"use strict";
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cc._RF.push(module, '20f19O9c3dDjLtZbLnHaT1+', 'lev_upgrade_window');
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// Scripts/mod/levupgrade/view/lev_upgrade_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: 2019-04-26 11:37:15
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// --------------------------------------------------------------------
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var PathTool = require("pathtool");
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var ActionController = require("action_controller");
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var LevupgradeController = require("levupgrade_controller");
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var StoryEvent = require("story_event");
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var LevupgradeWindow = cc.Class({
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"extends": BaseView,
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ctor: function ctor() {
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this.prefabPath = PathTool.getPrefabPath("levupgrade", "lev_upgrade_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.Tips; //是否是全屏窗体 WinType.Full, WinType.Big, WinType.Mini, WinType.Tips
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this.ctrl = LevupgradeController.getInstance();
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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.lev_list = [];
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this.can_touch = false;
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this.auto_limit_time = 5;
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this.item_list = [];
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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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var self = this;
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self.background = self.root_wnd.getChildByName("background");
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self.main_container = self.root_wnd.getChildByName("main_container");
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self.back_panel = self.main_container.getChildByName("back_panel");
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self.title_container = self.main_container.getChildByName("title_container");
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self.play_effect = self.title_container.getChildByName("action").getComponent(sp.Skeleton);
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self.title_width = self.title_container.getContentSize().width;
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self.title_height = self.title_container.getContentSize().height;
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var item = self.main_container.getChildByName("item_1");
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if (item) {
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var title = item.getChildByName("title");
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title.getComponent(cc.Label).string = "冒险者等级";
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var object = {};
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object.last_lev = item.getChildByName("last_lev");
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object.now_lev = item.getChildByName("now_lev");
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this.lev_list.push(object);
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} // -- 升级奖励
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self.award_container = self.main_container.getChildByName("award_container");
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var award_title = self.award_container.getChildByName("award_title");
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award_title.getComponent(cc.Label).string = "升级奖励"; // -- 扩展类的说明,不一定有
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self.extend_container = self.main_container.getChildByName("extend_container");
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self.extend_panel = self.extend_container.getChildByName("extend_panel");
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self.extend_icon = self.extend_panel.getChildByName("icon");
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self.extend_title = self.extend_panel.getChildByName("title");
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self.extend_desc = self.extend_panel.getChildByName("desc");
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self.extend_ext_desc = self.extend_panel.getChildByName("ext_desc");
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self.extend_panel.getChildByName("extend_title").getComponent(cc.Label).string = "功能预告";
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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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this.background.on('touchend', function () {
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Utils.playButtonSound(2);
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if (this.can_touch == true) {
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this.onClickClose();
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}
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}, 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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var self = this; // self.root_wnd.getComponent(cc.Animation).play("lev_upgrade_window")
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Utils.playButtonSound("c_get");
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self.handleEffect();
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self.starTimeTicket();
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var old_lev = data.old_lev || 0;
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var lev = data.lev || 0;
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var lev_config = Config.role_data.data_role_attr[lev];
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if (lev_config) {
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// -- 角色等级
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var role_object = self.lev_list[0];
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role_object.last_lev.getComponent(cc.Label).string = old_lev;
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role_object.now_lev.getComponent(cc.Label).string = lev;
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self.award_data = [];
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for (var i = old_lev + 1; i <= lev; ++i) {
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var lev_cfg = Config.role_data.data_role_attr[i];
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if (lev_cfg && lev_cfg.reward) {
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for (var k = 0; k < lev_cfg.reward.length; ++k) {
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var v = lev_cfg.reward[k];
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self.checkAddAwardData(v);
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}
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}
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}
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self.setAwardInfo();
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self.setExtendInfo(lev_config);
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}
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},
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handleEffect: function handleEffect() {
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var self = this;
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var effect_id = 274;
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if (self.play_effect) {
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var sketon_path = PathTool.getSpinePath(PathTool.getEffectRes(effect_id), "action");
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this.loadRes(sketon_path, function (skeleton_data) {
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this.play_effect.skeletonData = skeleton_data;
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this.play_effect.setAnimation(0, "action2", false);
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}.bind(this));
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}
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},
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starTimeTicket: function starTimeTicket() {
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var self = this;
