diff --git a/Assets/ManagedResources/~Lua/Modules/Chat/FriendChatManager.lua b/Assets/ManagedResources/~Lua/Modules/Chat/FriendChatManager.lua
index 765a2c4503..88ecbddb47 100644
--- a/Assets/ManagedResources/~Lua/Modules/Chat/FriendChatManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Chat/FriendChatManager.lua
@@ -230,12 +230,12 @@ end
function this.SaveNewChatListToLocal()
local str = table.concat(this.NewChatFriendList, "|")
PlayerPrefs.SetString("NewChatList" .. PlayerManager.uid, str)
- Log("save to local === "..str)
+ Log("信息存储到本地:"..str)
end
function this.LoadNewChatListFromLocal()
local str = PlayerPrefs.GetString("NewChatList" .. PlayerManager.uid)
- Log("load from local === "..str)
+ Log("读取本地信息:"..str)
local list = string.split(str, "|")
this.NewChatFriendList = {}
-- 字符串转数字
@@ -244,7 +244,7 @@ function this.LoadNewChatListFromLocal()
local friendId = tonumber(list[i])
if GoodFriendManager.IsMyFriend(friendId) then
table.insert(this.NewChatFriendList, friendId)
- Log("load from local === "..friendId)
+ Log("读取本地信息friendId:"..friendId)
end
end
end
diff --git a/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassManager.lua b/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassManager.lua
index f7e52795ca..4be54f9456 100644
--- a/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassManager.lua
@@ -66,7 +66,7 @@ function this.InitAllFightPointState(msg)
this.curFightState = msg.state
this.adventrueEnemyList=msg.adventureBossInfo
this.HangOnReward=msg.reward
- Log("挂机奖励 ==== "..this.HangOnReward)
+ Log("挂机奖励:"..this.HangOnReward)
this.maxChapterNum = LengthOfTable(GameDataBase.SheetBase.GetKeys(ConfigManager.GetConfig(ConfigName.MainLevelSettingConfig)))
end
@@ -265,7 +265,7 @@ function this.IsCanFight(fightId)
-- 以防后端不校验,再来一次
if PlayerManager.level < mainLevelConfig[this.curOpenFight].LevelLimit then
- Log("等级不足")
+ Log("等级不足,无法挑战关卡")
return false, tostring(mainLevelConfig[this.curOpenFight].LevelLimit .. Language[10056])
else -- 等级不足未通关时设置一下
if this.curFightState == -1 then
@@ -276,10 +276,10 @@ function this.IsCanFight(fightId)
local state = this.GetFightStateById(fightId)
if state == FIGHT_POINT_STATE.OPEN_NOT_PASS then
- Log("开启未通关")
+ Log("关卡开启,未通关")
return true, Language[10617]
elseif state == FIGHT_POINT_STATE.OPEN_LOW_LEVEL then
- Log("等级不足")
+ Log("等级不足,无法挑战关卡")
return false, tostring(mainLevelConfig[this.curOpenFight].LevelLimit .. Language[10056])
elseif state == FIGHT_POINT_STATE.PASS then -- 最后一关
Log("已经通关")
diff --git a/Assets/ManagedResources/~Lua/Modules/Fight/View/FightPointMapView.lua b/Assets/ManagedResources/~Lua/Modules/Fight/View/FightPointMapView.lua
index 4212740d34..79b0d12503 100644
--- a/Assets/ManagedResources/~Lua/Modules/Fight/View/FightPointMapView.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Fight/View/FightPointMapView.lua
@@ -66,7 +66,7 @@ local m_parent
this.isClose = false
--root FightPointPassMainPanel.gameObject FightPointPassMainPanel脚本
function this:InitComponent(root, parent)
- LogGreen("初始化地图资源")
+ Log("初始化地图资源")
m_orginLayer = 0
m_parent = parent
-- 地图点击拖动
@@ -102,7 +102,7 @@ function this:Init()
-- 加载一个小人
local tempconfig = ConfigManager.GetConfigData(ConfigName.ChallengeMapConfig,m_curMapId)
if not this.playerViews[0] then
- --LogGreen(m_curMapId)
+ --Log(m_curMapId)
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.guajigongneng) then
iconNum = 20
local randomNum = 8--math.random(2,3)
@@ -110,7 +110,7 @@ function this:Init()
