显示优化
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@ -32,6 +32,7 @@ function HeroInfoComp:init()
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self.upgrade = uiMap["hero_info.up"]
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self.bgElement = uiMap["hero_detail_ui.bg.element_bg"]
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self.btnAttr = uiMap["hero_info.bg_6.btn_attr"]
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self.fragmentNode = uiMap["hero_detail_ui.bg.fragment_bg"]
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self.skill = {}
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self.skillIcon = {}
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@ -67,6 +68,8 @@ function HeroInfoComp:refresh(checkLevel)
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local isLvChange = checkLevel and self.curLevel ~= self.heroEntity:getLv()
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self.txLv:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_1, self.heroEntity:getLv()))
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local lvTxW = self.txLv:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO).preferredWidth
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self.txLv:setSizeDeltaX(lvTxW)
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self.spineObjAvatar:getSkeletonGraphic().enabled = false
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self.spineObjAvatar:loadAssetAsync(self.heroEntity:getModelId(), function()
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@ -188,9 +191,14 @@ function HeroInfoComp:refresh(checkLevel)
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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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self.upgrade:setVisible(false)
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self.baseObject:setSizeDeltaY(SIZE_DELTA_Y_LOOK)
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self.fragmentNode:setVisible(false)
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self.spineObjLv:setVisible(false)
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self.txLv:setAnchoredPositionX(lvTxW / 2)
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else
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self.upgrade:setVisible(true)
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self.baseObject:setSizeDeltaY(SIZE_DELTA_Y_HERO)
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self.txLv:setAnchoredPositionX(-44)
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self.fragmentNode:setVisible(true)
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end
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end
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