"use strict";
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cc._RF.push(module, '9630a1/70NFzr+0WgbTuTUI', 'ladder_role_info_window');
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// Scripts/mod/ladder/view/ladder_role_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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// 这里是描述这个窗体的作用的
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// <br/>Create: 2019-07-24 16:56:21
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// --------------------------------------------------------------------
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var PathTool = require("pathtool");
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var LadderController = require("ladder_controller");
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var PlayerHead = require("playerhead");
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var HeroController = require("hero_controller");
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var PartnerConst = require("partner_const");
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var LadderEvent = require("ladder_event");
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var HeroVo = require("hero_vo");
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var Ladder_role_infoWindow = cc.Class({
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"extends": BaseView,
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ctor: function ctor() {
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this.prefabPath = PathTool.getPrefabPath("ladder", "ladder_role_info");
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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.item_list = {};
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this.ctrl = LadderController.getInstance();
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this.model = this.ctrl.getModel();
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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.main_panel = this.seekChild("main_panel");
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this.close_btn = this.seekChild(this.main_panel, "close_btn");
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this.challenge_btn = this.seekChild(this.main_panel, "challenge_btn");
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var challenge_btn_lb = this.seekChild(this.challenge_btn, "label", cc.Label);
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challenge_btn_lb.string = Utils.TI18N("挑战");
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this.black_btn = this.seekChild(this.main_panel, "black_btn");
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var black_btn_lb = this.seekChild(this.black_btn, "label", cc.Label);
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black_btn_lb.string = Utils.TI18N("防守阵容");
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this.title_container = this.seekChild(this.main_panel, "title_container");
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var title_label = this.seekChild(this.title_container, "title_label", cc.Label);
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title_label.string = Utils.TI18N("挑战对手");
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this.info_con = this.seekChild(this.main_panel, "info_con");
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this.name_lb = this.seekChild(this.info_con, "name", cc.Label);
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var rank_title = this.seekChild(this.info_con, "rank_title", cc.Label);
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rank_title.string = Utils.TI18N("排名");
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this.rank_lb = this.seekChild(this.info_con, "rank", cc.Label);
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this.rank_lb.string = Utils.TI18N("暂无");
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var guild_title = this.seekChild(this.info_con, "guild_title", cc.Label);
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guild_title.string = Utils.TI18N("公会:");
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this.guild_lb = this.seekChild(this.info_con, "guild", cc.Label);
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this.guild_lb.string = Utils.TI18N("暂无");
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this.head = new PlayerHead();
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this.head.show();
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this.head.setPosition(10, -5);
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this.head.setParent(this.head);
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this.main_container = this.seekChild(this.main_panel, "main_container");
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var fight_title = this.seekChild(this.main_container, "fight_title", cc.Label);
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fight_title.string = Utils.TI18N("战斗阵容");
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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.ctrl.openLadderRoleInfoWindow(false);
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}.bind(this), 2);
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Utils.onTouchEnd(this.close_btn, function () {
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this.ctrl.openLadderRoleInfoWindow(false);
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}.bind(this), 2);
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Utils.onTouchEnd(this.black_btn, function () {
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HeroController.getInstance().openFormMainWindow(true, PartnerConst.Fun_Form.Ladder);
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}.bind(this), 1);
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Utils.onTouchEnd(this.challenge_btn, function () {
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if (this.data && this.data.rid && this.data.srv_id) {
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this.ctrl.checkJoinLadderBattle(this.data.rid, this.data.srv_id);
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}
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}.bind(this), 1);
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this.addGlobalEvent(LadderEvent.GetLadderEnemyData, function (data) {
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this.setData(data);
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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(data) {
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if (data && data.rid != null && data.srv_id != null) {
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this.ctrl.requestLadderEnemyData(data.rid, data.srv_id);
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}
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},
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setData: function setData(data) {
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this.data = data;
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this.name_lb.string = Utils.transformNameByServ(data.name, data.srv_id);
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this.head.setHeadRes(data.face);
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if (data.gname && data.gname != "") {
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this.guild_lb.string = data.gname;
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} //头像框
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var vo = Config.avatar_data.data_avatar[data.avatar_id || 0];
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if (vo) {
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var res_id = vo.res_id || 1;
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var res = PathTool.getUIIconPath("headcircle", "txt_cn_headcircle_" + res_id);
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this.head.setFrameRes(res);
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}
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this.head.setLev(data.lev);
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this.rank_lb.string = cc.js.formatStr(Utils.TI18N("%s名"), data.rank || 0);
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this.head.setSex(data.sex, cc.v2(70, 4));
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this.createPartnerList(data.p_list);
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},
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createPartnerList: function createPartnerList(list) {
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var temp = [];
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for (var k in list) {
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var v = list[k];
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var vo = new HeroVo();
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var hero_data = Utils.deepCopy(v);
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hero_data.use_skin = hero_data.quality;
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hero_data.partner_id = v.id;
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vo.updateHeroVo(hero_data);
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temp.push(vo);
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}
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var p_list_size = temp.length;
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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.head) {
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this.head.deleteMe();
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this.head = null;
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}
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this.ctrl.openLadderRoleInfoWindow(false);
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}
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});
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cc._RF.pop();
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