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@ -303,7 +303,7 @@ function BattleBaseUI:_initComboNode()
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self.comboAnimator = self.comboNode:getComponent(GConst.TYPEOF_UNITY_CLASS.ANIMATOR)
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self.comboAnimator = self.comboNode:getComponent(GConst.TYPEOF_UNITY_CLASS.ANIMATOR)
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self.comboNodeVisible = false
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self.comboNodeVisible = false
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self.comboNode:setVisible(false)
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self.comboNode:setVisible(false)
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self.comboBg1:setVisible(false)
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-- self.comboBg1:setVisible(false)
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self.comboTxComp1 = self.comboTx1:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT)
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self.comboTxComp1 = self.comboTx1:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT)
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self.comboTxComp2 = self.comboTx2:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT)
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self.comboTxComp2 = self.comboTx2:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT)
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self.comboFx1:setActive(false)
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self.comboFx1:setActive(false)
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@ -961,7 +961,7 @@ function BattleBaseUI:showCombo(count, side)
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self.comboFxVisible3 = false
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self.comboFxVisible3 = false
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self.comboFx3:setActive(false)
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self.comboFx3:setActive(false)
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end
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end
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self.comboBg1:setVisible(false)
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-- self.comboBg1:setVisible(false)
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self.comboTx1:setText(GConst.INT_TO_STRING[count], self.comboTxComp1)
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self.comboTx1:setText(GConst.INT_TO_STRING[count], self.comboTxComp1)
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self.comboTx1:setAnchoredPositionX(0)
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self.comboTx1:setAnchoredPositionX(0)
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self.comboTx2:setText(GConst.EMPTY_STRING, self.comboTxComp2)
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self.comboTx2:setText(GConst.EMPTY_STRING, self.comboTxComp2)
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@ -983,7 +983,7 @@ function BattleBaseUI:showCombo(count, side)
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self.comboFxVisible3 = false
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self.comboFxVisible3 = false
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self.comboFx3:setActive(false)
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self.comboFx3:setActive(false)
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end
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end
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self.comboBg1:setVisible(true)
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-- self.comboBg1:setVisible(true)
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self.comboTx1:setText(GConst.INT_TO_STRING[count], self.comboTxComp1)
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self.comboTx1:setText(GConst.INT_TO_STRING[count], self.comboTxComp1)
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if count == 10 then
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if count == 10 then
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self.comboTx1:setAnchoredPositionX(-26)
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self.comboTx1:setAnchoredPositionX(-26)
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@ -1009,7 +1009,7 @@ function BattleBaseUI:showCombo(count, side)
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self.comboFxVisible3 = true
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self.comboFxVisible3 = true
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self.comboFx3:setActive(true)
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self.comboFx3:setActive(true)
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end
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end
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self.comboBg1:setVisible(true)
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-- self.comboBg1:setVisible(true)
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self.comboTx1:setText(GConst.EMPTY_STRING, self.comboTxComp1)
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self.comboTx1:setText(GConst.EMPTY_STRING, self.comboTxComp1)
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self.comboTx2:setText(GConst.INT_TO_STRING[count], self.comboTxComp2)
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self.comboTx2:setText(GConst.INT_TO_STRING[count], self.comboTxComp2)
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if side == SIDE_ATK then
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if side == SIDE_ATK then
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