228 lines
9.4 KiB
Lua
228 lines
9.4 KiB
Lua
local AttrCell = class("AttrCell", BaseCell)
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local DEFAULT_FACTOR = GConst.BattleConst.DEFAULT_FACTOR
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function AttrCell:init()
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local uiMap = self:getUIMap()
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self.imgIcon = uiMap["attr_cell.img_icon"]
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self.txDesc = uiMap["attr_cell.tx_desc"]
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self.txValue = uiMap["attr_cell.tx_value"]
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end
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function AttrCell:refresh(heroId, nodeType, attrType)
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self.heroEntity = DataManager.HeroData:getHeroById(heroId)
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self.weaponEntity = DataManager.EquipData:getEquip(heroId, GConst.EquipConst.PART_TYPE.WEAPON)
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self.hatEntity = DataManager.EquipData:getEquip(heroId, GConst.EquipConst.PART_TYPE.HAT)
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self.clothesEntity = DataManager.EquipData:getEquip(heroId, GConst.EquipConst.PART_TYPE.CLOTHES)
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self.beltEntity = DataManager.EquipData:getEquip(heroId, GConst.EquipConst.PART_TYPE.BELT)
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self.handguardEntity = DataManager.EquipData:getEquip(heroId, GConst.EquipConst.PART_TYPE.HANDGUARD)
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self.nodeType = nodeType
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self.attrName = attrType[self.heroEntity:getMatchType()]
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if attrType == GConst.MATCH_HP_NAME then
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self:showHp()
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elseif attrType == GConst.MATCH_ATTACK_NAME then
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self:showAtk()
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elseif attrType == GConst.MATCH_NORMAL_HURT_NAME then
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self:showNormalHurt()
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elseif attrType == GConst.MATCH_SKILL_HURT_NAME then
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self:showSkillHurt()
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elseif attrType == GConst.MATCH_CRIT_NAME then
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self:showCrit()
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elseif attrType == GConst.MATCH_CRIT_TIME_NAME then
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self:showCritAtk()
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elseif attrType == GConst.MATCH_NORMAL_HURTP_NAME then
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self:showNormalHurtp()
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elseif attrType == GConst.MATCH_SKILL_HURTP_NAME then
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self:showSkillHurtp()
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elseif attrType == GConst.MATCH_CURED_NAME then
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self:showCured()
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end
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end
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-- 显示生命
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function AttrCell:showHp()
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self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_attribute_2")
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self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.ATTR_HP))
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local value = 0
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if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
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value = self.heroEntity:getTotalAttrValue(self.attrName)
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
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value = self.heroEntity:getCfgHp(self.heroEntity:getLv())
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
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value = self.weaponEntity:getHp()
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
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value = value + self.hatEntity:getHp()
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value = value + self.clothesEntity:getHp()
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value = value + self.beltEntity:getHp()
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value = value + self.handguardEntity:getHp()
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
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end
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self.txValue:setText(value // DEFAULT_FACTOR)
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end
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-- 显示攻击力
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function AttrCell:showAtk()
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self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_attribute_1")
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self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.ATTR_ATK))
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local value = 0
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if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
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value = self.heroEntity:getTotalAttrValue(self.attrName)
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
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value = self.heroEntity:getCfgAtk(self.heroEntity:getLv())
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
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value = self.weaponEntity:getAttack()
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
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value = value + self.hatEntity:getAttack()
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value = value + self.clothesEntity:getAttack()
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value = value + self.beltEntity:getAttack()
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value = value + self.handguardEntity:getAttack()
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
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end
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self.txValue:setText(value // DEFAULT_FACTOR)
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end
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-- 显示普攻增伤
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function AttrCell:showNormalHurt()
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self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_attribute_3")
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self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.ATTR_NORMAL_HURTP))
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local value = 0
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if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
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value = self.heroEntity:getTotalAttrValue(self.attrName)
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
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value = value + self.hatEntity:getNormalHurt()
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value = value + self.clothesEntity:getNormalHurt()
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value = value + self.beltEntity:getNormalHurt()
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value = value + self.handguardEntity:getNormalHurt()
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
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end
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self.txValue:setText(value // DEFAULT_FACTOR)
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end
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-- 显示技能增伤
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function AttrCell:showSkillHurt()
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self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_attribute_4")
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self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.ATTR_SKILL_HURTP))
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local value = 0
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if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
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value = self.heroEntity:getTotalAttrValue(self.attrName)
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
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value = value + self.hatEntity:getSkillHurt()
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value = value + self.clothesEntity:getSkillHurt()
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value = value + self.beltEntity:getSkillHurt()
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value = value + self.handguardEntity:getSkillHurt()
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
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end
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self.txValue:setText(value // DEFAULT_FACTOR)
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end
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-- 显示暴击率
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function AttrCell:showCrit()
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self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_attribute_5")
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self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.ATTR_CRIT))
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local value = 0
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if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
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value = self.heroEntity:getTotalAttrValue(self.attrName)
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
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value = self.weaponEntity:getCritPercent()
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
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end
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self.txValue:setText(value)
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end
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-- 显示暴击伤害
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function AttrCell:showCritAtk()
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self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_attribute_6")
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self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.ATTR_CRIT_TIME))
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local value = 0
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if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
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value = self.heroEntity:getTotalAttrValue(self.attrName)
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
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value = self.weaponEntity:getCritHurtPercent()
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
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end
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self.txValue:setText(value)
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end
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-- 显示普攻增伤百分比
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function AttrCell:showNormalHurtp()
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self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_attribute_3")
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self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.ATTR_NORMAL_HURT))
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local value = 0
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if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
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value = self.heroEntity:getTotalAttrValue(self.attrName)
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
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value = value + self.hatEntity:getNormalHurtPercent()
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value = value + self.clothesEntity:getNormalHurtPercent()
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value = value + self.beltEntity:getNormalHurtPercent()
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value = value + self.handguardEntity:getNormalHurtPercent()
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
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end
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self.txValue:setText(value // DEFAULT_FACTOR)
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end
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-- 显示技能增伤百分比
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function AttrCell:showSkillHurtp()
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self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_attribute_4")
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self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.ATTR_SKILL_HURT))
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local value = 0
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if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
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value = self.heroEntity:getTotalAttrValue(self.attrName)
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
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value = value + self.hatEntity:getSkillHurtPercent()
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value = value + self.clothesEntity:getSkillHurtPercent()
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value = value + self.beltEntity:getSkillHurtPercent()
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value = value + self.handguardEntity:getSkillHurtPercent()
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
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end
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self.txValue:setText(value // DEFAULT_FACTOR)
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end
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-- 显示治疗效果提升百分比
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function AttrCell:showCured()
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self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_attribute_7")
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self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.ATTR_CURED))
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local value = 0
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if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
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value = self.heroEntity:getTotalAttrValue(self.attrName)
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
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value = self.weaponEntity:getHealPercent()
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
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end
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self.txValue:setText(value)
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end
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return AttrCell |