优化
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@ -63,6 +63,8 @@ function BattleActPvpResultUI:onLoadRootComplete()
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self.unitTxDesc3 = uiMap["battle_rune_result_ui.unit_node.desc_3"]
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self.unitImgReportV = uiMap["battle_rune_result_ui.unit_node.report_img_v"]
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self.unitImgReportD = uiMap["battle_rune_result_ui.unit_node.report_img_d"]
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self.txFightWin = uiMap["battle_actpvp_result_ui.unit_node.tx_fight"]
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self.txFightLose = uiMap["battle_actpvp_result_ui.unit_node.tx_fight_lose"]
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if not self.unitResultReportCells then
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self.unitResultReportCells = {}
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for index = 1, 5 do
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@ -188,8 +190,8 @@ function BattleActPvpResultUI:refreshUnitInfo()
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self.unitTxDesc3:setText(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_7, GFunc.num2Str(self.totalDmg)))
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local actData = DataManager.ActPvpData
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local str = I18N:getGlobalText(I18N.GlobalConst.ACT_PVP_DESC_3, actData:getWinCount(), actData:getWinLimit(), actData:getLoseCount(), actData:getLoseLimit())
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self.unitTxDesc1:setText(str)
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self.txFightWin:setText(actData:getWinCount() .. "/" .. actData:getWinLimit())
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self.txFightLose:setText(actData:getLoseCount() .. "/" .. actData:getLoseLimit())
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end
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-- 展示结算奖励的出现动画
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