"use strict";
|
cc._RF.push(module, '61526lYdG1CA6UGrWiNxzrq', 'skill_unlock_window');
|
// Scripts/mod/hero/view/skill_unlock_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: 2019-05-28 16:05:59
|
// --------------------------------------------------------------------
|
var PathTool = require("pathtool");
|
|
var HeroController = require("hero_controller");
|
|
var SkillUnlockWindow = cc.Class({
|
"extends": BaseView,
|
ctor: function ctor() {
|
this.prefabPath = PathTool.getPrefabPath("hero", "skill_unlock");
|
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.Mini; //是否是全屏窗体 WinType.Full, WinType.Big, WinType.Mini, WinType.Tips
|
|
this.skill_bid = arguments[0] || 0;
|
this.is_can_close = false;
|
this.ctrl = HeroController.getInstance();
|
},
|
// 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() {
|
var self = this;
|
self.background = self.root_wnd.getChildByName("background");
|
self.main_panel = self.root_wnd.getChildByName("main_container");
|
self.star_name = self.main_panel.getChildByName("star_name").getComponent(cc.Label);
|
self.star_desc = self.main_panel.getChildByName("star_desc").getComponent(cc.Label);
|
self.effect_sk = self.main_panel.getChildByName("action").getComponent(sp.Skeleton);
|
self.createDesc();
|
self.updateDesc();
|
},
|
// 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() {
|
this.background.on("touchend", function () {
|
Utils.playButtonSound(2);
|
|
if (this.is_can_close == true) {
|
this.ctrl.openSkillUnlockWindow(false);
|
}
|
}, this);
|
},
|
createDesc: function createDesc() {
|
var SkillItem = require("skill_item");
|
|
this.skill_item = new SkillItem();
|
this.skill_item.setPosition(cc.v2(0, 45));
|
this.skill_item.setParent(this.main_panel);
|
},
|
updateDesc: function updateDesc() {
|
var self = this;
|
if (self.skill_bid == 0) return;
|
var config = gdata("skill_data", "data_get_skill", self.skill_bid);
|
if (!config) return;
|
var desc = config.des || "";
|
self.star_desc.string = desc;
|
|
self.star_desc._updateRenderData(true);
|
|
if (self.star_desc.node.getContentSize().height > 22) {
|
self.star_desc.horizontalAlign = cc.macro.TextAlignment.LEFT;
|
}
|
|
var name = config.name || "";
|
self.star_name.string = name;
|
self.skill_item.setLeveStatus(false);
|
self.skill_item.btn_status = false;
|
self.skill_item.setData(self.skill_bid);
|
self.background.runAction(cc.sequence(cc.delayTime(1), cc.callFunc(function () {
|
this.is_can_close = true;
|
}, this)));
|
},
|
// 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) {
|
Utils.playButtonSound("c_get");
|
this.handleEffect();
|
},
|
handleEffect: function handleEffect() {
|
var sketon_path = PathTool.getSpinePath("E51003", "action");
|
this.loadRes(sketon_path, function (skeleton_data) {
|
this.effect_sk.skeletonData = skeleton_data;
|
this.effect_sk.setAnimation(0, "action", true);
|
}.bind(this));
|
},
|
// 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.skill_item) {
|
this.skill_item.deleteMe();
|
}
|
|
this.ctrl.openSkillUnlockWindow(false);
|
}
|
});
|
|
cc._RF.pop();
|