reward显示
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@ -755,7 +755,7 @@ function BattleController:getRandomGridInfo()
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local indexs = {}
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local typeList = {}
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for typeName, typeNum in pairs(BattleConst.ELEMENT_TYPE) do
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if not self:getSealElementType()[typeNum] then
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if not self:getSealElementType()[typeNum] and self.battleData:getSkillEntityByElement(typeNum) then
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local weight = ((map[typeNum] or 0) + 1) * BattleConst.ELEMENT_WIGHT
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if weight > BattleConst.MAX_ELEMENT_WIGHT then
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weight = BattleConst.MAX_ELEMENT_WIGHT
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@ -2,31 +2,22 @@ local RewardCell = class("RewardCell", BaseCell)
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function RewardCell:init()
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local uiMap = self:getUIMap()
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self.icon = uiMap["reward_cell.bg.icon"]
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self.frameBg = uiMap["reward_cell.bg.frame_bg"]
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self.partBg = uiMap["reward_cell.bg.part_bg"]
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self.frame = uiMap["reward_cell.bg.frame"]
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self.mask = uiMap["reward_cell.bg.mask"]
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self.check = uiMap["reward_cell.bg.check"]
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self.partIcon = uiMap["reward_cell.bg.part_bg.icon"]
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self.numTx = uiMap["reward_cell.bg.num_tx"]
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self:hideFrameAnimation()
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self.icon = uiMap["reward_cell.item_bg.icon"]
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self.frameBg = uiMap["reward_cell.item_bg"]
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self.mask = uiMap["reward_cell.item_bg.mask"]
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self.check = uiMap["reward_cell.check"]
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self.numTx = uiMap["reward_cell.item_bg.num"]
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end
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function RewardCell:refresh(reward)
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self:showMask(false, false)
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-- self:showLock(false)
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local id
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if reward.type == GConst.REWARD_TYPE.ITEM then
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self:_refreshItem(reward.item)
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id = reward.item.id
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elseif reward.type == GConst.REWARD_TYPE.EQUIP then
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self:_refreshEquip(reward.equip)
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id = reward.equip.id
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elseif reward.type == GConst.REWARD_TYPE.LEGACY then
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self:_refreshLegacy(reward.legacy)
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id = reward.legacy.id
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-- elseif reward.type == GConst.REWARD_TYPE.EQUIP then
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-- self:_refreshEquip(reward.equip)
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-- id = reward.equip.id
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end
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if id then
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@ -38,18 +29,14 @@ end
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function RewardCell:refreshByConfig(reward, mask, check)
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self:showMask(mask, check)
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-- self:showCheck(false)
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-- self:showLock(false)
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self:showCheck(false)
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local id
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if reward.type == GConst.REWARD_TYPE.ITEM then
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self:_refreshItem(reward)
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id = reward.id
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elseif reward.type == GConst.REWARD_TYPE.EQUIP then
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self:_refreshEquip(reward)
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id = reward.id
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elseif reward.type == GConst.REWARD_TYPE.LEGACY then
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self:_refreshLegacy(reward)
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id = reward.id
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-- self:_refreshEquip(reward)
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-- id = reward.id
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end
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if id then
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@ -65,15 +52,10 @@ function RewardCell:_refreshItem(item)
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return
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end
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self.partBg:setVisible(false)
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self.numTx:setVisible(true)
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self.frameBg:setSprite(GConst.ATLAS_PATH.ICON_ITEM, "frame_0")
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self.icon:setSprite(GConst.ATLAS_PATH.ICON_ITEM, info.icon)
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if info.type == 6 then
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self.numTx:setText(BigNumOpt.bigNum2Num(item.count))
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else
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self.numTx:setText(BigNumOpt.bigNum2Str(item.count))
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end
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self.numTx:setText(item.count)
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end
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function RewardCell:_refreshEquip(equip)
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@ -82,40 +64,16 @@ function RewardCell:_refreshEquip(equip)
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return
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end
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self.partBg:setVisible(true)
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self.numTx:setVisible(true)
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self.frameBg:setSprite(GConst.ATLAS_PATH.ICON_EQUIP, "frame_" .. info.qlt)
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self.icon:setSprite(GConst.ATLAS_PATH.ICON_EQUIP, tostring(info.icon))
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self.partBg:setSprite(GConst.ATLAS_PATH.ICON_EQUIP, "type_" .. info.qlt)
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self.partIcon:setSprite(GConst.ATLAS_PATH.ICON_EQUIP, "e" .. info.part)
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if type(equip.count) == "table" then
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self.numTx:setText(BigNumOpt.bigNum2Str(equip.count))
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else
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self.numTx:setText(equip.count)
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end
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self.numTx:setText(equip.count)
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end
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function RewardCell:showNumTx(str)
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self.numTx:setText(str)
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end
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function RewardCell:_refreshLegacy(legacy)
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local info = ConfigManager:getConfig("legacy")[legacy.id]
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if info == nil then
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return
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end
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self.partBg:setVisible(false)
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self.numTx:setVisible(true)
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self.frameBg:setSprite(GConst.ATLAS_PATH.ICON_LEGACY, "frame_" .. info.qlt)
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self.icon:setSprite(GConst.ATLAS_PATH.ICON_LEGACY, tostring(info.icon))
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if type(legacy.count) == "table" then
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self.numTx:setText(BigNumOpt.bigNum2Str(legacy.count))
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else
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self.numTx:setText(legacy.count)
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end
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end
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function RewardCell:showNumTx(value)
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self.numTx:setText(value)
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end
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@ -125,29 +83,6 @@ function RewardCell:showMask(show, syncCheck)
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self:showCheck(syncCheck)
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end
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function RewardCell:showFrameAnimation(rewardType)
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self.frame:setVisible(true)
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self.frame:getComponent(GConst.TYPEOF_UNITY_CLASS.ANIMATOR).enabled = true
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if rewardType == GConst.REWARD_TYPE.EQUIP then
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if self.frameAniType ~= rewardType then
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-- CS.UnityEngine.Animator.StringToHash("frame_reward_equip") 结果是-540830890
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-- self.frame:getComponent(GConst.TYPEOF_UNITY_CLASS.ANIMATOR):Play(-540830890, -1, 0)
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self.frameAniType = rewardType
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end
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else
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if self.frameAniType ~= GConst.REWARD_TYPE.ITEM then
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-- CS.UnityEngine.Animator.StringToHash("frame_reward") 结果是997722489
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-- self.frame:getComponent(GConst.TYPEOF_UNITY_CLASS.ANIMATOR):Play(997722489, -1, 0)
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self.frameAniType = GConst.REWARD_TYPE.ITEM
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end
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end
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end
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function RewardCell:hideFrameAnimation()
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self.frame:getComponent(GConst.TYPEOF_UNITY_CLASS.ANIMATOR).enabled = false
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self.frame:setVisible(false)
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end
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function RewardCell:hideCountTx()
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end
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@ -155,10 +90,6 @@ function RewardCell:showCheck(show)
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self.check:setVisible(show == true)
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end
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function RewardCell:showLock(show)
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self.lock:setVisible(show == true)
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end
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function RewardCell:setVisible(visible)
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self.baseObject:setActive(visible)
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end
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