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import { _decorator, Component, Node } from 'cc';
import JNLayerBase from '../../../../extensions/ngame/assets/ngame/ui/base/JNLayerBase';
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import { Prefab } from 'cc';
import PlayerPetData from '../../data/PlayerPetData';
import JNScrollView from '../../../../extensions/ngame/assets/ngame/util/components/scrollview/JNScrollView';
import { NodeEventType } from 'cc';
import { sp } from 'cc';
import { app } from '../../App';
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import { API, PlayerPetOV } from '../../consts/API';
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import { UIPetAnim } from '../../consts/GData';
import { GUI } from '../UIConfig';
import PlayerTacticalData from '../../data/PlayerTacticalData';
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import { PetIconSelectScroll } from '../Consts/Pet/PetIconSelectScroll';
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import { PetPreviewWindow } from '../Consts/Pet/info/PetPreviewWindow';
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import { Label } from 'cc';
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const { ccclass, property } = _decorator;
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export enum IntoBattleState{
= "请选择", = "下阵", = "替阵", = "上阵"
}
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//上阵页面
@ccclass('IntoBattleView')
export class IntoBattleView extends JNLayerBase {
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@property(JNScrollView)
views:JNScrollView; //宠物列表
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@property(PetPreviewWindow)
petPreview:PetPreviewWindow; //宠物显示窗口
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@property(Label)
tacticalLabel:Label;//上阵文本
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//宠物数据
pets:PlayerPetOV[] = [];
//当前选中
index:number = -1;
tIndex:number = -1; //阵法下标
onJNLoad(data: {index}): void {
super.onJNLoad();
//获取传入的下标
this.tIndex = data.index;
console.log("你选择的是",this.tIndex);
this.onUpdateView();
}
//刷新页面
onUpdateView(){
//获取所有玩家宠物
this.pets = PlayerPetData.getIns().getData();
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//获取当前阵法下标是否存在宠物
let petId = PlayerTacticalData.getIns().getItem(this.tIndex);
if(petId){
//如果存在则默认选中
this.index = this.pets.indexOf(PlayerPetData.getIns().petIdQueryPetInfo(petId));
}
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this.views.refreshData(this.pets);
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//设置不可选中
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this.views.getItems<PetIconSelectScroll>().forEach(item => {
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if(PlayerTacticalData.getIns().getTacticalInfo().indexOf(item.data.petId) != -1)
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item.select.isNoSelect = true; //如果在阵法里则不可选中
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})
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//向子节点添加点击事件
this.views.addItemEvent(NodeEventType.TOUCH_START,this.onClickItem.bind(this));
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this.onUpdateSelect();
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}
//刷新选中
onUpdateSelect(){
//默认都不选中
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this.views.getItems<PetIconSelectScroll>().forEach(item => {
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item.select.isSelect = false;
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})
//设置选中
if(this.index != -1){
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let current = this.views.getItems<PetIconSelectScroll>()[this.index]
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current.select.isSelect = true;
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//显示选中宠物
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this.petPreview.bind(this.pets[this.index]);
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}
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this.onUpdateTactical();
}
//刷新上阵
onUpdateTactical(){
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//选择的宠物
this.tacticalLabel.string = `${this.getIntoBattleState()}`;
}
//获取当前状态
getIntoBattleState():IntoBattleState{
//选择的宠物
let selectPet = this.pets[this.index];
if(this.index == -1 || !selectPet) {
return IntoBattleState.
}
//判断选中的宠物是否存在阵法里 存在则下阵
let selectIndex = PlayerTacticalData.getIns().getItemIndex(selectPet.petId);
if(selectIndex >= 0){
//存在 如果存在的下标是当前下标则下阵 不是 则替换
if(selectIndex == this.tIndex)
return IntoBattleState.
else return IntoBattleState.;
}else{
//不存在则上阵
return IntoBattleState.;
}
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}
//点击Item
onClickItem(index:number){
//设置当前选中
this.index = index;
//刷新
this.onUpdateSelect();
}
//点击上阵
async onClickTactical(){
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let state = this.getIntoBattleState();
if(state == IntoBattleState.){
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app.layer.Open(GUI.Tips,{text:"请选择要上阵的宠物."})
return;
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}else if(state == IntoBattleState. || state == IntoBattleState.){
//修改上阵信息
await PlayerTacticalData.getIns().UpdateIndexTactical(this.tIndex,this.pets[this.index].petId);
app.layer.Open(GUI.Tips,{text:"上阵成功"});
}else if(state == IntoBattleState.){
//修改上阵信息
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await PlayerTacticalData.getIns().UpdateIndexTactical(this.tIndex,0);
app.layer.Open(GUI.Tips,{text:"下阵成功"});
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}
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//上阵完 关闭页面
app.layer.CloseNode(this.node);
}
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//点击升星页面
async onClickUpStar(){
if(this.index < 0){
app.layer.Open(GUI.Tips,{text:"请选择宠物."})
return;
}
app.layer.Open(GUI.PetUpStarView,this.pets[this.index]);
}
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//点击升级
async onClickUpLevel(){
if(this.index < 0){
app.layer.Open(GUI.Tips,{text:"请选择宠物."})
return;
}
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await API.PetUpLevel(this.pets[this.index].petId)
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}
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}