【去掉无用打印】
parent
70b42de2ac
commit
a2528a3ded
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@ -429,7 +429,7 @@ end
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--判断奖励是否领取完毕
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function CourtesyDressPanel:IsGetRewardAll(getRewardState, activityType, isInActivityPage)
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Log("是否点击============")
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-- Log("是否点击============")
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local isGetAllReward = true
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for i, v in pairs(getRewardState) do
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if (v == 0) then
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@ -617,7 +617,7 @@ end
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-- 获取当前阶段名称
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function this.GetCurTopMatchName()
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-- LogPink("```````````````````````````````````````````````````")
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LogPink("this.baseInfo.progress "..this.baseInfo.progress)
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-- LogPink("this.baseInfo.progress "..this.baseInfo.progress)
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local titleName = Language[10116]--逐胜之巅
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local stageName = ""
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if this.baseInfo.progress == -1 then
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@ -699,12 +699,12 @@ end
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-- 通过排名获取相应的排名位置
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function this.GetRankNameByRank(rank)
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--
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LogPink("rank "..rank)
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-- LogPink("rank "..rank)
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if rank <= 0 then return Language[10036] end--未上榜
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local curStage = this.baseInfo.battleStage
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local curTurn = this.baseInfo.battleTurn
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local curState = this.baseInfo.battleState
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LogPink("rank "..rank.." curStage "..curStage.." curTurn "..curTurn.." curState "..curState)
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-- LogPink("rank "..rank.." curStage "..curStage.." curTurn "..curTurn.." curState "..curState)
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--- 未获取到数据
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if curStage == -1 or curTurn == -1 or curState == -1 then
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return Language[10036]
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@ -752,20 +752,20 @@ function this.GetRankNameByRank(rank)
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--- 如果大于淘汰赛最大轮数的最大名次
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if rank > math.pow(2, maxTurn) then
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local config = ConfigManager.GetConfigData(ConfigName.ChampionshipSetting, 1)
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LogPink(config.ChampionshipPlayer.."强")
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-- LogPink(config.ChampionshipPlayer.."强")
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return config.ChampionshipPlayer..Language[10089]--几强
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end
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--- 如果小于当前轮数的最大排名,则返回当前轮数的名称
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local opTurnMaxRank = math.pow(2, opTurn)
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if rank <= opTurnMaxRank then
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LogPink(opTurnMaxRank.."强")
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-- LogPink(opTurnMaxRank.."强")
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return opTurnMaxRank..Language[10089]
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end
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--- 如果大于当前的轮数,则可能已被淘汰,返回相应的被淘汰轮数的名称
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for turn = opTurn + 1, maxTurn do
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local turnMaxRank = math.pow(2, turn)
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if rank <= turnMaxRank then
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LogPink(turnMaxRank.."强")
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-- LogPink(turnMaxRank.."强")
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return turnMaxRank..Language[10089]
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end
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end
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@ -242,7 +242,7 @@ function this.FreshTeam()
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local formation = FormationManager.GetFormationByID(FormationTypeDef.ARENA_TOM_MATCH)
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for i, hero in ipairs(formation.teamHeroInfos) do
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local heroData = HeroManager.GetSingleHeroData(hero.heroId)
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LogError(hero.position)
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-- LogError(hero.position)
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local heroGo = Util.GetGameObject(this.myBaby[hero.position], "hero")
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heroGo:SetActive(true)
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Util.GetGameObject(heroGo, "lvbg/levelText"):GetComponent("Text").text = heroData.lv
