hero
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@ -32,13 +32,13 @@ end
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function HeroDetailUI:onLoadRootComplete()
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function HeroDetailUI:onLoadRootComplete()
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local uiMap = self.root:genAllChildren()
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local uiMap = self.root:genAllChildren()
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self.commonInfo = uiMap["hero_detail_ui.common"]
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-- self.commonInfo = uiMap["hero_detail_ui.common"]
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self.heroInfo = uiMap["hero_detail_ui.hero_info"]
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self.heroInfo = uiMap["hero_detail_ui.hero_info"]
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self.starInfo = uiMap["hero_detail_ui.star_info"]
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self.starInfo = uiMap["hero_detail_ui.star_info"]
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self.skinInfo = uiMap["hero_detail_ui.skin_info"]
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self.skinInfo = uiMap["hero_detail_ui.skin_info"]
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self.txTitle = uiMap["hero_detail_ui.common.img_title.tx_title"]
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self.titleTx = uiMap["hero_detail_ui.common.name_tx"]
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self.btnClose = uiMap["hero_detail_ui.common.btn_close"]
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self.closeBtn = uiMap["hero_detail_ui.common.close_btn"]
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self.bg = uiMap["hero_detail_ui.common.bg.bg"]
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self.bg = uiMap["hero_detail_ui.common.bg"]
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self.btnHero = uiMap["hero_detail_ui.common.btns.btn_hero"]
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self.btnHero = uiMap["hero_detail_ui.common.btns.btn_hero"]
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self.txHero1 = uiMap["hero_detail_ui.common.btns.btn_hero.tx_btn"]
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self.txHero1 = uiMap["hero_detail_ui.common.btns.btn_hero.tx_btn"]
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self.selectHero = uiMap["hero_detail_ui.common.btns.btn_hero.select"]
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self.selectHero = uiMap["hero_detail_ui.common.btns.btn_hero.select"]
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@ -57,10 +57,11 @@ function HeroDetailUI:onLoadRootComplete()
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self.btnRight = uiMap["hero_detail_ui.common.btn_right"]
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self.btnRight = uiMap["hero_detail_ui.common.btn_right"]
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self.heroNode = uiMap["hero_detail_ui.hero_node"]
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self.heroNode = uiMap["hero_detail_ui.hero_node"]
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self.elementBg = uiMap["hero_detail_ui.hero_node.element_bg"]
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self.elementBg = uiMap["hero_detail_ui.common.hero_node.element_bg"]
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self.elementDesc = uiMap["hero_detail_ui.hero_node.element_bg.element_desc"]
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self.elementDesc = uiMap["hero_detail_ui.common.hero_node.element_bg.element_desc_tx"]
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self.heroElement = uiMap["hero_detail_ui.hero_node.hero_element"]
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self.heroElement = uiMap["hero_detail_ui.common.hero_node.hero_element"]
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self.spineObjAvatar = uiMap["hero_detail_ui.hero_node.ui_spine_obj_avatar"]
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self.spineObjAvatar = uiMap["hero_detail_ui.common.hero_node.ui_spine_obj_avatar"]
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self.powerTx = uiMap["hero_detail_ui.common.power_img.power_tx"]
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self.txHero1:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_4))
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self.txHero1:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_4))
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self.txHero2:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_4))
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self.txHero2:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_4))
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@ -72,6 +73,7 @@ function HeroDetailUI:onLoadRootComplete()
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self.txStar2:setText("升星")
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self.txStar2:setText("升星")
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self.txSkin1:setText(I18N:getGlobalText(I18N.GlobalConst.SKIN))
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self.txSkin1:setText(I18N:getGlobalText(I18N.GlobalConst.SKIN))
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self.txSkin2:setText(I18N:getGlobalText(I18N.GlobalConst.SKIN))
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self.txSkin2:setText(I18N:getGlobalText(I18N.GlobalConst.SKIN))
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self.powerTx:setText(1313213)
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if not DataManager.HeroData:isStarOpen() then
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if not DataManager.HeroData:isStarOpen() then
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self.lockStar:setVisible(true)
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self.lockStar:setVisible(true)
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GFunc.centerImgAndTx(self.lockStar, self.txStar1, 5)
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GFunc.centerImgAndTx(self.lockStar, self.txStar1, 5)
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@ -103,7 +105,7 @@ function HeroDetailUI:onLoadRootComplete()
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self.panelType = GConst.HeroConst.PANEL_TYPE.SKIN
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self.panelType = GConst.HeroConst.PANEL_TYPE.SKIN
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self:refreshShow()
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self:refreshShow()
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end)
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end)
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self.btnClose:addClickListener(function()
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self.closeBtn:addClickListener(function()
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self:closeUI()
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self:closeUI()
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end)
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end)
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self.btnLeft:addClickListener(function()
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self.btnLeft:addClickListener(function()
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@ -191,7 +193,7 @@ function HeroDetailUI:changePage(panelType)
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end
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end
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function HeroDetailUI:refreshShow()
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function HeroDetailUI:refreshShow()
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self.txTitle:setText(self.heroEntity:getName())
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self.titleTx:setText(self.heroEntity:getName())
