fix bug
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e3e87eefe0
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@ -917,6 +917,7 @@ function BattleBaseController:battleStart()
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self.atkTeam:prepare()
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self.defTeam:prepare()
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self.isBattleStart = true
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self.battleUI:refreshSkill(nil, nil, SIDE_ATK)
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self.tickSid = BattleScheduler:scheduleGlobal(function(dt, originDt)
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self:_tick(dt, originDt)
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end, 0)
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@ -31,7 +31,7 @@ function BattleControllerDungeonGold:enterRoundBegin(...)
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end
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end
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if self.battleUI then
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self.battleUI:refreshWave(self.dungeonGoldMaxRoundCount - nextWaveRound + 1, GConst.ATLAS_PATH.COMMON, "common_dec_15")
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self.battleUI:refreshWave(self.dungeonGoldMaxRoundCount - nextWaveRound + 1, GConst.ATLAS_PATH.BATTLE, "battle_dec_2")
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end
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BattleController.enterRoundBegin(self, ...)
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end
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@ -41,7 +41,7 @@ function BattleControllerDungeonGold:initOther()
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self.dungeonGoldMaxRoundCount = self:getChapterConfig()[self.chapterId].wave_limit or 1
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if self.battleUI then
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self.battleUI:refreshWave(self.dungeonGoldMaxRoundCount, GConst.ATLAS_PATH.COMMON, "common_dec_15")
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self.battleUI:refreshWave(self.dungeonGoldMaxRoundCount, GConst.ATLAS_PATH.BATTLE, "battle_dec_2")
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end
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end
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@ -28,7 +28,7 @@ function BattleControllerDungeonRune:initOther()
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if self.battleUI then
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local desc = self.dungeonRuneRemainRoundCount
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self.battleUI:refreshWave(desc, GConst.ATLAS_PATH.COMMON, "common_dec_15")
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self.battleUI:refreshWave(desc, GConst.ATLAS_PATH.BATTLE, "battle_dec_2")
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end
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self.runeMaxLv = runeData:getBattleMaxlv() or 1
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@ -177,7 +177,7 @@ function BattleControllerDungeonRune:enterRoundBegin()
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self.dungeonRuneRemainRoundCount = self.dungeonRuneRemainRoundCount - 1
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if self.battleUI then
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local desc = self.dungeonRuneRemainRoundCount + 1
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self.battleUI:refreshWave(desc, GConst.ATLAS_PATH.COMMON, "common_dec_15")
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self.battleUI:refreshWave(desc, GConst.ATLAS_PATH.BATTLE, "battle_dec_2")
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end
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BattleController.enterRoundBegin(self)
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end, function()
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@ -199,7 +199,7 @@ function BattleControllerDungeonRune:enterRoundBegin()
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end
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if self.battleUI then
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local desc = self.dungeonRuneRemainRoundCount + 1
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self.battleUI:refreshWave(desc, GConst.ATLAS_PATH.COMMON, "common_dec_15")
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self.battleUI:refreshWave(desc, GConst.ATLAS_PATH.BATTLE, "battle_dec_2")
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end
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BattleController.enterRoundBegin(self)
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end
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@ -254,7 +254,7 @@ function BattleControllerDungeonRune:refreshWave()
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return
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end
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-- local desc = self.dungeonRuneRemainRoundCount + 1
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-- self.battleUI:refreshWave(desc, GConst.ATLAS_PATH.COMMON, "common_dec_15")
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-- self.battleUI:refreshWave(desc, GConst.ATLAS_PATH.BATTLE, "battle_dec_2")
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end
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function BattleControllerDungeonRune:getRandomGridInfo()
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@ -371,7 +371,7 @@ function BattleControllerDungeonRune:tryShowRebirth(callback)
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self.dungeonRuneMaxRoundCount = self.dungeonRuneMaxRoundCount + self.addRoundCount
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if self.battleUI then
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local desc = self.dungeonRuneRemainRoundCount + 1
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self.battleUI:refreshWave(desc, GConst.ATLAS_PATH.COMMON, "common_dec_15")
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self.battleUI:refreshWave(desc, GConst.ATLAS_PATH.BATTLE, "battle_dec_2")
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end
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if callback then
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callback()
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@ -172,7 +172,7 @@ function BattleSkillSelectComp:refreshRogueSkill()
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self.selectSkillCells[i]:refresh(skillId, function(value)
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if i == 4 then
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SDKManager:showFullScreenAds(BIReport.ADS_CLICK_TYPE.BATTLE_SKILL_DEITY, function()
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ModuleManager.BattleManager:reqSkillRefresh(nil, i)
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self:onClickSkill(skillId, value, SKILL_ICON_POS[i])
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end)
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else
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self:onClickSkill(skillId, value, SKILL_ICON_POS[i])
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@ -491,8 +491,8 @@ function BattleUI:refreshWave(wave, iconAtlas, iconName)
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desc:setText(wave)
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GFunc.centerImgAndTx(icon, desc, 10)
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iconAtlas = iconAtlas or GConst.ATLAS_PATH.COMMON
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iconName = iconName or "common_dec_3"
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iconAtlas = iconAtlas or GConst.ATLAS_PATH.BATTLE
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iconName = iconName or "battle_dec_1"
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icon:setSprite(iconAtlas, iconName)
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end
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@ -172,9 +172,10 @@ function GridCell:showHighLight(show, mainElementType)
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local skillEntity = self:getSkillEntity()
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local ignoreElementType = skillEntity:getIgnoreElementType()
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local skillBg
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if show and not mainElementType then
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skillBg = GConst.BattleConst.SKILL_ELEMENT_BG_2.universal
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elseif ignoreElementType and not mainElementType then
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-- if show and not mainElementType then
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-- skillBg = GConst.BattleConst.SKILL_ELEMENT_BG_2.universal
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-- else
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if ignoreElementType and not mainElementType then
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skillBg = GConst.BattleConst.SKILL_ELEMENT_BG_2.skill
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else
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mainElementType = mainElementType or skillEntity:getPosition()
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