Merge branch 'dev' of git.juzugame.com:b6-client/b6-lua into dev
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commit
dbf3ffa581
@ -310,7 +310,25 @@ function BattleController:enterEliminationBegin()
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self.roundStep = BattleConst.BATTLE_ROUND_STEP.ON_BEGIN
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self:onEliminationBegin()
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self:popBoardCacheSkill(function()
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self:enterElimination()
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-- 检查棋盘
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local find, pathList = self:findAttention()
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if not find then -- 如果没找到,就要打乱棋盘
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-- todo
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Logger.logHighlight("----- 处于无法消除状态 -----")
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else
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self.attentionList = pathList
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-- ModuleManager.BattleManager:performWithDelayGlobal(function()
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-- for _, posId in ipairs(pathList) do
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-- local entity = self.battleData:getGridEntity(posId)
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-- Logger.logHighlight(entity:getCell() == nil)
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-- if entity and entity:getCell() then
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-- entity:getCell():showAni()
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-- end
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-- end
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-- end, 2)
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self:enterElimination()
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end
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end)
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end
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@ -374,7 +392,6 @@ function BattleController:enterDefStepOver()
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return
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end
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---- 临时直接调用
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self:enterRefreshBoard()
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end
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@ -1274,6 +1291,60 @@ function BattleController:snapshotBoard()
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return snapshot
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end
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function BattleController:showAttention()
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if not self.attentionList then
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return
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end
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if self.attentionSid then
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ModuleManager.BattleManager:unscheduleGlobal(self.attentionSid)
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self.attentionSid = nil
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end
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self.attentionSid = ModuleManager.BattleManager:performWithDelayGlobal(function()
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for _, posId in ipairs(self.attentionList) do
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local entity = self.battleData:getGridEntity(posId)
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if entity and entity:getCell() then
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entity:getCell():showAni()
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end
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end
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end, 2)
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end
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function BattleController:shuffleBoard()
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-- local posList = {}
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-- local gridEntityList = {}
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-- local elementList = {}
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-- for posId, entity in pairs(self.battleData:getGridEnties()) do
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-- table.insert(posList, posId)
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-- table.insert(gridEntityList, entity)
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-- if entity:canLink() then
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-- table.insert(elementList, entity)
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-- end
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-- end
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-- local needCount = self:getMinEliminationCount()
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-- local tempMap = {}
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-- while needCount > 0 do
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-- local find = false
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-- for _, entity1 in ipairs(elementList) do
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-- if not tempMap[entity1:getPosId] then
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-- tempMap[entity1:getPosId] = true
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-- for _, entity2 in ipairs(elementList) do
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-- if not tempMap[entity2:getPosId] then
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-- if entity2: then
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-- -- body
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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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-- if not find then
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-- break
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-- end
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-- end
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end
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function BattleController:findAttention()
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local find = false
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local posIdMap = {}
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@ -114,4 +114,14 @@ function GridCell:resetTranform()
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end
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function GridCell:showAni()
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local uiMap = self:getUIMap()
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GFunc.getShakeSeq(uiMap["grid_cell.touch_node.ani_node"], false, 1, true)
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end
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function GridCell:hideAni()
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local uiMap = self:getUIMap()
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GFunc.getShakeSeq(uiMap["grid_cell.touch_node.ani_node"], true)
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end
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return GridCell
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