"use strict";
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cc._RF.push(module, '81d74QaDpNNWoRHkH7Jqb/2', 'adventure_box_reward_window');
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// Scripts/mod/adventure/view/adventure_box_reward_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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// 冒险宝箱奖励
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// <br/>Create: 2019-05-11 09:38:21
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// --------------------------------------------------------------------
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var PathTool = require("pathtool");
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var AdventureEvent = require("adventure_event");
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var Adventure_box_rewardWindow = cc.Class({
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"extends": BaseView,
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ctor: function ctor() {
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this.prefabPath = PathTool.getPrefabPath("adventure", "adventure_box_reward_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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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 initConfig() {
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this.kill_master = 0;
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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.root_wnd.getChildByName("background");
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this.background.scale = FIT_SCALE;
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var main_container = this.root_wnd.getChildByName("main_container");
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var title = main_container.getChildByName("title").getComponent(cc.Label);
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title.string = Utils.TI18N("目标奖励");
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this.btn_close = main_container.getChildByName("btn_close");
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var good_cons = main_container.getChildByName("good_cons");
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var scroll_view_size = good_cons.getContentSize();
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var AdventureBoxRewardItem = require("adventure_box_reward_item_panel");
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var setting = {
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item_class: AdventureBoxRewardItem,
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// 单元类
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start_x: 10,
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// 第一个单元的X起点
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space_x: 0,
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// x方向的间隔
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start_y: 0,
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// 第一个单元的Y起点
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space_y: 0,
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// y方向的间隔
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item_width: 600,
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// 单元的尺寸width
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item_height: 168,
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// 单元的尺寸height
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row: 0,
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// 行数,作用于水平滚动类型
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col: 1,
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// 列数,作用于垂直滚动类型
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need_dynamic: true
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};
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var CommonScrollView = require("common_scrollview");
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this.item_scrollview = new CommonScrollView();
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this.item_scrollview.createScroll(good_cons, cc.v2(0, 0), ScrollViewDir.vertical, ScrollViewStartPos.top, scroll_view_size, setting);
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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.btn_close, function () {
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this.ctrl.openAdventureBoxRewardView(false);
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}.bind(this), 2);
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Utils.onTouchEnd(this.background, function () {
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this.ctrl.openAdventureBoxRewardView(false);
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}.bind(this), 2);
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this.addGlobalEvent(AdventureEvent.UpdateBoxTeskEvent, function (data) {
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this.updataTeskRewardList();
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}.bind(this));
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},
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updataTeskRewardList: function updataTeskRewardList() {
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var reward_list = Config.adventure_data.data_round_reward_list;
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var list = [];
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for (var i in reward_list) {
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var v = reward_list[i];
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v.status = 0;
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if (this.kill_master >= v.count) {
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v.status = 1;
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}
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if (this.model.getAdventureBoxStatus(v.id) == 2) {
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v.status = 2;
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}
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list.push(v);
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}
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this.sortItemList(list);
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this.item_scrollview.setData(list, null, this.kill_master);
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},
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sortItemList: function sortItemList(list) {
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var _tempsort;
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var tempsort = (_tempsort = {}, _defineProperty(_tempsort, 0, 2), _defineProperty(_tempsort, 1, 1), _defineProperty(_tempsort, 2, 3), _tempsort);
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var sortFunc = function sortFunc(obj_a, obj_b) {
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if (obj_a.status != obj_b.status) {
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if (tempsort[obj_a.status] && tempsort[obj_b.status]) {
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return tempsort[obj_a.status] - tempsort[obj_b.status];
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} else {
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return -1;
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}
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} else {
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return obj_a.id - obj_b.id;
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}
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};
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list.sort(sortFunc);
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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(kill_master) {
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this.kill_master = kill_master;
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this.updataTeskRewardList();
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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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}
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this.item_scrollview = null;
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this.ctrl.openAdventureBoxRewardView(false);
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}
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});
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cc._RF.pop();
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