删除log

dev_chengFeng
jiaoyangna 2021-11-11 16:07:33 +08:00
parent 390d514bd9
commit 6e294df15a
7 changed files with 29 additions and 29 deletions

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@ -1335,7 +1335,7 @@ function this.CheckRedpointUpperMonthCard(red)
if not actInfo then if not actInfo then
return false return false
end end
LogGreen("actInfo.value:"..actInfo.value) --LogGreen("actInfo.value:"..actInfo.value)
if actInfo.value ~= 2 then if actInfo.value ~= 2 then
return false return false
end end

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@ -92,7 +92,7 @@ function this.InitExpeditionData(msg)
--Log("#msg.equipIds "..#msg.equipIds) --Log("#msg.equipIds "..#msg.equipIds)
for i = 1, #msg.equipIds do for i = 1, #msg.equipIds do
local singleHalidomInfo = {} local singleHalidomInfo = {}
LogPink("singleHalidomInfo.id ".. msg.equipIds[i].id.." "..msg.equipIds[i].equiptId) --LogPink("singleHalidomInfo.id ".. msg.equipIds[i].id.." "..msg.equipIds[i].equiptId)
singleHalidomInfo.id = msg.equipIds[i].id--动态id singleHalidomInfo.id = msg.equipIds[i].id--动态id
singleHalidomInfo.equiptId = msg.equipIds[i].equiptId singleHalidomInfo.equiptId = msg.equipIds[i].equiptId
this.allHoly[singleHalidomInfo.id] =singleHalidomInfo this.allHoly[singleHalidomInfo.id] =singleHalidomInfo

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@ -55,7 +55,7 @@ function this.UpdataChapterData(msg,_isShowChapterOpenPopup)
if msg then if msg then
for i = 1, #msg.chapter do for i = 1, #msg.chapter do
local singleHardStageChapter = allChapterData[msg.chapter[i].chapterId] local singleHardStageChapter = allChapterData[msg.chapter[i].chapterId]
Log("chapterId:"..msg.chapter[i].chapterId)--.." stars"..msg.chapter[i].stars.." node"..#msg.chapter[i].node.."reward:"..#msg.chapter[i].reward.." needStars:"..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 singleHardStageChapter.chapterId = msg.chapter[i].chapterId
if singleHardStageChapter.chapterId > oldChapterId and _isShowChapterOpenPopup then if singleHardStageChapter.chapterId > oldChapterId and _isShowChapterOpenPopup then
this.SetisShowChapterOpenPopup(true) this.SetisShowChapterOpenPopup(true)
@ -114,7 +114,7 @@ function this.GetCurChapterId()
return curChapterId return curChapterId
end end
function this.SetisShowChapterOpenPopup(_isShowChapterOpenPopup) function this.SetisShowChapterOpenPopup(_isShowChapterOpenPopup)
Log("山河社稷图 是否弹章节开启 "..tostring(_isShowChapterOpenPopup)) ----Log("山河社稷图 是否弹章节开启 "..tostring(_isShowChapterOpenPopup))
isShowChapterOpenPopup = _isShowChapterOpenPopup isShowChapterOpenPopup = _isShowChapterOpenPopup
end end
function this.GetisShowChapterOpenPopup() function this.GetisShowChapterOpenPopup()
@ -161,7 +161,7 @@ function this.FightLevelFightBattle(_fightLevelData, callBack)
curFormationTypeDef = FormationTypeDef.FIGHT_ASSISTANTLEVEL curFormationTypeDef = FormationTypeDef.FIGHT_ASSISTANTLEVEL
end end
NetManager.HardStageFightRequest(_fightLevelData.nodeId, curFormationTypeDef,function (msg)--FIGHT_LEVEL NetManager.HardStageFightRequest(_fightLevelData.nodeId, curFormationTypeDef,function (msg)--FIGHT_LEVEL
-- Log("山河社稷图回复战斗 星级 "..msg.stars.." drop "..#msg.drop.itemlist) -- ----Log("山河社稷图回复战斗 星级 "..msg.stars.." drop "..#msg.drop.itemlist)
HardStageFightResponseMsg = msg HardStageFightResponseMsg = msg
curBattlefightLevelData = _fightLevelData curBattlefightLevelData = _fightLevelData
-- local result = msg.stars > 0 and 1 or 0 -- local result = msg.stars > 0 and 1 or 0
@ -354,7 +354,7 @@ end
local _DailyRewardData = {} local _DailyRewardData = {}
function this.SetDailyRewardData(msg) function this.SetDailyRewardData(msg)
Log("山河每日奖励:"..tostring(msg.isTake)) ----Log("山河每日奖励:"..tostring(msg.isTake))
_DailyRewardData = {} _DailyRewardData = {}
_DailyRewardData.state = msg.isTake and 1 or 0 -- 0 未领取 1 已领取 _DailyRewardData.state = msg.isTake and 1 or 0 -- 0 未领取 1 已领取
-- 刷新红点状态 -- 刷新红点状态

