切波次
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@ -53,12 +53,13 @@ BattleConst.SKILL_MOVE_TYPE = {
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}
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BattleConst.UNIT_STATE = {
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INIT = 0,
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IDLE = 1, -- 待机
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NORMAL_ATTACK = 2, -- 普通攻击
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SKILL = 3, -- 技能
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HURT = 4, -- 受伤
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DEAD = 5, -- 死亡
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INIT = 0, -- 初始化
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IDLE = 1, -- 待机
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NORMAL_ATTACK = 2, -- 普通攻击
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SKILL = 3, -- 技能
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HURT = 4, -- 受伤
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DEAD = 5, -- 死亡
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ENTER_BATTLEFIELD = 6, -- 进入战场
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}
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BattleConst.MATCH_DMG_ADDITION_NAME = {
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@ -28,6 +28,10 @@ function BattleUnitComp:playBorn()
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self:changeState(UNIT_STATE.IDLE)
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end
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function BattleUnitComp:getModelId()
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return self.modelId
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end
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function BattleUnitComp:_initBase()
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self.isClear = false
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self.isMove = false
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@ -117,6 +121,8 @@ function BattleUnitComp:changeState(state)
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self:exitSkillState()
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elseif self.currState == UNIT_STATE.DEAD then
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self:exitDeadState()
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elseif self.currState == UNIT_STATE.ENTER_BATTLEFIELD then
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self:exitEnterBattlefieldState()
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end
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-- 进入目标状态
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self.currState = state
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@ -130,19 +136,17 @@ function BattleUnitComp:changeState(state)
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self:enterDeadState()
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elseif self.currState == UNIT_STATE.BORN then
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self:enterBornState()
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elseif self.currState == UNIT_STATE.ENTER_BATTLEFIELD then
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self:enterEnterBattlefieldState()
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end
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return true
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end
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function BattleUnitComp:repeatCurrState()
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if self.currState == UNIT_STATE.IDLE then
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return false
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elseif self.currState == UNIT_STATE.NORMAL_ATTACK then
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if self.currState == UNIT_STATE.NORMAL_ATTACK then
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return true
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elseif self.currState == UNIT_STATE.SKILL then
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return true
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elseif self.currState == UNIT_STATE.DEAD then
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return false
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end
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return false
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end
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@ -168,6 +172,41 @@ function BattleUnitComp:enterDeadState()
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self:playAnimation(aniName, false, false)
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end
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function BattleUnitComp:updateEnterBattlefieldState(dt)
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if self.isMove then
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local addX = dt*BattleConst.MOVE_SPEED*self.moveDirection
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self.positionX = self.positionX + addX
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if (self.moveDirection > 0 and self.positionX >= self.targetX) or (self.moveDirection < 0 and self.positionX <= self.targetX) then
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self.isMove = false
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self.positionX = self.targetX
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self:changeState(UNIT_STATE.IDLE)
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end
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self.baseObject:setLocalPosition(self.positionX, 0, 0)
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end
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end
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function BattleUnitComp:exitEnterBattlefieldState()
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local callback = self.finishEnterBattlefieldCallback
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self.finishEnterBattlefieldCallback = nil
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if callback then
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callback()
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end
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end
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function BattleUnitComp:enterEnterBattlefieldState()
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self:hideOutsideScreen()
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self.isMove = true
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self:playAnimation(SPINE_ANIMATION_NAME.MOVE, true, false)
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self.positionX = self.baseObject:fastGetLocalPosition()
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if self.side == BattleConst.SIDE_ATK then
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self.targetX = -BattleConst.INIT_POS_X
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self.moveDirection = 1
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else
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self.targetX = BattleConst.INIT_POS_X
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self.moveDirection = -1
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end
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end
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function BattleUnitComp:exitIdleState()
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end
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@ -376,10 +415,6 @@ function BattleUnitComp:takeDamageOrCure(atker, buff, num, effectType, effectSta
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return 0
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end
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self.unitEntity:takeDamageOrCure(num)
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if self.currState == UNIT_STATE.INIT or
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self.currState == UNIT_STATE.IDLE then
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self:playHurt()
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end
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local x, y, z = self.baseObject:fastGetLocalPosition()
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self:showEffectNumber(num, x, y)
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self.battleController:refreshHp(self.side, self.unitEntity:getHp(), self.unitEntity:getHpPercent())
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@ -405,6 +440,15 @@ function BattleUnitComp:playDead(callback)
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end
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end
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function BattleUnitComp:playEnterBattlefield(callback)
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self.finishEnterBattlefieldCallback = callback
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self:hideOutsideScreen()
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if not self:changeState(UNIT_STATE.ENTER_BATTLEFIELD) then
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self.finishEnterBattlefieldCallback = nil
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callback()
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end
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end
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function BattleUnitComp:tick(dt)
