From 3d13f2e8a23602aedb8adf5d2d02e377a330a61b Mon Sep 17 00:00:00 2001 From: wangguan <wangguan@kt007.com> Date: Tue, 08 Dec 2020 13:55:10 +0800 Subject: [PATCH] 修复火塔攻击特效 修改结算面板BUG --- Assets/Scripts/GameAnalytics_SDK/TDAA_SDKManager.cs | 23 ++++++++++++----------- 1 files changed, 12 insertions(+), 11 deletions(-) diff --git a/Assets/Scripts/GameAnalytics_SDK/TDAA_SDKManager.cs b/Assets/Scripts/GameAnalytics_SDK/TDAA_SDKManager.cs index 9a0d80b..b66b5a8 100644 --- a/Assets/Scripts/GameAnalytics_SDK/TDAA_SDKManager.cs +++ b/Assets/Scripts/GameAnalytics_SDK/TDAA_SDKManager.cs @@ -5,6 +5,7 @@ public class TDAA_SDKManager : MonoBehaviour { + //需要在PlayerSetting中添加宏 TDAA_CUSTOM private static TDAA_SDKManager _Ins; public static TDAA_SDKManager Ins { @@ -73,7 +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); @@ -161,7 +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> { @@ -228,7 +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; @@ -246,7 +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()} @@ -261,7 +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} @@ -272,7 +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"} @@ -283,7 +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"} @@ -294,7 +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"} @@ -305,7 +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} @@ -340,7 +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", $"第{level}关{wave}波"} @@ -356,7 +357,7 @@ /// <param name="wave">第几波</param> public void WaveDone(int level, int wave) { - Debug.LogError($"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} -- Gitblit v1.9.1