fix: refine turn completion and interaction flow

This commit is contained in:
2026-07-20 12:32:17 +09:00
parent 31e1396ac8
commit 3961282d82
4 changed files with 449 additions and 96 deletions

View File

@@ -1398,7 +1398,7 @@ type MapMenuAction = 'endTurn' | 'threat' | 'save' | 'load' | 'roster' | 'bond'
type EnemyAiBehavior = 'aggressive' | 'guard' | 'hold';
type BattleOutcome = 'victory' | 'defeat';
type SaveSlotMode = 'save' | 'load';
type TurnPromptMode = 'turn-end' | 'post-move' | 'load-confirm' | 'save-overwrite-confirm';
type TurnPromptMode = 'turn-end' | 'load-confirm' | 'save-overwrite-confirm';
const sideQuickTabDefinitions: ReadonlyArray<{
id: SideQuickTabId;
@@ -3531,6 +3531,7 @@ export class BattleScene extends Phaser.Scene {
private scenarioCombatAssetSettlementCount = 0;
private resumeBattleSaveSlot?: number;
private pendingDeploymentConfirmation = false;
private pendingDeploymentSignature?: string;
private turnNumber = 1;
private activeFaction: ActiveFaction = 'ally';
private selectedUnit?: UnitData;
@@ -3638,6 +3639,8 @@ export class BattleScene extends Phaser.Scene {
private resultSettlementTweens: Phaser.Tweens.Tween[] = [];
private resultSettlementTransientObjects: Phaser.GameObjects.GameObject[] = [];
private resultContinueButton?: ResultButtonView;
private resultContinueLockedUntil = 0;
private resultNavigationPending = false;
private resultCoreResonanceSummaryText?: Phaser.GameObjects.Text;
private resultFormationReviewObjects: Phaser.GameObjects.GameObject[] = [];
private resultFormationReviewVisible = false;
@@ -3735,6 +3738,7 @@ export class BattleScene extends Phaser.Scene {
this.scenarioCombatAssetLoadCompletedAt = undefined;
this.scenarioCombatAssetSettlementCount = 0;
this.pendingDeploymentConfirmation = false;
this.pendingDeploymentSignature = undefined;
this.rosterTab = 'ally';
this.rosterPage = 0;
this.bondPage = 0;
@@ -3934,7 +3938,10 @@ export class BattleScene extends Phaser.Scene {
this.keyboardBattleCursor = undefined;
this.updatePointerFeedback(pointer);
});
this.input.keyboard?.on('keydown-ENTER', () => {
this.input.keyboard?.on('keydown-ENTER', (event: KeyboardEvent) => {
if (event.repeat) {
return;
}
if (this.tacticalCommandCutInObjects.length > 0) {
return;
}
@@ -4223,8 +4230,15 @@ export class BattleScene extends Phaser.Scene {
this.scenarioCombatAssetSettlementCount += 1;
this.flushScenarioCombatAssetCallbacks();
if (this.pendingDeploymentConfirmation && this.phase === 'deployment') {
const deploymentUnchanged = this.pendingDeploymentSignature === this.deploymentSignature();
this.pendingDeploymentConfirmation = false;
this.confirmPreBattleDeployment();
this.pendingDeploymentSignature = undefined;
if (deploymentUnchanged) {
this.confirmPreBattleDeployment();
return;
}
this.deploymentNotice = '준비 중 배치가 바뀌었습니다. 현재 배치를 확인한 뒤 전투 시작을 다시 눌러주세요.';
this.renderDeploymentPanel();
}
}, watchdogMs, generation);
}, { watchdogMs });
@@ -7307,7 +7321,7 @@ export class BattleScene extends Phaser.Scene {
}
if (cursor.mode === 'move' && this.phase === 'moving') {
this.moveSelectedUnit(cursor.x, cursor.y);
void this.moveSelectedUnit(cursor.x, cursor.y);
