多语言bug

This commit is contained in:
kawagiri 2026-05-17 21:33:35 +08:00
parent 655f2b6b8c
commit 23c2a54bef
30 changed files with 13240 additions and 9864 deletions

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@ -5110,8 +5110,8 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: -235.0047, y: -132.19193}
m_SizeDelta: {x: 3839.9998, y: 1644.375}
m_AnchoredPosition: {x: -94, y: -0.000045776}
m_SizeDelta: {x: 5502.42, y: 2364.32}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &662942485
MonoBehaviour:

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@ -332,7 +332,7 @@ namespace TH1_Logic.Config
_audioVolume = 0.5f;
_showReminder = true;
_keyMomentEnabled = true;
_bgmContinuousPlay = false;
_bgmContinuousPlay = true;
_secondaryLanguage = MultilingualType.EN;
_modLanguageConfigs = new List<ModLanguageConfig>();
// 全新存档不需要迁移(迁移仅针对老版本"全自动 apply"过的玩家)

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@ -60,6 +60,12 @@ namespace Logic.Skill
public override void OnMove(UnitData self, GridData grid, MapData mapData, MoveType moveType, List<Vector2Int> path = null)
{
// 仅玩家主动指挥的移动才消耗"每回合首次移动"额度并尝试进入 HideState。
// 被动位移PassiveMove/AttackMove/SkillMove/PatrolMove/PushMove一律跳过
// 既不翻转 _hasMovedThisTurn也不附加 HideState。
if (moveType != MoveType.ActiveMove)
return;
if (_hasMovedThisTurn)
return;

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@ -122,7 +122,9 @@ namespace Logic.Skill
map.GridMap.GetAroundGridData(1, 1, grid, aroundBuf);
foreach (var around in aroundBuf)
{
if (!around.RealUnit(map, out var target)) continue;
// 跳过已死/半死态单位:避免在死亡链中爆炸回弹到尚未完成 SetUnitDataDie 的源头
// (否则会对"死亡替换"类技能如 ScarletKoakuma 造成重复触发,生成多个替换单位)
if (!around.RealUnit(map, out var target) || !target.IsAlive()) continue;
if (target.Id != self.Id && !target.GetSkill(SkillType.KomeijiFearImmune, out _))
{
@ -254,7 +256,8 @@ namespace Logic.Skill
map.GridMap.GetAroundGridData(1, 1, grid, aroundBuf);
foreach (var around in aroundBuf)
{
if (!around.RealUnit(map, out var target)) continue;
// 跳过已死/半死态单位:与上方 2 层爆炸分支保持一致,避免在死亡链中传播到已死单位
if (!around.RealUnit(map, out var target) || !target.IsAlive()) continue;
if (target.Id != self.Id && !target.GetSkill(SkillType.KomeijiFearImmune, out _))
{

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@ -130,6 +130,9 @@ public class CameraController : MonoBehaviour
void HandleZoom()
{
// 鼠标不在地图可交互区域时不响应滚轮缩放ShouldBlockDrag 兜住正在拖动地图、鼠标暂时滑到UI上的情况
if (!UIBlockCameraDrag.IsPointerOnUI && !UIBlockCameraDrag.ShouldBlockDrag) return;
// 获取滚轮输入
float scroll = Input.GetAxis("Mouse ScrollWheel");
if (scroll != 0f)

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@ -40,6 +40,7 @@ namespace TH1_UI.View.Info
public GameObject Status;
public Image StateIcon;
public TextMeshProUGUI StateText;
public RectTransform Title_Status;
//态度条
public GameObject AttitudeArea;
@ -124,7 +125,9 @@ namespace TH1_UI.View.Info
//Step #6 设置BGM
AudioManager.Instance.PlayMusic(info.MusicName,1f,2f,true);
//Step #7 重新排布
//Step #7 重新排布:子元素先 rebuild父容器 VerticalGroup 再整体 rebuild
if (Title_Status != null)
LayoutRebuilder.ForceRebuildLayoutImmediate(Title_Status);
LayoutRebuilder.ForceRebuildLayoutImmediate(VerticalGroup);
}

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@ -295,12 +295,11 @@ namespace TH1_UI.View.Info
//如果是奇观
if (grid.Resource == ResourceType.Wonder)
{
if (Table.Instance.GridAndResourceDataAssets.GetWonderInfo(grid.Wonder, out var info))
// Name / Desc 走 LibraryDataAssets图鉴文案其他奇观信息仍由 WonderInfo 提供
if (Table.Instance.LibraryDataAssets.GetLibraryInfoByWonder(grid.Wonder, out var libraryData))
{
title_DECODE = MultilingualManager.Instance.GetMultilingualTextSafe(info.Name);
desc_DECODE = MultilingualManager.Instance.GetMultilingualTextSafe(info.Desc);
title_DECODE = MultilingualManager.Instance.GetMultilingualTextSafe(libraryData.Name);
desc_DECODE = MultilingualManager.Instance.GetMultilingualTextSafe(libraryData.Desc);
}
}
//如果显示建筑或者资源

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