diff --git a/Assets/ManagedResources/~Lua/Modules/Map/EndLessMapManager.lua b/Assets/ManagedResources/~Lua/Modules/Map/EndLessMapManager.lua index cf4e1de99d..7292e2a603 100644 --- a/Assets/ManagedResources/~Lua/Modules/Map/EndLessMapManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Map/EndLessMapManager.lua @@ -71,7 +71,7 @@ function this.UpDateTeamMaxHp(info) } end MapManager.formationList = mapTeam - --LogGreen("indication的编队长度:"..#mapTeam) + ----LogGreen("indication的编队长度:"..#mapTeam) CallBackOnPanelOpen(UIName.MapPanel, function () Game.GlobalEvent:DispatchEvent(GameEvent.Map.FormationHpChange) end) @@ -121,7 +121,7 @@ end -- 登录初始化地图数据 function this.InitMapInfoData(mapId) - -- LogGreen("mapId:"..mapId) + -- --LogGreen("mapId:"..mapId) this.openMapId = mapId > 1 and mapId or 4002-- 开放的地图ID end -- ================================== 妖灵师状态刷新 ======================================== @@ -288,9 +288,9 @@ function this.InitAllEndlessHero(heroList,isClear) this.InitSingleEndlessHero(heroList[i]) end local id ,lv = this.GetShiQiValue() - -- LogGreen("lv:"..lv) + -- --LogGreen("lv:"..lv) this.moraleLv = lv - -- LogGreen("this.moraleLv:"..this.moraleLv) + -- --LogGreen("this.moraleLv:"..this.moraleLv) this.moraleId = id this.RrefreshFormation() @@ -305,7 +305,7 @@ function this.InitSingleEndlessHero(_msgHeroData) heroData.star = _msgHeroData.star heroData.lv = _msgHeroData.level heroData.breakId = _msgHeroData.breakId - -- --LogGreen("heroData.id:"..heroData.id.." heroData.breakId:"..heroData.breakId) + -- ----LogGreen("heroData.id:"..heroData.id.." heroData.breakId:"..heroData.breakId) heroData.upStarId = _msgHeroData.starBreakId heroData.createTime = _msgHeroData.createTimelocal heroData.lockState = _msgHeroData.lockState @@ -577,12 +577,12 @@ function this.InitHeroHp(msg, func) local heroData = msg.heroInfo[i] local allEquipAddProVal= HeroManager.CalculateWarAllProVal(heroData.heroId) local maxHp = allEquipAddProVal[3] - LogGreen("heroData.heroId:"..heroData.heroId.." heroData.hp:"..heroData.hp) + --LogGreen("heroData.heroId:"..heroData.heroId.." heroData.hp:"..heroData.hp) local hp = heroData.hp / 10000 local data = {} data.percentHp = hp data.curHp = math.ceil(hp * maxHp) - LogGreen("heroData.heroId:"..heroData.heroId.." data.curHp:"..data.curHp) + --LogGreen("heroData.heroId:"..heroData.heroId.." data.curHp:"..data.curHp) data.heroId = heroData.heroId this.allHeroBlood[heroData.heroId] = data end @@ -646,7 +646,7 @@ function this.IsMapTeamAlive() local tempList = {} for k,v in pairs(curFormation.teamHeroInfos) do if EndLessMapManager.GetSingleCanUseHeroData(v.heroId) then - LogGreen("EndLessMapManager.allHeroBlood[v.heroId].percentHp:"..EndLessMapManager.allHeroBlood[v.heroId].percentHp) + --LogGreen("EndLessMapManager.allHeroBlood[v.heroId].percentHp:"..EndLessMapManager.allHeroBlood[v.heroId].percentHp) if EndLessMapManager.allHeroBlood[v.heroId].percentHp > 0 then table.insert(tempList,v) end @@ -739,7 +739,7 @@ function this.GetRewardData() this.SetRewardData() local data = nil for i = 1 ,#this.mission do - LogGreen("id:"..this.mission[i].Id.." state:"..this.mission[i].state.." progress:"..this.mission[i].progress) + --LogGreen("id:"..this.mission[i].Id.." state:"..this.mission[i].state.." progress:"..this.mission[i].progress) end for i = 1 ,#this.mission do if this.mission[i].state == 1 then @@ -831,15 +831,15 @@ function