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@ -91,7 +91,7 @@ function this.OnFriendDataRefresh(type, msg)
friendData.userTitle=msg.Friends.userTitle friendData.userTitle=msg.Friends.userTitle
--friendData.isHaveApplication=1 --friendData.isHaveApplication=1
this.friendAllData[friendData.id] = friendData this.friendAllData[friendData.id] = friendData
Log("好友列表" .. friendData.id) --Log("好友列表" .. friendData.id)
end end
if (type == 3) then if (type == 3) then
local friendData = this.CreateFriendData() local friendData = this.CreateFriendData()
@ -136,7 +136,7 @@ function this.GetFriendInfoRequest(type, msg)
friendData.userTitle=msg.Friends[i].userTitle friendData.userTitle=msg.Friends[i].userTitle
--friendData.isHaveApplication=1 --friendData.isHaveApplication=1
this.friendAllData[friendData.id] = friendData this.friendAllData[friendData.id] = friendData
Log("好友列表" .. friendData.id) --Log("好友列表" .. friendData.id)
end end
Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendList, this.friendAllData) Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendList, this.friendAllData)
elseif (type == 3) then elseif (type == 3) then
@ -358,7 +358,7 @@ function this.FriendRewardRedPointShow()
for i, v in pairs(this.friendAllData) do for i, v in pairs(this.friendAllData) do
if v.haveReward == 1 and this.MaxEnergyGet >= 1 then if v.haveReward == 1 and this.MaxEnergyGet >= 1 then
isShow = true isShow = true
Log("哈哈哈哈哈哈哈哈哈哈哈22") --Log("哈哈哈哈哈哈哈哈哈哈哈22")
break break
end end
end end
@ -369,7 +369,7 @@ function this.FriendApplicationRedPointShow()
local isShow = false local isShow = false
if (table.nums(this.friendApplicationData) > 0) then if (table.nums(this.friendApplicationData) > 0) then
isShow = true isShow = true
Log("哈哈哈哈哈哈哈哈哈哈哈") --Log("哈哈哈哈哈哈哈哈哈哈哈")
end end
return isShow return isShow
end end
@ -570,7 +570,7 @@ function this.InitUpdateEquipData(_equipData, heroData)
if itemConfig[equipdata.id] then if itemConfig[equipdata.id] then
equipdata.icon = GetResourcePath(itemConfig[equipdata.id].ResourceID) equipdata.icon = GetResourcePath(itemConfig[equipdata.id].ResourceID)
else else
Log("装备表找不到此id " .. equipdata.id) --Log("装备表找不到此id " .. equipdata.id)
return return
end end
equipdata.frame = GetQuantityImageByquality(equipdata.equipConfig.Quality)--ItemQuality[equipdata.equipConfig.Quality].icon equipdata.frame = GetQuantityImageByquality(equipdata.equipConfig.Quality)--ItemQuality[equipdata.equipConfig.Quality].icon
@ -650,7 +650,7 @@ function this.InitSingleTreasureData(_singleData,heroData)
single.icon=GetResourcePath(itemConfig[staticId].ResourceID) single.icon=GetResourcePath(itemConfig[staticId].ResourceID)
single.strongConfig=this.GetCurrTreasureLvConfig(1,currJewel.LevelupPool,_singleData.exp) single.strongConfig=this.GetCurrTreasureLvConfig(1,currJewel.LevelupPool,_singleData.exp)
single.refineConfig=this.GetCurrTreasureLvConfig(2,currJewel.RankupPool,_singleData.rebuildLevel) single.refineConfig=this.GetCurrTreasureLvConfig(2,currJewel.RankupPool,_singleData.rebuildLevel)
LogGreen("single.treePool:"..single.fourTotal.." _singleData.fourSpirit:".._singleData.fourSpirit) --LogGreen("single.treePool:"..single.fourTotal.." _singleData.fourSpirit:".._singleData.fourSpirit)
--LogGreen("天宫推送宝器 _singleData.id ".._singleData.id) --LogGreen("天宫推送宝器 _singleData.id ".._singleData.id)
allTreasures[_singleData.id]=single allTreasures[_singleData.id]=single
end end

