Merge branch 'dev' of http://git.juzugame.com/b6-client/b6-lua into dev
This commit is contained in:
commit
a9cd35f3c4
@ -65,10 +65,12 @@ end
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function BattleResultUI:refreshVictoryNode()
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function BattleResultUI:refreshVictoryNode()
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local uiMap = self.root:genAllChildren()
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local uiMap = self.root:genAllChildren()
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uiMap["battle_result_ui.mask_v"]:setActive(true)
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uiMap["battle_result_ui.mask_v"]:setVisible(true)
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uiMap["battle_result_ui.mask_d"]:setActive(false)
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uiMap["battle_result_ui.mask_d"]:setVisible(false)
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uiMap["battle_result_ui.defeat_node"]:setActive(false)
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uiMap["battle_result_ui.defeat_node"]:setVisible(false)
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uiMap["battle_result_ui.victory_node"]:setActive(true)
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uiMap["battle_result_ui.victory_node"]:setVisible(true)
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uiMap["battle_result_ui.report_img_v"]:setVisible(true)
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uiMap["battle_result_ui.report_img_d"]:setVisible(false)
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uiMap["battle_result_ui.victory_node.title_bg.desc"]:setText(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_5))
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uiMap["battle_result_ui.victory_node.title_bg.desc"]:setText(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_5))
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uiMap["battle_result_ui.victory_node.ui_spine_obj"]:playAnimComplete("born", true, true, function()
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uiMap["battle_result_ui.victory_node.ui_spine_obj"]:playAnimComplete("born", true, true, function()
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uiMap["battle_result_ui.victory_node.ui_spine_obj"]:playAnim("idle", true, true)
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uiMap["battle_result_ui.victory_node.ui_spine_obj"]:playAnim("idle", true, true)
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@ -77,30 +79,54 @@ end
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function BattleResultUI:refreshDefeatNode()
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function BattleResultUI:refreshDefeatNode()
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local uiMap = self.root:genAllChildren()
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local uiMap = self.root:genAllChildren()
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uiMap["battle_result_ui.mask_v"]:setActive(true)
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uiMap["battle_result_ui.mask_v"]:setVisible(false)
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uiMap["battle_result_ui.mask_d"]:setActive(false)
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uiMap["battle_result_ui.mask_d"]:setVisible(true)
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uiMap["battle_result_ui.defeat_node"]:setActive(true)
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uiMap["battle_result_ui.defeat_node"]:setVisible(true)
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uiMap["battle_result_ui.victory_node"]:setActive(false)
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uiMap["battle_result_ui.victory_node"]:setVisible(false)
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uiMap["battle_result_ui.report_img_v"]:setVisible(false)
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uiMap["battle_result_ui.report_img_d"]:setVisible(true)
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uiMap["battle_result_ui.defeat_node.title_bg.desc"]:setText(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_6))
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uiMap["battle_result_ui.defeat_node.title_bg.desc"]:setText(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_6))
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uiMap["battle_result_ui.defeat_node.ui_spine_obj"]:playAnim("idle", false, true)
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uiMap["battle_result_ui.defeat_node.ui_spine_obj"]:playAnim("idle", false, true)
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end
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end
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function BattleResultUI:refreshRewards()
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function BattleResultUI:refreshRewards()
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if self.scrollRect then
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if self.scrollRectComp then
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self.scrollRect:updateAllCell()
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self.scrollRectComp:updateAllCell()
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return
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return
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end
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end
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local uiMap = self.root:genAllChildren()
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local uiMap = self.root:genAllChildren()
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self.scrollRect = uiMap["battle_result_ui.scroll_rect"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.SCROLL_RECT_BASE)
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local scrollRect = uiMap["battle_result_ui.scroll_rect"]
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self.scrollRect:addInitCallback(function()
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self.scrollRectComp = scrollRect:addLuaComponent(GConst.TYPEOF_LUA_CLASS.SCROLL_RECT_BASE)
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self.scrollRectComp:addInitCallback(function()
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return GConst.TYPEOF_LUA_CLASS.REWARD_CELL
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return GConst.TYPEOF_LUA_CLASS.REWARD_CELL
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end)
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end)
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self.scrollRect:addRefreshCallback(function(index, cell)
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self.scrollRectComp:addRefreshCallback(function(index, cell)
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cell:refresh(self.rewards[index])
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cell:refresh(self.rewards[index])
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end)
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end)
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self.scrollRect:clearCells()
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self.scrollRectComp:setFadeArgs(0.05, 0.3)
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self.scrollRect:refillCells(#self.rewards)
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self.scrollRectComp:clearCells()
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local rewardCount = #self.rewards
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if rewardCount > 10 then
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local comp = scrollRect:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_SCROLL_RECT)
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comp.movementType = CS.UnityEngine.UI.ScrollRect.MovementType.Elastic
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self.scrollRectComp:setPerLineNum(5)
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scrollRect:setSizeDeltaX(560)
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else
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local comp = scrollRect:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_SCROLL_RECT)
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comp.movementType = CS.UnityEngine.UI.ScrollRect.MovementType.Clamped
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if rewardCount >= 5 then
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self.scrollRectComp:setPerLineNum(5)
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scrollRect:setSizeDeltaX(560)
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elseif rewardCount <= 0 then
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self.scrollRectComp:setPerLineNum(1)
