import { all_ItemConfig, playerConfig, skillConfig, } from "../../game/gameConfig"; import NetManage, { getItemList } from "../../manages/NetManage"; import { UIUpdateHero } from "../Academy/UIUpdateHero"; import { UIBase } from "../UIBase"; import { uimanger, UIManger } from "../UIManger"; const { ccclass, property } = cc._decorator; @ccclass export class UIHeroinfo extends UIBase { @property(cc.Node) basicPage: cc.Node = null; @property(cc.Node) SkillsPage: cc.Node = null; @property(cc.Node) FilesPage: cc.Node = null; @property(cc.Node) heroTypeImg: cc.Node = null; @property(cc.Label) labName: cc.Label = null; @property(sp.Skeleton) heroSpine: sp.Skeleton = null; // basic @property(cc.Node) arrow_up: cc.Node = null; @property(cc.Node) arrow_down: cc.Node = null; @property(cc.ScrollView) infoScrollview: cc.ScrollView = null; // files @property(cc.Node) arrow_up_files: cc.Node = null; @property(cc.Node) arrow_down_files: cc.Node = null; @property(cc.ScrollView) infoScrollview_files: cc.ScrollView = null; // lab @property(cc.Label) lab_hp: cc.Label = null; @property(cc.Label) lab_returnBlood: cc.Label = null; @property(cc.Label) lab_attack: cc.Label = null; @property(cc.Label) lab_defence: cc.Label = null; @property(cc.Label) lab_speed: cc.Label = null; @property(cc.Label) lab_range: cc.Label = null; @property(cc.Label) lab_rateoffire: cc.Label = null; @property(cc.Label) lab_clip: cc.Label = null; @property(cc.Label) lab_vision: cc.Label = null; @property(cc.Label) lab_reload: cc.Label = null; @property(cc.Label) lab_lucky: cc.Label = null; @property(cc.Label) lab_successrate: cc.Label = null; // left btns @property(cc.Node) baseBtn: cc.Node = null; @property(cc.Node) skillBtn: cc.Node = null; @property(cc.Node) infoBtn: cc.Node = null; // skilss @property(cc.Node) icons: cc.Node = null; @property(cc.Label) skillDesc: cc.Label = null; // files info @property(cc.Label) infoName: cc.Label = null; @property(cc.Label) infoGender: cc.Label = null; @property(cc.Label) infoHeight: cc.Label = null; @property(cc.Label) infoBirth: cc.Label = null; @property(cc.Label) infoHobby: cc.Label = null; @property(cc.Label) infojob: cc.Label = null; @property(cc.Label) infoAnim: cc.Label = null; @property(cc.Label) infoSay: cc.Label = null; @property(cc.Label) infoStory: cc.Label = null; // buy @property(cc.Node) buyNode: cc.Node = null; @property(cc.Node) skinHead: cc.Node = null; @property(cc.Label) diamondNum: cc.Label = null; @property(cc.Label) goldNum: cc.Label = null; @property(cc.Node) buyBtn: cc.Node = null; @property(cc.Prefab) buyHero: cc.Prefab = null; @property(cc.ProgressBar) limitBar:cc.ProgressBar = null; @property(cc.Label) cegget:cc.Label = null; private hero_id = 0; private allSkins = []; private curentBuyId = 0; protected update(dt: number): void { if (this.infoScrollview.getScrollOffset().y <= 0) { this.arrow_down.active = true; this.arrow_up.active = false; } else { this.arrow_up.active = true; this.arrow_down.active = false; } // if (this.infoScrollview_files.getScrollOffset().y <= 0) { this.arrow_down_files.active = true; this.arrow_up_files.active = false; } else { this.arrow_up_files.active = true; this.arrow_down_files.active = false; } } init(data: any) { // var limit = data.ceg_uplimit var get = data.today_get_gold this.limitBar.progress =(limit-get)/limit this.cegget.string = `${limit-data.today_get_gold}/${data.ceg_uplimit}` this.hero_id = data.hero_id; // init map const infoMap = new Map([ ["1", this.lab_hp], ["2", this.lab_returnBlood], ["3", this.lab_attack], ["4", this.lab_defence], ["5", this.lab_speed], ["6", this.lab_range], ["9", this.lab_rateoffire], ["10", this.lab_clip], ["13", this.lab_vision], ["14", this.lab_reload], ["34", this.lab_lucky], ["35", this.lab_successrate], ]); const cfg = playerConfig[data.hero_id]; const hero_type = cfg.herotype; let url = "textures/heroType/ht_s_" + hero_type; cc.loader.loadRes(url, cc.SpriteFrame, (err, res) => { if (!err) { this.heroTypeImg.getComponent(cc.Sprite).spriteFrame = res; } }); this.labName.string = cfg.name; var skinres = cc.playerData.getheroSkinbyId(data.hero_id, 