"use strict"; cc._RF.push(module, '4df38kJPb9CAIn5r/BxCTI3', 'battle_mvp_window'); // Scripts/mod/battle/view/battle_mvp_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: 2019-03-22 11:57:11 // -------------------------------------------------------------------- var PathTool = require("pathtool"); var BattleConst = require("battle_const"); var PlayerHead = require("playerhead"); var RoleController = require("role_controller"); var BattleController = require("battle_controller"); var BattleEvent = require("battle_event"); var CommonScrollView = require("common_scrollview"); var BattleDramaHookRewardListPanel = require("battle_drama_hook_reward_list_panel"); var Battle_mvpWindow = cc.Class({ "extends": BaseView, ctor: function ctor() { this.prefabPath = PathTool.getPrefabPath("battle", "battle_mvp_view"); 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.data = arguments[0]; var data = this.data; this.result = data.result; this.reward_list = data.item_rewards || {}; this.fight_type = data.combat_type || BattleConst.Fight_Type.Darma; this.partner_bid = data.partner_bid || 0; this.partner_hurt = data.partner_hurt || 0; this.partner_total_hurt = data.partner_total_hurt || 0; this.role_exp = data.exp || 0; this.role_lv = data.lev || 1; this.role_nowlv = data.new_lev || 1; this.role_nowexp = data.new_exp || 0; this.use_skin = data.use_skin || 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() { this.ani_isover = false; this.item_list = {}; this.role_vo = RoleController.getInstance().getRoleVo(); this.ctrl = BattleController.getInstance(); this.model = this.ctrl.getModel(); }, // 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 = this.seekChild("container"); this.main_container.zIndex = 1; this.containerSize = this.main_container.getContentSize(); this.background = this.root_wnd.getChildByName("background"); this.background.scale = FIT_SCALE; this.auto_combat_num_lb = this.seekChild(this.main_container, "auto_combat_num", cc.Label); this.auto_combat_num_lb.node.active = false; this.seekChild("pic_mvp").zIndex = 1; this.time_label_rt = this.seekChild(this.main_container, "time_label", cc.RichText); this.time_label_rt.string = Utils.TI18N("5秒后关闭"); this.time_label_rt.node.active = false; this.comfirm_btn = this.seekChild(this.main_container, "comfirm_btn"); this.harm_btn = this.seekChild(this.main_container, "harm_btn"); if (this.data && Utils.next(this.data) != null) { this.harm_btn.active = true; } else { this.harm_btn.active = false; } this.special_sk = this.seekChild(this.main_container, "play_effect", sp.Skeleton); //进度条 this.progress_bg_nd = this.seekChild(this.main_container, "sprite_3"); this.sprite_4_nd = this.seekChild(this.main_container, "sprite_4"); this.progress_pb = this.seekChild(this.main_container, "sprite_3", cc.ProgressBar); this.progress_pb.progress = 0; this.proTxt_lb = this.seekChild(this.main_container, "proTxt", cc.Label); this.progress_bg_nd.active = false; //延迟0.3秒显示进度条动画 Utils.delayRun(this.root_wnd, 0.3, function () { this.showProgressEffect(); }.bind(this)); //头像 var sp_2 = this.seekChild(this.main_container, "sprite_2"); this.head_icon = new PlayerHead(); this.head_icon.setParent(sp_2); this.head_icon.show(); this.head_icon.setScale(0.8); this.head_icon.setPosition(0, 0); this.head_icon.setHeadRes(this.role_vo.face_id); //等级 this.roleLvTxt_lb = this.seekChild(this.main_container, "roleLvTxt", cc.Label); this.roleLvTxt_lb.string = cc.js.formatStr("Lv.%d", this.role_nowlv); var partner_config = Config.partner_data.data_partner_base[this.partner_bid]; var skin_config = Config.partner_skin_data.data_skin_info[this.use_skin]; this.mvp_con_nd = this.seekChild("mvp_con"); //名称和立绘 var pic_bg = this.seekChild(this.mvp_con_nd, "pic_bg"); this.bust_icon_sp = this.seekChild("bustIcon", cc.Sprite); pic_bg.zIndex = 1; this.roleNameTxt_lb = this.seekChild(pic_bg, "roleNameTxt", cc.Label); if (partner_config) { this.roleNameTxt_lb.string = partner_config.name; var bustid = null; if (skin_config) { bustid = skin_config.bustid; } else { bustid = partner_config.bustid; } var bust_res = PathTool.getPartnerBustRes(bustid); this.loadRes(bust_res, function (bg_sf) { this.bust_icon_sp.spriteFrame = bg_sf; }.bind(this)); } //伤害输出 var hurtTxt_lb = this.seekChild(pic_bg, "hurtTxt", cc.Label); var hurtPercent = cc.js.formatStr("%s", Math.floor(this.partner_hurt / this.partner_total_hurt * 100)) + "%"; hurtTxt_lb.string = cc.js.formatStr("%d(%s)", Math.ceil(Number(this.partner_hurt)), hurtPercent); //显示特效 this.handleEffect(true); this.scroll_con_nd = this.seekChild(this.main_container, "scroll_con"); var tab_size = this.scroll_con_nd.getContentSize(); var setting = { item_class: BattleDramaHookRewardListPanel, // 单元类 start_x: 94, // 第一个单元的X起点 space_x: 20, // x方向的间隔 start_y: 0, // 第一个单元的Y起点 space_y: 0, // y方向的间隔 item_width: 120, // 单元的尺寸width item_height: 180, // 单元的尺寸height row: 1, // 行数,作用于水平滚动类型 col: 4, // 列数,作用于垂直滚动类型 need_dynamic: true }; this.scroll_view = new