bug修复

This commit is contained in:
kawagiri 2026-04-11 22:27:35 +08:00
parent 922ddaba9a
commit 9b7f7bbf95
26 changed files with 57847 additions and 166 deletions

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View File

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TDZH:
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ZH: English
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ZH: Chinese
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ZH: Heads-up! The current version of the game is in **<Chinese >**only.**< English
>**and more languages are on the way. Thank you for your patience and support!
TDZH:
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IsProperNoun: 0
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ZH: "\u79FB\u52A8\u540E\uFF0C\u4E3A\u9644\u8FD1\u654C\u65B9\u5355\u4F4D\u8D4B\u4E881\u5C42**<17945>**"
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@ -3919,7 +3919,7 @@ MonoBehaviour:
iconViewSizeType: 2
- TechAtom: 65
TechAtomName: 1943
Desc: 17371
Desc: 18879
IsAddSkill: 0
AddSkillCondition: []
AddSkillType: 0
@ -4716,23 +4716,6 @@ MonoBehaviour:
PlayerActionType: 0
AIParamType: 0
CultureCardType: 0
- ActionType: 6
WonderType: 0
ResourceType: 0
FeatureType: 0
TerrainType: 0
UnitType: 38
GiantType: 0
UnitLevel: 0
Vegetation: 0
UnitActionType: 0
CityLevelUpActionType: 0
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SkillType: 0
TechType: 0
PlayerActionType: 0
AIParamType: 0
CultureCardType: 0
UseActionSprite: 1
IconContainer:
Icon: {fileID: 0}
@ -4764,23 +4747,6 @@ MonoBehaviour:
PlayerActionType: 0
AIParamType: 0
CultureCardType: 0
- ActionType: 6
WonderType: 0
ResourceType: 0
FeatureType: 0
TerrainType: 0
UnitType: 37
GiantType: 0
UnitLevel: 0
Vegetation: 0
UnitActionType: 0
CityLevelUpActionType: 0
GridMiscActionType: 0
SkillType: 0
TechType: 0
PlayerActionType: 0
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UseActionSprite: 1
IconContainer:
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@ -14,11 +14,11 @@ MonoBehaviour:
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@ -1026,7 +1026,7 @@ MonoBehaviour:
Ban: 0
NoExport: 0
FontBan: 0
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@ -802,7 +802,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
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m_IsActive: 0
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RectTransform:
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@ -1697,8 +1697,8 @@ MonoBehaviour:
m_fontMaterials: []
m_fontColor32:
serializedVersion: 2
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m_enableVertexGradient: 0
m_colorMode: 3
m_fontColorGradient:
@ -1721,7 +1721,7 @@ MonoBehaviour:
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@ -211,6 +211,11 @@ public class SkillInfo
public bool HasShowList;
public List<SkillInfoShowPack> SkillShowList;
public SkillPriority skillPriority;
public bool ReserveOnCarry;
public bool ReserveLeaveCarry;
public bool ReserveGiantUpgrade;
public bool ReserveCommonTransform;
//public bool ReserveLeaveCarry;
}

View File

@ -2647,6 +2647,7 @@ namespace Logic.Action
public override bool CheckCan(CommonActionParams actionParams)
{
if (actionParams.MainObjectType != MainObjectType.Player) return false;
var map = actionParams.MapData;
var player = actionParams.PlayerData;
return player.PlayerCultureInfo.CheckCanBuyCultureCard(map, player, _actionId.CultureCardType);
@ -2655,6 +2656,7 @@ namespace Logic.Action
public override bool CheckShow(CommonActionParams actionParams,out ShowType showType)
{
showType = ShowType.None;
if (actionParams.MainObjectType != MainObjectType.Player) return false;
var map = actionParams.MapData;
var player = actionParams.PlayerData;
return player.PlayerCultureInfo.CheckCanBuyCultureCard(map, player, _actionId.CultureCardType);

View File

@ -116,6 +116,28 @@ namespace TH1_Logic.MatchConfig
PlayerSettlementGroup.RefreshPlayerSettlementGroup(map, player, kv.Value);
}
logic.Refresh(map, map.MatchSettlement);
// DEBUG: 输出结算状态
/*if (!map.MatchSettlement.IsFinished)
{
var debugStr = $"[Settlement] Type={map.MatchSettlement.SettlementType} IsFinished={map.MatchSettlement.IsFinished} PlayerCount={map.MatchSettlement.PlayerSettlements.Count}";
foreach (var kv in map.MatchSettlement.PlayerSettlements)
{
var p = map.PlayerMap.GetPlayerData(kv.Key);
var isAI = map.CheckIsAI(kv.Key);
var taskCount = 0;
foreach (var s in kv.Value.Settlements) taskCount += s.Tasks?.Count ?? 0;
debugStr += $"\n Player{kv.Key}(AI={isAI},Alive={p?.IsSurvival}): Group.IsSettlement={kv.Value.IsSettlement} IsWin={kv.Value.IsWin} Settlements={kv.Value.Settlements.Count} Tasks={taskCount}";
foreach (var s in kv.Value.Settlements)
{
debugStr += $"\n Settlement(Type={s.SettlementType}): IsSettled={s.IsSettlement} IsWin={s.IsWin}";
if (s.Tasks != null)
foreach (var t in s.Tasks)
debugStr += $"\n Task(Type={t.TaskType} P1={t.Param1}): IsSettled={t.IsSettlement} IsSuccess={t.IsSuccess} Cur={t.Param1Cur}";
}
}
UnityEngine.Debug.Log(debugStr);
}*/
}
}

