BtView 事件防止注入

Fuhaifeng 2020-12-18 13:56:58 +08:00
parent 798fe1debe
commit 5d00d1adf0
6 changed files with 28 additions and 29 deletions

View File

@ -15,8 +15,8 @@ MonoBehaviour:
files: files:
- id: 1 - id: 1
fileName: files.unity3d fileName: files.unity3d
crc: 2915344122 crc: 3821832585
size: 43663 size: 43679
- id: 2 - id: 2
fileName: lz4/icons.unity3d fileName: lz4/icons.unity3d
crc: 4199313358 crc: 4199313358
@ -11551,8 +11551,8 @@ MonoBehaviour:
size: 1244 size: 1244
- id: 2885 - id: 2885
fileName: lzma/luabytes.unity3d fileName: lzma/luabytes.unity3d
crc: 2329718323 crc: 2826677527
size: 6060318 size: 6060178
- id: 2886 - id: 2886
fileName: lzma/resconfigs.unity3d fileName: lzma/resconfigs.unity3d
crc: 3320919773 crc: 3320919773

View File

@ -44,7 +44,7 @@ namespace JLLogic
void Awake() void Awake()
{ {
MixCode.Command_Switch(23); MixCode.Command_Switch(23);
} }
void OnApplicationQuit() void OnApplicationQuit()

View File

@ -302,12 +302,13 @@ local SetSortingOrder = function(uiConfig, panel, isStackPanel, ...)
for i = 1, #this.stackList do for i = 1, #this.stackList do
if this.stackList[i] and this.stackList[i].isOpened then if this.stackList[i] and this.stackList[i].isOpened then
--FHF DEBUG --FHF DEBUG
coroutine.start(function() -- coroutine.start(function()
coroutine.wait(0.3) -- coroutine.wait(0.01)
this.stackList[i].gameObject:SetActive(false) -- this.stackList[i].gameObject:SetActive(false)
this.stackList[i]:CloseUI() -- this.stackList[i]:CloseUI()
end) -- end)
this.stackList[i].gameObject:SetActive(false)
this.stackList[i]:CloseUI()
--FHF --FHF
end end

View File

@ -208,23 +208,23 @@ function this:SetItemData(_itemDatas)
if this.isFristOpen then if this.isFristOpen then
go.gameObject:SetActive(false) go.gameObject:SetActive(false)
end end
--FHF 将原有 同步 数据更新 修改为现有的异步方式,
local _updater=coroutine.start(function() local _updater=coroutine.start(function()
coroutine.wait(0.05*index) coroutine.wait(0.05*index)
Log("BagPanel SingleItemDataShow..") Log("BagPanel SingleItemDataShow..")
this.SingleItemDataShow(go, _itemDatas[index]) this.SingleItemDataShow(go, _itemDatas[index])
if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin then if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin then
table.insert(list,go) table.insert(list,go)
end end
end) end)
-- this.SingleItemDataShow(go, _itemDatas[index]) -- this.SingleItemDataShow(go, _itemDatas[index])
--if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin then --if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin then
-- table.insert(list,go) -- table.insert(list,go)
--FHF
end) end)
--特效层级重设 --特效层级重设
for i=1,#list do for i=1,#list do

View File

@ -242,15 +242,6 @@ function this:SetRoleList(_roleDatas)
if this.isFirstOpen then if this.isFirstOpen then
go.gameObject:SetActive(false) go.gameObject:SetActive(false)
end end
-- local _updater=coroutine.start(function()
-- coroutine.wait(0.1*index)
-- Log("RoleListPanel SingleHeroDataShow..")
-- this.SingleHeroDataShow(go, roleDatas[index])
-- end)
-- this.SingleHeroDataShow(go, roleDatas[index]) -- this.SingleHeroDataShow(go, roleDatas[index])
--Log("RoleListPanel::SetRoleList_HeroDataShow____") --Log("RoleListPanel::SetRoleList_HeroDataShow____")
end) end)
@ -266,6 +257,7 @@ function this:SetRoleList(_roleDatas)
Timer.New(function () Timer.New(function ()
go.gameObject:SetActive(true) go.gameObject:SetActive(true)
PlayUIAnim(go.gameObject) 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]) this.SingleHeroDataShow(go, roleDatas[index])
end, 0.03*(index-1)):Start() end, 0.03*(index-1)):Start()
end) end)

View File

@ -116,8 +116,14 @@ end
function this:BindEvent() function this:BindEvent()
for pt, data in pairs(self._BtnConfig) do for pt, data in pairs(self._BtnConfig) do
Util.AddClick(data.node, function() Util.AddClick(data.node, function()
if self.panelType == pt then return end -- FHF 优化 栈注入
self:OnBtnClick(pt) coroutine.start(function()
coroutine.wait(0.01)
if self.panelType == pt then return end
self:OnBtnClick(pt)
end)
end) end)
-- 绑定红点 -- 绑定红点
if data.rpType then if data.rpType then