if this.isClose then
return
end
- --LogGreen("NPCList:"..LengthOfTable(NPCList))
+ --Log("NPCList:"..LengthOfTable(NPCList))
local index = 1
local area = monsterArea[m_curMapId]
local suv = startUV[m_curMapId]
@@ -212,10 +212,10 @@ end
this.isCanUseIconList = 0
function this.RequestIconList()
- --LogGreen(" this.isCanUseIconList:".. tostring(this.isCanUseIconList))
+ --Log(" this.isCanUseIconList:".. tostring(this.isCanUseIconList))
if this.isCanUseIconList == 0 then
this.isCanUseIconList = 1
- --LogGreen(" this.iconList:".. tostring(this.iconList))
+ --Log(" this.iconList:".. tostring(this.iconList))
return this.iconList
end
return nil
@@ -226,7 +226,7 @@ function this.ReleaseIconList()
end
function this.AsideTriggerJudge(data,isSelf,_userData)
- --LogGreen("data:"..tostring(data).." pos:"..tostring(Map_UV2Pos(data.u - 1, data.v).. " isSelf:"..tostring(isSelf).. " Self:"..tostring(_userData).. " Self:".." "..tostring(_userData.userId)))
+ --Log("data:"..tostring(data).." pos:"..tostring(Map_UV2Pos(data.u - 1, data.v).. " isSelf:"..tostring(isSelf).. " Self:"..tostring(_userData).. " Self:".." "..tostring(_userData.userId)))
local isGetIconList = false
local iconList = this.iconList
if not this.threads then
@@ -244,34 +244,34 @@ function this.AsideTriggerJudge(data,isSelf,_userData)
this.ReleaseIconList()
coroutine.yield()
end
- --LogGreen("没有得到访问权")
+ --Log("没有得到访问权")
iconList = this.RequestIconList()
if iconList and LengthOfTable(iconList) > 0 then
isGetIconList = true
else
- --LogGreen("等待中")
+ --Log("等待中")
coroutine.wait(0.1)
end
end
- --LogGreen("得到了访问权")
+ --Log("得到了访问权")
-- for k,v in pairs(iconList) do
- -- --LogGreen("iconList k:"..tostring(k))
+ -- --Log("iconList k:"..tostring(k))
-- end
local selfPos = Map_UV2Pos(data.u, data.v)
- --LogGreen("selfPos:"..tostring(selfPos))
+ --Log("selfPos:"..tostring(selfPos))
local posList = {}
posList[1] = Map_UV2Pos(data.u - 1, data.v)
posList[2] = Map_UV2Pos(data.u + 1, data.v)
posList[3] = Map_UV2Pos(data.u, data.v - 1)
posList[4] = Map_UV2Pos(data.u, data.v + 1)
for k,pos in pairs(posList) do
- --LogGreen("posList pos:"..tostring(pos))
+ --Log("posList pos:"..tostring(pos))
if iconList[pos] and this.HasSelectIconList(pos,_userData.userId) then
this.RemoveSelectIconList(_userData.eventPointPos)
this.AddSelectIconList(pos,_userData.userId)
- --LogGreen("发送了消息")
+ --Log("发送了消息")
Game.GlobalEvent:DispatchEvent(GameEvent.GuaJi.getEvent,{goData = _userData, event = iconList[pos], pos = pos})
coroutine.stop(this.threads[_userData.userId])
this.threads[_userData.userId] = nil
@@ -282,7 +282,7 @@ function this.AsideTriggerJudge(data,isSelf,_userData)
for k,v in pairs(this.playerViews) do
if not v.isSelf and Map_UV2Pos(v.roleCurPos.u, v.roleCurPos.v) == pos and v.state == 0 then
FightPointPassManager.talkingTime = GetTimeStamp()
- --LogGreen("发送了消息")
+ --Log("发送了消息")
Game.GlobalEvent:DispatchEvent(GameEvent.GuaJi.getEvent,{goData = _userData,event = v,pos = pos})
coroutine.stop(this.threads[_userData.userId])
this.threads[_userData.userId] = nil
@@ -293,7 +293,7 @@ function this.AsideTriggerJudge(data,isSelf,_userData)
end
end
end
- --LogGreen("周围没有事件")
+ --Log("周围没有事件")
if this.threads[_userData.userId] then
coroutine.stop( this.threads[_userData.userId])
this.threads[_userData.userId] = nil
@@ -328,11 +328,11 @@ function this.LoadPointIcon(useAnim)
end
-- 随机一个坐标
local area = monsterArea[m_curMapId]
