using Gameplay.Unit; namespace Gameplay.PlayerSkill.Logic { public class PlayerSkillLogic10 : BasePlayerSkillLogic { protected override void _OnInit() { base._OnInit(); var recoverHp = owner.ReadParamInt(0); var units = GameUnitManager.instance.prepareUnits.unitList; for (int i = 0; i < units.Count; i++) { var unit = units[i]; if (unit.commonData.troopId != owner.playerUnit.commonData.troopId) { continue; } unit.RecoverHp(recoverHp); } isFinished = true; } } }