战斗节奏调整
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@ -298,9 +298,7 @@ function BattleController:enterNextWave()
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self.battleUI:refreshWave(self.waveIndex)
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end
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if self.waveIndex == 1 then -- 第一波
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self.isBossWave = self.defTeam:getMainUnit().unitEntity:getIsBoss()
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self:generateBoard()
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return
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self:generateBoard(true)
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end
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self.defTeam:prepare()
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@ -880,7 +878,7 @@ function BattleController:exeInstructions(callback)
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end
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end
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function BattleController:generateBoard()
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function BattleController:generateBoard(isFirst)
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local boardList, _ = self:getInitBoard()
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if self.curBoardIndex and self.curBoardIndex >= #boardList then
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return
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@ -896,8 +894,8 @@ function BattleController:generateBoard()
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self.battleData:refreshBoard(board)
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self.battleUI:initGridCell()
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end, function()
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self:enterRoundBegin()
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end)
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-- self:enterRoundBegin()
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end, isFirst)
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end
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function BattleController:putBoardCacheSkill(callback)
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@ -26,6 +26,7 @@ end
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function BattleSkillSelectUI:_display()
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local uiMap = self.root:genAllChildren()
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uiMap["battle_skill_select_ui.skill_node.ad_btn.tx"]:setText(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_3))
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uiMap["battle_skill_select_ui.bg_1"]:setVisible(true)
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self:refreshRogueSkill()
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end
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@ -43,11 +44,14 @@ function BattleSkillSelectUI:_addListeners()
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end)
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self.canvasGroup = uiMap["battle_skill_select_ui.skill_node"]:getComponent(GConst.TYPEOF_UNITY_CLASS.CANVAS_GROUP)
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self.bg = uiMap["battle_skill_select_ui.bg_1"]
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uiMap["battle_skill_select_ui.look_btn"]:addTouchListener(function(eventType, x, y)
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if eventType == GConst.TOUCH_EVENT.DOWN or eventType == GConst.TOUCH_EVENT.DRAG then
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self.canvasGroup.alpha = 0.3
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self.bg:setVisible(false)
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else
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self.canvasGroup.alpha = 1
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self.bg:setVisible(true)
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end
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end)
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end
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@ -309,12 +309,23 @@ function BattleUI:onInitGridCellOver()
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end
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end
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function BattleUI:switchBoard(downCallback, callback)
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function BattleUI:switchBoard(downCallback, callback, isFirst)
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if self.switchBoardSeq then
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self.switchBoardSeq:Kill()
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self.switchBoardSeq = nil
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end
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if isFirst then
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if downCallback then
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downCallback()
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end
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if callback then
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callback()
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end
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self.boardNode:setAnchoredPositionY(BOARD_POS_UP.y)
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return
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end
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self.switchBoardSeq = self.root:createBindTweenSequence()
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self.switchBoardSeq:Append(self.boardNode:getTransform():DOAnchorPos(BOARD_POS_DOWN, 0.5))
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self.switchBoardSeq:AppendCallback(function()
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