"use strict"; cc._RF.push(module, 'af381zRigFBy4SLCDYbpQ7d', 'hero_break_exhibition_window'); // Scripts/mod/hero/view/hero_break_exhibition_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: 2019-03-01 17:06:07 // -------------------------------------------------------------------- var PathTool = require("pathtool"); var HeroBreakExhibitionWindow = cc.Class({ "extends": BaseView, ctor: function ctor() { this.prefabPath = PathTool.getPrefabPath("hero", "hero_exhibition_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.Full; // 是否是全屏窗体 WinType.Full, WinType.Big, WinType.Mini, WinType.Tips this.ctrl = arguments[0]; }, // 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() { this.main_container_nd = this.seekChild("main_container"); this.title_container_sk = this.seekChild("title_container", sp.Skeleton); this.head_con_nd = this.seekChild("head_con"); this.break_con_nd = this.seekChild("break_con"); this.mask_bg_nd = this.seekChild("mask_bg"); this.mask_bg_nd.scale = FIT_SCALE; this.attr_items = {}; for (var attr_i = 1; attr_i <= 6; attr_i++) { var attr_item = this.attr_items[attr_i] = {}; var attr_nd = this.seekChild(this.main_container_nd, "attr_item_" + attr_i); attr_item["old_val_lb"] = this.seekChild(attr_nd, "old_val", cc.Label); attr_item["new_val_lb"] = this.seekChild(attr_nd, "new_val", cc.Label); } this.hero_item = ItemsPool.getInstance().getItem("hero_exhibition_item"); this.hero_item.setParent(this.head_con_nd); this.hero_item.show(); this.mask_bg_nd.on(cc.Node.EventType.TOUCH_END, this.onClickMask, this); }, // 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() {}, // 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) { if (!params) return; this.data = params; this.udpateWidgets(); }, // 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.hero_item) { this.hero_item.deleteMe(); } this.ctrl.openBreakExhibitionWindow(false); }, udpateWidgets: function udpateWidgets() { // 判断是否有解锁新技能 this.handleEffect(true); this.updateHead(); this.updateAttrList(); }, handleEffect: function handleEffect(status) { if (status) { var action = PlayerAction.action_6; var effect_res = PathTool.getEffectRes(103); var effect_path = PathTool.getSpinePath(effect_res, "action"); this.loadRes(effect_path, function (title_sd) { cc.log(action); cc.log(title_sd); this.title_container_sk.skeletonData = title_sd; this.title_container_sk.setAnimation(0, action, false); }.bind(this)); } else {} }, updateHead: function updateHead() { var new_vo = this.data.new_vo; this.hero_item.setData(new_vo); var max_count = this.ctrl.getModel().getHeroMaxBreakCountByInitStar(new_vo.init_star); var break_count = new_vo.break_lev; for (var break_i = 1; break_i <= max_count; break_i++) { var break_nd = new cc.Node(); var break_sp = break_nd.addComponent(cc.Sprite); var break_res = "hero_info_2"; if (break_i <= break_count) break_res = "hero_info_1"; var break_path = PathTool.getUIIconPath("hero", break_res); this.loadRes(break_path, function (break_sp, brek_sf) { break_sp.spriteFrame = brek_sf; }.bind(this, break_sp)); this.break_con_nd.addChild(break_nd); } }, updateAttrList: function updateAttrList() { var old_vo = this.data.old_vo; var new_vo = this.data.new_vo; var key = old_vo.type + "_" + old_vo.break_id + "_" + old_vo.break_lev || 0; var old_break_config = Config.partner_data.data_partner_brach[key]; var new_key = new_vo.type + "_" + new_vo.break_id + "_" + new_vo.break_lev || 0; var new_break_config = Config.partner_data.data_partner_brach[new_key]; if (!old_break_config || !new_break_config) return; // --查找是否有解锁新技能 if (new_break_config.skill_num > old_break_config.skill_num) { //--说明有解锁技能 var _key = Utils.getNorKey(old_vo.bid, old_vo.star); var star_config = gdata("partner_data", "data_partner_star", _key); if (star_config) { var skill_id = null; //--200101 for (var i = 0; i < star_config.skills.length; ++i) { var info = star_config.skills[i]; if (info[0] == new_break_config.skill_num) { skill_id = info[1]; break; } } if (skill_id != null) { this.unlock_skill_id = skill_id; } } } // 战斗力 this.attr_items["1"]["old_val_lb"].string = old_vo.power; this.attr_items["1"]["new_val_lb"].string = new_vo.power; // 等级 this.attr_items["2"]["old_val_lb"].string = Utils.TI18N("等级上限:") + old_break_config.lev_max; this.attr_items["2"]["new_val_lb"].string = new_break_config.lev_max; // 属性 var attr_item_index = 3; for (var attr_i in new_break_config.all_attr) { var attr_info = new_break_config.all_attr[attr_i]; var attr_str = attr_info[0]; if (attr_str == "hp_max") attr_str = "hp"; var attr_name = Config.attr_data.data_key_to_name[attr_str]; var old_str = attr_name + ":" + old_vo[attr_str]; var new_str = new_vo[attr_str]; this.attr_items[attr_item_index]["old_val_lb"].string = old_str; this.attr_items[attr_item_index]["new_val_lb"].string = new_str; attr_item_index++; } }, onClickMask: function onClickMask() { this.ctrl.openBreakExhibitionWindow(false, this.unlock_skill_id); } }); cc._RF.pop();