"use strict";
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cc._RF.push(module, '29eda5kpwJIKoQNdDJemO2s', 'guildwar_attk_position_window');
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// Scripts/mod/guildwar/view/guildwar_attk_position_window.js
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"use strict";
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function _defineProperty(obj, key, value) { if (key in obj) { Object.defineProperty(obj, key, { value: value, enumerable: true, configurable: true, writable: true }); } else { obj[key] = value; } return obj; }
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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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// 这里是描述这个窗体的作用的
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// <br/>Create: 2019-05-14 20:08:38
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// --------------------------------------------------------------------
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var PathTool = require("pathtool");
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var PartnerCalculate = require("partner_calculate");
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var GuildwarBattleArrayPanel = require("guildwar_battle_array_panel");
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var Guildwar_attk_positionWindow = cc.Class({
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"extends": BaseView,
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ctor: function ctor() {
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this.prefabPath = PathTool.getPrefabPath("guildwar", "guildwar_attk_position_window");
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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.Big; //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 = require("guildwar_controller").getInstance();
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this.model = this.ctrl.getModel();
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this.star_list = {};
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this.color_1 = new cc.Color(0x24, 0x90, 0x03, 0xff);
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this.color_2 = new cc.Color(0xd9, 0x50, 0x14, 0xff);
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this.color_3 = new cc.Color(0xff, 0xff, 0xff, 0xff);
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this.item_list = {};
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this.star_list_3 = {};
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this.star_list_2 = {};
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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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var _temp_index;
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this.background = this.seekChild("background");
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this.container = this.seekChild("container");
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this.background.scale = FIT_SCALE;
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var top_panel = this.seekChild("top_panel");
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this.pos_panel = this.seekChild("pos_panel");
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this.buff_panel = this.seekChild("buff_panel");
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this.buff_panel.active = false;
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var pos_panel = this.pos_panel;
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var buff_panel = this.buff_panel;
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this.defend_lb = this.seekChild(top_panel, "defend_label", cc.Label);
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this.check_def_label_nd = this.seekChild(top_panel, "check_def_label");
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var temp_index = (_temp_index = {}, _defineProperty(_temp_index, 1, 3), _defineProperty(_temp_index, 2, 2), _defineProperty(_temp_index, 3, 1), _temp_index);
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for (var i = 1; i <= 3; i++) {
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var star = this.seekChild(top_panel, "star_" + i);
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if (star) {
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star.active = false;
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var index = temp_index[i];
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this.star_list[index] = star;
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}
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}
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this.close_btn = this.seekChild("close_btn");
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this.easy_btn = this.seekChild(this.pos_panel, "easy_btn");
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this.com_btn = this.seekChild(pos_panel, "com_btn");
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this.diff_btn = this.seekChild(pos_panel, "diff_btn");
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this.com_btn_sp = this.com_btn.getComponent(cc.Sprite);
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this.com_btn_label = this.seekChild(this.com_btn, "label");
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this.diff_btn_sp = this.diff_btn.getComponent(cc.Sprite);
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this.diff_btn_label = this.seekChild(this.diff_btn, "label");
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this.tips_lb = this.seekChild("tips_label", cc.Label);
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this.award_bg_nd = this.seekChild("image_2");
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this.count_lb = this.seekChild("count_label", cc.Label);
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this.easy_lb = this.seekChild("easy_label", cc.Label);
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this.easy_coe_lb = this.seekChild(pos_panel, "easy_coe_label", cc.Label);
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this.com_lb = this.seekChild(pos_panel, "com_label", cc.Label);
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this.com_coe_lb = this.seekChild(pos_panel, "com_coe_label", cc.Label);
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this.diff_lb = this.seekChild(pos_panel, "diff_label", cc.Label);
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this.diff_coe_lb = this.seekChild(pos_panel, "diff_coe_label", cc.Label);
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this.good_con = this.seekChild("good_con");
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this.challenge_btn = this.seekChild(buff_panel, "challenge_btn");
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this.challenge_btn_btn = this.challenge_btn.getComponent(cc.Button);
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this.buff_count_lb = this.seekChild(buff_panel, "buff_count_label", cc.Label);
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this.lv_label_lb = this.seekChild(buff_panel, "lv_label", cc.Label);
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this.progress_pb = this.seekChild(buff_panel, "progress", cc.ProgressBar);
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this.image_com_sp = this.seekChild("image_com", cc.Sprite);
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this.image_dif_sp = this.seekChild("image_dif", cc.Sprite);
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for (var i = 1; i <= 2; i++) {
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var star = this.seekChild(this.image_com_sp.node, "star_" + i, cc.Sprite);
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if (star) {
