Merge branch 'dev' of git.juzugame.com:b6-client/b6-lua into dev
This commit is contained in:
commit
afe62c49bc
@ -68,6 +68,9 @@ function BattleController:findNextDefUnit()
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self:enterRefreshBoard()
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self:enterRefreshBoard()
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end
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end
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function BattleController:onDefDead()
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end
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function BattleController:tick(dt)
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function BattleController:tick(dt)
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end
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end
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@ -295,9 +298,7 @@ function BattleController:enterNextWave()
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self.battleUI:refreshWave(self.waveIndex)
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self.battleUI:refreshWave(self.waveIndex)
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end
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end
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if self.waveIndex == 1 then -- 第一波
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if self.waveIndex == 1 then -- 第一波
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self.isBossWave = self.defTeam:getMainUnit().unitEntity:getIsBoss()
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self:generateBoard(true)
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self:generateBoard()
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return
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end
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end
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self.defTeam:prepare()
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self.defTeam:prepare()
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@ -356,6 +357,7 @@ function BattleController:enterAtkStepOver()
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if self.waveIndex >= self.maxWaveIndex then
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if self.waveIndex >= self.maxWaveIndex then
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self:enterRoundEnd()
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self:enterRoundEnd()
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else
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else
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self:onDefDead()
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self:enterRefreshBoard()
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self:enterRefreshBoard()
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end
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end
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return
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return
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@ -391,8 +393,11 @@ function BattleController:enterDefStepOver()
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if not defTeam or defTeam:getIsDead() then -- 怪物死了, 直接进入刷新逻辑
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if not defTeam or defTeam:getIsDead() then -- 怪物死了, 直接进入刷新逻辑
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if self.waveIndex >= self.maxWaveIndex then
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if self.waveIndex >= self.maxWaveIndex then
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self:enterRoundEnd()
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self:enterRoundEnd()
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return
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else
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self:onDefDead()
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self:enterRefreshBoard()
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end
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end
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return
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end
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end
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self:enterRefreshBoard()
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self:enterRefreshBoard()
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@ -424,11 +429,15 @@ function BattleController:enterRoundEnd()
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self:onRoundEnd()
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self:onRoundEnd()
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end
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end
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function BattleController:onRoundEnd()
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function BattleController:onRoundEnd(toNextWave)
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if self.battleData:useAddlvCount() then
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if self.battleData:useAddlvCount() then
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ModuleManager.BattleManager:showSelectSkillUI(self:getRandomSkillList())
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ModuleManager.BattleManager:showSelectSkillUI(self:getRandomSkillList())
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else
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else
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self:enterRoundBegin()
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if toNextWave then
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self:enterNextWave()
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else
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self:enterRoundBegin()
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end
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end
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end
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end
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end
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@ -547,7 +556,7 @@ function BattleController:onTouchEvent(eventType, posId)
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return
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return
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end
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end
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local snapshot = self.battleData:removeGridSequence(sequence[1].posId)
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local snapshot = self.battleData:getFirstSequenceSnapshot()
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if snapshot then -- 如果有快照,则恢复一次
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if snapshot then -- 如果有快照,则恢复一次
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for posId, info in pairs(snapshot) do
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for posId, info in pairs(snapshot) do
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local entity = self.battleData:getGridEntity(posId)
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local entity = self.battleData:getGridEntity(posId)
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@ -869,7 +878,7 @@ function BattleController:exeInstructions(callback)
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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:generateBoard()
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function BattleController:generateBoard(isFirst)
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local boardList, _ = self:getInitBoard()
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local boardList, _ = self:getInitBoard()
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if self.curBoardIndex and self.curBoardIndex >= #boardList then
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if self.curBoardIndex and self.curBoardIndex >= #boardList then
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return
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return
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@ -885,8 +894,8 @@ function BattleController:generateBoard()
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self.battleData:refreshBoard(board)
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self.battleData:refreshBoard(board)
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self.battleUI:initGridCell()
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self.battleUI:initGridCell()
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end, function()
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end, function()
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self:enterRoundBegin()
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-- self:enterRoundBegin()
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end)
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end, isFirst)
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end
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end
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function BattleController:putBoardCacheSkill(callback)
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function BattleController:putBoardCacheSkill(callback)
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@ -49,13 +49,11 @@ function BattleControllerStage:_stageGenerateNextMonster()
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self.atkTeam:playRunAction()
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self.atkTeam:playRunAction()
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monsterComp:playEnterBattlefield(true, function()
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monsterComp:playEnterBattlefield(true, function()
