forked from endernon/PGRData
441 lines
14 KiB
Lua
441 lines
14 KiB
Lua
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local STATUS = {
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None = 0,
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START = 1,
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PROGRESS = 2, -- 在跑进度条
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ACTION_CHECK = 3, --到达一次单位时间, 检查是否有角色行动
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ACTION_START = 4, -- 角色行动开始
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ACTION = 5,
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ACTION_END = 6, -- 角色行动结束
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END = 7
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}
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local XUiPlanetRunningSystemAction = require("XUi/XUiPlanet/Fight/System/XUiPlanetRunningSystemAction")
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local XUiPlanetRunningActionAttack = require("XUi/XUiPlanet/Fight/Action/XUiPlanetRunningActionAttack")
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---@class XUiPlanetRunningFight
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local XUiPlanetRunningFight = XClass(nil, "XUiPlanetRunningFight")
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function XUiPlanetRunningFight:Ctor()
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self.ObjFight = false
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---@type XUiPlanetRunningEntity[]
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self.UiEntities = {}
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self.TimelineHelper = false
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self._Status = STATUS.None
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self._ActionIndex = 0
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self._DurationProgress = 0
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self._DurationProgressMax = 0
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self._BeginData = false
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self._MaxTurn = 2000
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---@type XUiPlanetRunningSystemAction
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self._SystemAction = XUiPlanetRunningSystemAction.New()
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---@type XUiPlanetRunningAction
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self._Action = false
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self._AnimationAttack = false
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self._DurationEnd = 1
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self._TimeScale = 1
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self._Debug = false
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local UnityRuntimePlatform = CS.UnityEngine.RuntimePlatform
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local UnityApplication = CS.UnityEngine.Application
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if UnityApplication.platform == UnityRuntimePlatform.WindowsEditor then
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self._Debug = true
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end
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self._ResultLua = false
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self._ResultCharacterHp = false
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self._IsRequest = false
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self._SkipCallback = false
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self.IsEnd = false
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self._IsSkip = false
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end
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function XUiPlanetRunningFight:SetScale(scale)
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self._TimeScale = scale
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end
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function XUiPlanetRunningFight:GetScale()
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return self._TimeScale
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end
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function XUiPlanetRunningFight:SetData(data)
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self._BeginData = data
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self:CreateFight(data)
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end
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function XUiPlanetRunningFight:CreateFight(data)
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local fight = CS.XPlanetRunning.XPlanetRunningFight.XPlanetRunningFight()
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if data then
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fight:Init(data)
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end
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self.ObjFight = fight
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self._Status = STATUS.START
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end
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function XUiPlanetRunningFight:Init()
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local entities = self.ObjFight.Entities
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for i = 0, entities.Count - 1 do
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local entity = entities[i]
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local entityId = entity.Id
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self:UpdateHp(entityId)
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end
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end
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function XUiPlanetRunningFight:Update(deltaTime)
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deltaTime = deltaTime * self._TimeScale
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if self._Status == STATUS.END then
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if self._IsRequest then
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return
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end
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self._DurationEnd = self._DurationEnd - deltaTime
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if self._DurationEnd < 0 then
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if not self.IsEnd then
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self.IsEnd = true
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end
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XLuaUiManager.SafeClose("UiPlanetFightMain")
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end
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return
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end
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if self._Status == STATUS.START then
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self._Status = STATUS.ACTION_CHECK
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return
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end
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if self._Status == STATUS.PROGRESS then
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-- wait to next action
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self._DurationProgress = self._DurationProgress + deltaTime
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local progress = self._DurationProgress / self._DurationProgressMax
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progress = math.min(progress, 1)
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local entities = self.ObjFight.Entities
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for i = 0, entities.Count - 1 do
