显示优化
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@ -37,34 +37,45 @@ function RuneChapterCell:refresh(id, index, isFinal, chapterListCount)
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lightImg:setVisible(false)
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lightImg:setVisible(false)
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sweep:setVisible(false)
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sweep:setVisible(false)
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local passed = false
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local passed = false
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if runeData:curFight(id) then -- 正在可打的
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local isBossChapter = runeData:isBossChapter(id)
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curBg:setVisible(true)
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curBg:setVisible(isBossChapter)
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fightBg:setVisible(false)
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fightBg:setVisible(not isBossChapter)
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local curLayerDecs
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local layer = uiMap["chapter_cell.touch_node.bg_cur.desc"]
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local curLock
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layer:setText(I18N:getGlobalText(I18N.GlobalConst.DUNGEON_WEAPON_DESC_6, id))
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local curMask
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if isBossChapter then
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curLayerDecs = uiMap["chapter_cell.touch_node.bg_cur.desc"]
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curLock = uiMap["chapter_cell.touch_node.bg_cur.lock"]
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curMask = uiMap["chapter_cell.touch_node.bg_cur.bg_mask"]
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else
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else
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curBg:setVisible(false)
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curLayerDecs = uiMap["chapter_cell.touch_node.bg.desc"]
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fightBg:setVisible(true)
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curLock = uiMap["chapter_cell.touch_node.bg.lock"]
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curMask = uiMap["chapter_cell.touch_node.bg.bg_mask"]
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end
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local layer = uiMap["chapter_cell.touch_node.bg.desc"]
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curLayerDecs:setText(I18N:getGlobalText(I18N.GlobalConst.DUNGEON_WEAPON_DESC_6, id))
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layer:setText(I18N:getGlobalText(I18N.GlobalConst.DUNGEON_WEAPON_DESC_6, id))
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if maxPassedId >= id then -- 已通关的
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local lock = uiMap["chapter_cell.touch_node.bg.lock"]
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passed = true
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if maxPassedId >= id then -- 已通关的
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local canSweep = runeData:canSweep(id)
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passed = true
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sweep:setVisible(canSweep)
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local canSweep = runeData:canSweep(id)
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if canSweep then
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sweep:setVisible(canSweep)
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uiMap["chapter_cell.touch_node.sweep_bg.tx"]:setText(I18N:getGlobalText(I18N.GlobalConst.SMASH))
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if canSweep then
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end
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uiMap["chapter_cell.touch_node.sweep_bg.tx"]:setText(I18N:getGlobalText(I18N.GlobalConst.SMASH))
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curLock:setVisible(false)
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end
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curMask:setVisible(false)
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lock:setVisible(false)
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curLayerDecs:setAnchoredPositionX(0)
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layer:setAnchoredPositionX(0)
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-- lightImg:setVisible(true)
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-- lightImg:setVisible(true)
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-- descMinRound:setText(I18N:getGlobalText(I18N.GlobalConst.DUNGEON_RUNE_MIN, runeData:getChapterPassRound(id)))
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-- descMinRound:setText(I18N:getGlobalText(I18N.GlobalConst.DUNGEON_RUNE_MIN, runeData:getChapterPassRound(id)))
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-- descMinRound:setVisible(true)
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-- descMinRound:setVisible(true)
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else
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if runeData:canFight(id) then
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curLock:setVisible(false)
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curMask:setVisible(false)
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curLayerDecs:setAnchoredPositionX(0)
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else
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else
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lock:setVisible(true)
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curLock:setVisible(true)
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GFunc.centerImgAndTx(lock, layer, 5)
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curMask:setVisible(true)
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GFunc.centerImgAndTx(curLock, curLayerDecs, 5)
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end
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end
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end
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end
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@ -79,8 +90,20 @@ function RuneChapterCell:refresh(id, index, isFinal, chapterListCount)
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for i, cell in ipairs(self.rewardCells) do
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for i, cell in ipairs(self.rewardCells) do
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if rewards[i] then
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if rewards[i] then
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cell:refreshByConfig(rewards[i], passed, passed)
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cell:refreshByConfig(rewards[i], passed, passed)
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if isBossChapter then
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cell:getBaseObject():setLocalScale(0.6, 0.6, 0.6)
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else
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cell:getBaseObject():setLocalScale(0.5, 0.5, 0.5)
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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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if isBossChapter then
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self.rewardCells[1]:getBaseObject():setAnchoredPositionX(-43)
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self.rewardCells[2]:getBaseObject():setAnchoredPositionX(43)
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else
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self.rewardCells[1]:getBaseObject():setAnchoredPositionX(-35)
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self.rewardCells[2]:getBaseObject():setAnchoredPositionX(35)
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end
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end
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end
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function RuneChapterCell:addClickListener(func)
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function RuneChapterCell:addClickListener(func)
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