SelectServer.ts 3.8 KB

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  1. import { _decorator, instantiate, Label, Node, Sprite } from 'cc';
  2. import { BaseView } from '../../../framework/layer/BaseView';
  3. import { ServerItem } from './ServerItem';
  4. import { AudioID } from '../../../framework/config/AudioConf';
  5. import { Framework } from '../../../framework/Framework';
  6. import { UserData } from '../../data/UserData';
  7. import { LoginMgr } from '../../common/LoginManager';
  8. const { ccclass, property } = _decorator;
  9. @ccclass('ServerList')
  10. export class ServerList extends BaseView {
  11. private server_list = []
  12. private Server_data = null;
  13. private tabulation = 'recently_login';
  14. protected onLoad() {
  15. super.onLoad();
  16. }
  17. protected onDestroy() {
  18. }
  19. //UI开打时会调用,如果有初始化代码应该放到此函数
  20. onOpen(game, data?) {
  21. let choose_server = UserData.save_locally('choose_server', null, {})
  22. this.server_list.push(choose_server)
  23. this.Node.close.active = game;
  24. // 调用获取服务器裂变
  25. if (!game) {
  26. LoginMgr.getServerList((data) => {
  27. if (data) {
  28. this.Server_data = data;
  29. let num = 0;
  30. let idx = 1;
  31. for (let list in data.server_list) {
  32. num++
  33. if (!this.server_list[idx]) {
  34. this.server_list[idx] = []
  35. }
  36. if (num == 10) {
  37. idx++
  38. num = 0;
  39. if (idx > 1) {
  40. let newTab = instantiate(this.Node.serverTab.getChildByName('10'));
  41. newTab.name = String(idx * 10);
  42. this.Node.serverTab.addChild(newTab)
  43. }
  44. }
  45. this.server_list[idx].push(data.server_list[list])
  46. }
  47. if (Object.keys(this.server_list[0]).length < 1) {
  48. let idx = this.server_list.length - 1
  49. let choosePic = this.Node.serverTab.getChildByName(this.tabulation).getComponent(Sprite).spriteFrame;
  50. this.Node.serverTab.getChildByName(this.tabulation).getComponent(Sprite).spriteFrame = this.Node.serverTab.getChildByName(String(idx * 10)).getComponent(Sprite).spriteFrame;
  51. this.Node.serverTab.getChildByName(String(idx * 10)).getComponent(Sprite).spriteFrame = choosePic;
  52. this.tabulation = String(idx * 10);
  53. this.List.server.numItems = this.server_list[idx].length
  54. } else {
  55. this.List.server.numItems = 0;
  56. }
  57. }
  58. }, data)
  59. }
  60. }
  61. // 列表渲染
  62. onServerListEvent(item, idx) {
  63. let nowList = (this.tabulation == 'recently_login') ? this.server_list[0] : this.server_list[Number(this.tabulation) / 10][Math.abs(idx)];
  64. item.getComponent(ServerItem).init(nowList, this.Server_data)
  65. }
  66. serverTab(event: Event) {
  67. if (!this.Server_data) {
  68. Framework.tips.setTips('完蛋,服务器开小差了')
  69. return;
  70. }
  71. let target: any = event.target;
  72. let choosePic = this.Node.serverTab.getChildByName(this.tabulation).getComponent(Sprite).spriteFrame;
  73. this.Node.serverTab.getChildByName(this.tabulation).getComponent(Sprite).spriteFrame = target.getComponent(Sprite).spriteFrame;
  74. target.getComponent(Sprite).spriteFrame = choosePic;
  75. this.tabulation = target.name;
  76. if (target.name == 'recently_login') {
  77. if (Object.keys(UserData.save_locally('choose_server', null, {})).length > 0) {
  78. this.List.server.numItems = 1
  79. } else {
  80. this.List.server.numItems = 0;
  81. }
  82. } else {
  83. this.List.server.numItems = this.server_list[target.name / 10].length
  84. }
  85. }
  86. //UI关闭时会调用,该函数在onDestroy前调用
  87. onClose() {
  88. }
  89. //框架管理UI层级时会调用,可根据UI情况修改
  90. onShow() {
  91. super.onShow();
  92. }
  93. //框架管理UI层级时会调用,可根据UI情况修改
  94. onHide() {
  95. super.onHide();
  96. }
  97. //UI事件处理
  98. private onTouchButton(event: Event, str) {
  99. Framework.audio.playEffect(AudioID.Click);
  100. let target: any = event.target;
  101. if (target.name == 'serverItem') {
  102. let idx = target.getChildByName('Index').getComponent(Label).string
  103. } else if (target.name == 'Node.close') {
  104. Framework.layer.close(this)
  105. }
  106. }
  107. }