Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c
commit
8e22dc72eb
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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()
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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()
|
||||
|
|
Loading…
Reference in New Issue