// --------------------------------------------------------------------
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// @author: xxx@syg.com(必填, 创建模块的人员)
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// @description:
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// 这里是描述这个窗体的作用的
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// <br/>Create: 2019-02-20 19:12:47
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// --------------------------------------------------------------------
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var PathTool = require("pathtool");
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var CommonScrollViewSingle = require("common_scrollview_single")
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var GuildbossController = require("guildboss_controller");
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var GuildBossConst = require("guildboss_const");
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var GuildBossEvent = require("guildboss_event");
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var GuildBossPreviewItem = require("guildboss_preview_item_panel");
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var Guildboss_preview_Window = cc.Class({
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extends: BasePanel,
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ctor: function () {
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this.prefabPath = PathTool.getPrefabPath("guildboss", "guildboss_preview_window");
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// this.viewTag = SCENE_TAG.win; //该窗体所属ui层级,全屏ui需要在ui层,非全屏ui在dialogue层,这个要注意
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// this.win_type = WinType.Mini; //是否是全屏窗体 WinType.Full, WinType.Big, WinType.Mini, WinType.Tips
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},
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// 初始化一些配置数据,可以用于声明一些变量之类的
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initConfig: function () {
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this.is_first_enter = true;
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this.monster_list = {};
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this.cell_data_list = null;
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},
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// 预制体加载完成之后的回调,可以在这里捕获相关节点或者组件
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initPanel: function () {
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this.scroll_container = this.seekChild("scroll_container");
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if(this.is_show){
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this.updateScrollViewList();
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}
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},
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// 注册事件监听的接口,不需要手动调用,如果是使用gcore.GlobalEvent监听,可以直接调用addGlobalEvent
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registerEvent: function () {
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},
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// 预制体加载完成之后,添加到对应主节点之后的回调,也就是一个窗体的正式入口,可以设置一些数据了
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onShow: function (params) {
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},
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updateScrollViewList: function () {
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if(this.root_wnd==null){
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this.is_show = true;
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return
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}
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this.cell_data_list = this.getCellData()[0];
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if (this.scroll_view == null) {
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this.scroll_size = cc.size(625, 100)
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var list_setting = {
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start_x: 7,
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space_x: 2,
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start_y: 4,
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space_y: 0,
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item_width: 100,
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item_height: 90,
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row: 1,
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col: 1,
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delay: 5
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}
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this.scroll_view = new CommonScrollViewSingle();
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this.scroll_view.createScroll(this.scroll_container, cc.v2(0, 0), ScrollViewDir.horizontal, ScrollViewStartPos.top, this.scroll_size, list_setting, cc.v2(0.5, 0.5))
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this.scroll_view.registerScriptHandlerSingle(this.createNewCell.bind(this), ScrollViewFuncType.CreateNewCell)
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this.scroll_view.registerScriptHandlerSingle(this.numberOfCells.bind(this), ScrollViewFuncType.NumberOfCells)
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this.scroll_view.registerScriptHandlerSingle(this.updateCellByIndex.bind(this), ScrollViewFuncType.UpdateCellByIndex)
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this.scroll_view.registerScriptHandlerSingle(this.onCellTouched.bind(this), ScrollViewFuncType.OnCellTouched)
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}
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this.scroll_view.reloadData(Number(this.getCellData()[1]));
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},
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//创建cell
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//@width 是setting.item_width
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//@height 是setting.item_height
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createNewCell: function (width, height) {
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var cell = new GuildBossPreviewItem();
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cell.show();
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cell.addCallBack(function () {
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this.onCellTouched(cell)
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}.bind(this))
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return cell
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},
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//获取数据数量
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numberOfCells: function () {
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if (!this.cell_data_list) return 0
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return this.cell_data_list.length
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},
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//更新cell(拖动的时候.刷新数据时候会执行次方法)
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//cell :createNewCell的返回的对象
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//inde :数据的索引
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updateCellByIndex: function (cell, index) {
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cell.index = index;
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var cell_data = this.cell_data_list[index];
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if (!cell_data) return
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cell.setData(cell_data, index);
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if (this.cur_index == index) {
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cell.setSelect(true)
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} else {
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cell.setSelect(false)
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}
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},
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//点击cell .需要在 createNewCell 设置点击事件
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onCellTouched: function (cell) {
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var index = cell.index;
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var data = this.cell_data_list[index];
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if (data) {
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if (data.status == 2 || data.status == 3) {
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message(Utils.TI18N("通关上一章开启"));
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} else {
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this.clickOpen(cell, index, true);
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var protocal = {
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boss_id: cell.data.show_id,
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start_num: 1,
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end_num: 3
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}
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GuildbossController.getInstance().requestGuildDunRank(GuildBossConst.rank.role, protocal);
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}
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}
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},
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getCellData: function () {
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var base_info = GuildbossController.getInstance().getModel().getBaseInfo();
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var item_list = [];
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var select_index = null;
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if (base_info && Utils.next(base_info || {} != null)) {
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var is_first_lock = false;
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for (var i in Config.guild_dun_data.data_chapter_reward) {
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var v = gdata("guild_dun_data", "data_chapter_reward", [i]);
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var object = {};
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object.desc = v.chapter_name;
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object.show_id = v.show_id;
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if (base_info.fid && base_info.fid == v.id) { //进行中
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select_index = i;
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object.status = 0;
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} else if (base_info.fid > v.id) { //已通关
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object.status = 1;
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} else {
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if (is_first_lock == false) { ////第一个未通关的,做文本显示
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object.status = 3;
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is_first_lock = true;
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} else {
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object.status = 2;
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}
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}
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item_list[i - 1] = object;
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}
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}
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return [item_list, select_index - 1]
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},
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clickOpen: function (cell, k, is_change) {
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if ((this.cur_index && this.cur_index == k) && is_change == true) return
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if (this.cur_select != null && this.cur_index && this.cur_index != k) {
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this.cur_select.setSelect(false);
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}
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this.cur_select = cell;
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this.cur_index = k;
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this.cur_select.setSelect(true);
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if (!this.is_first_enter) {
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var data = this.cell_data_list[this.cur_index];
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gcore.GlobalEvent.fire(GuildBossEvent.UpdateChangeStatus, data);
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}
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this.is_first_enter = false;
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},
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getCurSelect: function () {
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if (this.cur_select)
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return this.cur_select
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},
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// 关闭窗体回调,需要在这里调用该窗体所属controller的close方法没用于置空该窗体实例对象
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onDelete: function () {
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if (this.scroll_view) {
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this.scroll_view.deleteMe();
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this.scroll_view = null;
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}
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},
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})
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