技能增加能量特效
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@ -57,9 +57,9 @@ function BattleBaseController:getSkillEntities(side)
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return self.battleData:getSkillEntities(side)
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end
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function BattleBaseController:addSkillEnergy(elementMap, side)
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function BattleBaseController:addSkillEnergy(elementMap, side, markEffect)
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side = side or self.curActionSide
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self.battleData:addSkillEnergy(elementMap, side)
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self.battleData:addSkillEnergy(elementMap, side, markEffect)
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end
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-- *************各个子模块的战斗需要重写的方法 START*************
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@ -440,7 +440,7 @@ local function _takeAddSkillEnergy(atkUnitComp, skillEntity, battleController)
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side = atkUnitComp:getSide()
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end
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elementTypeMap = {[elementType] = addEnergy}
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battleController:addSkillEnergy(elementTypeMap, side)
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battleController:addSkillEnergy(elementTypeMap, side, true)
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battleController.battleUI:refreshSkill(nil, nil, side)
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end
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@ -516,7 +516,7 @@ local _addEnergyRandomOne = function(skillId, skillInfo, battleBaseData, battleC
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local map = {
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[elementType] = num
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}
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battleController:addSkillEnergy(map)
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battleController:addSkillEnergy(map, nil, true)
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battleController.battleUI:refreshSkill(nil, nil, battleController:getCurActionSide())
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battleController:onFillBoardOver()
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end
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@ -535,7 +535,7 @@ local _addEnergyAll = function(skillId, skillInfo, battleBaseData, battleControl
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for i = 1, BattleConst.ELEMENT_TYPE.PURPLE do
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map[i] = num
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end
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battleController:addSkillEnergy(map)
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battleController:addSkillEnergy(map, nil, true)
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battleController.battleUI:refreshSkill(nil, nil, battleController:getCurActionSide())
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battleController:onFillBoardOver()
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end
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@ -1237,11 +1237,13 @@ function BattleBaseUI:refreshSkill(elementMap, showSfx, side)
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return
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end
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local showEnergySkillEffect = self.battleData:getShowSkillEffect()
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local skillCellMap = self.skillNodeCells[side]
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for elementType, skillEntity in pairs(self.battleData:getSkillEntities(side)) do
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local skillCell = skillCellMap[elementType]
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if skillCell then
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skillCell:refresh(skillEntity, elementMap, showSfx)
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skillCell:aaa(showEnergySkillEffect and showEnergySkillEffect[elementType])
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end
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end
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end
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@ -57,6 +57,18 @@ function SkillNodeCell:refresh(skillEntity, elementMap, showSfx)
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self.lastValue = value
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end
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function SkillNodeCell:aaa(showEnergySkillEffect)
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if not showEnergySkillEffect then
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return
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end
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local uiMap = self:getUIMap()
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local effect01 = uiMap["skill_node_cell.icon_node.vfx_ui_battle_skill_b01"]
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effect01:setActive(false)
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if showEnergySkillEffect then
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effect01:setActive(true)
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end
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end
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function SkillNodeCell:addClickListener(func)
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local uiMap = self:getUIMap()
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local iconNode = uiMap["skill_node_cell.icon_node"]
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@ -580,7 +580,13 @@ function BattleBaseData:isUnlockedSkillElementType(elementType, side)
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return skillMap[elementType]:getUnlocked()
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end
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function BattleBaseData:addSkillEnergy(elementMap, side)
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function BattleBaseData:getShowSkillEffect()
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local tmp = self.showSkillEffect
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self.showSkillEffect = nil
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return tmp
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end
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function BattleBaseData:addSkillEnergy(elementMap, side, markEffect)
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local skillMap = self:getSkillEntities(side)
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if not skillMap then
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return
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@ -591,6 +597,13 @@ function BattleBaseData:addSkillEnergy(elementMap, side)
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entity:addEnergy(elementMap[elementType] or 0)
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end
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end
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if markEffect then
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self.showSkillEffect = {}
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for k,v in pairs(elementMap) do
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self.showSkillEffect[k] = true
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end
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end
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end
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function BattleBaseData:addSkillCount(skillId, value, side)
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