fix bug
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4c0e0c1921
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a887f8d4c7
@ -326,7 +326,7 @@ function BattleBaseUI:initSpeedBtn()
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params.boxType = GConst.MESSAGE_BOX_TYPE.MB_OK_CANCEL
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params.boxType = GConst.MESSAGE_BOX_TYPE.MB_OK_CANCEL
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params.okText = I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_21)
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params.okText = I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_21)
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params.okFunc = function()
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params.okFunc = function()
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ModuleManager.MonthlyCardManager:showMainUI()
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ModuleManager.PrivilegeCardManager:showPrivilegeUI()
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end
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end
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GFunc.showMessageBox(params)
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GFunc.showMessageBox(params)
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return
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return
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@ -21,7 +21,7 @@ end
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function FundChapterCell:refresh(id, isLast)
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function FundChapterCell:refresh(id, isLast)
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-- 刷新进度
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-- 刷新进度
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local helf = self:getBaseObject():getSizeDeltaY() / 2 + 10
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local helf = self:getBaseObject():getSizeDeltaY() / 2
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if self:getIndex() == 1 then
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if self:getIndex() == 1 then
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self.progNode:setAnchoredPositionY(-helf / 2)
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self.progNode:setAnchoredPositionY(-helf / 2)
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self.progNode:setSizeDeltaY(helf)
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self.progNode:setSizeDeltaY(helf)
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@ -1,91 +1,91 @@
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local FundLevelCell = class("FundLevelCell", BaseCell)
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local FundLevelCell = class("FundLevelCell", BaseCell)
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function FundLevelCell:init()
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function FundLevelCell:init()
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local uiMap = self:getUIMap()
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local uiMap = self:getUIMap()
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self.progNode = uiMap["fund_level_cell.prog"]
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self.progNode = uiMap["fund_level_cell.prog"]
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self.imgProg = uiMap["fund_level_cell.prog.img_prog"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER)
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self.imgProg = uiMap["fund_level_cell.prog.img_prog"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER)
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self.lvNode = uiMap["fund_level_cell.level"]
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self.lvNode = uiMap["fund_level_cell.level"]
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self.txLv = uiMap["fund_level_cell.level.tx_lv"]
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self.txLv = uiMap["fund_level_cell.level.tx_lv"]
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self.freeRewardCells = {}
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self.freeRewardCells = {}
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for i = 1, 2 do
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for i = 1, 2 do
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table.insert(self.freeRewardCells, uiMap["fund_level_cell.rewards_free.reward_cell_" .. i]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL))
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table.insert(self.freeRewardCells, uiMap["fund_level_cell.rewards_free.reward_cell_" .. i]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL))
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end
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end
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self.proRewardCells = {}
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self.proRewardCells = {}
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for i = 1, 2 do
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for i = 1, 2 do
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table.insert(self.proRewardCells, uiMap["fund_level_cell.rewards_pro.reward_cell_" .. i]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL))
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table.insert(self.proRewardCells, uiMap["fund_level_cell.rewards_pro.reward_cell_" .. i]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL))
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end
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end
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self.colorLight = BF.Color(0.6235294, 0.3137255, 0.1764706, 1)
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-- self.colorLight = BF.Color(0.6235294, 0.3137255, 0.1764706, 1)
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self.colorGray = BF.Color(0.3568628, 0.3568628, 0.3568628, 1)
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-- self.colorGray = BF.Color(0.3568628, 0.3568628, 0.3568628, 1)
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end
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end
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function FundLevelCell:refresh(id, isLast)
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function FundLevelCell:refresh(id, isLast)
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-- 刷新进度
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-- 刷新进度
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local helf = self:getBaseObject():getSizeDeltaY() / 2
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local helf = self:getBaseObject():getSizeDeltaY() / 2
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if self:getIndex() == 1 then
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if self:getIndex() == 1 then
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self.progNode:setAnchoredPositionY(-helf / 2)
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self.progNode:setAnchoredPositionY(-helf / 2)
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self.progNode:setSizeDeltaY(helf)
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self.progNode:setSizeDeltaY(helf)
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elseif isLast then
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elseif isLast then
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self.progNode:setAnchoredPositionY(helf / 2)
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self.progNode:setAnchoredPositionY(helf / 2)
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self.progNode:setSizeDeltaY(helf)
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self.progNode:setSizeDeltaY(helf)
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else
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else
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self.progNode:setAnchoredPositionY(0)
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self.progNode:setAnchoredPositionY(0)
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self.progNode:setSizeDeltaY(self:getBaseObject():getSizeDeltaY())
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self.progNode:setSizeDeltaY(self:getBaseObject():getSizeDeltaY())
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end
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end
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local needLevel = DataManager.FundLevelData:getNeedLevel(id)
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local needLevel = DataManager.FundLevelData:getNeedLevel(id)
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local stage = DataManager.FundLevelData:getStageById(id)
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local stage = DataManager.FundLevelData:getStageById(id)
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local value = DataManager.PlayerData:getLv() >= needLevel and 1 or 0
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local value = DataManager.PlayerData:getLv() >= needLevel and 1 or 0
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self.imgProg.value = value
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self.imgProg.value = value
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self.txLv:setText(needLevel)
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self.txLv:setText(needLevel)
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if value == 1 then
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-- if value == 1 then
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self.txLv:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO).color = self.colorLight
