皮肤道具点开界面
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@ -16,6 +16,14 @@ HeroConst.CHECK_LV_UP_STATE = {
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COIN_NOT_ENOUGH = 5
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}
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-- 英雄界面显示类型
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HeroConst.PANEL_TYPE = {
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HERO = 1,
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WEAPON = 2,
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ARMOR = 3,
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SKIN = 4,
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}
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-- 总计
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HeroConst.ATTR_SHOW_TOTAL = {
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GConst.MATCH_HP_NAME, -- 生命
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@ -1,7 +1,7 @@
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local HeroManager = class("HeroManager", BaseModule)
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function HeroManager:showHeroDetailUI(heroId, onlyLook, heroEntity)
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UIManager:showUI("app/ui/hero/hero_detail_ui", {heroId = heroId, onlyLook = onlyLook, heroEntity = heroEntity})
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function HeroManager:showHeroDetailUI(heroId, onlyLook, heroEntity, skinId)
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UIManager:showUI("app/ui/hero/hero_detail_ui", {heroId = heroId, onlyLook = onlyLook, heroEntity = heroEntity, skinId = skinId})
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end
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function HeroManager:showHeroUnlockUI(heroIdList)
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@ -46,6 +46,10 @@ function TipsManager:showRewardTips(rewardId, rewardType, tarPrefabObj, alignTyp
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-- 英雄碎片
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ModuleManager.HeroManager:showHeroDetailUI(info.parameter, true)
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return
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elseif info.type == GConst.ItemConst.ITEM_TYPE.SKIN then
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-- 英雄皮肤
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ModuleManager.HeroManager:showHeroDetailUI(DataManager.SkinData:getHeroIdBySkinId(rewardId), true, nil, rewardId)
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return
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elseif info.type == GConst.ItemConst.ITEM_TYPE.RANDOM_BOX_ITEM or info.type == GConst.ItemConst.ITEM_TYPE.FIXED_BOX_ITEM then
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self:showBoxItemTips(rewardId)
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return
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@ -4,15 +4,8 @@ local COMP_WEAPON = "app/ui/hero/weapon_info_comp"
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local COMP_ARMOR = "app/ui/hero/armor_info_comp"
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local COMP_SKIN = "app/ui/hero/skin_info_comp"
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local SIZE_DELTA_Y_HERO = 942
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local SIZE_DELTA_Y_LOOK = 802
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-- 界面类型
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local PANEL_TYPE = {
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HERO = 1,
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WEAPON = 2,
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ARMOR = 3,
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SKIN = 4,
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}
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local SIZE_DELTA_Y_LOOK_HERO = 802
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local SIZE_DELTA_Y_LOOK_SKIN = 720
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function HeroDetailUI:isFullScreen()
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return false
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@ -27,7 +20,13 @@ function HeroDetailUI:onPressBackspace()
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end
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function HeroDetailUI:ctor(parmas)
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self.panelType = parmas.panelType or PANEL_TYPE.HERO
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Logger.printTable(parmas)
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if parmas.skinId then
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self.onlyLookSkinId = parmas.skinId
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self.panelType = GConst.HeroConst.PANEL_TYPE.SKIN
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else
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self.panelType = parmas.panelType or GConst.HeroConst.PANEL_TYPE.HERO
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end
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self.onlyLook = parmas.onlyLook
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if parmas.heroEntity then
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self.heroEntity = parmas.heroEntity
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@ -101,28 +100,28 @@ function HeroDetailUI:onLoadRootComplete()
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self:refreshShow()
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self.btnHero:addClickListener(function()
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self.panelType = PANEL_TYPE.HERO
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self.panelType = GConst.HeroConst.PANEL_TYPE.HERO
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self:refreshShow()
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end)
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self.btnWeapon:addClickListener(function()
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if not DataManager.EquipData:isWeaponOpen(true) then
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return
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end
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self.panelType = PANEL_TYPE.WEAPON
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self.panelType = GConst.HeroConst.PANEL_TYPE.WEAPON
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self:refreshShow()
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end)
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self.btnArmor:addClickListener(function()
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if not DataManager.EquipData:isArmorOpen(true) then
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return
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end
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self.panelType = PANEL_TYPE.ARMOR
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self.panelType = GConst.HeroConst.PANEL_TYPE.ARMOR
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self:refreshShow()
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end)
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self.btnSkin:addClickListener(function()
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if not DataManager.SkinData:isOpen(true) then
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return
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end
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self.panelType = PANEL_TYPE.SKIN
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self.panelType = GConst.HeroConst.PANEL_TYPE.SKIN
