Merge branch 'main' of http://10.27.17.121:3000/kawagiri/TH1 into main
@ -1,5 +1,5 @@
|
||||
{
|
||||
"nextId": 321,
|
||||
"nextId": 327,
|
||||
"bugs": [
|
||||
{
|
||||
"id": 2,
|
||||
@ -3227,12 +3227,78 @@
|
||||
"id": 320,
|
||||
"title": "tab键要直接定位对应单位到中间",
|
||||
"description": "",
|
||||
"status": "open",
|
||||
"status": "fixed",
|
||||
"priority": "medium",
|
||||
"module": "",
|
||||
"longTerm": false,
|
||||
"createdAt": 1780823065049,
|
||||
"updatedAt": 1780823065049
|
||||
"updatedAt": 1780836317908
|
||||
},
|
||||
{
|
||||
"id": 321,
|
||||
"title": "隐身恋也有回合金",
|
||||
"description": "",
|
||||
"status": "open",
|
||||
"priority": "medium",
|
||||
"module": "",
|
||||
"longTerm": false,
|
||||
"createdAt": 1780836316475,
|
||||
"updatedAt": 1780836316475
|
||||
},
|
||||
{
|
||||
"id": 322,
|
||||
"title": "早苗的助敌绕过恐惧回血",
|
||||
"description": "",
|
||||
"status": "open",
|
||||
"priority": "medium",
|
||||
"module": "",
|
||||
"longTerm": false,
|
||||
"createdAt": 1780837992442,
|
||||
"updatedAt": 1780837992442
|
||||
},
|
||||
{
|
||||
"id": 323,
|
||||
"title": "收到新bug了吧,竹林狼上校被ntr会变成1血",
|
||||
"description": "",
|
||||
"status": "open",
|
||||
"priority": "medium",
|
||||
"module": "",
|
||||
"longTerm": false,
|
||||
"createdAt": 1780844012307,
|
||||
"updatedAt": 1780844012307
|
||||
},
|
||||
{
|
||||
"id": 324,
|
||||
"title": "恐惧击杀会算俩次死亡",
|
||||
"description": "",
|
||||
"status": "open",
|
||||
"priority": "medium",
|
||||
"module": "",
|
||||
"longTerm": false,
|
||||
"createdAt": 1780844299579,
|
||||
"updatedAt": 1780844299579
|
||||
},
|
||||
{
|
||||
"id": 325,
|
||||
"title": "懂了!这里有个bug 应该用小船里面的单位产生精微身,但是他直接用小船的类型产生精微身,小船是没有血量上限的(相当于是0血,因为小船根据船上单位决定血量上限),所以生成小船精微身会立刻复活变成小船",
|
||||
"description": "",
|
||||
"status": "open",
|
||||
"priority": "medium",
|
||||
"module": "",
|
||||
"longTerm": false,
|
||||
"createdAt": 1780902545583,
|
||||
"updatedAt": 1780902545583
|
||||
},
|
||||
{
|
||||
"id": 326,
|
||||
"title": "在军营上召唤的蕾米/芙兰不会因吸血鬼被动+1移动",
|
||||
"description": "",
|
||||
"status": "open",
|
||||
"priority": "medium",
|
||||
"module": "",
|
||||
"longTerm": false,
|
||||
"createdAt": 1780935882174,
|
||||
"updatedAt": 1780935882174
|
||||
}
|
||||
]
|
||||
}
|
||||
@ -1,5 +1,5 @@
|
||||
{
|
||||
"nextId": 18,
|
||||
"nextId": 21,
|
||||
"suggestions": [
|
||||
{
|
||||
"id": 1,
|
||||
@ -153,6 +153,33 @@
|
||||
"module": "",
|
||||
"createdAt": 1780833588503,
|
||||
"updatedAt": 1780833588503
|
||||
},
|
||||
{
|
||||
"id": 18,
|
||||