- --LogGreen("area.x_pos.min:"..tostring(area.x_pos.min).." area.x_pos.max:"..tostring(area.x_pos.max))
+ --Log("area.x_pos.min:"..tostring(area.x_pos.min).." area.x_pos.max:"..tostring(area.x_pos.max))
local u = math.random(area.x_pos.min, area.x_pos.max)
- --LogGreen("area.y_pos.min:"..tostring(area.y_pos.min).." area.y_pos.max:"..tostring(area.y_pos.max))
+ --Log("area.y_pos.min:"..tostring(area.y_pos.min).." area.y_pos.max:"..tostring(area.y_pos.max))
local v = math.random(area.y_pos.min, area.y_pos.max)
- --LogGreen("u:"..tostring(u).." v:"..tostring(v))
+ --Log("u:"..tostring(u).." v:"..tostring(v))
local pos = Map_UV2Pos(u, v)
local mapPointId = math.random(1,maxIcon)
@@ -415,7 +415,7 @@ end
-- 退出战斗状态
function this.BattleEnd(selectPointPos,isSelf)
- --LogGreen("战斗结束回调")
+ --Log("战斗结束回调")
-- 删点前隐藏那个东西
if this.iconList[selectPointPos] then
this.iconList[selectPointPos]:ShowDialogue(false)
@@ -462,7 +462,7 @@ end
--- ======================================================================
function this.OnGameOver()
- LogGreen("OnGameOver")
+ Log("OnGameOver")
for i, v in pairs(this.playerViews) do
if v then
SubUIManager.Close(v)
@@ -476,7 +476,7 @@ function this.OnGameOver()
end
end
if this.mapRoot then -- 避免不是主动退出
- LogGreen("注销一次地图资源")
+ Log("注销一次地图资源")
poolManager:UnLoadAsset(mapCtrl, this.mapRoot, PoolManager.AssetType.GameObject)
poolManager:UnLoadAsset(effectPath, this.moneyEffect, PoolManager.AssetType.GameObject)
UIManager.camera.clearFlags = CameraClearFlags.Skybox
@@ -489,7 +489,7 @@ function this.OnGameOver()
end
function this:OnClose()
- LogGreen("关闭挂机:OnClose")
+ Log("关闭挂机:OnClose")
if this.startTimer then
this.startTimer:Stop()
end
diff --git a/Assets/ManagedResources/~Lua/Modules/FightLevel/FightLevelManager.lua b/Assets/ManagedResources/~Lua/Modules/FightLevel/FightLevelManager.lua
index 365b47437f..9e2bd3477d 100644
--- a/Assets/ManagedResources/~Lua/Modules/FightLevel/FightLevelManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/FightLevel/FightLevelManager.lua
@@ -54,7 +54,7 @@ function this.UpdataChapterData(msg,_isShowChapterOpenPopup)
if msg then
for i = 1, #msg.chapter do
local singleHardStageChapter = allChapterData[msg.chapter[i].chapterId]
- Log("msg.chapter[i].chapterId "..msg.chapter[i].chapterId.." "..msg.chapter[i].stars.." node num "..#msg.chapter[i].node.." reward num "..#msg.chapter[i].reward.." singleHardStageChapter.stars "..singleHardStageChapter.stars)
+ Log("chapterId:"..msg.chapter[i].chapterId.." stars"..msg.chapter[i].stars.." node"..#msg.chapter[i].node.."reward:"..#msg.chapter[i].reward.." needStars:"..singleHardStageChapter.stars)
singleHardStageChapter.chapterId = msg.chapter[i].chapterId
if singleHardStageChapter.chapterId > oldChapterId and _isShowChapterOpenPopup then
this.SetisShowChapterOpenPopup(true)
diff --git a/Assets/ManagedResources/~Lua/Modules/FirstRecharge/FirstRechargeManager.lua b/Assets/ManagedResources/~Lua/Modules/FirstRecharge/FirstRechargeManager.lua
index 5634f55a61..9185c3752a 100644
--- a/Assets/ManagedResources/~Lua/Modules/FirstRecharge/FirstRechargeManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/FirstRecharge/FirstRechargeManager.lua
@@ -111,7 +111,6 @@ function this.RefreshAccumRechargeValue(goodsId)
if rechargeConfig.Price == 0 then return end
if this.isFirstRecharge == 0 then
- Log("sssssssssss-------------------------ssssssss")
this.SetRechargeTime(math.floor(GetTimeStamp()))
this.isFirstRecharge = 1
end
@@ -125,13 +124,7 @@ function this.RefreshAccumRechargeValue(goodsId)
