修复bug
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@ -95,8 +95,8 @@ function UISpineObject:rePlayAnim(animName, loop, forceRefresh)
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end
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end
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function UISpineObject:playAnimComplete(animName, loop, forceRefresh, complete)
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local spineAnim = self:getAnimation(self:playAnim(animName, loop, forceRefresh))
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function UISpineObject:playAnimComplete(animName, loop, forceRefresh, complete, forceGetSG)
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local spineAnim = self:getAnimation(self:playAnim(animName, loop, forceRefresh, forceGetSG))
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local duration = spineAnim.Duration
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local sequence = self:createBindTweenSequence()
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sequence:AppendInterval(duration)
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@ -33,14 +33,12 @@ function GridCell:refresh(gridEntity, curElement, skillPosId)
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local upBg = uiMap["grid_cell.touch_node.ani_node.up_bg"]
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if gridEntity:getSpineAsset() then
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spineObj:setActive(true)
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Logger.logHighlight(gridEntity:getSpineIdleName())
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spineObj:loadAssetAsync(gridEntity:getSpineAsset(), function()
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if gridEntity:getSpineChangeName() then
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spineObj:playAnimComplete(gridEntity:getSpineChangeName(), false, true, function()
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spineObj:playAnim(gridEntity:getSpineIdleName(), true, false, true)
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end, true)
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else
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Logger.logHighlight("----")
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spineObj:playAnim(gridEntity:getSpineIdleName(), true, false, true)
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end
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end)
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@ -238,6 +236,7 @@ end
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function GridCell:setGridTypeIcon(icon)
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local uiMap = self:getUIMap()
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uiMap["grid_cell.touch_node.ani_node.up_bg"]:setSprite(GConst.ATLAS_PATH.BATTLE, icon)
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uiMap["grid_cell.touch_node.ani_node.up_bg.ui_spine_obj"]:setActive(false)
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end
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return GridCell
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