"title": "您好!關於地靈殿的雕塑有一些文本錯誤,車和罵的描述似乎有倒錯,在單機山脈地塊建造車之雕像時,地塊詳細列表中的圓圈UI小圖標雖然是車之雕塑,但是鼠標放上去詳細介紹的文字似乎會顯示建造馬之雕塑。以及繁體中文的古明地戀雕塑“後之雕塑”翻譯有誤,表達皇后的意思時,繁體應該用“后”而不是“後”,“後”字多用於表示後面,之後的意思,“后”才應該是更加規範的用字。",
|
||||
"description": "",
|
||||
"status": "open",
|
||||
"module": "",
|
||||
"createdAt": 1780845483330,
|
||||
"updatedAt": 1780845483330
|
||||
},
|
||||
{
|
||||
"id": 19,
|
||||
"title": "测试模式",
|
||||
"description": "",
|
||||
"status": "open",
|
||||
"module": "",
|
||||
"createdAt": 1780849417722,
|
||||
"updatedAt": 1780849417722
|
||||
},
|
||||
{
|
||||
"id": 20,
|
||||
"title": "加入随机选项",
|
||||
"description": "",
|
||||
"status": "open",
|
||||
"module": "",
|
||||
"createdAt": 1780925794090,
|
||||
"updatedAt": 1780925794090
|
||||
}
|
||||
]
|
||||
}
|
||||
@ -1,116 +1,46 @@
|
||||
21048%$#@!True%$#@![版本 V0.7.3c]
|
||||
发布日期:26.6.7
|
||||
本次对0.7.3版本中发现的部分问题和bug进行修补。其余bug及各种小型错误我们仍在持续修复中。
|
||||
21054%$#@!True%$#@!AI玩家设置%$#@!AI玩家設定%$#@!AI Player Settings%$#@!AIプレイヤー設定%$#@!AI 플레이어 설정%$#@!False%$#@!False%$#@!False%$#@!%$#@!False%$#@!False%$#@!False%$#@!%$#@!!@#$%21055%$#@!True%$#@!测试模式%$#@!測試模式%$#@!Test Mode%$#@!テストモード%$#@!테스트 모드%$#@!False%$#@!False%$#@!False%$#@!%$#@!False%$#@!False%$#@!False%$#@!%$#@!!@#$%21056%$#@!True%$#@!开启测试模式,主动控制所有AI玩家%$#@!開啟測試模式,主動控制所有AI玩家%$#@!Enable Test Mode and actively control all AI players%$#@!テストモードを有効にし、すべてのAIプレイヤーを手動操作する%$#@!테스트 모드를 켜고 모든 AI 플레이어를 직접 조작%$#@!False%$#@!False%$#@!False%$#@!%$#@!False%$#@!False%$#@!False%$#@!%$#@!!@#$%21057%$#@!True%$#@![版本 V0.7.3e]
|
||||
发布日期:26.6.9
|
||||
|
||||
---------[调整与新功能]-------------
|
||||
1.新增护眼模式,可在设置中选择。该模式正在测试改进中。
|
||||
2.单机自定义模式下可以设置AI玩家的阵营与队伍
|
||||
3.单机自定义模式下可以选择进入测试模式,主动控制所有AI行动。
|
||||
|
||||
---------[bug修复与优化]-------------
|
||||
1.修复了部分会导致船只出现在陆地的bug
|
||||
2.修复了部分会导致已经死亡的单位图像错误残留的bug
|
||||
3.修复了[车]职阶英雄在敌方城市中心能获得要塞防御加成的bug
|
||||
4.修复了[车]职阶英雄在被动移动时也会产生溅射伤害的bug
|
||||
5.修复了移动溅射在被动移动(如被挤开)也会生效的bug,完善了描述
|
||||
6.修复了勇仪推人致死结果贴图错误
|
||||
7.修复了洩矢诹访子创造御射宫司大人时会重置和平奇观计数的bug
|
||||
8.优化了顶部信息栏金币显示排版问题
|
||||
9.优化了多个窗口重叠时,快捷键“右键”及"Esc"关闭窗口的顺序
|
||||
10.修复了间谍攻击隐身单位占据的城市中心时出错(反复播放攻击动画)的bug
|
||||
11.修复了城墙建造后城市中心的单位没有立刻刷新状态的bug
|
||||
12.修复了竹林狼上校血量较低时受到攻击后不会反击的bug
|
||||
13.修复了古明地恋的能力"拉萨之舞"会给盟友也赋予"恐惧"的bug
|
||||
14.修复部分描述文案错误和图标错误
|
||||
15.修复了棋子状态栏特殊状态超过9层后数字排版显示错误的bug
|
||||
16.修复了竹林狼上校进入港口后血量上限出错的bug
|
||||
17.修复了芙兰朵露的能力"禁果"在升级时层数丢失的bug
|
||||
18.修复了犬走椛附近的学者转化了敌方单位后也会赋予“异端烙印”的bug
|
||||
19.修复了1个可能导致联机不同步问题的bug%$#@![版本 V0.7.3c]
|
||||
發布日期:26.6.7
|
||||
本次對0.7.3版本中發現的部分問題和bug進行修補。其餘bug及各種小型錯誤我們仍在持續修復中。
|
||||
1.修复了部分翻译错误%$#@![版本 V0.7.3e]
|
||||
發布日期:26.6.9
|