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@ -47,7 +47,7 @@ function MyGuildManager.SetMyGuildInfo(msg)
-- 公会信息 -- 公会信息
this.MyGuildInfo = msg.familyBaseInfo 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 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
Log("我的公会ID:"..this.MyGuildInfo.id) --Log("我的公会ID:"..this.MyGuildInfo.id)
if this.MyGuildInfo.id then if this.MyGuildInfo.id then
PlayerManager.familyId = this.MyGuildInfo.id PlayerManager.familyId = this.MyGuildInfo.id
end end
@ -91,12 +91,12 @@ end
-- 设置公会中玩家得行走数据 -- 设置公会中玩家得行走数据
function MyGuildManager.SetWalkData(msg) function MyGuildManager.SetWalkData(msg)
this._MemWalkData = {} this._MemWalkData = {}
--Log("==============公会行走数据初始化") ----Log("==============公会行走数据初始化")
for i, data in ipairs(msg.familyWalkIndicaiton) do for i, data in ipairs(msg.familyWalkIndicaiton) do
--Log("uid = "..data.uid..", name = "..data.name..", 当前位置 = "..data.curPos) ----Log("uid = "..data.uid..", name = "..data.name..", 当前位置 = "..data.curPos)
this._MemWalkData[data.uid] = data this._MemWalkData[data.uid] = data
end end
--Log("==============公会行走数据初始化") ----Log("==============公会行走数据初始化")
end end
-- 更新行走数据 -- 更新行走数据
function MyGuildManager.UpdateWalkData(msg) function MyGuildManager.UpdateWalkData(msg)
@ -104,8 +104,8 @@ function MyGuildManager.UpdateWalkData(msg)
this._MemWalkData = {} this._MemWalkData = {}
end end
this._MemWalkData[msg.uid] = msg this._MemWalkData[msg.uid] = msg
--Log("#NAME?") ----Log("#NAME?")
Log("uid = "..msg.uid..", name = "..msg.name..", 当前位置 = "..msg.curPos) --Log("uid = "..msg.uid..", name = "..msg.name..", 当前位置 = "..msg.curPos)
Game.GlobalEvent:DispatchEvent(GameEvent.Guild.WalkUpdate, msg) Game.GlobalEvent:DispatchEvent(GameEvent.Guild.WalkUpdate, msg)
end end
-- 获取所有行走数据 -- 获取所有行走数据
@ -219,7 +219,7 @@ function MyGuildManager.SetMyGuidRedPackage(data)
if data then if data then
for key, value in pairs(data) do for key, value in pairs(data) do
if value.id and value.num then if value.id and value.num then
-- Log(" package id =="..value.id.." num=="..value.num) -- --Log(" package id =="..value.id.." num=="..value.num)
local aaa={} local aaa={}
aaa.num=value.num aaa.num=value.num
list[value.id]=aaa list[value.id]=aaa
@ -730,7 +730,7 @@ function MyGuildManager.SetAllGuildHelpInfo(msg)
local singleHelpInfo = {} local singleHelpInfo = {}
singleHelpInfo.uid = msg.guildHelpInfoIndication[i].uid singleHelpInfo.uid = msg.guildHelpInfoIndication[i].uid
singleHelpInfo.name = PracticeManager.SetNameColor(msg.guildHelpInfoIndication[i].name,msg.guildHelpInfoIndication[i].practiceLevel) singleHelpInfo.name = PracticeManager.SetNameColor(msg.guildHelpInfoIndication[i].name,msg.guildHelpInfoIndication[i].practiceLevel)
Log("singleHelpInfo.name:"..tostring(singleHelpInfo.name)) --Log("singleHelpInfo.name:"..tostring(singleHelpInfo.name))
singleHelpInfo.guildHelpInfo = {} singleHelpInfo.guildHelpInfo = {}
for j = 1, #msg.guildHelpInfoIndication[i].guildHelpInfo do for j = 1, #msg.guildHelpInfoIndication[i].guildHelpInfo do
if msg.guildHelpInfoIndication[i].guildHelpInfo[j].num ~= -1 then if msg.guildHelpInfoIndication[i].guildHelpInfo[j].num ~= -1 then
@ -739,7 +739,7 @@ function MyGuildManager.SetAllGuildHelpInfo(msg)
hadtakenum = msg.guildHelpInfoIndication[i].guildHelpInfo[j].hadtakenum, })--已领取数量 hadtakenum = msg.guildHelpInfoIndication[i].guildHelpInfo[j].hadtakenum, })--已领取数量
end end
end end
Log(" msg.guildHelpInfoIndication[i].uid ".. msg.guildHelpInfoIndication[i].uid) --Log(" msg.guildHelpInfoIndication[i].uid ".. msg.guildHelpInfoIndication[i].uid)
this.allGuildHelpInfo[msg.guildHelpInfoIndication[i].uid] = singleHelpInfo this.allGuildHelpInfo[msg.guildHelpInfoIndication[i].uid] = singleHelpInfo
end end
end end
@ -908,7 +908,7 @@ function MyGuildManager.GetMyAidOtherGuildHelpRedPoint()
end end
--LogGreen("aidMaxNum "..aidMaxNum .." ".. value.guildHelpInfo[j].num .." "..value.uid .." ".. PlayerManager.uid) --LogGreen("aidMaxNum "..aidMaxNum .." ".. value.guildHelpInfo[j].num .." "..value.uid .." ".. PlayerManager.uid)
if aidMaxNum > value.guildHelpInfo[j].num then if aidMaxNum > value.guildHelpInfo[j].num then
Log("公会军团援助红点返回true") --Log("公会军团援助红点返回true")
return true return true
end end
end end

