feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
This commit is contained in:
@@ -0,0 +1,162 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Wizard.Battle.Player.ClassCharacter;
|
||||
using Wizard.Battle.View.Vfx;
|
||||
|
||||
namespace Wizard.Battle.Player.Emotion;
|
||||
|
||||
public abstract class EmotionBase : IEmotion
|
||||
{
|
||||
public const float DEFAULT_HIDE_TEXT_TIME = 1.5f;
|
||||
|
||||
public const float ICON_HIDE_DURATION_TIME = 0.3f;
|
||||
|
||||
public const float ICON_HIDE_DELAY_TIME = 1.2f;
|
||||
|
||||
protected readonly string _emotionId;
|
||||
|
||||
protected readonly IClassCharacter _classCharacter;
|
||||
|
||||
public Vector3 LeaderPosition
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_classCharacter.GameObject == null)
|
||||
{
|
||||
return Vector3.zero;
|
||||
}
|
||||
return _classCharacter.GameObject.transform.position;
|
||||
}
|
||||
}
|
||||
|
||||
public bool Enable { get; set; }
|
||||
|
||||
public event Func<ClassCharaPrm.EmotionType, VfxBase> OnPlay;
|
||||
|
||||
protected EmotionBase(string emotionId, IClassCharacter classCharacter)
|
||||
{
|
||||
Enable = true;
|
||||
_emotionId = emotionId;
|
||||
_classCharacter = classCharacter;
|
||||
}
|
||||
|
||||
public VfxBase PlayEmotion(ClassCharaPrm.EmotionType emoteType, float hideTextTime)
|
||||
{
|
||||
if (!Enable)
|
||||
{
|
||||
return NullVfx.GetInstance();
|
||||
}
|
||||
Dictionary<ClassCharaPrm.EmotionType, Wizard.Emotion> emotionDataBySkinId = GameMgr.GetIns().GetDataMgr().GetEmotionDataBySkinId(_emotionId);
|
||||
if (emotionDataBySkinId.ContainsKey(emoteType))
|
||||
{
|
||||
BattleManagerBase.GetIns().GetBattlePlayer(this is PlayerEmotion).CallOnEmotion(emoteType);
|
||||
return ParallelVfxPlayer.Create(this.OnPlay.GetAllFuncVfxResults(emoteType), PlayEmotion(emotionDataBySkinId[emoteType], hideTextTime));
|
||||
}
|
||||
return NullVfx.GetInstance();
|
||||
}
|
||||
|
||||
public VfxBase PlayEmotion(Wizard.Emotion emotionInfo, float hideTextTime)
|
||||
{
|
||||
bool flag = false;
|
||||
ClassCharaPrm.EmotionType emotion_id = (ClassCharaPrm.EmotionType)emotionInfo.emotion_id;
|
||||
if ((uint)(emotion_id - 15) <= 4u || emotion_id == ClassCharaPrm.EmotionType.STORY_LOSE)
|
||||
{
|
||||
flag = true;
|
||||
}
|
||||
string voiceId = emotionInfo.GetVoiceId(IsSkinEvolved());
|
||||
string text = emotionInfo.GetText(IsSkinEvolved());
|
||||
if (flag)
|
||||
{
|
||||
return PlayEmotion(emotionInfo.motion_id, emotionInfo.face_id, voiceId, text, hideTextTime, flag);
|
||||
}
|
||||
if (!GameMgr.GetIns().IsWatchBattle || PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.SHOW_OTHER_PLAYER_EMOTE))
|
||||
{
|
||||
return PlayEmotion(emotionInfo.motion_id, emotionInfo.face_id, voiceId, text, hideTextTime, flag);
|
||||
}
|
||||
return NullVfx.GetInstance();
|
||||
}
|
||||
|
||||
public virtual VfxBase PlayEmotion(ClassCharaPrm.MotionType motionType, ClassCharaPrm.FaceType faceType, string voiceId, string text)
|
||||
{
|
||||