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scrollRect:setSizeDeltaX(560)
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else
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self.scrollRectComp:setPerLineNum(rewardCount)
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scrollRect:setSizeDeltaX(112*rewardCount)
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end
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end
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self.scrollRectComp:refillCells(rewardCount, true)
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end
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end
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function BattleResultUI:refreshUnitInfo()
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function BattleResultUI:refreshUnitInfo()
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@ -145,7 +145,6 @@ function BattleUI:initBuff()
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self.uiMap["battle_ui.top_node.buff_l.buff_2"],
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self.uiMap["battle_ui.top_node.buff_l.buff_2"],
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self.uiMap["battle_ui.top_node.buff_l.buff_3"],
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self.uiMap["battle_ui.top_node.buff_l.buff_3"],
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self.uiMap["battle_ui.top_node.buff_l.buff_4"],
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self.uiMap["battle_ui.top_node.buff_l.buff_4"],
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self.uiMap["battle_ui.top_node.buff_l.buff_5"],
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}
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}
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for k, v in ipairs(self.atkBuffIconList) do
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for k, v in ipairs(self.atkBuffIconList) do
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v:addClickListener(function()
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v:addClickListener(function()
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@ -158,7 +157,6 @@ function BattleUI:initBuff()
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self.uiMap["battle_ui.top_node.buff_l.text_2"],
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self.uiMap["battle_ui.top_node.buff_l.text_2"],
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self.uiMap["battle_ui.top_node.buff_l.text_3"],
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self.uiMap["battle_ui.top_node.buff_l.text_3"],
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self.uiMap["battle_ui.top_node.buff_l.text_4"],
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self.uiMap["battle_ui.top_node.buff_l.text_4"],
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self.uiMap["battle_ui.top_node.buff_l.text_5"],
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}
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}
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for k, v in ipairs(self.atkBuffTextList) do
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for k, v in ipairs(self.atkBuffTextList) do
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v:setText(GConst.EMPTY_STRING)
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v:setText(GConst.EMPTY_STRING)
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@ -168,7 +166,6 @@ function BattleUI:initBuff()
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self.uiMap["battle_ui.top_node.buff_r.buff_2"],
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self.uiMap["battle_ui.top_node.buff_r.buff_2"],
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self.uiMap["battle_ui.top_node.buff_r.buff_3"],
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self.uiMap["battle_ui.top_node.buff_r.buff_3"],
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self.uiMap["battle_ui.top_node.buff_r.buff_4"],
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self.uiMap["battle_ui.top_node.buff_r.buff_4"],
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self.uiMap["battle_ui.top_node.buff_r.buff_5"],
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}
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}
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for k, v in ipairs(self.defBuffIconList) do
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for k, v in ipairs(self.defBuffIconList) do
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v:addClickListener(function()
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v:addClickListener(function()
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@ -181,7 +178,6 @@ function BattleUI:initBuff()
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self.uiMap["battle_ui.top_node.buff_r.text_2"],
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self.uiMap["battle_ui.top_node.buff_r.text_2"],
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self.uiMap["battle_ui.top_node.buff_r.text_3"],
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self.uiMap["battle_ui.top_node.buff_r.text_3"],
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self.uiMap["battle_ui.top_node.buff_r.text_4"],
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self.uiMap["battle_ui.top_node.buff_r.text_4"],
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self.uiMap["battle_ui.top_node.buff_r.text_5"],
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}
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}
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for k, v in ipairs(self.defBuffTextList) do
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for k, v in ipairs(self.defBuffTextList) do
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v:setText(GConst.EMPTY_STRING)
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v:setText(GConst.EMPTY_STRING)
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@ -326,9 +322,9 @@ function BattleUI:showBuffTips(buffList)
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descTx:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO):ForceMeshUpdate()
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descTx:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO):ForceMeshUpdate()
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local height = descTx:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO).renderedHeight
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local height = descTx:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO).renderedHeight
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if height > 30 then
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if height > 30 then
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addY = addY + 46 + height - 30
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addY = addY + 56 + height - 30
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else
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else
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addY = addY + 46
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addY = addY + 56
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end
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end
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index = index + 1
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index = index + 1
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end
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end
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@ -336,7 +332,7 @@ function BattleUI:showBuffTips(buffList)
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for i = index, #self.battleBuffTipsBuffList do
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for i = index, #self.battleBuffTipsBuffList do
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self.battleBuffTipsBuffList[i]:setLocalScale(0, 0, 0)
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self.battleBuffTipsBuffList[i]:setLocalScale(0, 0, 0)
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end
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end
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self.battleBuffTipsBg:setSizeDeltaY(addY + 20)
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self.battleBuffTipsBg:setSizeDeltaY(addY + 10)
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end
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end
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function BattleUI:getBattleBuffTipsObj(index)
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function BattleUI:getBattleBuffTipsObj(index)
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