end
function this.SetAccumRechargeValue(value, flag)
- Log("this.SetAccumRechargeValue!!!!!! value:"..value)
- --local activityInfo = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.AccumulativeRecharge)
- --if activityInfo.mission then
- -- for _, treasureInfo in ipairs(activityInfo.mission) do
- -- AccumRechargeValue = treasureInfo.progress
- -- end
- --end
+ Log("充值金额:"..value)
if flag then
AccumRechargeValue = AccumRechargeValue + value
CheckRedPointStatus(RedPointType.FirstRecharge)
diff --git a/Assets/ManagedResources/~Lua/Modules/Formation/FormationManager.lua b/Assets/ManagedResources/~Lua/Modules/Formation/FormationManager.lua
index 119a4340c6..3bb60bcdb8 100644
--- a/Assets/ManagedResources/~Lua/Modules/Formation/FormationManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Formation/FormationManager.lua
@@ -54,7 +54,7 @@ end
--刷新编队数据
function this.UpdateFormation(msg)
- Log("#msg.TeamPosInfo : " .. #msg.TeamPosInfo)
+ Log("编队数量:" .. #msg.TeamPosInfo)
this.formationList = {}
-- this.curFormationIndex = this.SetCurFormationIndex()
this.curFormationIndex = 1
diff --git a/Assets/ManagedResources/~Lua/Modules/Guild/MyGuildManager.lua b/Assets/ManagedResources/~Lua/Modules/Guild/MyGuildManager.lua
index 6e8f4168f2..c83108ebfd 100644
--- a/Assets/ManagedResources/~Lua/Modules/Guild/MyGuildManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Guild/MyGuildManager.lua
@@ -47,7 +47,7 @@ function MyGuildManager.SetMyGuildInfo(msg)
-- 公会信息
this.MyGuildInfo = msg.familyBaseInfo
this.MyFeteInfo.score= this.MyGuildInfo.fete --登录时的奖励进度信息 后续数据刷新由MyGuildManager.MyFeteInfo.score操作
- LogBlue("this.MyGuildInfo.id:"..this.MyGuildInfo.id)
+ Log("我的公会ID:"..this.MyGuildInfo.id)
if this.MyGuildInfo.id then
PlayerManager.familyId = this.MyGuildInfo.id
end
@@ -890,9 +890,6 @@ end
function MyGuildManager.GetMyAidOtherGuildHelpRedPoint()
if not PlayerManager.familyId or PlayerManager.familyId == 0 or LengthOfTable(this.allGuildHelpInfo) < 1 then return false end
for key, value in pairs(this.allGuildHelpInfo) do
- LogBlue(LengthOfTable(this.allGuildHelpInfo))
- LogBlue("key:"..key.." value"..value.uid)
- LogBlue("value.guildHelpInfo:"..LengthOfTable(value.guildHelpInfo))
if value.uid ~= PlayerManager.uid and this.MyFeteInfo.guildHelpTime < ConfigManager.GetConfigData(ConfigName.GuildHelpConfig,1).HelpTime[1]
and LengthOfTable(value.guildHelpInfo) > 0 then
for j = 1, #value.guildHelpInfo do
@@ -904,7 +901,7 @@ function MyGuildManager.GetMyAidOtherGuildHelpRedPoint()
end
--LogGreen("aidMaxNum "..aidMaxNum .." ".. value.guildHelpInfo[j].num .." "..value.uid .." ".. PlayerManager.uid)
if aidMaxNum > value.guildHelpInfo[j].num then
- LogBlue("MyGuildManager.GetMyAidOtherGuildHelpRedPoint返回true")
+ Log("公会军团援助红点返回true")
return true
end
end
diff --git a/Assets/ManagedResources/~Lua/Modules/Main/MainPanel.lua b/Assets/ManagedResources/~Lua/Modules/Main/MainPanel.lua
index 395d5bbdcf..d0eade8fba 100644
--- a/Assets/ManagedResources/~Lua/Modules/Main/MainPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Main/MainPanel.lua
@@ -940,7 +940,6 @@ function this:OnShow()
this:OnChangeTitleOrRideOrSkin()
--检测主城六星入口是否显示
this.CheckSixStarGoShow()
- Log(string.format("---------------------%s", BagManager.GetItemCountById(14)))
this.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Main })
this.BtView:OnOpen(self, { sortOrder = self.sortingOrder, panelType = PanelTypeView.MainCity })
