V0.7.1b最终版

This commit is contained in:
kawagiri 2026-04-25 00:59:12 +08:00
parent 877f12101b
commit c7480e16a5
7 changed files with 812 additions and 558 deletions

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@ -1,5 +1,5 @@
{
"nextId": 47,
"nextId": 49,
"bugs": [
{
"id": 2,
@ -450,6 +450,26 @@
"module": "",
"createdAt": 1777026431767,
"updatedAt": 1777026431767
},
{
"id": 47,
"title": "结盟会清除在对方地里的铃仙分身",
"description": "",
"status": "open",
"priority": "medium",
"module": "",
"createdAt": 1777046319512,
"updatedAt": 1777046319512
},
{
"id": 48,
"title": "游戏外房间内的聊天",
"description": "",
"status": "open",
"priority": "medium",
"module": "",
"createdAt": 1777049660068,
"updatedAt": 1777049660068
}
]
}

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@ -1239,7 +1239,7 @@ namespace Logic
//进入回合结算 #ono #nextturn #start #startturn
public void StartNextTurn(MapData mapData, PlayerData playerData)
{
Debug.Log($"[Bubble] StartNextTurn called for player {playerData.Id}, Turn={playerData.Turn}");
//Debug.Log($"[Bubble] StartNextTurn called for player {playerData.Id}, Turn={playerData.Turn}");
if (mapData != Main.MapData)
{
LogSystem.LogError("PlayerLogic StartNextTurn can't start next turn,mapData is not Real MAPDATA !!!");
@ -1247,10 +1247,10 @@ namespace Logic
}
//每回合提示
Debug.Log($"[Bubble] Checking SelfPlayerId: {mapData.PlayerMap.SelfPlayerId}, playerId: {playerData.Id}, match={playerData.Id == mapData.PlayerMap.SelfPlayerId}");
//Debug.Log($"[Bubble] Checking SelfPlayerId: {mapData.PlayerMap.SelfPlayerId}, playerId: {playerData.Id}, match={playerData.Id == mapData.PlayerMap.SelfPlayerId}");
if (playerData.Id == mapData.PlayerMap.SelfPlayerId)
{
Debug.Log("[Bubble] Calling TurnStartSetBubble...");
//Debug.Log("[Bubble] Calling TurnStartSetBubble...");
MapRenderer.Instance.InGameBubbleManager.TurnStartSetBubble(mapData,playerData);
//如果不是第0回合要显示回合开始提示
if (playerData.Turn != 0)

