技能机制优化
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@ -124,6 +124,10 @@ function BattleUnitComp:initWithEntity(modelId, entity, battleController, target
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self:initHitAniInfo()
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self:initHitAniInfo()
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end
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end
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function BattleUnitComp:getSide()
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return self.side
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end
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function BattleUnitComp:initHitAniInfo()
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function BattleUnitComp:initHitAniInfo()
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self.hurtAniNameList = {}
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self.hurtAniNameList = {}
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self.hurtAniNameCount = 0
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self.hurtAniNameCount = 0
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@ -724,8 +724,9 @@ function BattleBaseController:getCurActionUnitComp()
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return self:getCurActionTeam():getMainUnit()
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return self:getCurActionTeam():getMainUnit()
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end
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end
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function BattleBaseController:getCurActionBoardRowRange()
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function BattleBaseController:getCurActionBoardRowRange(side)
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local isAtkAction = self.curActionSide == SIDE_ATK
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side = side or self.curActionSide
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local isAtkAction = side == SIDE_ATK
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if isAtkAction then
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if isAtkAction then
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return self:getAtkMinRow() + 1, self:getRowCount()
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return self:getAtkMinRow() + 1, self:getRowCount()
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else
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else
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@ -743,6 +744,16 @@ function BattleBaseController:getPosIdInCurActionBoardRowRange(posId)
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return true
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return true
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end
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end
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function BattleBaseController:getPosIdInActionBoardRowRange(side, posId)
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local min, max = self:getCurActionBoardRowRange(side)
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local r = ModuleManager.BattleManager:getPosRC(posId).r
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if r < min or r > max then
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return false
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end
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return true
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end
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function BattleBaseController:onLoadComplete()
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function BattleBaseController:onLoadComplete()
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UIManager:closeLoading()
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UIManager:closeLoading()
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self:handleBuffs()
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self:handleBuffs()
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@ -2151,15 +2162,22 @@ function BattleBaseController:selectSKillNextToStep()
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end
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end
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function BattleBaseController:changeElementType(count, elementType)
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function BattleBaseController:changeElementType(count, elementType, side)
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self.changeElementTypeMap = table.clearOrCreate(self.changeElementTypeMap)
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self.changeElementTypeMap = table.clearOrCreate(self.changeElementTypeMap)
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self.changeElementTypeList = table.clearOrCreate(self.changeElementTypeList)
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self.changeElementTypeList = table.clearOrCreate(self.changeElementTypeList)
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local listCount = 0
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local listCount = 0
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for _, entity in pairs(self.battleData:getGridEnties()) do
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for _, entity in pairs(self.battleData:getGridEnties()) do
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if entity:canChangeInfo() and entity:getElementType() ~= elementType then
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if entity:canChangeInfo() and entity:getElementType() ~= elementType then
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if side then
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if self:getPosIdInActionBoardRowRange(side, entity:getPosId()) then
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table.insert(self.changeElementTypeList, entity)
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table.insert(self.changeElementTypeList, entity)
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listCount = listCount + 1
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listCount = listCount + 1
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end
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end
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else
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table.insert(self.changeElementTypeList, entity)
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listCount = listCount + 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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count = math.min(count, listCount)
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count = math.min(count, listCount)
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@ -449,7 +449,7 @@ local function _takeChangeElementType(atkUnitComp, skillEntity, battleController
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local elementType = params[1]
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local elementType = params[1]
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local changeCount = params[2]
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local changeCount = params[2]
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battleController:changeElementType(changeCount, elementType)
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battleController:changeElementType(changeCount, elementType, atkUnitComp and atkUnitComp:getSide())
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end
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end
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@ -957,13 +957,6 @@ end
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-- 弹窗优先级: 升级>功能弹窗>英雄解锁弹窗>礼包弹窗>引导
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-- 弹窗优先级: 升级>功能弹窗>英雄解锁弹窗>礼包弹窗>引导
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function MainCityUI:checkMainPop()
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function MainCityUI:checkMainPop()
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if self.selectedIndex ~= GConst.MainCityConst.BOTTOM_PAGE.MAIN then
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return
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end
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if ModuleManager.MaincityManager:getCurModule() ~= GConst.MainCityConst.MAIN_MODULE.CHAPTER then -- 当前不是关卡界面不触发
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return
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end
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-- 续关
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-- 续关
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if self.isFirstEnter then
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if self.isFirstEnter then
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local battleSnapshot = LocalData:getBattleSnapshot()
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local battleSnapshot = LocalData:getBattleSnapshot()
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@ -986,6 +979,14 @@ function MainCityUI:checkMainPop()
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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 self.selectedIndex ~= GConst.MainCityConst.BOTTOM_PAGE.MAIN then
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return
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end
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if ModuleManager.MaincityManager:getCurModule() ~= GConst.MainCityConst.MAIN_MODULE.CHAPTER then -- 当前不是关卡界面不触发
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return
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end
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-- 检查是否升级
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-- 检查是否升级
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if DataManager.PlayerData:getIfCanLevelUp() then
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if DataManager.PlayerData:getIfCanLevelUp() then
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ModuleManager.PlayerManager:levelUp()
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ModuleManager.PlayerManager:levelUp()
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