bug修复
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@ -17,6 +17,7 @@ ItemConst.ITEM_ID_RANDOM_FRAGMENT = 19
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ItemConst.ITEM_ID_ARENA_BOUNTY_EXP = 21
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ItemConst.ITEM_ID_ARENA_BOUNTY_EXP = 21
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ItemConst.ITEM_ID_ARENA_TICKET = 22
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ItemConst.ITEM_ID_ARENA_TICKET = 22
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ItemConst.ITEM_ID_FOURTEEN_DAY_EXCHANGE = 51
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ItemConst.ITEM_ID_FOURTEEN_DAY_EXCHANGE = 51
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ItemConst.ITEM_ID_BOSS_RUSH = 52
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ItemConst.ITEM_ID_GLOD_WING = 49
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ItemConst.ITEM_ID_GLOD_WING = 49
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ItemConst.ITEM_ID_SLIVER_WING = 50
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ItemConst.ITEM_ID_SLIVER_WING = 50
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ItemConst.ITEM_ID_RUNES = 55
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ItemConst.ITEM_ID_RUNES = 55
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@ -125,7 +125,7 @@ function ActPvpMatchResultUI:refreshPlayerInfos()
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end
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end
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if not self.playerHeadCell then
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if not self.playerHeadCell then
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self.playerHeadCell = CellManager:addCellComp(uiMap["act_pvp_match_result_ui.match_result.match.info.player_head_cell"], GConst.TYPEOF_LUA_CLASS.PLAYER_HEAD_CELL)
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self.playerHeadCell = CellManager:addCellComp(uiMap["act_pvp_match_result_ui.match_result.self.info.player_head_cell"], GConst.TYPEOF_LUA_CLASS.PLAYER_HEAD_CELL)
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end
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end
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self.playerHeadCell:refresh(DataManager.PlayerData:getUsingAvatarId(), DataManager.PlayerData:getUsingFrameId())
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self.playerHeadCell:refresh(DataManager.PlayerData:getUsingAvatarId(), DataManager.PlayerData:getUsingFrameId())
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uiMap["act_pvp_match_result_ui.match_result.self.info.tx_name"]:setText(DataManager.PlayerData:getNickname())
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uiMap["act_pvp_match_result_ui.match_result.self.info.tx_name"]:setText(DataManager.PlayerData:getNickname())
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@ -173,20 +173,31 @@ end
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function ActBossRushData:getIsOpen()
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function ActBossRushData:getIsOpen()
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if GFunc.isShenhe() then
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if GFunc.isShenhe() then
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self.isOpen = false
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return false
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return false
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end
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end
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if not ModuleManager:getIsOpen(ModuleManager.MODULE_KEY.ACTIVITY, true) then
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if not ModuleManager:getIsOpen(ModuleManager.MODULE_KEY.ACTIVITY, true) then
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self.isOpen = false
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return false
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return false
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end
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end
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if Time:getServerTime() <= DataManager:getRegisterTs() + self:getConditionDay() then -- 前14天的号,看不到
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if Time:getServerTime() <= DataManager:getRegisterTs() + self:getConditionDay() then -- 前14天的号,看不到
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if self.fightCount > 0 or self.proBounght or self.utralBounght then
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if self.fightCount > 0 or self.proBounght or self.utralBounght then
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-- 兼容已参与的玩家
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-- 兼容已参与的玩家
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else
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else
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self.isOpen = false
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return false
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return 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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local time = Time:getServerTime()
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local time = Time:getServerTime()
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return self.endTime > time and time > self.startTime
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local isOpen = false
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if self.endTime > time and time > self.startTime then
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isOpen = true
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end
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if self.isOpen == false and isOpen then -- 没开->开
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DataManager.BagData.ItemData:clearItemCount(GConst.ItemConst.ITEM_ID_BOSS_RUSH)
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end
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self.isOpen = isOpen
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return isOpen
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end
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end
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function ActBossRushData:getRp()
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function ActBossRushData:getRp()
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@ -116,17 +116,29 @@ end
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function ActPvpData:getIsOpen()
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function ActPvpData:getIsOpen()
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if GFunc.isShenhe() or not self.endTime then
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if GFunc.isShenhe() or not self.endTime then
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self.isOpen = false
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return false
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return false
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end
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end
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if not ModuleManager:getIsOpen(ModuleManager.MODULE_KEY.ACTIVITY, true) then
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if not ModuleManager:getIsOpen(ModuleManager.MODULE_KEY.ACTIVITY, true) then
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self.isOpen = false
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return false
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return false
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end
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end
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if Time:getServerTime() <= DataManager:getRegisterTs() + self:getConditionDay() then -- 前14天的号,看不到
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if Time:getServerTime() <= DataManager:getRegisterTs() + self:getConditionDay() then -- 前14天的号,看不到
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self.isOpen = false
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return false
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return false
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end
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end
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local time = Time:getServerTime()
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local time = Time:getServerTime()
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return self.endTime > time and time > self.startTime
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local isOpen = false
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if self.endTime > time and time > self.startTime then
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isOpen = true
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end
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if self.isOpen == false and isOpen then -- 没开->开
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DataManager.ShopData:resetGiftBoughtNum(PayManager.PURCHARSE_TYPE.ACT_GIFT, PRO_ACT_ID)
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DataManager.ShopData:resetGiftBoughtNum(PayManager.PURCHARSE_TYPE.ACT_GIFT, UTRAL_ACT_ID)
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end
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self.isOpen = isOpen
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return isOpen
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end
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end
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function ActPvpData:getRemainTime()
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function ActPvpData:getRemainTime()
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@ -231,6 +231,15 @@ function ItemData:_addItemNumById(id, num)
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self:setDirty()
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self:setDirty()
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end
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end
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-- 清空道具,用于活动重开的时候清除对应道具
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function ItemData:clearItemCount(id)
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if not self.items[id] then
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return
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end
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self.items[id]:setNum(0)
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self:setDirty()
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end
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function ItemData:setDirty()
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function ItemData:setDirty()
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self.data.dirty = not self.data.dirty
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self.data.dirty = not self.data.dirty
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end
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end
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@ -42,7 +42,6 @@ end
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-- 设置数量
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-- 设置数量
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function ItemEntity:setNum(num)
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function ItemEntity:setNum(num)
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Logger.logHighlight("设置:"..num)
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self.data.num = num
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self.data.num = num
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self:setDirty()
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self:setDirty()
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end
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end
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