0); cc.loader.loadRes( "spine/heropic/pic_hero" + skinres, sp.SkeletonData, (err, sp) => { this.heroSpine.skeletonData = sp; this.heroSpine._updateSkeletonData(); this.heroSpine.setAnimation(0, "animation", true); } ); // skills var skillarr = cc.playerData.getheroskill(data.hero_id); for (let i = 0; i < 3; i++) { var sklcfg = skillConfig[skillarr[i]]; var icon = sklcfg.skill_icon; cc.loader.loadRes("icons/" + icon, cc.SpriteFrame, (err, res) => { if (!err) { this.icons.children[i].children[0].getComponent( cc.Sprite ).spriteFrame = res; } }); this.icons.children[i].children[1].getComponent(cc.Label).string = sklcfg.skill_name; if (i == 0) this.skillDesc.string = sklcfg.des; } // files this.infoSay.string = cfg.hero_say; this.infoName.string = cfg.name; this.infoStory.string = cfg.hero_story; this.infoGender.string = cfg.hero_sex; this.infoHeight.string = cfg.hero_tall; this.infoBirth.string = cfg.hero_brithday; this.infoHobby.string = cfg.hero_like; this.infojob.string = cfg.hero_job; this.infoAnim.string = cfg.hero_anmi; // basic info data.attr.forEach((element) => { if (element.type == 2) { infoMap.get(`${element.attr_id}`).string = `${element.val}%`; } else { infoMap.get(`${element.attr_id}`).string = `${element.val}`; } }); infoMap.forEach((element) => { if (element.string === "000") { element.string = "Locked"; element.node.color = cc.Color.GRAY; } }); // skin var skinsarr = cc.playerData.getskinarrbyId(data.hero_id); for (let i = 0; i < skinsarr.length; i += 1) { this.allSkins.push(all_ItemConfig[skinsarr[i]]); this.initOneSkin(skinsarr[i], i); if (i == 0) { this.curentBuyId = skinsarr[i]; this.diamondNum.string = all_ItemConfig[skinsarr[i]].diamond; this.goldNum.string = all_ItemConfig[skinsarr[i]].gold; if (!this.checkHasSkin(skinsarr[i])) { this.buyNode.active = false; } else { this.buyNode.active = false; } } } } private initOneSkin(skin_id, id) { const node = cc.instantiate(this.skinHead); cc.loader.loadRes( `itemicon/${all_ItemConfig[skin_id].icon}`, cc.SpriteFrame, (err, res) => { if (!err) { node.children[1].getComponent(cc.Sprite).spriteFrame = res; } } ); node.active = true; let event_handler = new cc.Component.EventHandler(); event_handler.target = this.node; event_handler.component = "UIHeroinfo"; event_handler.handler = "onClickChangeSkins"; event_handler.customEventData = id; node.getComponent(cc.Toggle).clickEvents.push(event_handler); this.skinHead.parent.addChild(node); } onClickChangeSkins(data, event) { this.diamondNum.string = this.allSkins[event].diamond; this.goldNum.string = this.allSkins[event].gold; if (!this.checkHasSkin(this.allSkins[event].id)) { this.buyNode.active = false; } else { this.buyNode.active = false; } } checkHasSkin(skinId) { this.curentBuyId = skinId; let toReturn = false; getItemList((data) => { if (data.item_list.includes(skinId)) { toReturn = true; } }); return toReturn; } onClickChangeSkills(data, event) { var skillarr = cc.playerData.getheroskill(this.hero_id); var sklcfg = skillConfig[skillarr[event - 1]]; this.skillDesc.string = sklcfg.des; } onclose() { this.node.destroy(); } resetBtns() { this.baseBtn.getChildByName("pick_status").opacity = 0; this.infoBtn.getChildByName("pick_status").opacity = 0; this.skillBtn.getChildByName("pick_status").opacity = 0; } onClickBasic() { this.resetBtns(); this.baseBtn.getChildByName("pick_status").opacity = 255; this.basicPage.active = true; this.FilesPage.active = false; this.SkillsPage.active = false; } onClickSkills() { this.resetBtns(); this.skillBtn.getChildByName("pick_status").opacity = 255; this.SkillsPage.active = true; this.FilesPage.active = false; this.basicPage.active = false; } onClickFiles() { this.resetBtns(); this.infoBtn.getChildByName("pick_status").opacity = 255; this.FilesPage.active = true; this.SkillsPage.active = false; this.basicPage.active = false; } onClickBuy() { uimanger.showUI(this.buyHero, this.curentBuyId); } onClickAdvance() { const data = {}; data["current"] = "advance"; uimanger.showUI(UIUpdateHero.prefabPath, data); } onClickUpgrade() { uimanger.showUI(UIUpdateHero.prefabPath, {}); } }