Ah, alright!
So this isn't something wrong with my map, right? Everything looks
fine, and I double checked the skills, but I just want to make sure.
On 6/10/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
Thanks. I'll see if any of the code there looks suspect. Thankfully,
that's a pretty explanatory exception message, and one we've encountered
before.
I won't be able to easily test if it's fixed until we either do or don't
bump into it again, but can probably have a good idea.
On 08/06/2015 02:14, Monkey wrote:
I was playing through one of my maps, and I got this.
No idea what happened...I set the AI to control a unit, then hit
control A to make it attack, and this came up.
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An error has occurred. Please notify the game creator of this error.
You can copy the entire error to your clipboard by pressing control +
C. Then you can paste it into an email by pressing control + V and
send the email to support@xxxxxxxxxxxxxxxxxxx.
System.InvalidOperationException: Collection was modified; enumeration
operation may not execute.
at
System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource
resource)
at System.Collections.Generic.List`1.Enumerator.MoveNextRare()
at System.Collections.Generic.List`1.Enumerator.MoveNext()
at System.Linq.Enumerable.<ConcatIterator>d__71`1.MoveNext()
at Ian.AP.RunSuccessEffectAndSkillChanges(EffecterBase effecter,
Unit curUnit, Tile curTile, Boolean speakAsync, Tile t, Unit u, List`1
appliedEffects, List`1 splashAppliedEffects) in
C:\Data\Recent\Games\TacticalBattle\ActionPerformer.cs:line 728
at Ian.AP.PerformSkill(SkillOrItemBase soib, Unit curUnit, Unit
targetUnit, Tile target, Item item, Boolean speakAsync, Boolean
suppressSpeech, Boolean announceCoords, Boolean receivedFromServer,
Boolean suppressSound) in
C:\Data\Recent\Games\TacticalBattle\ActionPerformer.cs:line 183
at Ian.TB_AI.TrySkill(Skill sk, Unit curUnit, Unit targetUnit, Tile
targetTile, Boolean suppressSpeech) in
C:\Data\Recent\Games\TacticalBattle\TB_AI.cs:line 250
at Ian.TB_AI.PerformSkills(Unit curUnit, List`1 friends, List`1
enemies) in C:\Data\Recent\Games\TacticalBattle\TB_AI.cs:line 314
at Ian.TB_AI.RunSimpleAI(Unit u, List`1 friends, List`1 enemies) in
C:\Data\Recent\Games\TacticalBattle\TB_AI.cs:line 99
at Ian.TB_AI.TakeTurn(Func`1 getUnits, Func`1 getFriends, Func`1
getEnemies) in C:\Data\Recent\Games\TacticalBattle\TB_AI.cs:line 45
at Ian.Battle.HandleUnitAndTileKeys(Unit u, Tile t, IHaveGameInput
ent) in C:\Data\Recent\Games\TacticalBattle\TBStates\Battle.cs:line
231
at Ian.Battle.Process(TBWorld ent) in
C:\Data\Recent\Games\TacticalBattle\TBStates\Battle.cs:line 144
at Ian.SceneMachine`1.Process(T ent) in
C:\Data\Recent\Games\GameEngine\SceneMachine.cs:line 52
at Ian.TBWorld.ProcessScene() in
C:\Data\Recent\Games\TacticalBattle\TBWorld.cs:line 97
at Ian.TBGameLoop.InnerSingleLoop(TBWorld ent, QueuedGameInput
formInput) in C:\Data\Recent\Games\TacticalBattle\TBGameLoop.cs:line
60
at Ian.GameLoopLogic.RunLoops[TWorld](TWorld ent, QueuedGameInput
formInput, Action`2 runSingleLoop, Double totalElapsedSeconds, Double
fixedTimeStep, Int32& processedTicks) in
C:\Data\Recent\Games\GameEngine\GameLoopLogic.cs:line 31
at Ian.TBGameLoop.RunLoops(TBWorld ent, QueuedGameInput formInput)
in C:\Data\Recent\Games\TacticalBattle\TBGameLoop.cs:line 24
at Ian.GameWindow`1.RunGameLoop() in
C:\Data\Recent\Games\GameEngine\GameWindow.cs:line 130
at Ian.GameWindow`1.GameLoopTimer_Tick(Object sender, EventArgs e)
in C:\Data\Recent\Games\GameEngine\GameWindow.cs:line 177
at System.Windows.Forms.Timer.OnTick(EventArgs e)
at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32
msg, IntPtr wparam, IntPtr lparam)
---------------------------
OK
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