// --------------------------------------------------------------------
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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: 2019-05-28 16:05:59
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// --------------------------------------------------------------------
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var PathTool = require("pathtool");
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var HeroController = require("hero_controller")
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var SkillUnlockWindow = cc.Class({
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extends: BaseView,
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ctor: function () {
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this.prefabPath = PathTool.getPrefabPath("hero", "skill_unlock");
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this.viewTag = SCENE_TAG.dialogue; //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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this.skill_bid = arguments[0] || 0
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this.is_can_close = false
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this.ctrl = HeroController.getInstance()
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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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},
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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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openCallBack:function(){
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var self = this
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self.background = self.root_wnd.getChildByName("background")
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self.main_panel = self.root_wnd.getChildByName("main_container")
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self.star_name = self.main_panel.getChildByName("star_name").getComponent(cc.Label)
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self.star_desc = self.main_panel.getChildByName("star_desc").getComponent(cc.Label)
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self.effect_sk = self.main_panel.getChildByName("action").getComponent(sp.Skeleton)
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self.createDesc()
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self.updateDesc()
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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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this.background.on("touchend",function(){
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Utils.playButtonSound(2)
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if(this.is_can_close == true){
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this.ctrl.openSkillUnlockWindow(false)
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}
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},this)
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},
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createDesc(){
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var SkillItem = require("skill_item");
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this.skill_item = new SkillItem();
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this.skill_item.setPosition(cc.v2(0, 45));
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this.skill_item.setParent(this.main_panel);
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},
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updateDesc(){
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var self = this
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if(self.skill_bid == 0) return;
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let config = gdata("skill_data","data_get_skill",self.skill_bid)
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if(!config) return
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let desc = config.des || ""
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self.star_desc.string = desc
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self.star_desc._updateRenderData(true)
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if(self.star_desc.node.getContentSize().height > 22){
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self.star_desc.horizontalAlign = cc.macro.TextAlignment.LEFT
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}
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let name = config.name || ""
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self.star_name.string = name;
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self.skill_item.setLeveStatus(false)
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self.skill_item.btn_status = false;
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self.skill_item.setData(self.skill_bid)
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self.background.runAction(cc.sequence(cc.delayTime(1),cc.callFunc(function(){
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this.is_can_close = true
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},this)))
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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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openRootWnd:function(params){
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Utils.playButtonSound("c_get")
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this.handleEffect()
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},
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handleEffect(){
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let sketon_path = PathTool.getSpinePath("E51003", "action");
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this.loadRes(sketon_path, function(skeleton_data){
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this.effect_sk.skeletonData = skeleton_data;
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this.effect_sk.setAnimation(0, "action", true);
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}.bind(this));
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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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closeCallBack:function(){
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if(this.skill_item){
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this.skill_item.deleteMe()
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}
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this.ctrl.openSkillUnlockWindow(false)
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},
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})
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