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报告翻译问题






我做了一个修复版本,可以试试是否ok
var worldContainers = ClusterManager.Instance.GetWorldIDs()
.Select(id => ClusterManager.Instance.GetWorld(id))
.ToList();
是的,你说的没错,点击传输端口终端就会崩溃。
KInputHandler.HandleKeyDown (KButtonEvent e) (at <1f583ce96a48430ba66629e5477a0517>:0)
KInputHandler.HandleEvent (KInputEvent e) (at <1f583ce96a48430ba66629e5477a0517>:0)
KInputController.Dispatch () (at <1f583ce96a48430ba66629e5477a0517>:0)
KInputManager.Dispatch () (at <1f583ce96a48430ba66629e5477a0517>:0)
KInputManager.Update () (at <1f583ce96a48430ba66629e5477a0517>:0)
GameInputManager.Update () (at <1f583ce96a48430ba66629e5477a0517>:0)
Global.Update () (at <77f3589596ec401a997c2e10703c4a12>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
LogCatcher:UnityEngine.ILogHandler.LogException(Exception, Object)
LogCatcher:UnityEngine.ILogHandler.LogException(Exception, Object)
LogCatcher:UnityEngine.ILogHandler.LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
Build: U55-660455-S
RootMenu.Refresh () (at <77f3589596ec401a997c2e10703c4a12>:0)
RootMenu.OnSelectObject (System.Object data) (at <77f3589596ec401a997c2e10703c4a12>:0)
EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) (at <1f583ce96a48430ba66629e5477a0517>:0)
KMonoBehaviour.Trigger (System.Int32 hash, System.Object data) (at <1f583ce96a48430ba66629e5477a0517>:0)
SelectTool.Select (KSelectable new_selected, System.Boolean skipSound) (at <77f3589596ec401a997c2e10703c4a12>:0)
SelectTool.OnLeftClickDown (UnityEngine.Vector3 cursor_pos) (at <77f3589596ec401a997c2e10703c4a12>:0)
PlayerController.OnKeyDown (KButtonEvent e) (at <77f3589596ec401a997c2e10703c4a12>:0)
KInputHandler.HandleKeyDown (KButtonEvent e) (at
U55-660455-S
at BucketUpdater`1[DataType].Update (DataType data, System.Single dt) [0x00000] in <82d98ed04cc642f199bc654910617431>:0
at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00000] in <82d98ed04cc642f199bc654910617431>:0
at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x00000] in <82d98ed04cc642f199bc654910617431>:0
at StateMachineUpdater.AdvanceOneSimSubTick () [0x00000] in <82d98ed04cc642f199bc654910617431>:0
at Game.SimEveryTick (System.Single dt) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0
at Game.Game.Update_Patch1 (Game ) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0
Build: U54-647408-SCRD
at KAnimControllerBase.Play (HashedString[] anim_names, KAnim+PlayMode mode) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0
at StandardWorker.StartPlayingPostAnim () [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0
at StandardWorker.Work (System.Single dt) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0
at GameStateMachine`4+State+<>c__DisplayClass92_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<ToggleWork>b__1 (StateMachineInstanceType smi, System.Single dt) [0x00000] in
Anim [1834] out of range [24] in batch [0x91A7FDF2]
at UnityEngine.Debug.LogError (System.Object message) [0x00000] in <82f243aab18c4f32918da2df41974365>:0
at Debug.LogError (System.Object obj) [0x00000] in <82d98ed04cc642f199bc654910617431>:0
at KBatchGroupData.GetAnim (System.Int32 anim) [0x00000] in <82d98ed04cc642f199bc654910617431>:0
at KBatchedAnimController.GetAnim (System.Int32 index) [0x00000] in <da38104af1d24eb199a83654e3e6683e>:0
at KAnimControllerBase.StartQueuedAnim () [0x00000] in <da38104af1d24eb199a83654e3e6683e>:0
at KAnimControllerBase.Queue (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x00000] in <da38104af1d24eb199a83654e3e6683e>:0
還好有玩過上古MOD排序