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@ -299,72 +299,72 @@ namespace TH1_Renderer
public void TurnStartSetBubble(MapData mapData, PlayerData playerData)
{
Debug.Log($"[Bubble] TurnStartSetBubble called for player {playerData.Id}, IsSelfPlayer={playerData.IsSelfPlayer()}");
//Debug.Log($"[Bubble] TurnStartSetBubble called for player {playerData.Id}, IsSelfPlayer={playerData.IsSelfPlayer()}");
// 只处理本机玩家
if (!playerData.IsSelfPlayer())
{
Debug.Log("[Bubble] Not self player, returning");
//Debug.Log("[Bubble] Not self player, returning");
return;
}
// 检查是否有待选择的英雄
var heroData = playerData.PlayerHeroData;
Debug.Log($"[Bubble] PlayerHeroData is null: {heroData == null}");
if (heroData != null)
{
Debug.Log($"[Bubble] HeroCount={heroData.HeroCount}, MaxHeroCount={heroData.MaxHeroCount}, GetHeroButtonHint={heroData.GetHeroButtonHint()}");
}
//Debug.Log($"[Bubble] PlayerHeroData is null: {heroData == null}");
//if (heroData != null)
//{
// Debug.Log($"[Bubble] HeroCount={heroData.HeroCount}, MaxHeroCount={heroData.MaxHeroCount}, GetHeroButtonHint={heroData.GetHeroButtonHint()}");
//}
if (playerData.PlayerHeroData?.GetHeroButtonHint() != true)
{
Debug.Log("[Bubble] No hero to select, returning");
//Debug.Log("[Bubble] No hero to select, returning");
return;
}
// 获取玩家首都位置
if (!mapData.GetCapitalCityDataByPlayerId(playerData.Id, out var capitalCity))
{
Debug.Log("[Bubble] No capital city found, returning");
//Debug.Log("[Bubble] No capital city found, returning");
return;
}
Debug.Log($"[Bubble] Found capital city: {capitalCity?.Id}");
//Debug.Log($"[Bubble] Found capital city: {capitalCity?.Id}");
var capitalGrid = capitalCity.Grid(mapData);
if (capitalGrid == null)
{
Debug.Log("[Bubble] Capital grid is null, returning");
//Debug.Log("[Bubble] Capital grid is null, returning");
return;
}
Debug.Log($"[Bubble] Capital grid: {capitalGrid.Id}");
//Debug.Log($"[Bubble] Capital grid: {capitalGrid.Id}");
// 获取英雄按钮的sprite
var heroSprite = playerData.PlayerHeroData.GetHeroButtonSprite();
Debug.Log($"[Bubble] Hero sprite is null: {heroSprite == null}");
//Debug.Log($"[Bubble] Hero sprite is null: {heroSprite == null}");
// 创建BubbleData并显示
var bubbleData = new BubbleData(capitalGrid, BubbleType.HeroSelect, heroSprite);
Debug.Log($"[Bubble] Created BubbleData for HeroSelect at grid {capitalGrid.Id}");
//Debug.Log($"[Bubble] Created BubbleData for HeroSelect at grid {capitalGrid.Id}");
// 如果该位置已有bubble先关闭它
if (_gridHasBubble.ContainsKey(capitalGrid.Id))
{
Debug.Log($"[Bubble] Grid {capitalGrid.Id} already has bubble, recycling");
//Debug.Log($"[Bubble] Grid {capitalGrid.Id} already has bubble, recycling");
if (_dict.TryGetValue(_gridHasBubble[capitalGrid.Id], out var existingRenderer))
existingRenderer.ForceClose();
RecycleBubble(_gridHasBubble[capitalGrid.Id], capitalGrid.Id);
}
// 显示新bubble
Debug.Log("[Bubble] Calling ShowBubble...");
//Debug.Log("[Bubble] Calling ShowBubble...");
if (ShowBubble(bubbleData, out var rendererId))
{
_gridHasBubble.Add(capitalGrid.Id, rendererId);
Debug.Log($"[Bubble] Successfully showed bubble with rendererId {rendererId}");
//Debug.Log($"[Bubble] Successfully showed bubble with rendererId {rendererId}");
}
else
{
Debug.Log("[Bubble] ShowBubble returned false!");
//Debug.Log("[Bubble] ShowBubble returned false!");
}
}

