技能回收最多3个
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@ -46,6 +46,7 @@ BattleConst.RECOVER_HP_COUNT = 3
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BattleConst.RECOVER_HP_INTERVAL = 0.2
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BattleConst.RECOVER_HP_INTERVAL = 0.2
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BattleConst.RECOVER_HP_PERCENT = 333
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BattleConst.RECOVER_HP_PERCENT = 333
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BattleConst.EFFECT_NUMBER_DELAY = 0.2
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BattleConst.EFFECT_NUMBER_DELAY = 0.2
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BattleConst.MAX_CACHE_SKILL_COUNT = 3
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BattleConst.BATTLE_ROUND_STEP = {
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BattleConst.BATTLE_ROUND_STEP = {
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WAIT_BEGIN = 0, -- 等待开始
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WAIT_BEGIN = 0, -- 等待开始
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@ -46,6 +46,7 @@ function BattleUI:_display()
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self.boardCacheNode = uiMap["battle_ui.bg_2.board_cache_node"]
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self.boardCacheNode = uiMap["battle_ui.bg_2.board_cache_node"]
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self.boardCacheNode:setVisible(false)
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self.boardCacheNode:setVisible(false)
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self.boardCacheBox = uiMap["battle_ui.bg_2.board_cache_node.skill_box"]
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self.boardCacheBox = uiMap["battle_ui.bg_2.board_cache_node.skill_box"]
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self.boardCacheBox:setAnchoredPositionX(DEFAULT_X)
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self.battleRoot = uiMap["battle_ui.battle_root"]
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self.battleRoot = uiMap["battle_ui.battle_root"]
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self:initBg()
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self:initBg()
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self:initSkill()
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self:initSkill()
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@ -418,9 +418,29 @@ end
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function BattleData:cacheBoardSkill()
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function BattleData:cacheBoardSkill()
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self.cacheSkillList = {}
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self.cacheSkillList = {}
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self.cacheSkillCount = 0
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self.cacheSkillCount = 0
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local list
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local count = 0
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for posId, entity in pairs(self:getGridEnties()) do
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for posId, entity in pairs(self:getGridEnties()) do
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if entity:getSkillId() then
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if entity:getSkillId() then
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table.insert(self.cacheSkillList, {skillId = entity:getSkillId(), posId = posId})
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if not list then
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list = {}
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end
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table.insert(list, {skillId = entity:getSkillId(), posId = posId})
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count = count + 1
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end
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end
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if list then
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if count > BattleConst.MAX_CACHE_SKILL_COUNT then
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count = BattleConst.MAX_CACHE_SKILL_COUNT
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end
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for i = 1, count do
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if not list[1] then
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break
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end
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local info = table.remove(list, math.random(1, #list))
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table.insert(self.cacheSkillList, info)
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self.cacheSkillCount = self.cacheSkillCount + 1
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self.cacheSkillCount = self.cacheSkillCount + 1
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end
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end
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end
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end
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