// --------------------------------------------------------------------
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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: 2019-03-11 14:17:05
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// --------------------------------------------------------------------
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var PathTool = require("pathtool");
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var HeroConst = require("hero_const");
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var PlayerHead = require("playerhead");
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var HeroController = require("hero_controller");
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var PartnerConst = require("partner_const");
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var HeroExpeditEvent = require("heroexpedit_event");
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var CommonScrollView = require("common_scrollview");
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var Heroexpedit_levelWindow = cc.Class({
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extends: BaseView,
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ctor: function () {
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this.prefabPath = PathTool.getPrefabPath("heroexpedit", "level_message");
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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.Tips; //是否是全屏窗体 WinType.Full, WinType.Big, WinType.Mini, WinType.Tips
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this.ctrl = arguments[0];
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this.model = this.ctrl.getModel();
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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.reward_list = [];
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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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this.background = this.root_wnd.getChildByName("background");
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this.background.scale = FIT_SCALE;
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this.main_container = this.root_wnd.getChildByName("main_container");
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this.text_level_msg = this.main_container.getChildByName("Image_6").getChildByName("Text_7").getComponent(cc.Label);
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this.text_level_msg.string = Utils.TI18N("");
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var text_17_0 = this.main_container.getChildByName("reward").getChildByName("Text_17_0").getComponent(cc.Label);
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text_17_0.string = Utils.TI18N("奖励");
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this.reward_panel = this.main_container.getChildByName("reward").getChildByName("reward_panel");
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var text_17 = this.main_container.getChildByName("enemy").getChildByName("Text_17");
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text_17.string = Utils.TI18N("敌方阵容");
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this.enemy_panel = this.main_container.getChildByName("enemy").getChildByName("enemy_panel");
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this.btn_fight = this.main_container.getChildByName("btn_fight");
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var Text_6 = this.btn_fight.getChildByName("Text_6").getComponent(cc.Label);
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Text_6.string = Utils.TI18N("战斗");
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this.text_name = this.main_container.getChildByName("text_name").getComponent(cc.Label);
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this.text_fight_power = this.main_container.getChildByName("text_fight_power").getComponent(cc.Label);
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if(this.data){
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this.fightMessage(this.data);
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}
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},
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fightMessage:function(data){
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if(!this.root_wnd || !data)return;
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this.text_level_msg.string = Utils.TI18N("第")+Config.expedition_data.data_sign_info[data.id].floor+Utils.TI18N("关");
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this.my_head = new PlayerHead();
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this.my_head.setAnchorPoint(0.5, 0.5)
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this.my_head.setPosition(166-this.main_container.width/2,541-this.main_container.height/2);
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this.my_head.setLev(data.lev)
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this.my_head.setParent(this.main_container);
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this.my_head.setHeadRes(data.face);
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this.my_head.show();
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this.text_name.string = data.name;
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this.text_fight_power.string = data.power;
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// 关卡奖励
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if(data.rewards){
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var num = data.rewards.length;
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var pos = [];
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if(num == 2){
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pos = [166,423];
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}else{
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pos = [166,296,423];
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}
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for(var i = 0;i<num;i++){
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if(!this.reward_list[i]){
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this.reward_list[i] = ItemsPool.getInstance().getItem("backpack_item");
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this.reward_list[i].setParent(this.reward_panel);
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this.reward_list[i].initConfig(null,0.9);
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this.reward_list[i].show();
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}
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if(this.reward_list[i]){
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this.reward_list[i].setPosition(pos[i], 55);
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if(data.rewards[i].bid == 25 && data.is_holiday == 1){
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this.reward_list[i].holidHeroExpeditTag(true, "限时提升");
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}else{
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this.reward_list[i].holidHeroExpeditTag(false);
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}
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this.reward_list[i].setDefaultTip();
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this.reward_list[i].setData({bid:data.rewards[i].bid, num:data.rewards[i].num})
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}
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}
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}
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var scroll_view_size = this.enemy_panel.getContentSize();
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var setting = {
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item_class: "hero_exhibition_item", // 单元类
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start_x: 0, // 第一个单元的X起点
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space_x: 0, // x方向的间隔
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start_y: 4, // 第一个单元的Y起点
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space_y: 0, // y方向的间隔
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item_width: 119, // 单元的尺寸width
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item_height: 119, // 单元的尺寸height
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row: 1, // 行数,作用于水平滚动类型
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col: 1, // 列数,作用于垂直滚动类型
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}
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this.enemy_list = new CommonScrollView();
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this.enemy_list.createScroll(this.enemy_panel, cc.v2(-5,10), ScrollViewDir.horizontal, ScrollViewStartPos.top, scroll_view_size, setting);
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this.enemy_list.setClickEnabled(false);
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var enemy = [];
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for(var i in data.guards){
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var v = data.guards[i];
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var tab = {};
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tab.bid = v.bid;
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tab.star = v.star;
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tab.blood = v.hp_per;
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tab.lev = v.lev;
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enemy.push(tab);
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}
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this.enemy_list.setData(enemy,null,{scale: 0.8, can_click: false,from_type: HeroConst.ExhibitionItemType.eExpeditFight})
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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.addGlobalEvent(HeroExpeditEvent.levelMessageEvent, function(data) {
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if(!data)return;
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this.data = data;
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this.fightMessage(data);
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}.bind(this))
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Utils.onTouchEnd(this.btn_fight, function () {
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this.ctrl.openHeroExpeditLevelView(false);
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HeroController.getInstance().openFormGoFightPanel(true, PartnerConst.Fun_Form.Expedit_Fight);
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this.ctrl.sender24404()
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}.bind(this), 1);
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Utils.onTouchEnd(this.background, function () {
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this.ctrl.openHeroExpeditLevelView(false);
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}.bind(this), 2);
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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(data){
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if(!data)return;
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this.data = data;
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this.fightMessage(data);
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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.reward_list && Utils.next(this.reward_list || []) !=null){
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for(var i in this.reward_list){
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if(this.reward_list[i].deleteMe){
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this.reward_list[i].deleteMe();
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}
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}
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}
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this.data = null;
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if(this.my_head){
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this.my_head.deleteMe();
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this.my_head = null;
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}
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if(this.enemy_list){
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this.enemy_list.deleteMe();
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this.enemy_list = null;
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}
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this.ctrl.openHeroExpeditLevelView(false);
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},
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})
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