【去掉无用打印】

dev_chengFeng
zhangqiang 2021-07-01 21:07:53 +08:00
parent 70b42de2ac
commit a2528a3ded
24 changed files with 41 additions and 41 deletions

View File

@ -429,7 +429,7 @@ end
--判断奖励是否领取完毕
function CourtesyDressPanel:IsGetRewardAll(getRewardState, activityType, isInActivityPage)
Log("是否点击============")
-- Log("是否点击============")
local isGetAllReward = true
for i, v in pairs(getRewardState) do
if (v == 0) then

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@ -617,7 +617,7 @@ end
-- 获取当前阶段名称
function this.GetCurTopMatchName()
-- LogPink("```````````````````````````````````````````````````")
LogPink("this.baseInfo.progress "..this.baseInfo.progress)
-- LogPink("this.baseInfo.progress "..this.baseInfo.progress)
local titleName = Language[10116]--逐胜之巅
local stageName = ""
if this.baseInfo.progress == -1 then
@ -699,12 +699,12 @@ end
-- 通过排名获取相应的排名位置
function this.GetRankNameByRank(rank)
--
LogPink("rank "..rank)
-- LogPink("rank "..rank)
if rank <= 0 then return Language[10036] end--未上榜
local curStage = this.baseInfo.battleStage
local curTurn = this.baseInfo.battleTurn
local curState = this.baseInfo.battleState
LogPink("rank "..rank.." curStage "..curStage.." curTurn "..curTurn.." curState "..curState)
-- LogPink("rank "..rank.." curStage "..curStage.." curTurn "..curTurn.." curState "..curState)
--- 未获取到数据
if curStage == -1 or curTurn == -1 or curState == -1 then
return Language[10036]
@ -752,20 +752,20 @@ function this.GetRankNameByRank(rank)
--- 如果大于淘汰赛最大轮数的最大名次
if rank > math.pow(2, maxTurn) then
local config = ConfigManager.GetConfigData(ConfigName.ChampionshipSetting, 1)
LogPink(config.ChampionshipPlayer.."")
-- LogPink(config.ChampionshipPlayer.."强")
return config.ChampionshipPlayer..Language[10089]--几强
end
--- 如果小于当前轮数的最大排名,则返回当前轮数的名称
local opTurnMaxRank = math.pow(2, opTurn)
if rank <= opTurnMaxRank then
LogPink(opTurnMaxRank.."")
-- LogPink(opTurnMaxRank.."强")
return opTurnMaxRank..Language[10089]
end
--- 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
for turn = opTurn + 1, maxTurn do
local turnMaxRank = math.pow(2, turn)
if rank <= turnMaxRank then
LogPink(turnMaxRank.."")
-- LogPink(turnMaxRank.."强")
return turnMaxRank..Language[10089]
end
end

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@ -242,7 +242,7 @@ function this.FreshTeam()
local formation = FormationManager.GetFormationByID(FormationTypeDef.ARENA_TOM_MATCH)
for i, hero in ipairs(formation.teamHeroInfos) do
local heroData = HeroManager.GetSingleHeroData(hero.heroId)
LogError(hero.position)
-- LogError(hero.position)
local heroGo = Util.GetGameObject(this.myBaby[hero.position], "hero")
heroGo:SetActive(true)
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)
itemData = {}
local itemNumText = this.itemNumText:GetComponent("Text")
this:SetSelectBtn(_clickBtn)
print("_index ".._index)
-- print("_index ".._index)
if _index == ItemBaseType.Equip then
local allEquipData = BagManager.GetBagItemDataByItemType(ItemBaseType.Equip)
-- local allEquipNum = 0

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@ -222,7 +222,7 @@ function this:OnOpen(_fightData, _fightType, _endFunc, _guideType,isChangeBGM)
fightType = _fightType --判定战斗类型
isBack = _fightType == BATTLE_TYPE.BACK --判定是否是战斗回放
hadCounted = 0
LogPink(fightType)
-- LogPink(fightType)
this.BG:GetComponent("Image").sprite = this.spLoader:LoadSprite(BattleManager.GetBattleBg(fightType))
-- SoundManager.PlayMusic(SoundConfig.BGM_Battle_1, true, function()
@ -392,7 +392,7 @@ function this.BattleEnd(result)
drop = {},
}
LogGreen("fightType:"..fightType)
-- LogGreen("fightType:"..fightType)
-- 需要和服务器确认结果
if fightType == BATTLE_TYPE.MAP_FIGHT
or fightType == BATTLE_TYPE.MONSTER_CAMP