return true;
}
if (this.phase !== 'targeting' || !cursor.targetId || !this.targetingAction) {
@@ -7343,6 +7357,10 @@ export class BattleScene extends Phaser.Scene {
return;
}
if (this.turnPromptMode) {
return;
}
const tutorialPath = this.firstBattleTutorialPath;
const tutorialStep = this.firstBattleTutorialStep;
const completingTutorialSelect = Boolean(
@@ -7385,7 +7403,7 @@ export class BattleScene extends Phaser.Scene {
}
if (this.phase === 'moving' && this.selectedUnit?.id === unit.id) {
this.moveSelectedUnit(unit.x, unit.y);
void this.moveSelectedUnit(unit.x, unit.y);
return;
}
@@ -7494,14 +7512,14 @@ export class BattleScene extends Phaser.Scene {
marker.on('pointerout', () => marker.setFillStyle(palette.blue, fillAlpha));
marker.on('pointerdown', (pointer: Phaser.Input.Pointer) => {
if (pointer.leftButtonDown()) {
this.moveSelectedUnit(x, y, pointer);
void this.moveSelectedUnit(x, y, pointer);
}
});
this.markers.push(marker);
});
}
private moveSelectedUnit(x: number, y: number, pointer?: Phaser.Input.Pointer) {
private async moveSelectedUnit(x: number, y: number, pointer?: Phaser.Input.Pointer) {
if (this.isFirstBattleTutorialActive()) {
const path = this.firstBattleTutorialPath!;
if (this.firstBattleTutorialStep !== 'move') {
@@ -7513,7 +7531,7 @@ export class BattleScene extends Phaser.Scene {
return;
}
}
if (!this.selectedUnit || !this.canMoveTo(this.selectedUnit, x, y)) {
if (this.phase !== 'moving' || !this.selectedUnit || !this.canMoveTo(this.selectedUnit, x, y)) {
return;
}
@@ -7530,7 +7548,7 @@ export class BattleScene extends Phaser.Scene {
const stayingInPlace = fromX === x && fromY === y;
unit.x = x;
unit.y = y;
this.phase = 'command';
this.phase = stayingInPlace ? 'command' : 'animating';
this.clearMarkers();
this.updateMiniMap();
this.refreshEnemyIntentForecast();
@@ -7550,18 +7568,14 @@ export class BattleScene extends Phaser.Scene {
const targetX = this.tileCenterX(x);
const targetY = this.tileCenterY(y);
if (!stayingInPlace) {
this.moveUnitView(unit, x, y, view, 260, fromX, fromY);
await this.moveUnitViewAsync(unit, x, y, view, 260, fromX, fromY);
if (this.battleOutcome || this.selectedUnit?.id !== unit.id || this.pendingMove?.unit.id !== unit.id) {
return;
}
this.phase = 'command';
}
const commandX = pointer?.x ?? targetX;
const commandY = pointer?.y ?? targetY;
const isFinalAlly = this.remainingAllyCount() === 1;
if (isFinalAlly) {
this.hideCommandMenu();
this.renderUnitDetail(unit, '마지막 장수 · 명령 또는 턴 종료');
this.showPostMoveTurnEndPrompt(unit, commandX, commandY);
return;
}
this.showCommandMenu(unit, commandX, commandY);
this.renderUnitDetail(unit, '명령 선택 · 우클릭은 이동 취소');
@@ -7572,41 +7586,6 @@ export class BattleScene extends Phaser.Scene {
}
}
private showPostMoveTurnEndPrompt(unit: UnitData, commandX = this.tileCenterX(unit.x), commandY = this.tileCenterY(unit.y)) {
this.hideCommandMenu();
this.showTurnEndPrompt(undefined, {
mode: 'post-move',
title: '마지막 장수 이동 완료',
body: this.pendingMove?.unit.id === unit.id
? `이동 결과 · ${this.moveIntentRiskCompactLine(this.pendingMove.intentRisk)}\n${this.enemyIntentTurnEndBody()}`
: this.enemyIntentTurnEndBody(),
primaryLabel: '대기 후 턴 종료',