return PlayEmotion(motionType, faceType, voiceId, text, 1.5f);
|
||||
}
|
||||
|
||||
public bool IsSkinEvolved()
|
||||
{
|
||||
bool isPlayer = this is PlayerEmotion;
|
||||
return BattleManagerBase.GetIns().GetBattlePlayer(isPlayer).IsSkinEvolved;
|
||||
}
|
||||
|
||||
public virtual VfxBase PlayEmotion(ClassCharaPrm.MotionType motionType, ClassCharaPrm.FaceType faceType, string voiceId, string text, float hideTextTime, bool forcePlay = false)
|
||||
{
|
||||
if (!Enable)
|
||||
{
|
||||
return NullVfx.GetInstance();
|
||||
}
|
||||
if (IsSkinEvolved())
|
||||
{
|
||||
switch (motionType)
|
||||
{
|
||||
case ClassCharaPrm.MotionType.extra_2:
|
||||
motionType = ClassCharaPrm.MotionType.z_extra_2;
|
||||
break;
|
||||
case ClassCharaPrm.MotionType.damage:
|
||||
motionType = ClassCharaPrm.MotionType.z_damage;
|
||||
break;
|
||||
case ClassCharaPrm.MotionType.greet:
|
||||
motionType = ClassCharaPrm.MotionType.z_greet;
|
||||
break;
|
||||
case ClassCharaPrm.MotionType.idle:
|
||||
motionType = ClassCharaPrm.MotionType.z_idle;
|
||||
break;
|
||||
case ClassCharaPrm.MotionType.negative:
|
||||
motionType = ClassCharaPrm.MotionType.z_negative;
|
||||
break;
|
||||
case ClassCharaPrm.MotionType.negative_2:
|
||||
motionType = ClassCharaPrm.MotionType.z_negative_2;
|
||||
break;
|
||||
case ClassCharaPrm.MotionType.negative_2_a:
|
||||
motionType = ClassCharaPrm.MotionType.z_negative_2_a;
|
||||
break;
|
||||
case ClassCharaPrm.MotionType.positive:
|
||||
motionType = ClassCharaPrm.MotionType.z_positive;
|
||||
break;
|
||||
case ClassCharaPrm.MotionType.positive_2:
|
||||
motionType = ClassCharaPrm.MotionType.z_positive_2;
|
||||
break;
|
||||
case ClassCharaPrm.MotionType.shock:
|
||||
motionType = ClassCharaPrm.MotionType.z_shock;
|
||||
break;
|
||||
case ClassCharaPrm.MotionType.think:
|
||||
motionType = ClassCharaPrm.MotionType.z_think;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (text == "NONE")
|
||||
{
|
||||
return SequentialVfxPlayer.Create(_classCharacter.CreateLoadVoiceResource(voiceId), InstantVfx.Create(delegate
|
||||
{
|
||||
_classCharacter.PlayMotion(motionType);
|
||||
_classCharacter.ChangeFace(faceType);
|
||||
}), _classCharacter.PlayVoice(voiceId, forcePlay), WaitVfx.Create(hideTextTime));
|
||||
}
|
||||
VfxBase vfxBase = NullVfx.GetInstance();
|
||||
VfxBase vfxBase2 = NullVfx.GetInstance();
|
||||
if (text != string.Empty)
|
||||
{
|
||||
vfxBase = _classCharacter.ShowVoiceMessage(text);
|
||||
vfxBase2 = _classCharacter.HideVoiceMessage();
|
||||
}
|
||||
return SequentialVfxPlayer.Create(_classCharacter.CreateLoadVoiceResource(voiceId), InstantVfx.Create(delegate
|
||||
{
|
||||
_classCharacter.PlayMotion(motionType);
|
||||
_classCharacter.ChangeFace(faceType);
|
||||
}), _classCharacter.PlayVoice(voiceId, forcePlay), vfxBase, (hideTextTime > 0f) ? ((VfxBase)WaitVfx.Create(hideTextTime)) : ((VfxBase)new OpeningVfx.WaitVoiceEndVfx()), vfxBase2);
|
||||
}
|
||||
|
||||
public virtual VfxBase ReceiveOpponentEmotion(ClassCharaPrm.EmotionType emotionType)
|
||||
{
|
