difenduandada
2024-12-31 34abe6963b344c882358274957f4b992456fee40
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"use strict";
cc._RF.push(module, 'af381zRigFBy4SLCDYbpQ7d', 'hero_break_exhibition_window');
// Scripts/mod/hero/view/hero_break_exhibition_window.js
 
"use strict";
 
// --------------------------------------------------------------------
// @author: xxx@syg.com(必填, 创建模块的人员)
// @description:
//     这里是描述这个窗体的作用的
// <br/>Create: 2019-03-01 17:06:07
// --------------------------------------------------------------------
var PathTool = require("pathtool");
 
var HeroBreakExhibitionWindow = cc.Class({
  "extends": BaseView,
  ctor: function ctor() {
    this.prefabPath = PathTool.getPrefabPath("hero", "hero_exhibition_window");
    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
 
    this.win_type = WinType.Full; // 是否是全屏窗体  WinType.Full, WinType.Big, WinType.Mini, WinType.Tips
 
    this.ctrl = arguments[0];
  },
  // 初始化一些配置数据,可以用于声明一些变量之类的
  initConfig: function initConfig() {},
  // 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
  openCallBack: function openCallBack() {
    this.main_container_nd = this.seekChild("main_container");
    this.title_container_sk = this.seekChild("title_container", sp.Skeleton);
    this.head_con_nd = this.seekChild("head_con");
    this.break_con_nd = this.seekChild("break_con");
    this.mask_bg_nd = this.seekChild("mask_bg");
    this.mask_bg_nd.scale = FIT_SCALE;
    this.attr_items = {};
 
    for (var attr_i = 1; attr_i <= 6; attr_i++) {
      var attr_item = this.attr_items[attr_i] = {};
      var attr_nd = this.seekChild(this.main_container_nd, "attr_item_" + attr_i);
      attr_item["old_val_lb"] = this.seekChild(attr_nd, "old_val", cc.Label);
      attr_item["new_val_lb"] = this.seekChild(attr_nd, "new_val", cc.Label);
    }
 
    this.hero_item = ItemsPool.getInstance().getItem("hero_exhibition_item");
    this.hero_item.setParent(this.head_con_nd);
    this.hero_item.show();
    this.mask_bg_nd.on(cc.Node.EventType.TOUCH_END, this.onClickMask, this);
  },
  // 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
  registerEvent: function registerEvent() {},
  // 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
  openRootWnd: function openRootWnd(params) {
    if (!params) return;
    this.data = params;
    this.udpateWidgets();
  },
  // 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
  closeCallBack: function closeCallBack() {
    if (this.hero_item) {
      this.hero_item.deleteMe();
    }
 
    this.ctrl.openBreakExhibitionWindow(false);
  },
  udpateWidgets: function udpateWidgets() {
    // 判断是否有解锁新技能
    this.handleEffect(true);
    this.updateHead();
    this.updateAttrList();
  },
  handleEffect: function handleEffect(status) {
    if (status) {
      var action = PlayerAction.action_6;
      var effect_res = PathTool.getEffectRes(103);
      var effect_path = PathTool.getSpinePath(effect_res, "action");
      this.loadRes(effect_path, function (title_sd) {
        cc.log(action);
        cc.log(title_sd);
        this.title_container_sk.skeletonData = title_sd;
        this.title_container_sk.setAnimation(0, action, false);
      }.bind(this));
    } else {}
  },
  updateHead: function updateHead() {
    var new_vo = this.data.new_vo;
    this.hero_item.setData(new_vo);
    var max_count = this.ctrl.getModel().getHeroMaxBreakCountByInitStar(new_vo.init_star);
    var break_count = new_vo.break_lev;
 
    for (var break_i = 1; break_i <= max_count; break_i++) {
      var break_nd = new cc.Node();
      var break_sp = break_nd.addComponent(cc.Sprite);
      var break_res = "hero_info_2";
      if (break_i <= break_count) break_res = "hero_info_1";
      var break_path = PathTool.getUIIconPath("hero", break_res);
      this.loadRes(break_path, function (break_sp, brek_sf) {
        break_sp.spriteFrame = brek_sf;
      }.bind(this, break_sp));
      this.break_con_nd.addChild(break_nd);
    }
  },
  updateAttrList: function updateAttrList() {
    var old_vo = this.data.old_vo;
    var new_vo = this.data.new_vo;
    var key = old_vo.type + "_" + old_vo.break_id + "_" + old_vo.break_lev || 0;
    var old_break_config = Config.partner_data.data_partner_brach[key];
    var new_key = new_vo.type + "_" + new_vo.break_id + "_" + new_vo.break_lev || 0;
    var new_break_config = Config.partner_data.data_partner_brach[new_key];
    if (!old_break_config || !new_break_config) return; // --查找是否有解锁新技能
 
    if (new_break_config.skill_num > old_break_config.skill_num) {
      //--说明有解锁技能
      var _key = Utils.getNorKey(old_vo.bid, old_vo.star);
 
      var star_config = gdata("partner_data", "data_partner_star", _key);
 
      if (star_config) {
        var skill_id = null; //--200101
 
        for (var i = 0; i < star_config.skills.length; ++i) {
          var info = star_config.skills[i];
 
          if (info[0] == new_break_config.skill_num) {
            skill_id = info[1];
            break;
          }
        }
 
        if (skill_id != null) {
          this.unlock_skill_id = skill_id;
        }
      }
    } // 战斗力
 
 
    this.attr_items["1"]["old_val_lb"].string = old_vo.power;
    this.attr_items["1"]["new_val_lb"].string = new_vo.power; // 等级
 
    this.attr_items["2"]["old_val_lb"].string = Utils.TI18N("等级上限:") + old_break_config.lev_max;
    this.attr_items["2"]["new_val_lb"].string = new_break_config.lev_max; // 属性
 
    var attr_item_index = 3;
 
    for (var attr_i in new_break_config.all_attr) {
      var attr_info = new_break_config.all_attr[attr_i];
      var attr_str = attr_info[0];
      if (attr_str == "hp_max") attr_str = "hp";
      var attr_name = Config.attr_data.data_key_to_name[attr_str];
      var old_str = attr_name + ":" + old_vo[attr_str];
      var new_str = new_vo[attr_str];
      this.attr_items[attr_item_index]["old_val_lb"].string = old_str;
      this.attr_items[attr_item_index]["new_val_lb"].string = new_str;
      attr_item_index++;
    }
  },
  onClickMask: function onClickMask() {
    this.ctrl.openBreakExhibitionWindow(false, this.unlock_skill_id);
  }
});
 
cc._RF.pop();