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self.cut_time = 0;
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if (self.time_ticket == null) {
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self.time_ticket = gcore.Timer.set(function () {
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self.cut_time = self.cut_time + 0.5;
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if (self.cut_time > 0.5) {
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self.can_touch = true;
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}
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if (self.cut_time >= self.auto_limit_time) {
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gcore.Timer.del(this.time_ticket);
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this.time_ticket = null;
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self.onClickClose();
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}
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}.bind(this), 500, -1);
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}
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},
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//将重复的奖励道具叠加显示
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checkAddAwardData: function checkAddAwardData(data) {
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var self = this;
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self.award_data = self.award_data || [];
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if (Utils.next(self.award_data) == null) {
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self.award_data.push(data);
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return;
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}
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for (var k = 0; k < self.award_data.length; ++k) {
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var v = self.award_data[k];
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if (v[0] && data[0]) {
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if (v[0] == data[0]) {
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v[1] = v[1] + data[1];
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} else {
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self.award_data.push(data);
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}
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}
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}
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},
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// -- 升级奖励物品
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setAwardInfo: function setAwardInfo() {
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var self = this;
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if (self.award_data == null) return;
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for (var k = 0; k < self.item_list.length; ++k) {
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var v = self.item_list[k];
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v.setVisible(false);
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}
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if (self.award_data && Utils.next(self.award_data) != null) {
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var space_x = 20;
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var scale = 1;
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var panel_size = self.award_container.getContentSize();
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var start_x = 0; //panel_size.width/2 - (self.award_data.length-1)*(space_x/2+120*scale/2)
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for (var i = 0; i < self.award_data.length; ++i) {
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var _v = self.award_data[i];
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var item = self.item_list[i];
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if (item == null) {
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var bid = _v[0];
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var num = _v[1];
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item = ItemsPool.getInstance().getItem("backpack_item");
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item.setParent(self.award_container);
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item.setData({
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bid: bid,
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num: num
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});
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self.item_list[i] = item;
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}
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var pos_x = start_x + (i + 1 - 1) * (space_x + 120 * scale);
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item.show();
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item.setPosition(pos_x, panel_size.height / 2 - 25);
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}
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self.award_container.active = true;
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} else {
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self.award_container.active = false;
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}
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},
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onClickClose: function onClickClose() {
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this.ctrl.openMainWindow(false);
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ActionController.getInstance().checkOpenActionLimitGiftMainWindow();
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},
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setExtendInfo: function setExtendInfo(config) {
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if (config == null) return;
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var self = this;
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if (config.icon == "") {
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self.back_panel.setContentSize(cc.size(SCREEN_WIDTH, 349));
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var height = this.main_container.height - 349;
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this.main_container.height -= height;
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self.extend_container.active = false;
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} else {
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self.back_panel.setContentSize(cc.size(SCREEN_WIDTH, 519));
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var path_icon = PathTool.getUIIconPath("bigbg/battledrama", config.icon);
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this.loadRes(path_icon, function (res) {
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self.extend_icon.getComponent(cc.Sprite).spriteFrame = res;
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}.bind(this));
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self.extend_title.getComponent(cc.Label).string = config.title;
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self.extend_desc.getComponent(cc.Label).string = config.desc;
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self.extend_ext_desc.getComponent(cc.Label).string = config.ext_desc;
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}
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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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this.play_effect.skeletonData = null;
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if (this.time_ticket) {
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gcore.Timer.del(this.time_ticket);
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this.time_ticket = null;
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}
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for (var i = 0; i < this.item_list.length; ++i) {
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this.item_list[i].deleteMe();
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this.item_list[i] = null;
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}
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gcore.GlobalEvent.fire(StoryEvent.PREPARE_PLAY_PLOT);
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this.ctrl.openMainWindow(false);
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}
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});
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cc._RF.pop();
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