secondaryLabel: '명령 선택',
primaryAction: () => {
if (this.phase !== 'command' || this.selectedUnit?.id !== unit.id || this.actedUnitIds.has(unit.id)) {
this.hideTurnEndPrompt();
return;
}
this.completeUnitAction(unit, 'wait');
if (this.activeFaction === 'ally' && !this.battleOutcome) {
this.endAllyTurn();
}
},
secondaryAction: () => {
if (this.phase !== 'command' || this.selectedUnit?.id !== unit.id || this.actedUnitIds.has(unit.id)) {
this.hideTurnEndPrompt();
return;
}
this.suppressNextLeftClick = true;
this.hideTurnEndPrompt();
this.showCommandMenu(unit, commandX, commandY);
this.renderUnitDetail(unit, '공격, 책략, 도구, 대기 중 하나를 선택하세요.\n우클릭하면 이동을 취소합니다.');
}
});
}
private canMoveTo(unit: UnitData, x: number, y: number) {
return this.reachableTiles(unit).some((tile) => tile.x === x && tile.y === y);
}
@@ -8386,7 +8365,14 @@ export class BattleScene extends Phaser.Scene {
roleBounds.push({ x: left, y: rowTop, width, height: roleRowHeight });
});
this.renderDeploymentButton(left, startButtonTop, width, '전투 시작', palette.gold, () => this.confirmPreBattleDeployment());
this.renderDeploymentButton(
left,
startButtonTop,
width,
this.pendingDeploymentConfirmation ? '전투 준비 중' : '전투 시작',
palette.gold,
() => this.confirmPreBattleDeployment()
);
this.renderDeploymentButton(
left,
restoreButtonTop,
@@ -8625,7 +8611,8 @@ export class BattleScene extends Phaser.Scene {
if (this.scenarioCombatAssetStatus !== 'ready' && this.scenarioCombatAssetStatus !== 'degraded') {
this.pendingDeploymentConfirmation = true;
this.deploymentNotice = '\uC804\uD22C \uB3D9\uC791\uC744 \uC900\uBE44\uD558\uACE0 \uC788\uC2B5\uB2C8\uB2E4. \uC900\uBE44\uAC00 \uB05D\uB098\uBA74 \uC790\uB3D9\uC73C\uB85C \uC804\uD22C\uB97C \uC2DC\uC791\uD569\uB2C8\uB2E4.';
this.pendingDeploymentSignature = this.deploymentSignature();
this.deploymentNotice = '전투 동작을 준비하고 있습니다. 배치를 바꾸면 준비 완료 후 현재 배치를 다시 확인합니다.';
this.renderDeploymentPanel();
this.ensureScenarioCombatAssets();
return;
@@ -8646,6 +8633,13 @@ export class BattleScene extends Phaser.Scene {
soundDirector.playSelect();
}
private deploymentSignature() {
return this.deploymentEligibleUnits()
.map((unit) => `${unit.id}:${unit.x},${unit.y}`)
.sort()
.join('|');
}
private updateDeploymentPointerFeedback(tile: { x: number; y: number }, force: boolean) {
const selected = this.deploymentSelectedUnit();
const occupant = this.unitAtTile(tile.x, tile.y);
@@ -11509,7 +11503,8 @@ export class BattleScene extends Phaser.Scene {
await this.presentCombatResult(result.counter);
}
await this.showCombatExchangeMapResults(result);
await this.delay(result.counter ? 220 : 160);
// Keep the result anchored on its unit long enough to read before auto-focusing the next ally.
await this.delay(620);
this.finishUnitAction(attacker, this.formatCombatResult(result), {
defeatedEnemyIds: result.defeated ? [result.defender.id] : []
});
@@ -11537,7 +11532,8 @@ export class BattleScene extends Phaser.Scene {
this.clearMarkers();
await this.presentSupportResult(result);
this.showSupportMapResult(result);
await this.delay(160);
// Keep the support result visible before the camera moves to the next actionable ally.
