Merge branch 'dev' of http://git.juzugame.com/b6-client/b6-lua into dev
This commit is contained in:
commit
2cf52fee2d
@ -24,7 +24,6 @@ function BountyMainUI:ctor()
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end
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function BountyMainUI:onClose()
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self:clearAdaptScrollrect()
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if self.autoRotateTween then
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self.autoRotateTween:Kill()
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end
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@ -122,6 +121,10 @@ function BountyMainUI:initRewards()
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ModuleManager.BountyManager:buyBountyLevel()
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end)
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self.progressBg = self.uiMap["bounty_main_ui.mid_node.scrollrect.viewport.content.progress_bg"]
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self.progressComp = self.uiMap["bounty_main_ui.mid_node.scrollrect.viewport.content.progress_bg.progress"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER)
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self.rewardsMaskBg = self.uiMap["bounty_main_ui.mid_node.scrollrect.viewport.content.mask_img"]
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self.scrollrect = self.uiMap["bounty_main_ui.mid_node.scrollrect"]
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self.scrollrectViewport = self.uiMap["bounty_main_ui.mid_node.scrollrect.viewport"]
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self.rewardsContent = self.uiMap["bounty_main_ui.mid_node.scrollrect.viewport.content"]
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@ -129,18 +132,12 @@ function BountyMainUI:initRewards()
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self.scrollrectComp:clearCells()
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self.scrollrectComp:setTotalCount(0)
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self.scrollrectComp:addInitCallback(function()
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self.rewardsMaskBg:getTransform():SetAsLastSibling()
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self.line:getTransform():SetAsLastSibling()
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self.repeatRewardRoot:getTransform():SetAsLastSibling()
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return "app/ui/bounty/cell/bounty_cell"
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end)
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self.scrollrectComp:addRefreshCallback(function(index, cell)
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-- TODO 有时候顺序还是不对
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if self.refreshIndex then
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if index > self.refreshIndex then
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cell:getBaseObject():getTransform():SetAsLastSibling()
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elseif index < self.refreshIndex then
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cell:getBaseObject():getTransform():SetAsFirstSibling()
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end
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end
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self.refreshIndex = index
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local totalCount = self.scrollrectComp:getTotalCount()
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local isFinalCell = index == totalCount
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if not self.disablePreviewReward then
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@ -157,29 +154,14 @@ function BountyMainUI:initRewards()
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end
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end
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end
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cell:refresh(index, isFinalCell)
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local lv = DataManager.BountyData:getLevel()
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if index > lv - 1 or index < lv + 1 then
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self.line:getTransform():SetAsLastSibling()
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end
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if not self.adjustRepeatRewardRoot then
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self.adjustRepeatRewardRoot = true
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local posY = -totalCount*self.cellHeight
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self.repeatRewardRoot:setAnchoredPositionY(posY)
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end
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self.repeatRewardRoot:getTransform():SetAsLastSibling()
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cell:refresh(index)
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end)
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self.cellHeight = self.uiMap["bounty_main_ui.mid_node.scrollrect.viewport.content.cell"]:getRectHeight()
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local scrollBottom = 106
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local scrollTop = 464
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local height = self.root:getRectHeight()
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height = height - scrollTop - scrollBottom
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local height = self.scrollrect:getRectHeight() - self.scrollrectComp:getTopRecoveryOffset() - self.scrollrectComp:getDownRecoveryOffset()
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self.rewardCellNum = math.ceil(height/self.cellHeight)
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self:adaptScrollrect()
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end
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function BountyMainUI:initRepeatReward()
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self.adjustRepeatRewardRoot = false
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self.repeatRewardRoot = self.uiMap["bounty_main_ui.mid_node.scrollrect.viewport.content.repeat"]
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self.uiMap["bounty_main_ui.mid_node.scrollrect.viewport.content.repeat.title_tx"]:setText(I18N:getGlobalText(I18N.GlobalConst.REWARD_BOX_DESC))
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self.uiMap["bounty_main_ui.mid_node.scrollrect.viewport.content.repeat.desc_tx"]:setText(I18N:getGlobalText(I18N.GlobalConst.BOUNTY_DESC_3))
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@ -202,26 +184,6 @@ function BountyMainUI:initRepeatReward()
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end)
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end
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function BountyMainUI:adaptScrollrect()
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if not self.rectDefaultSize then
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self.rectDefaultSize = self.scrollrect:getSizeDelta()
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end
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if not self.viewDefaultSize then
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self.viewDefaultSize = self.scrollrectViewport:getSizeDelta()
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end
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local addH = GFunc.calculateFitSizeY()
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self.scrollrect:setSizeDelta(self.rectDefaultSize.x, self.rectDefaultSize.y + addH)
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self.scrollrectViewport:setSizeDelta(self.viewDefaultSize.x, self.viewDefaultSize.y + addH)