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@ -52,7 +52,7 @@ function CompoundHeroPanel:BindEvent()
for i = 1, #_TabData do
TabBoxRedPoints[i] = Util.GetGameObject(this.tabBox, "box/tab"..i.."/Redpot")
if _TabData[i] and _TabData[i].redPointType and TabBoxRedPoints[i] then
LogYellow("_TabData[i].redPointType ".._TabData[i].redPointType)
-- LogYellow("_TabData[i].redPointType ".._TabData[i].redPointType)
BindRedPointObject(_TabData[i].redPointType,TabBoxRedPoints[i])
end
end

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@ -46,7 +46,7 @@ function ExpeditionSelectHalidomPanel:BindEvent()
if curSelectHalidom then
--Log(" ExpeditionManager.GetCurNodeInfo().sortId,curSelectHalidom "..ExpeditionManager.GetCurNodeInfo().sortId.." "..curSelectHalidom)
NetManager.TakeHolyEquipRequest(curSelectNodeData.sortId,curSelectHalidom, function(msg)
Log("msg.equipId "..msg.equipId)
-- Log("msg.equipId "..msg.equipId)
--UIManager.OpenPanel(UIName.ExpeditionMainPanel)
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
end)

View File

@ -76,7 +76,7 @@ function FightSmallChoosePanel:OnOpen(smallFightId)
curSmallFightId = smallFightId
curMiddleFightId = math.floor(smallFightId/1000)
difficultType = smallFightId%10
Log("打开关卡 "..smallFightId .." 章节id ".. curMiddleFightId .. " 难度 ".. difficultType)
-- Log("打开关卡 "..smallFightId .." 章节id ".. curMiddleFightId .. " 难度 ".. difficultType)
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)

View File

@ -462,7 +462,7 @@ end
--- ======================================================================
function this.OnGameOver()
Log("OnGameOver")
-- Log("OnGameOver")
for i, v in pairs(this.playerViews) do
if v then
SubUIManager.Close(v)
@ -476,7 +476,7 @@ function this.OnGameOver()
end
end
if this.mapRoot then -- 避免不是主动退出
Log("注销一次地图资源")
-- Log("注销一次地图资源")
poolManager:UnLoadAsset(mapCtrl, this.mapRoot, PoolManager.AssetType.GameObject)
poolManager:UnLoadAsset(effectPath, this.moneyEffect, PoolManager.AssetType.GameObject)
UIManager.camera.clearFlags = CameraClearFlags.Skybox
@ -489,7 +489,7 @@ function this.OnGameOver()
end
function this:OnClose()
Log("关闭挂机OnClose")
-- Log("关闭挂机OnClose")
if this.startTimer then
this.startTimer:Stop()
end

View File

@ -54,7 +54,7 @@ function this.UpdataChapterData(msg,_isShowChapterOpenPopup)
if msg then
for i = 1, #msg.chapter do
local singleHardStageChapter = allChapterData[msg.chapter[i].chapterId]
Log("chapterId:"..msg.chapter[i].chapterId.." stars"..msg.chapter[i].stars.." node"..#msg.chapter[i].node.."reward:"..#msg.chapter[i].reward.." needStars:"..singleHardStageChapter.stars)
-- Log("chapterId:"..msg.chapter[i].chapterId.." stars"..msg.chapter[i].stars.." node"..#msg.chapter[i].node.."reward:"..#msg.chapter[i].reward.." needStars:"..singleHardStageChapter.stars)
singleHardStageChapter.chapterId = msg.chapter[i].chapterId
if singleHardStageChapter.chapterId > oldChapterId and _isShowChapterOpenPopup then
this.SetisShowChapterOpenPopup(true)
@ -160,7 +160,7 @@ function this.FightLevelFightBattle(_fightLevelData, callBack)
curFormationTypeDef = FormationTypeDef.FIGHT_ASSISTANTLEVEL
end
NetManager.HardStageFightRequest(_fightLevelData.nodeId, curFormationTypeDef,function (msg)--FIGHT_LEVEL
Log("山河社稷图回复战斗 星级 "..msg.stars.." drop "..#msg.drop.itemlist)
-- Log("山河社稷图回复战斗 星级 "..msg.stars.." drop "..#msg.drop.itemlist)
HardStageFightResponseMsg = msg
curBattlefightLevelData = _fightLevelData
if _fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then

