Merge branch 'main' of http://10.27.17.121:3000/kawagiri/TH1
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commit
c1b5856a91
@ -474,6 +474,12 @@ namespace RuntimeData
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maxScore = player.PlayerScore;
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maxScorePlayer = player.Id;
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}
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var originCity = new HashSet<uint>();
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foreach (var player in map.PlayerMap.PlayerDataList)
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{
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originCity.Add(player.CradleCityId);
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}
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foreach (var player in map.PlayerMap.PlayerDataList)
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{
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@ -549,13 +555,12 @@ namespace RuntimeData
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// 强大的 弱小的
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var selfScore = 0f;
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var playerScore = 0f;
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foreach (var gridId in Sight.SightGidSet)
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{
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if (!map.GetUnitDataByGid(gridId, out var unit)) continue;
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if (!map.GetPlayerIdByUnitId(unit.Id, out var ownerId)) continue;
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if (ownerId == Id) selfScore += unit.GetMilitary();
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if (ownerId == player.Id) playerScore += unit.GetMilitary();
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}
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var selfUnit = new HashSet<UnitData>();
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map.GetUnitDataListByPlayerId(Id, selfUnit);
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var targetUnit = new HashSet<UnitData>();
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map.GetUnitDataListByPlayerId(player.Id, targetUnit);
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foreach (var unit in selfUnit) selfScore += unit.GetMilitary();
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foreach (var unit in targetUnit) playerScore += unit.GetMilitary();
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if (selfScore < playerScore)
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{
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score += 15;
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@ -615,15 +620,21 @@ namespace RuntimeData
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}
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// 主宰的
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var count = 0f;
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if (maxScorePlayer == player.Id)
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{
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var count = 0;
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var playerCity = new HashSet<CityData>();
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map.GetCityDataListByPlayerId(player.Id, playerCity);
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foreach (var city in playerCity) if (Main.CityLogic.CheckCradleCapital(map,player,city)) count++;
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if (count > 0) count--;
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score -= 15 + count * 5;
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selfToPlayer.FeelingStrategyList.Add(FeelingStrategy.Dominative);
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var selfCity = new List<CityData>();
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map.GetCityDataListByPlayerId(Id, selfCity);
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foreach (var city in selfCity)
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{
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if (originCity.Contains(city.Id)) count++;
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}
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if (count >= originCity.Count * 0.5f)
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{
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score -= 15;
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selfToPlayer.FeelingStrategyList.Add(FeelingStrategy.Dominative);
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}
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}
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score = Mathf.Max(0, score);
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@ -17,6 +17,7 @@ using System.Text.RegularExpressions;
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using Logic.Multilingual;
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using TMPro;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using Debug = UnityEngine.Debug;
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using Object = UnityEngine.Object;
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@ -419,7 +420,11 @@ namespace Logic.Editor
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_idIndex++;
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}
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_activeSet.Add(textCom.ID);
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EditorUtility.SetDirty(textCom);
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PrefabUtility.RecordPrefabInstancePropertyModifications(textCom);
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}
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EditorSceneManager.MarkSceneDirty(uiObj.scene);
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// 最后处理 assets
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var path = $"Assets/Resources/DataAssets/";
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