"use strict";
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cc._RF.push(module, '8fbecAL5NVPmqTm+BqZ1AQb', 'guildwar_battle_log_item');
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// Scripts/mod/guildwar/view/guildwar_battle_log_item.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: 2019-05-10 14:20:14
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// --------------------------------------------------------------------
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var PathTool = require("pathtool");
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var TimeTool = require("timetool");
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var Guildwar_battle_logPanel = cc.Class({
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"extends": BasePanel,
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ctor: function ctor() {
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this.prefabPath = PathTool.getPrefabPath("guildwar", "guildwar_battle_log_item");
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},
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// 可以初始化声明一些变量的
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initConfig: function initConfig() {},
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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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initPanel: function initPanel() {
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this.top_image_sp = this.seekChild("top_image", cc.Sprite);
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this.flag_image = this.seekChild("flag_image");
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this.time_label_lb = this.seekChild("time_label", cc.Label);
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this.log_text_rt = this.seekChild("log_text_rt", cc.RichText);
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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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setData: function setData(data) {
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this.data = data;
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if (this.root_wnd) this.onShow();
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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可以设置一些数据了
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onShow: function onShow() {
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if (this.data == null) return;
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var data = this.data;
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if (data.flag1 == 1) {
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//本方
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this.loadRes(PathTool.getUIIconPath("guildwar", "guildwar_1025"), function (sp) {
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this.top_image_sp.spriteFrame = sp;
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}.bind(this));
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} else if (data.flag1 == 0) {
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this.loadRes(PathTool.getUIIconPath("guildwar", "guildwar_1026"), function (sp) {
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this.top_image_sp.spriteFrame = sp;
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}.bind(this));
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}
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this.time_label_lb.string = TimeTool.getYMDHMS(data.time);
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var role_vo = require("role_controller").getInstance().getRoleVo();
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var myGuildSrvName = this.getLogSrvName(role_vo.gsrv_id); // 我方联盟服务器名
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var myRoleSrvName = this.getLogSrvName(data.srv_id1); // 我方玩家务器名
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var myRoleName = data.name1 || ""; // 我方玩家名称
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var myGuildName = role_vo.gname || ""; // 我方联盟名称
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var enemyGuildSrvName = this.getLogSrvName(data.srv_id); // 敌方联盟服务器名
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var enemyRoleSrvName = this.getLogSrvName(data.srv_id2); // 敌方玩家务器名
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var enemyRoleName = data.name2 || ""; // 敌方玩家名称
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var enemyGuildName = data.gname || ""; // 敌方联盟名
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var star_num = 0; // 获得星数
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var battle_score = 0; // 获得战绩
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var enemy_total = 0; // 敌方总积分
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var buff_lev = 0; // buff等级
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var is_win = false; // 是否胜利
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var self_total = 0; //我方星数
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for (var k in data.int_args) {
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var args = data.int_args[k];
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if (args.key == 1) {
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star_num = args.val;
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} else if (args.key == 2) {
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battle_score = args.val;
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} else if (args.key == 3) {
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enemy_total = args.val;
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} else if (args.key == 4) {
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buff_lev = args.val;
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} else if (args.key == 5) {
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is_win = args.val == 1;
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} else if (args.key == 6) {
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self_total = args.val;
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}
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}
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var star_path = PathTool.getUIIconPath("guildwar", "guildwar_1007");
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var star_str = "";
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if (star_num > 0) {
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for (var i = 1; i <= star_num; i++) {
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star_str = star_str + cc.js.formatStr("<img src='%s' />", "guildwar_1007");
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}
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}
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var star_str_2 = cc.js.formatStr("<img src='%s' />", "guildwar_1007");