diff --git a/Assets/ManagedResources/~Lua/Modules/Map/Logic/TileMapView.lua b/Assets/ManagedResources/~Lua/Modules/Map/Logic/TileMapView.lua
index c6a243ec0c..f20708dc50 100644
--- a/Assets/ManagedResources/~Lua/Modules/Map/Logic/TileMapView.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Map/Logic/TileMapView.lua
@@ -118,7 +118,7 @@ function this.AwakeInit(go, mapId, wakeCells, tileV2)
this.RefreshBuffSize()
--加载地图图块数据
- LogGreen("_mapId:".._mapId.." ")
+ Log("_mapId:".._mapId)
if not _mapConfig[_mapId] then
LogError("表里面没有地图id:".._mapId)
_mapId = 4001
diff --git a/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua b/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua
index 3bf51842e7..ac6275e339 100644
--- a/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua
@@ -54,8 +54,8 @@ function this.LoginRequest(openId, func)
local msg = PlayerInfoProto_pb.LoginResponse()
msg:ParseFromString(data)
- Log("msg.resultCode : " .. msg.resultCode)
- Log("msg.newToken : " .. msg.newToken)
+ Log("resultCode : " .. msg.resultCode)
+ Log("newToken : " .. msg.newToken)
if msg.resultCode == 0 then
--成功登录
@@ -116,7 +116,7 @@ function this.PlayerInfoRequest(func)
PlayerManager.userCreateTime = msg.userCreateTime
PatFaceManager.SetisFirstLogVal(msg.isDayFirst)
SoulPrintManager.soulEquipPool = msg.SoulEquipPool
- Log("msg.player.designation "..msg.player.designation.." msg.player.decrotion "..msg.player.decrotion.." msg.player.ride "..msg.player.ride)
+ Log("称号ID:"..msg.player.designation.." 时装ID:"..msg.player.decrotion.." 坐骑ID:"..msg.player.ride)
PlayerManager.designation = msg.player.designation--称号
PlayerManager.skin = msg.player.decrotion--皮肤
PlayerManager.ride = msg.player.ride--坐骑
@@ -1122,7 +1122,7 @@ function this.GetAllMailData(func)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.GetAllMailInfoResponse()
msg:ParseFromString(data)
- Log("邮件个数 " .. #msg.mialList)
+ Log("邮件个数:" .. #msg.mialList)
MailManager.InitMailDataList(msg.mialList)
if func then
func(msg.mialList)
diff --git a/Assets/ManagedResources/~Lua/Modules/NewActivity/CommonActPageManager.lua b/Assets/ManagedResources/~Lua/Modules/NewActivity/CommonActPageManager.lua
index 878f9bd38e..dc6e9e6c89 100644
--- a/Assets/ManagedResources/~Lua/Modules/NewActivity/CommonActPageManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/NewActivity/CommonActPageManager.lua
@@ -415,7 +415,7 @@ function this.InitSingleTypeData(actType)
local data = ActivityGiftManager.GetActivityTypeInfo(actType)
if data then
singleTypeData = {}
- Log("InitData activityId:"..tostring(data.activityId).." value:"..tostring(data.value).." startTime:"..tostring(data.startTime).." endTime:"..tostring(data.endTime).." mission:"..tostring(#data.mission))
+ Log("初始化数据,activityId:"..tostring(data.activityId).." value:"..tostring(data.value).." startTime:"..tostring(data.startTime).." endTime:"..tostring(data.endTime).." mission:"..tostring(#data.mission))
singleTypeData.activityId = data.activityId
singleTypeData.value = data.value
singleTypeData.startTime = data.startTime
diff --git a/Assets/ManagedResources/~Lua/Modules/Player/HeadManager.lua b/Assets/ManagedResources/~Lua/Modules/Player/HeadManager.lua
index 278de64d08..edaf310e60 100644
--- a/Assets/ManagedResources/~Lua/Modules/Player/HeadManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Player/HeadManager.lua
@@ -187,7 +187,7 @@ function HeadManager.SetHeadFrameAllData(data)
this.headFrameData = {}
