调整一下填充和格子效果的逻辑顺序
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@ -968,7 +968,6 @@ function BattleBaseController:enterRoundBegin()
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self.needWaitingBoardOver = nil
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self.needWaitingBoardOver = nil
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self.waveRoundCount[self.waveIndex] = (self.waveRoundCount[self.waveIndex] or 0) + 1
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self.waveRoundCount[self.waveIndex] = (self.waveRoundCount[self.waveIndex] or 0) + 1
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self.battleUI:enterShowBoardAni(function()
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self.battleUI:enterShowBoardAni(function()
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self:takeGridEffect()
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self:enterEliminationBegin()
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self:enterEliminationBegin()
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end)
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end)
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table.clear(self.lastRoundBreakedGridType)
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table.clear(self.lastRoundBreakedGridType)
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@ -1015,7 +1014,9 @@ end
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function BattleBaseController:enterEliminationBegin()
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function BattleBaseController:enterEliminationBegin()
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self.roundStep = BattleConst.BATTLE_ROUND_STEP.ON_BEGIN
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self.roundStep = BattleConst.BATTLE_ROUND_STEP.ON_BEGIN
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self:enterRefreshBoard(true)
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self:enterRefreshBoard(true, function()
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self:takeGridEffect()
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end)
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end
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end
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function BattleBaseController:enterElimination(needDelay)
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function BattleBaseController:enterElimination(needDelay)
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