显示问题修复
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@ -1436,7 +1436,7 @@ function BattleBaseController:onFillBoardOver(isRoundBeginCheck)
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end)
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else
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self:generateSkill(function()
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self.battleUI:refreshSkill()
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self.battleUI:refreshSkill(nil, nil, self:getCurActionSide())
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if self.onFillBoardOverCallback then
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local callback = self.onFillBoardOverCallback
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self.onFillBoardOverCallback = nil
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@ -2059,7 +2059,7 @@ function BattleBaseController:onSelectSkill(skillId, value, pos, side)
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self.battleUI:gotOneSkillAni(skillId, elementType, function()
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self:selectSKillNextToStep()
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self.battleUI:refreshBoard()
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self.battleUI:refreshSkill()
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self.battleUI:refreshSkill(nil, nil, self:getCurActionSide())
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end, pos)
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return
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end
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@ -435,9 +435,10 @@ local function _takeAddSkillEnergy(atkUnitComp, skillEntity, battleController)
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elementType = boardSkills[math.random(1, count)]
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end
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local side = battleController:getCurActionSide()
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elementTypeMap = {[elementType] = addEnergy}
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battleController:addSkillEnergy(elementTypeMap)
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battleController.battleUI:refreshSkill()
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battleController:addSkillEnergy(elementTypeMap, side)
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battleController.battleUI:refreshSkill(nil, nil, side)
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end
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local function _takeChangeElementType(atkUnitComp, skillEntity, battleController)
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@ -1519,7 +1519,7 @@ function BattleBaseUI:generateSkillAni(map, callback, side)
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local entity = self.generateSkillGridEntities[elementType]
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if entity and entity:getCell() then
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count = count + 1
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entity:setSkilId(info.skillId)
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entity:setSkilId(info.skillId, false, side)
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local cell = entity:getCell()
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cell:refresh(entity)
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self.generateSkillAniSeq:AppendCallback(function()
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@ -1853,7 +1853,7 @@ function BattleBaseUI:doCacheAni(skillInfo, callback)
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for index, info in ipairs(skillInfo) do
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local entity = self.root.skillAniGridEntities[index]
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if entity then
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entity:setSkilId(info.skillId)
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entity:setSkilId(info.skillId, false, self.battleController:getCurActionSide())
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local pos = self:getPosInfo(info.posId)
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local cell = entity:getCell()
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if cell then
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@ -1928,7 +1928,7 @@ function BattleBaseUI:doCachePopAni(skillInfo, callback)
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for index, info in ipairs(skillInfo) do
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local entity = self.root.skillAniGridEntities[index]
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if entity then
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entity:setSkilId(info.skillId)
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entity:setSkilId(info.skillId, false, self.battleController:getCurActionSide())
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local cell = entity:getCell()
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if cell then
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cell:refresh(entity)
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@ -91,6 +91,7 @@ function GridCell:refresh(gridEntity, curElement, skillPosId)
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end
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end
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if skillEntity then
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local ignoreElementType = skillEntity:getIgnoreElementType()
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local skillBg
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if ignoreElementType and not self.lastShowHlElementType then
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@ -103,6 +104,7 @@ function GridCell:refresh(gridEntity, curElement, skillPosId)
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self.lastSkillBg = skillBg
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downBg:setSprite(GConst.ATLAS_PATH.BATTLE, self.lastSkillBg)
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end
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end
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else
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skillIcon:setVisible(false)
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end
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