"use strict"; cc._RF.push(module, '13caaHHt+hLe7BPJZVu9ST5', 'guildwar_attk_look_item'); // Scripts/mod/guildwar/view/guildwar_attk_look_item.js "use strict"; function _defineProperty(obj, key, value) { if (key in obj) { Object.defineProperty(obj, key, { value: value, enumerable: true, configurable: true, writable: true }); } else { obj[key] = value; } return obj; } // -------------------------------------------------------------------- // @author: xxx@syg.com(必填, 创建模块的人员) // @description: // 联盟战 进攻一览item //
Create: 2019-05-09 17:03:27 // -------------------------------------------------------------------- var PathTool = require("pathtool"); var GuildwarEvent = require("guildwar_event"); var GuildwarConst = require("guildwar_const"); var Guildwar_attk_look_itemPanel = cc.Class({ "extends": BasePanel, ctor: function ctor() { this.prefabPath = PathTool.getPrefabPath("guildwar", "guildwar_attk_look_item"); }, // 可以初始化声明一些变量的 initConfig: function initConfig() { this.ctrl = require("guildwar_controller").getInstance(); 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 initPanel: function initPanel() { var _temp_index; this.container = this.seekChild("container"); this.build_sp = this.seekChild("build", cc.Sprite); this.name_lb = this.seekChild("name_label", cc.Label); this.attk_lb = this.seekChild("attk_label", cc.Label); this.tips_lb = this.seekChild("tips_label", cc.Label); this.tips_lb.string = Utils.TI18N("已达被挑战上限"); this.tips_lb_2 = this.seekChild("tips_label_2", cc.Label); this.tips_lb_2.string = Utils.TI18N("挑战废墟提升增益"); this.confirm_btn = this.seekChild("confirm_btn"); this.confirm_btn_lb = this.seekChild(this.confirm_btn, "label", cc.Label); var temp_index = (_temp_index = {}, _defineProperty(_temp_index, 1, 3), _defineProperty(_temp_index, 2, 2), _defineProperty(_temp_index, 3, 1), _temp_index); this.star_list = {}; for (var i = 1; i < 4; i++) { var star = this.seekChild("star_" + i); if (star) { star.active = false; var index = temp_index[i]; this.star_list[index] = star; } } }, // 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.confirm_btn, function () { var status = this.model.getGuildWarStatus(); if (status == GuildwarConst.status.settlement) { message(Utils.TI18N("本次公会战已结束啦,不能再挑战了哦")); } else if (this.data) { this.ctrl.openAttkPositionWindow(true, this.data.pos); } }.bind(this), 1); }, setData: function setData(data) { if (this.data != null) { if (this.update_self_event != null) { this.data.unbind(this.update_self_event); this.update_self_event = null; } } if (data != null) { this.data = data; if (this.update_self_event == null) { this.update_self_event = this.data.bind(GuildwarEvent.UpdateGuildWarPositionDataEvent, function () { this.onShow(); }, this); } } if (this.root_wnd) this.onShow(); }, // 预制体加载完成之后,添加到对应主节点之后的回调可以设置一些数据了 onShow: function onShow() { if (this.data == null) return; if (this.data.hp <= 0) { this.loadRes(PathTool.getUIIconPath("guildwar", "guildwar_1020"), function (sp) { this.build_sp.spriteFrame = sp; }.bind(this)); var max_count = 0; var count_config = Config.guild_war_data.data_const.ruins_challange_limit; if (count_config) { max_count = count_config.val; } if (this.data.relic_def_count >= max_count) { this.tips_lb.node.active = true; this.confirm_btn.active = false; this.tips_lb_2.node.active = false; } else { this.tips_lb.node.active = false; this.confirm_btn.active = true; this.tips_lb_2.node.active = true; } if (!this.special_sk) { this.special_sk = this.seekChild("special_sk", sp.Skeleton); var res = cc.js.formatStr("spine/%s/action.atlas", PathTool.getEffectRes(326)); this.loadRes(res, function (res_object) { this.special_sk.skeletonData = res_object; this.special_sk.setAnimation(1, PlayerAction.action, true); }.bind(this)); } this.special_sk.node.active = true; } else { this.loadRes(PathTool.getUIIconPath("guildwar", "guildwar_1017"), function (sp) { this.build_sp.spriteFrame = sp; }.bind(this)); this.tips_lb.node.active = false; this.confirm_btn.active = true; this.tips_lb_2.node.active = false; if (this.special_sk) { this.special_sk.node.active = false; } } for (var i = 1; i < 4; i++) { var star = this.star_list[i]; if (this.data.hp < i) { star.active = true; } else { star.active = false; } } this.name_lb.string = cc.js.formatStr(Utils.TI18N("所属玩家:%s"), this.data.name); this.attk_lb.string = cc.js.formatStr(Utils.TI18N("战力:%s"), this.data.power); }, suspendAllActions: function suspendAllActions() { if (this.data != null) { if (this.update_self_event != null) { this.data.unbind(this.update_self_event); this.update_self_event = null; } this.data = null; } }, // 面板设置不可见的回调,这里做一些不可见的屏蔽处理 onHide: function onHide() {}, // 当面板从主节点释放掉的调用接口,需要手动调用,而且也一定要调用 onDelete: function onDelete() { if (this.special_sk) { this.special_sk.setToSetupPose(); this.special_sk.clearTracks(); } this.suspendAllActions(); } }); cc._RF.pop();