Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c
commit
8e22dc72eb
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@ -39,7 +39,7 @@ function SpriteLoader:UnLoadSprite()
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end
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end
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SpriteLoaderPool[self.id] = SpriteLoaderPool[self.id] + 1
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SpriteLoaderPool[self.id] = SpriteLoaderPool[self.id] + 1
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if SpriteLoaderPool[self.id] > 1 then
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if SpriteLoaderPool[self.id] > 1 then
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LogError("SpriteLoader Repeat UnLoad : ".. self.id..", count : "..SpriteLoaderPool[self.id])
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--LogError("SpriteLoader Repeat UnLoad : ".. self.id..", count : "..SpriteLoaderPool[self.id])
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end
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end
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for name, count in pairs(self.SpriteList) do
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for name, count in pairs(self.SpriteList) do
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-- if name == "shadow_4" then
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-- if name == "shadow_4" then
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@ -9,6 +9,7 @@ local invadeMonster = require("Modules/Fight/View/InvadeMonsterView")
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local fightMap = require("Modules/Fight/View/FightPointMapView")
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local fightMap = require("Modules/Fight/View/FightPointMapView")
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local fightLevelConfig = ConfigManager.GetConfig(ConfigName.MainLevelConfig)
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local fightLevelConfig = ConfigManager.GetConfig(ConfigName.MainLevelConfig)
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local fightLevelSetConfig = ConfigManager.GetConfig(ConfigName.MainLevelSettingConfig)
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local fightLevelSetConfig = ConfigManager.GetConfig(ConfigName.MainLevelSettingConfig)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local points = {}
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local points = {}
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local isCounting = false
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local isCounting = false
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local orginLayer=0
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local orginLayer=0
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@ -12,22 +12,18 @@ end
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--添加事件监听(用于子类重写)
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--添加事件监听(用于子类重写)
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function CommonActPage:AddListener()
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function CommonActPage:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, function()
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, self.EventRefreshData, self)
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self:RefreshData(true,false,false)
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Game.GlobalEvent:AddEvent(GameEvent.DynamicTask.OnMissionChange, self.EventRefreshData, self)
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end,self)
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Game.GlobalEvent:AddEvent(GameEvent.DynamicTask.OnMissionChange, function()
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self:RefreshData(true,false,false)
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end,self)
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end
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end
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--移除事件监听(用于子类重写)
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--移除事件监听(用于子类重写)
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function CommonActPage:RemoveListener()
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function CommonActPage:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, function()
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, self.EventRefreshData, self)
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self:RefreshData(true,false,false)
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Game.GlobalEvent:RemoveEvent(GameEvent.DynamicTask.OnMissionChange, self.EventRefreshData,self)
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end,self)
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end
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Game.GlobalEvent:RemoveEvent(GameEvent.DynamicTask.OnMissionChange, function()
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self:RefreshData(true,false,false)
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function CommonActPage:EventRefreshData()
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end,self)
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self:RefreshData(true,false,false)
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end
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end
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function CommonActPage:InitComponent()
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function CommonActPage:InitComponent()
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@ -228,8 +228,6 @@ end
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function this.InitGrid()
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function this.InitGrid()
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this.dropGrid:SetActive(#itemDataList <= 25 )
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this.dropGrid:SetActive(#itemDataList <= 25 )
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this.dropGridArena:SetActive(#itemDataList > 25 )
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this.dropGridArena:SetActive(#itemDataList > 25 )
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-- LogYellow("itemListPrefab "..#itemListPrefab)
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-- LogYellow("itemDataList "..#itemDataList)
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for i = 1, #itemListPrefab do
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for i = 1, #itemListPrefab do
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itemListPrefab[i].gameObject:SetActive(false)
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itemListPrefab[i].gameObject:SetActive(false)
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end
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end
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@ -326,9 +324,6 @@ function this.FightLevelShow()
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Util.AddParticleSortLayer(starListEffect[i], this.sortingOrder - (sortingOrder - 1))
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Util.AddParticleSortLayer(starListEffect[i], this.sortingOrder - (sortingOrder - 1))
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end
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end
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end
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end
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for j = 1, 3 do
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Util.AddParticleSortLayer(Util.GetGameObject(this.isFirstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder - (sortingOrder - 1))
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end
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for i = 1, math.max(#condition, #conditionGo) do
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for i = 1, math.max(#condition, #conditionGo) do
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local go = conditionGo[i]
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local go = conditionGo[i]
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if not go then
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if not go then
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@ -63,7 +63,7 @@ function this:OnShow(_parent,...)
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itemList[i].icon.gameObject:SetActive(false)
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itemList[i].icon.gameObject:SetActive(false)
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else
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else
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itemList[i].icon.gameObject:SetActive(true)
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itemList[i].icon.gameObject:SetActive(true)
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itemList[i].icon.sprite = SetIcon(data.itemList[i].icon)
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itemList[i].icon.sprite = SetIcon(self.spLoader, data.itemList[i].icon)
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end
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end
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itemList[i].proName.text = data.itemList[i].proName
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itemList[i].proName.text = data.itemList[i].proName
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if not data.itemList[i].proValue and not data.itemList[i].proValue1 then
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if not data.itemList[i].proValue and not data.itemList[i].proValue1 then
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@ -568,7 +568,9 @@ function SingleFightPlayerView:SetIconShow(_eventpoint)
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self.eventPointPos:ShowDialogue(false)
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self.eventPointPos:ShowDialogue(false)
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self.eventPointPos:SetDialogueStr(strList1[num])
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self.eventPointPos:SetDialogueStr(strList1[num])
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Timer.New(function()
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Timer.New(function()
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self.dialogueRoot.gameObject:SetActive(false)
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if self.dialogueRoot then
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self.dialogueRoot.gameObject:SetActive(false)
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end
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if self.state == 1 then
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if self.state == 1 then
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self.eventPointPos:ShowDialogue(true)
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self.eventPointPos:ShowDialogue(true)
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self:NotBattleShow()
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self:NotBattleShow()
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