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var playerCount = (Game_Config.Max && Game_Config.Max.PlayerCnt) || 4;
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var relPos = ((Number(uiIndex) % playerCount) + playerCount) % playerCount;
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var slot = Game_Modify._resolveDisplaySlot(relPos, playerCount);
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if (!slot) return;
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var ind = slot.ind;
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SpriteManager.hide(612 + ind);
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SpriteManager.hide(642 + ind);
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};
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