||||
return NullVfx.GetInstance();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using Wizard.Battle.View.Vfx;
|
||||
|
||||
namespace Wizard.Battle.Player.Emotion;
|
||||
|
||||
public interface IEmotion
|
||||
{
|
||||
Vector3 LeaderPosition { get; }
|
||||
|
||||
bool Enable { get; set; }
|
||||
|
||||
event Func<ClassCharaPrm.EmotionType, VfxBase> OnPlay;
|
||||
|
||||
VfxBase PlayEmotion(ClassCharaPrm.EmotionType emoteType, float hideTextTime);
|
||||
|
||||
VfxBase PlayEmotion(ClassCharaPrm.MotionType motionType, ClassCharaPrm.FaceType faceType, string voiceId, string text);
|
||||
|
||||
VfxBase ReceiveOpponentEmotion(ClassCharaPrm.EmotionType emotionType);
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Wizard.Battle.View.Vfx;
|
||||
|
||||
namespace Wizard.Battle.Player.Emotion;
|
||||
|
||||
public interface IPlayerEmotion : IEmotion
|
||||
{
|
||||
IEnumerable<GameObject> IconObjects { get; }
|
||||
|
||||
VfxBase LoadResource();
|
||||
|
||||
VfxBase ShowButtons();
|
||||
|
||||
VfxBase HideButtons();
|
||||
|
||||
VfxBase HideButtons(GameObject iconObject);
|
||||
|
||||
void CancelShowButtons();
|
||||
|
||||
void ResetPlayCount();
|
||||
|
||||
void AddPlayCount();
|
||||
|
||||
void FocusIcon(GameObject go);
|
||||
|
||||
void UnfocusAllIcons();
|
||||
|
||||
VfxBase PlayEmotionFromIconObject(GameObject iconObject);
|
||||
|
||||
string GetVoiceTextFromIconObject(GameObject iconObject);
|
||||
|
||||
bool IsContainsEmotionType(ClassCharaPrm.EmotionType type);
|
||||
|
||||
void DebugLogNotHiddenEmoteButton(TouchControl touchControl, VfxMgr emotionVfxMgr, SequentialVfxPlayer currentVfx);
|
||||
}
|
||||
@@ -0,0 +1,343 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Wizard.Battle.Player.ClassCharacter;
|
||||
using Wizard.Battle.Resource;
|
||||
using Wizard.Battle.Touch;
|
||||
using Wizard.Battle.View.Vfx;
|
||||
|
||||
namespace Wizard.Battle.Player.Emotion;
|
||||
|
||||
public class PlayerEmotion : EmotionBase, IPlayerEmotion, IEmotion
|
||||
{
|
||||
private class WaitFlagChangeVfx : VfxBase
|
||||
{
|
||||
private readonly Func<bool> _isEnd;
|
||||
|
||||
public override bool IsEnd
|
||||
{
|
||||
get
|
||||
{
|
||||
return _isEnd();
|
||||
}
|
||||
protected set
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
public WaitFlagChangeVfx(Func<bool> isEnd)
|
||||
{
|
||||
_isEnd = isEnd;
|
||||
}
|
||||
}
|
||||
|
||||
private const int MAX_PLAY_COUNT = 3;
|
||||
|
||||
private const int EMOTION_KIND_COUNT = 7;
|
||||
|
||||
private const string ICON_PREFAB_PATH = "UI/Battle/EmotionIcon";
|
||||
|
||||
private const int ICON_DEPTH = 13;
|
||||
|
||||
private const float ICON_DISTANCE = 240f;
|
||||
|
||||
private static readonly string[] FOCUS_ICON_NAMES = new string[7] { "battle_btn_emote_greet_on", "battle_btn_emote_thank_on", "battle_btn_emote_apology_on", "battle_btn_emote_praise_on", "battle_btn_emote_surprise_on", "battle_btn_emote_confuse_on", "battle_btn_emote_provocation_on" };
|
||||
|
||||
