203 lines
7.4 KiB
Lua
203 lines
7.4 KiB
Lua
local AttrCell = class("AttrCell", BaseCell)
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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(heroEntity, nodeType, attrType)
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self.heroEntity = heroEntity
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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 or attrType == GConst.MATCH_HP_FIX_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_property_1")
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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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if self.heroEntity:isActived() then
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value = self.heroEntity:getTotalAttrValue(self.attrName)
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else
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value = self.heroEntity:getCfgHp(self.heroEntity:getBeginLv())
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end
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
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if self.heroEntity:isActived() then
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value = self.heroEntity:getCfgHp(self.heroEntity:getLv())
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else
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value = self.heroEntity:getCfgHp(self.heroEntity:getBeginLv())
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end
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
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value = value + DataManager.SkinData:getHp(self.heroEntity)
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end
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self.txValue:setText(GFunc.getFinalAttrValue(self.attrName, value))
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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_property_2")
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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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if self.heroEntity:isActived() then
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value = self.heroEntity:getTotalAttrValue(self.attrName)
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else
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value = self.heroEntity:getCfgAtk(self.heroEntity:getBeginLv())
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end
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
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if self.heroEntity:isActived() then
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value = self.heroEntity:getCfgAtk(self.heroEntity:getLv())
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else
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value = self.heroEntity:getCfgAtk(self.heroEntity:getBeginLv())
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end
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
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value = value + DataManager.SkinData:getAttack(self.heroEntity)
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end
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self.txValue:setText(GFunc.getFinalAttrValue(self.attrName, value))
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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_property_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_SKIN then
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value = value + DataManager.SkinData:getNormalHurt(self.heroEntity)
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end
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self.txValue:setText(GFunc.getFinalAttrValue(self.attrName, value))
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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_property_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_SKIN then
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value = value + DataManager.SkinData:getSkillHurt(self.heroEntity)
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end
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self.txValue:setText(GFunc.getFinalAttrValue(self.attrName, value))
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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_property_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_SKIN then
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value = value + DataManager.SkinData:getCritPercent(self.heroEntity)
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end
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self.txValue:setText(GFunc.getFinalAttrValue(self.attrName, value))
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end
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-- 显示暴击伤害百分比
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function AttrCell:showCritAtk()
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self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_property_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_SKIN then
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value = value + DataManager.SkinData:getCritHurtPercent(self.heroEntity)
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end
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self.txValue:setText(GFunc.getFinalAttrValue(self.attrName, 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_property_7")
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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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-- 特殊处理:显示总属性时,普攻百分比和技能百分比把所有伤害百分比加上
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value = value + self.heroEntity:getTotalAttrValue(GConst.MATCH_ALL_HURTP_NAME[self.heroEntity:getMatchType()])
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
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value = value + DataManager.SkinData:getNormalHurtPercent(self.heroEntity)
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end
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self.txValue:setText(GFunc.getFinalAttrValue(self.attrName, value))
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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_property_8")
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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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-- 特殊处理:显示总属性时,普攻百分比和技能百分比把所有伤害百分比加上
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value = value + self.heroEntity:getTotalAttrValue(GConst.MATCH_ALL_HURTP_NAME[self.heroEntity:getMatchType()])
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
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value = value + DataManager.SkinData:getSkillHurtPercent(self.heroEntity)
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end
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self.txValue:setText(GFunc.getFinalAttrValue(self.attrName, value))
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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_property_9")
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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_SKIN then
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value = value + DataManager.SkinData:getHealPercent(self.heroEntity)
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end
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self.txValue:setText(GFunc.getFinalAttrValue(self.attrName, value))
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end
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return AttrCell |