this.InitTreasureData(msg) this.treasureData.tip = "无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝" this.treasureData.resetTime = msg.resetTime --购买状态 - -- LogGreen("msg.isBuy:"..msg.isBuy) + -- --LogGreen("msg.isBuy:"..msg.isBuy) this.SetTreasureGiftState(msg.isBuy) - -- LogGreen("msg.score:"..msg.score) + -- --LogGreen("msg.score:"..msg.score) this.treasureData.curScore = BagManager.GetItemCountById(EndLessMapManager.scoreValueId) or 0 this.GetTreasureData() this.treasureData.rewardData = this.treasureDataReward this.treasureData.curDataId,this.treasureData.curDataLevel = this.GetTreasureLevel() for i = 1 ,#msg.treasureRewardState do - -- LogGreen("msg.treasureRewardState[i].id:"..msg.treasureRewardState[i].id.." msg.treasureRewardState[i].state:"..msg.treasureRewardState[i].state) + -- --LogGreen("msg.treasureRewardState[i].id:"..msg.treasureRewardState[i].id.." msg.treasureRewardState[i].state:"..msg.treasureRewardState[i].state) this.SetTreasureState(msg.treasureRewardState[i].id,msg.treasureRewardState[i].state) end return this.treasureData diff --git a/Assets/ManagedResources/~Lua/Modules/Map/View/EndLessMapView.lua b/Assets/ManagedResources/~Lua/Modules/Map/View/EndLessMapView.lua index b4d3f85d60..eb90d93ad3 100644 --- a/Assets/ManagedResources/~Lua/Modules/Map/View/EndLessMapView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Map/View/EndLessMapView.lua @@ -363,7 +363,6 @@ end function EndLessMapView:RefreshTargetRoote() this.curMission = EndLessMapManager.GetRewardData() - LogGreen("this.curMission.progress:"..this.curMission.progress) if this.curMission.state == 0 then this.TargetBtn1.gameObject:SetActive(false) this.TargetBtn2.gameObject:SetActive(true) @@ -399,10 +398,12 @@ function EndLessMapView:SetShiQiValue() --士气等级提升 isShow = false local data = {} + LogGreen("isShow:"..tostring(isShow) ) data.title = "g_guanka_jianglitishen_zh" --士气等级提升图片 data.itemList = {} data.type = 2 local s = function(curId) + LogGreen("curId:"..curId) local proPs = {} for k,v in ConfigPairs(endlessMorale) do if v.Id <= curId then diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_Onhook.lua b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_Onhook.lua index cdab364e77..42291fd733 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_Onhook.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_Onhook.lua @@ -37,8 +37,6 @@ function this:OnShow(_parent,...) local _args = {...} local data = _args[1] fun = _args[2] - --LogGreen("FightPointPassManager.lastPassFightId "..FightPointPassManager.lastPassFightId .. " " .. FightPointPassManager.curOpenFight) - --itemList if data then for i = 1, math.max(#itemList, #data.itemList) do @@ -56,7 +54,7 @@ function this:OnShow(_parent,...) itemList[i].go.gameObject:SetActive(false) end for i = 1, #data.itemList do - local go = itemList[i] + local go = itemList[i].go go.gameObject:SetActive(true) if not data.itemList[i].icon then itemList[i].icon.gameObject:SetActive(false) @@ -69,15 +67,13 @@ function this:OnShow(_parent,...) itemList[i].nextproValue.text = data.itemList[i].proValue1 end end - if data.type == 1 then - if this.timer then - this.timer:Stop() - this.timer = nil - end - this.timer = Timer.New(function() - parent:ClosePanel() - end,2):Start() + if this.timer then + this.timer:Stop() + this.timer = nil end + this.timer = Timer.New(function() + parent:ClosePanel() + end,2):Start() end function this:OnClose()