"use strict";
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cc._RF.push(module, '07d8aPCdyhJ7Zsh6xdKYJ6l', 'battle_harm_info_window');
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// Scripts/mod/battle/view/battle_harm_info_window.js
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"use strict";
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// --------------------------------------------------------------------
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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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// 战斗伤害统计面板
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// <br/>Create: 2019-03-26 11:48:50
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// --------------------------------------------------------------------
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var PathTool = require("pathtool");
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var BattleController = require("battle_controller");
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var RoleController = require("role_controller");
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var BattleHarmInfoItem = require("battle_harm_info_item");
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var Dir_Type = {
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Left: 1,
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// 左边英雄
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Right: 2 // 右边英雄
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};
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var battle_harm_infoWindow = cc.Class({
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"extends": BaseView,
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ctor: function ctor() {
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this.prefabPath = PathTool.getPrefabPath("battle", "battle_harm_info_view");
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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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},
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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 initConfig() {
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this.ctrl = BattleController.getInstance();
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this.tab_list = {};
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this.left_role_list = {};
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this.right_role_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 openCallBack() {
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this.background = this.seekChild("background");
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this.background.scale = FIT_SCALE;
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var container = this.seekChild("container");
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this.left_name_lb = this.seekChild(container, "left_name_label", cc.Label);
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this.right_name_lb = this.seekChild(container, "right_name_label", cc.Label);
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this.left_role_panel_nd = this.seekChild(container, "left_role_panel");
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this.right_role_panel_nd = this.seekChild(container, "right_role_panel");
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this.close_btn = this.seekChild(container, "close_btn");
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var tab_container = this.seekChild(container, "tab_container");
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for (var i = 1; i <= 2; i++) {
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var object = {};
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var tab_btn = tab_container.getChildByName("tab_btn_" + i);
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if (tab_btn) {
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var title = tab_btn.getChildByName("title").getComponent(cc.Label);
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object.tab_btn = tab_btn;
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object.label = title;
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object.index = i;
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this.tab_list[i] = object;
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if (i == 1) {
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title.string = Utils.TI18N("伤害量");
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this.tab_object = object;
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} else if (i == 2) {
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title.string = Utils.TI18N("治疗量");
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}
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}
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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 registerEvent() {
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Utils.onTouchEnd(this.close_btn, function () {
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this.ctrl.openBattleHarmInfoView(false);
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}.bind(this), 2);
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Utils.onTouchEnd(this.background, function () {
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this.ctrl.openBattleHarmInfoView(false);
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}.bind(this), 2);
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var fun = function (object) {
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object.tab_btn.on("click", function () {
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this.changeSelectedTab(object.index);
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Utils.playButtonSound(1);
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}, this);
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}.bind(this);
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for (var k in this.tab_list) {
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var object = this.tab_list[k];
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if (object.tab_btn) {
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fun(object);
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}
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}
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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 openRootWnd(data) {
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this.setData(data);
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},
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setData: function setData(data) {
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if (data && data.hurt_statistics) {
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this.data = data; //名称
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var role_vo = RoleController.getInstance().getRoleVo();
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var left_name = data.atk_name || role_vo.name;
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this.left_name_lb.string = left_name;
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this.right_name_lb.string = data.target_role_name || data.def_name || "";
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var left_hero_data = {};
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var right_hero_data = {};
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for (var k in data.hurt_statistics) {
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var v = data.hurt_statistics[k];
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if (v.type == 1) {
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left_hero_data = v.partner_hurts;
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} else if (v.type == 2) {
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right_hero_data = v.partner_hurts;
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}
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}
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var left_max_harm = 0;
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var left_max_cure = 0;
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for (var k in left_hero_data) {
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var v = left_hero_data[k];
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if (v.dps > left_max_harm) {
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left_max_harm = v.dps;
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}
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if (v.cure > left_max_cure) {
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left_max_cure = v.cure;
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}
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}
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var right_max_harm = 0;
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var right_max_cure = 0;
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for (var k in right_hero_data) {
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var v = right_hero_data[k];
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if (v.dps > right_max_harm) {
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right_max_harm = v.dps;
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}
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if (v.cure > right_max_cure) {
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right_max_cure = v.cure;
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}
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}
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for (var k in this.right_role_list) {
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this.right_role_list[k].setVisible(false);
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}
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for (var k in this.left_role_list) {
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this.left_role_list[k].setVisible(false);
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} //英雄列表
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var start_y = this.left_role_panel_nd.getContentSize().height;
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var space_y = 0;
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var fun = function (l_data, i) {
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Utils.delayRun(this.left_role_panel_nd, i * 4 / 60, function () {
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var role_item = this.left_role_list[i];
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if (role_item == null) {
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role_item = new BattleHarmInfoItem(Dir_Type.Left, data.vedio_id);
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this.left_role_list[i] = role_item;
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role_item.setParent(this.left_role_panel_nd);
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role_item.show();
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}
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role_item.setVisible(true);
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role_item.setPosition(0, start_y - i * (99 + space_y) - 99);
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role_item.setData(l_data, left_max_harm, left_max_cure);
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}.bind(this));
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}.bind(this); //左侧
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for (var i in left_hero_data) {
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fun(left_hero_data[i], i);
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}
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var fun_2 = function (r_data, i) {
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Utils.delayRun(this.right_role_panel_nd, i * 4 / 60, function () {
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var role_item = this.right_role_list[i];
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if (role_item == null) {
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role_item = new BattleHarmInfoItem(Dir_Type.Right, data.vedio_id);
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this.right_role_list[i] = role_item;
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role_item.setParent(this.right_role_panel_nd);
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role_item.show();
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}
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role_item.setVisible(true);
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role_item.setPosition(0, start_y - i * (99 + space_y) - 99);
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role_item.setData(r_data, right_max_harm, right_max_cure);
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}.bind(this));
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}.bind(this); //右侧
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for (var i in right_hero_data) {
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fun_2(right_hero_data[i], i);
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}
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}
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},
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changeSelectedTab: function changeSelectedTab(index) {
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if (this.tab_object && this.tab_object.index == index) return;
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if (this.tab_object) {
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this.tab_object.tab_btn.getComponent(cc.Button).interactable = true;
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this.tab_object.label.node.color = new cc.Color(0xf5, 0xe0, 0xb9, 0xff);
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}
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this.tab_object = this.tab_list[index];
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if (this.tab_object) {
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this.tab_object.tab_btn.getComponent(cc.Button).interactable = false;
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this.tab_object.label.node.color = new cc.Color(0x69, 0x37, 0x05, 0xff);
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}
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for (var i in this.left_role_list) {
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this.left_role_list[i].updateHarmType(index);
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}
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for (var i in this.right_role_list) {
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this.right_role_list[i].updateHarmType(index);
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}
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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 closeCallBack() {
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this.ctrl.openBattleHarmInfoView(false);
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for (var k in this.left_role_list) {
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if (this.left_role_list[k]) {
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this.left_role_list[k].deleteMe();
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this.left_role_list[k] = null;
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}
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}
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for (var k in this.right_role_list) {
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if (this.right_role_list[k]) {
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this.right_role_list[k].deleteMe();
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this.right_role_list[k] = null;
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}
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}
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}
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});
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cc._RF.pop();
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