| | |
| | | /// </summary> |
| | | private void ReportStuckIfNeeded(string reason) |
| | | { |
| | | #if UNITY_EDITOR |
| | | #if false && UNITY_EDITOR |
| | | _stuckCheckCount++; |
| | | |
| | | // 阻塞原因切换了 → 立刻打一次,并重置计数 |
| | |
| | | string skinInfo = $" skillSkinConfig.SkillMotionName={(skillSkinConfig == null ? "null" : (string.IsNullOrEmpty(skillSkinConfig.SkillMotionName) ? "(空)" : skillSkinConfig.SkillMotionName))}"; |
| | | string skillEffectDump = skillEffect == null ? " skillEffect=null" : $" skillEffect: {skillEffect.DumpState()}"; |
| | | |
| | | BattleDebug.LogError( |
| | | "SkillBase.IsFinished 疑似卡死 (持续 " + _stuckCheckCount + " 次未完成)\n" + |
| | | $" skillId={skillId} caster={casterId} 原因: {reason}\n" + |
| | | $" StateFlags={_stateFlags}\n" + |
| | | $"{skillEffectDump}\n" + |
| | | $"{skinInfo}\n" + |
| | | $"{casterAnim}\n" + |
| | | $" currentWaitingSkill.Count={currentWaitingSkill.Count}\n{subSkillDump}\n" + |
| | | $" packList.Count={(packList?.Count ?? 0)}\n{packListDump}\n" + |
| | | $" innerRecordPlayer.IsPlaying={innerPlaying}\n" + |
| | | $"{innerPlayerDump}\n" + |
| | | $" tempDeadPackList.Count={tempDeadPackList.Count}\n" + |
| | | $" buffPackCollections.Count={buffPackCollections.Count}"); |
| | | // BattleDebug.LogError( |
| | | // "SkillBase.IsFinished 疑似卡死 (持续 " + _stuckCheckCount + " 次未完成)\n" + |
| | | // $" skillId={skillId} caster={casterId} 原因: {reason}\n" + |
| | | // $" StateFlags={_stateFlags}\n" + |
| | | // $"{skillEffectDump}\n" + |
| | | // $"{skinInfo}\n" + |
| | | // $"{casterAnim}\n" + |
| | | // $" currentWaitingSkill.Count={currentWaitingSkill.Count}\n{subSkillDump}\n" + |
| | | // $" packList.Count={(packList?.Count ?? 0)}\n{packListDump}\n" + |
| | | // $" innerRecordPlayer.IsPlaying={innerPlaying}\n" + |
| | | // $"{innerPlayerDump}\n" + |
| | | // $" tempDeadPackList.Count={tempDeadPackList.Count}\n" + |
| | | // $" buffPackCollections.Count={buffPackCollections.Count}"); |
| | | #endif |
| | | } |
| | | |