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local entity = entities[i]
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local entityId = entity.Id
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local uiEntity = self.UiEntities[entityId]
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if uiEntity then
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uiEntity:UpdateProgressAction(progress)
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end
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end
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if progress == 1 then
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self._Status = STATUS.ACTION_CHECK
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end
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return
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end
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if self._Status == STATUS.ACTION_CHECK then
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self.ObjFight:Run(1)
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self._DurationProgress = 0
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local entities = self.ObjFight.Entities
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for i = 0, entities.Count - 1 do
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local entity = entities[i]
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local entityId = entity.Id
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local uiEntity = self.UiEntities[entityId]
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local actionPoint = entity.Action.ActionPoint
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if entity.Attribute.Life <= 0 then
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actionPoint = 0
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end
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if entity.Action.IsWaitingAction then
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-- 等待行动时,显示满进度
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if uiEntity then
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uiEntity:SetMaxTargetActionPoint()
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end
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else
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if uiEntity then
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uiEntity:SetTargetActionPoint(actionPoint)
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end
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end
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end
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local actionIndexLast = self._ActionIndex
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local actionIndexCurrent = self.ObjFight.RecordActionList.Count
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if actionIndexCurrent > actionIndexLast then
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self._ActionIndex = actionIndexCurrent
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self._Status = STATUS.ACTION_START
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else
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if self.ObjFight.IsEnd then
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self._Status = STATUS.END
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self:GenerateResultAndEnd()
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return
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else
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self._Status = STATUS.PROGRESS
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end
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end
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return
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end
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if self._Status == STATUS.ACTION_START then
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local actionIndexCurrent = self.ObjFight.RecordActionList.Count
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if self._ActionIndex <= actionIndexCurrent then
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local action = self.ObjFight.RecordActionList[self._ActionIndex - 1]
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local entityId = action.LauncherId
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local launcherUiEntity = self.UiEntities[entityId]
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if launcherUiEntity then
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launcherUiEntity:ResetProgressAction()
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if self._Debug then
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local entityAction = self.ObjFight:GetEntity(entityId)
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local entityTarget = self.ObjFight:GetEntity(action.TargetId)
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local strAction = ""
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local strTarget = ""
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local strCritical = "是否暴击: " .. tostring(action.IsCritical)
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if entityAction and entityTarget then
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local attrFormat = "生命值:%d/%d, 攻击:%d, 防御:%d, 暴击率:%d, 暴击率增益:%d, 暴击加成:%d, 速度:%d"
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local attrAction = entityAction.Attribute
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strAction = string.format(attrFormat, attrAction.Life, attrAction.MaxLife, attrAction.Attack, attrAction.Defense, attrAction.CriticalPercent, attrAction.CriticalPercentBonus, attrAction.CriticalDamageAdded, attrAction.Speed)
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local attrTarget = entityTarget.Attribute
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strTarget = string.format(attrFormat, attrTarget.Life, attrTarget.MaxLife, attrTarget.Attack, attrTarget.Defense, attrTarget.CriticalPercent, attrTarget.CriticalPercentBonus, attrTarget.CriticalDamageAdded, attrTarget.Speed)
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end
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print("当前回合:" .. actionIndexCurrent .. " 行动者" .. entityId .. "对" .. action.TargetId .. " 造成伤害:" .. action.Value, strAction, strTarget, strCritical)
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end
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end
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self._Action = XUiPlanetRunningActionAttack.New()
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self._Action:Set(action)
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self._Status = STATUS.ACTION
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else
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self._Status = STATUS.ACTION_END
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end
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return
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end
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if self._Status == STATUS.ACTION then
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local action = self._Action
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if not action then
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self._Status = STATUS.ACTION_END
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return
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end
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if not self._SystemAction:Update(deltaTime, action, self) then
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self._Status = STATUS.ACTION_END
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end
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return
