【bug】修复报错
parent
916a777f59
commit
d0b8f8db8e
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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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@ -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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@ -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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