fix bug
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@ -647,7 +647,7 @@ function GFunc.addRewards(rewards, itemGetType)
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if v.type == GConst.REWARD_TYPE.ITEM then
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if v.type == GConst.REWARD_TYPE.ITEM then
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DataManager.BagData.ItemData:addItem(v.item, itemGetType)
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DataManager.BagData.ItemData:addItem(v.item, itemGetType)
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elseif v.type == GConst.REWARD_TYPE.EQUIP then
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elseif v.type == GConst.REWARD_TYPE.EQUIP then
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DataManager.BagData.EquipData:addEquipCountById(v.equip.id, v.equip.count, itemGetType)
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DataManager.EquipData:addEquipCountById(v.equip.id, v.equip.count, itemGetType)
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end
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end
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end
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end
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EventManager:dispatchEvent(EventManager.CUSTOM_EVENT.GETED_REWARD_SUCCESS, newRewards)
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EventManager:dispatchEvent(EventManager.CUSTOM_EVENT.GETED_REWARD_SUCCESS, newRewards)
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@ -52,6 +52,17 @@ function HeroCell:refresh(heroEntity, isGray)
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else
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else
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self.lvUpArrow:setActive(false)
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self.lvUpArrow:setActive(false)
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end
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end
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if inTeam then
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if DataManager.EquipData:hasEquipRedPoint(heroEntity:getMatchType()) then
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self.baseObject:addRedPoint(70, 100, 1)
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else
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self.baseObject:removeRedPoint()
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end
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else
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self.baseObject:removeRedPoint()
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end
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local star = heroEntity:getStar()
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local star = heroEntity:getStar()
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self.starComp:refresh(star)
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self.starComp:refresh(star)
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if heroEntity:isUnlock() then
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if heroEntity:isUnlock() then
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@ -343,17 +343,17 @@ function HeroDetailUI:refreshSkillInfo(checkUp)
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end
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end
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end
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end
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-- local needPop, isUnlock, skillIdx = self.heroEntity:checkSkillUnlock()
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local needPop, isUnlock, skillIdx = self.heroEntity:checkSkillUnlock()
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-- if needPop then
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if needPop then
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-- self.baseObject:performWithDelayGlobal(function()
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self.root:performWithDelayGlobal(function()
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-- local skillInfo = skillList[skillIdx]
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local skillInfo = skillList[skillIdx]
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-- if skillInfo then
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if skillInfo then
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-- local skillId = skillInfo[2]
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local skillId = skillInfo[2]
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-- local cfg = ConfigManager:getConfig("skill_rogue")[skillId]
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local cfg = ConfigManager:getConfig("skill_rogue")[skillId]
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-- ModuleManager.HeroManager:showHeroSkillInfoUI(self.heroEntity, skillIdx, cfg.buff_id, isUnlock, needPop)
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ModuleManager.HeroManager:showHeroSkillInfoUI(self.heroEntity, skillIdx, cfg.buff_id, isUnlock, needPop)
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-- end
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end
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-- end, 0.5)
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end, 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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function HeroDetailUI:refreshPageInfo()
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function HeroDetailUI:refreshPageInfo()
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@ -18,7 +18,7 @@ MainCityUI.CLICK_BTN_TYPE = {
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[1] = "HOME",
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[1] = "HOME",
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[2] = "HERO",
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[2] = "HERO",
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[3] = "SHOP",
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[3] = "SHOP",
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[4] = "DUNGEON",
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[4] = "COMPANY",
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[5] = "DUNGEON",
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[5] = "DUNGEON",
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}
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}
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@ -186,9 +186,14 @@ function HeroData:getRp()
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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 DataManager.CollectionData:hasRedPoint() then
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for _, heroId in pairs(formationMap) do
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-- return true
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if heroId > 0 then
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-- end
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local cfg = HeroCfg[heroId]
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if DataManager.EquipData:hasEquipRedPoint(cfg.position) then
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return true
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end
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end
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end
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return false
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return false
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end
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end
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@ -337,7 +337,6 @@ function HeroEntity:setLv(lv, onlyChangeLv)
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return
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return
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end
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end
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self.isNew = lv == 1
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self.isNew = lv == 1
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self.oldLv = self.data.lv
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self.data.lv = lv
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self.data.lv = lv
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self:_updateAllBaseAttr()
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self:_updateAllBaseAttr()
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self:setDirty()
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self:setDirty()
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@ -614,7 +613,7 @@ function HeroEntity:getUnlockRogueId()
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end
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end
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function HeroEntity:checkSkillUnlock()
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function HeroEntity:checkSkillUnlock()
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if not self.oldLv then
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if not self.oldStar then
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return false
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return false
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end
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end
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local needPop = false
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local needPop = false
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@ -624,7 +623,7 @@ function HeroEntity:checkSkillUnlock()
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local ids = self.config["rouge_skill_" .. i]
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local ids = self.config["rouge_skill_" .. i]
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if ids then
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if ids then
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for ii = #ids, 1, -1 do
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for ii = #ids, 1, -1 do
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if self.data.lv >= ids[ii][1] and self.oldLv < ids[ii][1] then
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if self.data.star >= ids[ii][1] and self.oldStar < ids[ii][1] then
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skillIdx = i
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skillIdx = i
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needPop = true
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needPop = true
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isUnlock = ii == 1
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isUnlock = ii == 1
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@ -638,7 +637,7 @@ function HeroEntity:checkSkillUnlock()
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break
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break
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end
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end
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end
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end
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self.oldLv = nil
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self.oldStar = nil
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return needPop, isUnlock, skillIdx
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return needPop, isUnlock, skillIdx
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end
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end
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@ -802,6 +801,7 @@ function HeroEntity:canStarUp(showToast)
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end
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end
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function HeroEntity:onHeroStarUp()
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function HeroEntity:onHeroStarUp()
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self.oldStar = self.data.star
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self.data.star = self.data.star + 1
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self.data.star = self.data.star + 1
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self:setBaseAttrDirty()
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self:setBaseAttrDirty()
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self:setDirty()
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self:setDirty()
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