fix: improve endgame clock and gameplay stability

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CAtlas0784 committed 2026-11-04 15:59:48 +07:00
1 parent ce6aabfc55
commit 658298ee86
46 files changed
+1915 -99

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-- Capture only four ItemConfigRelic rows, one per heartbeat, outside battle.
do
local ids={63295,63296,63305,63306}; local s=_G.__gacRelicItem20261102 or {index=1}; _G.__gacRelicItem20261102=s
if s.index>#ids then return end
local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60)
local manager=CS.RPG.Client.GlobalVars.s_GamePhaseManager
local phase=manager and typeof(CS.RPG.Client.GamePhaseManager):GetField('_CurrentPhase',flags):GetValue(manager)
if not phase or typeof(CS.RPG.Client.BattleGamePhase):IsInstanceOfType(phase) then return end
local id=ids[s.index]
local ok,err=pcall(function()
local row=CS.RPG.GameCore.ItemConfigRelicExcelTable.GetData(id)
CS.UnityEngine.Debug.Log('[GAC_RELIC_ITEM] '..id..' '..CS.Newtonsoft.Json.JsonConvert.SerializeObject(row))
end)
if not ok then CS.UnityEngine.Debug.Log('[GAC_RELIC_ITEM] ERROR '..id..' '..tostring(err)) end
s.index=s.index+1
end