"use strict"; cc._RF.push(module, '60bd8SHiQ1BW7yyOb7siMG6', 'guildwar_attk_look_window'); // Scripts/mod/guildwar/view/guildwar_attk_look_window.js "use strict"; // -------------------------------------------------------------------- // @author: xxx@syg.com(必填, 创建模块的人员) // @description: // 联盟战 进攻一览 //
Create: 2019-05-09 16:23:14 // -------------------------------------------------------------------- var PathTool = require("pathtool"); var CommonScrollView = require("common_scrollview"); var GuildwarAttkLookItem = require("guildwar_attk_look_item"); var Guildwar_attk_lookWindow = cc.Class({ "extends": BaseView, ctor: function ctor() { this.prefabPath = PathTool.getPrefabPath("guildwar", "guildwar_attk_look_window"); 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.Big; //是否是全屏窗体 WinType.Full, WinType.Big, WinType.Mini, WinType.Tips }, // 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.ctrl = require("guildwar_controller").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.background = this.seekChild("background"); this.background.scale = FIT_SCALE; this.challenge_lb = this.seekChild("challenge_label", cc.Label); this.close_btn = this.seekChild("close_btn"); this.confirm_btn = this.seekChild("confirm_btn"); this.confirm_btn_lb = this.seekChild(this.confirm_btn, "label", cc.Label); this.list_panel = this.seekChild("list_panel"); var tab_size = this.list_panel.getContentSize(); var setting = { item_class: GuildwarAttkLookItem, // 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: 0, // 第一个单元的Y起点 space_y: 0, // y方向的间隔 item_width: 616, // 单元的尺寸width item_height: 124, // 单元的尺寸height row: 0, // 行数,作用于水平滚动类型 col: 1, // 列数,作用于垂直滚动类型 need_dynamic: true }; this.box_scrollview = new CommonScrollView(); this.box_scrollview.createScroll(this.list_panel, cc.v2(0, 0), ScrollViewDir.vertical, ScrollViewStartPos.top, tab_size, setting, cc.v2(0.5, 0.5)); }, // 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.background, function () { this.ctrl.openAttkLookWindow(false); }.bind(this), 2); Utils.onTouchEnd(this.close_btn, function () { this.ctrl.openAttkLookWindow(false); }.bind(this), 2); Utils.onTouchEnd(this.confirm_btn, function () { this.ctrl.openAttkLookWindow(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(params) { this.setData(); }, setData: function setData() { //挑战次数 var challenge_count = this.model.getGuildWarChallengeCount(); var max_count = Config.guild_war_data.data_const.challange_time_limit.val; this.challenge_lb.string = cc.js.formatStr(Utils.TI18N("挑战次数:%s/%s"), max_count - challenge_count, max_count); var enemy_position_data = this.model.getEnemyGuildWarPositionList(); var sortFunc = function sortFunc(objA, objB) { if (objA.hp == objB.hp) { return objA.pos - objB.pos; } else { return objB.hp - objA.hp; } }; enemy_position_data.sort(sortFunc); this.box_scrollview.setData(enemy_position_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.box_scrollview) { this.box_scrollview.deleteMe(); this.box_scrollview = null; } this.ctrl.openAttkLookWindow(false); } }); cc._RF.pop();