debug添加角色时技能初始化

main
Yuntao Hu 2025-07-25 14:34:15 +08:00
parent 875360e240
commit 75987c59d7
1 changed files with 8 additions and 7 deletions

View File

@ -6,7 +6,7 @@ using UnityEditor;
using UnityEngine; using UnityEngine;
namespace FightDebug.Impl namespace FightDebug.Impl
{ {
public class Debug_AddSelfCharacter: BaseSubDebugPanel public class Debug_AddSelfCharacter : BaseSubDebugPanel
{ {
private int _characterRoleId; private int _characterRoleId;
@ -18,10 +18,10 @@ namespace FightDebug.Impl
private DataCharacterAttri _characterConfig; private DataCharacterAttri _characterConfig;
private int _addCellIndex; private int _addCellIndex;
public Debug_AddSelfCharacter() : base("动态添加角色") public Debug_AddSelfCharacter() : base("动态添加角色")
{ {
} }
protected override void _OnDrawUI() protected override void _OnDrawUI()
@ -38,14 +38,14 @@ namespace FightDebug.Impl
{ {
EditorGUILayout.HelpBox("角色ID不存在", MessageType.Error); EditorGUILayout.HelpBox("角色ID不存在", MessageType.Error);
} }
_level = EditorGUILayout.IntField("角色等级", _level); _level = EditorGUILayout.IntField("角色等级", _level);
_breakLevel = EditorGUILayout.IntField("角色突破等级", _breakLevel); _breakLevel = EditorGUILayout.IntField("角色突破等级", _breakLevel);
_awakeLevel = EditorGUILayout.IntField("角色觉醒等级", _awakeLevel); _awakeLevel = EditorGUILayout.IntField("角色觉醒等级", _awakeLevel);
_skillLevel = EditorGUILayout.IntField("角色技能等级", _skillLevel); _skillLevel = EditorGUILayout.IntField("角色技能等级", _skillLevel);
_addCellIndex = EditorGUILayout.IntField("CellIndex", _addCellIndex); _addCellIndex = EditorGUILayout.IntField("CellIndex", _addCellIndex);
if (GUILayout.Button("添加角色", GUILayout.Height(40))) if (GUILayout.Button("添加角色", GUILayout.Height(40)))
{ {
if (_characterConfig == null) if (_characterConfig == null)
@ -73,9 +73,10 @@ namespace FightDebug.Impl
return; return;
} }
var characterInfo = new CharacterDataInfo((uint)_characterRoleId,(uint)_level, (uint)_breakLevel, (uint)_awakeLevel); var characterInfo = new CharacterDataInfo((uint)_characterRoleId, (uint)_level, (uint)_breakLevel, (uint)_awakeLevel);
characterInfo.UltraSkillLevel = (uint)_skillLevel; characterInfo.UltraSkillLevel = (uint)_skillLevel;
characterInfo.SkillLevels = new uint[] { (uint)_skillLevel };
LevelManager.Instance.CurrentLevel.ForceCreateSelfCharacter(characterInfo, _addCellIndex).Forget(); LevelManager.Instance.CurrentLevel.ForceCreateSelfCharacter(characterInfo, _addCellIndex).Forget();
} }
} }