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@ -744,7 +744,7 @@ function this.GetCultivationPros()
allPros[data1[i][1]] = 0 allPros[data1[i][1]] = 0
else else
allPros[data1[i][1]] = data1[i][2] + data2[i][2]*this.CultivationLevel allPros[data1[i][1]] = data1[i][2] + data2[i][2]*this.CultivationLevel
LogRed("Id:"..tostring(data1[i][1]).." value:"..tostring(allPros[data1[i][1]])) --LogRed("Id:"..tostring(data1[i][1]).." value:"..tostring(allPros[data1[i][1]]))
end end
end end
return allPros return allPros

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@ -41,9 +41,9 @@ end
--请求排行榜下面数据 --请求排行榜下面数据
function this.RequestNextWarPowerPageData(fun) function this.RequestNextWarPowerPageData(fun)
if cur_isMax then if cur_isMax then
--LogGreen(Language[12215]) --LogGreen(Language[12215])
return return
end end
-- Log("cur_rankIndex "..cur_rankIndex) -- Log("cur_rankIndex "..cur_rankIndex)
local isCross = 0 local isCross = 0
@ -72,7 +72,7 @@ function this.ReceiveRankingData(msg,fun)
--滚动数据 --滚动数据
local length=#this.curRankingData local length=#this.curRankingData
for i, rank in ipairs(msg.ranks) do for i, rank in ipairs(msg.ranks) do
--LogGreen("UserRank "..rank.rankInfo.rank.." userName "..rank.userName.." rank.rankInfo.param1 "..rank.rankInfo.param1.." practiceLevel:"..rank.practiceLevel) -- LogGreen("UserRank:"..rank.rankInfo.rank.." userName:"..rank.userName.." userGuide:"..rank.guildName.." rank.rankInfo.param1:"..rank.rankInfo.param1.." rank.rankInfo.param2:"..rank.rankInfo.param2.." practiceLevel:"..rank.practiceLevel)
rank.userName = PracticeManager.SetNameColor(rank.userName,rank.practiceLevel) rank.userName = PracticeManager.SetNameColor(rank.userName,rank.practiceLevel)
--rank.crossScore=100 --rank.crossScore=100
this.curRankingData[length+i]=rank this.curRankingData[length+i]=rank
@ -161,7 +161,7 @@ function this.RefreshRedPoint1()
if proud then if proud then
--i 是编队类型 --i 是编队类型
for i, v in pairs(proud) do for i, v in pairs(proud) do
if v == 0 and allFirstRankProud[i].uid > 0 and if v == 0 and allFirstRankProud[i].uid > 0 and
(i == RANK_TYPE.FIGHT_LEVEL_RANK or i == RANK_TYPE.FORCE_CURR_RANK or i == RANK_TYPE.GUILD_FORCE_RANK or i == RANK_TYPE.MONSTER_RANK) then--没有膜拜过 --i <= 4 前四个本服 (i == RANK_TYPE.FIGHT_LEVEL_RANK or i == RANK_TYPE.FORCE_CURR_RANK or i == RANK_TYPE.GUILD_FORCE_RANK or i == RANK_TYPE.MONSTER_RANK) then--没有膜拜过 --i <= 4 前四个本服
return true return true
end end
@ -184,7 +184,7 @@ function this.RefreshRedPoint2()
if proud and PlayerManager.isCross == 1 then if proud and PlayerManager.isCross == 1 then
--i 是编队类型 --i 是编队类型
for i, v in pairs(proud) do for i, v in pairs(proud) do
if v == 0 and allFirstRankProud[i].uid > 0 and if v == 0 and allFirstRankProud[i].uid > 0 and
(i == RANK_TYPE.JUMPSERVER_FORCE_CURR_RANK or i == RANK_TYPE.JUMPSERVER_MONSTER_RANK or i == RANK_TYPE.JUMPSERVER_FIGHTLEVEL_STAR or i == RANK_TYPE.JUMPSERVER_GUILD_FORCE_RANK) then--没有膜拜过--i > 4 后四个跨服 (i == RANK_TYPE.JUMPSERVER_FORCE_CURR_RANK or i == RANK_TYPE.JUMPSERVER_MONSTER_RANK or i == RANK_TYPE.JUMPSERVER_FIGHTLEVEL_STAR or i == RANK_TYPE.JUMPSERVER_GUILD_FORCE_RANK) then--没有膜拜过--i > 4 后四个跨服
return true return true
end end