修复移动杀死渲染问题
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@ -28,7 +28,6 @@ namespace Logic.Timeline
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//立刻死亡并播放受伤动画,必须先处理死亡,再处理移动,不然gridToUnit的dict会出错
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// 这里改成直接结算,包含了死亡,包含了经验增长和权利奇观记录
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Main.UnitLogic.DamageSettlement(Map, Origin, Target, Dmg, DamageType.ActiveAttack);
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Origin.AttackRenderMark = false;
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//移动过去并更新视野
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Main.UnitLogic.MoveTo(Map, Origin, TargetGrid, MoveType.AttackMove);
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}
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@ -251,6 +251,7 @@ namespace Logic
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if (unit1.GetAttackRange() == 1 && grid2.Terrain == TerrainType.Land
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&& (grid2.Feature != TerrainFeature.Mountain || player1.TechTree.CheckIfHasTech(TechType.Climbing)))
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{
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unit1.AttackRenderMark = false;
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var fragment = new MoveKill();
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fragment.Map = mapData;
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fragment.Duration = Table.Instance.AnimDataAssets.MoveAnimTime;
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