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star.active = false;
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var index = temp_index[i];
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this.star_list_2[index] = star;
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}
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}
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for (var i = 1; i <= 3; i++) {
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var star = this.seekChild(this.image_dif_sp.node, "star_" + i, cc.Sprite);
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if (star) {
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star.active = false;
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var index = temp_index[i];
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this.star_list_3[index] = star;
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}
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}
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this.attr_panel = {};
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for (var i = 1; i <= 6; i++) {
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var attr_panel = this.seekChild(buff_panel, "attr_panel_" + i);
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if (attr_panel) {
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attr_panel.attr_label = attr_panel.getChildByName("attr_label").getComponent(cc.Label);
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attr_panel.attr_value_1_lb = attr_panel.getChildByName("attr_value_1").getComponent(cc.Label);
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attr_panel.attr_value_2_lb = attr_panel.getChildByName("attr_value_2").getComponent(cc.Label);
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attr_panel.attr_iamge_nd = attr_panel.getChildByName("image");
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this.attr_panel[i] = attr_panel;
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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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this.check_def_label_nd.on(cc.Node.EventType.TOUCH_END, function () {
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if (this.data && this.data.pos) {
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var enemyBaseInfo = this.model.getEnemyGuildWarBaseInfo();
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this.ctrl.openDefendLookWindow(true, enemyBaseInfo.g_id, enemyBaseInfo.g_sid, this.data.pos); // 打开据点防守记录
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}
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}, this);
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Utils.onTouchEnd(this.background, function () {
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this.ctrl.openAttkPositionWindow(false);
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}.bind(this), 2);
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Utils.onTouchEnd(this.close_btn, function () {
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this.ctrl.openAttkPositionWindow(false);
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}.bind(this), 2);
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Utils.onTouchEnd(this.easy_btn, function () {
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if (this.data && this.data.pos) {
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this.ctrl.requestGuildWarFighting(this.data.pos, 1, 0);
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}
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}.bind(this), 1);
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this.com_btn.on("click", function () {
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if (this.data && this.data.pos) {
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this.ctrl.requestGuildWarFighting(this.data.pos, 2, 0);
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}
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Utils.playButtonSound(1);
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}, this);
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this.diff_btn.on("click", function () {
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if (this.data && this.data.pos) {
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this.ctrl.requestGuildWarFighting(this.data.pos, 3, 0);
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}
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Utils.playButtonSound(1);
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}, this); //挑战废墟
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this.challenge_btn.on("click", function () {
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if (this.model.checkEnemyIsHaveLivePosition()) {
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//判断是否还有存活的据点
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var fun = function () {
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this.ctrl.requestGuildWarFighting(this.data.pos, 0, 1);
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}.bind(this);
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var str = cc.js.formatStr(Utils.TI18N("挑战废墟获得的战绩将大大减少,推荐优先挑战其他未沦陷的据点,请问是否继续挑战废墟?"));
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var CommonAlert = require("commonalert");
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CommonAlert.show(str, Utils.TI18N("确定"), fun, Utils.TI18N("取消"), null, 1);
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} else {
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this.ctrl.requestGuildWarFighting(this.data.pos, 0, 1);
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}
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Utils.playButtonSound(1);
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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 openRootWnd(pos) {
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this.ctrl.requestEnemyPositionData(pos);
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},
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setData: function setData(data) {
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this.data = data;
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this.pos_panel.active = data.hp > 0;
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this.buff_panel.active = data.hp <= 0;
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var power = data.power || 0;
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if (data.hp > 0) {
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if (data.hp == 1) {
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this.image_com_sp.setState(cc.Sprite.State.GRAY);
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this.image_dif_sp.setState(cc.Sprite.State.GRAY);
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this.com_btn_sp.setState(cc.Sprite.State.GRAY);
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this.diff_btn_sp.setState(cc.Sprite.State.GRAY);
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this.com_btn_label.color = this.color_3;
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this.diff_btn_label.color = this.color_3;
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for (var i in this.star_list_2) {
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if (this.star_list_2[i]) {
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this.star_list_2[i].setState(cc.Sprite.State.GRAY);
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}
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}
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for (var i in this.star_list_3) {
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if (this.star_list_3[i]) {
