表现处理
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@ -237,11 +237,11 @@ function BattleUnitComp:getAnimationKeyFrameTime(animationName)
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end
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end
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function BattleUnitComp:getIsCentralizedAttack()
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function BattleUnitComp:getIsCentralizedAttack()
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return self.centralizedAttack
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return self.team:getCentralizedAttack()
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end
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end
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function BattleUnitComp:beforeAttack()
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function BattleUnitComp:beforeAttack()
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self.centralizedAttack = true
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self.team:setCentralizedAttack(true)
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self.battleController:setIsPauseHpProgress(true)
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self.battleController:setIsPauseHpProgress(true)
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self:checkPassiveEvent(PASSIVE_EVENT.ON_UNI_ATTACK_START, self)
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self:checkPassiveEvent(PASSIVE_EVENT.ON_UNI_ATTACK_START, self)
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end
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end
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@ -290,21 +290,21 @@ function BattleUnitComp:useSkill(index, count, callback)
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self.actionOverCallback = nil
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self.actionOverCallback = nil
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self.activeSkillIndex = nil
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self.activeSkillIndex = nil
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self.battleController:setIsPauseHpProgress(false)
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self.battleController:setIsPauseHpProgress(false)
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self.centralizedAttack = false
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self.team:setCentralizedAttack(false)
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callback()
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callback()
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return
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return
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end
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end
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if not self:changeState(UNIT_STATE.NORMAL_ATTACK) then
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if not self:changeState(UNIT_STATE.NORMAL_ATTACK) then
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self.actionOverCallback = nil
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self.actionOverCallback = nil
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self.battleController:setIsPauseHpProgress(false)
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self.battleController:setIsPauseHpProgress(false)
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self.centralizedAttack = false
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self.team:setCentralizedAttack(false)
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callback()
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callback()
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end
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end
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else
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else
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if not self:changeState(UNIT_STATE.SKILL_ATTACK) then
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if not self:changeState(UNIT_STATE.SKILL_ATTACK) then
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self.actionOverCallback = nil
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self.actionOverCallback = nil
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self.battleController:setIsPauseHpProgress(false)
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self.battleController:setIsPauseHpProgress(false)
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self.centralizedAttack = false
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self.team:setCentralizedAttack(false)
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callback()
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callback()
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end
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end
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end
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end
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@ -327,21 +327,21 @@ function BattleUnitComp:useAllSkills(callback)
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if self.normalSkillCount <= 0 then
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if self.normalSkillCount <= 0 then
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self.actionOverCallback = nil
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self.actionOverCallback = nil
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self.battleController:setIsPauseHpProgress(false)
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self.battleController:setIsPauseHpProgress(false)
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self.centralizedAttack = false
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self.team:setCentralizedAttack(false)
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callback()
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callback()
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return
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return
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end
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end
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if not self:changeState(UNIT_STATE.NORMAL_ATTACK) then
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if not self:changeState(UNIT_STATE.NORMAL_ATTACK) then
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self.actionOverCallback = nil
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self.actionOverCallback = nil
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self.battleController:setIsPauseHpProgress(false)
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self.battleController:setIsPauseHpProgress(false)
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self.centralizedAttack = false
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self.team:setCentralizedAttack(false)
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callback()
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callback()
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end
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end
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else
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else
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if not self:changeState(UNIT_STATE.SKILL_ATTACK) then
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if not self:changeState(UNIT_STATE.SKILL_ATTACK) then
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self.actionOverCallback = nil
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self.actionOverCallback = nil
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self.battleController:setIsPauseHpProgress(false)
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self.battleController:setIsPauseHpProgress(false)
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self.centralizedAttack = false
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self.team:setCentralizedAttack(false)
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callback()
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callback()
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end
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end
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end
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end
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@ -353,7 +353,7 @@ function BattleUnitComp:useNormalSkill(count, callback)
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if not self:changeState(UNIT_STATE.NORMAL_ATTACK) then
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if not self:changeState(UNIT_STATE.NORMAL_ATTACK) then
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self.actionOverCallback = nil
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self.actionOverCallback = nil
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self.battleController:setIsPauseHpProgress(false)
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self.battleController:setIsPauseHpProgress(false)
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self.centralizedAttack = false
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self.team:setCentralizedAttack(false)
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callback()
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callback()
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end
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end
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end
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end
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@ -723,7 +723,7 @@ function BattleUnitComp:updateSkillAttack(dt)
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self.currAttackKeyTime = 0
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self.currAttackKeyTime = 0
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if self.normalSkillCount > 0 then
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if self.normalSkillCount > 0 then
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if self.normalSkillCount == 1 and self.currActiveSkill == nil then -- 最后一次攻击
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if self.normalSkillCount == 1 and self.currActiveSkill == nil then -- 最后一次攻击
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self.centralizedAttack = false
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self.team:setCentralizedAttack(false)
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end
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end
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local skill = self.unitEntity:getNormalSkill()
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local skill = self.unitEntity:getNormalSkill()
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self:onSkillTakeEffect(skill)
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self:onSkillTakeEffect(skill)
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@ -733,7 +733,7 @@ function BattleUnitComp:updateSkillAttack(dt)
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else
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else
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local isHaveNextAttack = self:getIsHaveNextAvailableActiveSkill()
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local isHaveNextAttack = self:getIsHaveNextAvailableActiveSkill()
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if not isHaveNextAttack then
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if not isHaveNextAttack then
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self.centralizedAttack = false
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self.team:setCentralizedAttack(false)
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end
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end
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self:onSkillTakeEffect(self.currActiveSkill)
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self:onSkillTakeEffect(self.currActiveSkill)
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if not isHaveNextAttack then
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if not isHaveNextAttack then
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@ -897,7 +897,7 @@ function BattleUnitComp:updateNormalAttack(dt)
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if self.currAttackKeyTime > 0 and self.attackTime >= self.currAttackKeyTime then -- 到达关键后使用
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if self.currAttackKeyTime > 0 and self.attackTime >= self.currAttackKeyTime then -- 到达关键后使用
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self.currAttackKeyTime = 0
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self.currAttackKeyTime = 0
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if self.normalSkillCount == 1 then -- 如果是最后一次攻击,那么敌人受到这次攻击可以开始嗝屁了
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if self.normalSkillCount == 1 then -- 如果是最后一次攻击,那么敌人受到这次攻击可以开始嗝屁了
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self.centralizedAttack = false
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self.team:setCentralizedAttack(false)
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end
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end
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local skill = self.unitEntity:getNormalSkill()
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local skill = self.unitEntity:getNormalSkill()
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self:onSkillTakeEffect(skill)
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self:onSkillTakeEffect(skill)
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@ -93,9 +93,11 @@ function BattleTeam:useAssistingSkill(assistingList, callback)
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if count <= 0 then
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if count <= 0 then
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return callback()
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return callback()
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end
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end
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self:setCentralizedAttack(true)
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local function finish()
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local function finish()
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count = count - 1
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count = count - 1
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if count == 0 then
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if count == 0 then
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self:setCentralizedAttack(false)
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callback()
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callback()
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end
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end
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end
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end
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@ -261,6 +263,15 @@ function BattleTeam:stopRunAction()
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end
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end
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end
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end
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function BattleTeam:getCentralizedAttack()
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return self.centralizedAttack
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end
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function BattleTeam:setCentralizedAttack(centralizedAttack)
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self.centralizedAttack = centralizedAttack
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end
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function BattleTeam:tick(dt)
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function BattleTeam:tick(dt)
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for k, v in ipairs(self.unitList) do
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for k, v in ipairs(self.unitList) do
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v:tick(dt)
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v:tick(dt)
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