diff --git a/My project/Assets/Scripts/Logic/Timeline/Fragments.cs b/My project/Assets/Scripts/Logic/Timeline/Fragments.cs index 0e7a19a95..4ee42c34c 100644 --- a/My project/Assets/Scripts/Logic/Timeline/Fragments.cs +++ b/My project/Assets/Scripts/Logic/Timeline/Fragments.cs @@ -28,7 +28,6 @@ namespace Logic.Timeline //立刻死亡并播放受伤动画,必须先处理死亡,再处理移动,不然gridToUnit的dict会出错 // 这里改成直接结算,包含了死亡,包含了经验增长和权利奇观记录 Main.UnitLogic.DamageSettlement(Map, Origin, Target, Dmg, DamageType.ActiveAttack); - Origin.AttackRenderMark = false; //移动过去并更新视野 Main.UnitLogic.MoveTo(Map, Origin, TargetGrid, MoveType.AttackMove); } diff --git a/My project/Assets/Scripts/Logic/Unit/UnitLogic.cs b/My project/Assets/Scripts/Logic/Unit/UnitLogic.cs index 987c18060..ec6d8a3e1 100644 --- a/My project/Assets/Scripts/Logic/Unit/UnitLogic.cs +++ b/My project/Assets/Scripts/Logic/Unit/UnitLogic.cs @@ -251,6 +251,7 @@ namespace Logic if (unit1.GetAttackRange() == 1 && grid2.Terrain == TerrainType.Land && (grid2.Feature != TerrainFeature.Mountain || player1.TechTree.CheckIfHasTech(TechType.Climbing))) { + unit1.AttackRenderMark = false; var fragment = new MoveKill(); fragment.Map = mapData; fragment.Duration = Table.Instance.AnimDataAssets.MoveAnimTime;