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@ -16,6 +16,8 @@ BattleConst.SIDE_DEF = 2
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BattleConst.SKILL_TYPE_ACTIVE = 1
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BattleConst.SKILL_SELECT_COUNT = 3
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BattleConst.DEFAULT_FACTOR = 10000
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BattleConst.INIT_POS_X = 200
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BattleConst.UNIT_BODY_WIDTH = 100
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-- 为方便存储,这里使用字符串
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BattleConst.BATTLE_TYPE = {
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@ -35,6 +37,10 @@ BattleConst.UNIT_STATE = {
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DEAD = 4, -- 死亡
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}
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BattleConst.SPINE_ANIMATION_NAME = {
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IDLE = "idle",
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}
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---- 格子类型
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BattleConst.GRID_TYPE = {
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EMPTY = 0,
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@ -14,8 +14,4 @@ function BattleHeroComp:initBase()
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self.currState = UNIT_STATE.INIT
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end
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function BattleHeroComp:initPosition()
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self.baseObject:setLocalPosition(0, 0, 0)
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end
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return BattleHeroComp
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@ -3,12 +3,22 @@ local BattleConst = require "app/module/battle/battle_const"
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local BattleUnitComp = class("BattleUnitComp", LuaComponent)
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local UNIT_STATE = BattleConst.UNIT_STATE
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local SIDE_ATK = BattleConst.SIDE_ATK
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local SPINE_ANIMATION_NAME = BattleConst.SPINE_ANIMATION_NAME
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function BattleUnitComp:ctor()
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end
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function BattleUnitComp:initPosition()
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self.baseObject:setLocalPosition(0, 0, 0)
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if self.unitEntity:getSide() == SIDE_ATK then
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self.baseObject:setLocalPosition(-BattleConst.INIT_POS_X, 0, 0)
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else
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self.baseObject:setLocalPosition(BattleConst.INIT_POS_X, 0, 0)
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end
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end
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function BattleUnitComp:playBorn()
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self:playAnimation(SPINE_ANIMATION_NAME.IDLE, true, false)
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end
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function BattleUnitComp:_initBase()
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@ -23,6 +33,20 @@ function BattleUnitComp:initWithEntity(modelId, entity, battleController, target
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self.target = target
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self:_initBase()
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self:initPosition()
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self:playBorn()
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end
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function BattleUnitComp:hideOutsideScreen()
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if self.unitEntity:getSide() == SIDE_ATK then
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self.baseObject:setLocalPosition(-GConst.UI_SCREEN_WIDTH/2 - BattleConst.UNIT_BODY_WIDTH, 0, 0)
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else
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self.baseObject:setLocalPosition(GConst.UI_SCREEN_WIDTH/2 + BattleConst.UNIT_BODY_WIDTH, 0, 0)
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end
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end
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function BattleUnitComp:playAnimation(name, loop, forceRefresh)
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self.currAnimationName = name
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self.baseObject:playAnimation(name, loop, forceRefresh)
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end
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function BattleUnitComp:tick(dt)
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@ -133,6 +133,9 @@ function BattleController:initAllUnits(callback)
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local heroComp = spineObject:addLuaComponent(BattleConst.TYPEOF_LUA_COMP.BATTLE_HERO_COMPONENT)
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heroComp:initWithEntity(modelId, v, self)
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self.atkUnits[v:getMatchType()] = heroComp
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if not v:getIsMainUnit() then
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heroComp:hideOutsideScreen()
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end
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onloadFinished()
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end)
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end
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@ -28,6 +28,7 @@ function BattleTeamEntity:init(side, data)
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self.members[unitData.matchType] = unit
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self.membersCount = self.membersCount + 1
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if self.mainHero == nil then
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unit:setIsMainUnit(true)
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self.mainHero = unit
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end
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end
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@ -43,4 +43,16 @@ function BattleUnitEntity:getMatchType()
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return self.unitData.matchType
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end
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function BattleUnitEntity:getSide()
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return self.side
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end
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function BattleUnitEntity:setIsMainUnit(isMainUnit)
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self.isMainUnit = isMainUnit
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end
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function BattleUnitEntity:getIsMainUnit()
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return self.isMainUnit
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end
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return BattleUnitEntity
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