||||
|
||||
---------[調整與新功能]-------------
|
||||
1.新增護眼模式,可在設定中選擇。該模式正在測試改進中。
|
||||
2.單機自訂模式下可以設定AI玩家的陣營與隊伍
|
||||
3.單機自訂模式下可以選擇進入測試模式,主動控制所有AI行動。
|
||||
|
||||
---------[bug修復與優化]-------------
|
||||
1.修復了部分會導致船隻出現在陸地的bug
|
||||
2.修復了部分會導致已經死亡的單位圖像錯誤殘留的bug
|
||||
3.修復了[車]職階英雄在敵方城市中心能獲得要塞防禦加成的bug
|
||||
4.修復了[車]職階英雄在被動移動時也會產生濺射傷害的bug
|
||||
5.修復了移動濺射在被動移動(如被擠開)也會生效的bug,完善了描述
|
||||
6.修復了勇儀推人致死結果貼圖錯誤
|
||||
7.修復了洩矢諏訪子創造禦射宮司大人時會重置和平奇觀計數的bug
|
||||
8.優化了頂部資訊欄金幣顯示排版問題
|
||||
9.優化了多個視窗重疊時,快捷鍵“右鍵”及"Esc"關閉視窗的順序
|
||||
10.修復了間諜攻擊隱身單位佔據的城市中心時出錯(反復播放攻擊動畫)的bug
|
||||
11.修復了城牆建造後城市中心的單位沒有立刻刷新狀態的bug
|
||||
12.修復了竹林狼上校血量較低時受到攻擊後不會反擊的bug
|
||||
13.修復了古明地戀的能力"拉薩之舞"會給盟友也賦予"恐懼"的bug
|
||||
14.修復部分描述文案錯誤和圖示錯誤
|
||||
15.修復了棋子狀態欄特殊狀態超過9層後數字排版顯示錯誤的bug
|
||||
16.修復了竹林狼上校進入港口後血量上限出錯的bug
|
||||
17.修復了芙蘭朵露的能力"禁果"在升級時層數丟失的bug
|
||||
18.修復了犬走椛附近的學者轉化了敵方單位後也會賦予“異端烙印”的bug
|
||||
19.修復了1個可能導致聯機不同步問題的bug%$#@![Version V0.7.3c]
|
||||
Release Date: 26.6.7
|
||||
This update fixes some issues and bugs found in version 0.7.3. Other bugs and minor errors are still being fixed.
|
||||
1.修復了部分翻譯錯誤%$#@![Version V0.7.3e]
|
||||
Release Date: 26.6.9
|
||||
|
||||
---------[Adjustments and New Features]-------------
|
||||
1. Added Eye Care Mode, selectable in Settings. This mode is still being tested and improved.
|
||||
2. In single-player custom mode, AI players' factions and teams can now be configured.
|
||||
3. In single-player custom mode, you can choose to enter Test Mode and actively control all AI actions.
|
||||
|
||||
---------[Bug Fixes and Improvements]-------------
|
||||
1. Fixed some bugs that could cause ships to appear on land.
|
||||
2. Fixed some bugs that could leave incorrect images of dead units behind.
|
||||
3. Fixed a bug where [Chariot] class heroes could gain Fortress defense bonuses in enemy City Centers.
|
||||
4. Fixed a bug where [Chariot] class heroes also dealt Splash Damage during passive movement.
|
||||
5. Fixed a bug where movement Splash Damage could also trigger during passive movement (such as being pushed away), and improved the description.
|
||||
6. Fixed incorrect result textures when Yuugi pushed a unit to death.
|
||||
7. Fixed a bug where Suwako Moriya creating Lord Mishaguji would reset the Peace Wonder count.
|
||||
8. Improved Gold display layout in the top info bar.
|
||||
9. Improved the order in which the "Right Click" and "Esc" shortcuts close overlapping windows.
|
||||
10. Fixed a bug when a Spy attacked a stealthed unit occupying a City Center, causing attack animations to replay repeatedly.