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var log_str = "";
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var resArr = [star_path, star_path];
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if (data.flag1 == 1 && data.flag2 == 2) {
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//我方进攻废墟
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if (role_vo.rid == data.rid1 && role_vo.srv_id == data.srv_id1) {
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//玩家自己
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if (is_win) {
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log_str = cc.js.formatStr(Utils.TI18N(" <color=#3a78c4>%s</c>挑战<color=#d95014>%s%s</c>废墟成功,将公会Buff等级提升至<color=#a838bc>%s级</c>。"), myRoleName, enemyRoleSrvName, enemyRoleName, buff_lev);
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} else {
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log_str = cc.js.formatStr(Utils.TI18N(" 很遗憾,<color=#3a78c4>%s</c>挑战<color=#d95014>%s%s</c>废墟失败,下次将卷土重来!"), myRoleName, enemyRoleSrvName, enemyRoleName);
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}
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} else {
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log_str = cc.js.formatStr(Utils.TI18N(" 公会成员<color=#3a78c4>%s</c>挑战<color=#d95014>%s%s</c>废墟成功,将公会Buff等级提升至<color=#a838bc>%s级</c>。"), myRoleName, enemyRoleSrvName, enemyRoleName, buff_lev);
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}
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} else if (data.flag1 == 1 && data.flag2 == 1) {
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//我方进攻据点
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if (role_vo.rid == data.rid1 && role_vo.srv_id == data.srv_id1) {
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//玩家自己
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if (is_win) {
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log_str = cc.js.formatStr(Utils.TI18N(" <color=#3a78c4>%s</c>挑战<color=#d95014>%s%s</c>据点成功,获得[%s]和<color=#249003>战绩%s点</c>,己方公会<color=#d95014>%s%s</c>当前星数为%s<color=#a838bc>%s</c>。"), myRoleName, enemyRoleSrvName, enemyRoleName, star_str, battle_score, myGuildSrvName, myGuildName, star_str_2, self_total);
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} else {
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log_str = cc.js.formatStr(Utils.TI18N(" 很遗憾,<color=#3a78c4>%s</c>挑战<color=#d95014>%s%s</c>据点失败,下次将卷土重来!"), myRoleName, enemyRoleSrvName, enemyRoleName);
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}
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} else {
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log_str = cc.js.formatStr(Utils.TI18N(" 公会成员<color=#3a78c4>%s</c>挑战<color=#d95014>%s%s</c>据点成功,获得[%s]和<color=#249003>战绩%s点</c>,己方公会<color=#d95014>%s%s</c>当前星数为%s<color=#a838bc>%s</c>。"), myRoleName, enemyRoleSrvName, enemyRoleName, star_str, battle_score, myGuildSrvName, myGuildName, star_str_2, self_total);
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}
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} else if (data.flag1 == 0 && data.flag2 == 2) {
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//敌方进攻废墟
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if (role_vo.rid == data.rid1 && role_vo.srv_id == data.srv_id1 && !is_win) {
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//敌方挑战我的废墟失败
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log_str = cc.js.formatStr(Utils.TI18N(" <color=#3a78c4>%s</c>的废墟抵挡住了敌方公会成员<color=#d95014>%s%s</c>的挑战,固若金汤!"), myRoleName, enemyRoleSrvName, enemyRoleName);
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} else {
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log_str = cc.js.formatStr(Utils.TI18N(" 敌方公会成员<color=#d95014>%s%s</c>挑战<color=#3a78c4>%s%s</c>废墟成功,将公会Buff等级提升至<color=#a838bc>%s级</c>。"), enemyRoleSrvName, enemyRoleName, myRoleSrvName, myRoleName, buff_lev);
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}
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} else if (data.flag1 == 0 && data.flag2 == 1) {
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//敌方进攻据点
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if (role_vo.rid == data.rid1 && role_vo.srv_id == data.srv_id1 && !is_win) {
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//敌方挑战我的据点失败
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log_str = cc.js.formatStr(Utils.TI18N(" <color=#3a78c4>%s</c>的据点抵挡住了敌方公会成员<color=#d95014>%s%s</c>的挑战,固若金汤!"), myRoleName, enemyRoleSrvName, enemyRoleName);
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} else {
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log_str = cc.js.formatStr(Utils.TI18N(" 敌方公会成员<color=#d95014>%s%s</c>挑战<color=#3a78c4>%s%s</c>据点成功,获得[%s]和<color=#249003>战绩%s点</c>,敌方公会<color=#d95014>%s%s</c>当前星数为%s<color=#a838bc>%s</c>。"), enemyRoleSrvName, enemyRoleName, myRoleSrvName, myRoleName, star_str, battle_score, enemyGuildSrvName, enemyGuildName, star_str_2, enemy_total);
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}
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}
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this.log_text_rt.string = log_str;
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for (var i in resArr) {
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this.loadRes(resArr[i], function (resObject) {
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this.log_text_rt.addSpriteFrame(resObject);
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}.bind(this));
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}
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},
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getLogSrvName: function getLogSrvName(srv_id) {
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if (!srv_id) return "";
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var index = srv_id.search("_");
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var srv_index = 1;
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if (index) {
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srv_index = srv_id.substring(index + 1);
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}
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var srvName = "[s" + srv_index + "]";
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return srvName;
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},
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// 面板设置不可见的回调,这里做一些不可见的屏蔽处理
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onHide: function onHide() {},
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// 当面板从主节点释放掉的调用接口,需要手动调用,而且也一定要调用
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onDelete: function onDelete() {}
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});
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cc._RF.pop();
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