diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Config/FightEffectAudioConfig.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Config/FightEffectAudioConfig.lua index e527d8dc60..aa7c7b653b 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Config/FightEffectAudioConfig.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Config/FightEffectAudioConfig.lua @@ -8,7 +8,7 @@ function FightEffectAudioConfig.Init() for _, data in ConfigPairs(audioConfig) do if data.Type == 4 or data.Type == 5 or data.Type == 6 or data.Type == 7 then if not data.EffectName or data.EffectName == "" then - Log(Language[10224]..data.Name) + -- Log(Language[10224]..data.Name) else local effectNameList = string.split(data.EffectName, "#") for _, effectName in ipairs(effectNameList) do @@ -36,7 +36,7 @@ function FightEffectAudioConfig.GetAudioData(effectName) local data = this.config[effectName] if not data or #data == 0 then if effectName ~= "FloatingText" and effectName ~= "BuffFloatingText" and effectName ~= "fx_Effect_enemy_birth" then - Log(Language[10225].. effectName ..Language[10226]) + -- Log(Language[10225].. effectName ..Language[10226]) end return end diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua index c40216cf6f..eb7ca77674 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua @@ -69,34 +69,37 @@ function BattleLogic.Init(data, _userData, maxRound) BattleLogic.IsEnd = false BattleLogic.Result = -1 + -- log初始化应该在上面 + BattleLogManager.Init(fightData, userData) + + -- RoleManager.Init() SkillManager.Init() OutDataManager.Init(fightData) PassiveManager.Init() - BattleLogManager.Init(fightData, userData) - --监听英雄受到治疗 - BattleLogic.Event:AddEvent(BattleEventName.RoleBeTreated,function (castRole, realTreat, treat) - if castRole.camp==0 then - LogBattle("我方 英雄治疗"..treat) - allHeroDamage=allHeroDamage+treat - else - LogBattle("敌方 英雄治疗"..treat) - allEnemyDamage=allEnemyDamage+treat - end -end) + --监听英雄受到治疗 + BattleLogic.Event:AddEvent(BattleEventName.RoleBeTreated,function (castRole, realTreat, treat) + if castRole.camp==0 then + LogBattle("我方 英雄治疗"..treat) + allHeroDamage=allHeroDamage+treat + else + LogBattle("敌方 英雄治疗"..treat) + allEnemyDamage=allEnemyDamage+treat + end + end) --监听英雄受到攻击 BattleLogic.Event:AddEvent(BattleEventName.RoleBeDamaged,function (defRole, atkRole, damage, bCrit, finalDmg, damageType, dotType) - --我方阵营总攻击 - if atkRole.camp==0 then - allHeroDamage=allHeroDamage+damage - LogBattle("我方 英雄攻击"..damage) - --敌方阵营 - else - allEnemyDamage=allEnemyDamage+damage - LogBattle("敌方 英雄攻击"..damage) - end - end) + --我方阵营总攻击 + if atkRole.camp==0 then + allHeroDamage=allHeroDamage+damage + LogBattle("我方 英雄攻击"..damage) + --敌方阵营 + else + allEnemyDamage=allEnemyDamage+damage + LogBattle("敌方 英雄攻击"..damage) + end + end) end -- 检测先手阵营