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[1.2.4] - 2026-05-25
适配
[1.2.3] - 2026-05-15
文档
[1.2.2] - 2026-05-12
适配
[1.2.1] - 2026-05-10
修复
- 批量抽奖状态机完全隔离至主机端 (IsMasterClient),非主机客户端不再维护批量队列,仅发送单次原版 InteractClientRPC。
- 移除所有直接 PhotonNetwork 引用,改用反射访问 IsMasterClient,避免缺少 DLL 引用编译错误。
- 细化 Unload 清理逻辑,确保批量流程在场景切换时完全重置。
[1.2.0] - 2026-05-10
重构
- 彻底重写批量流程,放弃循环调用
Interact 和协程等待方案。
- 引入三态锁 (
_batchInProgress / _isProcessing / _delayedFrameCount) 彻底解决死循环。
- 采用帧延迟 (3 帧) 配合状态机 Idle 监听,实现稳定“自动连抽”。
- 补丁点从
MetaManager.CosmeticTokenRemove 切换至 CosmeticShopMachine.Interact + UpdateState。
[1.1.1] - 2026-05-10
修复
- 移除协程宿主依赖,改用 MonoBehaviour.Update 帧计数延迟,修复 NullReferenceException 崩溃。
- 添加
_isTriggering 锁,防止同一帧内多次触发。
[1.1.0] - 2026-05-10
重构
- 放弃循环调用
Interact,改用状态机监听 + 协程延迟触发。
- 补丁点同时挂载
CosmeticShopMachine.Interact (入口) 和 UpdateState (状态监听)。
- 批量流程改为:手动触发一次,后续自动等待 Idle 后依次触发。
[1.0.3] - 2026-05-10
修复
- 再次尝试循环调用
CosmeticShopMachine.Interact,补丁挂载至该方法。
- 仍然崩溃,记录为后续重构参考。
[1.0.2] - 2026-05-10
修复
- 放弃循环调用
MetaManager.CosmeticTokenRemove,改为前缀追加代币方案,避免重入崩溃。
- 代币扣减正确但奖励次数仍为 1 次。
[1.0.1] - 2026-05-10
修复
- 尝试循环调用
CosmeticTokenRemove 原方法,导致游戏崩溃。
- 记录崩溃日志,回退至 v1.0.0 方案。
[1.0.0] - 2026-05-10
初始发布
- 拦截
MetaManager.CosmeticTokenRemove,通过前缀批量删除代币列表元素。
- 支持批量扣除代币数量,但奖励发放次数与扣除数量不一致。
[0.1.0] - 2026-05-09
早期概念
- 首次构思批量消费代币功能。
- 使用反射探测
MetaManager 内可能的消费方法,为后续定位 CosmeticTokenRemove 打下基础。
- 配置项 TokenConsumeBatchSize 和 EnableBatchConsume 定义。