await this.delay(620);
this.finishUnitAction(user, this.formatSupportResult(result));
}
@@ -12686,6 +12682,8 @@ export class BattleScene extends Phaser.Scene {
this.hideBattleResult();
this.resultAnimationToken += 1;
this.resultGaugeAnimations = [];
this.resultContinueLockedUntil = 0;
this.resultNavigationPending = false;
const animationToken = this.resultAnimationToken;
const depth = 120;
@@ -12914,21 +12912,61 @@ export class BattleScene extends Phaser.Scene {
}
private handleResultContinue() {
if (this.resultNavigationPending) {
return;
}
soundDirector.playSelect();
if (this.resultSettlementStatus !== 'complete') {
this.completeResultSettlement(true);
this.resultContinueLockedUntil = this.time.now + 420;
const button = this.resultContinueButton;
if (button) {
button.background.disableInteractive();
button.background.setAlpha(0.72);
button.label.setAlpha(0.72);
this.time.delayedCall(420, () => {
if (!button.background.active || this.resultContinueButton !== button || this.resultNavigationPending) {
return;
}
button.background.setInteractive({ useHandCursor: true });
button.background.setAlpha(1);
button.label.setAlpha(1);
});
}
return;
}
if (this.time.now < this.resultContinueLockedUntil) {
return;
}
const { destination } = this.resultContinueRoute();
this.resultNavigationPending = true;
this.resultActionButtons.forEach((button) => {
button.background.disableInteractive();
button.background.setAlpha(0.72);
button.label.setAlpha(0.72);
});
const recoverNavigation = () => {
this.resultNavigationPending = false;
this.resultActionButtons.forEach((button) => {
if (!button.background.active) {
return;
}
button.background.setInteractive({ useHandCursor: true });
button.background.setAlpha(1);
button.label.setAlpha(1);
});
};
if (destination === 'victory-story') {
void startLazyScene(this, 'StoryScene', {
pages: firstBattleVictoryPages,
nextScene: 'CampScene'
});
}).catch(recoverNavigation);
return;
}
void startLazyScene(this, 'CampScene');
void startLazyScene(this, 'CampScene').catch(recoverNavigation);
}
private hideBattleResult() {
@@ -12957,6 +12995,8 @@ export class BattleScene extends Phaser.Scene {
this.resultSettlementSkipped = false;
this.resultSettlementProgress = 0;
this.resultContinueButton = undefined;
this.resultContinueLockedUntil = 0;
this.resultNavigationPending = false;
this.resultCoreResonanceSummaryText = undefined;
}
@@ -24111,6 +24151,21 @@ export class BattleScene extends Phaser.Scene {
this.hideTurnEndPrompt();
this.turnPromptMode = options.mode ?? 'turn-end';
const shade = this.add.rectangle(0, 0, this.scale.width, this.scale.height, 0x03070b, 0.46);
shade.setOrigin(0);
shade.setDepth(39);
shade.setInteractive();
shade.on(
'pointerdown',
(
_pointer: Phaser.Input.Pointer,
_localX: number,
_localY: number,
event?: { stopPropagation: () => void }
) => event?.stopPropagation()
);
this.turnPromptObjects.push(shade);
const width = this.battleUiLength(388);
const height = this.battleUiLength(162);
const left = this.layout.mapX + this.layout.mapWidth / 2 - width / 2;
@@ -24988,6 +25043,14 @@ export class BattleScene extends Phaser.Scene {
fontStyle: '700'
}));
if (this.activeFaction === 'ally' && !this.battleOutcome && this.remainingAllyCount() === 0) {
this.renderSituationTurnEndButton(
left + width - this.battleUiLength(92),
top,
this.battleUiLength(92)
);
