Hotfix - 1.6.0.85
EN: 1.6.0.85 CN: 1.6.0.88 JP: 1.6.0.89 KR: 1.6.0.92
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@@ -144,7 +144,6 @@ function CharacterInfoCtrl:RefreshShow()
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self:CalculateCharacterInfo()
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self:RefreshCharacterInfo()
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self:RefreshProperty()
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self:RefreshActor2D()
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end
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function CharacterInfoCtrl:CalculateCharacterInfo()
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self:CalculateProperty()
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@@ -308,6 +307,7 @@ function CharacterInfoCtrl:OnBtnClick_Left()
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self.characterId = self.characterIdList[self.curCharacterIndex]
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self.configData = ConfigTable.GetData_Character(self.characterId)
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self:RefreshShow()
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self:RefreshActor2D()
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end
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function CharacterInfoCtrl:OnBtnClick_Right()
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if #self.characterIdList <= 1 then
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@@ -320,6 +320,7 @@ function CharacterInfoCtrl:OnBtnClick_Right()
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self.characterId = self.characterIdList[self.curCharacterIndex]
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self.configData = ConfigTable.GetData_Character(self.characterId)
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self:RefreshShow()
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self:RefreshActor2D()
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end
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function CharacterInfoCtrl:OnBtnClick_Property()
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local attrList = self.attrData:GetAttrList()
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@@ -125,6 +125,8 @@ function CharBgCtrl:SetCharacterPng(nSkinId, nType)
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if bSetSuccess and self.lasttrPanelOffsetL2DPos ~= nil then
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self._mapNode.trPanelOffsetL2D:DOLocalMoveX(self.lasttrPanelOffsetL2DPos, 0):SetUpdate(true)
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end
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local skinCfgData = ConfigTable.GetData_CharacterSkin(nSkinId)
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NovaAPI.SetSpriteRendererSprite(self._mapNode.bgRight, self:LoadAsset(skinCfgData.Bg .. ".png", typeof(Sprite)))
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end
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function CharBgCtrl:SetCharacterL2D(nSkinId, nType)
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if nil ~= self.tbRenderer then
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@@ -128,11 +128,12 @@ function CharEquipmentCtrl:OnEnable()
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local ani = function()
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if not PlayerData.Guide:CheckInGuideGroup(50) then
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local mapSelect = PlayerData.Equipment:GetEquipmentSelect()
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if mapSelect then
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if mapSelect and mapSelect.nCharId == self.nCharId then
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local nEquipIndex = 0
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for _, v in ipairs(self.tbSlot) do
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for k, v in ipairs(self.tbSlot) do
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if v.nSlotId == mapSelect.nSlotId then
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nEquipIndex = v.nGemIndex
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self.nLastIndex = k
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break
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end
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end
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@@ -151,6 +152,7 @@ function CharEquipmentCtrl:OnEnable()
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end
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end
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function CharEquipmentCtrl:OnDestroy()
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PlayerData.Equipment:GetEquipmentSelect()
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self.nLastIndex = 0
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end
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function CharEquipmentCtrl:OnBtnClick_EquipmentSlot(_, nIndex)
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