CommonScrollView(); this.scroll_view.createScroll(this.scroll_con_nd, cc.v2(0, 0), ScrollViewDir.vertical, ScrollViewStartPos.top, tab_size, setting, cc.v2(0.5, 0.5)); this.rewardViewUI(); }, // 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() { Utils.onTouchEnd(this.comfirm_btn, function () { if (this.ani_isover) { this.ctrl.openFinishView(false, this.fight_type); } }.bind(this), 1); Utils.onTouchEnd(this.harm_btn, function () { if (this.data && Utils.next(this.data) != null) { this.ctrl.openBattleHarmInfoView(true, this.data); } }.bind(this), 1); }, showProgressEffect: function showProgressEffect() { var baseCurMaxExp = Config.role_data.data_role_attr[this.role_lv].exp_max; var basePercent = this.role_exp / baseCurMaxExp; var maxPercent = this.role_nowexp / baseCurMaxExp; if (this.role_lv != this.role_nowlv) { //有升级 maxPercent = 1; } if (this.data.auto_num && this.data.auto_num > 0) { this.auto_combat_num_lb.node.active = true; this.auto_combat_num_lb.string = cc.js.formatStr(Utils.TI18N("已连续通过关卡数:%s"), this.data.auto_num); } this.progress_pb.progress = basePercent; this.proTxt_lb.string = cc.js.formatStr("%d/%d", Number(this.role_exp), Number(baseCurMaxExp)); this.progress_bg_nd.active = true; var call_back = function () { basePercent = basePercent + 0.01; if (basePercent > maxPercent) { if (this.role_lv == this.role_nowlv) { baseCurMaxExp = Config.role_data.data_role_attr[this.role_nowlv].exp_max; basePercent = this.role_nowexp / baseCurMaxExp; this.progress_pb.progress = basePercent; this.proTxt_lb.string = cc.js.formatStr("%d/%d", this.role_nowexp, Number(baseCurMaxExp)); gcore.Timer.del("mvp_progress_timer"); } else { //播放升级特效 if (this.progressEffect == null) { this.progressEffect = this.seekChild(this.sprite_4_nd, "effect", sp.Skeleton); var res = cc.js.formatStr("spine/%s/action.atlas", PathTool.getEffectRes(275)); this.loadRes(res, function (res_object) { this.progressEffect.skeletonData = res_object; this.progressEffect.setAnimation(0, PlayerAction.action, false); }.bind(this)); } else { this.progressEffect.setAnimation(0, PlayerAction.action, false); } this.role_lv = this.role_lv + 1; basePercent = 0; maxPercent = 1; baseCurMaxExp = Config.role_data.data_role_attr[this.role_lv].exp_max; if (this.role_lv == this.role_nowlv) { maxPercent = this.role_nowexp / Config.role_data.data_role_attr[this.role_nowlv].exp_max; } } } else { this.progress_pb.progress = basePercent; this.proTxt_lb.string = cc.js.formatStr("%d/%d", Math.ceil(baseCurMaxExp * basePercent), Number(baseCurMaxExp)); } }.bind(this); gcore.Timer.set(call_back, 10, -1, "mvp_progress_timer"); }, handleEffect: function handleEffect(status) { if (status == false) { if (this.special_sk) { this.special_sk.setToSetupPose(); this.special_sk.clearTracks(); this.special_sk.node.active = false; } if (this.progressEffect) { this.progressEffect.setToSetupPose(); this.progressEffect.clearTracks(); this.progressEffect.node.active = false; } } else { if (this.special_sk) { this.special_sk.node.active = true; var res = cc.js.formatStr("spine/%s/action.atlas", PathTool.getEffectRes(274)); this.loadRes(res, function (res_object) { this.special_sk.skeletonData = res_object; this.special_sk.setAnimation(1, PlayerAction.action_1, false); }.bind(this)); } } }, //奖励界面 rewardViewUI: function rewardViewUI() { if (!this.reward_list) return; this.scroll_view.setData(this.reward_list, null, { is_show_name: true }); Utils.delayRun(this.main_container, 0.5, function () { this.ani_isover = true; this.updateTimer(); }.bind(this)); }, updateTimer: function updateTimer() { this.time_label_rt.node.active = true; this.comfirm_btn.active = true; var time = 5; var call_back = function () { time = time - 1; var new_time = Math.ceil(time); var str = new_time + Utils.TI18N("秒后关闭"); if (this.time_label_rt) { this.time_label_rt.string = str; } if (new_time <= 0) { gcore.Timer.del("mvp_close_timer"); this.ctrl.openFinishView(false, this.fight_type); } }.bind(this); gcore.Timer.set(call_back, 1000, -1, "mvp_close_timer"); }, // 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() {}, // 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() { this.root_wnd.stopAllActions(); this.main_container.stopAllActions(); gcore.Timer.del("mvp_close_timer"); gcore.Timer.del("mvp_progress_timer"); require("hero_controller").getInstance().openEquipTips(false); require("tips_controller").getInstance().closeAllTips(); if (this.fight_type == BattleConst.Fight_Type.Darma) { gcore.GlobalEvent.fire(BattleEvent.MOVE_DRAMA_EVENT, this.fight_type); } this.handleEffect(false); if (this.model.getBattleScene() && this.ctrl.getIsSameBattleType(this.fight_type)) { this.model.result(this.data, null); } if (this.scroll_view) { this.scroll_view.deleteMe(); this.scroll_view = null; } this.ctrl.openFinishView(false, this.fight_type); gcore.Timer.set(function () { gcore.GlobalEvent.fire(BattleEvent.CLOSE_RESULT_VIEW, this.fight_type); }.bind(this), 200, 1); } }); cc._RF.pop();