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