移动速度
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@ -22,7 +22,8 @@ BattleConst.INIT_POS_X = 140 -- 战斗单位初始化的坐标
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BattleConst.UNIT_FRONT_POS_X = 0 -- 战斗单位身前的坐标
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BattleConst.UNIT_FRONT_POS_X = 0 -- 战斗单位身前的坐标
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BattleConst.UNIT_BODY_WIDTH = 200
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BattleConst.UNIT_BODY_WIDTH = 200
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BattleConst.UNIT_FRONT_DISTANCE = 50
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BattleConst.UNIT_FRONT_DISTANCE = 50
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BattleConst.MOVE_SPEED = 2000 -- 战斗单位的移动速度
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BattleConst.MOVE_SPEED = 2000 -- 战斗单位攻击时的移动速度
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BattleConst.MOVE_SPEED_ENTER = 500 -- 战斗单位入场时的移动速度
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BattleConst.HURT_STATE_CRIT = 1 -- 暴击
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BattleConst.HURT_STATE_CRIT = 1 -- 暴击
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BattleConst.BATTLE_ROUND_STEP = {
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BattleConst.BATTLE_ROUND_STEP = {
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@ -485,7 +485,7 @@ end
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function BattleUnitComp:updateEnterBattlefieldState(dt)
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function BattleUnitComp:updateEnterBattlefieldState(dt)
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if self.isMove then
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if self.isMove then
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local addX = dt*BattleConst.MOVE_SPEED*self.moveDirection
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local addX = dt*BattleConst.MOVE_SPEED_ENTER*self.moveDirection
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self.positionX = self.positionX + addX
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self.positionX = self.positionX + addX
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if (self.moveDirection > 0 and self.positionX >= self.targetX) or (self.moveDirection < 0 and self.positionX <= self.targetX) then
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if (self.moveDirection > 0 and self.positionX >= self.targetX) or (self.moveDirection < 0 and self.positionX <= self.targetX) then
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self.isMove = false
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self.isMove = false
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@ -520,7 +520,7 @@ function BattleUnitComp:enterEnterBattlefieldState()
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self.targetX = BattleConst.INIT_POS_X
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self.targetX = BattleConst.INIT_POS_X
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self.moveDirection = -1
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self.moveDirection = -1
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end
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end
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local time = math.abs(self.targetX - self.positionX)/BattleConst.MOVE_SPEED
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local time = math.abs(self.targetX - self.positionX)/BattleConst.MOVE_SPEED_ENTER
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self.battleController:moveBattlefield(time)
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self.battleController:moveBattlefield(time)
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else
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else
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self:playAnimation(SPINE_ANIMATION_NAME.BORN, false, false)
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self:playAnimation(SPINE_ANIMATION_NAME.BORN, false, false)
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