private static readonly string[] UNFOCUS_ICON_NAMES = new string[7] { "battle_btn_emote_greet_off", "battle_btn_emote_thank_off", "battle_btn_emote_apology_off", "battle_btn_emote_praise_off", "battle_btn_emote_surprise_off", "battle_btn_emote_confuse_off", "battle_btn_emote_provocation_off" };
|
||||
|
||||
private int _playCount;
|
||||
|
||||
private readonly IBattleResourceMgr _resourceMgr;
|
||||
|
||||
private GameObject[] _iconObjects;
|
||||
|
||||
private GameObject _currentFocusIconObject;
|
||||
|
||||
private bool _isIconShowReserve;
|
||||
|
||||
private bool _isActiveHideTween;
|
||||
|
||||
private bool _debugLogLimitter;
|
||||
|
||||
public IEnumerable<GameObject> IconObjects => _iconObjects;
|
||||
|
||||
public PlayerEmotion(string emotionId, IClassCharacter classCharacter, IBattleResourceMgr resourceMgr)
|
||||
: base(emotionId, classCharacter)
|
||||
{
|
||||
_resourceMgr = resourceMgr;
|
||||
}
|
||||
|
||||
public VfxBase LoadResource()
|
||||
{
|
||||
if (_iconObjects != null)
|
||||
{
|
||||
return InstantVfx.Create(UnfocusAllIcons);
|
||||
}
|
||||
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
|
||||
sequentialVfxPlayer.Register(_resourceMgr.LoadShardObject("UI/Battle/EmotionIcon", isAddUIContainer: false));
|
||||
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
|
||||
{
|
||||
GameObject sharedObject = _resourceMgr.GetSharedObject("UI/Battle/EmotionIcon");
|
||||
List<GameObject> list = new List<GameObject>();
|
||||
_iconObjects = new GameObject[7];
|
||||
for (int i = 0; i < 7; i++)
|
||||
{
|
||||
GameObject gameObject = UnityEngine.Object.Instantiate(sharedObject);
|
||||
gameObject.SetActive(value: true);
|
||||
gameObject.transform.parent = _classCharacter.GameObject.transform;
|
||||
gameObject.transform.localScale = new Vector3(1.5f, 1.5f, 1f);
|
||||
float f = (float)Math.PI * (1f - (float)i / 6f);
|
||||
float x = Mathf.Cos(f) * 240f;
|
||||
float y = Mathf.Sin(f) * 240f;
|
||||
gameObject.transform.localPosition = new Vector3(x, y, -35f);
|
||||
_iconObjects[i] = gameObject;
|
||||
list.Add(gameObject.transform.Find("Icon").gameObject);
|
||||
SetIconFocus(_iconObjects[i], focus: false);
|
||||
}
|
||||
UIManager.GetInstance().AttachAtlas(list);
|
||||
}));
|
||||
return sequentialVfxPlayer;
|
||||
}
|
||||
|
||||
public VfxBase ShowButtons()
|
||||
{
|
||||
if (_iconObjects == null || _iconObjects[0].activeSelf)
|
||||
{
|
||||
return NullVfx.GetInstance();
|
||||
}
|
||||
_isIconShowReserve = true;
|
||||
return InstantVfx.Create(delegate
|
||||
{
|
||||
if (_isIconShowReserve)
|
||||
{
|
||||
for (int i = 0; i < _iconObjects.Length; i++)
|
||||
{
|
||||
TweenAlpha.Begin(_iconObjects[i], 0f, 1f);
|
||||
_iconObjects[i].SetActive(value: true);
|
||||
}
|
||||
}
|
||||
_isIconShowReserve = false;
|
||||
});
|
||||
}
|
||||
|
||||
public VfxBase HideButtons()
|
||||
{
|
||||
return SequentialVfxPlayer.Create(new WaitFlagChangeVfx(() => !_isIconShowReserve), InstantVfx.Create(delegate
|
||||
{
|
||||
if (_iconObjects != null)
|
||||
{
|
||||