}
this.renderSituationLine('현재 턴', `${this.turnNumber}턴 / ${factionLabels[this.activeFaction]}`, left, top + this.battleUiLength(32), width, battleFhdUiScale);
this.renderSituationLine('아군 행동', `${actedCount} / ${allyCount}`, left, top + this.battleUiLength(60), width, battleFhdUiScale);
this.renderSituationLine('남은 적', `${enemyCount}`, left, top + this.battleUiLength(88), width, battleFhdUiScale);
@@ -25015,6 +25078,38 @@ export class BattleScene extends Phaser.Scene {
this.playSidePanelTransition(transition);
}
private renderSituationTurnEndButton(x: number, y: number, width: number) {
const height = this.battleUiLength(24);
const button = this.trackSideObject(this.add.rectangle(x, y, width, height, 0x4a371d, 0.98));
button.setOrigin(0);
button.setDepth(32);
button.setStrokeStyle(this.battleUiLength(1), palette.gold, 0.9);
const text = this.trackSideObject(this.add.text(x + width / 2, y + height / 2, '턴 종료', {
fontFamily: '"Malgun Gothic", "Noto Sans KR", sans-serif',
fontSize: this.battleUiFontSize(11),
color: '#fff2b8',
fontStyle: '700'
}));
text.setOrigin(0.5);
text.setDepth(33);
const activate = () => {
if (this.activeFaction !== 'ally' || this.battleOutcome || this.remainingAllyCount() > 0) {
return;
}
this.suppressNextLeftClick = true;
soundDirector.playSelect();
this.showTurnEndPrompt();
};
[button, text].forEach((object) => {
object.setInteractive({ useHandCursor: true });
object.on('pointerdown', activate);
});
button.on('pointerover', () => button.setFillStyle(0x654c25, 0.99));
button.on('pointerout', () => button.setFillStyle(0x4a371d, 0.98));
}
private compactSituationMessage(message: string) {
return message
.split('\n')

View File

@@ -204,11 +204,16 @@ import {
import { clearCampaignBattleSavesForSlot } from '../state/battleSaveKeys';
import { releaseTextureSource } from '../render/loaderLifecycle';
import { palette } from '../ui/palette';
import { startLazyScene } from './lazyScenes';
import { startLazyScene, type LazySceneKey } from './lazyScenes';
const campLegacyCanvasWidth = 1280;
const campLegacyCanvasHeight = 720;
const campFhdUiScale = 1.5;
const campNoticeMinimumHoldMs = 2600;
const campNoticeMaximumHoldMs = 9000;
const campNoticeBaseHoldMs = 1800;
const campNoticeCharacterHoldMs = 55;
const campNoticeParagraphPauseMs = 500;
type CampTab = 'status' | 'dialogue' | 'visit' | 'supplies' | 'equipment' | 'progress';
@@ -11383,6 +11388,7 @@ export class CampScene extends Phaser.Scene {
private openSortieImprovementOnCreate = false;
private retrySortieBattleId?: BattleScenarioId;
private skipIntroStoryForSortie = false;
private navigationPending = false;
constructor() {
super('CampScene');
@@ -11398,6 +11404,7 @@ export class CampScene extends Phaser.Scene {
create() {
this.events.once(Phaser.Scenes.Events.SHUTDOWN, () => this.releaseOwnedCampTextures());
this.navigationPending = false;
this.contentObjects = [];
this.campRosterPage = 0;
this.campRosterLayout = undefined;
@@ -12958,11 +12965,8 @@ export class CampScene extends Phaser.Scene {
private saveCampToSlot(slot: number) {
soundDirector.playSelect();
const returnToSortiePrep = this.sortieObjects.length > 0;
this.sortieSwapUndoState = undefined;
this.sortiePinnedSwapCandidateUnitId = undefined;
this.sortieRecommendationUndoState = undefined;
this.closeSortieRecommendationBrowserState();