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end
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if self._Status == STATUS.ACTION_END then
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self._Status = STATUS.ACTION_CHECK
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return
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end
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end
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function XUiPlanetRunningFight:UpdateHp(entityId)
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local entity = self.ObjFight:GetEntity(entityId)
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if not entity then
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return
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end
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local uiEntity = self.UiEntities[entityId]
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if not uiEntity then
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return
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end
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uiEntity:SetHp(entity)
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end
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function XUiPlanetRunningFight:GetPlayerEntityArray()
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return self:GetEntityArrayByCamp(CS.XPlanetRunning.XPlanetRunningFight.XPlanetRunningCampType.Player)
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end
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function XUiPlanetRunningFight:GetBossEntityArray()
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return self:GetEntityArrayByCamp(CS.XPlanetRunning.XPlanetRunningFight.XPlanetRunningCampType.Boss)
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end
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function XUiPlanetRunningFight:GetEntityArrayByCamp(camp)
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local entities = self.ObjFight.Entities
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local array = {}
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for i = 0, entities.Count - 1 do
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local entity = entities[i];
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if entity.Camp.CampType == camp then
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array[#array + 1] = entity
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end
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end
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return array
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end
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function XUiPlanetRunningFight:BindUiEntity(entityId, uiRole)
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self.UiEntities[entityId] = uiRole
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end
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function XUiPlanetRunningFight:Destroy()
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self.ObjFight = false
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end
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-- 将c#结构转成lua发送
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function XUiPlanetRunningFight:GenerateResultAndEnd()
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-- 隐藏特效
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self:RestoreAllEffect()
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local result = self.ObjFight:GetResult()
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--region c#转lua
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local characterHp = {}
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local resultLua = {}
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resultLua.Grid = result.Grid
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resultLua.Seckill = {}
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for i = 0, result.Seckill.Count - 1 do
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local entityId = result.Seckill[i]
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table.insert(resultLua.Seckill, entityId)
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end
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resultLua.IsWin = result.IsWin
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resultLua.StageId = result.StageId
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resultLua.ResultCharacterInfos = {}
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for i = 0, result.ResultCharacterInfos.Count - 1 do
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local attributeLua = {}
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local dataLua = {
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FightingAttribute = {},
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BaseAttribute = {
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Attribute = attributeLua
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}
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}
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local info = result.ResultCharacterInfos[i]
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local objAttribute = info.BaseAttribute.Attribute
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for j = 0, objAttribute.Count - 1 do
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table.insert(attributeLua, objAttribute[j])
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end
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local characterId = info.CharacterInfo.Id
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dataLua.CharacterInfo = {
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Id = characterId,
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}
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table.insert(resultLua.ResultCharacterInfos, dataLua)
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characterHp[characterId] = attributeLua[XPlanetCharacterConfigs.ATTR.Life]
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end
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self._ResultLua = resultLua
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self._ResultCharacterHp = characterHp
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--endregion c#转lua
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-- 血量靠客户端自己更新 失败时不更新 否则角色们会被移除
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if resultLua.IsWin then
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local stageData = XDataCenter.PlanetManager.GetStageData()
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local stageCharacterData = stageData:GetCharacterData()
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for i = 1, #stageCharacterData do
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local characterData = stageCharacterData[i]
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local hp = characterHp[characterData.Id]
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if hp then
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characterData.Life = hp
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end
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end
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stageData:SetCharacterData(stageCharacterData)
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end
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if self._BeginData._IsRequest then
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self:OnRequestEnd()
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else
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self._BeginData._IsRequest = true
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self._IsRequest = true
