mirror of
https://github.com/soarqin/DSP_Mods.git
synced 2026-02-04 22:22:26 +08:00
bug fixes, with TODO added
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@@ -55,7 +55,7 @@ public static class PlanetFunctions
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//planet.data.CalcVerts();
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for (var id = factory.entityCursor - 1; id > 0; id--)
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{
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var ed = factory.entityPool[id];
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ref var ed = ref factory.entityPool[id];
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if (ed.id != id) continue;
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if (ed.colliderId != 0)
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{
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@@ -77,6 +77,21 @@ public static class PlanetFunctions
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planet.audio?.RemoveAudioData(ed.audioId);
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}
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if (planet.factory.enemyPool != null)
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{
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for (var i = planet.factory.enemyCursor - 1; i > 0; i--)
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{
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ref var ptr13 = ref planet.factory.enemyPool[i];
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if (ptr13.id != i) continue;
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var combatStatId = ptr13.combatStatId;
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planet.factory.skillSystem.OnRemovingSkillTarget(combatStatId, planet.factory.skillSystem.combatStats.buffer[combatStatId].originAstroId, ETargetType.CombatStat);
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planet.factory.skillSystem.combatStats.Remove(combatStatId);
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planet.factory.KillEnemyFinally(player, i, ref CombatStat.empty);
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}
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planet.factory.enemySystem.Free();
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UIRoot.instance.uiGame.dfAssaultTip.ClearAllSpots();
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}
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var stationPool = factory.transport?.stationPool;
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if (stationPool != null)
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{
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@@ -120,20 +135,34 @@ public static class PlanetFunctions
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if (warningPool[i].id == i && warningPool[i].factoryId == index)
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warningSystem.RemoveWarningData(warningPool[i].id);
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}
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var isCombatMode = factory.gameData.gameDesc.isCombatMode;
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factory.entityCursor = 1;
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factory.entityRecycleCursor = 0;
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factory.entityCapacity = 0;
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factory.SetEntityCapacity(1024);
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factory.craftCursor = 1;
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factory.craftRecycleCursor = 0;
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factory.craftCapacity = 0;
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factory.SetCraftCapacity(128);
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factory.prebuildCursor = 1;
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factory.prebuildRecycleCursor = 0;
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factory.prebuildCapacity = 0;
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factory.SetPrebuildCapacity(256);
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factory.enemyCursor = 1;
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factory.enemyRecycleCursor = 0;
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factory.enemyCapacity = 0;
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factory.SetEnemyCapacity(isCombatMode ? 1024 : 32);
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factory.cargoContainer = new CargoContainer();
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factory.cargoTraffic = new CargoTraffic(planet);
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factory.blockContainer = new MiniBlockContainer();
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factory.factoryStorage = new FactoryStorage(planet);
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factory.powerSystem = new PowerSystem(planet);
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factory.constructionSystem = new ConstructionSystem(planet);
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factory.factorySystem = new FactorySystem(planet);
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factory.enemySystem = new EnemyDFGroundSystem(planet);
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factory.combatGroundSystem = new CombatGroundSystem(planet);
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factory.defenseSystem = new DefenseSystem(planet);
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factory.planetATField = new PlanetATField(planet);
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factory.transport = new PlanetTransport(GameMain.data, planet);
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factory.transport.Init();
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factory.digitalSystem = new DigitalSystem(planet);
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