checkBlock.cache
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@ -1493,8 +1493,8 @@ events.prototype.battle = function (id, x, y, force, callback) {
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// ------ 支援技能 ------//
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if (core.isset(x) && core.isset(y)) {
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var index = x + "," + y, buff = (core.status.checkBlock.buff || {})[index] || {},
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guards = buff.guards || [];
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var index = x + "," + y, cache = (core.status.checkBlock.cache || {})[index] || {},
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guards = cache.guards || [];
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if (guards.length>0) {
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core.setFlag("__guards__"+x+"_"+y, guards);
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var actions = [];
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@ -1683,7 +1683,7 @@ ui.prototype.drawMaps = function (index, x, y) {
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clearTimeout(core.interval.tipAnimate);
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core.clearLastEvent();
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core.status.checkBlock.buff = {};
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core.status.checkBlock.cache = {};
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this.drawThumbnail(floorId, 'ui', core.status.maps[floorId].blocks, 0, 0, 416, x, y);
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// 绘图
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@ -499,9 +499,9 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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// ------ 支援 ------
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var guards = [];
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// 检查光环缓存
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if (!core.isset(core.status.checkBlock.buff)) core.status.checkBlock.buff = {};
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if (!core.isset(core.status.checkBlock.cache)) core.status.checkBlock.cache = {};
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var index = core.isset(x) && core.isset(y) ? (x + "," + y) : "floor";
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var cache = core.status.checkBlock.buff[index];
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var cache = core.status.checkBlock.cache[index];
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if (!core.isset(cache)) {
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// 没有该点的缓存,则遍历每个图块
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core.status.maps[floorId].blocks.forEach(function (block) {
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@ -533,7 +533,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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});
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// 放入缓存中
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core.status.checkBlock.buff[index] = { "hp_buff": hp_buff, "atk_buff": atk_buff, "def_buff": def_buff, "guards": guards };
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core.status.checkBlock.cache[index] = { "hp_buff": hp_buff, "atk_buff": atk_buff, "def_buff": def_buff, "guards": guards };
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} else {
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// 直接使用缓存数据
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hp_buff = cache.hp_buff;
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