HeroFate.ts 2.4 KB

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  1. import { _decorator, Label, tween, UIOpacity } from 'cc';
  2. import { BaseView } from '../../../framework/layer/BaseView';
  3. import { StringUtil } from '../../../framework/util/StringUtil';
  4. import List from '../../../framework/list/List';
  5. import { Framework } from '../../../framework/Framework';
  6. import { Equip } from '../../data/EquipData';
  7. import { RoleData } from '../../data/RoleData';
  8. import { HeroFateItem } from './HeroFateItem';
  9. import { GameEvent } from '../../data/GameEvent';
  10. const { ccclass, property } = _decorator;
  11. @ccclass('HeroFate')
  12. export class HeroFate extends BaseView {
  13. @property({ type: Label, tooltip: "关闭提示" })
  14. closeTips: Label = null;
  15. @property({ type: Label, tooltip: "标题" })
  16. titieTx: Label = null;
  17. @property({ type: List, tooltip: "列表" })
  18. itemList: List = null;
  19. private _fettersList = [];
  20. start() {
  21. }
  22. protected onLoad() {
  23. super.onLoad();
  24. this.closeTips.string = StringUtil.getLanguageData('点击空白关闭');
  25. this.titieTx.string = StringUtil.getLanguageData('英雄羁绊');
  26. this.closeTips.node.getComponent(UIOpacity).opacity = 0;
  27. Framework.event.addEvent(GameEvent.FateChange, () => {
  28. this.updateUI();
  29. }, this);
  30. }
  31. protected onDestroy() {
  32. }
  33. //UI开打时会调用,如果有初始化代码应该放到此函数
  34. onOpen(data) {
  35. tween(this.closeTips.node.getComponent(UIOpacity))
  36. .to(1, { opacity: 255 })
  37. .to(1.2, { opacity: 10 })
  38. .union()
  39. .repeatForever()
  40. .start()
  41. this.updateUI();
  42. }
  43. //UI关闭时会调用,该函数在onDestroy前调用
  44. onClose() {
  45. }
  46. //框架管理UI层级时会调用,可根据UI情况修改
  47. onShow() {
  48. super.onShow();
  49. }
  50. //框架管理UI层级时会调用,可根据UI情况修改
  51. onHide() {
  52. super.onHide();
  53. }
  54. //UI事件处理
  55. private onTouchButton(event: Event) {
  56. //Framework.audio.playEffect(AudioID.Click);
  57. let target: any = event.target;
  58. if (target.name == 'mask') {
  59. Framework.layer.close(this);
  60. }
  61. }
  62. updateUI() {
  63. this._fettersList = [];
  64. let data = RoleData.fate;
  65. for (const key in data) {
  66. if (Object.prototype.hasOwnProperty.call(data, key)) {
  67. const element = data[key];
  68. this._fettersList.push(element);
  69. }
  70. }
  71. this._fettersList.sort((a, b) => {
  72. return Number(a.id) > Number(b.id) ? -1 : 1;
  73. });
  74. this.itemList.numItems = this._fettersList.length;
  75. }
  76. onEventList(item, idx) {
  77. item.getComponent(HeroFateItem).refreshItem(this._fettersList[idx]);
  78. }
  79. }