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@ -112,6 +112,36 @@ cc.Class({
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total_reward:{
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default:null,
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type:cc.Label
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},
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// limit
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hero_limit:{
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default:null,
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type:cc.Label
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},
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gun1_limit:{
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default:null,
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type:cc.Label
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},
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gun2_limit:{
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default:null,
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type:cc.Label
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},
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hero_bar:{
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default:null,
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type:cc.ProgressBar
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},
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gun1_bar:{
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default:null,
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type:cc.ProgressBar
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},
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gun2_bar:{
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default:null,
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type:cc.ProgressBar
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}
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},
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@ -185,27 +215,32 @@ cc.Class({
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// infos
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// hero
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if(v.hero_stats){
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console.log(`hero reward----${v.hero_stats.reward_ceg}`)
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this.hero_bar.node.active = true;
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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.ceg_uplimit;
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total+=parseInt(v.hero_stats.reward_ceg);
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}
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// weapons
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if(v.weapons_stats){
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if(v.weapons_stats[0]){
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//gun1
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this.gun1_bar.node.active = true
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this.gun1_reward.node.active = true;
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this.gunt1Name.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].ceg_uplimit;
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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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//gun2
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this.gun2_bar.node.active = true
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this.gunt2Name.node.active = true;
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this.gun2_reward.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[0].ceg_uplimit;
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total+=parseInt(v.weapons_stats[1].reward_ceg)
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}
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}
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