diff --git a/Unity/Assets/Scripts/TH1_Data/PlayerData.cs b/Unity/Assets/Scripts/TH1_Data/PlayerData.cs index 119d8b046..bf031d20c 100644 --- a/Unity/Assets/Scripts/TH1_Data/PlayerData.cs +++ b/Unity/Assets/Scripts/TH1_Data/PlayerData.cs @@ -1205,6 +1205,7 @@ namespace RuntimeData // 国家对我发起的结盟请求 public bool IsLeagueRequest; // 冷静期标记 + [MemoryPackIgnore] public int IsCalm; [MemoryPackConstructor] diff --git a/Unity/Assets/Scripts/TH1_Logic/Action/UnitActionLogic.cs b/Unity/Assets/Scripts/TH1_Logic/Action/UnitActionLogic.cs index d34478bef..61b362387 100644 --- a/Unity/Assets/Scripts/TH1_Logic/Action/UnitActionLogic.cs +++ b/Unity/Assets/Scripts/TH1_Logic/Action/UnitActionLogic.cs @@ -236,7 +236,6 @@ namespace Logic.Action gridData.Resource = ResourceType.None; gridData.Renderer(actionParams.MapData)?.InstantUpdateGrid(true); var value = actionParams.MapData.Net.GetRandom(actionParams.MapData).Next(0, 100); - LogSystem.LogError($"随机数: {value}"); if (value < 50) { actionParams.PlayerData.PlayerWealth += 10; diff --git a/Unity/Assets/Scripts/TH1_Renderer/MapRenderer.cs b/Unity/Assets/Scripts/TH1_Renderer/MapRenderer.cs index 6e641f669..a649cd42c 100644 --- a/Unity/Assets/Scripts/TH1_Renderer/MapRenderer.cs +++ b/Unity/Assets/Scripts/TH1_Renderer/MapRenderer.cs @@ -760,7 +760,6 @@ namespace TH1Renderer // 随机选择一个最佳方向 var value = map.Net.GetRandom(map).Next(0, bestDirections.Count); - LogSystem.LogError($"随机数: {value}"); int selectedDirIndex = bestDirections[value]; // 根据选择的方向确定移动的目标位置