fix bug
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@ -228,6 +228,7 @@ BattleConst.SPINE_ANIMATION_NAME = {
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BLOCK = "block",
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FROZEN = "frozen",
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VERTIGO = "vertigo",
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WIN = "win",
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}
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BattleConst.EFFECT_TYPE = {
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@ -259,6 +259,10 @@ function BattleUnitComp:stopRunAction()
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self:playAnimation(SPINE_ANIMATION_NAME.IDLE, true)
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end
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function BattleUnitComp:playWinAction()
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self:playAnimation(SPINE_ANIMATION_NAME.WIN, true)
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end
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function BattleUnitComp:playAnimation(name, loop, forceRefresh)
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if name == self.curHurtName or name == SPINE_ANIMATION_NAME.BLOCK then
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self.isPlayingSubAni = true
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@ -3140,6 +3140,9 @@ function BattleBaseController:battleEnd()
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self.battleEndSid = nil
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end
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self.battleUI:disableUITouch()
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if self.victory then
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self.atkTeam:playWinAction()
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end
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self.battleEndSid = ModuleManager.BattleManager:performWithDelayGlobal(function()
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if self.battleUI then
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self.battleUI:enableUITouch()
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@ -3172,7 +3175,7 @@ function BattleBaseController:battleEnd()
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if self.victory then
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ModuleManager.TaskManager:addTaskProgress(GConst.TaskConst.TASK_TYPE.X_BATTLE_VICTORY)
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end
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end, 1)
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end, 2)
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end
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function BattleBaseController:clear()
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@ -716,6 +716,12 @@ function BattleTeam:stopRunAction()
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end
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end
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function BattleTeam:playWinAction()
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if self.mainUnit then
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self.mainUnit:playWinAction()
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end
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end
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function BattleTeam:recoverHpOnWaveOver(callback)
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if self.mainUnit then
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self.mainUnit:recoverHpOnWaveOver(callback)
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