修改特效,消除影响改为十字形
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@ -449,6 +449,59 @@ BattleConst.GRID_OUT_LINE_POS_ID = {
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[77] = {[76] = true, [66] = true, [67] = true},
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}
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BattleConst.UP_DOWN_LEFT_RIGHT = {
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[11] = {21, 12},
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[12] = {22, 11, 13},
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[13] = {23, 12, 14},
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[14] = {24, 13, 15},
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[15] = {25, 14, 16},
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[16] = {26, 15, 17},
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[17] = {27, 16, },
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[21] = {11, 31, 22},
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[22] = {12, 32, 21, 23},
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[23] = {13, 33, 22, 24},
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[24] = {14, 34, 23, 25},
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[25] = {15, 35, 24, 26},
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[26] = {16, 36, 25, 27},
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[27] = {17, 37, 26, },
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[31] = {21, 41, 32},
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[32] = {22, 42, 31, 33},
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[33] = {23, 43, 32, 34},
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[34] = {24, 44, 33, 35},
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[35] = {25, 45, 34, 36},
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[36] = {26, 46, 35, 37},
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[37] = {27, 47, 36, },
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[41] = {31, 51, 42},
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[42] = {32, 52, 41, 43},
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[43] = {33, 53, 42, 44},
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[44] = {34, 54, 43, 45},
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[45] = {35, 55, 44, 46},
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[46] = {36, 56, 45, 47},
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[47] = {37, 57, 46, },
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[51] = {41, 61, 52},
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[52] = {42, 62, 51, 53},
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[53] = {43, 63, 52, 54},
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[54] = {44, 64, 53, 55},
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[55] = {45, 65, 54, 56},
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[56] = {46, 66, 55, 57},
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[57] = {47, 67, 56, },
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[61] = {51, 71, 62},
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[62] = {52, 72, 61, 63},
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[63] = {53, 73, 62, 64},
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[64] = {54, 74, 63, 65},
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[65] = {55, 75, 64, 66},
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[66] = {56, 76, 65, 67},
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[67] = {57, 77, 66, },
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[71] = {61, 72},
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[72] = {62, 71, 73},
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[73] = {63, 72, 74},
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[74] = {64, 73, 75},
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[75] = {65, 74, 76},
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[76] = {66, 75, 77},
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[77] = {67, 76, },
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}
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---- 上一排填充的顺序
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BattleConst.UP_LINE_FILL_LIST = {
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[11] = {},
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@ -765,8 +765,8 @@ function BattleController:onLinkOver()
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end
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boomGridIds[info.posId] = true
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local outline = BattleConst.GRID_OUT_LINE_POS_ID[info.posId]
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for aroundPosId, _ in pairs(outline) do
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local outline = BattleConst.UP_DOWN_LEFT_RIGHT[info.posId]
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for _, aroundPosId in ipairs(outline) do
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boomGridIds[aroundPosId] = true
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end
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@ -53,6 +53,7 @@ function BattleUI:_display()
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self:initFxNode()
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self:hideGenerateSkillGridCells()
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self:initTutorialNode()
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self:initUISfxs()
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end
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function BattleUI:_addListeners()
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@ -1185,6 +1186,30 @@ function BattleUI:initTutorialNode()
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self:showTutorialFinger()
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end
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function BattleUI:initUISfxs()
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if self.root.gridBreakSfxObjs then
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for gridType, map in pairs(self.root.gridBreakSfxObjs) do
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for index, info in pairs(map) do
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if info.obj then
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info.obj:setActive(true)
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info.obj:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_EFFECT_HELPER):SetSortingOrder(self:getUIOrder(), GConst.UI_EFFECT_ORDER.LEVEL1)
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info.obj:setActive(false)
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end
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end
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end
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end
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if self.root.lineSfxObjs then
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for index, info in pairs(self.root.lineSfxObjs) do
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if info.obj then
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info.obj:setActive(true)
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info.obj:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_EFFECT_HELPER):SetSortingOrder(self:getUIOrder(), 11)
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info.obj:setActive(false)
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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 BattleUI:showTutorialFinger(posIdList)
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if self.showTutorialFingerSeq then
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self.showTutorialFingerSeq:Kill()
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@ -161,6 +161,7 @@ function GridCell:setOrder(uiOder)
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for elementType, name in pairs(GConst.BattleConst.OUTLINE_SFX) do
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local obj = uiMap["grid_cell.touch_node.ani_node.effect_node." .. name]
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obj:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_EFFECT_HELPER):SetSortingOrder(uiOder, GConst.UI_EFFECT_ORDER.LEVEL1)
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obj:setActive(false)
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end
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end
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