Files
2026-05-23 22:10:14 +08:00

137 lines
3.5 KiB
JavaScript

/******************************************************************
*
* 伙伴信息页 --- 升阶
*
******************************************************************/
const BridgeComponent = require( "bridge.component" );
const HeroConst = require( "hero_const" );
const HeroEvent = require( "hero_event" );
const HeroControl = require( "hero_controller" );
const HeroCalculate = require( "hero_calculate" );
const BackPackConst = require( "backpack_const" );
const BIT = BackPackConst.item_type;
const HEQP = HeroConst.EquipPosList;
cc.Class( {
extends: BridgeComponent,
properties: {
lstSkills: { default: null, type: cc.Node },
},
// 显示
onEnable: function() {
// 视图监听
this.vbind( [
[ "ShowPartner", this.onPartnerChanged.bind( this ) ]
] );
// 事件监听
this.bindGEvent( HeroEvent.Hero_Data_Update, this.onPartnerUpdate.bind( this ) );
},
// 隐藏
onDisable: function() {
// 视图监听解除
this.vunbind();
// 事件监听解除
this.unbindGEvents();
},
// 置空
setEmpty: function() {
nx.gui.setActive( this.lstSkills, "", false );
},
// 有伙伴数据更新
onPartnerUpdate: function( _vo ) {
if( _vo &&
this.partner &&
_vo.partner_id == this.partner.partner_id ) {
this.onPartnerChanged( _vo );
}
},
// 伙伴更新
onPartnerChanged: function( _partner ) {
if( !_partner ) {
return;
}
this.partner = _partner;
let weapon = {};
// 置空
if( nx.dt.objEmpty( this.partner ) ) {
this.setEmpty();
return;
}
if( this.partner.eqm_list ){
let list = this.partner.eqm_list;
for (let i in list ) {
let eqm = list[i];
if( i == 41 ){
weapon = eqm;
}
}
}
let change = false;
// 数据统计
let key = this.partner.bid + "_" + this.partner.star;
let wcfg = nx.dt.objNEmpty( weapon ) ? game.configs.weapon_data.data_get_skill[weapon.base_id] : {};
if( nx.dt.objNEmpty( wcfg ) ){
change = this.partner.bid == wcfg.partner_id;
}
let scfg = gdata( "partner_data", "data_partner_star", key );
let k1 = this.partner.type + "_" + this.partner.break_id + "_" + this.partner.break_lev;
let cbc = game.configs.partner_data.data_partner_brach[ k1 ];
if( nx.dt.objEmpty( scfg ) || nx.dt.objEmpty( cbc ) ) {
nx.error( "技能刷新失败,当前配置无效!", k1 );
this.setEmpty();
return;
}
nx.gui.setActive( this.lstSkills, "", true );
const count = cbc.skill_num - 1;
const chds = this.lstSkills.children;
for( let i = 0; i < chds.length; ++i ) {
// 技能数组[0]为普攻,直接忽略,最多4个技能
let item = chds[i];
let sifo = scfg.skills[i+1];
// let sifo = scfg.skills[i+1];
if( !sifo ) {
item.active = false;
continue;
}
item.active = true;
let cmp = nx.gui.getComponent( item, "", "cmp.skill.base" );
if( cmp ) {
cmp.setData( i == chds.length - 2 && change ? wcfg.skill_id : sifo[1], ( i + 1 ) > count );
}
}
},
} );