备份,准备做双端
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+7
-3
@@ -171,7 +171,8 @@ public class iBudeffPrefabController : MonoBehaviour
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if (enemy == null || buff == null) return;
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if (!Application.isPlaying) return;
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if (!IsTrackableEnemyBuff(buff)) return;
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Debug.LogWarning($"[iBudeffPrefabController] Enemy buff applied: enemy={enemy.name} id={enemy.GetInstanceID()} buffId={buff.buffId} desc={buff.description} atkMult={buff.attackMultiplier} healMult={buff.healReceivedMultiplier} scoreMult={buff.scoreMultiplier}");
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if (GameConfig.verboseLogs)
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Debug.LogWarning($"[iBudeffPrefabController] Enemy buff applied: enemy={enemy.name} id={enemy.GetInstanceID()} buffId={buff.buffId} desc={buff.description} atkMult={buff.attackMultiplier} healMult={buff.healReceivedMultiplier} scoreMult={buff.scoreMultiplier}");
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RegisterEnemyEntry(enemy, GetGroupForEnemyBuff(buff), buff.buffId, 0f, GameplayNow);
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}
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@@ -189,7 +190,8 @@ public class iBudeffPrefabController : MonoBehaviour
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if (!Application.isPlaying) return null;
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var group = GetGroupForIconType(type);
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string id = Guid.NewGuid().ToString();
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Debug.LogWarning($"[iBudeffPrefabController] Enemy timed effect: enemy={enemy.name} id={enemy.GetInstanceID()} type={type} value={value} duration={duration} group={group}");
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if (GameConfig.verboseLogs)
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Debug.LogWarning($"[iBudeffPrefabController] Enemy timed effect: enemy={enemy.name} id={enemy.GetInstanceID()} type={type} value={value} duration={duration} group={group}");
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RegisterEnemyEntry(enemy, group, id, value, GameplayNow);
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return id;
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}
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@@ -652,7 +654,9 @@ public class iBudeffPrefabController : MonoBehaviour
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display.Add((Group.LuckyChance, PlayerBudeffIconType.ot_luckyChance, string.Empty, GetOrderKeyEnemy(s, Group.LuckyChance)));
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}
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if (hasEntries)
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// 诊断日志:仅在 verboseLogs 时才拼接(尤其 GetHierarchyPath 会遍历父级构造字符串)。
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// RefreshEnemy 在战斗中每次 buff/计时效果注册与注销都会触发,常开会持续产生字符串 GC。
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if (hasEntries && GameConfig.verboseLogs)
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{
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if (display.Count == 0)
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{
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