if #data > 0 then
for i = 1, #data do
- Log(" data[i].headFrameId ".. data[i].headFrameId.." data[i].validTime "..data[i].validTime )
+ Log("头像框ID:".. data[i].headFrameId.." 时间:"..data[i].validTime )
local single_data = {}
single_data.headFrameId = data[i].headFrameId
single_data.validTime = data[i].validTime
@@ -202,7 +202,7 @@ function HeadManager.SetSineleHeadFrameAllData(headFrameId,time)
local single_data = {}
single_data.headFrameId = headFrameId
single_data.validTime = time
- Log(" headFrameId ".. headFrameId.." time "..time )
+ Log("头像框ID:".. headFrameId.." 时间:"..time )
single_data.PlayerHeadIcon = ConfigManager.GetConfigDataByKey(ConfigName.PlayerHeadIcon,"Id",single_data.headFrameId)
this.headFrameData[single_data.headFrameId] = single_data
end
diff --git a/Assets/ManagedResources/~Lua/Modules/Player/PlayerManager.lua b/Assets/ManagedResources/~Lua/Modules/Player/PlayerManager.lua
index a9a8c13bd8..91fa100d07 100644
--- a/Assets/ManagedResources/~Lua/Modules/Player/PlayerManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Player/PlayerManager.lua
@@ -295,7 +295,7 @@ function this.InitHandBookData(heroHandBook,talismanHandBook)
end
end
--根据后端传的有过的所有装备的数据更新本地装备图鉴数据
- Log("手册"..#talismanHandBook)
+ Log("图鉴数:"..#talismanHandBook)
if talismanHandBook and #talismanHandBook > 0 then
for i = 1, #talismanHandBook do
PlayerManager.talismanHandBook[talismanHandBook[i]] = talismanHandBook[i]
diff --git a/Assets/ManagedResources/~Lua/Modules/Practice/PracticePanel.lua b/Assets/ManagedResources/~Lua/Modules/Practice/PracticePanel.lua
index 7961d1c81e..52dbfde367 100644
--- a/Assets/ManagedResources/~Lua/Modules/Practice/PracticePanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Practice/PracticePanel.lua
@@ -84,7 +84,7 @@ function Practice:BindEvent()
end
end)
Util.AddClick(self.textBtn, function()
- Log("打开山河社稷图")
+ UIManager.OpenPanel(UIName.FightLevelChapterPanel)
end)
Util.AddClick(self.starBtn, function()
UIManager.OpenPanel(UIName.FightLevelChapterPanel)
@@ -207,7 +207,7 @@ function Practice:OnShow()
CheckRedPointStatus(RedPointType.Practice_upgrade)
FormationManager.RefreshMainFormationPower()
self.curLevelConfig = PracticeManager.GetCurConfigData()
- LogYellow("当前修行等级Id:"..tostring(PracticeManager.PracticeLevel))
+ Log("当前修行等级Id:"..tostring(PracticeManager.PracticeLevel))
oldPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
oldBigLevel = PracticeManager.PracticeBigLevel
self.pointData = PracticeManager.GetPointsData()
diff --git a/Assets/ManagedResources/~Lua/Modules/Recharge/View/EveryDayGift.lua b/Assets/ManagedResources/~Lua/Modules/Recharge/View/EveryDayGift.lua
index d2cc8c80cb..fca2c4707b 100644
--- a/Assets/ManagedResources/~Lua/Modules/Recharge/View/EveryDayGift.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Recharge/View/EveryDayGift.lua
@@ -163,7 +163,6 @@ function EveryDayGift:OnShow(_sortingOrder)
end
function EveryDayGift:RefreshBanner()
- LogGreen("self.actType:"..self.actType)
if self.actType == 96 then
self.curObjPar.gameObject:SetActive(true)
self.rectMask .gameObject:SetActive(true)
diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleListPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleListPanel.lua
index 6d66fcf1b7..43b1db7e4c 100644
--- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleListPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleListPanel.lua
@@ -186,28 +186,10 @@ function this:SetRoleList(_roleDatas)
HeroManager.heroSortedDatas = roleDatas
