yyl
8 天以前 fa27fcddf47bf4ef847af3fce78c055cb334682f
125 战斗 结算部分容错 + 找错战场结算的问题修复
7个文件已修改
29 ■■■■ 已修改文件
Main/Core/NetworkPackage/DTCFile/ServerPack/H04_Scene/DTC0407_tagNPCDisappear.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Core/NetworkPackage/DTCFile/ServerPack/HB4_FightDefine/DTCB420_tagMCTurnFightState.cs 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Core/NetworkPackage/DTCFile/ServerPack/HB4_FightDefine/DTCB421_tagMCTurnFightObjAction.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Core/NetworkPackage/DTCFile/ServerPack/HB4_FightDefine/DTCB422_tagMCTurnFightObjDead.cs 6 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Core/NetworkPackage/DTCFile/ServerPack/HB4_FightDefine/DTCB423_tagMCTurnFightObjReborn.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/BattleManager.cs 7 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/Motion/MotionBase.cs 6 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Core/NetworkPackage/DTCFile/ServerPack/H04_Scene/DTC0407_tagNPCDisappear.cs
@@ -15,7 +15,7 @@
        //04 07 NPC消失#tagNPCDisappear 中的字段NPCID实际上同步的是ObjID,只是命名问题
        //    提前结束战斗 删除NPCID()实际上是对象的ObjID
        // battleField.NPCDisappear(vNetData.NPCID);
        battleField.DistributeNextPackage();
        battleField?.DistributeNextPackage();
    }
}
Main/Core/NetworkPackage/DTCFile/ServerPack/HB4_FightDefine/DTCB420_tagMCTurnFightState.cs
@@ -16,9 +16,9 @@
        //  TurnNum;    // 当前轮次
        //  Len;
        //  Msg;    //size = Len    
        JsonData extendData = JsonMapper.ToObject(vNetData.Msg);
        if (battleField != null)
        {
        {
            JsonData extendData = JsonMapper.ToObject(vNetData.Msg);
            battleField.OnTurnFightState(vNetData.TurnNum, vNetData.State, (int)vNetData.FuncLineID, extendData);
        }
    }
Main/Core/NetworkPackage/DTCFile/ServerPack/HB4_FightDefine/DTCB421_tagMCTurnFightObjAction.cs
@@ -9,7 +9,7 @@
        base.Done(vNetPack);
        HB421_tagMCTurnFightObjAction vNetData = vNetPack as HB421_tagMCTurnFightObjAction;
        BattleField battleField = BattleManager.Instance.GetBattleField(vNetPack.packUID);
        battleField.OnTurnFightObjAction(vNetData.TurnNum, (int)vNetData.ObjID);
        battleField?.OnTurnFightObjAction(vNetData.TurnNum, (int)vNetData.ObjID);
        // BattleManager.Instance.OnTurnFightObjAction(vNetData.TurnNum, (int)vNetData.ObjID);
    }
}
Main/Core/NetworkPackage/DTCFile/ServerPack/HB4_FightDefine/DTCB422_tagMCTurnFightObjDead.cs
@@ -10,11 +10,13 @@
        base.Done(vNetPack);
        HB422_tagMCTurnFightObjDead vNetData = vNetPack as HB422_tagMCTurnFightObjDead;
        BattleField battleField = BattleManager.Instance.GetBattleField(BattleManager.Instance.GetGUID(vNetPack.packUID));
        // 由技能去通知战场死亡 battleField.OnObjsDead(deadList)
#if UNITY_EDITOR
        BattleDebug.LogError("编辑器下的死亡测试");
        BattleField battleField = BattleManager.Instance.GetBattleField(BattleManager.Instance.GetGUID(vNetPack.packUID));
        battleField.OnObjsDead(new List<HB422_tagMCTurnFightObjDead>(){vNetData});
        battleField?.OnObjsDead(new List<HB422_tagMCTurnFightObjDead>(){vNetData});
#endif
        battleField?.DistributeNextPackage(); // 分发下一个包
    }
}
Main/Core/NetworkPackage/DTCFile/ServerPack/HB4_FightDefine/DTCB423_tagMCTurnFightObjReborn.cs
@@ -11,6 +11,6 @@
        HB423_tagMCTurnFightObjReborn vNetData = vNetPack as HB423_tagMCTurnFightObjReborn;
        BattleField battleField = BattleManager.Instance.GetBattleField(vNetPack.packUID);
        battleField.OnObjReborn(vNetData);
        battleField?.OnObjReborn(vNetData);
    }
}
Main/System/Battle/BattleManager.cs
@@ -452,13 +452,6 @@
        {
            Debug.LogError("DistributeNextPackage: 分发包异常 " + ex);
        }
        if (queue.Count <= 0)
        {
            battleReportDict.Remove(guid);
            battlePackRelationList.Remove(guid);
        }
    }
    #endregion
Main/System/Battle/Motion/MotionBase.cs
@@ -156,7 +156,13 @@
            if (hasAnim)
            {
                if (currentTrack != skillTrack)
                {
                    Debug.LogError("技能动画被打断,强制结束 " + skillConfig.SkillID);
                    skillBase.ForceFinished();
                    RemoveAction(frameHandler);
                    playingSkillAnim = false;
                    return;
                }
                
                if (skillTrack.TrackTime == 0) failCount++;
                if (failCount > 100)