|
||||
11. Fixed a bug where the unit in a City Center did not refresh its status immediately after Walls were built.
|
||||
12. Fixed a bug where Bamboo Forest Wolf Colonel would not counterattack after being attacked at low HP.
|
||||
13. Fixed a bug where Koishi Komeiji's ability "Rasa Dance" also applied "Fear" to allies.
|
||||
14. Fixed some incorrect descriptions and icons.
|
||||
15. Fixed a number layout display error when special statuses in the unit status bar exceeded 9 stacks.
|
||||
16. Fixed a bug where Bamboo Forest Wolf Colonel's max HP became incorrect after entering a Harbor.
|
||||
17. Fixed a bug where Flandre's ability "Forbidden Fruit" lost stacks on level up.
|
||||
18. Fixed a bug where scholars near Momiji Inubashiri would also apply "Heretic Brand" after converting enemy units.
|
||||
19. Fixed a bug that could cause multiplayer desync.%$#@![バージョン V0.7.3c]
|
||||
リリース日:26.6.7
|
||||
今回は0.7.3バージョンで発見された一部の問題とbugを修正しました。その他のbugや各種小さな不具合は引き続き修正中です。
|
||||
1. Fixed some translation errors.%$#@![バージョン V0.7.3e]
|
||||
リリース日:26.6.9
|
||||
|
||||
---------[調整と新機能]-------------
|
||||
1.目に優しいモードを追加しました。設定で選択できます。このモードは現在テストと改善中です。
|
||||
2.シングルプレイのカスタムモードで、AIプレイヤーの陣営とチームを設定できるようになりました
|
||||
3.シングルプレイのカスタムモードでテストモードに入り、すべてのAI行動を手動で操作できるようになりました。
|
||||
|
||||
---------[bug修正と最適化]-------------
|
||||
1.一部の船が陸地に出現するbugを修正
|
||||
2.死亡済みユニットの画像が誤って残ることがあるbugを修正
|
||||
3.[車]職階ヒーローが敵都市中心で要塞防御ボーナスを得られるbugを修正
|
||||
4.[車]職階ヒーローが受動移動時にもスプラッシュダメージを発生させるbugを修正
|
||||
5.移動スプラッシュが受動移動(押し出しなど)でも発動するbugを修正し、説明を改善
|
||||
6.勇儀が押し出しでユニットを倒した際の結果画像の誤りを修正
|
||||
7.洩矢諏訪子が御射宮司大人を生成する際、平和遺産カウントがリセットされるbugを修正
|
||||
8.上部情報バーのゴールド表示レイアウトを最適化
|
||||
9.複数ウィンドウが重なっている時、ショートカット「右クリック」と"Esc"でウィンドウを閉じる順序を最適化
|
||||
10.スパイが都市中心を占拠しているステルスユニットを攻撃した際にエラー(攻撃アニメーションの反復再生)が発生するbugを修正
|
||||
11.城壁建設後、都市中心のユニット状態が即時更新されないbugを修正
|
||||
12.竹林狼大佐が低HP時に攻撃を受けても反撃しないbugを修正
|
||||
13.古明地こいしの能力"ラサの舞"が味方にも"恐怖"を付与するbugを修正
|
||||
14.一部の説明文とアイコンの誤りを修正
|
||||
15.ユニット状態バーの特殊状態が9層を超えた後、数字レイアウト表示が崩れるbugを修正
|
||||
16.竹林狼大佐が港に入った後、最大HPが誤るbugを修正
|
||||
17.フランドールの能力"禁果"がレベルアップ時にスタックを失うbugを修正
|
||||
18.犬走椛付近の学者が敵ユニットを転化した後にも"異端の烙印"を付与するbugを修正
|
||||
19.マルチプレイの同期ズレを引き起こす可能性があるbugを1件修正%$#@![버전 V0.7.3c]
|
||||
출시일:26.6.7
|
||||
이번 업데이트에서는 0.7.3 버전에서 발견된 일부 문제와 bug를 수정했습니다. 그 외 bug와 여러 작은 오류도 계속 수정 중입니다.
|
||||
1.一部の翻訳ミスを修正%$#@![버전 V0.7.3e]
|
||||
출시일:26.6.9
|
||||
|
||||
---------[조정 및 신규 기능]-------------
|
||||
1. 눈 보호 모드가 추가되었으며, 설정에서 선택할 수 있습니다. 이 모드는 현재 테스트 및 개선 중입니다.
|
||||
2. 싱글 플레이 커스텀 모드에서 AI 플레이어의 세력과 팀을 설정할 수 있습니다
|
||||
3. 싱글 플레이 커스텀 모드에서 테스트 모드에 진입하여 모든 AI 행동을 직접 조작할 수 있습니다.