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@ -134,7 +134,7 @@ function this.OnClickTabBtn(_index, _clickBtn, isTop,isNotAni)
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itemData = {}
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local itemNumText = this.itemNumText:GetComponent("Text")
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this:SetSelectBtn(_clickBtn)
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print("_index ".._index)
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-- print("_index ".._index)
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if _index == ItemBaseType.Equip then
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local allEquipData = BagManager.GetBagItemDataByItemType(ItemBaseType.Equip)
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-- local allEquipNum = 0
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@ -222,7 +222,7 @@ function this:OnOpen(_fightData, _fightType, _endFunc, _guideType,isChangeBGM)
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fightType = _fightType --判定战斗类型
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isBack = _fightType == BATTLE_TYPE.BACK --判定是否是战斗回放
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hadCounted = 0
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LogPink(fightType)
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-- LogPink(fightType)
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this.BG:GetComponent("Image").sprite = this.spLoader:LoadSprite(BattleManager.GetBattleBg(fightType))
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-- SoundManager.PlayMusic(SoundConfig.BGM_Battle_1, true, function()
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@ -392,7 +392,7 @@ function this.BattleEnd(result)
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drop = {},
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}
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LogGreen("fightType:"..fightType)
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-- LogGreen("fightType:"..fightType)
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-- 需要和服务器确认结果
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if fightType == BATTLE_TYPE.MAP_FIGHT
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or fightType == BATTLE_TYPE.MONSTER_CAMP
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@ -52,7 +52,7 @@ function CompoundHeroPanel:BindEvent()
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for i = 1, #_TabData do
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TabBoxRedPoints[i] = Util.GetGameObject(this.tabBox, "box/tab"..i.."/Redpot")
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if _TabData[i] and _TabData[i].redPointType and TabBoxRedPoints[i] then
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LogYellow("_TabData[i].redPointType ".._TabData[i].redPointType)
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-- LogYellow("_TabData[i].redPointType ".._TabData[i].redPointType)
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BindRedPointObject(_TabData[i].redPointType,TabBoxRedPoints[i])
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end
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end
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@ -46,7 +46,7 @@ function ExpeditionSelectHalidomPanel:BindEvent()
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if curSelectHalidom then
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--Log(" ExpeditionManager.GetCurNodeInfo().sortId,curSelectHalidom "..ExpeditionManager.GetCurNodeInfo().sortId.." "..curSelectHalidom)
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NetManager.TakeHolyEquipRequest(curSelectNodeData.sortId,curSelectHalidom, function(msg)
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Log("msg.equipId "..msg.equipId)
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-- Log("msg.equipId "..msg.equipId)
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--UIManager.OpenPanel(UIName.ExpeditionMainPanel)
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Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
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end)
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@ -76,7 +76,7 @@ function FightSmallChoosePanel:OnOpen(smallFightId)
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curSmallFightId = smallFightId
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curMiddleFightId = math.floor(smallFightId/1000)
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difficultType = smallFightId%10
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Log("打开关卡 "..smallFightId .." 章节id ".. curMiddleFightId .. " 难度 ".. difficultType)
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-- Log("打开关卡 "..smallFightId .." 章节id ".. curMiddleFightId .. " 难度 ".. difficultType)
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end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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@ -462,7 +462,7 @@ end
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--- ======================================================================
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function this.OnGameOver()
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Log("OnGameOver")
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-- Log("OnGameOver")
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for i, v in pairs(this.playerViews) do
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if v then
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SubUIManager.Close(v)
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@ -476,7 +476,7 @@ function this.OnGameOver()
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end
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end
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if this.mapRoot then -- 避免不是主动退出
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Log("注销一次地图资源")