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-- self.txLv:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO).color = self.colorLight
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else
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-- else
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self.txLv:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO).color = self.colorGray
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-- self.txLv:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO).color = self.colorGray
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end
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-- end
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local freeRewards = DataManager.FundLevelData:getFreeRewards(id)
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local freeRewards = DataManager.FundLevelData:getFreeRewards(id)
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local freeReceived = DataManager.FundLevelData:getFreeGot(id)
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local freeReceived = DataManager.FundLevelData:getFreeGot(id)
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local canGet = DataManager.FundLevelData:getFreeCanGet(id)
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local canGet = DataManager.FundLevelData:getFreeCanGet(id)
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for i, cell in ipairs(self.freeRewardCells) do
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for i, cell in ipairs(self.freeRewardCells) do
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if freeRewards and freeRewards[i] then
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if freeRewards and freeRewards[i] then
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cell:setActive(true)
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cell:setActive(true)
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cell:refreshByConfig(freeRewards[i], freeReceived, freeReceived)
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cell:refreshByConfig(freeRewards[i], freeReceived, freeReceived)
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if canGet then
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if canGet then
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cell:addClickListener(function()
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cell:addClickListener(function()
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ModuleManager.FundLevelManager:getReward(stage)
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ModuleManager.FundLevelManager:getReward(stage)
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end)
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end)
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cell:showFrameAnimation()
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cell:showFrameAnimation()
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else
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else
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cell:hideFrameAnimation()
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cell:hideFrameAnimation()
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end
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end
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else
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else
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cell:setActive(false)
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cell:setActive(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 proRewards = DataManager.FundLevelData:getProRewards(id)
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local proRewards = DataManager.FundLevelData:getProRewards(id)
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local proReceived = DataManager.FundLevelData:getProGot(id)
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local proReceived = DataManager.FundLevelData:getProGot(id)
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local locked = not DataManager.FundLevelData:getProBought(stage)
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local locked = not DataManager.FundLevelData:getProBought(stage)
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local canGet = DataManager.FundLevelData:getProCanGet(id)
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local canGet = DataManager.FundLevelData:getProCanGet(id)
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for i, cell in ipairs(self.proRewardCells) do
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for i, cell in ipairs(self.proRewardCells) do
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if proRewards and proRewards[i] then
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if proRewards and proRewards[i] then
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cell:setActive(true)
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cell:setActive(true)
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cell:refreshByConfig(proRewards[i], proReceived, proReceived)
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cell:refreshByConfig(proRewards[i], proReceived, proReceived)
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cell:showLock(locked)
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cell:showLock(locked)
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if canGet then
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if canGet then
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cell:addClickListener(function()
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cell:addClickListener(function()
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ModuleManager.FundLevelManager:getReward(stage)
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ModuleManager.FundLevelManager:getReward(stage)
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end)
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end)
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cell:showFrameAnimation()
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cell:showFrameAnimation()
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else
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else
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cell:hideFrameAnimation()
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cell:hideFrameAnimation()
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end
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end
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else
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else
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cell:setActive(false)
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cell:setActive(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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end
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end
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return FundLevelCell
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return FundLevelCell
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@ -173,7 +173,7 @@ function FundChapterComp:refreshStageTags()
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if stage then
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if stage then
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tag:setActive(true)
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tag:setActive(true)
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local isSelect = self.curStage == stage
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local isSelect = self.curStage == stage
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self.tagImgs[i]:setSprite(GConst.ATLAS_PATH.COMMON, isSelect and "common_menu_4" or "common_menu_5")
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self.tagImgs[i]:setSprite(GConst.ATLAS_PATH.COMMON, isSelect and "common_menu_3" or "common_menu_4")
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self.tagImgs[i]:setAnchoredPositionY(isSelect and 5 or 0)
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self.tagImgs[i]:setAnchoredPositionY(isSelect and 5 or 0)
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self.tagDescs[i]:setText(I18N:getGlobalText(I18N.GlobalConst["FUND_CHAPTER_TAG_DESC_" .. stage]))
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self.tagDescs[i]:setText(I18N:getGlobalText(I18N.GlobalConst["FUND_CHAPTER_TAG_DESC_" .. stage]))
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@ -194,7 +194,7 @@ function FundLevelComp:refreshStageTags()
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if stage then
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if stage then
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tag:setActive(true)
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tag:setActive(true)
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local isSelect = self.curStage == stage
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local isSelect = self.curStage == stage
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self.tagImgs[i]:setSprite(GConst.ATLAS_PATH.COMMON, isSelect and "common_menu_4" or "common_menu_5")
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self.tagImgs[i]:setSprite(GConst.ATLAS_PATH.COMMON, isSelect and "common_menu_3" or "common_menu_4")
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self.tagImgs[i]:setAnchoredPositionY(isSelect and 5 or 0)
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self.tagImgs[i]:setAnchoredPositionY(isSelect and 5 or 0)
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self.tagDescs[i]:setText(I18N:getGlobalText(I18N.GlobalConst["FUND_TAG_DESC_" .. stage]))
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self.tagDescs[i]:setText(I18N:getGlobalText(I18N.GlobalConst["FUND_TAG_DESC_" .. stage]))
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