bug修复
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5214dd8136
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3f23f976e3
@ -396,6 +396,7 @@ if NOT_PUBLISH then
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map[posId] = entity:getSnapshoptInfo()
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map[posId] = entity:getSnapshoptInfo()
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end
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end
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Logger.logHighlight("——————————战斗棋盘快照如下————————")
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Logger.logHighlight("——————————战斗棋盘快照如下————————")
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Logger.logHighlight("——————————当前转斗回合步骤————————" .. ModuleManager.BattleManager.battleController.roundStep)
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Logger.printTable(map)
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Logger.printTable(map)
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end
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end
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end
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end
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@ -691,7 +691,6 @@ end
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function BattleController:enterRoundBegin()
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function BattleController:enterRoundBegin()
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self.needWaitingBoardOver = nil
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self.needWaitingBoardOver = nil
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self.waveRoundCount[self.waveIndex] = (self.waveRoundCount[self.waveIndex] or 0) + 1
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self.waveRoundCount[self.waveIndex] = (self.waveRoundCount[self.waveIndex] or 0) + 1
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self.roundStep = BattleConst.BATTLE_ROUND_STEP.ON_BEGIN
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self:takeGridEffect()
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self:takeGridEffect()
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self:enterEliminationBegin()
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self:enterEliminationBegin()
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table.clear(self.lastRoundBreakedGridType)
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table.clear(self.lastRoundBreakedGridType)
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@ -73,9 +73,7 @@ local function _takeEliminationGridAndElement(posId, skillEntity, gridEntities,
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cludePosIdsMap[posId] = true
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cludePosIdsMap[posId] = true
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end
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end
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end
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end
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-- for _, entity in ipairs(sequenceEntities) do
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-- cludePosIdsMap[entity:getPosId()] = nil
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-- end
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local posIdInfos = ModuleManager.BattleManager:getAroundPosIdsByList(posId, boardrange, cludePosIdsMap)
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local posIdInfos = ModuleManager.BattleManager:getAroundPosIdsByList(posId, boardrange, cludePosIdsMap)
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cludePosIdsMap = {}
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cludePosIdsMap = {}
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for _, info in ipairs(posIdInfos) do
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for _, info in ipairs(posIdInfos) do
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@ -175,7 +173,7 @@ local function _takeRandomKillRowOrColumn(atkUnitComp, skillEntity, battleContro
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local rowMap = {}
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local rowMap = {}
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local columnMap = {}
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local columnMap = {}
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local rList = {}
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local rList = {}
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local rListCount = 0
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local rListCount = 0
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local cList = {}
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local cList = {}
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local cListCount = 0
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local cListCount = 0
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for posId, entity in pairs(battleData:getGridEnties()) do
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for posId, entity in pairs(battleData:getGridEnties()) do
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@ -231,6 +229,8 @@ local function _takeRandomKillRowOrColumn(atkUnitComp, skillEntity, battleContro
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for index, info in ipairs(infoList) do
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for index, info in ipairs(infoList) do
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for _, posId in ipairs(info.posList) do
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for _, posId in ipairs(info.posList) do
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if not temp_map[posId] then
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if not temp_map[posId] then
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local entity = battleData:getGridEntity(posId)
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entity:setIsIdle(true)
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battleController:addFillWaitingCount()
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battleController:addFillWaitingCount()
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temp_map[posId] = true
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temp_map[posId] = true
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end
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end
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@ -242,7 +242,6 @@ local function _takeRandomKillRowOrColumn(atkUnitComp, skillEntity, battleContro
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battleController.battleUI:showGridEffectSfx(info.centerPos, BattleConst.GRID_KILL_SFX.line, function()
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battleController.battleUI:showGridEffectSfx(info.centerPos, BattleConst.GRID_KILL_SFX.line, function()
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for _, posId in ipairs(info.posList) do
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for _, posId in ipairs(info.posList) do
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local entity = battleData:getGridEntity(posId)
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local entity = battleData:getGridEntity(posId)
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entity:setIsIdle(true)
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if entity:getCell() then
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if entity:getCell() then
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entity:getCell():doScale(0, 1, function()
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entity:getCell():doScale(0, 1, function()
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battleController:reduceFillWaitingCount()
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battleController:reduceFillWaitingCount()
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@ -383,6 +382,8 @@ local function _takeKillRowAndColumn(atkUnitComp, skillEntity, battleController)
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for index, info in ipairs(infoList) do
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for index, info in ipairs(infoList) do
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for _, posId in ipairs(info.posList) do
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for _, posId in ipairs(info.posList) do
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if not temp_map[posId] then
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if not temp_map[posId] then
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local entity = battleData:getGridEntity(posId)
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entity:setIsIdle(true)
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battleController:addFillWaitingCount()
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battleController:addFillWaitingCount()
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temp_map[posId] = true
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temp_map[posId] = true
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end
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end
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@ -394,7 +395,6 @@ local function _takeKillRowAndColumn(atkUnitComp, skillEntity, battleController)
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battleController.battleUI:showGridEffectSfx(info.centerPos, BattleConst.GRID_KILL_SFX.line, function()
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battleController.battleUI:showGridEffectSfx(info.centerPos, BattleConst.GRID_KILL_SFX.line, function()
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for _, posId in ipairs(info.posList) do
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for _, posId in ipairs(info.posList) do
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local entity = battleData:getGridEntity(posId)
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local entity = battleData:getGridEntity(posId)
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entity:setIsIdle(true)
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if entity:getCell() then
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if entity:getCell() then
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entity:getCell():doScale(0, 1, function()
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entity:getCell():doScale(0, 1, function()
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battleController:reduceFillWaitingCount()
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battleController:reduceFillWaitingCount()
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