this.sortiePresetUndoState = undefined;
this.closeSortiePresetBrowserState();
this.hideCampSaveSlotPanel();
clearCampaignBattleSavesForSlot(slot);
@@ -13536,6 +13540,9 @@ export class CampScene extends Phaser.Scene {
}
private handleSortieEnterKey(event: KeyboardEvent) {
if (event.repeat || this.navigationPending) {
return;
}
if (
this.sortieObjects.length === 0 ||
this.victoryRewardObjects.length > 0 ||
@@ -19757,6 +19764,9 @@ export class CampScene extends Phaser.Scene {
}
private startVictoryStory() {
if (this.navigationPending) {
return;
}
const flow = this.currentSortieFlow();
if (flow.nextBattleId && !this.hasCurrentSortieOrderSelection()) {
this.sortiePrepStep = 'formation';
@@ -19785,7 +19795,7 @@ export class CampScene extends Phaser.Scene {
if (this.isFinalEpilogueFlow(flow) && this.campaign?.step === flow.campaignStep) {
this.hideSortiePrep();
void startLazyScene(this, 'EndingScene');
this.startCampNavigation('EndingScene');
return;
}
@@ -19796,16 +19806,14 @@ export class CampScene extends Phaser.Scene {
this.showCampNotice(flow.unavailableNotice ?? '현재 군영 정비를 먼저 마치세요. 대화, 보급, 편성을 점검할 수 있습니다.');
return;
}
markCampaignStep(flow.campaignStep);
this.campaign = getCampaignState();
void startLazyScene(this, 'StoryScene', {
this.startCampNavigationWithCampaignStep(flow.campaignStep, 'StoryScene', {
pages: flow.pages,
nextScene: flow.campaignStep === 'ending-complete' ? 'EndingScene' : 'CampScene'
});
return;
}
if (flow.pages.length > 0) {
void startLazyScene(this, 'StoryScene', {
this.startCampNavigation('StoryScene', {
pages: flow.pages,
nextScene: 'CampScene'
});
@@ -19823,7 +19831,6 @@ export class CampScene extends Phaser.Scene {
return;
}
markCampaignStep(flow.campaignStep);
const selectedSortieUnitIds = [...this.selectedSortieUnitIds];
const sortieFormationAssignments = { ...this.sortieFormationAssignments };
const sortieItemAssignments = this.cloneSortieItemAssignments(this.sortieItemAssignments);
@@ -19833,7 +19840,7 @@ export class CampScene extends Phaser.Scene {
: undefined;
const sortieRecommendation = this.currentSortieRecommendationSelection();
if (this.skipIntroStoryForSortie) {
void startLazyScene(this, 'BattleScene', {
this.startCampNavigationWithCampaignStep(flow.campaignStep, 'BattleScene', {
battleId: flow.nextBattleId,
selectedSortieUnitIds,
sortieFormationAssignments,
@@ -19845,7 +19852,7 @@ export class CampScene extends Phaser.Scene {
return;
}
void startLazyScene(this, 'StoryScene', {
this.startCampNavigationWithCampaignStep(flow.campaignStep, 'StoryScene', {
pages: flow.pages,
nextScene: 'BattleScene',
nextSceneData: {
@@ -19860,6 +19867,46 @@ export class CampScene extends Phaser.Scene {
});
}
private startCampNavigationWithCampaignStep(
step: CampaignStep,
key: LazySceneKey,
data?: Record<string, unknown>
) {
if (this.navigationPending) {
return;
}
const previousStep = getCampaignState().step;
markCampaignStep(step);
this.campaign = getCampaignState();
this.startCampNavigation(key, data, () => {
if (getCampaignState().step === step) {
markCampaignStep(previousStep);
}
this.campaign = getCampaignState();
});
}
private startCampNavigation(
key: LazySceneKey,
data?: Record<string, unknown>,
recoverState?: () => void
) {
if (this.navigationPending) {
return;
}
this.navigationPending = true;
void startLazyScene(this, key, data).catch((error: unknown) => {
