"use strict";
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cc._RF.push(module, '0cf8dcyU05AfbuGwMPgWoCW', 'battle_fail_window');
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// Scripts/mod/battle/view/battle_fail_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: 2019-03-28 15:01:58
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// --------------------------------------------------------------------
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var PathTool = require("pathtool");
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var RoleController = require("role_controller");
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var BattleController = require("battle_controller");
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var BattleDramaController = require("battle_drama_controller");
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var BattleConst = require("battle_const");
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var BattleEvent = require("battle_event");
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var Battle_failWindow = cc.Class({
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"extends": BaseView,
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ctor: function ctor() {
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this.prefabPath = PathTool.getPrefabPath("battle", "battle_fail_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.Mini; //是否是全屏窗体 WinType.Full, WinType.Big, WinType.Mini, WinType.Tips
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this.is_full_screen = false;
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this.fight_type = arguments[0];
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this.result = arguments[1];
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this.data = arguments[2];
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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.role_vo = RoleController.getInstance().getRoleVo();
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this.ctrl = BattleController.getInstance();
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this.model = this.ctrl.getModel();
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this.drama_ctrl = BattleDramaController.getInstance();
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this.jump_ctrl = require("jump_controller").getInstance();
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this.is_running = false;
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this.effect_list = {};
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this.x = 100;
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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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// local sound_id = "b_lose"
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// if sound_id ~= "" then
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// AudioManager:getInstance():playMusic(AudioManager.AUDIO_TYPE.BATTLE, sound_id, false)
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// end
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this.source_container = this.seekChild("container");
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this.title_container = this.seekChild("title_container");
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this.title_width = this.title_container.getContentSize().width;
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this.title_height = this.title_container.getContentSize().height;
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this.btn = this.seekChild(this.source_container, "btn");
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this.special_sk = this.seekChild("title_container", sp.Skeleton);
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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 func = function () {
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this.createButton();
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this.is_running = false;
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}.bind(this);
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this.source_container.runAction(cc.sequence(cc.fadeIn(0, 2), cc.callFunc(func)));
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this.comfirm_btn = this.seekChild("comfirm_btn");
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this.help_btn = this.seekChild("help_btn");
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this.time_label_rt = this.seekChild("time_label", cc.RichText);
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this.harm_btn = this.seekChild("harm_btn");
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if (this.data && this.data.hurt_statistics) {
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this.harm_btn.active = true;
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} else {
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this.harm_btn.active = false;
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}
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this.handleEffect(true);
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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.comfirm_btn, function () {
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this.ctrl.openFailFinishView(false, this.fight_type);
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}.bind(this), 1);
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Utils.onTouchEnd(this.harm_btn, function () {
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if (this.data && Utils.next(this.data) != null) {
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this.ctrl.openBattleHarmInfoView(true, this.data);
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}
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}.bind(this), 1);
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Utils.onTouchEnd(this.help_btn, function () {
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this.ctrl.openFailFinishView(false, this.fight_type);
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this.jump_ctrl.jumpViewByEvtData([16]);
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}.bind(this), 1);
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},
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createButton: function createButton() {
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var btn_list = [];
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var base_data = this.drama_ctrl.getModel().getDramaData();
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var config = Config.battle_act_data.data_get_fail_data;
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if (config && base_data) {
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var max_dun_id = base_data.max_dun_id;
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for (var i in config) {
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var v = config[i];
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if (v.open_dungeon <= max_dun_id) {
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btn_list.push(v);
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}
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}
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}
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if (this.items_list == null) {
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this.items_list = {};
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}
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this.clearItems();
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var length = Math.min(4, btn_list.length);
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var func = function (go_btn, config) {
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go_btn.on(cc.Node.EventType.TOUCH_END, function () {
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this.openPanelByConfig(config);
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this.ctrl.openFailFinishView(false, this.fight_type);
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}, this);
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}.bind(this);
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for (var i = 0; i < length; i++) {
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var config = btn_list[i];
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if (config) {
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var obj = {};
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obj.btn = this.seekChild("btn_" + config.val_key);
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obj.img = obj.btn.getComponent(cc.Sprite);
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obj.label = this.seekChild(obj.btn, "label", cc.Label);
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this.loadRes(PathTool.getUIIconPath("battlefail", config.icon), function (bg_sf) {
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obj.img.spriteFrame = bg_sf;
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}.bind(this));
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obj.label.string = config.icon_name;
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this.items_list[i] = obj;
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}
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var go_btn = this.items_list[i].btn;
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var btn_label = this.items_list[i].label;
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if (go_btn) {
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go_btn.active = true;
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;
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func(go_btn, config);
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}
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if (btn_label) {
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btn_label.string = config.icon_name;
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}
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}
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this.updateTimer();
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},
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updateTimer: function updateTimer() {
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var time = 5;
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var call_back = function () {
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time = time - 1;
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var new_time = Math.ceil(time);
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var str = new_time + Utils.TI18N("秒后关闭");
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if (this.time_label_rt) {
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this.time_label_rt.string = str;
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}
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if (new_time <= 0) {
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gcore.Timer.del("fail_result_timer");
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this.ctrl.openFailFinishView(false, this.fight_type);
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}
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}.bind(this);
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gcore.Timer.set(call_back, 1000, -1, "fail_result_timer");
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},
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handleEffect: function handleEffect(status) {
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if (status == false) {
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if (this.special_sk) {
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this.special_sk.setToSetupPose();
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this.special_sk.clearTracks();
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this.special_sk.node.active = false;
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}
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} else {
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if (this.special_sk) {
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this.special_sk.node.active = true;
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var res = cc.js.formatStr("spine/%s/action.atlas", PathTool.getEffectRes(104));
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this.loadRes(res, function (res_object) {
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this.special_sk.skeletonData = res_object;
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this.special_sk.setAnimation(1, PlayerAction.action, false);
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}.bind(this));
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}
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}
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},
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clearItems: function clearItems() {
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if (this.items_list) {
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for (var k in this.items_list) {
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var v = this.items_list[k];
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if (v.btn) {
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v.btn.active = false;
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}
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}
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}
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},
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openPanelByConfig: function openPanelByConfig(config) {
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if (config.val_key == BattleConst.JumpType.Summon) this.jump_ctrl.jumpViewByEvtData([1]);else if (config.val_key == BattleConst.JumpType.HeroBag) this.jump_ctrl.jumpViewByEvtData([19]);else if (config.val_key == BattleConst.JumpType.Forge) this.jump_ctrl.jumpViewByEvtData([26]);else if (config.val_key == BattleConst.JumpType.Hallows) this.jump_ctrl.jumpViewByEvtData([20]);
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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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// 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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// //联盟战战败有奖励需要展示
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// if (this.fight_type == BattleConst.Fight_Type.GuildWar && this.data && this.data.item_rewards) {
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// var items = {};
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// for (var i in this.data.item_rewards) {
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// var v = this.data.item_rewards[i];
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// items[i] = {};
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// items[i].bid = v.bid;
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// items[i].num = v.num;
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// }
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// require("mainui_controller").getInstance().openGetItemView(true, items, 0, { is_backpack: true });
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// }
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gcore.Timer.del("fail_result_timer");
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this.handleEffect(false);
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if (this.model.getBattleScene() && this.ctrl.getIsSameBattleType(this.fight_type)) {
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var data = {
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combat_type: this.fight_type,
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result: this.result
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};
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this.model.result(data, null);
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}
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this.ctrl.openFailFinishView(false, this.fight_type);
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gcore.GlobalEvent.fire(BattleEvent.CLOSE_RESULT_VIEW, this.fight_type);
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}
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});
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cc._RF.pop();
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