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-- Log("注销一次地图资源")
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poolManager:UnLoadAsset(mapCtrl, this.mapRoot, PoolManager.AssetType.GameObject)
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poolManager:UnLoadAsset(effectPath, this.moneyEffect, PoolManager.AssetType.GameObject)
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UIManager.camera.clearFlags = CameraClearFlags.Skybox
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@ -489,7 +489,7 @@ function this.OnGameOver()
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end
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function this:OnClose()
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Log("关闭挂机:OnClose")
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-- Log("关闭挂机:OnClose")
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if this.startTimer then
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this.startTimer:Stop()
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end
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@ -54,7 +54,7 @@ function this.UpdataChapterData(msg,_isShowChapterOpenPopup)
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if msg then
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for i = 1, #msg.chapter do
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local singleHardStageChapter = allChapterData[msg.chapter[i].chapterId]
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Log("chapterId:"..msg.chapter[i].chapterId.." stars"..msg.chapter[i].stars.." node"..#msg.chapter[i].node.."reward:"..#msg.chapter[i].reward.." needStars:"..singleHardStageChapter.stars)
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-- Log("chapterId:"..msg.chapter[i].chapterId.." stars"..msg.chapter[i].stars.." node"..#msg.chapter[i].node.."reward:"..#msg.chapter[i].reward.." needStars:"..singleHardStageChapter.stars)
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singleHardStageChapter.chapterId = msg.chapter[i].chapterId
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if singleHardStageChapter.chapterId > oldChapterId and _isShowChapterOpenPopup then
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this.SetisShowChapterOpenPopup(true)
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@ -160,7 +160,7 @@ function this.FightLevelFightBattle(_fightLevelData, callBack)
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curFormationTypeDef = FormationTypeDef.FIGHT_ASSISTANTLEVEL
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end
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NetManager.HardStageFightRequest(_fightLevelData.nodeId, curFormationTypeDef,function (msg)--FIGHT_LEVEL
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Log("山河社稷图回复战斗 星级 "..msg.stars.." drop "..#msg.drop.itemlist)
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-- Log("山河社稷图回复战斗 星级 "..msg.stars.." drop "..#msg.drop.itemlist)
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HardStageFightResponseMsg = msg
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curBattlefightLevelData = _fightLevelData
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if _fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then
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@ -72,7 +72,7 @@ end
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function this:OnShow(_parent,...)
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parent=_parent
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sortingOrder = _parent.sortingOrder
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LogYellow("sortingOrder "..sortingOrder)
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-- LogYellow("sortingOrder "..sortingOrder)
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--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
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local args = {...}
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fightLevelData = args[1]
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@ -106,7 +106,7 @@ function this.RefreshFormation(index, roleList, pokemonList,isDiffmonster)
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curFormation.teamHeroInfos = {}
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LogPink("#roleList"..#roleList)
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-- LogPink("#roleList"..#roleList)
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for i = 1, #roleList do
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local teamInfo = {}
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teamInfo.heroId = roleList[i].heroId--roleList[i]
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@ -210,7 +210,7 @@ function this:OnSortingOrderChange()
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end
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function this:OnOpen(_panelType,...)
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Log("panelType:".._panelType)
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-- Log("panelType:".._panelType)
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panelType = _panelType
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if panelType == FORMATION_TYPE.EXPEDITION or panelType == FORMATION_TYPE.CARBON then
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for k,v in pairs(bgListGo) do
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@ -170,7 +170,7 @@ function this.SingleBoxDataShow(go,boxData,index)
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UIManager.OpenPanel(UIName.HongMengChooseHeroPanel,false)
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TempItem = index
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HarmonyManager.GongMingBox = boxData.Id
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print(Language[12205],HarmonyManager.GongMingBox)
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-- print(Language[12205],HarmonyManager.GongMingBox)
