填充bug修复
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@ -264,10 +264,11 @@ BattleConst.GRID_TYPE_ICON = {
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[BattleConst.GRID_TYPE.ICE] = "ice",
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}
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---- 周围格子消除一次后会变成什么格子
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---- 周围格子或自己消除一次后会变成什么格子
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BattleConst.AROUND_ELIMINATION_TO_TYPE_COUNT = {
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[BattleConst.GRID_TYPE.SNOW_BOX] = {BattleConst.GRID_TYPE.EMPTY},
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[BattleConst.GRID_TYPE.SOLID_SNOW] = {BattleConst.GRID_TYPE.SNOW_BOX},
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[BattleConst.GRID_TYPE.VINES] = {BattleConst.GRID_TYPE.EMPTY},
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[BattleConst.GRID_TYPE.ICE] = {BattleConst.GRID_TYPE.EMPTY},
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}
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@ -288,6 +289,7 @@ BattleConst.CANT_LINK_GRID_TYPE = {
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---- 元素类型
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BattleConst.ELEMENT_TYPE = {
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NONE = 0,
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RED = 1,
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YELLOW = 2,
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GREEN = 3,
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@ -1039,13 +1039,18 @@ function BattleUnitComp:playDead(callback)
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self.deadOverCallback = callback
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if self:getIsClear() then
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self.deadOverCallback = nil
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return callback()
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if callback then
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callback()
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end
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return
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end
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if self.currState ~= UNIT_STATE.DEAD and not self:changeState(UNIT_STATE.DEAD) then
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self.deadOverCallback = nil
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if callback then
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callback()
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end
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end
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end
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function BattleUnitComp:playEnterBattlefield(isBoss, callback)
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self.finishEnterBattlefieldCallback = callback
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@ -604,6 +604,7 @@ function BattleController:onLinkOver()
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linkElementType = elementType
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lineCount = lineCount + 1
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end
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boomGridIds[info.posId] = true
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local outline = BattleConst.GRID_OUT_LINE_POS_ID[info.posId]
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for aroundPosId, _ in pairs(outline) do
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@ -624,10 +625,13 @@ function BattleController:onLinkOver()
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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})
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end
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if not entity:getSkillId() then
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local elementType = entity:getElementType()
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elementTypeMap[elementType] = (elementTypeMap[elementType] or 0) + 1
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end
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end
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if not entity:getSkillId() then
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local elementType = entity:getElementType()
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if not influenceElementType then
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influenceElementType = {}
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end
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@ -640,13 +644,13 @@ function BattleController:onLinkOver()
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end
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for posId, status in pairs(boomGridIds) do
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if not eliminationPosIds[posId] then
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local entity = self.battleData:getGridEntity(posId)
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if entity then
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local elementTypeInvalid = entity:isElmentTypeInvalid()
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entity:addAroundEliminationCount()
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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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table.insert(sequence, {posId = posId, noAni = elementTypeInvalid})
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if not entity:getSkillId() and not elementTypeInvalid then
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local elementType = entity:getElementType()
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@ -670,7 +674,6 @@ end
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function BattleController:fillBoard()
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local pathMap = {}
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local columnCount = {}
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local gridMap = {}
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for c = 1, BattleConst.COLUMN_COUNT do
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for r = BattleConst.ROW_COUNT, 1, -1 do
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@ -1105,7 +1108,6 @@ function BattleController:fillThisPos(posId, columnCount, gridMap)
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if not fallEntity then -- 异常情况,理论上不可能不存在
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return
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end
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if fallEntity then
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if not fallEntity:isCantFallType() then
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if fallEntity:getIsIdle() then
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self:fillThisPos(fallPosId, columnCount, gridMap)
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@ -1128,7 +1130,6 @@ function BattleController:fillThisPos(posId, columnCount, gridMap)
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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:getRandomGridInfo()
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local list, fixedRandomGrid = self:getInitBoard()
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@ -59,13 +59,16 @@ function BattleUI:initSkill()
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local uiMap = self.root:genAllChildren()
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for name, elementType in pairs(GConst.BattleConst.ELEMENT_TYPE) do
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self.skillNodeCells[elementType] = CellManager:addCellComp(uiMap["battle_ui.bg_2.skill_node_cell_" .. elementType], SKILL_NODE_CELL)
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local obj = uiMap["battle_ui.bg_2.skill_node_cell_" .. elementType]
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if obj then
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self.skillNodeCells[elementType] = CellManager:addCellComp(obj, SKILL_NODE_CELL)
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local skillEntity = DataManager.BattleData:getSkillEntities()[elementType]
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if skillEntity then
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self.skillNodeCells[elementType]:refresh(skillEntity)
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end
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self.skillNodeCells[elementType]:getBaseObject():setActive(skillEntity ~= nil)
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end
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end
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uiMap["battle_ui.bg_2.skill_node"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_HORIZONTAL_OR_VERTICAL_LAYOUT):RefreshLayout()
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end
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@ -467,12 +470,15 @@ function BattleUI:hideGenerateSkillGridCells()
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local uiMap = self.root:genAllChildren()
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self.generateSkillGridEntities = {}
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for name, elementType in pairs(GConst.BattleConst.ELEMENT_TYPE) do
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local cell = CellManager:addCellComp(uiMap["battle_ui.bg_2.board_node.ani_node.grid_cell_" .. elementType], GRID_CELL)
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local obj = uiMap["battle_ui.bg_2.board_node.ani_node.grid_cell_" .. elementType]
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if obj then
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local cell = CellManager:addCellComp(obj, GRID_CELL)
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local entity = DataManager.BattleData:getNewGridEntity()
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entity:setCell(cell)
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self.generateSkillGridEntities[elementType] = entity
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end
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end
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end
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for _, entity in pairs(self.generateSkillGridEntities) do
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if entity:getCell() then
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@ -5,12 +5,15 @@ function BattleGridEntity:ctor(data)
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self:clear()
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self.posId = data.posId or 0
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self.gridType = data.gridType or BattleConst.GRID_TYPE.EMPTY
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self.elementType = data.elementType or BattleConst.ELEMENT_TYPE.RED
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self.elementType = data.elementType or BattleConst.ELEMENT_TYPE.NONE
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self.aroundEliminationCount = data.aroundEliminationCount or 0 -- 周围消除次数
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self.skillId = data.skillId
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self.linkSkillCount = data.linkSkillCount or 0 -- 任意链接技能激活次数
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self.isIdle = false
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self.data.isDirty = false
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if self.gridType == BattleConst.GRID_TYPE.EMPTY and self.elementType == BattleConst.ELEMENT_TYPE.NONE then
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self.isIdle = true
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end
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end
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function BattleGridEntity:clear()
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@ -71,7 +74,7 @@ function BattleGridEntity:getElementType(skillEntity)
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end
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function BattleGridEntity:isCantFallType()
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return BattleConst.CANT_FALL_GRID_TYPE[self.gridType] or false
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return not self:isEmptyType()
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end
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function BattleGridEntity:isObstacleType()
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