fix bug
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0f198a5685
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c7447cf848
@ -13,7 +13,6 @@ local GAME_RES_WHITE_LIST = {
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GConst.ATLAS_PATH.ICON_HERO,
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GConst.ATLAS_PATH.ICON_HERO,
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GConst.ATLAS_PATH.ICON_HERO_2,
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GConst.ATLAS_PATH.ICON_HERO_2,
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GConst.ATLAS_PATH.ICON_BUFF,
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GConst.ATLAS_PATH.ICON_BUFF,
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GConst.ATLAS_PATH.ICON_TASK,
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GConst.ATLAS_PATH.ICON_AVATAR,
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GConst.ATLAS_PATH.ICON_AVATAR,
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GConst.ATLAS_PATH.ICON_EQUIP,
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GConst.ATLAS_PATH.ICON_EQUIP,
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}
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}
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@ -233,7 +233,6 @@ GConst.ATLAS_PATH = {
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ICON_TALENT = "assets/arts/atlas/icon/talent.asset",
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ICON_TALENT = "assets/arts/atlas/icon/talent.asset",
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BOUNTY = "assets/arts/atlas/ui/bounty.asset",
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BOUNTY = "assets/arts/atlas/ui/bounty.asset",
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UI_SETTING = "assets/arts/atlas/ui/setting.asset",
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UI_SETTING = "assets/arts/atlas/ui/setting.asset",
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ICON_TASK = "assets/arts/atlas/icon/task.asset",
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SHOP = "assets/arts/atlas/ui/shop.asset",
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SHOP = "assets/arts/atlas/ui/shop.asset",
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HERO = "assets/arts/atlas/ui/hero.asset",
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HERO = "assets/arts/atlas/ui/hero.asset",
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UI_FUND = "assets/arts/atlas/ui/fund.asset",
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UI_FUND = "assets/arts/atlas/ui/fund.asset",
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@ -3,46 +3,46 @@ local PlayerHeadCell = class("PlayerHeadCell", BaseCell)
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function PlayerHeadCell:init()
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function PlayerHeadCell:init()
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local uiMap = self.baseObject:genAllChildren()
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local uiMap = self.baseObject:genAllChildren()
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self.imgFrame = uiMap["player_head_cell.img_frame"]
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self.imgFrame = uiMap["player_head_cell.img_frame"]
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self.imgAvatar = uiMap["player_head_cell.img_avatar"]
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self.imgAvatar = uiMap["player_head_cell.img_avatar"]
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end
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end
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-- (avatarId:头像id,frameId:头像框id)
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-- (avatarId:头像id,frameId:头像框id)
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function PlayerHeadCell:refresh(avatarId, frameId, showRp)
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function PlayerHeadCell:refresh(avatarId, frameId, showRp)
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if avatarId == nil or frameId == nil then
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if avatarId == nil or frameId == nil then
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-- 是玩家自己
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-- 是玩家自己
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avatarId = DataManager.PlayerData:getUsingAvatarId()
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avatarId = DataManager.PlayerData:getUsingAvatarId()
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frameId = DataManager.PlayerData:getUsingFrameId()
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frameId = DataManager.PlayerData:getUsingFrameId()
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end
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end
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-- 背景颜色
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-- 背景颜色
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local smallFrame = DataManager.PlayerData:getAvatarBg(avatarId)
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-- local smallFrame = DataManager.PlayerData:getAvatarBg(avatarId)
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if smallFrame then
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-- if smallFrame then
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self.baseObject:setSprite(GConst.ATLAS_PATH.ICON_HERO, smallFrame)
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-- self.baseObject:setSprite(GConst.ATLAS_PATH.ICON_HERO, smallFrame)
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end
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-- end
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-- 头像
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-- 头像
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local avatarName = DataManager.PlayerData:getAvatarIconId(avatarId)
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local avatarName = DataManager.PlayerData:getAvatarIconId(avatarId)
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if avatarName then
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if avatarName then
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self.imgAvatar:setSprite(GConst.ATLAS_PATH.ICON_HERO, avatarName, function()
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self.imgAvatar:setSprite(GConst.ATLAS_PATH.ICON_HERO, avatarName, function()
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self.imgAvatar:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_IMAGE):SetNativeSize()
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self.imgAvatar:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_IMAGE):SetNativeSize()
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end)
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end)
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end
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end
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-- 头像框
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-- 头像框
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local frameName = DataManager.PlayerData:getFrameIconId(frameId)
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local frameName = DataManager.PlayerData:getFrameIconId(frameId)
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if frameName then
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if frameName then
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self.imgFrame:setSprite(GConst.ATLAS_PATH.ICON_AVATAR, frameName, function()
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self.imgFrame:setSprite(GConst.ATLAS_PATH.ICON_AVATAR, frameName, function()
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self.imgFrame:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_IMAGE):SetNativeSize()
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self.imgFrame:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_IMAGE):SetNativeSize()
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end)
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end)
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end
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end
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-- 红点
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-- 红点
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if showRp and (DataManager.PlayerData:hasNewAvatar() or DataManager.PlayerData:hasNewFrame()) then
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if showRp and (DataManager.PlayerData:hasNewAvatar() or DataManager.PlayerData:hasNewFrame()) then
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self.baseObject:addRedPoint(50, 50, 1)
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self.baseObject:addRedPoint(50, 50, 1)
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else
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else
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self.baseObject:removeRedPoint()
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self.baseObject:removeRedPoint()
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end
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end
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end
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end
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