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else
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local content = ""
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local money = math.ceil((HarmonyManager.hongmengHeroInfos[boxData.Id].time - GetTimeStamp()) / 432)
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@ -188,7 +188,7 @@ function this.SingleBoxDataShow(go,boxData,index)
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for i = 1, #HarmonyManager.hongmengHeroInfos do
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if HarmonyManager.hongmengHeroInfos[i].gridId ==boxData.Id then
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HarmonyManager.hongmengHeroInfos[i].time = 0
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print(Language[12206])
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-- print(Language[12206])
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break
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end
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end
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@ -554,7 +554,7 @@ function this:BindEvent()
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Util.AddClick(this.btnHongMeng,function()
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NetManager.HongMengInfoResponse(function ()
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-- body
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print(Language[12211]..HarmonyManager:HongMengTowerUpLimit())
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-- print(Language[12211]..HarmonyManager:HongMengTowerUpLimit())
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if HarmonyManager:HongMengTowerUpLimit() > 0 then
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-- body
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UIManager.OpenPanel(UIName.HongMengEnvoyPanel)
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@ -118,7 +118,7 @@ function this.AwakeInit(go, mapId, wakeCells, tileV2)
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this.RefreshBuffSize()
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--加载地图图块数据
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Log("_mapId:".._mapId)
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-- Log("_mapId:".._mapId)
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if not _mapConfig[_mapId] then
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LogError("表里面没有地图id:".._mapId)
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_mapId = 4001
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@ -560,8 +560,8 @@ function this.Init()
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local offsetX = math.ceil((_mapConfig[_mapId].TileSize[1]-_mapData.uLen*_defaultTileSize.x)/_defaultTileSize.x/2)
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local offsetY = math.ceil((_mapConfig[_mapId].TileSize[2]-_mapData.vLen*_defaultTileSize.y)/_defaultTileSize.y/2)
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Log("offsetX:"..offsetX)
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Log("offsetY:"..offsetY)
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-- Log("offsetX:"..offsetX)
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-- Log("offsetY:"..offsetY)
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_fogOffset = Vector2.New(offsetX, offsetY)
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_minScale = math.max(_screenHeight, _screenWidth) / math.min(_mapConfig[_mapId].TileSize[1], _mapConfig[_mapId].TileSize[2])
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@ -261,7 +261,7 @@ function this:ShowTime(curType)
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local endtime = curType == 1
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and QinglongSerectTreasureManager.GetTrailWeekTime()
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or ActivityGiftManager.GetTaskEndTime(ActivityTypeDef.TreasureOfSomeBody)
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LogBlue("endtime:"..endtime)
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-- LogBlue("endtime:"..endtime)
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local timeDown = endtime - GetTimeStamp()
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this.remainTime.text = Language[10470]..TimeToDHMS(timeDown)
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self.timer = Timer.New(function()
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@ -3317,7 +3317,7 @@ end
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--请求英雄上锁
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function this.HeroLockEvent(heroId,lockState, func)
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local data = HeroInfoProto_pb.HeroLockChangeRequest()
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Log("HeroLockEvent "..heroId.." "..lockState)
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-- Log("HeroLockEvent "..heroId.." "..lockState)
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data.heroId = heroId
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data.lockState = lockState
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local msg = data:SerializeToString()
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@ -113,7 +113,7 @@ function this.Initialize()
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BagManager.bagDatas[itemId].num = BagManager.bagDatas[itemId].num + deltaNum
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BagManager.bagDatas[itemId].nextFlushTime = BagManager.bagDatas[itemId].nextFlushTime + deltaTime
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Log("自动恢复物品数量刷新:"..itemId.."|"..BagManager.bagDatas[itemId].num.."|"..BagManager.bagDatas[itemId].nextFlushTime)
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-- Log("自动恢复物品数量刷新:"..itemId.."|"..BagManager.bagDatas[itemId].num.."|"..BagManager.bagDatas[itemId].nextFlushTime)
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end
