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灾情管理库去掉文字介绍,

用水车退出时可能报错添加防御判断
火同步大小添加防御判断
develop
曹衍涛 4 years ago
parent
commit
4fb6c114d7
  1. 17
      Assets/Scenes/DisasterLibraryManage.unity
  2. 6
      Assets/Scripts/DongYouLiQing/BaseCommander/FiremanSkill/Associated/TruckBindWaterSource.cs
  3. 8
      Assets/Scripts/DongYouLiQing/BaseCommander/WaterFightFire/NORMAL_OR_LIQUID_FIRE_FIGHT_SYNC.cs

17
Assets/Scenes/DisasterLibraryManage.unity

@ -1599,7 +1599,22 @@ PrefabInstance:
- target: {fileID: 224885700138999974, guid: 9c85ddbcfc2c9924a8b9a9595c016377,
type: 3}
propertyPath: m_AnchoredPosition.y
value: -0.00002113227
value: -0.000017399974
objectReference: {fileID: 0}
- target: {fileID: 224904859664833784, guid: 9c85ddbcfc2c9924a8b9a9595c016377,
type: 3}
propertyPath: m_AnchoredPosition.y
value: 0.00000000814177
objectReference: {fileID: 0}
- target: {fileID: 114379362504804110, guid: 9c85ddbcfc2c9924a8b9a9595c016377,
type: 3}
propertyPath: m_Text
value:
objectReference: {fileID: 0}
- target: {fileID: 114191464068583674, guid: 9c85ddbcfc2c9924a8b9a9595c016377,
type: 3}
propertyPath: m_Text
value:
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 9c85ddbcfc2c9924a8b9a9595c016377, type: 3}

6
Assets/Scripts/DongYouLiQing/BaseCommander/FiremanSkill/Associated/TruckBindWaterSource.cs

@ -1793,6 +1793,10 @@ public class TruckBindWaterSource : MonoBehaviour
for (int i = 0; i < watersouce.Count; i++)
{
for (int j = 0; j < watersouce[i].Count; j++)
{
if(EntitiesManager.Instance.GetEntityByID(watersouce[i][j])
&& EntitiesManager.Instance.GetEntityByID(watersouce[i][j]).GetComponent<WaterSource>())
{
WaterSource ws = EntitiesManager.Instance.GetEntityByID(watersouce[i][j]).GetComponent<WaterSource>();
if (ws.TotalWater != -100)
@ -1805,6 +1809,8 @@ public class TruckBindWaterSource : MonoBehaviour
break;
}
}
}
}
return allremain;
}

8
Assets/Scripts/DongYouLiQing/BaseCommander/WaterFightFire/NORMAL_OR_LIQUID_FIRE_FIGHT_SYNC.cs

@ -36,9 +36,17 @@ public class NORMAL_OR_LIQUID_FIRE_FIGHT_SYNC : NetworkMessageBehaviour
if (CurrentUserInfo.mySelf.Id != info.SendUserID)
{
if (GetComponent<BaseGameObjInfo>().gameObjID==info.gameObjID)
{
try
{
emissionModule1.rateOverTime = new ParticleSystem.MinMaxCurve(info.Rateovertime1);
emissionModule2.rateOverTime = new ParticleSystem.MinMaxCurve(info.Rateovertime2);
}
catch
{
}
if (info.Rateovertime1 < 0 && info.Rateovertime2 < 0)
{

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