Assets/Scripts/Common/GameConfig.cs | ●●●●● patch | view | raw | blame | history | |
Assets/Scripts/GameAnalytics_SDK/TDAA_SDKManager.cs | ●●●●● patch | view | raw | blame | history | |
Assets/Scripts/TowerDefense/Input/EndlessTowerDefenseTouchInput.cs | ●●●●● patch | view | raw | blame | history | |
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs | ●●●●● patch | view | raw | blame | history |
Assets/Scripts/Common/GameConfig.cs
@@ -24,7 +24,7 @@ public static string LoginUrl = "http://172.16.1.52:9000/user/login"; public static bool OpenDebug = true; public static bool OpenDebug = false; /// <summary> /// PVE无尽模式,是否可以点击购买新的宝石 Assets/Scripts/GameAnalytics_SDK/TDAA_SDKManager.cs
@@ -74,7 +74,7 @@ public void Reset() { Debug.LogError("清除了数据"); CommonDebugHelper.Debug("清除了数据"); //PlayerPrefs.DeleteAll(); isFirstStart = PlayerPrefs.GetInt(firstStart) == 0; statisticsStep = PlayerPrefs.GetInt(statisticsStr); @@ -162,7 +162,7 @@ { OnRegister(); Debug.LogError("注册人数统计"); CommonDebugHelper.Debug("注册人数统计"); //只记录一次 Dictionary<string, object> dic = new Dictionary<string, object> { @@ -229,7 +229,7 @@ // }; //dic[key] = 1; Debug.LogError("漏斗流统计:" + key); CommonDebugHelper.Debug("漏斗流统计:" + key); OnEvent(key, dic); statisticsStep = step; @@ -247,7 +247,7 @@ { if (step > guideStep) { Debug.LogError("引导步数统计:" + step); CommonDebugHelper.Debug("引导步数统计:" + step); Dictionary<string, object> dic = new Dictionary<string, object> { { "Guide", step.ToString()} @@ -262,7 +262,7 @@ //5.每次游玩过程中,点击【重新开始】按钮的次数,每次重新开始记做一轮 public void OnClickRestartBtn() { Debug.LogError("重新开始按钮次数"); CommonDebugHelper.Debug("重新开始按钮次数"); Dictionary<string, object> dic = new Dictionary<string, object> { { "OnClickRestartBtn", 1} @@ -273,7 +273,7 @@ //7.每一轮游戏中成功使用技能宝石的次数 public void OnUseSkill(int count) { Debug.LogError("每一轮游戏中成功使用技能宝石的次数:" + count); CommonDebugHelper.Debug("每一轮游戏中成功使用技能宝石的次数:" + count); Dictionary<string, object> dic = new Dictionary<string, object> { { "使用次数", count+"次"} @@ -284,7 +284,7 @@ //8.每一轮游戏中成功开启的塔位置数量 public void OnOpenTower(int towerCount) { Debug.LogError("每一轮游戏中成功开启的塔位置数量:" + towerCount); CommonDebugHelper.Debug("每一轮游戏中成功开启的塔位置数量:" + towerCount); Dictionary<string, object> dic = new Dictionary<string, object> { { "购买次数", towerCount+"次"} @@ -295,7 +295,7 @@ //9.每一轮游戏中成功购买塔的数量 public void OnClickTowerBuyBtn(int buyCount) { Debug.LogError("每一轮游戏中成功购买塔的数量:" + buyCount); CommonDebugHelper.Debug("每一轮游戏中成功购买塔的数量:" + buyCount); Dictionary<string, object> dic = new Dictionary<string, object> { { "购买次数", buyCount+"次"} @@ -306,7 +306,7 @@ //10.玩家在结算界面点击【对pvp感兴趣】按钮次数 public void OnClickPVPBtn() { Debug.LogError("对pvp感兴趣"); CommonDebugHelper.Debug("对pvp感兴趣"); Dictionary<string, object> dic = new Dictionary<string, object> { { "OnClickPVPBtn", 1} @@ -341,7 +341,7 @@ maxWave = wave; PlayerPrefs.SetInt(maxWaveStr, maxWave); Debug.LogError($"玩家最高打到第{level}关{wave}波"); CommonDebugHelper.Debug($"玩家最高打到第{level}关{wave}波"); Dictionary<string, object> dic = new Dictionary<string, object> { { "MaxWave", $"第{level}关{wave}波"} @@ -357,7 +357,7 @@ /// <param name="wave">第几波</param> public void WaveDone(int level, int wave) { Debug.Log($"玩家达到第{level}关{wave}波"); CommonDebugHelper.Debug($"玩家达到第{level}关{wave}波"); Dictionary<string, object> dic = new Dictionary<string, object> { { $"第{level}关{wave}波", 1} Assets/Scripts/TowerDefense/Input/EndlessTowerDefenseTouchInput.cs
@@ -4,6 +4,7 @@ using UnityEngine; using UnityInput = UnityEngine.Input; using State = TowerDefense.UI.HUD.EndlessGameUI.State; using KTGMGemClient; namespace TowerDefense.Input { @@ -253,10 +254,10 @@ // River: 为了开始拖动后可以直接显示GhostTower m_GameUI.TryMoveGhost(pointer, false); Debug.LogError("OnStartDrag"); CommonDebugHelper.Debug("OnStartDrag"); if (m_GameUI.HasTower) { Debug.LogError("m_GameUI.HasTower:" + m_GameUI.HasTower); CommonDebugHelper.Debug("m_GameUI.HasTower:" + m_GameUI.HasTower); EndlessUIStart.instance.SetDarkGround(true); Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -891,9 +891,13 @@ allTowerP.Add(m_listTower[i].gridPosition); } } if (m_CurrentArea != null) { (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(allTowerP); (m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP); } (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(allTowerP); (m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP); } else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb) { @@ -1024,7 +1028,13 @@ TryPlaceTower(pointerInfo); else if (isFreeAttackGrid(pointerInfo) && !bSkill) { if (!TryPlaceTower(pointerInfo, false, true)) return; if (!TryPlaceTower(pointerInfo, false, true)) { CancelPlaceTower(pointerInfo); Debug.Log("这里需要返回原位"); return; } // 删除towerToMove,确保塔防数据不再出现多个 if (towerToMove != null)