for (int i = 0; i < _iconObjects.Length; i++)
|
||||
{
|
||||
_iconObjects[i].SetActive(value: false);
|
||||
}
|
||||
}
|
||||
_isActiveHideTween = false;
|
||||
}), new Debug722006NullVfx());
|
||||
}
|
||||
|
||||
public VfxBase HideButtons(GameObject iconObject)
|
||||
{
|
||||
return SequentialVfxPlayer.Create(new WaitFlagChangeVfx(() => !_isIconShowReserve), InstantVfx.Create(delegate
|
||||
{
|
||||
if (_iconObjects != null)
|
||||
{
|
||||
for (int i = 0; i < _iconObjects.Length; i++)
|
||||
{
|
||||
if (iconObject != _iconObjects[i])
|
||||
{
|
||||
_iconObjects[i].SetActive(value: false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}), InstantVfx.Create(delegate
|
||||
{
|
||||
_isActiveHideTween = true;
|
||||
TweenAlpha tweenAlpha = TweenAlpha.Begin(iconObject, 0.3f, 0f);
|
||||
tweenAlpha.delay = 1.2f;
|
||||
tweenAlpha.onFinished.Clear();
|
||||
tweenAlpha.onFinished.Add(new EventDelegate(delegate
|
||||
{
|
||||
iconObject.SetActive(value: false);
|
||||
_isActiveHideTween = false;
|
||||
}));
|
||||
}), new Debug722006NullVfx());
|
||||
}
|
||||
|
||||
public void CancelShowButtons()
|
||||
{
|
||||
_isIconShowReserve = false;
|
||||
}
|
||||
|
||||
public void AddPlayCount()
|
||||
{
|
||||
_playCount++;
|
||||
}
|
||||
|
||||
public void ResetPlayCount()
|
||||
{
|
||||
_playCount = 0;
|
||||
}
|
||||
|
||||
public void FocusIcon(GameObject go)
|
||||
{
|
||||
if (!(go == _currentFocusIconObject))
|
||||
{
|
||||
_currentFocusIconObject = go;
|
||||
UnfocusAllIcons();
|
||||
SetIconFocus(go, focus: true);
|
||||
}
|
||||
}
|
||||
|
||||
private void SetIconFocus(GameObject focusIconObject, bool focus)
|
||||
{
|
||||
if (!(focusIconObject == null))
|
||||
{
|
||||
string[] array = (focus ? FOCUS_ICON_NAMES : UNFOCUS_ICON_NAMES);
|
||||
int iconIndex = GetIconIndex(focusIconObject);
|
||||
focusIconObject.transform.Find("Icon").GetComponent<UISprite>().spriteName = array[iconIndex];
|
||||
focusIconObject.layer = 12;
|
||||
}
|
||||
}
|
||||
|
||||
public void UnfocusAllIcons()
|
||||
{
|
||||
if (_iconObjects != null)
|
||||
{
|
||||
for (int i = 0; i < 7; i++)
|
||||
{
|
||||
SetIconFocus(_iconObjects[i], focus: false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public VfxBase PlayEmotionFromIconObject(GameObject iconObject)
|
||||
{
|
||||
if (++_playCount > 3)
|
||||
{
|
||||
BattleManagerBase.GetIns().BattlePlayer.PlayerBattleView.ShowAlert(PanelMgr.BattleAlertType.EmoteLimit, isClass: false);
|
||||
return NullVfx.GetInstance();
|
||||
}
|
||||
ClassCharaPrm.EmotionType emoteType = IndexToEmotionType(GetIconIndex(iconObject));
|
||||
return PlayEmotion(emoteType, 1.5f);
|
||||
}
|
||||
|
||||
public string GetVoiceTextFromIconObject(GameObject iconObject)
|
||||
{
|
||||
ClassCharaPrm.EmotionType key = IndexToEmotionType(GetIconIndex(iconObject));
|
||||
Dictionary<ClassCharaPrm.EmotionType, Wizard.Emotion> emotionDataBySkinId = GameMgr.GetIns().GetDataMgr().GetEmotionDataBySkinId(_emotionId);
|
||||
if (emotionDataBySkinId.ContainsKey(key))
|
||||
{
|
||||
