"use strict"; cc._RF.push(module, '81552HFmW5FWa062+GR6KXr', 'adventure_shot_kill_window'); // Scripts/mod/adventure/view/adventure_shot_kill_window.js "use strict"; // -------------------------------------------------------------------- // @author: xxx@syg.com(必填, 创建模块的人员) // @description: // 冒险一击必杀界面 //
Create: 2019-05-10 15:34:03 // -------------------------------------------------------------------- var PathTool = require("pathtool"); var PlayerHead = require("playerhead"); var AdventureEvent = require("adventure_event"); var Adventure_shot_killWindow = cc.Class({ "extends": BaseView, ctor: function ctor() { this.prefabPath = PathTool.getPrefabPath("adventure", "adventure_shot_kill_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 this.ctrl = arguments[0]; this.model = this.ctrl.getModel(); }, // 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.monster_list = {}; }, // 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.root_wnd.getChildByName("background"); this.background.scale = FIT_SCALE; var container = this.root_wnd.getChildByName("container"); this.skill_name = container.getChildByName("skill_name").getComponent(cc.Label); this.skill_desc = container.getChildByName("skill_desc").getComponent(cc.Label); this.skill_num = container.getChildByName("skill_num").getComponent(cc.Label); this.empty_desc = container.getChildByName("empty_desc").getComponent(cc.Label); this.empty_desc.string = Utils.TI18N("暂无可击杀守卫"); this.choose_container = container.getChildByName("choose_container"); var choose_title = this.choose_container.getChildByName("choose_title").getComponent(cc.Label); choose_title.string = Utils.TI18N("请选择使用目标"); this.total_width = this.choose_container.getContentSize().width; this.cancen_btn = this.choose_container.getChildByName("cancen_btn"); this.confirm_btn = this.choose_container.getChildByName("confirm_btn"); }, // 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.openAdventureShotKillWindow(false); }.bind(this), 2); Utils.onTouchEnd(this.cancen_btn, function () { this.ctrl.openAdventureShotKillWindow(false); }.bind(this), 2); Utils.onTouchEnd(this.confirm_btn, function () { if (this.select_object == null || this.select_object.data == null) { message(Utils.TI18N("请选择击杀目标")); return; } if (this.config) { this.ctrl.send20607(this.config.id, this.select_object.data.id); } }.bind(this), 1); this.addGlobalEvent(AdventureEvent.UpdateShotKillInfo, function (list) { this.updateMonsterList(list); }.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(data) { this.ctrl.send20611(); if (data && data.config) { this.config = data.config; this.skill_name.string = this.config.name; this.skill_desc.string = Utils.TI18N("效果:") + this.config.desc; var num = data.num || 0; var max_num = this.config.max_num; if (max_num && max_num > 0) { var use_count = data.use_count || 0; this.skill_num.string = cc.js.formatStr(Utils.TI18N("本轮剩余使用数量:%d/%d"), max_num - use_count, num); } else { this.skill_num.string = Utils.TI18N("剩余数量:") + num; } } }, updateMonsterList: function updateMonsterList(list) { if (list == null || Utils.next(list) == null) { this.choose_container.active = false; this.empty_desc.active = true; } else { this.choose_container.active = true; this.empty_desc.active = false; var count = list.length; var tmp_width = count * 120; // 总的个数需要的长度 var start_x = (this.total_width - tmp_width) * 0.5; // /创建头像 for (var i in list) { this.createMonsterHead(list[i], i, start_x); } } }, // ==============================-- // desc:创建怪物头像 // @data: // @index: // @return // ==============================-- createMonsterHead: function createMonsterHead(data, index, start_x) { if (data == null || data.evt_id == null) return; var evt_config = gdata("adventure_data", "data_adventure_event", data.evt_id); if (evt_config == null || evt_config.res_id == null || evt_config.res_id[0] == null || evt_config.res_id[0][1] == null) return; if (this.monster_list[data.evt_id]) return; var object = {}; var container = new cc.Node(); container.setContentSize(cc.size(120, 120)); container.setAnchorPoint(0.5, 0.5); container.setPosition(-this.choose_container.width / 2 + start_x + 60 + index * 120, -this.choose_container.height / 2 + 142); Utils.onTouchEnd(container, function (data) { this.selectMonsterIcon(data.evt_id); }.bind(this, data), 1); this.choose_container.addChild(container); var head = new PlayerHead(); head.setPosition(0, 0); head.setParent(container); head.show(); head.setHeadRes(evt_config.face); var select = Utils.createImage(container, null, 0, 0, cc.v2(0.5, 0.5), false, 2); this.loadRes(PathTool.getUIIconPath("adventurewindow", "adventurewindow_15"), function (select, sf_obj) { select.spriteFrame = sf_obj; }.bind(this, select)); var mark_icon = Utils.createImage(select.node, null, 0, 0, cc.v2(0.5, 0.5), false, 3); this.loadRes(PathTool.getCommonIcomPath("common_1043"), function (mark_icon, sf_obj) { mark_icon.spriteFrame = sf_obj; }.bind(this, mark_icon)); select.node.active = false; var event_path = PathTool.getUIIconPath("adventure/evt", evt_config.res_id[0][1]); var background = Utils.createImage(container, null, 0, 0, cc.v2(0.5, 0.5), false, 4); this.loadRes(event_path, function (background, sf_obj) { background.spriteFrame = sf_obj; }.bind(this, background)); object.container = container; object.head = head; object.select = select; object.data = data; this.monster_list[data.evt_id] = object; }, selectMonsterIcon: function selectMonsterIcon(evt_id) { if (this.select_object && this.select_object.data && this.select_object.data.evt_id == evt_id) return; if (this.select_object) { this.select_object.select.node.active = false; this.select_object = null; } this.select_object = this.monster_list[evt_id]; if (this.select_object) { this.select_object.select.node.active = true; } }, // 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() { for (var i in this.monster_list) { if (this.monster_list[i].head) { this.monster_list[i].head.deleteMe(); } } this.monster_list = null; this.ctrl.openAdventureShotKillWindow(false); } }); cc._RF.pop();