var SDKManage = require('SDKManage'); var gameConfig = require('gameConfig'); const { uimanger } = require('../UIManger'); cc.Class({ extends: cc.Component, properties: { lb_name: { default: null, type: cc.Label, }, nd_weijiesuo: { default: null, type: cc.Node, }, sp_zhiye: { default: null, type: cc.Sprite, }, spine_hero: { default: null, type: sp.Skeleton, }, infoPage: { default: null, type: cc.Prefab, }, limitBar: { default: null, type: cc.ProgressBar, }, cegget: { default: null, type: cc.Label, }, wantedNode: { default: null, type: cc.Node, }, pveBar: { default: null, type: cc.ProgressBar, }, pveget: { default: null, type: cc.Label, }, }, showWanted() { this.wantedNode.active = true; }, initdata(v) { this._data = v; if (v != 0) { this.node.active = true; } else { this.node.active = false; return; } var lefttime = v.unlock_lefttime; if (v.lock_type == 3) { this.showWanted(); // this.wantedNode.getComponentInChildren(cc.Label).string = // this.formatSeconds(lefttime); this.schedule(function () { this.wantedNode.getComponentInChildren(cc.Label).string = this.formatSeconds(lefttime); lefttime -= 1; }, 1); } else { this.wantedNode.active = false; } // //pve var pveuplimit = v.pve_ceg_uplimit; var pveget = v.today_pve_get_ceg; if (this.pveBar) this.pveBar.progress = (pveuplimit - pveget) / pveuplimit; if (this.pveget) this.pveget.string = `${pveuplimit - pveget}/${pveuplimit}`; // // var limit = v.ceg_uplimit; var get = v.today_get_gold; if (this.limitBar) this.limitBar.progress = (limit - get) / limit; if (this.cegget) this.cegget.string = `${limit - v.today_get_gold}/${v.ceg_uplimit}`; this.hero_id = v.hero_id; var self = this; var cfg = gameConfig.playerConfig[v.hero_id]; var heroType = gameConfig.playerConfig[this.hero_id].herotype; let url = 'textures/heroType/ht_s_' + heroType; cc.loader.loadRes( url, cc.SpriteFrame, function (err, res) { if (!err && this.isValid) { this.sp_zhiye.spriteFrame = res; } }.bind(this) ); var skinres = cc.playerData.getheroSkinbyId(this.hero_id, 0); cc.loader.loadRes( 'spine/heropic/pic_hero' + skinres, sp.SkeletonData, function (err, sp) { this.spine_hero.skeletonData = sp; this.spine_hero._updateSkeletonData(); this.spine_hero.setAnimation(0, 'animation', true); }.bind(this) ); this.lb_name.string = cfg.name; this.hasget = cc.playerData.checkhasgethero(v); }, onclick() { uimanger.showUI(this.infoPage, this._data); }, formatSeconds(value) { let result = parseInt(value); let h = Math.floor(result / 3600) < 10 ? '0' + Math.floor(result / 3600) : Math.floor(result / 3600); let m = Math.floor((result / 60) % 60) < 10 ? '0' + Math.floor((result / 60) % 60) : Math.floor((result / 60) % 60); let s = Math.floor(result % 60) < 10 ? '0' + Math.floor(result % 60) : Math.floor(result % 60); let res = ''; res += `${h}:`; res += `${m}:`; res += `${s}`; return res; }, });