优化显示
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@ -180,6 +180,9 @@ function ActPvpPlayingUI:refreshPlayingNode()
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objs.icon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueIcon(skillId))
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objs.icon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueIcon(skillId))
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objs.bg:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueBg(skillId, true))
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objs.bg:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueBg(skillId, true))
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objs.spine:playAnim("idle", false, false, false)
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objs.spine:playAnim("idle", false, false, false)
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objs.bg:setVisible(true)
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else
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objs.bg:setVisible(false)
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end
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end
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end
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end
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if self.showLevelUpSid then
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if self.showLevelUpSid then
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@ -189,6 +192,19 @@ function ActPvpPlayingUI:refreshPlayingNode()
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self.showLevelUpSid = self:performWithDelayGlobal(function()
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self.showLevelUpSid = self:performWithDelayGlobal(function()
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skillUpNode:setVisible(false)
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skillUpNode:setVisible(false)
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end, 5)
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end, 5)
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else -- 只升级,没有升级技能
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for matchType, objs in ipairs(self.skillObjs) do
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objs.bg:setVisible(false)
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objs.spine:playAnim("idle", false, false, false)
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end
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skillUpNode:setVisible(true)
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if self.showLevelUpSid then
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self:unscheduleGlobal(self.showLevelUpSid)
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self.showLevelUpSid = nil
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end
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self.showLevelUpSid = self:performWithDelayGlobal(function()
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skillUpNode:setVisible(false)
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end, 2)
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end
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end
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end
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end
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