显示bug修复
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@ -211,8 +211,8 @@ function BattleRuneResultUI:refreshTaskNode()
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local condition = chapterCondition[newIndex]
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local condition = chapterCondition[newIndex]
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if condition then
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if condition then
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objs.cell:getBaseObject():setActive(true)
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objs.cell:getBaseObject():setActive(true)
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local taskNum = taskProgress[index] and taskProgress[index].progress
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local taskNum = taskProgress[newIndex] and taskProgress[newIndex].progress
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local desc = self.runeData:getConditionDesc(condition, taskNum)
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local desc = self.runeData:getConditionDesc(condition)
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local over = false
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local over = false
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if taskProgress[newIndex] then
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if taskProgress[newIndex] then
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local info = taskProgress[newIndex]
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local info = taskProgress[newIndex]
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@ -510,14 +510,15 @@ function BattleUI:refreshTaskNode()
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local atlast, iconName = runeData:getConditionIcon(condition)
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local atlast, iconName = runeData:getConditionIcon(condition)
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local taskNum = condition[3] or 0
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local taskNum = condition[3] or 0
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Logger.printTable(taskProgress)
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local over = false
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if taskProgress[newIndex] then
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if taskProgress[newIndex] then
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taskNum = taskProgress[newIndex].totalProgress - taskProgress[newIndex].progress
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taskNum = taskProgress[newIndex].totalProgress - taskProgress[newIndex].progress
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if taskNum < 0 then
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if taskNum < 0 then
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taskNum = 0
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taskNum = 0
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end
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end
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over = taskProgress[newIndex].over
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end
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end
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cell:refresh(atlast, iconName, taskNum)
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cell:refresh(atlast, iconName, taskNum, over)
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cell:addClickListener(function()
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cell:addClickListener(function()
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ModuleManager.DungeonRuneManager:showTaskUI(self.battleController.chapterId)
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ModuleManager.DungeonRuneManager:showTaskUI(self.battleController.chapterId)
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end)
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end)
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@ -2,18 +2,17 @@ local BattleTaskCell = class("BattleTaskCell", BaseCell)
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local BG = {"common_board_131", "common_board_132"} -- 紫绿
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local BG = {"common_board_131", "common_board_132"} -- 紫绿
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function BattleTaskCell:refresh(iconAtlas, iconName, taskNum)
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function BattleTaskCell:refresh(iconAtlas, iconName, taskNum, over)
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local uiMap = self:getUIMap()
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local uiMap = self:getUIMap()
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local bg = uiMap["battle_task_cell.bg"]
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local bg = uiMap["battle_task_cell.bg"]
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local icon = uiMap["battle_task_cell.icon"]
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local icon = uiMap["battle_task_cell.icon"]
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local point = uiMap["battle_task_cell.point"]
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local point = uiMap["battle_task_cell.point"]
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local desc = uiMap["battle_task_cell.desc"]
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local desc = uiMap["battle_task_cell.desc"]
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local check = uiMap["battle_task_cell.check"]
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icon:setSprite(iconAtlas, iconName)
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icon:setSprite(iconAtlas, iconName)
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check:setVisible(over == true)
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desc:setText(taskNum)
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desc:setText(taskNum)
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self:hidePoint(not taskNum)
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self:hidePoint(not taskNum)
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self:hidePoint(false)
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end
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end
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function BattleTaskCell:hidePoint(hide)
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function BattleTaskCell:hidePoint(hide)
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@ -38,7 +38,7 @@ function DungeonRuneTaskUI:_display()
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local condition = chapterCondition[newIndex]
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local condition = chapterCondition[newIndex]
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if condition then
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if condition then
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cell:getBaseObject():setActive(true)
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cell:getBaseObject():setActive(true)
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local taskNum = taskProgress[index] and taskProgress[index].progress
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local taskNum = taskProgress[newIndex] and taskProgress[newIndex].progress
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local desc = self.runeData:getConditionDesc(condition, taskNum)
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local desc = self.runeData:getConditionDesc(condition, taskNum)
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local over = false
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local over = false
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if taskProgress[newIndex] then
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if taskProgress[newIndex] then
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