"use strict"; cc._RF.push(module, '264f5s4vpRMBZlM3fqX4KCC', 'heroexpedit_level_window'); // Scripts/mod/heroexpedit/view/heroexpedit_level_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 //
Create: 2019-03-11 14:17:05 // -------------------------------------------------------------------- var PathTool = require("pathtool"); var HeroConst = require("hero_const"); var PlayerHead = require("playerhead"); var HeroController = require("hero_controller"); var PartnerConst = require("partner_const"); var HeroExpeditEvent = require("heroexpedit_event"); var CommonScrollView = require("common_scrollview"); var Heroexpedit_levelWindow = cc.Class({ "extends": BaseView, ctor: function ctor() { this.prefabPath = PathTool.getPrefabPath("heroexpedit", "level_message"); 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.Tips; //是否是全屏窗体 WinType.Full, WinType.Big, WinType.Mini, WinType.Tips this.ctrl = arguments[0]; this.model = this.ctrl.getModel(); }, // 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() { this.reward_list = []; }, // 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.background = this.root_wnd.getChildByName("background"); this.background.scale = FIT_SCALE; this.main_container = this.root_wnd.getChildByName("main_container"); this.text_level_msg = this.main_container.getChildByName("Image_6").getChildByName("Text_7").getComponent(cc.Label); this.text_level_msg.string = Utils.TI18N(""); var text_17_0 = this.main_container.getChildByName("reward").getChildByName("Text_17_0").getComponent(cc.Label); text_17_0.string = Utils.TI18N("奖励"); this.reward_panel = this.main_container.getChildByName("reward").getChildByName("reward_panel"); var text_17 = this.main_container.getChildByName("enemy").getChildByName("Text_17"); text_17.string = Utils.TI18N("敌方阵容"); this.enemy_panel = this.main_container.getChildByName("enemy").getChildByName("enemy_panel"); this.btn_fight = this.main_container.getChildByName("btn_fight"); var Text_6 = this.btn_fight.getChildByName("Text_6").getComponent(cc.Label); Text_6.string = Utils.TI18N("战斗"); this.text_name = this.main_container.getChildByName("text_name").getComponent(cc.Label); this.text_fight_power = this.main_container.getChildByName("text_fight_power").getComponent(cc.Label); if (this.data) { this.fightMessage(this.data); } }, fightMessage: function fightMessage(data) { if (!this.root_wnd || !data) return; this.text_level_msg.string = Utils.TI18N("第") + Config.expedition_data.data_sign_info[data.id].floor + Utils.TI18N("关"); this.my_head = new PlayerHead(); this.my_head.setAnchorPoint(0.5, 0.5); this.my_head.setPosition(166 - this.main_container.width / 2, 541 - this.main_container.height / 2); this.my_head.setLev(data.lev); this.my_head.setParent(this.main_container); this.my_head.setHeadRes(data.face); this.my_head.show(); this.text_name.string = data.name; this.text_fight_power.string = data.power; // 关卡奖励 if (data.rewards) { var num = data.rewards.length; var pos = []; if (num == 2) { pos = [166, 423]; } else { pos = [166, 296, 423]; } for (var i = 0; i < num; i++) { if (!this.reward_list[i]) { this.reward_list[i] = ItemsPool.getInstance().getItem("backpack_item"); this.reward_list[i].setParent(this.reward_panel); this.reward_list[i].initConfig(null, 0.9); this.reward_list[i].show(); } if (this.reward_list[i]) { this.reward_list[i].setPosition(pos[i], 55); if (data.rewards[i].bid == 25 && data.is_holiday == 1) { this.reward_list[i].holidHeroExpeditTag(true, "限时提升"); } else { this.reward_list[i].holidHeroExpeditTag(false); } this.reward_list[i].setDefaultTip(); this.reward_list[i].setData({ bid: data.rewards[i].bid, num: data.rewards[i].num }); } } } var scroll_view_size = this.enemy_panel.getContentSize(); var setting = { item_class: "hero_exhibition_item", // 单元类 start_x: 0, // 第一个单元的X起点 space_x: 0, // x方向的间隔 start_y: 4, // 第一个单元的Y起点 space_y: 0, // y方向的间隔 item_width: 119, // 单元的尺寸width item_height: 119, // 单元的尺寸height row: 1, // 行数,作用于水平滚动类型 col: 1 // 列数,作用于垂直滚动类型 }; this.enemy_list = new CommonScrollView(); this.enemy_list.createScroll(this.enemy_panel, cc.v2(-5, 10), ScrollViewDir.horizontal, ScrollViewStartPos.top, scroll_view_size, setting); this.enemy_list.setClickEnabled(false); var enemy = []; for (var i in data.guards) { var v = data.guards[i]; var tab = {}; tab.bid = v.bid; tab.star = v.star; tab.blood = v.hp_per; tab.lev = v.lev; enemy.push(tab); } this.enemy_list.setData(enemy, null, { scale: 0.8, can_click: false, from_type: HeroConst.ExhibitionItemType.eExpeditFight }); }, // 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.addGlobalEvent(HeroExpeditEvent.levelMessageEvent, function (data) { if (!data) return; this.data = data; this.fightMessage(data); }.bind(this)); Utils.onTouchEnd(this.btn_fight, function () { this.ctrl.openHeroExpeditLevelView(false); HeroController.getInstance().openFormGoFightPanel(true, PartnerConst.Fun_Form.Expedit_Fight); this.ctrl.sender24404(); }.bind(this), 1); Utils.onTouchEnd(this.background, function () { this.ctrl.openHeroExpeditLevelView(false); }.bind(this), 2); }, // 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(data) { if (!data) return; this.data = data; this.fightMessage(data); }, // 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.reward_list && Utils.next(this.reward_list || []) != null) { for (var i in this.reward_list) { if (this.reward_list[i].deleteMe) { this.reward_list[i].deleteMe(); } } } this.data = null; if (this.my_head) { this.my_head.deleteMe(); this.my_head = null; } if (this.enemy_list) { this.enemy_list.deleteMe(); this.enemy_list = null; } this.ctrl.openHeroExpeditLevelView(false); } }); cc._RF.pop();