增加容错
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5a7249a545
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@ -763,6 +763,9 @@ function UIPrefabObject:addRedPoint(offsetX, offsetY, scale, iconName, count, na
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if not self.redPoint then
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if not self.redPoint then
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if not self.loadRpOver then
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if not self.loadRpOver then
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self.loadRpOver = true
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self.loadRpOver = true
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if self:isDestroyed() or CS.BF.Utils.IsNull(self:getGameObject()) then
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return
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end
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UIPrefabManager:loadUIWidgetAsync("assets/prefabs/ui/common/red_point_cell.prefab", self, function(prefabObject)
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UIPrefabManager:loadUIWidgetAsync("assets/prefabs/ui/common/red_point_cell.prefab", self, function(prefabObject)
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self.redPoint = prefabObject
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self.redPoint = prefabObject
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prefabObject:initPrefabHelper()
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prefabObject:initPrefabHelper()
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@ -95,6 +95,10 @@ function HeroCell:refreshRedPoint()
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return
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return
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end
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end
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if not self.selfNode or self.selfNode:isDestroyed() or CS.BF.Utils.IsNull(self.selfNode:getGameObject()) then
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return
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end
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if DataManager.FormationData:heroInFormation(GConst.BattleConst.FORMATION_TYPE.STAGE, self.heroEntity:getCfgId()) and DataManager.EquipData:canUpgradeEquip(self.heroEntity:getCfgId()) then
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if DataManager.FormationData:heroInFormation(GConst.BattleConst.FORMATION_TYPE.STAGE, self.heroEntity:getCfgId()) and DataManager.EquipData:canUpgradeEquip(self.heroEntity:getCfgId()) then
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self.selfNode:addRedPoint(55, -35, 0.64)
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self.selfNode:addRedPoint(55, -35, 0.64)
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else
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else
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