Commit a227b9d2 authored by SherryChaos's avatar SherryChaos

bug fix

parent fd927aa4
......@@ -2,13 +2,15 @@ MDPro3 v1.1.2更新:
1.现在房主能在房间中添加AI进行游戏了。
①很多AI的卡组不符合最新禁卡表,需要这类AI时,创建服务器房间时请带上"NC"标签,本地房间需勾选[不检查卡组]或者设置禁卡表为无。
②支持添加多个AI,房主选观战即可进行电子斗蛐蛐。
③电子斗蛐蛐时,请不要让所有AI都[AI始终出剪刀],否则AI会无限猜拳。
2.现在能在设置中设置决斗时的加速倍率了。
3.新增若干卡盒与头像。
4.修复了在决斗中需要输入文字时(如宣言卡名时),会响应快捷键功能的错误。
5.修复由对方发动的[闪刀起动-交闪]的特效中的卡片不是检索的卡片的错误。
6.修复选择卡组界面的卡组数多到需要滚动浏览时,删除卡组会错位删除的错误。
7.修复回放模式下,设置中的开关消息功能无效的错误。
8.增加发送消息的间隔时间,减少CPU开销。
8.修复断线重连时,某些情况下卡片归属权错位的错误。
9.增加发送消息的间隔时间,减少CPU开销。
MDPro3 v1.1.1更新:
1.新投稿动画:琰魔龙 红莲魔·渊、龙骑士 D-终。
......
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......@@ -26,7 +26,7 @@ MonoBehaviour:
m_SupportsHDR: 1
m_HDRColorBufferPrecision: 0
m_MSAA: 8
m_RenderScale: 1
m_RenderScale: 1.02
m_UpscalingFilter: 3
m_FsrOverrideSharpness: 0
m_FsrSharpness: 0.92
......
......@@ -68,6 +68,19 @@ namespace MDPro3
public bool diy;
}
public enum ItemType
{
Wallpaper,
Face,
Frame,
Protector,
Mat,
Grave,
Stand,
Mate,
Case
}
public List<Item> wallpapers;
public List<Item> faces;
public List<Item> frames;
......@@ -267,8 +280,11 @@ namespace MDPro3
{
string numberString = match.Groups[1].Value;
int cardCode = int.Parse(numberString);
ydkIds.TryGetValue(cardCode, out cardCode);
return CardsManager.Get(cardCode).Name;
ydkIds.TryGetValue(cardCode, out var code);
if(code != 0)
return CardsManager.Get(code).Name;
else
return CardsManager.Get(cardCode).Name;
}
public string WallpaperCodeToPath(string code)
......@@ -372,17 +388,5 @@ namespace MDPro3
}
public enum ItemType
{
Wallpaper,
Face,
Frame,
Protector,
Mat,
Grave,
Stand,
Mate,
Case
}
}
}
......@@ -2594,39 +2594,57 @@ namespace MDPro3
player = r.ReadInt32();
if (!GetMessageConfig(player))
break;
switch (player)
name = string.Empty;
if (isTag)
{
case 0:
name = name_0;
if (playerType < 7 &&
((playerType < 2 && !isFirst) || (playerType >= 2 && isFirst)))
switch (player)
{
case 0:
name = name_0;
if (playerType < 7 &&
((playerType < 2 && !isFirst) || (playerType >= 2 && isFirst)))
name = name_1;
break;
case 1:
name = name_0_tag;
if (playerType < 7 &&
((playerType < 2 && !isFirst) || (playerType >= 2 && isFirst)))
name = name_1_tag;
break;
case 2:
name = name_1;
break;
case 1:
name = name_0_tag;
if (playerType < 7 &&
((playerType < 2 && !isFirst) || (playerType >= 2 && isFirst)))
if (playerType < 7 &&
((playerType < 2 && !isFirst) || (playerType >= 2 && isFirst)))
name = name_0;
break;
case 3:
name = name_1_tag;
break;
case 2:
name = name_1;
if (playerType < 7 &&
((playerType < 2 && !isFirst) || (playerType >= 2 && isFirst)))
if (playerType < 7 &&
((playerType < 2 && !isFirst) || (playerType >= 2 && isFirst)))
name = name_0_tag;
break;
}
}
else
{
switch (player)
{
case 0:
name = name_0;
break;
case 3:
name = name_1_tag;
if (playerType < 7 &&
((playerType < 2 && !isFirst) || (playerType >= 2 && isFirst)))
name = name_0_tag;
break;
case 7:
name = InterString.Get("观战者");
break;
default:
name = string.Empty;
break;
if (playerType < 7 &&
((playerType == 0 && !isFirst) || (playerType == 1 && isFirst)))
name = name_1;
break;
case 1:
name = name_1;
if (playerType < 7 &&
((playerType == 0 && !isFirst) || (playerType == 1 && isFirst)))
name = name_0;
break;
}
}
if(player == 7)
name = InterString.Get("观战者");
if (name != string.Empty)
name += ": ";
var content = r.ReadALLUnicode();
......@@ -2928,8 +2946,9 @@ namespace MDPro3
break;
case GameMessage.ReloadField:
CoreReset();
isFirst = true;
myTurn = true;
if (inAi)
myTurn = true;
PhaseButtonHandler.TurnChange(myTurn, 1);
MasterRule = r.ReadByte() + 1;
......
......@@ -760,6 +760,9 @@ namespace MDPro3
roomPlayers[3].kickButton.SetActive(false);
btnSelectAI.gameObject.SetActive(false);
}
if(fromSolo)
btnSelectAI.gameObject.SetActive(false);
if (selfType == 7)
btnReady.gameObject.SetActive(false);
else
......
......@@ -551,7 +551,7 @@ PlayerSettings:
m_APIs: 0b000000
m_Automatic: 1
- m_BuildTarget: WindowsStandaloneSupport
m_APIs: 0200000015000000
m_APIs: 1500000002000000
m_Automatic: 0
m_BuildTargetVRSettings:
- m_BuildTarget: Standalone
......
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