优化逻辑
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@ -2102,34 +2102,38 @@ function BattleBaseController:fillThisPos(posId, columnCount, gridMap, reverse)
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end
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function BattleBaseController:judgeGridEdgeCanFall(posId, fallPosId, reverse)
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local direction = ModuleManager.BattleManager:getPosDirection(posId, fallPosId)
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local reverseDirection = ModuleManager.BattleManager:getReverseDirection(direction)
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local fallDownPosId
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if reverse then
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--竖向
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local gridEdgeEntity = self.battleData:getGridEdgeEntity(fallPosId, BattleConst.BOARD_RANGE_TYPE.UP)
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if gridEdgeEntity and not gridEdgeEntity:getIsIdle() then
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return
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end
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fallDownPosId = ModuleManager.BattleManager:getPosByDirection(fallPosId, BattleConst.BOARD_RANGE_TYPE.UP)
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if fallDownPosId then
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local gridEdgeEntity = self.battleData:getGridEdgeEntity(fallDownPosId, BattleConst.BOARD_RANGE_TYPE.DOWN)
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if reverseDirection then
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if reverse then
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--竖向
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local gridEdgeEntity = self.battleData:getGridEdgeEntity(fallPosId, BattleConst.BOARD_RANGE_TYPE.UP)
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if gridEdgeEntity and not gridEdgeEntity:getIsIdle() then
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return
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end
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end
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else
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--竖向
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local gridEdgeEntity = self.battleData:getGridEdgeEntity(fallPosId, BattleConst.BOARD_RANGE_TYPE.DOWN)
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if gridEdgeEntity and not gridEdgeEntity:getIsIdle() then
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return
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end
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fallDownPosId = ModuleManager.BattleManager:getPosByDirection(fallPosId, BattleConst.BOARD_RANGE_TYPE.DOWN)
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if fallDownPosId then
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local gridEdgeEntity = self.battleData:getGridEdgeEntity(fallDownPosId, BattleConst.BOARD_RANGE_TYPE.UP)
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fallDownPosId = ModuleManager.BattleManager:getPosByDirection(fallPosId, BattleConst.BOARD_RANGE_TYPE.UP)
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if fallDownPosId then
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local gridEdgeEntity = self.battleData:getGridEdgeEntity(fallDownPosId, BattleConst.BOARD_RANGE_TYPE.DOWN)
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if gridEdgeEntity and not gridEdgeEntity:getIsIdle() then
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return
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end
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end
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else
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--竖向
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local gridEdgeEntity = self.battleData:getGridEdgeEntity(fallPosId, BattleConst.BOARD_RANGE_TYPE.DOWN)
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if gridEdgeEntity and not gridEdgeEntity:getIsIdle() then
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return
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end
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fallDownPosId = ModuleManager.BattleManager:getPosByDirection(fallPosId, BattleConst.BOARD_RANGE_TYPE.DOWN)
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if fallDownPosId then
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local gridEdgeEntity = self.battleData:getGridEdgeEntity(fallDownPosId, BattleConst.BOARD_RANGE_TYPE.UP)
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if gridEdgeEntity and not gridEdgeEntity:getIsIdle() then
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return
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end
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end
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end
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end
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