竞技场挑战前判断阵容、超框
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@ -59,6 +59,12 @@ function ArenaManager:reqChallenge()
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return
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end
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-- 判断阵容
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if not DataManager.FormationData:formationIsFull(GConst.BattleConst.FORMATION_TYPE.ARENA_ATTACK) then
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GFunc.showToast(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_8))
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return
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end
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local reqData = {
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defInfo = DataManager.ArenaData:getMatchInfo()
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}
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@ -23,7 +23,7 @@ function ChapterManager:openBoxFinish(result)
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end
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function ChapterManager:startFight()
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if not DataManager.FormationData:formationIsFull(GConst.BattleConst.BATTLE_TYPE.STAGE) then
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if not DataManager.FormationData:formationIsFull(GConst.BattleConst.FORMATION_TYPE.STAGE) then
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GFunc.showToast(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_8))
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return
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end
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@ -54,7 +54,7 @@ function DailyChallengeManager:startChallenge()
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end
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-- 检查阵容
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if not DataManager.FormationData:formationIsFull(GConst.BattleConst.BATTLE_TYPE.STAGE) then
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if not DataManager.FormationData:formationIsFull(GConst.BattleConst.FORMATION_TYPE.STAGE) then
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GFunc.showToast(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_8))
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return
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end
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@ -33,7 +33,6 @@ function BattleBoardSkillTips:onLoadRootComplete()
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self.atkDesc = uiMap["battle_skill_tips.bg_1.atk_desc"]
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self.skillDesc = uiMap["battle_skill_tips.bg_1.skill_desc"]
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self.validEffectDesc = uiMap["battle_skill_tips.bg_1.valid_effect_desc"]
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self.gridLayout = uiMap["battle_skill_tips.bg_1.grid_layout"]
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if not self.selectSkillCells then
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self.selectSkillCells = {}
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for i = 1, 7 do
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@ -87,19 +86,6 @@ function BattleBoardSkillTips:onRefresh()
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end
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end
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self.gridLayout:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_GRID_LAYOUT):RefreshLayout()
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if count > 5 then
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addY = addY + MAX_HEIGHT
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elseif count >= 1 then
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addY = addY + MIN_HEIGHT
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else
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addY = addY + NO_SKILL_HRIGHT
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self.validEffectDesc:setText(GConst.EMPTY_STRING)
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end
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self.bg:setSizeDeltaY(addY)
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if self.tarCornerScreenPos then
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self:locate(self.location, self.originSizeDelta, self.bg, self.tarCornerScreenPos)
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end
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