diff --git a/gs/game/player_fight_sync.go b/gs/game/player_fight_sync.go index 192d547b..352f94a1 100644 --- a/gs/game/player_fight_sync.go +++ b/gs/game/player_fight_sync.go @@ -422,17 +422,23 @@ func (g *GameManager) AoiPlayerMove(player *model.Player, oldPos *model.Vector, if trigger.Event != constant.LUA_EVENT_ENTER_REGION { continue } - cond := CallLuaFunc(group.GetLuaState(), trigger.Condition, - &LuaCtx{uid: player.PlayerID}, - &LuaEvt{param1: region.ConfigId, targetEntityId: entityId}) - if !cond { - continue + if trigger.Condition != "" { + cond := CallLuaFunc(group.GetLuaState(), trigger.Condition, + &LuaCtx{uid: player.PlayerID}, + &LuaEvt{param1: region.ConfigId, targetEntityId: entityId}) + if !cond { + continue + } } - ok := CallLuaFunc(group.GetLuaState(), trigger.Action, - &LuaCtx{uid: player.PlayerID}, - &LuaEvt{}) - if !ok { - continue + logger.Debug("scene group trigger fire, trigger: %v, uid: %v", trigger, player.PlayerID) + if trigger.Action != "" { + logger.Debug("scene group trigger do action, trigger: %v, uid: %v", trigger, player.PlayerID) + ok := CallLuaFunc(group.GetLuaState(), trigger.Action, + &LuaCtx{uid: player.PlayerID}, + &LuaEvt{}) + if !ok { + logger.Error("trigger action fail, trigger: %v, uid: %v", trigger, player.PlayerID) + } } updateQuest = g.TriggerFire(dbQuest, trigger) } @@ -442,17 +448,23 @@ func (g *GameManager) AoiPlayerMove(player *model.Player, oldPos *model.Vector, if trigger.Event != constant.LUA_EVENT_LEAVE_REGION { continue } - cond := CallLuaFunc(group.GetLuaState(), trigger.Condition, - &LuaCtx{uid: player.PlayerID}, - &LuaEvt{param1: region.ConfigId, targetEntityId: entityId}) - if !cond { - continue + if trigger.Condition != "" { + cond := CallLuaFunc(group.GetLuaState(), trigger.Condition, + &LuaCtx{uid: player.PlayerID}, + &LuaEvt{param1: region.ConfigId, targetEntityId: entityId}) + if !cond { + continue + } } - ok := CallLuaFunc(group.GetLuaState(), trigger.Action, - &LuaCtx{uid: player.PlayerID}, - &LuaEvt{}) - if !ok { - continue + logger.Debug("scene group trigger fire, trigger: %v, uid: %v", trigger, player.PlayerID) + if trigger.Action != "" { + logger.Debug("scene group trigger do action, trigger: %v, uid: %v", trigger, player.PlayerID) + ok := CallLuaFunc(group.GetLuaState(), trigger.Action, + &LuaCtx{uid: player.PlayerID}, + &LuaEvt{}) + if !ok { + logger.Error("trigger action fail, trigger: %v, uid: %v", trigger, player.PlayerID) + } } } }