View File

@ -72,7 +72,7 @@ end
function this:OnShow(_parent,...)
parent=_parent
sortingOrder = _parent.sortingOrder
LogYellow("sortingOrder "..sortingOrder)
-- LogYellow("sortingOrder "..sortingOrder)
--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
local args = {...}
fightLevelData = args[1]

View File

@ -106,7 +106,7 @@ function this.RefreshFormation(index, roleList, pokemonList,isDiffmonster)
curFormation.teamHeroInfos = {}
LogPink("#roleList"..#roleList)
-- LogPink("#roleList"..#roleList)
for i = 1, #roleList do
local teamInfo = {}
teamInfo.heroId = roleList[i].heroId--roleList[i]

View File

@ -210,7 +210,7 @@ function this:OnSortingOrderChange()
end
function this:OnOpen(_panelType,...)
Log("panelType:".._panelType)
-- Log("panelType:".._panelType)
panelType = _panelType
if panelType == FORMATION_TYPE.EXPEDITION or panelType == FORMATION_TYPE.CARBON then
for k,v in pairs(bgListGo) do

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@ -170,7 +170,7 @@ function this.SingleBoxDataShow(go,boxData,index)
UIManager.OpenPanel(UIName.HongMengChooseHeroPanel,false)
TempItem = index
HarmonyManager.GongMingBox = boxData.Id
print(Language[12205],HarmonyManager.GongMingBox)
-- print(Language[12205],HarmonyManager.GongMingBox)
else
local content = ""
local money = math.ceil((HarmonyManager.hongmengHeroInfos[boxData.Id].time - GetTimeStamp()) / 432)
@ -188,7 +188,7 @@ function this.SingleBoxDataShow(go,boxData,index)
for i = 1, #HarmonyManager.hongmengHeroInfos do
if HarmonyManager.hongmengHeroInfos[i].gridId ==boxData.Id then
HarmonyManager.hongmengHeroInfos[i].time = 0
print(Language[12206])
-- print(Language[12206])
break
end
end

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@ -554,7 +554,7 @@ function this:BindEvent()
Util.AddClick(this.btnHongMeng,function()
NetManager.HongMengInfoResponse(function ()
-- body
print(Language[12211]..HarmonyManager:HongMengTowerUpLimit())
-- print(Language[12211]..HarmonyManager:HongMengTowerUpLimit())
if HarmonyManager:HongMengTowerUpLimit() > 0 then
-- body
UIManager.OpenPanel(UIName.HongMengEnvoyPanel)

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@ -118,7 +118,7 @@ function this.AwakeInit(go, mapId, wakeCells, tileV2)
this.RefreshBuffSize()
--加载地图图块数据
Log("_mapId:".._mapId)
-- Log("_mapId:".._mapId)
if not _mapConfig[_mapId] then
LogError("表里面没有地图id:".._mapId)
_mapId = 4001
@ -560,8 +560,8 @@ function this.Init()
local offsetX = math.ceil((_mapConfig[_mapId].TileSize[1]-_mapData.uLen*_defaultTileSize.x)/_defaultTileSize.x/2)
local offsetY = math.ceil((_mapConfig[_mapId].TileSize[2]-_mapData.vLen*_defaultTileSize.y)/_defaultTileSize.y/2)
Log("offsetX:"..offsetX)
Log("offsetY:"..offsetY)
-- Log("offsetX:"..offsetX)
-- Log("offsetY:"..offsetY)
_fogOffset = Vector2.New(offsetX, offsetY)
_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)
local endtime = curType == 1
and QinglongSerectTreasureManager.GetTrailWeekTime()
or ActivityGiftManager.GetTaskEndTime(ActivityTypeDef.TreasureOfSomeBody)
LogBlue("endtime:"..endtime)
-- LogBlue("endtime:"..endtime)
local timeDown = endtime - GetTimeStamp()
this.remainTime.text = Language[10470]..TimeToDHMS(timeDown)
self.timer = Timer.New(function()

