"use strict";
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cc._RF.push(module, '78bd5OXNgxOM58XdTcw4jR2', 'battle_drama_pass_vedio_window');
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// Scripts/mod/battle_drama/view/battle_drama_pass_vedio_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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// 这里是描述这个窗体的作用的
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// <br/>Create: 2019-03-13 17:24:16
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// --------------------------------------------------------------------
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var PathTool = require("pathtool");
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var DramaEvent = require("battle_drama_event");
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var BattleDramaPassVedioItemPanel = require("battle_drama_pass_vedio_item_panel");
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var BattleDramaPassVedioWindow = cc.Class({
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"extends": BaseView,
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ctor: function ctor() {
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this.prefabPath = PathTool.getPrefabPath("battledrama", "battle_drama_vedio_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.Full; //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.controller = require("battle_drama_controller").getInstance();
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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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this.close_btn = this.seekChild("close_btn"); // 关闭按钮
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this.list_panel = this.seekChild("item_container"); // 列表对象
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var scroll_view_size = cc.size(this.list_panel.width, this.list_panel.height);
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var setting = {
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item_class: BattleDramaPassVedioItemPanel,
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start_x: 0,
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space_x: 0,
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start_y: 0,
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space_y: 5,
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item_width: 600,
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item_height: 136,
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row: 1,
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col: 1,
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once_num: 1
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};
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this.item_scrollview = Utils.createClass("common_scrollview");
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this.item_scrollview.createScroll(this.list_panel, cc.v2(0, -2), ScrollViewDir.vertical, ScrollViewStartPos.top, scroll_view_size, setting, cc.v2(0.5, 0.5));
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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.background, function () {
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this.controller.openDramaPassVedioWindow(false);
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}.bind(this), 2);
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Utils.onTouchEnd(this.close_btn, function () {
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this.controller.openDramaPassVedioWindow(false);
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}.bind(this), 2); // 录像更新
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this.addGlobalEvent(DramaEvent.UpdatePassVedioDataEvent, function (data_list) {
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this.setData(data_list);
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}.bind(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(params) {
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var drama_data = this.controller.getModel().getDramaData();
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if (drama_data) {
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this.controller.send13015(drama_data.dun_id);
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}
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},
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// 设置配置数据
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setData: function setData(data_list) {
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var getVedioDataByType = function (pType) {
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if (data_list) {
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for (var index = 0; index < data_list.length; index++) {
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var element = data_list[index];
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if (element && element.type == pType) {
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return element;
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}
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}
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}
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return null;
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}.bind(this);
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var vedio_data = [];
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for (var index = 0; index < 3; index++) {
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// 通关记录类型(1:最少时间 2:最低战力 3:最近通关)
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var temp_data = getVedioDataByType(index + 1);
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if (!temp_data) {
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temp_data = {};
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temp_data.type = index + 1;
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}
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vedio_data.push(temp_data);
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}
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this.item_scrollview.setData(vedio_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.item_scrollview) {
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this.item_scrollview.deleteMe();
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this.item_scrollview = null;
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}
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this.controller.openDramaPassVedioWindow(false);
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}
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});
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cc._RF.pop();
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