"use strict"; cc._RF.push(module, '9f32f8mi0xM7p1LxrXy34aU', 'battle_camp_window'); // Scripts/mod/battle/view/battle_camp_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: 2019-04-11 10:35:32 // -------------------------------------------------------------------- var PathTool = require("pathtool"); var CommonScrollView = require("common_scrollview"); var BattleCampItem = require("battle_camp_Item"); var BattleController = require("battle_controller"); var BattleEvent = require("battle_event"); var Battle_campWindow = cc.Class({ "extends": BaseView, ctor: function ctor() { this.prefabPath = PathTool.getPrefabPath("battle", "battle_camp_view"); 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.Full; //是否是全屏窗体 WinType.Full, WinType.Big, WinType.Mini, WinType.Tips this.ctrl = BattleController.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"); var main_container = self.root_wnd.getChildByName("main_container"); var title_label_1 = main_container.getChildByName("title_label_1").getComponent(cc.Label); title_label_1.string = Utils.TI18N("种族克制"); var title_label_2 = main_container.getChildByName("title_label_2").getComponent(cc.Label); title_label_2.string = Utils.TI18N("种族克制效果:"); var attr_label_1 = main_container.getChildByName("attr_label_1").getComponent(cc.Label); attr_label_1.string = Utils.TI18N("伤害+25%"); var attr_label_2 = main_container.getChildByName("attr_label_2").getComponent(cc.Label); attr_label_2.string = Utils.TI18N("命中+20%"); self.background.scale = FIT_SCALE; var list_panel = main_container.getChildByName("list_panel"); var scroll_view_size = cc.size(list_panel.width, list_panel.height); var setting = { item_class: BattleCampItem, // -- 单元类 start_x: 0, //-- 第一个单元的X起点 space_x: 0, // -- x方向的间隔 start_y: 0, //-- 第一个单元的Y起点 space_y: 5, //-- y方向的间隔 item_width: 603, //-- 单元的尺寸width item_height: 143, //-- 单元的尺寸height row: 0, //-- 行数,作用于水平滚动类型 col: 1, //-- 列数,作用于垂直滚动类型 need_dynamic: true }; self.camp_scrollview = new CommonScrollView(); self.camp_scrollview.createScroll(list_panel, cc.v2(0, 0), ScrollViewDir.vertical, ScrollViewStartPos.top, scroll_view_size, setting); }, // 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); this.ctrl.openBattleCampView(false); }, this); this.addGlobalEvent(BattleEvent.EXIT_FIGHT, function () { this.ctrl.openBattleCampView(false); }.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(form_id_list) { this.form_id_list = form_id_list || []; this.form_pos_info = {}; for (var k = 0; k < this.form_id_list.length; ++k) { var form_id = this.form_id_list[k]; var form_cfg = Config.combat_halo_data.data_halo[form_id]; if (form_cfg) { for (var i = 0; i < form_cfg.pos_info.length; ++i) { var v = form_cfg.pos_info[i]; var camp_type = v[0]; var camp_num = v[1]; if (!this.form_pos_info[camp_type]) { this.form_pos_info[camp_type] = camp_num; } else { this.form_pos_info[camp_type] = this.form_pos_info[camp_type] + camp_num; } } } } this.refreshCampList(); }, refreshCampList: function refreshCampList() { var self = this; var camp_show_config = Config.combat_halo_data.data_halo_show; if (camp_show_config) { var camp_data = []; for (var k in camp_show_config) { var v = camp_show_config[k]; var data = Utils.deepCopy(v); var show_cfg = {}; show_cfg.id = k; show_cfg.is_activate = false; for (var j in data) { var cfg = data[j]; cfg.is_activate = this.checkIsActivateCamp(cfg.pos_info); if (cfg.is_activate) { show_cfg.is_activate = true; } if (!show_cfg.name) { show_cfg.name = cfg.name; } if (!show_cfg.icon) { show_cfg.icon = cfg.icon; } } show_cfg.attr_data = data; camp_data.push(show_cfg); } var SortFunc = function SortFunc(objA, objB) { if (objA.is_activate && !objB.is_activate) { return -1; } else if (!objA.is_activate && objB.is_activate) { return 1; } else { return objA.id - objB.id; } }; camp_data.sort(SortFunc); for (var i = 0; i < camp_data.length; ++i) { camp_data[i].index = i; } self.camp_scrollview.setData(camp_data); } }, checkIsActivateCamp: function checkIsActivateCamp(pos_info) { var is_activate = false; if (pos_info && Utils.next(pos_info) != null) { is_activate = true; for (var i = 0; i < pos_info.length; ++i) { var v = pos_info[i]; var camp_type = v[0]; var camp_num = v[1]; var have_num = 0; for (var _type in this.form_pos_info) { var num = this.form_pos_info[_type]; if (_type == camp_type) { have_num = num; break; } } if (camp_num > have_num) { is_activate = false; break; } } } return is_activate; }, // 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.camp_scrollview) { this.camp_scrollview.deleteMe(); this.camp_scrollview = null; } this.ctrl.openBattleCampView(false); } }); cc._RF.pop();