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@ -3317,7 +3317,7 @@ end
--请求英雄上锁
function this.HeroLockEvent(heroId,lockState, func)
local data = HeroInfoProto_pb.HeroLockChangeRequest()
Log("HeroLockEvent "..heroId.." "..lockState)
-- Log("HeroLockEvent "..heroId.." "..lockState)
data.heroId = heroId
data.lockState = lockState
local msg = data:SerializeToString()

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@ -113,7 +113,7 @@ function this.Initialize()
BagManager.bagDatas[itemId].num = BagManager.bagDatas[itemId].num + deltaNum
BagManager.bagDatas[itemId].nextFlushTime = BagManager.bagDatas[itemId].nextFlushTime + deltaTime
Log("自动恢复物品数量刷新:"..itemId.."|"..BagManager.bagDatas[itemId].num.."|"..BagManager.bagDatas[itemId].nextFlushTime)
-- Log("自动恢复物品数量刷新:"..itemId.."|"..BagManager.bagDatas[itemId].num.."|"..BagManager.bagDatas[itemId].nextFlushTime)
end
end
end

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@ -84,7 +84,7 @@ function this:OnSortingOrderChange(_sortingOrder)
end
function this.OnClickTabBtn(_curIndex)
curIndex = _curIndex
LogPink("curIndex "..curIndex)
-- LogPink("curIndex "..curIndex)
if curIndex == 1 then
this.ScrollParentView1:SetActive(true)
this.ScrollParentView2:SetActive(false)

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@ -131,7 +131,7 @@ function this.ShowBattleResultByMonsterCamp(drop)
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
-- 打开关卡奖励界面
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function(isBackBattle)
LogPink("isBackBattle "..tostring(isBackBattle))
-- LogPink("isBackBattle "..tostring(isBackBattle))
if not isBackBattle then
if _BattleBestPopup then
_BattleBestPopup:ClosePanel()
@ -178,7 +178,7 @@ function this.ShowBattleResultByStoryFight(drop)
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
-- 打开关卡奖励界面
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
LogPink("isBackBattle "..tostring(isBackBattle))
-- LogPink("isBackBattle "..tostring(isBackBattle))
if not isBackBattle then
if _BattleBestPopup then
_BattleBestPopup:ClosePanel()
@ -214,7 +214,7 @@ function this.ShowBattleResultByCarDeleayType(drop)
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
-- 打开关卡奖励界面
UIManager.OpenPanel(UIName.RewardItemPopup,nil, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
LogPink("isBackBattle "..tostring(isBackBattle))
-- LogPink("isBackBattle "..tostring(isBackBattle))
if not isBackBattle then
if _BattleBestPopup then
_BattleBestPopup:ClosePanel()
@ -250,7 +250,7 @@ function this.ShowBattleResultByExpedition(drop)
--LogGreen("贪婪节点无数据")
end
UIManager.OpenPanel(UIName.RewardItemPopup,drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
LogPink("isBackBattle "..tostring(isBackBattle))
-- LogPink("isBackBattle "..tostring(isBackBattle))
if not isBackBattle then
if m_battlePanel then
m_battlePanel:ClosePanel()
@ -279,7 +279,7 @@ function this.ShowBattleResultByExpedition(drop)
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
else
UIManager.OpenPanel(UIName.RewardItemPopup,drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
LogPink("isBackBattle "..tostring(isBackBattle))
-- LogPink("isBackBattle "..tostring(isBackBattle))
if not isBackBattle then
if m_battlePanel then
m_battlePanel:ClosePanel()
@ -311,7 +311,7 @@ function this.ShowBattleResultByFightLevelType(drop)
local HardStageFightResponseMsg = FightLevelManager.GetHardStageFightResponseMsg()
local oldBattlefightLevelData = FightLevelManager.GetcurBattlefightLevelData()
local curBattlefightLevelData = FightLevelManager.GetChapterLevelData(oldBattlefightLevelData.config.Chapter,oldBattlefightLevelData.nodeId)
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

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@ -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))

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@ -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])

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@ -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)