调整一下填充和格子效果的逻辑顺序

This commit is contained in:
xiekaidong 2023-08-28 14:50:14 +08:00
parent 6409d60ae2
commit a24e64ba74

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@ -968,7 +968,6 @@ function BattleBaseController:enterRoundBegin()
self.needWaitingBoardOver = nil self.needWaitingBoardOver = nil
self.waveRoundCount[self.waveIndex] = (self.waveRoundCount[self.waveIndex] or 0) + 1 self.waveRoundCount[self.waveIndex] = (self.waveRoundCount[self.waveIndex] or 0) + 1
self.battleUI:enterShowBoardAni(function() self.battleUI:enterShowBoardAni(function()
self:takeGridEffect()
self:enterEliminationBegin() self:enterEliminationBegin()
end) end)
table.clear(self.lastRoundBreakedGridType) table.clear(self.lastRoundBreakedGridType)
@ -1015,7 +1014,9 @@ end
function BattleBaseController:enterEliminationBegin() function BattleBaseController:enterEliminationBegin()
self.roundStep = BattleConst.BATTLE_ROUND_STEP.ON_BEGIN self.roundStep = BattleConst.BATTLE_ROUND_STEP.ON_BEGIN
self:enterRefreshBoard(true) self:enterRefreshBoard(true, function()
self:takeGridEffect()
end)
end end
function BattleBaseController:enterElimination(needDelay) function BattleBaseController:enterElimination(needDelay)