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XDataCenter.FunctionEventManager.LockFunctionEvent()
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XDataCenter.PlanetExploreManager.RequestCheckFight(resultLua, function()
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self._IsRequest = false
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local resultFromServer = XDataCenter.PlanetExploreManager.GetResult()
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if (not resultFromServer) or (not resultFromServer:IsStageFinish()) or (resultFromServer:IsPlayed()) then
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self:OnRequestEnd()
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return
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end
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local settleType = resultFromServer:GetSettleType()
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local condition = nil
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if settleType == XPlanetExploreConfigs.SETTLE_TYPE.Lose then
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condition = XPlanetExploreConfigs.MOVIE_CONDITION.SETTLE_FAIL
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elseif settleType == XPlanetExploreConfigs.SETTLE_TYPE.StageFinish then
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condition = XPlanetExploreConfigs.MOVIE_CONDITION.SETTLE_WIN
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end
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local stageId = XDataCenter.PlanetManager.GetStageData():GetStageId()
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local movieId = XPlanetExploreConfigs.GetMovieIdByCheckControllerStage(condition, stageId)
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-- 结算剧情
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local explore = XDataCenter.PlanetExploreManager.GetExplore()
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if not movieId then
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explore:Pause(XPlanetExploreConfigs.PAUSE_REASON.RESULT)
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self:OnRequestEnd()
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return
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end
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XLuaUiManager.SafeClose("UiPlanetFightMain")
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explore:PlayMovie(movieId, function()
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explore:Pause(XPlanetExploreConfigs.PAUSE_REASON.RESULT)
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self:OnRequestEnd()
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end)
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end)
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end
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end
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function XUiPlanetRunningFight:RestoreAllEffect()
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for id, entity in pairs(self.UiEntities) do
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entity:HideEffectMove()
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entity:HideEffectBeAttack()
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end
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end
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function XUiPlanetRunningFight:OnRequestEnd()
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local resultLua = self._ResultLua
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-- 跳过战斗时, 播放气泡
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if resultLua.IsWin and self._IsSkip then
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local bubbleId
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if #(resultLua.Seckill) > 0 then
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bubbleId = XPlanetConfigs.GetSkipFightBubbleSeckill()
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else
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bubbleId = XPlanetConfigs.GetSkipFightBubble()
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end
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XEventManager.DispatchEvent(XEventId.EVENT_PLANET_PLAY_BUBBLE_ID, bubbleId)
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end
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if resultLua.IsWin then
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XDataCenter.PlanetExploreManager.OpenUiPlanetEncounter(function()
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XDataCenter.PlanetExploreManager.HandleResult()
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XEventManager.DispatchEvent(XEventId.EVENT_PLANET_RESUME_RUNNING, XPlanetExploreConfigs.PAUSE_REASON.FIGHT)
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if self._SkipCallback then
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self._SkipCallback()
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end
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end, XPlanetConfigs.TipType.GameWin)
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else
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XDataCenter.PlanetExploreManager.OpenUiPlanetEncounter(function()
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XDataCenter.PlanetExploreManager.HandleResult()
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XEventManager.DispatchEvent(XEventId.EVENT_PLANET_RESUME_RUNNING, XPlanetExploreConfigs.PAUSE_REASON.FIGHT)
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if self._SkipCallback then
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self._SkipCallback()
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end
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end, XPlanetConfigs.TipType.GameOver)
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end
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XDataCenter.PlanetExploreManager.OnFightComplete(self._BeginData)
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end
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function XUiPlanetRunningFight:BindAnimationAttack(timelineHelper)
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self.TimelineHelper = timelineHelper
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--if timelineHelper.Mute then
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-- timelineHelper:Mute("LauncherMove")
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--end
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end
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function XUiPlanetRunningFight:Skip(callback, isSkip)
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self._IsSkip = isSkip
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self._SkipCallback = callback
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local deltaTime = 1 / 60
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for i = 1, self._MaxTurn do
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if self._Status == STATUS.END then
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break
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end
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self:Update(deltaTime)
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-- 把每个回合产生的action都置空
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self._Action = false
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end
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if self._Status ~= STATUS.END then
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self:GenerateResultAndEnd()
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XLog.Error("[XUiPlanetRunningFight] 这场战斗没有结果")
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|
end
|
||
|
end
|
||
|
|
||
|
return XUiPlanetRunningFight
|