"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 //
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();