fix bug
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1394f8630d
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@ -660,6 +660,7 @@ BattleConst.SKILL_ELEMENT_BG = {
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}
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}
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BattleConst.SKILL_ELEMENT_BG_2 = {
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BattleConst.SKILL_ELEMENT_BG_2 = {
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universal = "battle_skill_colorful_2",
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skill = "battle_skill_colorful",
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skill = "battle_skill_colorful",
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[BattleConst.ELEMENT_TYPE.RED] = "battle_skill_bg_red_2",
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[BattleConst.ELEMENT_TYPE.RED] = "battle_skill_bg_red_2",
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[BattleConst.ELEMENT_TYPE.YELLOW] = "battle_skill_bg_yellow_2",
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[BattleConst.ELEMENT_TYPE.YELLOW] = "battle_skill_bg_yellow_2",
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@ -169,11 +169,12 @@ function GridCell:showHighLight(show, mainElementType)
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local isUniversal = self.gridEntity:getIsUniversal()
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local isUniversal = self.gridEntity:getIsUniversal()
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if skillId then
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if skillId then
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downBg:setVisible(true)
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downBg:setVisible(true)
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show = true -- 有技能,强制显示特效
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local skillEntity = self:getSkillEntity()
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local skillEntity = self:getSkillEntity()
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local ignoreElementType = skillEntity:getIgnoreElementType()
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local ignoreElementType = skillEntity:getIgnoreElementType()
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local skillBg
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local skillBg
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if ignoreElementType and not mainElementType then
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if show and not mainElementType then
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skillBg = GConst.BattleConst.SKILL_ELEMENT_BG_2.universal
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elseif ignoreElementType and not mainElementType then
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skillBg = GConst.BattleConst.SKILL_ELEMENT_BG_2.skill
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skillBg = GConst.BattleConst.SKILL_ELEMENT_BG_2.skill
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else
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else
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mainElementType = mainElementType or skillEntity:getPosition()
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mainElementType = mainElementType or skillEntity:getPosition()
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@ -183,6 +184,7 @@ function GridCell:showHighLight(show, mainElementType)
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self.lastSkillBg = skillBg
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self.lastSkillBg = skillBg
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downBg:setSprite(GConst.ATLAS_PATH.BATTLE, self.lastSkillBg)
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downBg:setSprite(GConst.ATLAS_PATH.BATTLE, self.lastSkillBg)
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end
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end
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show = true -- 有技能,强制显示特效
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elseif isUniversal then
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elseif isUniversal then
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downBg:setVisible(true)
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downBg:setVisible(true)
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downBg:setSprite(GConst.ATLAS_PATH.BATTLE, "battle_bg_lv")
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downBg:setSprite(GConst.ATLAS_PATH.BATTLE, "battle_bg_lv")
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