修改一下填充逻辑
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@ -371,16 +371,36 @@ function BattleController:fillBoard()
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local pathMap = {}
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local pathMap = {}
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local columnCount = {}
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local columnCount = {}
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local gridMap = {}
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for c = 1, BattleConst.COLUMN_COUNT do
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for c = 1, BattleConst.COLUMN_COUNT do
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for r = BattleConst.ROW_COUNT, 1, -1 do
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for r = BattleConst.ROW_COUNT, 1, -1 do
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local posId = ModuleManager.BattleManager:getPosId(r, c)
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local posId = ModuleManager.BattleManager:getPosId(r, c)
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local entity = DataManager.BattleData:getGridEntity(posId)
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local entity = DataManager.BattleData:getGridEntity(posId)
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if entity:getIsIdle() then
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if entity:getIsIdle() then
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self:fillThisPos(posId, columnCount)
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self:fillThisPos(posId, columnCount, gridMap)
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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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while true do
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local find = false
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for c = 1, BattleConst.COLUMN_COUNT do
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local list = gridMap[c]
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if list and list[1] then -- 此列有需要填充的元素
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local entity = table.remove(list, 1)
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if entity then
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DataManager.BattleData:setGridInfo(entity:getPosId(), self:getRandomGridInfo())
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end
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find = true
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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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for c = 1, BattleConst.COLUMN_COUNT do
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for c = 1, BattleConst.COLUMN_COUNT do
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for r = BattleConst.ROW_COUNT, 1, -1 do
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for r = BattleConst.ROW_COUNT, 1, -1 do
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local posId = ModuleManager.BattleManager:getPosId(r, c)
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local posId = ModuleManager.BattleManager:getPosId(r, c)
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@ -566,7 +586,7 @@ function BattleController:getSkillElementList(elementType, count, useAlternate)
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end
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end
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---- 从一个点直接遍历所有相关的路径
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---- 从一个点直接遍历所有相关的路径
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function BattleController:fillThisPos(posId, columnCount)
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function BattleController:fillThisPos(posId, columnCount, gridMap)
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local entity = DataManager.BattleData:getGridEntity(posId)
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local entity = DataManager.BattleData:getGridEntity(posId)
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if not entity or not entity:getIsIdle() then
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if not entity or not entity:getIsIdle() then
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return
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return
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@ -598,7 +618,10 @@ function BattleController:fillThisPos(posId, columnCount)
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fallEntity:addPath({x = curPos.x, y = curPos.y})
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fallEntity:addPath({x = curPos.x, y = curPos.y})
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DataManager.BattleData:exchangeGridEntities(posId, fallPosId)
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DataManager.BattleData:exchangeGridEntities(posId, fallPosId)
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DataManager.BattleData:setGridInfo(posId, self:getRandomGridInfo())
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if not gridMap[c] then
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gridMap[c] = {}
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end
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table.insert(gridMap[c], fallEntity)
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else
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else
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for index, fallPosId in ipairs(list) do
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for index, fallPosId in ipairs(list) do
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local fallEntity = DataManager.BattleData:getGridEntity(fallPosId)
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local fallEntity = DataManager.BattleData:getGridEntity(fallPosId)
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@ -608,7 +631,7 @@ function BattleController:fillThisPos(posId, columnCount)
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if fallEntity then
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if fallEntity then
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if not fallEntity:isCantFallType() then
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if not fallEntity:isCantFallType() then
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if fallEntity:getIsIdle() then
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if fallEntity:getIsIdle() then
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self:fillThisPos(fallPosId, columnCount)
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self:fillThisPos(fallPosId, columnCount, gridMap)
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end
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end
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fallEntity = DataManager.BattleData:getGridEntity(fallPosId)
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fallEntity = DataManager.BattleData:getGridEntity(fallPosId)
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if not fallEntity:getIsIdle() then
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if not fallEntity:getIsIdle() then
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@ -621,7 +644,7 @@ function BattleController:fillThisPos(posId, columnCount)
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fallEntity:addPath({x = curPos.x, y = curPos.y})
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fallEntity:addPath({x = curPos.x, y = curPos.y})
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DataManager.BattleData:exchangeGridEntities(posId, fallPosId)
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DataManager.BattleData:exchangeGridEntities(posId, fallPosId)
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self:fillThisPos(fallPosId, columnCount)
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self:fillThisPos(fallPosId, columnCount, gridMap)
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return
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return
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end
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end
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end
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end
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@ -768,7 +791,7 @@ function BattleController:addHeroAttr(attrName, value)
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-- -- body
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-- -- body
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-- elseif attrName == then
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-- elseif attrName == then
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-- -- body
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-- -- body
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-- elseif attrName == then
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-- elseif attrName == then'
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-- -- body
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-- -- body
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-- elseif attrName == then
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-- elseif attrName == then
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-- -- body
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-- -- body
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