【Log】清除带颜色的Log

dev_chengFeng
ZhangBiao 2021-07-01 16:33:40 +08:00
parent 3b674faa07
commit 53567ea586
18 changed files with 50 additions and 85 deletions

View File

@ -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

View File

@ -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")

View File

@ -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

View File

@ -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)

View File

@ -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)

View File

@ -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

View File

@ -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

View File

@ -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 })

View File

@ -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

View File

@ -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)

View File

@ -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

View File

@ -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

View File

@ -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]

View File

@ -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()

View File

@ -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)

View File

@ -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 = "<color=#0f0>"..heroData.lv.."</color>"
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 = "<color=#ffbe22>"..heroData.lv.."</color>"
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

View File

@ -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")

View File

@ -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