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if self.panelType == GConst.HeroConst.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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self:showHeroInfo()
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elseif self.panelType == GConst.HeroConst.PANEL_TYPE.STAR then
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elseif self.panelType == GConst.HeroConst.PANEL_TYPE.STAR then
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@ -205,16 +207,16 @@ function HeroDetailUI:refreshShow()
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self.btnSkin:setActive(false)
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self.btnSkin:setActive(false)
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self.btnLeft:setActive(false)
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self.btnLeft:setActive(false)
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self.btnRight:setActive(false)
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self.btnRight:setActive(false)
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if self.panelType == GConst.HeroConst.PANEL_TYPE.HERO then
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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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-- self.commonInfo:setSizeDeltaY(SIZE_DELTA_Y_LOOK_HERO)
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end
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-- end
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else
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else
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self.btnHero:setActive(true)
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self.btnHero:setActive(true)
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self.btnStar:setActive(true)
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self.btnStar:setActive(true)
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self.btnSkin:setActive(true)
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self.btnSkin:setActive(true)
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self.btnLeft:setActive(self:isShowLeftArrow())
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self.btnLeft:setActive(self:isShowLeftArrow())
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self.btnRight:setActive(self:isShowRightArrow())
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self.btnRight:setActive(self:isShowRightArrow())
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self.commonInfo:setSizeDeltaY(SIZE_DELTA_Y_HERO)
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-- self.commonInfo:setSizeDeltaY(SIZE_DELTA_Y_HERO)
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self:refreshRedPoint()
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self:refreshRedPoint()
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end
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end
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end
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end
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@ -1,16 +1,16 @@
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local HeroInfoComp = class("HeroInfoComp", LuaComponent)
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local HeroInfoComp = class("HeroInfoComp", LuaComponent)
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local DEFAULT_FACTOR = GConst.BattleConst.DEFAULT_FACTOR
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local DEFAULT_FACTOR = GConst.BattleConst.DEFAULT_FACTOR
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local BTN_ICON = {"common_btn_green_2", "common_btn_grey_2"}
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local BTN_ICON = {"common_btn_blue_1", "common_btn_yellow_1", "common_btn_grey_1"}
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local SIZE_DELTA_Y_HERO = 942
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local SIZE_DELTA_Y_HERO = 942
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local SIZE_DELTA_Y_LOOK = 802
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local SIZE_DELTA_Y_LOOK = 802
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function HeroInfoComp:init()
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function HeroInfoComp:init()
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local uiMap = self:getUIMap()
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local uiMap = self:getUIMap()
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self.slider = uiMap["hero_info.fragment_bg.slider"]
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-- self.slider = uiMap["hero_info.fragment_bg.slider"]
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self.imgSkill = uiMap["hero_info.skill_node.skill_icon"]
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self.imgSkill = uiMap["hero_info.skill_node.skill_icon"]
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self.imgFragment = uiMap["hero_info.fragment_bg.fragment_icon"]
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-- self.imgFragment = uiMap["hero_info.fragment_bg.fragment_icon"]
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self.btnUp = uiMap["hero_info.up.up_btn"]
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self.btnUp = uiMap["hero_info.up.up_btn"]
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self.txUpdesc = uiMap["hero_info.up.up_btn.text"]
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self.txUpdesc = uiMap["hero_info.up.up_btn.text"]
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self.btnUp5 = uiMap["hero_info.up.up_5_btn"]
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self.btnUp5 = uiMap["hero_info.up.up_5_btn"]
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@ -18,27 +18,27 @@ function HeroInfoComp:init()
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self.txLv = uiMap["hero_info.lv_desc"]
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self.txLv = uiMap["hero_info.lv_desc"]
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self.txElement = uiMap["hero_info.element_bg.element_desc"]
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self.txElement = uiMap["hero_info.element_bg.element_desc"]
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self.txSkill = uiMap["hero_info.skill_desc"]
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self.txSkill = uiMap["hero_info.skill_desc"]
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self.btnSkillDesc = uiMap["hero_info.skill_desc.btn_skill_desc"]
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self.btnskillDescTxs = uiMap["hero_info.skill_desc.btn_skill_desc"]
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self.txFragmentNum = uiMap["hero_info.fragment_bg.fragment_num"]
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-- self.txFragmentNum = uiMap["hero_info.fragment_bg.fragment_num"]
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self.txHpName = uiMap["hero_info.bg_6.hp_name"]
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self.txHpName = uiMap["hero_info.bg_6.hp_name_tx"]
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self.txAtkName = uiMap["hero_info.atk_name"]
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self.txAtkName = uiMap["hero_info.bg_5.atk_name_tx"]
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self.txHp = uiMap["hero_info.bg_6.hp"]
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self.txHp = uiMap["hero_info.bg_6.hp_tx"]
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self.txAtk = uiMap["hero_info.atk"]
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self.txAtk = uiMap["hero_info.bg_5.atk_tx"]
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self.bgFragment = uiMap["hero_info.fragment_bg"]
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-- self.bgFragment = uiMap["hero_info.fragment_bg"]
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self.spineObjSkill = uiMap["hero_info.ui_spine_obj_skill"]
