【战斗】修复回收机制错误,导致立绘重叠的问题,删除无用log
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@ -167,8 +167,8 @@ end
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-- 正常接口
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-- 正常接口
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function this:OnOpen(data)
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function this:OnOpen(data)
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this.ElementalResonanceView:OnOpen({sortOrder=BattleManager.GetBattleSorting()})
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this.ElementalResonanceView:OnOpen({sortOrder = BattleManager.GetBattleSorting()})
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this.ElementalResonanceView2:OnOpen({sortOrder=BattleManager.GetBattleSorting()})
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this.ElementalResonanceView2:OnOpen({sortOrder = BattleManager.GetBattleSorting()})
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this:Init()
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this:Init()
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this:SetData(data.fightData, data.fightSeed, data.fightType, data.maxRound)
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this:SetData(data.fightData, data.fightSeed, data.fightType, data.maxRound)
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end
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end
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@ -286,7 +286,6 @@ function this:SetData(_fightData, _seed, _battleType, _maxRound)
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}
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}
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this.recordId = BattleRecordManager.SetBattleRecord(record)
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this.recordId = BattleRecordManager.SetBattleRecord(record)
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BattleRecordManager.SetBattleBothNameStr(this.nameStr, this.recordId)
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BattleRecordManager.SetBattleBothNameStr(this.nameStr, this.recordId)
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end
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end
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@ -333,14 +332,12 @@ end
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--
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--
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function this.Clear()
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function this.Clear()
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tbRoleDispose = {} --战斗统计前将roleView收集到该容器中,tbRole清理掉
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--战斗统计前将roleView收集到该容器中,tbRole清理掉
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for _, v in pairs(tbRole) do
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for _, v in pairs(tbRole) do
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table.insert(tbRoleDispose, v)
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table.insert(tbRoleDispose, v)
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end
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end
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tbRole = {}
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tbRole = {}
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tbMonsterDispose = {}
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for _, v in pairs(tbMonster) do
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for _, v in pairs(tbMonster) do
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table.insert(tbMonsterDispose, v)
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table.insert(tbMonsterDispose, v)
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end
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end
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@ -56,7 +56,7 @@ function BuffCtrl.New(unit, buffRoot)
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end
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end
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function BuffCtrl:ctor(unit, buffRoot)
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function BuffCtrl:ctor(unit, buffRoot)
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LogPink("Buffctrl "..unit.camp.."|"..unit.role.position)
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-- LogPink("Buffctrl "..unit.camp.."|"..unit.role.position)
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self.owner = unit
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self.owner = unit
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self.owner.role.Event:AddEvent(BattleEventName.BuffStart, self.OnBuffStart, self)
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self.owner.role.Event:AddEvent(BattleEventName.BuffStart, self.OnBuffStart, self)
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self.owner.role.Event:AddEvent(BattleEventName.BuffCover, self.OnBuffCover, self)
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self.owner.role.Event:AddEvent(BattleEventName.BuffCover, self.OnBuffCover, self)
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@ -151,7 +151,6 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
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self.PreciousShow:SetActive(true)
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self.PreciousShow:SetActive(true)
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self.PreciousShowText.text=Language[12078]
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self.PreciousShowText.text=Language[12078]
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end
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end
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LogError("掉落物品".._itemData.itemType)
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if _itemData.itemType == 1 or _itemData.itemType == 0 then--物品
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if _itemData.itemType == 1 or _itemData.itemType == 0 then--物品
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--item
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--item
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if effectLayer > 0 then
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if effectLayer > 0 then
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