diff --git a/lua/app/ui/battle/battle_ui.lua b/lua/app/ui/battle/battle_ui.lua index 5f13fb0a..033a3e49 100644 --- a/lua/app/ui/battle/battle_ui.lua +++ b/lua/app/ui/battle/battle_ui.lua @@ -488,12 +488,18 @@ function BattleUI:refreshWave(wave, iconAtlas, iconName, maxWave) local uiMap = self.root:genAllChildren() local icon = uiMap["battle_ui.top_node.wave_icon"] local desc = uiMap["battle_ui.top_node.wave_desc"] - desc:setText(wave .. "/" .. (maxWave or wave)) + if not maxWave then + desc:setText(wave) + else + desc:setText(wave .. "/" .. maxWave) + end GFunc.centerImgAndTx(icon, desc, 10) iconAtlas = iconAtlas or GConst.ATLAS_PATH.BATTLE iconName = iconName or "battle_dec_1" - icon:setSprite(iconAtlas, iconName) + icon:setSprite(iconAtlas, iconName, function () + icon:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_IMAGE):SetNativeSize() + end) end function BattleUI:refreshTaskBtn() diff --git a/lua/app/ui/hero/hero_detail_ui.lua b/lua/app/ui/hero/hero_detail_ui.lua index 15cd3569..21850ab1 100644 --- a/lua/app/ui/hero/hero_detail_ui.lua +++ b/lua/app/ui/hero/hero_detail_ui.lua @@ -378,6 +378,9 @@ function HeroDetailUI:refreshPageInfo() self:showEquipInfo() end self:refreshPageBtn() + + local power = self.heroEntity:getPower() + self.powerTx:setText(GFunc.num2Str2(power, 2)) end -- 刷新标签红点 @@ -410,8 +413,6 @@ function HeroDetailUI:showHeroInfo() self.skillNode:setActive(true) self.attrNode:setAnchoredPositionY(-709) - local power = self.heroEntity:getPower() - self.powerTx:setText(GFunc.num2Str2(power, 2)) if not self.compHero then self.heroInfo:initPrefabHelper() self.heroInfo:genAllChildren() diff --git a/lua/app/ui/shop/shop_comp.lua b/lua/app/ui/shop/shop_comp.lua index 5036a265..20e57916 100644 --- a/lua/app/ui/shop/shop_comp.lua +++ b/lua/app/ui/shop/shop_comp.lua @@ -213,7 +213,7 @@ function ShopComp:updateGoldCell(offsetY) self.beginPosY = math.abs(offsetY) end if self.rpPosY == nil then - self.rpPosY = DataManager.ShopData:hasGoldRedPoint() and math.abs(offsetY) or nil + self.rpPosY = DataManager.ShopData:hasGoldRedPoint(true) and math.abs(offsetY) or nil end self.goldTitleBg:setAnchoredPositionY(offsetY)