diff --git a/lua/app/ui/battle/battle_ui.lua b/lua/app/ui/battle/battle_ui.lua index fab453be..7d6485be 100644 --- a/lua/app/ui/battle/battle_ui.lua +++ b/lua/app/ui/battle/battle_ui.lua @@ -386,12 +386,20 @@ function BattleUI:initComboNode() self.comboNodeVisible = false self.comboNode:setVisible(false) self.comboBg1 = self.uiMap["battle_ui.top_node.combo.bg.bg_1"] - self.comboBg2 = self.uiMap["battle_ui.top_node.combo.bg.bg_2"] - self.comboBg3 = self.uiMap["battle_ui.top_node.combo.bg.bg_3"] + self.comboBg1:setVisible(false) self.comboTx1 = self.uiMap["battle_ui.top_node.combo.number.text.text_1"] self.comboTxComp1 = self.comboTx1:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT) self.comboTx2 = self.uiMap["battle_ui.top_node.combo.number.text.text_2"] self.comboTxComp2 = self.comboTx2:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT) + self.comboFx1 = self.uiMap["battle_ui.top_node.combo.bg.vfx_ui_hit_b01"] + self.comboFx1:setActive(false) + self.comboFxVisible1 = false + self.comboFx2 = self.uiMap["battle_ui.top_node.combo.bg.vfx_ui_hit_b02"] + self.comboFx2:setActive(false) + self.comboFxVisible2 = false + self.comboFx3 = self.uiMap["battle_ui.top_node.combo.bg.vfx_ui_hit_b03"] + self.comboFx3:setActive(false) + self.comboFxVisible3 = false end function BattleUI:hideCombo() @@ -405,6 +413,18 @@ function BattleUI:hideCombo() self.comboSid = self:performWithDelayGlobal(function() self.comboSid = nil self.comboNode:setVisible(false) + if self.comboFxVisible1 then + self.comboFxVisible1 = false + self.comboFx1:setActive(false) + end + if self.comboFxVisible2 then + self.comboFxVisible2 = false + self.comboFx2:setActive(false) + end + if self.comboFxVisible3 then + self.comboFxVisible3 = false + self.comboFx3:setActive(false) + end end, 0.5) end @@ -415,17 +435,37 @@ function BattleUI:showCombo(count) self.comboNodeVisible = true self.comboNode:setVisible(true) if count <= 5 then - self.comboBg1:setVisible(true) - self.comboBg2:setVisible(false) - self.comboBg3:setVisible(false) + if self.comboFxVisible1 then + self.comboFxVisible1 = false + self.comboFx1:setActive(false) + end + if self.comboFxVisible2 then + self.comboFxVisible2 = false + self.comboFx2:setActive(false) + end + if self.comboFxVisible3 then + self.comboFxVisible3 = false + self.comboFx3:setActive(false) + end + self.comboBg1:setVisible(false) self.comboTx1:setText(GConst.INT_TO_STRING[count], self.comboTxComp1) self.comboTx1:setAnchoredPositionX(0) self.comboTx2:setText(GConst.EMPTY_STRING, self.comboTxComp2) self.comboAnimator:Play(GConst.BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_1, -1, 0) elseif count <= 10 then - self.comboBg1:setVisible(false) - self.comboBg2:setVisible(true) - self.comboBg3:setVisible(false) + if self.comboFxVisible1 then + self.comboFxVisible1 = false + self.comboFx1:setActive(false) + end + if self.comboFxVisible2 then + self.comboFxVisible2 = false + self.comboFx2:setActive(false) + end + if not self.comboFxVisible3 then + self.comboFxVisible3 = true + self.comboFx3:setActive(true) + end + self.comboBg1:setVisible(true) self.comboTx1:setText(GConst.INT_TO_STRING[count], self.comboTxComp1) if count == 10 then self.comboTx1:setAnchoredPositionX(-26) @@ -435,9 +475,19 @@ function BattleUI:showCombo(count) self.comboTx2:setText(GConst.EMPTY_STRING, self.comboTxComp2) self.comboAnimator:Play(GConst.BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_2, -1, 0) else - self.comboBg1:setVisible(false) - self.comboBg2:setVisible(false) - self.comboBg3:setVisible(true) + if not self.comboFxVisible1 then + self.comboFxVisible1 = true + self.comboFx1:setActive(true) + end + if not self.comboFxVisible2 then + self.comboFxVisible2 = true + self.comboFx2:setActive(true) + end + if self.comboFxVisible3 then + self.comboFxVisible3 = false + self.comboFx3:setActive(false) + end + self.comboBg1:setVisible(true) self.comboTx1:setText(GConst.EMPTY_STRING, self.comboTxComp1) self.comboTx2:setText(GConst.INT_TO_STRING[count], self.comboTxComp2) self.comboAnimator:Play(GConst.BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_3, -1, 0)