Fix Aunn attack move kill desync
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@ -157,8 +157,8 @@ namespace Logic.Skill
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&& Main.UnitLogic.CheckUnitAbleForGrid_RealTimeStatus(map, self, targetGrid)
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&& !targetGrid.RealUnit(map, out _))
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{
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Main.UnitLogic.MoveToLogic(map, self, targetGrid, MoveType.AttackMove);
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outFragmentType = FragmentType.MoveKill;
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if (Main.UnitLogic.MoveToLogic(map, self, targetGrid, MoveType.AttackMove))
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outFragmentType = FragmentType.MoveKill;
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}
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}
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}
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@ -210,8 +210,8 @@ namespace Logic.Skill
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}
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else if (!target.IsAlive() && Main.UnitLogic.CheckUnitAbleForGrid_RealTimeStatus(map, self, targetGrid))
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{
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outFragmentType = FragmentType.MoveKill;
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Main.UnitLogic.MoveToLogic(map, self, targetGrid, MoveType.AttackMove);
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if (Main.UnitLogic.MoveToLogic(map, self, targetGrid, MoveType.AttackMove))
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outFragmentType = FragmentType.MoveKill;
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TryCreateBonePile(map, player, city, targetCity, target, targetGrid, fullType);
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}
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else if (!target.IsAlive())
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@ -226,7 +226,8 @@ namespace Logic
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return false;
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}
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if (!isPassiveDisplacement
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bool shouldApplyAunnPairDistanceLimit = moveType is MoveType.ActiveMove or MoveType.SkillMove;
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if (shouldApplyAunnPairDistanceLimit
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&& !HakureiNorwayHeroSkillUtil.IsAunnPairWithinDistanceLimit(mapData, unitData, gridData))
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return false;
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@ -497,9 +498,11 @@ namespace Logic
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&& CheckUnitAbleForGrid_RealTimeStatus(mapData, unit1, grid2)
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&& !grid2.RealUnit(mapData,out _))
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{
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Main.UnitLogic. MoveToLogic(mapData, unit1, grid2, MoveType.AttackMove);
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//如果杀了人且可以移动过去,动画类型就是Movekill
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fragmentType = FragmentType.MoveKill;
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if (Main.UnitLogic.MoveToLogic(mapData, unit1, grid2, MoveType.AttackMove))
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{
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//如果杀了人且可以移动过去,动画类型就是Movekill
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fragmentType = FragmentType.MoveKill;
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}
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}
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else
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{
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