Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c

dev_chengFeng
jiaoyangna 2021-05-27 20:49:41 +08:00
commit 8e22dc72eb
6 changed files with 14 additions and 20 deletions

View File

@ -39,7 +39,7 @@ function SpriteLoader:UnLoadSprite()
end
SpriteLoaderPool[self.id] = SpriteLoaderPool[self.id] + 1
if SpriteLoaderPool[self.id] > 1 then
LogError("SpriteLoader Repeat UnLoad : ".. self.id..", count : "..SpriteLoaderPool[self.id])
--LogError("SpriteLoader Repeat UnLoad : ".. self.id..", count : "..SpriteLoaderPool[self.id])
end
for name, count in pairs(self.SpriteList) do
-- if name == "shadow_4" then

View File

@ -9,6 +9,7 @@ local invadeMonster = require("Modules/Fight/View/InvadeMonsterView")
local fightMap = require("Modules/Fight/View/FightPointMapView")
local fightLevelConfig = ConfigManager.GetConfig(ConfigName.MainLevelConfig)
local fightLevelSetConfig = ConfigManager.GetConfig(ConfigName.MainLevelSettingConfig)
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local points = {}
local isCounting = false
local orginLayer=0

View File

@ -12,22 +12,18 @@ end
--添加事件监听(用于子类重写)
function CommonActPage:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, function()
self:RefreshData(true,false,false)
end,self)
Game.GlobalEvent:AddEvent(GameEvent.DynamicTask.OnMissionChange, function()
self:RefreshData(true,false,false)
end,self)
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, self.EventRefreshData, self)
Game.GlobalEvent:AddEvent(GameEvent.DynamicTask.OnMissionChange, self.EventRefreshData, self)
end
--移除事件监听(用于子类重写)
function CommonActPage:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, function()
self:RefreshData(true,false,false)
end,self)
Game.GlobalEvent:RemoveEvent(GameEvent.DynamicTask.OnMissionChange, function()
self:RefreshData(true,false,false)
end,self)
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, self.EventRefreshData, self)
Game.GlobalEvent:RemoveEvent(GameEvent.DynamicTask.OnMissionChange, self.EventRefreshData,self)
end
function CommonActPage:EventRefreshData()
self:RefreshData(true,false,false)
end
function CommonActPage:InitComponent()

View File

@ -228,8 +228,6 @@ end
function this.InitGrid()
this.dropGrid:SetActive(#itemDataList <= 25 )
this.dropGridArena:SetActive(#itemDataList > 25 )
-- LogYellow("itemListPrefab "..#itemListPrefab)
-- LogYellow("itemDataList "..#itemDataList)
for i = 1, #itemListPrefab do
itemListPrefab[i].gameObject:SetActive(false)
end
@ -326,9 +324,6 @@ function this.FightLevelShow()
Util.AddParticleSortLayer(starListEffect[i], this.sortingOrder - (sortingOrder - 1))
end
end
for j = 1, 3 do
Util.AddParticleSortLayer(Util.GetGameObject(this.isFirstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder - (sortingOrder - 1))
end
for i = 1, math.max(#condition, #conditionGo) do
local go = conditionGo[i]
if not go then

View File

@ -63,7 +63,7 @@ function this:OnShow(_parent,...)
itemList[i].icon.gameObject:SetActive(false)
else
itemList[i].icon.gameObject:SetActive(true)
itemList[i].icon.sprite = SetIcon(data.itemList[i].icon)
itemList[i].icon.sprite = SetIcon(self.spLoader, data.itemList[i].icon)
end
itemList[i].proName.text = data.itemList[i].proName
if not data.itemList[i].proValue and not data.itemList[i].proValue1 then

View File

@ -568,7 +568,9 @@ function SingleFightPlayerView:SetIconShow(_eventpoint)
self.eventPointPos:ShowDialogue(false)
self.eventPointPos:SetDialogueStr(strList1[num])
Timer.New(function()
self.dialogueRoot.gameObject:SetActive(false)
if self.dialogueRoot then
self.dialogueRoot.gameObject:SetActive(false)
end
if self.state == 1 then
self.eventPointPos:ShowDialogue(true)
self:NotBattleShow()