this.navigationPending = false;
recoverState?.();
console.error(`[CampScene] ${key} 전환에 실패했습니다.`, error);
if (this.sys.isActive()) {
this.showCampNotice('다음 장면을 불러오지 못했습니다. 잠시 후 다시 시도하십시오.');
}
});
}
private isFinalEpilogueFlow(flow = this.currentSortieFlow()) {
return flow.campaignStep === 'ending-complete' && !flow.nextBattleId;
}
@@ -22881,8 +22928,7 @@ export class CampScene extends Phaser.Scene {
}
private showVisitReward(choice: CampVisitChoice) {
this.showCampNotice(`${choice.label} · ${this.visitRewardText(choice)}`);
this.time.delayedCall(120, () => this.showCampNotice(choice.response));
this.showCampNotice(`획득 내역 · ${choice.label} · ${this.visitRewardText(choice)}\n응답 · ${choice.response}`);
}
private visitRewardText(choice: CampVisitChoice) {
@@ -22919,8 +22965,7 @@ export class CampScene extends Phaser.Scene {
}
private showDialogueReward(dialogue: CampDialogue, choice: CampDialogueChoice, rewardExp: number) {
this.showCampNotice(`${choice.label} · 공명 +${rewardExp}`);
this.time.delayedCall(120, () => this.showCampNotice(choice.response));
this.showCampNotice(`획득 내역 · ${choice.label} · 공명 +${rewardExp}\n응답 · ${choice.response}`);
}
private showCampNotice(message: string) {
@@ -22928,10 +22973,8 @@ export class CampScene extends Phaser.Scene {
this.dialogueObjects.forEach((object) => object.active && object.destroy());
this.dialogueObjects = [];
const depth = this.sortieObjects.length > 0 ? 72 : 30;
const noticeWidth = Math.min(640, Math.max(360, message.length * 13));
const box = this.scaleLegacyCampUi(this.add.rectangle(campLegacyCanvasWidth / 2, 104, noticeWidth, 50, 0x101820, 0.96));
box.setStrokeStyle(2, palette.gold, 0.84);
box.setDepth(depth);
const longestLineLength = Math.max(...message.split('\n').map((line) => line.length));
const noticeWidth = Math.min(760, Math.max(420, longestLineLength * 13));
const text = this.scaleLegacyCampUi(this.add.text(campLegacyCanvasWidth / 2, 104, message, {
...this.textStyle(14, '#f2e3bf', true),
align: 'center',
@@ -22939,12 +22982,17 @@ export class CampScene extends Phaser.Scene {
}));
text.setOrigin(0.5);
text.setDepth(depth + 1);
text.setLineSpacing(5);
const noticeHeight = Math.max(56, text.height + 28);
const box = this.scaleLegacyCampUi(this.add.rectangle(campLegacyCanvasWidth / 2, 104, noticeWidth, noticeHeight, 0x101820, 0.96));
box.setStrokeStyle(2, palette.gold, 0.84);
box.setDepth(depth);
const noticeObjects: Phaser.GameObjects.GameObject[] = [box, text];
this.dialogueObjects = noticeObjects;
this.tweens.add({
targets: noticeObjects,
alpha: 0,
delay: 1300,
delay: this.campNoticeHoldDuration(message),
duration: 320,
onComplete: () => {
noticeObjects.forEach((object) => object.active && object.destroy());
@@ -22955,6 +23003,18 @@ export class CampScene extends Phaser.Scene {
});
}
private campNoticeHoldDuration(message: string) {
const readableCharacterCount = message.replace(/\s/g, '').length;
const paragraphCount = Math.max(1, message.split('\n').filter((line) => line.trim().length > 0).length);
return Phaser.Math.Clamp(
campNoticeBaseHoldMs +
readableCharacterCount * campNoticeCharacterHoldMs +
(paragraphCount - 1) * campNoticeParagraphPauseMs,
campNoticeMinimumHoldMs,
campNoticeMaximumHoldMs
);
}
private selectedUnit() {
return this.currentUnits().find((unit) => unit.id === this.selectedUnitId);
}