"use strict"; cc._RF.push(module, '73916WkaclNb4/zAzsuqnIG', 'hallows_task_window'); // Scripts/mod/hallows/view/hallows_task_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: 2019-02-18 17:52:10 // -------------------------------------------------------------------- var PathTool = require("pathtool"); var MainuiConst = require("mainui_const"); var MainuiController = require("mainui_controller"); var HallowsEvent = require("hallows_event"); var CommonScrollView = require("common_scrollview"); var HallowsTaskItem = require("hallows_task_item_panel"); var PartnerCalculate = require("partner_calculate"); var Hallows_taskWindow = cc.Class({ "extends": BaseView, ctor: function ctor() { this.prefabPath = PathTool.getPrefabPath("hallows", "hallows_task_window"); this.viewTag = SCENE_TAG.ui; //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.Full; //是否是全屏窗体 WinType.Full, WinType.Big, WinType.Mini, WinType.Tips this.ctrl = arguments[0]; this.model = this.ctrl.getModel(); this.rleasePrefab = false; }, // 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.attr_bgs = []; this.base_attr_list = {}; this.all_hallows_id = []; // 所有神器id(有序,翻页按钮用) this.cur_index = 0; //当前选中的神器在all_hallows_id的下标 }, // 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(this.root_wnd, "background"); this.background.scale = FIT_SCALE; this.bg = this.seekChild(this.root_wnd, "background", cc.Sprite); this.loadRes(PathTool.getBigBg("bigbg_68", "jpg"), function (resObject) { this.bg.spriteFrame = resObject; }.bind(this)); this.main_panel = this.seekChild("main_panel"); this.title_bg = this.main_panel.getChildByName("title_bg").getComponent(cc.Sprite); this.loadRes(PathTool.getCommonIcomPath("common_2015"), function (resObject) { this.title_bg.spriteFrame = resObject; }.bind(this)); this.skill_bg = this.main_panel.getChildByName("skill_bg"); this.skill_bg_img = this.skill_bg.getComponent(cc.Sprite); this.loadRes(PathTool.getCommonIcomPath("common_1092"), function (resObject) { this.skill_bg_img.spriteFrame = resObject; }.bind(this)); this.bottom_bg = this.main_panel.getChildByName("bottom_bg").getComponent(cc.Sprite); this.loadRes(PathTool.getUIIconPath("hallows", "hallows_1001"), function (resObject) { this.bottom_bg.spriteFrame = resObject; }.bind(this)); this.task_panel = this.seekChild(this.main_panel, "task_panel"); this.attr_panel = this.seekChild(this.main_panel, "attr_panel"); this.attr_panel.active = false; this.attr_bg_1 = this.attr_panel.getChildByName("attr_bg_1").getComponent(cc.Sprite); this.attr_bg_2 = this.attr_panel.getChildByName("attr_bg_2").getComponent(cc.Sprite); this.loadRes(PathTool.getUIIconPath("hallows", "hallows_1007"), function (resObject) { this.attr_bg_1.spriteFrame = resObject; this.attr_bg_2.spriteFrame = resObject; }.bind(this)); this.max_bg_l = this.attr_panel.getChildByName("max_bg_l").getComponent(cc.Sprite); this.max_bg_r = this.attr_panel.getChildByName("max_bg_r").getComponent(cc.Sprite); this.loadRes(PathTool.getUIIconPath("hallows", "hallows_1005"), function (resObject) { this.max_bg_l.spriteFrame = resObject; this.max_bg_r.spriteFrame = resObject; }.bind(this)); this.bottom_bg_2 = this.attr_panel.getChildByName("bottom_bg_2").getComponent(cc.Sprite); this.loadRes(PathTool.getCommonIcomPath("common_2007"), function (resObject) { this.bottom_bg_2.spriteFrame = resObject; }.bind(this)); this.desc_label = this.attr_panel.getChildByName("desc_label").getComponent(cc.Label); this.desc_label.string = Utils.TI18N("出战界面选择穿戴激活神器技能和主属性"); this.go_battle_btn = this.seekChild(this.attr_panel, "go_battle_btn"); this.hallows_name = this.seekChild(this.main_panel, "hallows_name", cc.Label); this.explain_btn = this.seekChild(this.main_panel, "explain_btn"); this.artifact_btn = this.seekChild(this.main_panel, "artifact_btn"); this.touch_layout = this.seekChild(this.main_panel, "touch_layout"); this.progress = this.seekChild(this.main_panel, "progress").getComponent(cc.ProgressBar); this.progress_value = this.seekChild(this.main_panel, "value").getComponent(cc.Label); this.left_btn = this.seekChild(this.main_panel, "left_btn"); this.right_btn = this.seekChild(this.main_panel, "right_btn"); this.list_view = this.seekChild(this.main_panel, "list_view"); for (var i = 1; i < 3; i++) { var attr_bg = this.seekChild(this.main_panel, "attr_bg_" + i); this.attr_bgs[i] = attr_bg; } this.hallows_eff_node = this.seekChild("hallows_eff_node"); this.hallows_eff_sk = this.seekChild("hallows_eff_node", sp.Skeleton); }, // 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.artifact_btn.on("click", function () { Utils.playButtonSound(ButtonSound.Normal); this.ctrl.openHallowsPreviewWindow(true); }, this); this.go_battle_btn.on("click", function () { Utils.playButtonSound(ButtonSound.Normal); MainuiController.getInstance().changeMainUIStatus(MainuiConst.btn_index.drama_scene); this.ctrl.openHallowsMainWindow(false); }, this); this.explain_btn.on(cc.Node.EventType.TOUCH_END, function (event) { Utils.playButtonSound(ButtonSound.Normal); var config = config = Config.hallows_data.data_const.game_rule; var pos = event.touch.getLocation(); require("tips_controller").getInstance().showCommonTips(config.desc, pos, null, null, 500); }, this); this.left_btn.on("click", function () { Utils.playButtonSound(ButtonSound.Normal); this._onClickBtnLeft(); }, this); this.right_btn.on("click", function () { Utils.playButtonSound(ButtonSound.Normal); this._onClickBtnRight(); }, this); this.touch_layout.on(cc.Node.EventType.TOUCH_END, function () { Utils.playButtonSound(ButtonSound.Normal); if (this.hallows_id) { var max_vo = this.model.makeHighestHallowVo(this.hallows_id); this.ctrl.openHallowsTips(true, max_vo); } }, this); //任务变化 this.addGlobalEvent(HallowsEvent.UpdateHallowsTaskEvent, function () { this.updateHallowsTaskInfo(); }.bind(this)); //神器数据更新 this.addGlobalEvent(HallowsEvent.HallowsUpdateEvent, function (id) { if (id == this.hallows_id) { this.refreshView(); } }.bind(this)); //激活圣器 this.addGlobalEvent(HallowsEvent.HallowsActivityEvent, function () { var hallows_id = this.model.getCurActivityHallowsId(); if (hallows_id) { this.hallows_id = hallows_id; this.initUnlockHallowsData(hallows_id); this.refreshView(); } }.bind(this)); //显示为某一神器(从所有神器预览界面打开) this.addGlobalEvent(HallowsEvent.UndateHallowsInfoEvent, function (id) { if (id && this.hallows_id != id) { this.hallows_id = id; this.initUnlockHallowsData(id); this.refreshView(); } }.bind(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(hallows_id) { var hallows_id = hallows_id || this.model.getCurActivityHallowsId(); if (hallows_id) { this.hallows_id = hallows_id; this.initUnlockHallowsData(hallows_id); this.refreshView(); } }, //设置已解锁和正在进行的神器数据 initUnlockHallowsData: function initUnlockHallowsData(hallows_id) { this.all_hallows_id = []; var activity_id = this.model.getCurActivityHallowsId(); // 正在进行中的神器id for (var i in Config.hallows_data.data_base) { var tempCfg = Config.hallows_data.data_base[i]; if (this.model.getHallowsById(tempCfg.id) || tempCfg.id == activity_id) { this.all_hallows_id.push(tempCfg.id); if (hallows_id && tempCfg.id == hallows_id) { this.cur_index = this.all_hallows_id.length - 1; } } } this.left_btn.active = this.all_hallows_id.length > 1; this.right_btn.active = this.all_hallows_id.length > 1; }, updateHallowsBaseInfo: function updateHallowsBaseInfo() { if (!this.hallows_id) return; var hallows_config = Config.hallows_data.data_base[this.hallows_id]; if (!hallows_config) return; if (this.hallows_model_id != hallows_config.effect) { this.hallows_model_id = hallows_config.effect; if (this.hallows_eff_sk) { this.hallows_eff_sk.setToSetupPose(); this.hallows_eff_sk.clearTracks(); } } this.hallows_name.string = hallows_config.name; if (this.model.getHallowsById(this.hallows_id)) { // setChildUnEnabled(false, this.hallows_model) this.hallows_eff_node.color = new cc.Color(255, 255, 255, 255); var anima_path = PathTool.getSpinePath(this.hallows_model_id, "action"); this.loadRes(anima_path, function (ske_data) { this.hallows_eff_sk.skeletonData = ske_data; this.hallows_eff_sk.setAnimation(0, PlayerAction.action_2, true); }.bind(this)); } else { // setChildUnEnabled(true, this.hallows_model) this.hallows_eff_node.color = new cc.Color(169, 169, 169, 255); var anima_path = PathTool.getSpinePath(this.hallows_model_id, "action"); this.loadRes(anima_path, function (ske_data) { this.hallows_eff_sk.skeletonData = ske_data; this.hallows_eff_sk.setAnimation(0, PlayerAction.action_1, true); }.bind(this)); } }, updateHallowsTaskInfo: function updateHallowsTaskInfo() { if (!this.hallows_id) return; //判断是否已获得 if (this.model.getHallowsById(this.hallows_id)) { this.attr_panel.active = true; this.task_panel.active = false; this.progress.progress = 1; this.progress_value.string = Utils.TI18N("已完成"); for (var i in this.base_attr_list) { this.base_attr_list[i].active = false; } var hallows_base = gdata("hallows_data", "data_info", Utils.getNorKey(this.hallows_id, 1)); if (hallows_base) { for (var j in hallows_base.attr) { if (j > 2) break; //UI只支持显示两个技能 var attr_key = hallows_base.attr[j][0]; var attr_val = hallows_base.attr[j][1] || 0; var attr_name = Config.attr_data.data_key_to_name[attr_key]; if (attr_name) { var attr_text = this.base_attr_list[j]; if (!attr_text) { attr_text = Utils.createRichLabel(24, new cc.Color(100, 50, 35, 255), cc.v2(0, 0.5), cc.v2(20, 20), 30, 380); attr_text.horizontalAlign = cc.macro.TextAlignment.LEFT; var attr_bg = this.attr_bgs[parseInt(j) + 1]; attr_bg.addChild(attr_text.node); this.base_attr_list[j] = attr_text; } attr_text.active = true; var icon = PathTool.getAttrIconByStr(attr_key); var is_per = PartnerCalculate.isShowPerByStr(attr_key); if (is_per == true) { attr_val = attr_val / 10 + "%"; } var attr_str = cc.js.formatStr(" %s%s:%s", icon, Utils.TI18N("全队"), attr_name, attr_val); attr_text.string = attr_str; this.loadRes(PathTool.getCommonIcomPath(icon), function (attr_text, resObject) { attr_text.addSpriteFrame(resObject); }.bind(this, attr_text)); } } } } else { this.attr_panel.active = false; this.task_panel.active = true; var task_list = this.model.getHallowsTaskList(this.hallows_id); if (task_list) { var max_num = task_list.length; var cur_num = 0; for (var k in task_list) { if (task_list[k].finish == 2) { cur_num = cur_num + 1; } } var percent = cur_num / max_num; this.progress.progress = percent; this.progress_value.string = cur_num + "/" + max_num; } if (this.scroll_view == null) { var size = this.list_view.getContentSize(); var setting = { item_class: HallowsTaskItem, // 单元类 start_x: 0, // 第一个单元的X起点 space_x: 10, // x方向的间隔 start_y: 0, // 第一个单元的Y起点 space_y: 4, // y方向的间隔 item_width: 331, // 单元的尺寸width item_height: 139, // 单元的尺寸height row: 0, // 行数,作用于水平滚动类型 col: 2, // 列数,作用于垂直滚动类型 need_dynamic: true }; this.scroll_view = new CommonScrollView(); this.scroll_view.createScroll(this.list_view, null, null, null, size, setting); } this.scroll_view.setData(task_list); } }, // 神器技能 updateHallowsSkillInfo: function updateHallowsSkillInfo() { if (!this.hallows_id) return; var hallows_skill = gdata("hallows_data", "data_skill_up", Utils.getNorKey(this.hallows_id, 1)); // 显示1级时的技能 if (hallows_skill && hallows_skill.skill_bid != 0) { var config = gdata("skill_data", "data_get_skill", hallows_skill.skill_bid) || {}; if (!this.skill_icon) { var SkillItem = require("skill_item"); this.skill_icon = new SkillItem(); //true,true,true,0.9 this.skill_icon.setParent(this.skill_bg); this.skill_icon.setScale(0.9); this.skill_icon.setLeveStatus(false); this.skill_icon.setPosition(cc.v2(75, 70)); } this.skill_icon.setData(config.bid); if (!this.skill_name) { //颜色需修改 this.skill_name = Utils.createLabel(24, new cc.Color(255, 238, 194, 255), null, 135, 80, "", this.skill_bg, 1, cc.v2(0, 0)); } this.skill_name.string = config.name; if (!this.skill_desc) { //颜色需修改 this.skill_desc = Utils.createRichLabel(20, new cc.Color(255, 238, 194, 255), cc.v2(0, 1), cc.v2(135, 80), 30, 500); this.skill_desc.horizontalAlign = cc.macro.TextAlignment.LEFT; this.skill_bg.addChild(this.skill_desc.node); } this.skill_desc.string = config.des; } }, // 向左翻页 _onClickBtnLeft: function _onClickBtnLeft() { this.cur_index = this.cur_index - 1; if (this.cur_index < 0) { this.cur_index = this.all_hallows_id.length - 1; } this.hallows_id = this.all_hallows_id[this.cur_index]; this.refreshView(); }, // -- 向右翻页 _onClickBtnRight: function _onClickBtnRight() { this.cur_index = this.cur_index + 1; if (this.cur_index >= this.all_hallows_id.length) { this.cur_index = 0; } this.hallows_id = this.all_hallows_id[this.cur_index]; this.refreshView(); }, // 刷新界面 refreshView: function refreshView() { this.updateHallowsBaseInfo(); this.updateHallowsTaskInfo(); this.updateHallowsSkillInfo(); }, // 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.scroll_view) { this.scroll_view.deleteMe(); this.scroll_view = null; } if (this.skill_icon) { this.skill_icon.deleteMe(); this.skill_icon = null; } if (this.hallows_eff_sk) { this.hallows_eff_sk.setToSetupPose(); this.hallows_eff_sk.clearTracks(); } this.ctrl.openHallowsMainWindow(false); } }); cc._RF.pop();