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修复场景小组配置id读取顺序问题
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@@ -65,7 +65,7 @@ type Group struct {
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RegionMap map[int32]*Region `json:"-"` // 区域
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TriggerMap map[string]*Trigger `json:"-"` // 触发器
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GroupInitConfig *GroupInitConfig `json:"-"` // 初始化配置
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SuiteList []*Suite `json:"-"` // 小组配置
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SuiteMap map[int32]*Suite `json:"-"` // 小组配置
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LuaStr string `json:"-"` // LUA原始字符串缓存
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LuaState *lua.LState `json:"-"` // LUA虚拟机实例
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}
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@@ -241,8 +241,8 @@ func (g *GameDataConfig) loadGroup(group *Group, block *Block, sceneId int32, bl
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if len(suiteLuaTableList) == 0 {
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// logger.Debug("get suites object is nil, sceneId: %v, blockId: %v, groupId: %v", sceneId, blockId, groupId)
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}
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group.SuiteList = make([]*Suite, 0)
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for _, suiteLuaTable := range suiteLuaTableList {
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group.SuiteMap = make(map[int32]*Suite)
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for index, suiteLuaTable := range suiteLuaTableList {
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suite := &Suite{
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MonsterConfigIdList: make([]int32, 0),
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GadgetConfigIdList: make([]int32, 0),
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@@ -274,7 +274,7 @@ func (g *GameDataConfig) loadGroup(group *Group, block *Block, sceneId int32, bl
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suite.TriggerNameList = append(suite.TriggerNameList, nameAny.(string))
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}
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}
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group.SuiteList = append(group.SuiteList, suite)
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group.SuiteMap[int32(len(suiteLuaTableList)-index)] = suite
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}
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luaState.Close()
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block.groupMapLoadLock.Lock()
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