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self:refreshShow()
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end)
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self.btnClose:addClickListener(function()
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@ -185,13 +184,13 @@ end
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function HeroDetailUI:refreshShow()
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self.txTitle:setText(self.heroEntity:getName())
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if self.panelType == PANEL_TYPE.HERO then
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if self.panelType == GConst.HeroConst.PANEL_TYPE.HERO then
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self:showHeroInfo()
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elseif self.panelType == PANEL_TYPE.WEAPON then
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elseif self.panelType == GConst.HeroConst.PANEL_TYPE.WEAPON then
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self:showWeaponInfo()
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elseif self.panelType == PANEL_TYPE.ARMOR then
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elseif self.panelType == GConst.HeroConst.PANEL_TYPE.ARMOR then
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self:showArmorInfo()
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elseif self.panelType == PANEL_TYPE.SKIN then
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elseif self.panelType == GConst.HeroConst.PANEL_TYPE.SKIN then
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self:showSkinInfo()
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end
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if self.onlyLook then -- 仅查看的不显示升级和激活按钮
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@ -201,7 +200,11 @@ function HeroDetailUI:refreshShow()
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self.btnSkin:setActive(false)
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self.btnLeft:setActive(false)
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self.btnRight:setActive(false)
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self.commonInfo:setSizeDeltaY(SIZE_DELTA_Y_LOOK)
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if self.panelType == GConst.HeroConst.PANEL_TYPE.HERO then
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self.commonInfo:setSizeDeltaY(SIZE_DELTA_Y_LOOK_HERO)
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elseif self.panelType == GConst.HeroConst.PANEL_TYPE.SKIN then
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self.commonInfo:setSizeDeltaY(SIZE_DELTA_Y_LOOK_SKIN)
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end
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else
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self.btnHero:setActive(true)
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self.btnWeapon:setActive(true)
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@ -312,7 +315,7 @@ function HeroDetailUI:showSkinInfo()
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self.compSkin:setUI(self)
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end
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self.compSkin:setHeroData(self.heroEntity)
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self.compSkin:setHeroData(self.heroEntity, self.onlyLookSkinId)
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self.compSkin:refresh()
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end
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@ -2,6 +2,8 @@ local SkinInfoComp = class("SkinInfoComp", LuaComponent)
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local DEFAULT_FACTOR = GConst.BattleConst.DEFAULT_FACTOR
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local PERCENT_FACTOR = 100
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local SIZE_DELTA_Y_SKIN = 942
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local SIZE_DELTA_Y_LOOK = 720
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function SkinInfoComp:init()
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local uiMap = self:getUIMap()
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@ -10,7 +12,6 @@ function SkinInfoComp:init()
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self.bgQlt = uiMap["skin_info.bg_qlt"]
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self.iconQlt = uiMap["skin_info.bg_qlt.icon_qlt"]
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self.txQlt = uiMap["skin_info.bg_qlt.tx_qlt"]
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-- self.spineRoot = uiMap["skin_info.spine_root"]
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self.spineSkin = uiMap["skin_info.spine_skin"]
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self.txDesc1 = uiMap["skin_info.tx_desc_1"]
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self.txDesc2 = uiMap["skin_info.tx_desc_2"]
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@ -39,9 +40,15 @@ function SkinInfoComp:setUI(ui)
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self.uiRoot = ui
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end
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function SkinInfoComp:setHeroData(heroEntity)
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function SkinInfoComp:setHeroData(heroEntity, onlyLookSkinId)
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self.heroEntity = heroEntity
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self.selectSkinId = self.heroEntity:getSkinId()
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if onlyLookSkinId then
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self.onlyLook = true
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self.selectSkinId = onlyLookSkinId
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else
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self.onlyLook = false
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self.selectSkinId = self.heroEntity:getSkinId()
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end
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self:bind(self.heroEntity, "isDirty", function()
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self:refresh()
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end)
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@ -207,6 +214,16 @@ function SkinInfoComp:refreshSelectSkin(selectId)
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self.txSource:setText(I18N:getGlobalText(I18N.GlobalConst.BTN_LOCKED))
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end
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end
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if self.onlyLook then -- 仅查看
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self.txDesc2:setVisible(false)
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self.scrollrectComp.baseObject:setVisible(false)
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self.baseObject:setSizeDeltaY(SIZE_DELTA_Y_LOOK)
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else
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self.txDesc2:setVisible(true)
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self.scrollrectComp.baseObject:setVisible(true)
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self.baseObject:setSizeDeltaY(SIZE_DELTA_Y_SKIN)
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end
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end
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return SkinInfoComp
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