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@ -176,13 +176,13 @@ namespace TH1_Logic.MatchConfig
}
info.Param1Cur = (int)player.Turn;
if (player.IsSurvival && player.Turn >= info.Param1)
if (player.IsSurvival && player.Turn >= info.Param1)
{
info.IsSettlement = true;
info.IsSuccess = true;
}
}
}
}
/// <summary>

View File

@ -39,8 +39,7 @@ namespace Logic.Skill
public override void OnDamageOther(MapData mapData, SettlementInfo info)
{
if (info.DamageOrigin == null || info.DamageTarget == null|| !info.IsKill) return;
//TODO 这里为水运单位特判
if (info.DamageOrigin.GetSkill(SkillType.CARRY, out var _)) return;
if (info.DamageOrigin.IsOnCarry()) return;
_kill++;
}

View File

@ -46,8 +46,7 @@ namespace Logic.Skill
public override void OnDamageOther(MapData mapData, SettlementInfo info)
{
if (info.DamageOrigin == null || info.DamageTarget == null|| !info.IsKill) return;
//TODO 这里为水运单位特判
if (info.DamageOrigin.GetSkill(SkillType.CARRY, out var _)) return;
if (info.DamageOrigin.IsOnCarry()) return;
_kill++;
}

View File

@ -676,18 +676,30 @@ namespace Logic.Skill
public virtual bool ReservedOnTransformBoat(UnitData self, UnitFullType fullType)
{
if (Table.Instance.SkillDataAssets.GetSkillInfo(GetSkillType(), out var skillInfo))
return skillInfo.ReserveLeaveCarry;
return false;
}
public virtual bool ReservedOnTransformUpgrade(UnitData self, UnitFullType fullType)
{
//如果是临时的buff或者debuff 技能,通常就是继承的
if (!IsPermanent) return true;
if (Table.Instance.SkillDataAssets.GetSkillInfo(GetSkillType(), out var skillInfo))
{
//如果是buff或者debuff 通常也是继承的
if (skillInfo.SkillViewType is SkillViewType.Positive or SkillViewType.Negative) return true;
bool isGiantUpgrade = fullType.GiantType != GiantType.None;
return isGiantUpgrade ? skillInfo.ReserveGiantUpgrade : skillInfo.ReserveCommonTransform;
}
//如果是临时的buff或者debuff 技能,通常就是继承的
return true;
}
public virtual bool ReservedOnTransformFromBoat(UnitData self, UnitFullType fullType)
{
if (Table.Instance.SkillDataAssets.GetSkillInfo(GetSkillType(), out var skillInfo))
return skillInfo.ReserveOnCarry;
return false;
}

View File

@ -8,6 +8,7 @@
using System;
using System.Collections.Generic;
using Logic.Multilingual;
using UI.HintUI;
using UnityEngine;
@ -52,6 +53,7 @@ namespace TH1_Logic.MatchConfig
public class WikiItem
{
public uint Id;
[MultilingualField]
public string Name;
public List<WikiType> Types = new List<WikiType>();
public List<DescItem> DescItems = new List<DescItem>();
@ -72,6 +74,7 @@ namespace TH1_Logic.MatchConfig
public class DescItem
{
public WikiDescType DescType;
[MultilingualField]
public string Desc;
public bool UseHint;
public HintDataProvider HintProvider;

View File

@ -72,7 +72,10 @@ namespace TH1_UI.View.Info
}
//Step #0 基础变量设置
if (!Table.Instance.ActionDataAssets.GetActionInfo(actionId, out var info)) return;
if (!Table.Instance.ActionDataAssets.GetActionInfo(actionId, out var info))
{
return;
}
var player = Main.MapData.PlayerMap.SelfPlayerData;
//Step #1 处理图片 名字

View File

@ -61,7 +61,7 @@ namespace TH1_UI.View.Info
var player = Main.MapData.PlayerMap.SelfPlayerData;
var actionId = new CommonActionId { ActionType = CommonActionType.BuyCultureCard, CultureCardType = _cardInfo.CardType};
var action = ActionLogicFactory.GetActionLogic(actionId);
var param = new CommonActionParams(Main.MapData, playerData: player);
var param = new CommonActionParams(Main.MapData, playerData: player, mainObjectType: MainObjectType.Player);
param.RefreshParams();
// check can 能过就能买成功
if (!action.CheckCan(param)) return;

View File

@ -617,7 +617,6 @@ namespace TH1_UI.View.Info
}
ActionArea.SetActive(true);
ActionHint.gameObject.SetActive(true);
_actionCount = actionList.Count;
//Step #2 确定格位够不够
while (ActionCircleMonoList.Count < actionList.Count)
{
@ -627,6 +626,17 @@ namespace TH1_UI.View.Info
ActionCircleMonoList.Add(actionCircle.GetComponent<UIInfoCommonBaseActionCircleMono>());
}
//Step #2.5 过滤掉未在ActionData中配置的action
for (int i = actionList.Count - 1; i >= 0; i--)
{
if (!Table.Instance.ActionDataAssets.GetActionInfo(actionList[i].ActionId, out _))
{
actionList.RemoveAt(i);
cantTypeList.RemoveAt(i);
}
}
_actionCount = actionList.Count;
//Step #3 设置每一个action
for (int i = 0; i < ActionCircleMonoList.Count; i++)
{