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Novice guidance and event management system in game development
2020-11-06 21:14:00 【Chen Guangwen】
Preface
At the end of game development , Most games will be connected to the novice guide function , Enhance the player's game experience , Not to let the player into the game, there is a sense of cold or at a loss . It is estimated that there are 100 ways for a hundred people to guide them , Next, I'm going to share how I use it , And with the discussion of some problems .
Teaching guidance
1. Focus with a simple mask .
This way can distract the player's attention , After all, there is a lot of content when you enter the game , But people's ability to accept is limited . You can decide whether there is a mask based on the configuration table settings 
2. Put guidance at the top , Screen touch events
This way is easier , It also avoids the guide error caused by the player's random point . But we can use the configuration table , Decide if this step is mandatory guidance , If not, you can not block the event . 
3. How to get the finger position
Through the configured interface node name , The control name gets the node directly .
Here we use the form of array to configure , It's reserved for drag and drop teaching . Let your fingers slide from one position to another .
setWidget() {
if (this.widget) {
return;
}
let parent = EngineHelper.findChild(this.className, UIManager.instance().getRoot())
if (parent) {
if (this.widgetName) {
if (this.widgetName == 'this') {
this.widget = parent;
} else {
this.widget = EngineHelper.findChild(this.widgetName, parent)
}
if (this.index >= 0) {
this.widget = this.widget.children[this.index]
if (this.index2 >= 0) {
this.widget = this.widget.children[this.index2]
}
}
} else {
this.widget = parent;
}
}
}
Then, the coordinates of the nodes are assigned to the fingers through transformation 
3. How to trigger a function .
Configure the nodes in the data table , Components , And function name
When the user clicks his finger , Call... Directly through code
trigger() {
if (this.widget) {
let comp = this.widget.getComponent(this.compName)
if (comp) {
comp[this.funcName]();
}else{
cc.warn(' comp is null ',this.compName)
}
}
}
Complete teaching data sheet 
Event manager
Various events may be triggered in the game , Teaching is just one of them , It's also possible to prompt , Set the node to hide , Assign a character to a point , wait . The event manager decides whether to turn on or not according to the specific conditions and judgment conditions .
The possible types are
Contrast type :
Compare the value passed in at trigger time with the demand value in the data sheet , Judge whether the first stage is tenable . If it is true to judge whether the additional conditions are true , If set up , So the event starts . Perform each step in the event table . The reason why two judgments are added here is for the sake of efficiency , When a type of event is triggered, only the event corresponding to that type is checked . 
4. Event handling
In the data table to configure each step to do things and parameters
The first column is the event execution sequence number , Unique identification . The second column is events ID, It's an index column , If you pass in 1 You're going to get directly a containing [1,2,3] Array of The third column is the setting of whether to archive or not , That is, where to archive , If it's online games , Which step tells the server that the event ends . The fourth column It's the type of operation ,
Organize all the functions through code . So , Teaching is just a small part of the event management system .
update() {
let item = this.event.getItemModel()
// cc.log('update ================= step ', this.step, ' this.eventID ', this.eventID)
switch (item.getOperateType()) {
case OperateType.OPEN_DIALOG:
break;
case OperateType.OPEN_GUIDE:
GuideManager.instance().start(item.getParam())
break;
case OperateType.OPEN_TIP:
TipController.instance().showTip(item.getParam(), () => {
this.event.next()
})
break;
case OperateType.IN_VISIBLE:
let list = item.getParam().split(':')
let parent = UIManager.instance().getRoot()
while (list.length > 0) {
let name = list.shift();
let node = EngineHelper.findChild(name, parent)
if (node) {
parent = node;
} else {
break;
}
}
cc.log(' list.length =========== ', list.length)
if (parent && list.length == 0) {
parent.active = false;
this.event.next()
}
break;
default:
this.emit(GameEventName.EVENT_UPDATE, item)
break;
}
}
According to your own defined processing type , Configure different parameters in the data table , Do different things in the code . It has been defualt Because some operations are not accessible to the manager . For example, the operation of the characters in the game , It should be about the emulator , So the emulator listens for events , And then according to the different Call different functions , Implement different logic .
5. When to check Events
The timing of event checking depends on the defined trigger type , When your conditions hold , Need to actively call the event manager checkEvent function , Input the corresponding trigger condition type , And a specific value . Here are a few examples .
-
After entering the interface, enter the start Active check in function

-
When the interface has been opened, receive the notification triggered by the event manager through the event .

-
When UI closed . For example, offline rewards may pop up when you first enter the hall , Check in, etc , Trigger when these interfaces are closed .

summary
The above is the event management system I use in game development , In theory, you can do whatever you want . The code has been submitted to the framework project . If you are interested, you can do your own research .
Welcome to scan code to pay attention to official account. 《 Smile game 》, Browse more .

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版权声明
本文为[Chen Guangwen]所创,转载请带上原文链接,感谢
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