Update GameOverUINew.js
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@ -231,8 +231,8 @@ cc.Class({
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if(v.hero_stats){
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this.heroName.string = v.hero_stats.hero_name;
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this.hero_reward.string = v.hero_stats.reward_ceg;
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this.hero_bar.progress = (v.hero_stats.today_get_ceg + v.hero_stats.reward_ceg) / v.hero_stats.ceg_uplimit;
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this.hero_remain.string = v.hero_stats.ceg_uplimit - (v.hero_stats.today_get_ceg + v.hero_stats.reward_ceg)
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this.hero_bar.progress = (v.hero_stats.today_get_ceg) / v.hero_stats.ceg_uplimit;
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this.hero_remain.string = v.hero_stats.ceg_uplimit - (v.hero_stats.today_get_ceg)
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total+=parseInt(v.hero_stats.reward_ceg);
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}
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// weapons
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@ -245,8 +245,8 @@ cc.Class({
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this.gun1_remain.node.active = true;
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this.gunt1Name.string = v.weapons_stats[0].weapon_name;
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this.gun1_reward.string = v.weapons_stats[0].reward_ceg;
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this.gun1_bar.progress = (v.weapons_stats[0].today_get_ceg + v.weapons_stats[0].reward_ceg) / v.weapons_stats[0].ceg_uplimit;
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this.gun1_remain.string = v.weapons_stats[0].ceg_uplimit - (v.weapons_stats[0].today_get_ceg + v.weapons_stats[0].reward_ceg)
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this.gun1_bar.progress = (v.weapons_stats[0].today_get_ceg) / v.weapons_stats[0].ceg_uplimit;
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this.gun1_remain.string = v.weapons_stats[0].ceg_uplimit - (v.weapons_stats[0].today_get_ceg)
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total+=parseInt(v.weapons_stats[0].reward_ceg);
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}
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if(v.weapons_stats[1]){
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@ -257,8 +257,8 @@ cc.Class({
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this.gun2_remain.node.active = true;
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this.gunt2Name.string = v.weapons_stats[1].weapon_name;
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this.gun2_reward.string = v.weapons_stats[1].reward_ceg;
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this.gun2_bar.progress = (v.weapons_stats[1].today_get_ceg + v.weapons_stats[1].reward_ceg) / v.weapons_stats[1].ceg_uplimit;
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this.gun2_remain.string = v.weapons_stats[1].ceg_uplimit - (v.weapons_stats[1].today_get_ceg + v.weapons_stats[1].reward_ceg);
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this.gun2_bar.progress = (v.weapons_stats[1].today_get_ceg ) / v.weapons_stats[1].ceg_uplimit;
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this.gun2_remain.string = v.weapons_stats[1].ceg_uplimit - (v.weapons_stats[1].today_get_ceg);
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total+=parseInt(v.weapons_stats[1].reward_ceg);
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}
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}
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