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self.atkTeam:stopRunAction()
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self.atkTeam:stopRunAction()
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self:enterNextWave()
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self:onRoundEnd(true)
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self:onRoundEnd()
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end)
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end)
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else
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else
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monsterComp:playEnterBattlefield(false, function()
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monsterComp:playEnterBattlefield(false, function()
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self:enterNextWave()
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self:onRoundEnd(true)
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self:onRoundEnd()
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end)
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end)
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end
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end
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end)
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end)
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@ -108,9 +106,11 @@ function BattleControllerStage:getNotInvolvedSkills()
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end
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end
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function BattleControllerStage:findNextDefUnit()
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function BattleControllerStage:findNextDefUnit()
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self.defTeam:getMainUnit():playDead(function()
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self:_stageGenerateNextMonster()
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self:_stageGenerateNextMonster()
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end
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end)
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function BattleControllerStage:onDefDead()
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self.defTeam:getMainUnit():playDead()
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end
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end
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function BattleControllerStage:controllBattleEnd()
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function BattleControllerStage:controllBattleEnd()
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@ -26,6 +26,7 @@ end
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function BattleSkillSelectUI:_display()
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function BattleSkillSelectUI:_display()
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local uiMap = self.root:genAllChildren()
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local uiMap = self.root:genAllChildren()
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uiMap["battle_skill_select_ui.skill_node.ad_btn.tx"]:setText(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_3))
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uiMap["battle_skill_select_ui.skill_node.ad_btn.tx"]:setText(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_3))
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uiMap["battle_skill_select_ui.bg_1"]:setVisible(true)
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self:refreshRogueSkill()
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self:refreshRogueSkill()
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end
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end
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@ -43,11 +44,14 @@ function BattleSkillSelectUI:_addListeners()
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end)
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end)
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self.canvasGroup = uiMap["battle_skill_select_ui.skill_node"]:getComponent(GConst.TYPEOF_UNITY_CLASS.CANVAS_GROUP)
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self.canvasGroup = uiMap["battle_skill_select_ui.skill_node"]:getComponent(GConst.TYPEOF_UNITY_CLASS.CANVAS_GROUP)
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self.bg = uiMap["battle_skill_select_ui.bg_1"]
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uiMap["battle_skill_select_ui.look_btn"]:addTouchListener(function(eventType, x, y)
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uiMap["battle_skill_select_ui.look_btn"]:addTouchListener(function(eventType, x, y)
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if eventType == GConst.TOUCH_EVENT.DOWN or eventType == GConst.TOUCH_EVENT.DRAG then
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if eventType == GConst.TOUCH_EVENT.DOWN or eventType == GConst.TOUCH_EVENT.DRAG then
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self.canvasGroup.alpha = 0.3
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self.canvasGroup.alpha = 0.3
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self.bg:setVisible(false)
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else
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else
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self.canvasGroup.alpha = 1
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self.canvasGroup.alpha = 1
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self.bg:setVisible(true)
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end
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end
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end)
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end)
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end
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end
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@ -309,12 +309,23 @@ function BattleUI:onInitGridCellOver()
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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 BattleUI:switchBoard(downCallback, callback)
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function BattleUI:switchBoard(downCallback, callback, isFirst)
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if self.switchBoardSeq then
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if self.switchBoardSeq then
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self.switchBoardSeq:Kill()
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self.switchBoardSeq:Kill()
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self.switchBoardSeq = nil
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self.switchBoardSeq = nil
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end
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end
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if isFirst then
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if downCallback then
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downCallback()
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end
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if callback then
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callback()
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end
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self.boardNode:setAnchoredPositionY(BOARD_POS_UP.y)
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return
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end
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self.switchBoardSeq = self.root:createBindTweenSequence()
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self.switchBoardSeq = self.root:createBindTweenSequence()
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self.switchBoardSeq:Append(self.boardNode:getTransform():DOAnchorPos(BOARD_POS_DOWN, 0.5))
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self.switchBoardSeq:Append(self.boardNode:getTransform():DOAnchorPos(BOARD_POS_DOWN, 0.5))
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self.switchBoardSeq:AppendCallback(function()
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self.switchBoardSeq:AppendCallback(function()
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@ -213,6 +213,15 @@ function BattleData:removeGridSequence(posId)
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return snapshot
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return snapshot
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end
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end
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function BattleData:getFirstSequenceSnapshot(posId)
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if not self.gridSequence[1] then
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return
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end
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local snapshot = self.gridSequence[1].snapshot
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return snapshot
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end
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function BattleData:cacheSkillInfluenceGrids(grids)
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function BattleData:cacheSkillInfluenceGrids(grids)
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if not self.skillInfluenceGrids then
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if not self.skillInfluenceGrids then
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self.skillInfluenceGrids = {}
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self.skillInfluenceGrids = {}
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