"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();