"use strict"; cc._RF.push(module, 'ad3b3JljUlIHYDK7PfwUk38', 'battle_drama_reward_window'); // Scripts/mod/battle_drama/view/battle_drama_reward_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: 2019-03-10 20:42:57 // -------------------------------------------------------------------- var PathTool = require("pathtool"); var BattleDramaRewardItem = require("battle_drama_reward_item_panel"); var CommonScrollView = require("common_scrollview"); var DramaEvent = require("battle_drama_event"); var BattleDramaRewardWindow = cc.Class({ "extends": BaseView, ctor: function ctor() { this.prefabPath = PathTool.getPrefabPath("battledrama", "battle_drama_reward_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 }, // 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.controller = require("battle_drama_controller").getInstance(); this.model = this.controller.getModel(); this.config_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.root_wnd.name = "battle_drama_reward_window"; this.background = this.seekChild("background"); this.close_btn = this.seekChild("close_btn"); // 关闭按钮 this.win_title = this.seekChild("win_title", cc.Label); // wintitle this.win_title.string = Utils.TI18N("通关奖励"); this.list_panel = this.seekChild("list_panel"); // 列表展示 this.background.scale = FIT_SCALE; var panel_bg = this.seekChild("panel_bg", cc.Sprite); this.loadRes(PathTool.getBigBg("bigbg_61"), function (res) { panel_bg.spriteFrame = res; }.bind(this)); this.panel_bg = this.seekChild("panel_bg", cc.Sprite); this.loadRes(PathTool.getBigBg("bigbg_61"), function (sp) { this.panel_bg.spriteFrame = sp; }.bind(this)); var scroll_view_size = cc.size(this.list_panel.width, this.list_panel.height); var setting = { item_class: BattleDramaRewardItem, start_x: 4, space_x: 0, start_y: 0, space_y: 4, item_width: 600, item_height: 168, row: 1, col: 1, once_num: 1, need_dynamic: true }; this.item_scrollview = new CommonScrollView(); this.item_scrollview.createScroll(this.list_panel, cc.v2(0, 0), ScrollViewDir.vertical, ScrollViewStartPos.top, scroll_view_size, setting, cc.v2(0.5, 0.5)); }, // 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.controller.openDramaRewardWindow(false); }.bind(this), 2); Utils.onTouchEnd(this.close_btn, function () { this.controller.openDramaRewardWindow(false); }.bind(this), 2); this.addGlobalEvent(DramaEvent.BattleDrama_Drama_Reward_Data, function (id) { this.updateShowInfoList(id); }.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(params) { this.updateShowInfoList(); }, // 初始化奖励列表 initConfigRewardList: function initConfigRewardList() { if (this.rewards_list) return; this.rewards_list = []; var floor = 0; var pass_list = this.model.getDramaRewardPassList(); // 已通关列表 var drama_data = this.model.getDramaData(); // 当前剧情副本数据 if (!drama_data) return; var max_dun_id = drama_data.max_dun_id; var cur_drama_dungeon_info = Config.dungeon_data.data_drama_dungeon_info[max_dun_id]; // if (!cur_drama_dungeon_info) return; if (cur_drama_dungeon_info) { floor = cur_drama_dungeon_info.floor || 0; // 当前层,用于比较的 } // 遍历出整个列表 for (var key in Config.dungeon_data.data_drama_reward) { var config = Config.dungeon_data.data_drama_reward[key]; if (config) { var target_config = Config.dungeon_data.data_drama_dungeon_info[config.limit_id]; if (target_config) { var object = { config_data: config, id: config.id, is_received: pass_list[config.id] || false, cur_dun: floor, sort_index: 0, target_dun: target_config.floor }; this.rewards_list.push(object); if (max_dun_id >= config.limit_id) { if (object.is_received == true) { object.sort_index = 3; // 已领取 } else { object.sort_index = 1; // 可领取 } } else { object.sort_index = 2; // 条件不满足 } // 储存一下 this.config_list[config.id] = object; } } } }, // 更新显示 updateShowInfoList: function updateShowInfoList(id) { if (id == null) { this.initConfigRewardList(); } else { var object = this.config_list[id]; if (object) { object.is_received = true; // 已领取 object.sort_index = 3; // 已领取排序id } } if (this.rewards_list) { this.rewards_list.sort(Utils.tableLowerSorter(["sort_index", "id"])); this.item_scrollview.setData(this.rewards_list); } }, // 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.item_scrollview) { this.item_scrollview.deleteMe(); this.item_scrollview = null; } this.rewards_list = null; this.config_list = null; var GuideEvent = require("guide_event"); gcore.GlobalEvent.fire(GuideEvent.CloseTaskEffect); this.controller.openDramaRewardWindow(false); } }); cc._RF.pop();