this.heroNumText:GetComponent("Text").text=string.format(Language[11821],#_roleDatas)
this.ScrollView:SetData(_roleDatas, function (index, go)
- -- if this.isFirstOpen then
- -- go.gameObject:SetActive(false)
- -- end
this.SingleHeroDataShow(go, roleDatas[index])
- --Log("RoleListPanel::SetRoleList_HeroDataShow____")
end)
- -- this.ScrollView:SetIndex(#roleDatas)
-
-
-
-
- Log("RoleListPanel::SetRoleList____END")
if this.isFirstOpen then
- -- this.ScrollView:ForeachItemGO(function (index, go)
- -- Timer.New(function ()
- -- go.gameObject:SetActive(true)
- -- PlayUIAnim(go.gameObject)
- -- --将原有同步的数据更新,修改为异步调用
- -- -- this.SingleHeroDataShow(go, roleDatas[index])
- -- end, 0.03*(index-1)):Start()
- -- end)
if isFristOpenTime then
isFristOpenTime:Stop()
isFristOpenTime = nil
@@ -226,21 +208,16 @@ end
function this.SingleHeroDataShow(_go,_heroData)
local heroData = _heroData
SetHeroBg(this.spLoader, Util.GetGameObject(_go.transform, "card"),Util.GetGameObject(_go.transform, "card/bg"),_heroData.star,heroData.heroConfig.Quality)
-
if HarmonyManager.IsChangeColor(heroData.dynamicId) then
- -- body
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = ""..heroData.lv..""
elseif HarmonyManager:IsEnvoy(heroData.dynamicId) and HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv) then
local temp= HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv)
if temp.heroTid == 0 and temp.value > 0 then
- -- body
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = ""..heroData.lv..""
-
else
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = heroData.lv
end
else
-
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = heroData.lv
end
diff --git a/Assets/ManagedResources/~Lua/Modules/SurpriseBox/SurpriseBoxPanel.lua b/Assets/ManagedResources/~Lua/Modules/SurpriseBox/SurpriseBoxPanel.lua
index 6fc43cac72..b0255ee042 100644
--- a/Assets/ManagedResources/~Lua/Modules/SurpriseBox/SurpriseBoxPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/SurpriseBox/SurpriseBoxPanel.lua
@@ -88,7 +88,7 @@ function SurpriseBox:SetItemList()
end
function SurpriseBox:ShowSingleData(item,data,index)
- LogGreen("PackId:"..tostring(data.otherData.PackId).." State:"..tostring(data.progress))
+ Log("PackId:"..tostring(data.otherData.PackId).." State:"..tostring(data.progress))
local box = Util.GetGameObject(item,"box"):GetComponent("Image")
local lock = Util.GetGameObject(item,"lock")
local getBtn = Util.GetGameObject(item,"getBtn")
diff --git a/Assets/ManagedResources/~Lua/Modules/Vip/VipManager.lua b/Assets/ManagedResources/~Lua/Modules/Vip/VipManager.lua
index d34020a84c..b515ca53a4 100644
--- a/Assets/ManagedResources/~Lua/Modules/Vip/VipManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Vip/VipManager.lua
@@ -45,7 +45,7 @@ function this.InitInfoOnLogin(msg)
end
if msg.vipDaily then
- Log("今日领取礼包时的Vip等级是 -- " .. msg.vipDaily)
+ Log("今日领取礼包时的Vip等级是:" .. msg.vipDaily)
this.SetRewardVipLevel(msg.vipDaily)
end
@@ -98,7 +98,7 @@ end
-- 根据充值数量设置Vip等级
function this.SetLevelByCost(cost)
- Log("cost" .. cost)
+ Log("花费:" .. cost)
local level = minLevel
if cost <= vipLevelConfig[minLevel].MoneyLimit then
level = minLevel
@@ -115,11 +115,11 @@ function this.SetLevelByCost(cost)
end
end
- Log("Level --- " .. level)
+ Log("vip等级:" .. level)
level = level > maxLevel and maxLevel or level
- Log(string.format("累充数%s对应的Vip等级%s", cost, level))
+ Log(string.format("累充数:%s对应的Vip等级:%s", cost, level))
return level
end