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self.spineObjSkill = uiMap["hero_info.ui_spine_obj_skill"]
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self.spineObjLv = uiMap["hero_info.ui_spine_obj_lv"]
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-- self.spineObjLv = uiMap["hero_info.ui_spine_obj_lv"]
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self.spineObj = uiMap["hero_info.ui_spine_obj"]
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self.spineObj = uiMap["hero_info.ui_spine_obj"]
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self.upgrade = uiMap["hero_info.up"]
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self.upgrade = uiMap["hero_info.up"]
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self.bgElement = uiMap["hero_info.element_bg"]
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self.bgElement = uiMap["hero_info.element_bg"]
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self.btnAttr = uiMap["hero_info.bg_6.btn_attr"]
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self.btnAttr = uiMap["hero_info.bg_6.attr_btn"]
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self.skill = {}
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self.skill = {}
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self.skillIcon = {}
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self.skillIcon = {}
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self.skillDesc = {}
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self.skillDescTxs = {}
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for i = 1, 4 do
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for i = 1, 4 do
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self.skill[i] = uiMap["hero_info.skill_up_" .. i]
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self.skill[i] = uiMap["hero_info.skill_up_" .. i]
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self.skillIcon[i] = uiMap["hero_info.skill_up_" .. i .. ".icon"]
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self.skillIcon[i] = uiMap["hero_info.skill_up_" .. i .. ".icon"]
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self.skillDesc[i] = uiMap["hero_info.skill_up_" .. i .. ".desc"]
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self.skillDescTxs[i] = uiMap["hero_info.skill_up_" .. i .. ".desc_tx"]
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end
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end
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self.costCells = {}
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self.costCells = {}
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@ -47,7 +47,7 @@ function HeroInfoComp:init()
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end
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end
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self.spineObjSkill:setVisible(false)
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self.spineObjSkill:setVisible(false)
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self.spineObjLv:setVisible(false)
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-- self.spineObjLv:setVisible(false)
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self.spineObj:setVisible(false)
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self.spineObj:setVisible(false)
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self.txUpdesc:setText("升1级")
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self.txUpdesc:setText("升1级")
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self.txUpdesc5:setText("升5级")
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self.txUpdesc5:setText("升5级")
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@ -59,10 +59,10 @@ function HeroInfoComp:init()
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local canLvUpLv = self.heroEntity:getLvUpLv()
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local canLvUpLv = self.heroEntity:getLvUpLv()
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ModuleManager.HeroManager:upgradeHero(self.heroEntity:getCfgId(), self.heroEntity, canLvUpLv)
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ModuleManager.HeroManager:upgradeHero(self.heroEntity:getCfgId(), self.heroEntity, canLvUpLv)
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end)
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end)
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self.btnSkillDesc:addClickListener(function()
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self.btnskillDescTxs:addClickListener(function()
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local cfg = ConfigManager:getConfig("skill")[self.heroEntity:getBaseSkill()]
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local cfg = ConfigManager:getConfig("skill")[self.heroEntity:getBaseSkill()]
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if cfg.buff_id and #cfg.buff_id > 0 then
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if cfg.buff_id and #cfg.buff_id > 0 then
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ModuleManager.TipsManager:showSkillTips(self.btnSkillDesc, cfg.buff_id)
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ModuleManager.TipsManager:showSkillTips(self.btnskillDescTxs, cfg.buff_id)
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end
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end
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end)
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end)
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self.btnAttr:addClickListener(function()
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self.btnAttr:addClickListener(function()
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@ -97,14 +97,14 @@ function HeroInfoComp:refresh(checkLevel)
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local materials = self.heroEntity:getLvUpMaterials() or {}
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local materials = self.heroEntity:getLvUpMaterials() or {}
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local fragmentCount = DataManager.BagData.ItemData:getItemNumById(self.heroEntity:getFragmentId())
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local fragmentCount = DataManager.BagData.ItemData:getItemNumById(self.heroEntity:getFragmentId())
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local needFragmentCount = materials[1] or 1
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local needFragmentCount = materials[1] or 1
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self.txFragmentNum:setText(fragmentCount .. "/" .. needFragmentCount)
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-- self.txFragmentNum:setText(fragmentCount .. "/" .. needFragmentCount)
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if fragmentCount >= needFragmentCount then
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-- if fragmentCount >= needFragmentCount then
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self.slider:setSprite(GConst.ATLAS_PATH.COMMON, "common_progress_1", nil, self.slider:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER))
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-- self.slider:setSprite(GConst.ATLAS_PATH.COMMON, "common_progress_1", nil, self.slider:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER))
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else
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-- else
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self.slider:setSprite(GConst.ATLAS_PATH.COMMON, "common_progress_2", nil, self.slider:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER))
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-- self.slider:setSprite(GConst.ATLAS_PATH.COMMON, "common_progress_2", nil, self.slider:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER))
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end
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-- end
