Merge branch 'dev' of git.juzugame.com:b6-client/b6-lua into dev
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commit
95a07316d8
@ -276,8 +276,8 @@ BattleConst.GRID_TYPE = {
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}
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}
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BattleConst.GRID_TYPE_ICON = {
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BattleConst.GRID_TYPE_ICON = {
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[BattleConst.GRID_TYPE.SNOW_BOX] = "stone_1",
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[BattleConst.GRID_TYPE.SNOW_BOX] = "stone_2",
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[BattleConst.GRID_TYPE.SOLID_SNOW] = "stone_2",
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[BattleConst.GRID_TYPE.SOLID_SNOW] = "stone_1",
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[BattleConst.GRID_TYPE.VINES] = "vine",
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[BattleConst.GRID_TYPE.VINES] = "vine",
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[BattleConst.GRID_TYPE.ICE] = "ice",
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[BattleConst.GRID_TYPE.ICE] = "ice",
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}
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}
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@ -1866,10 +1866,17 @@ function BattleController:_tick(dt)
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end
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end
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function BattleController:battleEnd()
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function BattleController:battleEnd()
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if self.battleUI then
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if self.battleEndSid then
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self.battleUI:enableUITouch()
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ModuleManager.BattleManager:unscheduleGlobal(self.battleEndSid)
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self.battleEndSid = nil
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end
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end
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self:controllBattleEnd()
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self.battleUI:disableUITouch()
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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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end
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self:controllBattleEnd()
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end, 1)
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end
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end
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function BattleController:clear()
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function BattleController:clear()
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@ -314,6 +314,7 @@ function BattleData:setGridInfo(posId, gridInfo)
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end
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end
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entity:setSkilId() -- 清除skillId
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entity:setSkilId() -- 清除skillId
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entity:determineIdleStatus()
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end
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end
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function BattleData:getSkillEntities()
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function BattleData:getSkillEntities()
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@ -11,9 +11,7 @@ function BattleGridEntity:ctor(data)
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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.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.isIdle = false
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self.data.isDirty = 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:determineIdleStatus()
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self.isIdle = true
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end
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end
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end
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function BattleGridEntity:clear()
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function BattleGridEntity:clear()
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@ -228,4 +226,10 @@ function BattleGridEntity:getLinkSkillCount()
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return self.linkSkillCount
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return self.linkSkillCount
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end
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end
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function BattleGridEntity:determineIdleStatus()
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if not self.isIdle and 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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return BattleGridEntity
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return BattleGridEntity
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