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@@ -112,7 +112,8 @@ export class WeaponCellScript extends Component {
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this.weaponConfig=GameConfigManager.GetWeaponConfig(this.weaponCell.weaponId);
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//收益
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this.earningsLabel.node.active=true;
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- this.earningsLabel.string=StringUtils.numberUtilsEn(this.weaponConfig.earnings*GameModel.single.earningTime/1000);
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+ let value:number=GameModel.single.earningsInterval/GameModel.single.earningTime;
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+ this.earningsLabel.string=StringUtils.numberUtilsEn(this.weaponConfig.earnings*GameModel.single.earningsInterval/1000*value);
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//等级
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this.labelGroup.active=true;
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if(GameConfigManager.WeaponIsMaxLevel(this.weaponCell.weaponId)){
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@@ -181,13 +182,14 @@ export class WeaponCellScript extends Component {
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return;
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}
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let currentTime:number=director.getCurrentTime();
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- let IntervalTime:number=GameModel.single.earningTime;
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- let IntervalTimeS:number=IntervalTime/1000;
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+ let IntervalTime:number=GameModel.single.earningsInterval;
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+ let IntervalTimeS:number=GameModel.single.earningsInterval/1000;
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+ let value:number=GameModel.single.earningsInterval/GameModel.single.earningTime;
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if(currentTime-this.weaponCell.lastOutputTime>IntervalTime){
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let startPos:Vec3=new Vec3();
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NodeUtils.GetNodePos(this.node,startPos);
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startPos.x+=this.node.width/2;
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- NoticeManager.ShowPromptByPos("金币:+"+StringUtils.numberUtilsEn(this.weaponCell.weaponConfig.earnings* IntervalTimeS),startPos);
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+ NoticeManager.ShowPromptByPos("金币:+"+StringUtils.numberUtilsEn(this.weaponCell.weaponConfig.earnings* IntervalTimeS*value),startPos);
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this.weaponCell.lastOutputTime=currentTime;
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}
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}
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