return emotionDataBySkinId[key].GetText(IsSkinEvolved());
|
||||
}
|
||||
return string.Empty;
|
||||
}
|
||||
|
||||
private int GetIconIndex(GameObject iconObject)
|
||||
{
|
||||
for (int i = 0; i < _iconObjects.Length; i++)
|
||||
{
|
||||
if (_iconObjects[i] == iconObject)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
public static ClassCharaPrm.EmotionType IndexToEmotionType(int index)
|
||||
{
|
||||
return index switch
|
||||
{
|
||||
0 => ClassCharaPrm.EmotionType.GREET,
|
||||
1 => ClassCharaPrm.EmotionType.THANK,
|
||||
2 => ClassCharaPrm.EmotionType.APOLOGY,
|
||||
3 => ClassCharaPrm.EmotionType.PRAISE,
|
||||
4 => ClassCharaPrm.EmotionType.SURPRISE,
|
||||
5 => ClassCharaPrm.EmotionType.CONFUSE,
|
||||
6 => ClassCharaPrm.EmotionType.PROVOCATION,
|
||||
_ => ClassCharaPrm.EmotionType.GREET,
|
||||
};
|
||||
}
|
||||
|
||||
public bool IsContainsEmotionType(ClassCharaPrm.EmotionType type)
|
||||
{
|
||||
return GameMgr.GetIns().GetDataMgr().GetEmotionDataBySkinId(_emotionId)
|
||||
.ContainsKey(type);
|
||||
}
|
||||
|
||||
public void DebugLogNotHiddenEmoteButton(TouchControl touchControl, VfxMgr emotionVfxMgr, SequentialVfxPlayer currentVfx)
|
||||
{
|
||||
if (_iconObjects == null || _iconObjects.Length == 0)
|
||||
{
|
||||
if (!_debugLogLimitter)
|
||||
{
|
||||
LocalLog.AccumulateTraceLog("#722006(0)");
|
||||
_debugLogLimitter = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (touchControl != null && touchControl.HasTouchProcessor && touchControl._touchProcessor is EmotionTouchProcessor)
|
||||
{
|
||||
return;
|
||||
}
|
||||
List<VfxBase> vfxList = emotionVfxMgr.GetVfxList<ParallelVfxPlayer>();
|
||||
for (int i = 0; i < vfxList.Count; i++)
|
||||
{
|
||||
List<VfxBase> vfxList2 = (vfxList[i] as ParallelVfxPlayer).GetVfxList();
|
||||
for (int j = 0; j < vfxList2.Count; j++)
|
||||
{
|
||||
if (!(vfxList2[j] is SequentialVfxPlayer))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
SequentialVfxPlayer sequentialVfxPlayer = vfxList2[j] as SequentialVfxPlayer;
|
||||
if (sequentialVfxPlayer == currentVfx || sequentialVfxPlayer.IsEnd)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
List<VfxBase> allVfxAsList = sequentialVfxPlayer.GetAllVfxAsList();
|
||||
for (int k = 0; k < allVfxAsList.Count; k++)
|
||||
{
|
||||
if (allVfxAsList[k] is Debug722006NullVfx)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (_isActiveHideTween)
|
||||
{
|
||||
return;
|
||||
}
|
||||
bool flag = false;
|
||||
for (int l = 0; l < _iconObjects.Length; l++)
|
||||
{
|
||||
if (_iconObjects[l].activeSelf)
|
||||
{
|
||||
flag = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (flag)
|
||||
{
|
||||
if (!_debugLogLimitter)
|
||||
{
|
||||
if (_isIconShowReserve)
|
||||
{
|
||||
LocalLog.AccumulateTraceLog("#722006(1)");
|
||||
}
|
||||
else
|
||||
{
|
||||
LocalLog.AccumulateTraceLog("#722006(2)");
|
||||
}
|
||||
_debugLogLimitter = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_debugLogLimitter = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user