显示fix
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01c2ed492c
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@ -7,6 +7,7 @@ function WeaponInfoComp:init()
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self.txName = uiMap["weapon_info.name.tx_name"]
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self.imgWeapon = uiMap["weapon_info.img_weapon"]
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self.rootEffect = uiMap["weapon_info.root_effect"]
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self.txLevel = uiMap["weapon_info.level.tx_level"]
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self.txDesc1 = uiMap["weapon_info.tx_desc_1"]
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self.txDesc2 = uiMap["weapon_info.tx_desc_2"]
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@ -151,6 +152,12 @@ function WeaponInfoComp:refresh()
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self.btnUp:removeRedPoint()
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self.btnUp:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[2])
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end
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-- 特效
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-- EffectManager:loadUIEffectAsync("assets/prefabs/effects/ui/vfs_ui_wuqi_changzhu_b01".. DataManager.ArenaData:getGradingIconName(gradingId) ..".prefab", self, self.rootEffect, GConst.UI_EFFECT_ORDER.LEVEL5, function(obj)
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-- obj:play()
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-- end)
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end
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return WeaponInfoComp
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@ -402,7 +402,7 @@ end
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-- 基金是否有红点
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function DungeonArmorEntity:isHasFundRedDot()
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return self:isCanWatchFundAd() or self:hasCanGetFundReward()
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return self:isCanWatchFundAd() or (self:isBoughtFundStage(self:getCurFundStage()) and self:hasCanGetFundReward())
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end
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-- 基金阶段是否已购买
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@ -187,8 +187,12 @@ end
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-- 获取属性描述
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function EquipEntity:getAttrDesc()
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local strAttr = ""
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local stage = self:getStage()
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if self:getPart() ~= GConst.EquipConst.PART_TYPE.WEAPON then
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stage = DataManager.EquipData:getMinArmorStage(self:getHeroId())
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end
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local strAttr = ""
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for i = 1, stage + 1 do
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if i > #self.cfg.features_level or i > #self.cfg.features_attr then
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break
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