调整一下bi打印逻辑
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@ -135,10 +135,6 @@ function BIReport:clearAccountId()
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end
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function BIReport:report(name, args)
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-- 内网dev包和编辑器模式不上报
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if Platform and Platform:getIsDevChannel() or EDITOR_MODE then
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return
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end
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-- 审核模式不上报
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if CS.BF.BFMain.IsShenhe then
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return
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@ -164,9 +160,17 @@ function BIReport:report(name, args)
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args.current_version = CS.BF.BFMain.Instance.GameLaunchMgr:GetCurrentVersion()
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args.is_new_player = self.isNewPlayer
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args.device_unique_identifier = CS.UnityEngine.SystemInfo.deviceUniqueIdentifier
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CS.BF.BFMain.Instance.SDKMgr.BFThirdReportSDKMgr:PostThinkingAnalyticsEvent(name, json.encode(args))
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self:printArgsStr(name, args)
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-- 内网dev包和编辑器模式不上报
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if Platform and Platform:getIsDevChannel() or EDITOR_MODE then
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return
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end
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CS.BF.BFMain.Instance.SDKMgr.BFThirdReportSDKMgr:PostThinkingAnalyticsEvent(name, json.encode(args))
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else
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-- 内网dev包和编辑器模式不上报
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if Platform and Platform:getIsDevChannel() or EDITOR_MODE then
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return
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end
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CS.BF.BFMain.Instance.SDKMgr.BFThirdReportSDKMgr:PostThinkingAnalyticsEvent(name)
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end
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end
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@ -317,7 +321,6 @@ function BIReport:postFightBegin(battleType, wave, chapterId, maxChapter, startT
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start_times = startTimes,
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}
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self:report(EVENT_NAME_FIGHT, args)
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self:printArgsStr(EVENT_NAME_FIGHT, args)
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end
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function BIReport:postFightEnd(battleType, chapterId, wave, duration, totalTime, eliminateCount, chapterEliminateCount, type, deathType, startTimes, isFirstWin, isFianlStep)
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@ -355,7 +358,6 @@ function BIReport:postFightEnd(battleType, chapterId, wave, duration, totalTime,
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isFianlStep = isFianlStep,
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}
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self:report(EVENT_NAME_FIGHT, args)
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self:printArgsStr(EVENT_NAME_FIGHT, args)
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end
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function BIReport:postShowFightSkillSelect(battleType, skillList, chapterId, totalTime, wave)
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@ -384,7 +386,6 @@ function BIReport:postShowFightSkillSelect(battleType, skillList, chapterId, tot
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skill_num = skillNum,
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}
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self:report(EVENT_NAME_FIGHT, args)
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self:printArgsStr(EVENT_NAME_FIGHT, args)
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end
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function BIReport:postFightSkillSelect(battleType, skillList, chapterId, totalTime, wave)
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@ -413,7 +414,6 @@ function BIReport:postFightSkillSelect(battleType, skillList, chapterId, totalTi
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skill_num = skillNum,
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}
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self:report(EVENT_NAME_FIGHT, args)
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self:printArgsStr(EVENT_NAME_FIGHT, args)
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end
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-- 首页按钮点击
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@ -424,7 +424,6 @@ function BIReport:postHomeBtnCilck(clickType)
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chapter_id = DataManager.ChapterData:getChapterId()
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}
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self:report(EVENT_NAME_CLICK_BTN, args)
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self:printArgsStr(EVENT_NAME_CLICK_BTN, args)
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end
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function BIReport:postChapterOpenBox(chapterId, wave, rewards)
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@ -436,7 +435,6 @@ function BIReport:postChapterOpenBox(chapterId, wave, rewards)
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type = BIReport.CHAPTER_OPT_TYPE.BOX_OPEN
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}
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self:report(EVENT_NAME_CHAPTER_OPT, args)
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self:printArgsStr(EVENT_NAME_CHAPTER_OPT, args)
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end
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-- 道具获取
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@ -455,7 +453,6 @@ function BIReport:postItemGet(num, itemId, getType)
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type = getType,
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}
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self:report(EVENT_NAME_ITEM_GET, args)
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self:printArgsStr(EVENT_NAME_ITEM_GET, args)
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end
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-- 道具使用
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@ -474,7 +471,6 @@ function BIReport:postItemUse(num, itemId, getType)
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type = getType,
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}
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self:report(EVENT_NAME_ITEM_USE, args)
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self:printArgsStr(EVENT_NAME_ITEM_USE, args)
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end
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-- 体力获得
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@ -489,7 +485,6 @@ function BIReport:postVitGet(num, getType)
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vit_all = DataManager.BagData.ItemData:getItemNumById(GConst.ItemConst.ITEM_ID_VIT),
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}
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self:report(EVENT_NAME_VIT_GET, args)
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BIReport:printArgsStr(EVENT_NAME_VIT_GET, args)
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end
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-- 体力使用
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@ -502,7 +497,6 @@ function BIReport:postVitUse(num)
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vit_all = DataManager.BagData.ItemData:getItemNumById(GConst.ItemConst.ITEM_ID_VIT),
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}
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self:report(EVENT_NAME_VIT_USE, args)
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BIReport:printArgsStr(EVENT_NAME_VIT_USE, args)
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end
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-- 点击广告按钮
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@ -670,7 +664,6 @@ function BIReport:postGemGet(num, getType, itemId)
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coin_type = BIReport.COIN_TYPE[itemId],
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}
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self:report(EVENT_NAME_COIN_GET, args)
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BIReport:printArgsStr(EVENT_NAME_COIN_GET, args)
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end
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-- 钻石使用
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@ -687,7 +680,6 @@ function BIReport:postGemUse(num, getType, itemId)
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coin_all = DataManager.BagData.ItemData:getItemNumById(itemId),
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}
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self:report(EVENT_NAME_COIN_USE, args)
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BIReport:printArgsStr(EVENT_NAME_COIN_USE, args)
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end
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return BIReport
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