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@ -1,7 +1,7 @@
# Graph Report - C:\TH1\TH1 (2026-04-24)
## Corpus Check
- 9173 files · ~85,553,910 words
- 9173 files · ~85,553,794 words
- Verdict: corpus is large enough that graph structure adds value.
## Summary
@ -10440,11 +10440,11 @@ Nodes (1): Kill any existing processes listening on the target port.
_Questions this graph is uniquely positioned to answer:_
- **Why does `NullCheck` connect `Community 3` to `Community 0`, `Community 1`, `Community 2`, `Community 5`, `Community 6`, `Community 7`, `Community 8`, `Community 9`, `Community 10`, `Community 11`, `Community 12`, `Community 13`, `Community 14`, `Community 15`, `Community 16`, `Community 17`, `Community 18`, `Community 19`, `Community 20`, `Community 21`, `Community 22`, `Community 23`, `Community 24`, `Community 25`, `Community 26`, `Community 27`, `Community 28`, `Community 29`, `Community 30`, `Community 32`, `Community 33`, `Community 35`, `Community 36`, `Community 37`, `Community 38`, `Community 39`, `Community 41`, `Community 42`, `Community 43`, `Community 44`, `Community 45`, `Community 46`, `Community 47`, `Community 48`, `Community 49`, `Community 50`, `Community 51`, `Community 52`, `Community 53`, `Community 54`, `Community 55`, `Community 57`, `Community 59`, `Community 60`, `Community 61`, `Community 62`, `Community 63`, `Community 64`, `Community 65`, `Community 66`, `Community 67`, `Community 68`, `Community 69`, `Community 70`, `Community 71`, `Community 72`, `Community 73`, `Community 74`, `Community 75`, `Community 77`, `Community 79`, `Community 80`, `Community 81`, `Community 82`, `Community 83`, `Community 84`, `Community 85`, `Community 86`, `Community 88`, `Community 89`, `Community 90`, `Community 98`, `Community 110`, `Community 136`, `Community 182`, `Community 287`?**
_High betweenness centrality (0.506) - this node is a cross-community bridge._
_High betweenness centrality (0.482) - this node is a cross-community bridge._
- **Why does `Type_GetTypeFromHandle_m6062B81682F79A4D6DF2640692EE6D9987858C57()` connect `Community 2` to `Community 1`, `Community 3`, `Community 5`, `Community 6`, `Community 7`, `Community 8`, `Community 9`, `Community 10`, `Community 12`, `Community 13`, `Community 14`, `Community 15`, `Community 17`, `Community 18`, `Community 19`, `Community 20`, `Community 21`, `Community 22`, `Community 23`, `Community 24`, `Community 25`, `Community 28`, `Community 29`, `Community 32`, `Community 33`, `Community 35`, `Community 36`, `Community 37`, `Community 38`, `Community 41`, `Community 43`, `Community 47`, `Community 48`, `Community 49`, `Community 51`, `Community 55`, `Community 61`, `Community 63`, `Community 70`, `Community 71`, `Community 75`, `Community 77`, `Community 79`, `Community 81`, `Community 83`, `Community 84`, `Community 86`, `Community 89`, `Community 90`, `Community 98`?**
_High betweenness centrality (0.017) - this node is a cross-community bridge._
- **Why does `Object__ctor_mE837C6B9FA8C6D5D109F4B2EC885D79919AC0EA2()` connect `Community 7` to `Community 1`, `Community 2`, `Community 3`, `Community 5`, `Community 6`, `Community 8`, `Community 9`, `Community 10`, `Community 11`, `Community 12`, `Community 13`, `Community 14`, `Community 15`, `Community 16`, `Community 17`, `Community 18`, `Community 19`, `Community 20`, `Community 21`, `Community 22`, `Community 23`, `Community 24`, `Community 25`, `Community 26`, `Community 28`, `Community 29`, `Community 30`, `Community 32`, `Community 33`, `Community 35`, `Community 36`, `Community 37`, `Community 38`, `Community 41`, `Community 42`, `Community 43`, `Community 47`, `Community 48`, `Community 49`, `Community 50`, `Community 51`, `Community 52`, `Community 57`, `Community 59`, `Community 60`, `Community 61`, `Community 63`, `Community 64`, `Community 65`, `Community 66`, `Community 67`, `Community 68`, `Community 69`, `Community 70`, `Community 71`, `Community 72`, `Community 73`, `Community 74`, `Community 75`, `Community 77`, `Community 79`, `Community 81`, `Community 82`, `Community 83`, `Community 84`, `Community 88`, `Community 89`, `Community 98`, `Community 110`?**
_High betweenness centrality (0.029) - this node is a cross-community bridge._
- **Why does `ThrowHelper_ThrowArgumentOutOfRangeException_mD7D90276EDCDF9394A8EA635923E3B48BB71BD56()` connect `Community 10` to `Community 1`, `Community 2`, `Community 3`, `Community 5`, `Community 6`, `Community 7`, `Community 8`, `Community 12`, `Community 13`, `Community 14`, `Community 15`, `Community 17`, `Community 19`, `Community 21`, `Community 22`, `Community 23`, `Community 24`, `Community 25`, `Community 28`, `Community 29`, `Community 33`, `Community 35`, `Community 38`, `Community 39`, `Community 41`, `Community 47`, `Community 48`, `Community 49`, `Community 51`, `Community 57`, `Community 61`, `Community 75`, `Community 77`, `Community 79`, `Community 80`, `Community 81`, `Community 83`, `Community 84`, `Community 86`, `Community 89`?**
_High betweenness centrality (0.015) - this node is a cross-community bridge._
_High betweenness centrality (0.014) - this node is a cross-community bridge._
- **Are the 83074 inferred relationships involving `NullCheck` (e.g. with `AnimancerComponent_set_Animator_m6D48D5AFEC5608F1982DDAF26C3512CFE72F2A8D()` and `AnimancerComponent_get_IsPlayableInitialized_mB5A207CBB483E0F77C65DB4AB7615F282E91CD30()`) actually correct?**
_`NullCheck` has 83074 INFERRED edges - model-reasoned connections that need verification._
- **Are the 8882 inferred relationships involving `Object__ctor_mE837C6B9FA8C6D5D109F4B2EC885D79919AC0EA2()` (e.g. with `UnitySourceGeneratedAssemblyMonoScriptTypes_v1__ctor_mE65AE524188091311A3CFBD98187D9F5EC00D8E3()` and `FastComparer__ctor_m651D576617C3EE91A72F9B695130EFBECE6F5DD0()`) actually correct?**

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