"use strict"; cc._RF.push(module, '82bde70bdJAwozYBJVoBIh8', 'adventure_main_window'); // Scripts/mod/adventure/view/adventure_main_window.js "use strict"; // -------------------------------------------------------------------- // @author: xxx@syg.com(必填, 创建模块的人员) // @description: // 神界冒险UI版本的主UI //
Create: 2019-05-14 17:17:26 // -------------------------------------------------------------------- var PathTool = require("pathtool"); var CommonScrollView = require("common_scrollview"); var MainuiController = require("mainui_controller"); var RankController = require("rank_controller"); var RankConstant = require("rank_constant"); var AdventureEvent = require("adventure_event"); var AdventureConst = require("adventure_const"); var CommonAlert = require("commonalert"); var ChatConst = require("chat_const"); var AdventureCellItem = require("adventure_cell_item_panel"); var TimeTool = require("timetool"); var TipsController = require("tips_controller"); var Adventure_mainWindow = cc.Class({ "extends": BaseView, ctor: function ctor() { this.prefabPath = PathTool.getPrefabPath("adventure", "adventure_main_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(); }, // 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.had_register = false; this.box_effect = null; this.cur_box_status = null; this.skill_list = {}; this.hero_list = {}; this.room_skill_list = {}; this.collect_effect_list = {}; this.fly_cache_item_list = []; this.fly_item_list = {}; }, setVisible: function setVisible(status) { this._super(status); if (status) { if (this.item_scrollview) { this.item_scrollview.setClickEnabled(false); } this.updateBoxTeskList(this.box_tesk_data); } }, // 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.cell_container = this.root_wnd.getChildByName("cell_container"); var scroll_view_size = this.cell_container.getContentSize(); var setting = { item_class: AdventureCellItem, start_x: 10, space_x: -1, start_y: 118, space_y: -1, item_width: 142, item_height: 126, row: 5, col: 5, once_num: 5 }; this.item_scrollview = new CommonScrollView(); this.item_scrollview.createScroll(this.cell_container, cc.v2(-scroll_view_size.width / 2, 0), ScrollViewDir.vertical, ScrollViewStartPos.bottom, scroll_view_size, setting); this.item_scrollview.setItemZIndexByType(2); this.item_scrollview.setClickEnabled(false); this.other_container = this.root_wnd.getChildByName("other_container"); this.Sprite_21 = this.other_container.getChildByName("Sprite_21").getComponent(cc.Sprite); this.Sprite_22 = this.other_container.getChildByName("Sprite_22").getComponent(cc.Sprite); this.Sprite_23 = this.other_container.getChildByName("Sprite_23").getComponent(cc.Sprite); this.Sprite_24 = this.other_container.getChildByName("Sprite_24").getComponent(cc.Sprite); this.top_container = this.root_wnd.getChildByName("top_container"); this.top_back = this.top_container.getChildByName("background"); this.top_back.scale = FIT_SCALE * 2; this.top_back_ground = this.top_container.getChildByName("background").getComponent(cc.Sprite); this.title_container = this.top_container.getChildByName("title_container"); this.top_title = this.title_container.getChildByName("label").getComponent(cc.Label); // 层数标题 this.title_background = this.title_container.getChildByName("title").getComponent(cc.Sprite); this.explain_btn = this.top_container.getChildByName("explain_btn"); // 玩法说明按钮 this.rank_btn = this.top_container.getChildByName("rank_btn"); var explain_lab = this.explain_btn.getChildByName("label").getComponent(cc.Label); explain_lab.string = Utils.TI18N("玩法说明"); var rank_lab = this.rank_btn.getChildByName("label").getComponent(cc.Label); rank_lab.string = Utils.TI18N("排行"); this.bottom_container = this.root_wnd.getChildByName("bottom_container"); this.bottom_back = this.bottom_container.getChildByName("background"); this.bottom_back.scale = FIT_SCALE * 2; this.bottom_back_ground = this.bottom_container.getChildByName("background").getComponent(cc.Sprite); this.return_btn = this.bottom_container.getChildByName("return_btn"); this.list_conatiner = this.bottom_container.getChildByName("list_conatiner"); var base_config = Config.adventure_data.data_skill_data; for (var i = 1; i <= 3; i++) { var buff_node = this.bottom_container.getChildByName("buff_" + i); if (buff_node) { var object = {}; object.node = buff_node; object.index = i; object.num = buff_node.getChildByName("num").getComponent(cc.Label); object.num.string = 0; object.label = buff_node.getChildByName("label").getComponent(cc.Label); object.num_value = 0; object.use_count = 0; this.skill_list[i] = object; var config = base_config[i]; if (config) { object.config = config; object.label.string = config.name; } } } this.shop = this.bottom_container.getChildByName("shop"); this.btn_box = this.bottom_container.getChildByName("btn_box"); this.btn_box_label = this.btn_box.getChildByName("Text_1").getComponent(cc.Label); this.btn_box_label.string = ""; this.btn_box_label.node.zIndex = 10; this.buff_container = this.bottom_container.getChildByName("buff_container"); this.holiday_buff = this.bottom_container.getChildByName("holiday_buff"); this.holiday_buff.active = false; var end_time_title = this.bottom_container.getChildByName("end_time_title").getComponent(cc.Label); end_time_title.string = Utils.TI18N("冒险重置"); this.end_time_value = this.bottom_container.getChildByName("end_time_value").getComponent(cc.Label); }, // 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.return_btn, function () { this.ctrl.openAdventureMainWindow(false); }.bind(this), 2); Utils.onTouchEnd(this.explain_btn, function () { MainuiController.getInstance().openCommonExplainView(true, Config.adventure_data.data_explain, Utils.TI18N("玩法规则")); }.bind(this), 1); Utils.onTouchEnd(this.rank_btn, function () { RankController.getInstance().openRankView(true, RankConstant.RankType.adventure); }.bind(this), 1); Utils.onTouchEnd(this.buff_container, function () { var buff_list = this.model.getBuffData(); var holiday_buff_list = this.model.getHolidayBuffData(); if ((buff_list == null || Utils.next(buff_list) == null) && (holiday_buff_list == null || Utils.next(holiday_buff_list) == null)) { message(Utils.TI18N("暂无属性加成")); } else { var p = this.buff_container.convertToWorldSpace(cc.v2(0, 0)); TipsController.getInstance().showAdventureBuffTips(buff_list, p, holiday_buff_list); } }.bind(this), 1); for (var k in this.skill_list) { if (this.skill_list[k].node) { Utils.onTouchEnd(this.skill_list[k].node, function (index) { this.handleSkillChoose(index); }.bind(this, this.skill_list[k].index), 1); } } Utils.onTouchEnd(this.shop, function () { this.ctrl.openAdventrueShopWindow(true); }.bind(this), 1); this.addGlobalEvent(AdventureEvent.Update_Room_Info, function () { this.playEnterEffect(true); this.updateRoomData(); }.bind(this)); this.addGlobalEvent(AdventureEvent.Update_Single_Room_Info, function () { this.updateRoomData(true); }.bind(this)); this.addGlobalEvent(AdventureEvent.Update_Room_Base_Info, function () { this.updateBaseData(); }.bind(this)); this.addGlobalEvent(AdventureEvent.Update_Buff_Info, function () { this.updateBuffData(); this.updateHolidayBuffTips(); }.bind(this)); this.addGlobalEvent(AdventureEvent.UpdateSkillInfo, function (data) { this.updateSkillData(data); }.bind(this)); this.addGlobalEvent(AdventureEvent.UpdateAdventureForm, function () { this.updateHeroList(); }.bind(this)); this.addGlobalEvent(AdventureEvent.UpdateAdventureSelectHero, function () { this.changeSelectHero(); }.bind(this)); this.addGlobalEvent(AdventureEvent.GetSkillForEffectAction, function (id, skill_id) { this.playSkillEffectAction(id, skill_id); }.bind(this)); this.addGlobalEvent(AdventureEvent.UpdateBoxTeskEvent, function (data) { this.updateBoxTeskList(data); }.bind(this)); Utils.onTouchEnd(this.btn_box, function () { if (this.box_tesk_data && this.box_tesk_data.kill_mon != null) { // 有奖励可领时,点击宝箱直接全部领完 if (this.cur_box_status && this.cur_box_status == 1) { this.ctrl.send20635(0); } else { this.ctrl.openAdventureBoxRewardView(true, this.box_tesk_data.kill_mon); } } }.bind(this), 1); }, // 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.ctrl.send20602(); this.ctrl.send20609(); this.ctrl.send20634(); this.updateBuffData(); this.updateBaseData(); this.updateHeroList(); this.updateHolidayBuffTips(); this.model.updateRedStatus(false); }, // 更新宝箱的任务 getNextLevelNumber: function getNextLevelNumber(list, length, cur_count) { if (list[length] == null) return 1; var num = 0; if (cur_count >= list[length].count) { num = list[length].id; } else { for (var i in list) { var v = list[i]; var cur_id = v.id; cur_id = cur_id + 1; if (cur_id >= length) { cur_id = length; } if (cur_count >= v.count && cur_count <= list[cur_id].count) { num = v.id; break; } } num = num + 1; if (num >= length) { num = length; } } return num; }, updateBoxTeskList: function updateBoxTeskList(data) { if (data == null) return; var box_list = Config.adventure_data.data_round_reward_list; var length = Config.adventure_data.data_round_reward_list_length; this.box_tesk_data = data; var kill_mon = this.box_tesk_data.kill_mon || 0; var status_index = 0; for (var i in data.list) { if (data.list[i].status == 1) { status_index = 1; //可领取的时候 break; } } // 判断是否全部领取完毕 var is_all_get = false; if (status_index == 0) { for (var i in data.list) { if (data.list[i].status == 0) { is_all_get = true; break; } } if (is_all_get == false) { status_index = 2; } } var index = this.getNextLevelNumber(box_list, length, kill_mon); if (status_index == 2) { var str = Utils.TI18N("已领取"); this.btn_box_label.string = str; } else { var str = cc.js.formatStr(Utils.TI18N("%d/%d"), kill_mon, box_list[index].count); this.btn_box_label.string = str; } if (this.cur_box_status != status_index && this.getVisible()) { this.cur_box_status = status_index; // 宝箱状态 var action = PlayerAction.action_1; if (status_index == 1) { action = PlayerAction.action_2; } else if (status_index == 2) { action = PlayerAction.action_3; } if (this.box_effect) { this.box_effect.setToSetupPose(); this.box_effect.clearTracks(); this.box_effect = null; } if (this.btn_box && this.box_effect == null) { var eff_node = new cc.Node(); eff_node.setAnchorPoint(0, 0); eff_node.setPosition(0, -20); this.btn_box.addChild(eff_node); this.box_effect = eff_node.addComponent(sp.Skeleton); var anima_path = PathTool.getSpinePath(PathTool.getEffectRes(602), "action"); this.loadRes(anima_path, function (ske_data) { this.box_effect.skeletonData = ske_data; this.box_effect.setAnimation(0, action, true); }.bind(this)); } } }, // ==============================-- // desc:更新自己伙伴信息 // @return // ==============================-- updateHeroList: function updateHeroList() { var hero_list = this.model.getFormList(); var partner_id = this.model.getSelectPartnerID(); for (var i in hero_list) { var v = hero_list[i]; var clickback = function (cell) { this.selectHeroItem(cell); }.bind(this); if (this.hero_list[i] == null) { this.hero_list[i] = ItemsPool.getInstance().getItem("hero_exhibition_item"); ; this.hero_list[i].setExtendData({ scale: 0.9, can_click: true }); this.hero_list[i].setRootPosition(cc.v2(-this.bottom_container.width / 2 + 90 + i * 135, -this.bottom_container.height + 260)); this.hero_list[i].show(); this.hero_list[i].setParent(this.bottom_container); this.hero_list[i].addCallBack(clickback); } var hero_item = this.hero_list[i]; // 默认选中一个 if (partner_id != 0) { if (v.partner_id == partner_id) { this.selectHeroItem(hero_item); } } this.updateHeroInfo(hero_item, v); } }, // ==============================-- // desc:外部事件更改选中 // @return // ==============================-- changeSelectHero: function changeSelectHero() { var partner_id = this.model.getSelectPartnerID(); if (partner_id == 0) return; var cell = null; for (var k in this.hero_list) { var v = this.hero_list[k]; var data = v.getData(); if (data && data.partner_id == partner_id) { cell = v; break; } } if (cell) { this.selectHeroItem(cell); } }, // ==============================-- // desc:设置当前选中的 // @cell: // @data: // @return // ==============================-- selectHeroItem: function selectHeroItem(cell, data) { if (!cell) return; var data = cell.getData(); if (!data) return; if (data.now_hp == 0) { message(Utils.TI18N("死亡英雄无法选择")); return; } if (this.select_cell == cell) return; if (this.select_cell) { this.select_cell.setSelected(false); this.select_cell = null; } this.select_cell = cell; this.select_cell.setSelected(true); // 请求储存 this.ctrl.requestSelectPartner(data.partner_id); }, // ==============================-- // desc:外部设置额外信息 // @item: // @data: // @return // ==============================-- updateHeroInfo: function updateHeroInfo(item, data) { if (item == null) return; item.setData(data); var hp_per = data.now_hp / data.hp; item.showProgressbar(hp_per * 100); if (hp_per == 0) { item.showStrTips(true, Utils.TI18N("已阵亡")); } else { item.showStrTips(false); } }, // ==============================-- // desc:更新技能信息 // @data: // @return // ==============================-- updateSkillData: function updateSkillData(data_list) { if (data_list) { for (var i in data_list) { var v = data_list[i]; var object = this.skill_list[v.bid]; if (object) { object.num_value = v.num; object.use_count = v.use_count; object.num.string = v.num; } } } }, // ==============================-- // desc:buff效果 // @return // ==============================-- updateBuffData: function updateBuffData() {}, // 更新活动buff加成标识 updateHolidayBuffTips: function updateHolidayBuffTips() { var buff_data = this.model.getHolidayBuffData(); if (!buff_data || Utils.next(buff_data) == null) { this.holiday_buff.active = false; } else { this.holiday_buff.active = true; } }, // ==============================-- // desc:基础数据变化的时候,可能层数变化,这个时候就需要重新设置风格之类的了 // @return // ==============================-- updateBaseData: function updateBaseData() { this.base_data = this.model.getAdventureBaseData(); if (this.base_data == null) return; var base_data = this.base_data; this.changeBackgroundResources(base_data.map_id); // 设置层的名字 if (this.name_layer != base_data.id) { this.name_layer = base_data.id; var name_config = Config.adventure_data.data_floor_reward[base_data.id]; if (name_config) { this.top_title.string = name_config.name; } } // 设置倒计时 this.updateEndTime(); }, // ==============================-- // desc:更新重置事件 // @return // ==============================-- updateEndTime: function updateEndTime() { if (this.base_data == null) return; if (this.timeticket == null) { this.countDownEndTime(); this.timeticket = gcore.Timer.set(function () { this.countDownEndTime(); }.bind(this), 1000, -1); } }, // ==============================-- // desc:计时器 // @return // ==============================-- countDownEndTime: function countDownEndTime() { if (this.base_data == null) { this.clearEneTime(); return; } var end_time = this.base_data.end_time - gcore.SmartSocket.getTime(); if (end_time <= 0) { end_time = 0; this.clearEneTime(); } this.end_time_value.string = TimeTool.getTimeFormat(end_time); }, // ==============================-- // desc:清理计时器 // @return // ==============================-- clearEneTime: function clearEneTime() { if (this.timeticket) { gcore.Timer.del(this.timeticket); this.timeticket = null; } }, // ==============================-- // desc:切换地图 // @layer: // @return // ==============================-- changeBackgroundResources: function changeBackgroundResources(layer) { if (layer == null) return; if (this.layer == layer) return; this.layer = layer; var layer_config = Config.adventure_data.data_map[layer]; if (layer_config) { var background_path = "adventure/background/" + layer_config.res_id; if (this.background_path == background_path) return; this.background_path = background_path; } if (this.background_path == null) return; this.loadRes(PathTool.getUIIconPath(this.background_path, "top"), function (sf_obj) { this.top_back_ground.spriteFrame = sf_obj; }.bind(this)); this.loadRes(PathTool.getUIIconPath(this.background_path, "bottom"), function (sf_obj) { this.bottom_back_ground.spriteFrame = sf_obj; }.bind(this)); this.loadRes(PathTool.getUIIconPath(this.background_path, "title"), function (sf_obj) { this.title_background.spriteFrame = sf_obj; }.bind(this)); this.loadRes(PathTool.getUIIconPath(this.background_path, "bg_1"), function (sf_obj) { this.Sprite_21.spriteFrame = sf_obj; this.Sprite_23.spriteFrame = sf_obj; }.bind(this)); this.loadRes(PathTool.getUIIconPath(this.background_path, "bg_2"), function (sf_obj) { this.Sprite_22.spriteFrame = sf_obj; this.Sprite_24.spriteFrame = sf_obj; }.bind(this)); }, playEnterEffect: function playEnterEffect(status) { if (!status) { if (this.enter_effect) { this.enter_effect.setToSetupPose(); this.enter_effect.clearTracks(); this.enter_effect = null; } } else { if (this.enter_effect == null) { var eff_node = new cc.Node(); eff_node.setAnchorPoint(0.5, 0.5); eff_node.setPosition(0, SCREEN_HEIGHT * 0.2); //SCREEN_WIDTH*0.5,SCREEN_HEIGHT*0.5 this.root_wnd.addChild(eff_node, 0); this.enter_effect = eff_node.addComponent(sp.Skeleton); } var animationCompleteFunc = function () { this.enter_effect.node.active = false; }.bind(this); var anima_path = PathTool.getSpinePath(PathTool.getEffectRes(157), "action"); this.loadRes(anima_path, function (ske_data) { this.enter_effect.skeletonData = ske_data; this.enter_effect.node.active = true; this.enter_effect.setAnimation(0, PlayerAction.action_1, false); }.bind(this)); if (this.had_register == false) { if (this.enter_effect) { this.had_register = true; this.enter_effect.setCompleteListener(animationCompleteFunc); } } } }, updateRoomData: function updateRoomData(is_update) { var room_list = this.model.getRoomList(); var click_callback = function (item) { this.clickCellItem(item); }.bind(this); is_update = is_update || false; var temp_list = []; for (var i in room_list) { temp_list.push(room_list[i]); } this.item_scrollview.setData(temp_list, click_callback, is_update); }, // ==============================-- // desc:点击房间处理 // @item: // @return // ==============================-- clickCellItem: function clickCellItem(item) { if (item == null || item.data == null) return; if (this.base_data == null || this.base_data.id == null) return; var data = item.data; var config = data.config; if (data.status == AdventureConst.status.can_open) { if (config && config.evt_type == AdventureEvent.EventType.mysterious) { this.playSpecialEffect(item, "E23013", function (id) { this.ctrl.send20608(id); }.bind(this)); } else { this.ctrl.send20608(data.id); } } else if (data.status == AdventureConst.status.lock) { message(Utils.TI18N("击败附近守卫后可探索该区域")); } else if (config) { if (data.status == AdventureConst.status.open) { if (config.evt_type == AdventureEvent.EventType.effect && Utils.next(config.handle_type) != null) { //特效类的事件 this.ctrl.send20620(data.id, AdventureEvent.AdventureEvenHandleType.handle, {}); } else if (config.evt_type == AdventureEvent.EventType.buff) { this.ctrl.send20620(data.id, AdventureEvent.AdventureEvenHandleType.handle, {}); } else if (config.evt_type == AdventureEvent.EventType.skill) { //技能,这个时候把这个位置记录出来吧 this.room_skill_list[data.id] = item; this.ctrl.send20620(data.id, AdventureEvent.AdventureEvenHandleType.handle, {}); } else { this.ctrl.openWindowByConfig(data); } } else if (config.evt_type == AdventureEvent.EventType.shop) { this.ctrl.openWindowByConfig(data); } else { if (config.evt_type == AdventureEvent.EventType.next && data.status == AdventureConst.status.over && this.base_data) { if (item.is_last_floor == true) { message(Utils.TI18N("已达冒险最顶层,请等待冒险重置")); return; } this.gotoNextFloor(data.id); } } } }, // ==============================-- // desc:播放特殊资源 // @effect_name: // @callback: // @return // ==============================-- playSpecialEffect: function playSpecialEffect(item, effect_name, callback) { if (item == null || item.data == null) return; item.changeBossEffectStatus(callback, PlayerAction.action_1); }, // ==============================-- // desc:播放采集类的特效 // @item: // @callback: // @return // ==============================-- playCollectEffect: function playCollectEffect(item, callback) { if (item == null) return; if (item.data == null || item.data.config == null || item.data.config.handle_type == null) return; if (this.collect_effect_list[item.data.id]) { //正在播放 return; } var data = item.data; var handle_type = item.data.config.handle_type; if (handle_type == null || handle_type[1] == null || Utils.next(handle_type[1]) == null) { callback(data); return; } var effect_res = handle_type[1][1]; // 采集特效资源 var effect_desc = handle_type[1][2]; // 采集描述 var finish_func = function () { //特效播放完成 if (item) { item.setOtherDesc(false); } if (this.root_wnd) { var tmp_spine = this.collect_effect_list[data.id]; if (tmp_spine) { tmp_spine.node.runAction(cc.removethis(true)); this.collect_effect_list[data.id] = null; } } callback(data); }.bind(this); var world_pos = item.convertToWorldSpace(cc.v2(0, 0)); var node_pos = this.root_wnd.convertToNodeSpace(world_pos); var eff_node = new cc.Node(); eff_node.setAnchorPoint(0.5, 0.5); eff_node.setPosition(node_pos.x + 71, node_pos.y + 45); this.root_wnd.addChild(eff_node); var spine = eff_node.addComponent(sp.Skeleton); spine.setCompleteListener(finish_func); var anima_path = PathTool.getSpinePath(effect_res, "action"); this.loadRes(anima_path, function (spine, ske_data) { spine.skeletonData = ske_data; spine.setAnimation(0, PlayerAction.action, false); }.bind(this, spine)); spine.setTimeScale(1.3); this.collect_effect_list[data.id] = spine; if (effect_desc != "") { item.setOtherDesc(true, effect_desc); } }, // ==============================-- // desc:3个技能处理 // @index: // @return // ==============================-- handleSkillChoose: function handleSkillChoose(index) { if (index == null) return; var object = this.skill_list[index]; if (object == null || object.config == null) return; if (index == 1) { this.openChooseHP(object.config, object.num_value, object.use_count); } else if (index == 2) { this.openShotKill(object.config, object.num_value, object.use_count); } else if (index == 3) { this.ctrl.send20607(index, 0); } }, // ==============================-- // desc:显示气血 // @return // ==============================-- openChooseHP: function openChooseHP(config, num_value, use_count) { // 这里需要判断一下 如果当前伙伴全部死了.就不要打开了 if (this.model.allHeroIsDie() == true) { message(Utils.TI18N("没有可使用英雄")); return; } this.ctrl.openAdventureUseHPWindow(true, { config: config, num: num_value, use_count: use_count }); }, // ==============================-- // desc:显示一击必杀 // @return // ==============================-- openShotKill: function openShotKill(config, num_value, use_count) { this.ctrl.openAdventureShotKillWindow(true, { config: config, num: num_value, use_count: use_count }); }, // ==============================-- // desc:去往下一层 // @config: // @return // ==============================-- gotoNextFloor: function gotoNextFloor(id) { if (this.goto_next_alert) return; var cancel_callback = function () { this.goto_next_alert = null; }.bind(this); id = id || 0; var confirm_callback = function () { this.ctrl.send20620(id, AdventureEvent.AdventureEvenHandleType.handle, {}); this.goto_next_alert = null; }.bind(this); var desc = Utils.TI18N("进入下一层后,将无法返回该层,是否进入?"); var room_list = this.model.getRoomList(); if (room_list) { for (var k in room_list) { if (room_list[k].status == AdventureConst.status.can_open) { desc = Utils.TI18N("本层还有未探索区域,此时进入下一层可能会错过事件奖励,是否继续?"); break; } } } this.goto_next_alert = CommonAlert.show(desc, Utils.TI18N("确定"), confirm_callback, Utils.TI18N("取消"), cancel_callback, null, cancel_callback); }, // ---引导需要 // function AdventureMainWindow:getAlert() // if this.goto_next_alert then // return this.goto_next_alert // end // end // ==============================-- // desc:获得技能播放飘逸效果 // @id: // @skill_id: // @return // ==============================-- playSkillEffectAction: function playSkillEffectAction(id, skill_id) { if (id == null || skill_id == null) return; var room_cell = this.room_skill_list[id]; if (room_cell == null) return; var evt_img = room_cell.getEvtImg(); if (evt_img == null) return; var object = this.skill_list[skill_id]; if (object == null || object.node == null) return; var size = evt_img.node.getContentSize(); var world_pos = evt_img.node.convertToWorldSpace(cc.v2(0, 0)); var var_pos = this.root_wnd.convertToNodeSpace(world_pos); // 起始位置,需要算上偏移 var target_world_pos = object.node.convertToWorldSpace(cc.v2(0, 0)); var target_var_pos = this.root_wnd.convertToNodeSpace(target_world_pos); var skill_res_id = "adventurewindow_6"; if (skill_id == 2) { skill_res_id = "adventurewindow_7"; } else if (skill_id == 3) { skill_res_id = "adventurewindow_8"; } var start_x = var_pos.x + size.width * 0.5; var start_y = var_pos.y + size.height * 0.5; var target_size = object.node.getContentSize(); var target_x = target_var_pos.x + target_size.width * 0.5; var target_y = target_var_pos.y + target_size.height * 0.5; // 创建单位,并且移动到指定点 var item_res = PathTool.getUIIconPath("adventurewindow", skill_res_id); var fly_object = null; if (this.fly_cache_item_list.length == 0) { fly_object = {}; fly_object.item = Utils.createImage(this.root_wnd, null, start_x, start_y, cc.v2(0.5, 0.5), false); this.loadRes(item_res, function (item, sf_obj) { item.spriteFrame = sf_obj; }.bind(this, fly_object.item)); fly_object.res_id = item_res; } else { fly_object = this.fly_cache_item_list.shift(); } if (fly_object.item && fly_object.res_id) { fly_object.id = id; fly_object.item.node.setScale(1.3); fly_object.item.node.active = true; fly_object.item.node.setPosition(start_x, start_y); if (fly_object.res_id != item_res) { fly_object.res_id = item_res; this.loadRes(item_res, function (item, sf_obj) { item.spriteFrame = sf_obj; }.bind(this, fly_object.item)); } this.fly_item_list[id] = fly_object; this.flySkillItemToTarget(fly_object, start_x, start_y, target_x, target_y); } }, // ==============================-- // desc:移动技能图标 // @object: // @start_x: // @start_y: // @target_x: // @target_y: // @return // ==============================-- flySkillItemToTarget: function flySkillItemToTarget(object, start_x, start_y, target_x, target_y) { if (object == null || object.item == null) return; var bezier = []; var begin_pos = cc.v2(start_x, start_y); bezier.push(begin_pos); var end_pos = cc.v2(target_x, target_y); var min_pos = begin_pos.add(end_pos).mul(0.5); var off_y = 10; var off_x = -30; var controll_pos = cc.v2(min_pos.x + off_x, begin_pos.y - off_y); bezier.push(controll_pos); bezier.push(end_pos); var bezierTo = cc.bezierTo(1, bezier); var call_fun = function (object) { object.item.node.active = false; this.fly_item_list[object.id] = null; this.fly_cache_item_list.push(object); }.bind(this, object); var seq = cc.sequence(bezierTo, cc.callFunc(call_fun)); var scale_to = cc.scaleTo(1, 0.5); var spawn = cc.spawn(scale_to, seq); object.item.node.runAction(spawn); }, // 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() { // 还原就的战斗ui类型 MainuiController.getInstance().resetUIFightType(); if (this.item_scrollview) { this.item_scrollview.deleteMe(); this.item_scrollview = null; } // 移除掉缓动图标 if (this.fly_item_list) { for (var i in this.fly_item_list) { if (this.fly_item_list[i] && this.fly_item_list[i].item) { this.fly_item_list[i].item.node.stopAllActions(); } } this.fly_item_list = null; } if (this.box_effect) { this.box_effect.setToSetupPose(); this.box_effect.clearTracks(); this.box_effect = null; } this.clearEneTime(); for (var i in this.hero_list) { this.hero_list[i].deleteMe(); } this.hero_list = null; this.playEnterEffect(false); this.ctrl.openAdventureMainWindow(false); if (this.is_wide_screen) { MainuiController.getInstance().setMainChatBoxCurViewType(ChatConst.ViewType.Normal); } } }); cc._RF.pop();