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@ -1,3 +1,4 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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@ -63,7 +64,10 @@ namespace GameLogic
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{
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if (protCustMessageData.content.Contains("加入"))
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{
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var number = protCustMessageData.content.Where(c => char.IsDigit(c)).ToArray();
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//var number = protCustMessageData.content.Where(c => char.IsDigit(c)).ToArray();
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var number = protCustMessageData.content.Substring(2);
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Log.Debug(number);
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if (number.Length == 0)
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{
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@ -83,9 +87,7 @@ namespace GameLogic
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}
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else
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{
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int targetId = Random.Range(2, EventConts.MaxPlayerIds);
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int targetId = UnityEngine.Random.Range(2, EventConts.MaxPlayerIds);
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data = DataGameSceneManager.Instance.CreateUnitPlayerData(protCustMessageData, targetId - 1);
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// 二次容错
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if (data == null)
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@ -109,38 +111,20 @@ namespace GameLogic
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// }
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// //actor.AddUnitPlayer(data);
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//}
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else
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{
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// 直接数字
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var number = protCustMessageData.content.Where(c => char.IsDigit(c)).ToArray();
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if (number.Length == 0)
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{
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Log.Error("No digits found in content: {0}", protCustMessageData.content);
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return; // or handle the error as needed
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}
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int targetId = -1;
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if (int.TryParse(new string(number), out targetId))
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else if (int.TryParse(protCustMessageData.content, out int index))
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{
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// 超过最大数
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if (targetId > EventConts.MaxPlayerIds)
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if (index > EventConts.MaxPlayerIds)
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{
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targetId = Random.Range(2, EventConts.MaxPlayerIds);
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index = UnityEngine.Random.Range(2, EventConts.MaxPlayerIds);
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}
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data = DataGameSceneManager.Instance.CreateUnitPlayerData(protCustMessageData, targetId - 1);
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// 二次容错
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if (data == null)
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{
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return;
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}
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var actor = DataGameSceneManager.Instance.GetTeamActor((targetId - 1).ToString());
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var actor = DataGameSceneManager.Instance.GetTeamActor(index.ToString());
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//actor.AddUnitPlayer(data);
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data = DataGameSceneManager.Instance.CreateUnitPlayerData(protCustMessageData, index);
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actor.AddPlayer(data);
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}
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return;
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}
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}
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@ -153,7 +137,7 @@ namespace GameLogic
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if (data == null)
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{
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int targetId = Random.Range(2, EventConts.MaxPlayerIds);
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int targetId = UnityEngine.Random.Range(2, EventConts.MaxPlayerIds);
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data = DataGameSceneManager.Instance.CreateUnitPlayerData(protCustMessageData, targetId - 1);
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// 二次容错
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