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if self.isClear then
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return
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@ -421,6 +465,8 @@ function BattleUnitComp:tick(dt)
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self:updateNormalAttack(dt)
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elseif self.currState == UNIT_STATE.SKILL then
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self:updateSkill(dt)
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elseif self.currState == UNIT_STATE.ENTER_BATTLEFIELD then
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self:updateEnterBattlefieldState(dt)
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end
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end
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@ -435,4 +481,8 @@ function BattleUnitComp:clear()
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self.isClear = true
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end
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function BattleUnitComp:recycle()
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BattleHelper:recycleBattleHeroModel(self.modelId, self.baseObject)
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end
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return BattleUnitComp
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@ -54,6 +54,7 @@ function BattleController:initDefUnits(callback)
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end
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function BattleController:findNextDefUnit()
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self:enterRefreshBoard()
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end
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function BattleController:tick(dt)
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@ -287,7 +288,7 @@ function BattleController:enterAtkStepOver()
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if self.waveIndex >= self.maxWaveIndex then
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self:enterRoundEnd()
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else
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self:enterRefreshBoard()
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self:findNextDefUnit()
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end
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return
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end
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@ -322,7 +323,7 @@ function BattleController:enterDefStepOver()
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if self.waveIndex >= self.maxWaveIndex then
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self:enterRoundEnd()
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else
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self:enterRefreshBoard()
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self:findNextDefUnit()
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end
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return
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end
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@ -32,6 +32,34 @@ function BattleControllerStage:initDefUnits(callback)
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end)
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end
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function BattleControllerStage:_stageGenerateNextMonster()
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local config = ConfigManager:getConfig("chapter")[self.chapterId]
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local unitEntity = DataManager.BattleData:addMonster(config.monster[self.waveIndex], true)
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local modelId = unitEntity:getModelId()
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BattleHelper:loadBattleHeroModel(modelId, self.battleUI:getBattleNode(), function(spineObject)
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if self.defMainUnit then
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for k, v in ipairs(self.allUnits) do
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if v == self.defMainUnit then
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table.remove(self.allUnits, k)
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break
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end
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end
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self.defMainUnit:recycle()
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end
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local monsterComp = spineObject:addLuaComponent(GConst.BattleConst.TYPEOF_LUA_COMP.BATTLE_MONSTER_COMPONENT)
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monsterComp:initWithEntity(modelId, unitEntity, self)
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self.defUnits[unitEntity:getMatchType()] = monsterComp
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table.insert(self.allUnits, monsterComp)
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self.defMainUnit = monsterComp
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self.defMainUnit:playEnterBattlefield(function()
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self:enterNextWave()
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self:enterRefreshBoard()
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end)
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self.battleUI:refreshDefHp(unitEntity:getHp(), unitEntity:getHpPercent())
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end)
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end
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function BattleControllerStage:getInitBoard()
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if not self.boradList then
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self.boradList = {}
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@ -79,7 +107,9 @@ function BattleControllerStage:getNotInvolvedSkills()
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end
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function BattleControllerStage:findNextDefUnit()
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self.defMainUnit:playDead(function()
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self:_stageGenerateNextMonster()
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end)
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end
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function BattleControllerStage:controllBattleEnd()
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@ -398,7 +398,7 @@ function BattleData:initHeroData()
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return data
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end
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function BattleData:addMonster(monsterId)
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function BattleData:addMonster(monsterId, newTeam)
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local monsterInfo = ConfigManager:getConfig("monster")[monsterId]
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local hp = monsterInfo.hp // DEFAULT_FACTOR
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local atk = monsterInfo.atk // DEFAULT_FACTOR
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@ -419,6 +419,9 @@ function BattleData:addMonster(monsterId)
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atk_purple = 0,
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}
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}
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if newTeam then
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self.defTeam:init(BattleConst.SIDE_DEF)
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end
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return self.defTeam:addUnit(unitData)
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end
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@ -19,8 +19,20 @@ end
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function BattleTeamEntity:init(side, data)
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self.side = side
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self.baseAttr = {}
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self.attr = {}
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if self.baseAttr then
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for k, v in pairs(self.baseAttr) do
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self.baseAttr[k] = 0
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end
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else
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self.baseAttr = {}
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end
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if self.attr then
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for k, v in pairs(self.attr) do
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self.attr[k] = 0
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end
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else
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self.attr = {}
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end
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self.isDead = false
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self.stunCount = 0
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self.limitAll = 0
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