|
||||
|
||||
---------[bug 수정 및 최적화]-------------
|
||||
1. 일부 선박이 육지에 나타날 수 있는 bug 수정
|
||||
2. 이미 사망한 유닛의 이미지가 잘못 남을 수 있는 bug 수정
|
||||
3. [전차] 클래스 영웅이 적 도시 중심에서 요새 방어 보너스를 받을 수 있는 bug 수정
|
||||
4. [전차] 클래스 영웅이 수동 이동 중에도 범위 공격 피해를 발생시키는 bug 수정
|
||||
5. 이동 범위 피해가 수동 이동(밀려남 등)에서도 발동하는 bug를 수정하고 설명 개선
|
||||
6. 유기가 밀쳐서 유닛을 처치했을 때 결과 이미지가 잘못 표시되는 문제 수정
|
||||
7. 모리야 스와코가 미샤구지 님을 생성할 때 평화 불가사의 카운트가 초기화되는 bug 수정
|
||||
8. 상단 정보바의 골드 표시 배치 최적화
|
||||
9. 여러 창이 겹쳤을 때 단축키 "우클릭" 및 "Esc"로 창을 닫는 순서 최적화
|
||||
10. 스파이가 도시 중심을 점거한 은신 유닛을 공격할 때 오류(공격 애니메이션 반복 재생)가 발생하는 bug 수정
|
||||
11. 성벽 건설 후 도시 중심의 유닛 상태가 즉시 갱신되지 않는 bug 수정
|
||||
12. 대나무숲 늑대 대령이 HP가 낮을 때 공격을 받아도 반격하지 않는 bug 수정
|
||||
13. 고메이지 코이시의 능력 "라사의 춤"이 아군에게도 "공포"를 부여하는 bug 수정
|
||||
14. 일부 설명 문구와 아이콘 오류 수정
|
||||
15. 유닛 상태바의 특수 상태가 9중첩을 초과한 뒤 숫자 배치 표시가 잘못되는 bug 수정
|
||||
16. 대나무숲 늑대 대령이 항구에 들어간 후 최대 HP가 잘못되는 bug 수정
|
||||
17. 플랑드르의 능력 "금단의 과실"이 레벨업 시 중첩을 잃는 bug 수정
|
||||
18. 이누바시리 모미지 근처의 학자가 적 유닛을 전환한 뒤에도 "이단의 낙인"을 부여하는 bug 수정
|
||||
19. 멀티플레이 동기화 오류를 일으킬 수 있는 bug 1건 수정%$#@!False%$#@!False%$#@!False%$#@!%$#@!False%$#@!False%$#@!False%$#@!%$#@!!@#$%
|
||||
1. 일부 번역 오류 수정%$#@!False%$#@!False%$#@!False%$#@!%$#@!False%$#@!False%$#@!False%$#@!%$#@!!@#$%
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CanvasRenderer:
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@ -3204,7 +3204,7 @@ MonoBehaviour:
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@ -9469,7 +9469,7 @@ RectTransform:
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m_Pivot: {x: 0.5, y: 0.5}
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@ -10094,6 +10094,7 @@ GameObject:
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@ -203,6 +203,24 @@ namespace RuntimeData
|
||||
return oldPlayerCount != PlayerCount || oldSlotCount != (MultiCivs?.Count ?? 0);
|
||||
}
|
||||
|
||||
public bool ClearHostControlledSlotsForMultiplayerLobby()
|
||||
{
|
||||
EnsurePlayerSlots(NetMode.Multi);
|
||||
var changed = false;
|
||||
foreach (var slot in MultiCivs)
|
||||
{
|
||||
if (slot == null || slot.MemberId != 0 || !slot.IsHostControlled) continue;
|
||||
slot.IsHostControlled = false;
|
||||
slot.IsAI = true;
|
||||
slot.IsReady = false;
|
||||
slot.PlayerId = 0;
|
||||
changed = true;
|
||||
}
|
||||
|
||||
if (changed) RefreshMultiCivsDict();
|
||||
return changed;
|
||||
}
|
||||
|
||||
private int GetRequiredPlayerSlotCount(int targetCount, NetMode netMode)
|
||||
{
|
||||
targetCount = Math.Max(0, targetCount);
|
||||
@ -260,7 +278,7 @@ namespace RuntimeData
|
||||
var slot = MultiCivs[i];
|
||||
var isHostControlled = slot.MemberId == 0 && !slot.IsAI && slot.IsHostControlled;
|
||||
PrepareSinglePlayerSlot(slot, i, isAI: !isHostControlled, isHostControlled: isHostControlled);
|
||||
if (!slot.IsCivFixed || usedCivs.Contains(slot.CivId))
|
||||
if (!slot.IsCivFixed)
|
||||
{
|
||||
var civId = PickDefaultCivId(i, usedCivs);
|
||||
slot.CivId = civId;
|
||||
@ -273,11 +291,12 @@ namespace RuntimeData
|
||||
|
||||
private static void PrepareSinglePlayerSlot(MemberCiv slot, int index, bool isAI, bool isHostControlled = false)
|
||||
{
|
||||
var teamId = slot.TeamId;