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this.star_list_3[i].setState(cc.Sprite.State.GRAY);
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}
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}
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} else if (data.hp == 2) {
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this.image_dif_sp.setState(cc.Sprite.State.GRAY);
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this.diff_btn_sp.setState(cc.Sprite.State.GRAY);
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this.diff_btn_label.color = this.color_3;
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for (var i in this.star_list_3) {
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if (this.star_list_3[i]) {
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this.star_list_3[i].setState(cc.Sprite.State.GRAY);
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}
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}
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} //难度系数显示
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var easy_cfg = Config.guild_war_data.data_const["easy_difficulty"];
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this.easy_coe_lb.string = easy_cfg.val / 10 + "%" + Utils.TI18N("难度");
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var normal_cfg = Config.guild_war_data.data_const["normal_difficulty"];
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this.com_coe_lb.string = normal_cfg.val / 10 + "%" + Utils.TI18N("难度");
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var hard_cfg = Config.guild_war_data.data_const["hard_difficulty"];
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this.diff_coe_lb.string = hard_cfg.val / 10 + "%" + Utils.TI18N("难度");
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var pos_data = Config.guild_war_data.data_position[data.pos];
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if (pos_data) {
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var easy_value = pos_data.warscore[0][1] || 0;
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this.easy_lb.string = cc.js.formatStr(Utils.TI18N("+%s战绩"), Math.ceil(easy_value));
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var com_value = pos_data.warscore[1][1] || 0;
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this.com_lb.string = cc.js.formatStr(Utils.TI18N("+%s战绩"), Math.ceil(com_value));
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var diff_value = pos_data.warscore[2][1] || 0;
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this.diff_lb.string = cc.js.formatStr(Utils.TI18N("+%s战绩"), Math.ceil(diff_value));
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}
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this.award_bg_nd.setContentSize(560, 190);
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this.tips_lb.string = Utils.TI18N("难度越高,敌方属性加成越高");
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} else {
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this.award_bg_nd.setContentSize(560, 160);
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this.tips_lb.string = Utils.TI18N("挑战成功可增强公会增益");
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var myGuildBaseData = this.model.getMyGuildWarBaseInfo();
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var buff_lev = myGuildBaseData.buff_lev || 0;
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var max_level = Config.guild_war_data.data_buff_length;
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this.progress_pb.progress = buff_lev / max_level;
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this.lv_label_lb.string = cc.js.formatStr("%s/%s", buff_lev, max_level);
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var cur_buff_info = Config.guild_war_data.data_buff[buff_lev] || {};
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var next_buff_info = Config.guild_war_data.data_buff[buff_lev + 1] || {};
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cur_buff_info.attr = cur_buff_info.attr || {};
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next_buff_info.attr = next_buff_info.attr || {};
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for (var i = 0; i < 6; i++) {
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var attr_panel = this.attr_panel[i + 1];
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if (!cur_buff_info.attr[i] && !next_buff_info.attr[i]) {
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attr_panel.active = false;
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} else {
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attr_panel.active = true;
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var attr_info = cur_buff_info.attr[i] || next_buff_info.attr[i];
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var attr_name = Config.attr_data.data_key_to_name[attr_info[0]];
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var cur_value = 0;
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if (cur_buff_info.attr[i]) {
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cur_value = cur_buff_info.attr[i][1];
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}
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var next_value = null;
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if (next_buff_info.attr[i]) {
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next_value = next_buff_info.attr[i][1];
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}
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attr_panel.attr_label.string = attr_name;
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var is_per = PartnerCalculate.isShowPerByStr(attr_info[0]); //是否为千分比
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if (is_per) {
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cur_value = cur_value / 10 + "%";
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}
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attr_panel.attr_value_1_lb.string = cur_value;
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if (next_value) {
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if (is_per) {
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next_value = next_value / 10 + "%";
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}
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attr_panel.attr_value_2_lb.string = next_value;
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attr_panel.attr_value_2_lb.node.active = true;
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attr_panel.attr_iamge_nd.active = true;
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} else {
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attr_panel.attr_value_2_lb.node.active = false;
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attr_panel.attr_iamge_nd.active = false;
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}
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}
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}
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var max_count_1 = 0;
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var count_config = Config.guild_war_data.data_const.ruins_challange_limit;
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if (count_config) {
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max_count_1 = count_config.val;
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}
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var cur_count_1 = data.relic_def_count || 0;
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var left_count_1 = max_count_1 - cur_count_1;
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if (left_count_1 < 0) {
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left_count_1 = 0;
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}
