技能特效
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@ -20,7 +20,8 @@ function SkillNodeCell:refresh(skillEntity, elementMap)
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end
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end
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local curEnergy = skillEntity:getEnergy() + add
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local curEnergy = skillEntity:getEnergy() + add
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local needEnergy = skillEntity:getNeedEnergy()
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local needEnergy = skillEntity:getNeedEnergy()
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self.imgComp.fillAmount = curEnergy / needEnergy
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local value = curEnergy / needEnergy
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self.imgComp.fillAmount = value
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if self.lastSkillIcon ~= skillEntity:getBattleIcon() then
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if self.lastSkillIcon ~= skillEntity:getBattleIcon() then
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self.lastSkillIcon = skillEntity:getBattleIcon()
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self.lastSkillIcon = skillEntity:getBattleIcon()
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uiMap["skill_node_cell.skill_icon"]:setSprite(GConst.ATLAS_PATH.ICON_SKILL, self.lastSkillIcon)
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uiMap["skill_node_cell.skill_icon"]:setSprite(GConst.ATLAS_PATH.ICON_SKILL, self.lastSkillIcon)
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@ -33,6 +34,15 @@ function SkillNodeCell:refresh(skillEntity, elementMap)
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self.lastElementType = elementType
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self.lastElementType = elementType
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uiMap["skill_node_cell.match_bg"]:setSprite(GConst.ATLAS_PATH.BATTLE, GConst.BattleConst.SKILL_ELEMENT_BG[elementType])
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uiMap["skill_node_cell.match_bg"]:setSprite(GConst.ATLAS_PATH.BATTLE, GConst.BattleConst.SKILL_ELEMENT_BG[elementType])
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end
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end
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local effect = uiMap["skill_node_cell.icon_node.vfx_ui_battle_skill_full_b01"]
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if value >= 1 then
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effect:setVisible(true)
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effect:stopAndClear()
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effect:play()
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else
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effect:setVisible(false)
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end
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end
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end
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return SkillNodeCell
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return SkillNodeCell
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