|
||||
slot.Index = index;
|
||||
slot.MemberId = 0;
|
||||
slot.IsReady = false;
|
||||
slot.PlayerId = 0;
|
||||
slot.TeamId = NoTeamId;
|
||||
slot.TeamId = teamId >= NoTeamId ? teamId : NoTeamId;
|
||||
slot.IsAI = isAI;
|
||||
slot.IsHostControlled = !isAI && isHostControlled;
|
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}
|
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@ -629,13 +648,20 @@ namespace RuntimeData
|
||||
EnsureSerializedPlayerSlots(mapData.PlayerMap.PlayerDataList.Count);
|
||||
BindSlotPlayerIdsByIndex(mapData);
|
||||
|
||||
foreach (var player in mapData.PlayerMap.PlayerDataList)
|
||||
var playerCount = Math.Min(mapData.PlayerMap.PlayerDataList.Count, MultiCivs?.Count ?? 0);
|
||||
for (int i = 0; i < playerCount; i++)
|
||||
{
|
||||
if (player == null) continue;
|
||||
foreach (var target in mapData.PlayerMap.PlayerDataList)
|
||||
var player = mapData.PlayerMap.PlayerDataList[i];
|
||||
var slot = MultiCivs[i];
|
||||
if (player == null || slot == null || slot.TeamId == NoTeamId) continue;
|
||||
|
||||
for (int j = 0; j < playerCount; j++)
|
||||
{
|
||||
if (target == null || player.Id == target.Id) continue;
|
||||
if (!ArePlayersInSameTeam(player.Id, target.Id)) continue;
|
||||
if (i == j) continue;
|
||||
var target = mapData.PlayerMap.PlayerDataList[j];
|
||||
var targetSlot = MultiCivs[j];
|
||||
if (target == null || targetSlot == null) continue;
|
||||
if (slot.TeamId != targetSlot.TeamId) continue;
|
||||
if (player.GetCountryDiplomacyInfo(target.Id, out var info))
|
||||
{
|
||||
ApplyTeammateDiplomacy(info);
|
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@ -2055,6 +2081,8 @@ namespace RuntimeData
|
||||
|
||||
GridMap = new GridMapData(MapConfig, _idGenerator);
|
||||
PlayerMap = new PlayerMapData(this, _idGenerator, netMode);
|
||||
if (netMode == NetMode.Single && MapConfig.GameMode == GameMode.CREATIVE)
|
||||
MapConfig.ApplyTeamDiplomacy(this);
|
||||
CityMap = new CityMapData();
|
||||
UnitMap = new UnitMapData();
|
||||
Net = new NetData();
|
||||
@ -2726,6 +2754,7 @@ namespace RuntimeData
|
||||
if (PlayerMap == null || !PlayerMap.GetPlayerDataByPlayerID(playerId, out _)) return false;
|
||||
if (PlayerMap.SelfPlayerId == playerId) return false;
|
||||
PlayerMap.SelfPlayerId = playerId;
|
||||
RefreshMainMapRenderAfterSelfPlayerChanged();
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -2737,12 +2766,22 @@ namespace RuntimeData
|
||||
{
|
||||
if (PlayerMap.SelfPlayerId == playerId) return false;
|
||||
PlayerMap.SelfPlayerId = playerId;
|
||||
RefreshMainMapRenderAfterSelfPlayerChanged();
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private void RefreshMainMapRenderAfterSelfPlayerChanged()
|
||||
{
|
||||
if (this != Main.MapData) return;
|
||||
var renderer = MapRenderer.Current;
|
||||
if (renderer == null) return;
|
||||
renderer.InGameBubbleManager?.CloseAllBubble();
|
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renderer.RepairAllRenderers();
|
||||
}
|
||||
|
||||
private bool TryGetLocalControlledPlayerId(bool preferSurvival, out uint playerId)
|
||||
{
|
||||
playerId = 0;
|
||||
|
||||