Update - 1.9.0.103
EN: 1.9.0.103 CN: 1.9.0.104 JP: 1.9.0.106 KR: 1.9.0.108
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@@ -11,16 +11,13 @@ EquipmentSucBarCtrl._mapNodeConfig = {
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SuccessBar = {
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sCtrlName = "Game.UI.SuccessBarEx.SuccessBarCtrl"
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},
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rtProperty = {sComponentName = "Transform"},
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rtRandomProperty = {sComponentName = "Transform"},
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goProperty = {},
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goRandomProperty = {},
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txtNextLevel = {sComponentName = "TMP_Text"},
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txtLvCn = {
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sComponentName = "TMP_Text",
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sLanguageId = "Equipment_Upgrade_Suc_Level"
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goProperty = {
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nCount = 2,
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sCtrlName = "Game.UI.TemplateEx.TemplateRandomPropertyCtrl"
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},
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ani1 = {sNodeName = "rtTitle", sComponentName = "Animator"}
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ani1 = {sNodeName = "rt1", sComponentName = "Animator"},
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ani2 = {sNodeName = "rt2", sComponentName = "Animator"},
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ani3 = {sNodeName = "rt3", sComponentName = "Animator"}
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}
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EquipmentSucBarCtrl._mapEventConfig = {}
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function EquipmentSucBarCtrl:Open()
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@@ -31,35 +28,14 @@ function EquipmentSucBarCtrl:Open()
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end
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function EquipmentSucBarCtrl:RefreshContent()
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self.tbAni = {}
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local nLevel = self._panel.mapData.nLevel
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local mapAttrBefore = self._panel.mapData.mapAttrBefore
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local mapAttrAfter = self._panel.mapData.mapAttrAfter
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local tbUnlockRandomAttr = self._panel.mapData.tbUnlockAttr
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NovaAPI.SetTMPText(self._mapNode.txtNextLevel, nLevel)
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local nAffixId = self._panel.mapData.nAffixId
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local nCharId = self._panel.mapData.nCharId
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local nUpgradeCount = self._panel.mapData.nUpgradeCount
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self._mapNode.goProperty[1]:SetProperty(nAffixId, nCharId, false, nUpgradeCount - 1)
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table.insert(self.tbAni, self._mapNode.ani1)
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delChildren(self._mapNode.rtProperty)
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for _, mapAttachAttr in pairs(AllEnum.AttachAttr) do
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local mapAttr = mapAttrBefore[mapAttachAttr.sKey]
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if nil ~= mapAttr and mapAttr.Value > 0 then
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local goItemObj = instantiate(self._mapNode.goProperty, self._mapNode.rtProperty)
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goItemObj:SetActive(true)
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local ctrlItem = self:BindCtrlByNode(goItemObj, "Game.UI.TemplateEx.TemplatePropertyCtrl")
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local bValueChanged = mapAttrAfter[mapAttachAttr.sKey].Value ~= mapAttr.Value
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if bValueChanged then
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ctrlItem:SetItemProperty(mapAttr.Key, mapAttr.Value, mapAttrAfter[mapAttachAttr.sKey].Value, true)
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else
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ctrlItem:SetItemProperty(mapAttr.Key, mapAttr.Value, nil, true)
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end
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table.insert(self.tbAni, goItemObj.transform:GetComponent("Animator"))
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end
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end
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for _, v in ipairs(tbUnlockRandomAttr) do
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local goItemObj = instantiate(self._mapNode.goRandomProperty, self._mapNode.rtRandomProperty)
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goItemObj:SetActive(true)
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local ctrlItem = self:BindCtrlByNode(goItemObj, "Game.UI.TemplateEx.TemplateRandomPropertyCtrl")
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ctrlItem:SetProperty(v.Tag, v.AttrId, v.Value)
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table.insert(self.tbAni, goItemObj.transform:GetComponent("Animator"))
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end
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table.insert(self.tbAni, self._mapNode.ani2)
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self._mapNode.goProperty[2]:SetProperty(nAffixId, nCharId, false, nUpgradeCount)
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table.insert(self.tbAni, self._mapNode.ani3)
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end
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function EquipmentSucBarCtrl:Awake()
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end
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