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self.slider:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER).value = fragmentCount / needFragmentCount
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-- self.slider:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER).value = fragmentCount / needFragmentCount
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local skillList = self.heroEntity:getRogueSkillList()
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local skillList = self.heroEntity:getRogueSkillList()
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local lv = self.heroEntity:getLv()
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local lv = self.heroEntity:getLv()
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@ -115,7 +115,7 @@ function HeroInfoComp:refresh(checkLevel)
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local skillId = skillInfo[2]
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local skillId = skillInfo[2]
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local skillBg = self.skill[i]
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local skillBg = self.skill[i]
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local skillIcon = self.skillIcon[i]
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local skillIcon = self.skillIcon[i]
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local skillLv = self.skillDesc[i]
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local skillLv = self.skillDescTxs[i]
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local nextLvUp = self.heroEntity:getNextRougeLvUp(i)
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local nextLvUp = self.heroEntity:getNextRougeLvUp(i)
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skillBg:addClickListener(function()
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skillBg:addClickListener(function()
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local cfg = ConfigManager:getConfig("skill_rogue")[skillId]
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local cfg = ConfigManager:getConfig("skill_rogue")[skillId]
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@ -144,10 +144,10 @@ function HeroInfoComp:refresh(checkLevel)
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end
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end
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end
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end
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self.bgFragment:setVisible(not self.heroEntity:isMaxLv())
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-- self.bgFragment:setVisible(not self.heroEntity:isMaxLv())
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local canLvUp = self.heroEntity:canLvUp()
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local canLvUp = self.heroEntity:canLvUp()
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self.imgFragment:setVisible(not canLvUp)
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-- self.imgFragment:setVisible(not canLvUp)
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local lv = self.heroEntity:getLv()
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local lv = self.heroEntity:getLv()
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local str
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local str
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@ -192,14 +192,14 @@ function HeroInfoComp:refresh(checkLevel)
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self.btnUp:removeRedPoint()
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self.btnUp:removeRedPoint()
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end
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end
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self.spineObjLv:setVisible(canLvUp)
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-- self.spineObjLv:setVisible(canLvUp)
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if canLvUp then
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if canLvUp then
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self.btnUp:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[1])
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self.btnUp:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[1])
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self.btnUp5:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[1])
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self.spineObjLv:playAnim("animation", true, false)
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else
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self.btnUp:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[2])
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self.btnUp5:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[2])
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self.btnUp5:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[2])
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-- self.spineObjLv:playAnim("animation", true, false)
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else
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self.btnUp:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[3])
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self.btnUp5:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[3])
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end
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end
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self.btnUp:setTouchEnable(true)
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self.btnUp:setTouchEnable(true)
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self.btnUp:setActive(not self.heroEntity:isMaxLv())
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self.btnUp:setActive(not self.heroEntity:isMaxLv())
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@ -213,15 +213,15 @@ 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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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.upgrade:setVisible(false)
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self.baseObject:setSizeDeltaY(SIZE_DELTA_Y_LOOK)
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-- self.baseObject:setSizeDeltaY(SIZE_DELTA_Y_LOOK)
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self.bgFragment:setVisible(false)
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-- self.bgFragment:setVisible(false)
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self.spineObjLv:setVisible(false)
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-- self.spineObjLv:setVisible(false)
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self.txLv:setAnchoredPositionX(lvTxW / 2)
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self.txLv:setAnchoredPositionX(lvTxW / 2)
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else
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else
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self.upgrade:setVisible(true)
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self.upgrade:setVisible(true)
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self.baseObject:setSizeDeltaY(SIZE_DELTA_Y_HERO)
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-- self.baseObject:setSizeDeltaY(SIZE_DELTA_Y_HERO)
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self.txLv:setAnchoredPositionX(-44)
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self.txLv:setAnchoredPositionX(-44)
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self.bgFragment:setVisible(true)
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-- self.bgFragment:setVisible(true)
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end
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end
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end
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end
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