节奏调整
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@ -392,14 +392,26 @@ function BattleController:enterEliminationBegin()
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-- end
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-- end
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-- end, 2)
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-- end, 2)
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self:enterElimination()
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self:enterElimination(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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end
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end
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function BattleController:enterElimination()
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function BattleController:enterElimination(needDelay)
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if self.showSelectSkillSid then
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ModuleManager.BattleManager:unscheduleGlobal(self.showSelectSkillSid)
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self.showSelectSkillSid = nil
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end
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if self.battleData:useAddlvCount() then
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if self.battleData:useAddlvCount() then
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if needDelay then
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self.showSelectSkillSid = ModuleManager.BattleManager:performWithDelayGlobal(function()
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ModuleManager.BattleManager:showSelectSkillUI(self:getRandomSkillList())
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ModuleManager.BattleManager:showSelectSkillUI(self:getRandomSkillList())
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self.showSelectSkillSid = nil
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end, 1)
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else
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ModuleManager.BattleManager:showSelectSkillUI(self:getRandomSkillList())
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end
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else
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else
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self.roundStep = BattleConst.BATTLE_ROUND_STEP.ON_ELIMINATION
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self.roundStep = BattleConst.BATTLE_ROUND_STEP.ON_ELIMINATION
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end
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end
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@ -796,7 +796,7 @@ function BattleUI:hideGenerateSkillGridCells()
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local uiMap = self.root:genAllChildren()
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local uiMap = self.root:genAllChildren()
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self.generateSkillGridEntities = {}
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self.generateSkillGridEntities = {}
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for name, elementType in pairs(GConst.BattleConst.ELEMENT_TYPE) do
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for name, elementType in pairs(GConst.BattleConst.ELEMENT_TYPE) do
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local obj = uiMap["battle_ui.bg_2.board_node.ani_node.grid_cell_" .. elementType]
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local obj = uiMap["battle_ui.bg_2.ani_node.grid_cell_" .. elementType]
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if obj then
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if obj then
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local cell = CellManager:addCellComp(obj, GRID_CELL)
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local cell = CellManager:addCellComp(obj, GRID_CELL)
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local entity = DataManager.BattleData:getNewGridEntity()
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local entity = DataManager.BattleData:getNewGridEntity()
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