修复游戏会卡死的bug (占领城市后, unit编制改变 时,将playerid赋给了cityid
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@ -27,7 +27,7 @@ MonoBehaviour:
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_version: 3.33
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_category:
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_comments:
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_translation: {x: -215, y: 43}
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_translation: {x: 71, y: 178}
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_zoomFactor: 1
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_haltSerialization: 0
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_externalSerializationFile: {fileID: 0}
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File diff suppressed because one or more lines are too long
@ -70894,7 +70894,7 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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Ban: 0
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ID: 8
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ID: 1041
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FontID: 0
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--- !u!1 &552429849
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GameObject:
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@ -92600,7 +92600,7 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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NoAI: 0
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FullSight: 0
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FullSight: 1
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AIActionTime: 0.5
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AIAllTech: 0
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AIMoreMoney: 0
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@ -124065,7 +124065,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0.00033841847}
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m_SizeDelta: {x: 0, y: 493.63}
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m_Pivot: {x: 0, y: 1}
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--- !u!114 &934004167
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@ -204507,7 +204507,7 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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Ban: 0
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ID: 9
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ID: 213
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FontID: 0
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--- !u!1 &1554509886
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GameObject:
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@ -258961,7 +258961,7 @@ MonoBehaviour:
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m_HandleRect: {fileID: 1493913665}
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m_Direction: 2
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m_Value: 0
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m_Size: 1
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m_Size: 0.9999184
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m_NumberOfSteps: 0
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m_OnValueChanged:
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m_PersistentCalls:
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@ -269,7 +269,7 @@ namespace RuntimeData
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var tmpUnitDataList = new List<UnitData>();
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GetUnitDataListByCityId(cid, tmpUnitDataList);
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foreach(var tmpUnitData in tmpUnitDataList)
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SetUnitIdToCityId(tmpUnitData.Id,oldPlayerData.Id);
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SetUnitIdToCityId(tmpUnitData.Id,oldPlayerCapitalCityData.Id);
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oldPlayerCapitalCityData.RenderMark = true;
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}
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@ -28,8 +28,11 @@ public class TimeEndUI
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return;
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if (_mapData == null)
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return;
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//每帧判断,当前是否游戏结束了
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if (_mapData.PlayerMap.CheckTimeEnd())
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{
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_main.GameLogic.ChangeState(GameState.Finished);
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ROTimeEndUI.gameObject.SetActive(true);
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int ans = 1;
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foreach(var player in _mapData.PlayerMap.PlayerDataList)
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@ -46,7 +49,7 @@ public class TimeEndUI
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public void OnReturnClicked()
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{
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_main.GameLogic.ChangeState(GameState.Finished);
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_main.GameLogic.ChangeState(GameState.Menu);
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ROTimeEndUI.gameObject.SetActive(false);
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_main.UIManager.GameUI.ShowMainUIManager();
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}
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