BtView 事件防止注入
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@ -15,8 +15,8 @@ MonoBehaviour:
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files:
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files:
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- id: 1
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- id: 1
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fileName: files.unity3d
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fileName: files.unity3d
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crc: 2915344122
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crc: 3821832585
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size: 43663
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size: 43679
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- id: 2
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- id: 2
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fileName: lz4/icons.unity3d
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fileName: lz4/icons.unity3d
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crc: 4199313358
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crc: 4199313358
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@ -11551,8 +11551,8 @@ MonoBehaviour:
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size: 1244
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size: 1244
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- id: 2885
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- id: 2885
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fileName: lzma/luabytes.unity3d
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fileName: lzma/luabytes.unity3d
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crc: 2329718323
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crc: 2826677527
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size: 6060318
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size: 6060178
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- id: 2886
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- id: 2886
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fileName: lzma/resconfigs.unity3d
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fileName: lzma/resconfigs.unity3d
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crc: 3320919773
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crc: 3320919773
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@ -44,7 +44,7 @@ namespace JLLogic
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void Awake()
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void Awake()
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{
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{
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MixCode.Command_Switch(23);
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MixCode.Command_Switch(23);
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}
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}
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void OnApplicationQuit()
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void OnApplicationQuit()
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@ -302,12 +302,13 @@ local SetSortingOrder = function(uiConfig, panel, isStackPanel, ...)
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for i = 1, #this.stackList do
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for i = 1, #this.stackList do
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if this.stackList[i] and this.stackList[i].isOpened then
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if this.stackList[i] and this.stackList[i].isOpened then
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--FHF DEBUG
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--FHF DEBUG
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coroutine.start(function()
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-- coroutine.start(function()
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coroutine.wait(0.3)
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-- coroutine.wait(0.01)
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this.stackList[i].gameObject:SetActive(false)
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-- this.stackList[i].gameObject:SetActive(false)
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this.stackList[i]:CloseUI()
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-- this.stackList[i]:CloseUI()
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end)
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-- end)
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this.stackList[i].gameObject:SetActive(false)
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this.stackList[i]:CloseUI()
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--FHF
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--FHF
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end
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end
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@ -208,23 +208,23 @@ function this:SetItemData(_itemDatas)
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if this.isFristOpen then
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if this.isFristOpen then
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go.gameObject:SetActive(false)
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go.gameObject:SetActive(false)
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end
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end
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--FHF 将原有 同步 数据更新 修改为现有的异步方式,
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local _updater=coroutine.start(function()
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local _updater=coroutine.start(function()
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coroutine.wait(0.05*index)
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coroutine.wait(0.05*index)
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Log("BagPanel SingleItemDataShow..")
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Log("BagPanel SingleItemDataShow..")
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this.SingleItemDataShow(go, _itemDatas[index])
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this.SingleItemDataShow(go, _itemDatas[index])
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if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin then
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if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin then
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table.insert(list,go)
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table.insert(list,go)
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end
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end
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end)
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end)
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-- this.SingleItemDataShow(go, _itemDatas[index])
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-- this.SingleItemDataShow(go, _itemDatas[index])
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--if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin then
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--if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin then
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-- table.insert(list,go)
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-- table.insert(list,go)
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--FHF
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end)
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end)
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--特效层级重设
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--特效层级重设
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for i=1,#list do
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for i=1,#list do
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@ -242,15 +242,6 @@ function this:SetRoleList(_roleDatas)
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if this.isFirstOpen then
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if this.isFirstOpen then
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go.gameObject:SetActive(false)
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go.gameObject:SetActive(false)
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end
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end
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-- local _updater=coroutine.start(function()
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-- coroutine.wait(0.1*index)
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-- Log("RoleListPanel SingleHeroDataShow..")
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-- this.SingleHeroDataShow(go, roleDatas[index])
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-- end)
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-- this.SingleHeroDataShow(go, roleDatas[index])
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-- this.SingleHeroDataShow(go, roleDatas[index])
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--Log("RoleListPanel::SetRoleList_HeroDataShow____")
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--Log("RoleListPanel::SetRoleList_HeroDataShow____")
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end)
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end)
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@ -266,6 +257,7 @@ function this:SetRoleList(_roleDatas)
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Timer.New(function ()
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Timer.New(function ()
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go.gameObject:SetActive(true)
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go.gameObject:SetActive(true)
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PlayUIAnim(go.gameObject)
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PlayUIAnim(go.gameObject)
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--将原有同步的数据更新,修改为异步调用
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this.SingleHeroDataShow(go, roleDatas[index])
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this.SingleHeroDataShow(go, roleDatas[index])
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end, 0.03*(index-1)):Start()
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end, 0.03*(index-1)):Start()
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end)
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end)
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@ -116,8 +116,14 @@ end
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function this:BindEvent()
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function this:BindEvent()
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for pt, data in pairs(self._BtnConfig) do
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for pt, data in pairs(self._BtnConfig) do
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Util.AddClick(data.node, function()
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Util.AddClick(data.node, function()
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if self.panelType == pt then return end
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-- FHF 优化 栈注入
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self:OnBtnClick(pt)
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coroutine.start(function()
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coroutine.wait(0.01)
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if self.panelType == pt then return end
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self:OnBtnClick(pt)
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end)
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end)
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end)
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-- 绑定红点
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-- 绑定红点
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if data.rpType then
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if data.rpType then
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