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if (left_count_1 > 0) {
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this.buff_count_lb.node.color = this.color_1;
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} else {
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this.buff_count_lb.node.color = this.color_2;
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}
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this.buff_count_lb.string = cc.js.formatStr("%s/%s", left_count_1, max_count_1);
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if (cur_count_1 >= max_count_1) {
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Utils.setGreyButton(this.challenge_btn_btn);
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}
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} //星数
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for (var i = 1; i < 4; i++) {
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var star = this.star_list[i];
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if (star && i > data.hp) {
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star.active = true;
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} else {
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star.active = false;
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}
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}
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this.defend_lb.string = cc.js.formatStr(Utils.TI18N("已成功防御%s次"), data.def_count || 0);
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var award_data = Config.guild_war_data.data_const.win_strongholds_reward_hard;
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if (award_data && award_data.val) {
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var item_num = award_data.val.length;
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var scale = 0.8;
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var index = 1;
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for (var k in award_data.val) {
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var award = award_data.val[k];
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var bid = award[0];
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var num = award[1];
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var item_conf = Utils.getItemConfig(bid);
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if (item_conf) {
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var item = this.item_list[k];
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if (!item) {
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item = ItemsPool.getInstance().getItem("backpack_item");
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item.initConfig(false, scale, false, true);
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this.item_list[k] = item;
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item.setParent(this.good_con);
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item.show();
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}
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item.setData({
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bid: bid,
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num: num
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});
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item.setPosition(index * 110 - 110 * item_num / 2 - 55, 0);
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}
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index = index + 1;
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}
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}
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var challenge_count = this.model.getGuildWarChallengeCount();
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var max_count = Config.guild_war_data.data_const.challange_time_limit.val;
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var left_count = max_count - challenge_count;
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if (left_count < 0) {
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left_count = 0;
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}
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if (left_count > 0) {
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this.count_lb.node.color = this.color_1;
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} else {
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this.count_lb.node.color = this.color_2;
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}
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this.count_lb.string = cc.js.formatStr("%s/%s", left_count, max_count); //敌方阵容
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if (!this.enemy_battle_array_panel) {
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this.enemy_battle_array_panel = new GuildwarBattleArrayPanel();
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this.enemy_battle_array_panel.show();
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this.enemy_battle_array_panel.setParent(this.container);
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this.enemy_battle_array_panel.setPosition(0, 220);
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}
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var battle_array_data = [];
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var partner_list = [];
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for (var k in data.defense) {
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partner_list.push(data.defense[k]);
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}
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battle_array_data.partner_list = partner_list;
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battle_array_data.rid = data.rid;
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battle_array_data.srv_id = data.srv_id;
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battle_array_data.power = power;
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battle_array_data.formation_type = data.formation_type;
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battle_array_data.formation_lev = data.formation_lev;
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this.enemy_battle_array_panel.setData(battle_array_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 closeCallBack() {
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if (this.enemy_battle_array_panel) {
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this.enemy_battle_array_panel.deleteMe();
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this.enemy_battle_array_panel = null;
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}
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if (this.item_list) {
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for (var i in this.item_list) {
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var v = this.item_list[i];
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if (v) {
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v.deleteMe();
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v = null;
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}
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}
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this.item_list = null;
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}
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this.ctrl.openAttkPositionWindow(false);
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}
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});
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cc._RF.pop();
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