wangguan
2020-11-17 551101abeb1a997da1444ba4ed3059b4d878fb4a
拖拽点击UI后释放异常BUG
停止CommonDebugHelper输出
4 files modified
43 ■■■■■ changed files
Assets/Scripts/Common/GameConfig.cs 2 ●●● patch | view | raw | blame | history
Assets/Scripts/GameAnalytics_SDK/TDAA_SDKManager.cs 22 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Input/EndlessTowerDefenseTouchInput.cs 5 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs 14 ●●●● 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);
                    }
                }
                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)