From 5c2d049c1932e16dcbddbb1d0ef7ed623ee6f8d9 Mon Sep 17 00:00:00 2001 From: kawagiri Date: Mon, 22 Sep 2025 13:50:01 +0800 Subject: [PATCH] =?UTF-8?q?=E4=BF=AE=E5=A4=8D=E8=BF=91=E5=8D=AB=E5=85=94?= =?UTF-8?q?=E4=B8=8B=E8=88=B9=E5=8D=A0=E4=BA=BA=E5=8F=A3=E7=9A=84bug?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Unity/Assets/Scripts/TH1_Logic/Unit/UnitLogic.cs | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/Unity/Assets/Scripts/TH1_Logic/Unit/UnitLogic.cs b/Unity/Assets/Scripts/TH1_Logic/Unit/UnitLogic.cs index 32c263720..99573da4c 100644 --- a/Unity/Assets/Scripts/TH1_Logic/Unit/UnitLogic.cs +++ b/Unity/Assets/Scripts/TH1_Logic/Unit/UnitLogic.cs @@ -1109,6 +1109,8 @@ namespace Logic //unitData转换成另一个UnitType public void UnitTypeTransform(MapData mapData, UnitData unitData, UnitType targetType, GiantType giantType = GiantType.None,uint unitLevel = 0) { + //TODO 要迭代这块,主要是在skill那边要加标记,确认一个skill是否可以继承,是否transfrom的时候要删掉之类的,要不要触发情况等等 + bool nopop = unitData.GetSkill(SkillType.NOPOPULATION,out var _); Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(unitData.UnitType, unitData.GiantType,unitData.UnitLevel, out var originInfo); Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(targetType, giantType,unitLevel, out var targetInfo); if (originInfo == null || targetInfo == null) return; @@ -1135,6 +1137,8 @@ namespace Logic foreach(var skill in unitData.Skills) skill.OnSkillAdd(unitData,mapData); + if(nopop) + unitData.AddSkill(SkillType.NOPOPULATION); } public void PassiveMoveAway(MapData mapData,UnitData unitData)