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end
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end
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@ -84,7 +84,7 @@ function this:OnSortingOrderChange(_sortingOrder)
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end
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function this.OnClickTabBtn(_curIndex)
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curIndex = _curIndex
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LogPink("curIndex "..curIndex)
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-- LogPink("curIndex "..curIndex)
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if curIndex == 1 then
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this.ScrollParentView1:SetActive(true)
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this.ScrollParentView2:SetActive(false)
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@ -131,7 +131,7 @@ function this.ShowBattleResultByMonsterCamp(drop)
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function(isBackBattle)
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LogPink("isBackBattle "..tostring(isBackBattle))
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-- LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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@ -178,7 +178,7 @@ function this.ShowBattleResultByStoryFight(drop)
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
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LogPink("isBackBattle "..tostring(isBackBattle))
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-- LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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@ -214,7 +214,7 @@ function this.ShowBattleResultByCarDeleayType(drop)
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup,nil, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
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LogPink("isBackBattle "..tostring(isBackBattle))
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-- LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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@ -250,7 +250,7 @@ function this.ShowBattleResultByExpedition(drop)
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--LogGreen("贪婪节点无数据")
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end
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UIManager.OpenPanel(UIName.RewardItemPopup,drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
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LogPink("isBackBattle "..tostring(isBackBattle))
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-- LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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@ -279,7 +279,7 @@ function this.ShowBattleResultByExpedition(drop)
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Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
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else
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UIManager.OpenPanel(UIName.RewardItemPopup,drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
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LogPink("isBackBattle "..tostring(isBackBattle))
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-- LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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@ -311,7 +311,7 @@ function this.ShowBattleResultByFightLevelType(drop)
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local HardStageFightResponseMsg = FightLevelManager.GetHardStageFightResponseMsg()
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local oldBattlefightLevelData = FightLevelManager.GetcurBattlefightLevelData()
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local curBattlefightLevelData = FightLevelManager.GetChapterLevelData(oldBattlefightLevelData.config.Chapter,oldBattlefightLevelData.nodeId)
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LogYellow("山河社稷图战斗获得星级 "..HardStageFightResponseMsg.stars.." curBattlefightLevelData.isFirst "..tostring(curBattlefightLevelData.isFirst).." HardStageFightResponseMsg.currentIsHonour "..tostring(HardStageFightResponseMsg.currentIsHonour))
|
||||
-- LogYellow("山河社稷图战斗获得星级 "..HardStageFightResponseMsg.stars.." curBattlefightLevelData.isFirst "..tostring(curBattlefightLevelData.isFirst).." HardStageFightResponseMsg.currentIsHonour "..tostring(HardStageFightResponseMsg.currentIsHonour))
|
||||
-- if curBattlefightLevelData.isFirst then
|
||||
-- PopupTipPanel.ShowTip("荣耀三星!")
|
||||
-- end
|
||||
|
|
|
@ -96,7 +96,7 @@ end
|
|||
|
||||
function this.ShowRideInfo(go,data)
|
||||
local PlayerHeadIconConfig = data
|
||||
LogBlue("PlayerHeadIconConfig "..PlayerHeadIconConfig.Id)
|
||||
-- LogBlue("PlayerHeadIconConfig "..PlayerHeadIconConfig.Id)
|
||||
local itemConFig = ConfigManager.GetConfigData(ConfigName.ItemConfig,PlayerHeadIconConfig.ItemId)
|
||||
local PlayerRoleConFig = ConfigManager.GetConfigData(ConfigName.PlayerRole,PlayerHeadIconConfig.ItemId)
|
||||
Util.GetGameObject(go, "iconMask/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(PlayerRoleConFig.LargeIcon))
|
||||
|
|
|
@ -118,7 +118,7 @@ function this.ShowPanelData()
|
|||
end
|
||||
--设置滚动区信息
|
||||
curUserRideId = PlayerManager.GetPlayerDesignation()
|
||||
LogError(" "..curUserRideId)
|
||||
-- LogError(" "..curUserRideId)
|
||||
curUserRideConFig = list[1]
|
||||
this.scrollView:SetData(list,function(index,root)
|
||||
this.ShowRideInfo(root,list[index])
|
||||
|
|
|
@ -129,7 +129,7 @@ function HarmonyView:OnOpen()
|
|||
end
|
||||
|
||||
end
|
||||
print(Language[12229]..HarmonyManager.equipCount)
|
||||
-- print(Language[12229]..HarmonyManager.equipCount)
|
||||
-- for i = 0, #self.GongMingTable do
|
||||
-- if i == 5 then
|
||||
-- self:SetItem(self.HongMengData[i+1],self.GongMingTable[i],1)
|
||||
|
|
Loading…
Reference in New Issue