local TinyBuffCell = class("TinyBuffCell", BaseCell) function TinyBuffCell:refresh(buffName, round, num, result) if round <= 0 or round > 9 then round = GConst.EMPTY_STRING else round = tostring(round) end local uiMap = self:getUIMap() uiMap["tiny_buff_cell.buff_icon"]:setSprite(GConst.ATLAS_PATH.ICON_BUFF, buffName) uiMap["tiny_buff_cell.round_text"]:setText(round) local buffNum = uiMap["tiny_buff_cell.buff_num"] if buffName == GConst.BattleConst.BUFF_NAME.INVINCIBLE_SHIELD then uiMap["tiny_buff_cell.round_text"]:setText(GConst.EMPTY_STRING) result = result or num buffNum:setText(result or GConst.EMPTY_STRING) else buffNum:setText(GConst.EMPTY_STRING) end end return TinyBuffCell