bug修复
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@ -301,9 +301,15 @@ BattleConst.AROUND_ELIMINATION_TO_TYPE_COUNT = {
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[BattleConst.GRID_TYPE.ICE] = BattleConst.GRID_TYPE.EMPTY,
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[BattleConst.GRID_TYPE.ICE] = BattleConst.GRID_TYPE.EMPTY,
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}
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}
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BattleConst.ELEMENT_TYPE_INVALID = {
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[BattleConst.GRID_TYPE.SNOW_BOX] = true,
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[BattleConst.GRID_TYPE.SOLID_SNOW] = true,
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}
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BattleConst.AROUND_BOOM_TYPE = {
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BattleConst.AROUND_BOOM_TYPE = {
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ACOUND = 1,
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ACOUND = 1,
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LINE = 2,
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LINE = 2,
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SKILL = 3,
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}
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}
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---- 不可下落的格子类型
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---- 不可下落的格子类型
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@ -832,7 +832,7 @@ function BattleController:onLinkOver()
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influenceElementType[elementType] = true
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influenceElementType[elementType] = true
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end
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end
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else
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else
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boomGridIds[posId] = BattleConst.AROUND_BOOM_TYPE.LINE
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boomGridIds[posId] = BattleConst.AROUND_BOOM_TYPE.SKILL
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end
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end
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end
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end
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end
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end
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@ -842,6 +842,7 @@ function BattleController:onLinkOver()
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local entity = self.battleData:getGridEntity(posId)
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local entity = self.battleData:getGridEntity(posId)
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if entity then
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if entity then
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local gridType = entity:getGridType()
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local gridType = entity:getGridType()
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local elementTypeInvalid = entity:isElmentTypeInvalid()
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if entity:addAroundEliminationCount(boomType) then
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if entity:addAroundEliminationCount(boomType) then
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if BattleConst.GRID_TYPE_BREAK_SFX[gridType] then
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if BattleConst.GRID_TYPE_BREAK_SFX[gridType] then
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if not gridBreakSfxInfo then
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if not gridBreakSfxInfo then
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@ -853,10 +854,9 @@ function BattleController:onLinkOver()
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table.insert(gridBreakSfxInfo[gridType], posId)
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table.insert(gridBreakSfxInfo[gridType], posId)
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end
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end
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local elementTypeInvalid = entity:isElmentTypeInvalid()
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if entity:getIsIdle() then
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if entity:getIsIdle() then
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eliminationPosIds[posId] = true
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if not eliminationPosIds[posId] then
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if not eliminationPosIds[posId] then
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eliminationPosIds[posId] = true
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table.insert(sequence, {posId = posId, noAni = elementTypeInvalid})
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table.insert(sequence, {posId = posId, noAni = elementTypeInvalid})
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if not entity:getSkillId() and not elementTypeInvalid then
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if not entity:getSkillId() and not elementTypeInvalid then
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local elementType = entity:getElementType()
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local elementType = entity:getElementType()
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@ -80,14 +80,14 @@ function BattleGridEntity:isEmptyType()
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end
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end
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function BattleGridEntity:isElmentTypeInvalid()
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function BattleGridEntity:isElmentTypeInvalid()
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return BattleConst.AROUND_ELIMINATION_TO_TYPE_COUNT[self.gridType] ~= nil
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return BattleConst.ELEMENT_TYPE_INVALID[self.gridType] ~= nil
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end
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end
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function BattleGridEntity:addAroundEliminationCount(boomType)
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function BattleGridEntity:addAroundEliminationCount(boomType)
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local nextGridType = BattleConst.AROUND_ELIMINATION_TO_TYPE_COUNT[self.gridType]
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local nextGridType = BattleConst.AROUND_ELIMINATION_TO_TYPE_COUNT[self.gridType]
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if nextGridType then
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if nextGridType then
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local beforeGridtype = self:getGridType()
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local beforeGridtype = self:getGridType()
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if beforeGridtype == BattleConst.GRID_TYPE.VINES and boomType ~= BattleConst.AROUND_BOOM_TYPE.LINE then
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if beforeGridtype == BattleConst.GRID_TYPE.VINES and boomType <= BattleConst.AROUND_BOOM_TYPE.ACOUND then
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return false
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return false
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end
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end
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