OperateCtrl.js 3.2 KB

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  1. cc.Class({
  2. extends: cc.Component,
  3. properties: {
  4. m_WeaveCtrlPrefab:cc.Prefab,
  5. m_OperateLayout:cc.Layout,
  6. m_TingTip:cc.Layout,
  7. m_TingItemPrefab:cc.Prefab,
  8. },
  9. // use this for initialization
  10. onLoad: function () {
  11. this.m_TingTip.node.active = false;
  12. },
  13. ctor: function(){
  14. this.bFirst = false;
  15. this.WeaveCtrl = new Array();
  16. this.OptCount = 0;
  17. this.m_TingTipData = new Array();
  18. this.chiCount = 0 ;
  19. this.WeaveChies = new Array();
  20. },
  21. SetWeaveInfo:function(WeaveInfo,cbWeaveCount){
  22. this.cbWeaveCount = cbWeaveCount;
  23. this.WeaveInfo = WeaveInfo;
  24. this.chiCount = 0;
  25. this.WeaveChies.length = 0;
  26. // var bHu = false;
  27. // for(var i=0;i<cbWeaveCount; i++)
  28. // {
  29. // if(WeaveInfo[i].wWeaveKind == GameDef.WIK_CHI_HU)
  30. // {
  31. // bHu = true;
  32. // break;
  33. // }
  34. // }
  35. if(this.bFirst == false){
  36. this.m_OptPrefab = cc.instantiate(this.m_WeaveCtrlPrefab);
  37. var ctrl = this.m_OptPrefab.getComponent('OperateWeaveCtrl');
  38. this.m_OperateLayout.node.addChild(this.m_OptPrefab);
  39. // var SelectInfo = new Array();
  40. // SelectInfo.cbCardCount = 0;
  41. // SelectInfo.wWeaveKind = GameDef.WIK_NULL;
  42. // SelectInfo.cbCardData = new Array();
  43. // ctrl.SetWeaveInfo(this,SelectInfo);
  44. ctrl.SetWeaveInfo(this, {
  45. cbCardCount: 0,
  46. wWeaveKind: GameDef.WIK_NULL,
  47. cbCardData: []
  48. });
  49. // OptPrefab.setPosition(cc.v2(200,0));
  50. this.bFirst = true;
  51. // if(bHu == true)
  52. // {
  53. // this.m_OptPrefab.active = false;
  54. // }
  55. }else{
  56. //if(bHu == false)
  57. this.m_OptPrefab.active = true;
  58. }
  59. for(var i=0;i<cbWeaveCount;++i){
  60. if(this.OptCount<=i){
  61. //创建新节点
  62. var OptPrefab = cc.instantiate(this.m_WeaveCtrlPrefab);
  63. this.WeaveCtrl[i] = OptPrefab.getComponent('OperateWeaveCtrl');
  64. this.m_OperateLayout.node.addChild(OptPrefab);
  65. //OptPrefab.setPosition(cc.v2(-250*((i+1)%4),parseInt((i+1)/4)*120));
  66. // OptPrefab.setPosition(cc.v2(-240*(i%3),parseInt(i/3)*120));
  67. this.OptCount++;
  68. }
  69. this.WeaveCtrl[i].node.active = true;
  70. this.WeaveCtrl[i].SetWeaveInfo(this,WeaveInfo[i], i);
  71. }
  72. if(cbWeaveCount<this.OptCount){
  73. for(var i =cbWeaveCount;i<this.OptCount;++i){
  74. this.WeaveCtrl[i].node.active=false;
  75. }
  76. }
  77. },
  78. subClickBtn:function(wOperateCode,cbOperateCard,cbCardCount){
  79. this.m_OptPrefab.active = false;
  80. for(var i =0;i<this.WeaveCtrl.length;++i){
  81. this.WeaveCtrl[i].node.active=false;
  82. }
  83. cc.error("operate card, ", wOperateCode, cbOperateCard, cbCardCount);
  84. GameDef.g_GameEngine.OnCardOperate(wOperateCode,cbOperateCard,cbCardCount);
  85. },
  86. });