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end
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function BountyMainUI:clearAdaptScrollrect()
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if not self.rectDefaultSize then
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return
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end
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self.scrollrect:setSizeDelta(self.rectDefaultSize.x, self.rectDefaultSize.y)
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self.scrollrectViewport:setSizeDelta(self.viewDefaultSize.x, self.viewDefaultSize.y)
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end
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function BountyMainUI:bindData()
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self:bind(DataManager.BountyData, "dirty", function()
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self:onRefresh()
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@ -292,14 +254,28 @@ function BountyMainUI:refreshRewards()
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self.scrollrectComp:updateAllCell()
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self.disablePreviewReward = false
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end
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local topRecoveryOffset = self.scrollrectComp:getTopRecoveryOffset()
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local downRecoveryOffset = self.scrollrectComp:getDownRecoveryOffset()
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local cellHeight = self.scrollrectComp:getCellHeight()
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if lv >= maxLv then
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self.line:setVisible(false)
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else
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self.line:setVisible(true)
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local posY = -lv*self.cellHeight
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self.line:setAnchoredPositionY(posY)
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self.line:setAnchoredPositionY(-topRecoveryOffset - lv*cellHeight)
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end
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self.progressBg:setAnchoredPositionY((topRecoveryOffset + downRecoveryOffset)/2 - cellHeight/2)
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self.progressBg:setSizeDeltaY(cellHeight*(maxLv - 1))
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local percent = (lv - 1) / (maxLv - 1)
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if percent < 0 then
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percent = 0
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end
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self.progressComp.value = percent
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self.rewardsMaskBg:setAnchoredPositionY(-topRecoveryOffset - lv*cellHeight)
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self.rewardsMaskBg:setSizeDeltaY(cellHeight*maxLv + GConst.UI_SCREEN_HEIGHT)
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self.repeatRewardRoot:setAnchoredPositionY(downRecoveryOffset)
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if DataManager.BountyData:getIfCanClaimRepeatReward() then
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self.repeatRewardRoot:addRedPoint(74, 15)
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else
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@ -9,12 +9,9 @@ function BountyCell:init()
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self.bountyRewardCell1 = uiMap["cell.bg.bounty_reward_cell_1"]:addLuaComponent(BOUNTY_REWARD_CELL)
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uiMap["cell.bg.bounty_reward_cell_2"]:setAnchoredPositionX(GConst.UI_SCREEN_WIDTH/4)
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self.bountyRewardCell2 = uiMap["cell.bg.bounty_reward_cell_2"]:addLuaComponent(BOUNTY_REWARD_CELL)
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self.maskImg = uiMap["cell.mask_img"]
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self.lvBg = uiMap["cell.bg.lv_bg"]
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self.lvTx = uiMap["cell.bg.lv_bg.lv_tx"]
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self.progressBg = uiMap["cell.bg.progress_bg"]
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self.progressComp = uiMap["cell.bg.progress_bg.progress"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER)
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self.bountyRewardCell1:addClickListener(function()
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if self.idx == nil then
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return
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@ -44,7 +41,7 @@ function BountyCell:init()
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end)
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end
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function BountyCell:refresh(idx, isFinalCell)
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function BountyCell:refresh(idx)
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self.idx = idx
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local bountyInfo = DataManager.BountyData:getSeasonInfoByLevel(idx)
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local lv = DataManager.BountyData:getLevel()
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@ -56,13 +53,7 @@ function BountyCell:refresh(idx, isFinalCell)
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self.bountyRewardCell1:refresh(bountyInfo.reward, false, false, state)
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self.bountyRewardCell2:refresh(bountyInfo.reward_pro, true, not isBought, proState)
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if lv >= idx then
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self.maskImg:setVisible(false)
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self.lvBg:setImageGray(false)
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if lv == idx then
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self.progressComp.value = 0
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else
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self.progressComp.value = 1
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end
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if state then -- 已经领过了
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self.bountyRewardCell1:hideLight()
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else
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@ -75,16 +66,9 @@ function BountyCell:refresh(idx, isFinalCell)
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end
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else
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self.lvBg:setImageGray(true)
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self.maskImg:setVisible(true)
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self.progressComp.value = 0
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self.bountyRewardCell1:hideLight()
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self.bountyRewardCell2:hideLight()
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end
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if isFinalCell then
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self.progressBg:setVisible(false)
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else
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self.progressBg:setVisible(true)
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end
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end
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function BountyCell:setVisible(visible)
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