From 05799bf2dea7529538fdb8219ddc81771410fcac Mon Sep 17 00:00:00 2001 From: huade <491009149@qq.com> Date: Mon, 7 Sep 2026 18:02:50 +0800 Subject: [PATCH] 0907 --- Assets/Scenes/CoreScene.scene | 1045 ++++++++++++++++- ...{去除图片能量条 (1).png => 能量条空槽.png} | Bin ...量条 (1).png.meta => 能量条空槽.png.meta} | 46 +- .../UI/{去除图片能量条 (3).png => 能量豆.png} | Bin ...片能量条 (3).png.meta => 能量豆.png.meta} | 48 +- ...{去除图片能量条 (2).png => 角色选择框.png} | Bin ...量条 (2).png.meta => 角色选择框.png.meta} | 48 +- 第一关地图与装饰设计.md | 33 +- 8 files changed, 1178 insertions(+), 42 deletions(-) rename Assets/UI/{去除图片能量条 (1).png => 能量条空槽.png} (100%) rename Assets/UI/{去除图片能量条 (1).png.meta => 能量条空槽.png.meta} (78%) rename Assets/UI/{去除图片能量条 (3).png => 能量豆.png} (100%) rename Assets/UI/{去除图片能量条 (3).png.meta => 能量豆.png.meta} (78%) rename Assets/UI/{去除图片能量条 (2).png => 角色选择框.png} (100%) rename Assets/UI/{去除图片能量条 (2).png.meta => 角色选择框.png.meta} (78%) diff --git a/Assets/Scenes/CoreScene.scene b/Assets/Scenes/CoreScene.scene index 7e21b71..9bab856 100644 --- a/Assets/Scenes/CoreScene.scene +++ b/Assets/Scenes/CoreScene.scene @@ -302,6 +302,82 @@ MeshFilter: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 81287085} m_Mesh: {fileID: -3362887337151679087, guid: ae99481328132f0478bd713ba39cc1d7, type: 3} +--- !u!1 &100839531 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 7 + m_Component: + - 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Overlay) │ └── 暂停按钮 └── BottomSummonPanel ├── PanelBackground(召唤栏大框) - ├── ManaRow(10 个能量豆) + ├── ManaBar(连续能量槽) + │ ├── ManaBarBackground + │ └── ManaBarFill + ├── ManaRow(独立能量豆区域) + │ ├── ManaBead_01 + │ ├── ManaBead_02 + │ ├── …… + │ └── ManaBead_10 └── CardRow(5 个角色卡片) ├── RoleCard_01 ├── RoleCard_02 @@ -319,16 +326,24 @@ RoleCard └── Button(点击区域) ``` -### 3. 能量豆设计 +### 3. 能量槽与能量豆设计 -- 最大能量为 10 个能量豆。 -- 10 个能量豆统一使用蓝色,与主角普攻的蓝色能量球保持一致。 -- 已拥有的能量显示为明亮蓝色,未拥有的能量显示为暗蓝色或半透明。 -- 能量按固定时间回复 1 个,不能超过上限 10。 -- 召唤卡点击后先播放主角召唤动画,真正执行 `OnSkillHit1` 并成功生成单位时再扣除能量。 +能量槽和能量豆都属于 `BottomSummonPanel`,但它们是两个相互独立的 UI 区域,不合并为同一个控件: + +- `ManaBar`:连续能量槽,显示当前能量的精确恢复进度,例如 `6.4/10`。 +- `ManaRow`:离散能量豆区域,显示 10 个可视化能量单位。 +- `ManaBar` 负责表现能量从 0 到 10 的连续增长过程。 +- `ManaRow` 负责表现已经积累完成的能量豆数量。 +- 两者绑定同一个 Mana 数值,但只各自负责一种视觉表达。 +- 最大能量为 10 个能量单位,不能超过上限。 +- 能量按固定时间回复,能量槽应立即更新,能量豆在达到完整单位时更新。 - 召唤资源独立于 `WorldHealthBar` 的角色技能能量,不使用同一条数值。 ```text +ManaBar +├── ManaBarBackground +└── ManaBarFill + ManaRow ├── ManaBead_01 ├── ManaBead_02 @@ -354,7 +369,9 @@ ManaRow - 底部召唤栏固定在安全区域内,不随主角和相机移动。 - 召唤栏高度控制在屏幕底部约 20%~25%,不能遮挡主角、敌人和投射物轨迹。 -- 能量豆放在 5 张角色卡片上方,形成“能量 → 卡片”的直接操作关系。 +- `BottomSummonPanel` 内部从上到下依次为 `ManaBar`、独立的 `ManaRow` 和 `CardRow`。 +- `ManaBar` 显示连续能量恢复进度,`ManaRow` 显示已经充满的离散能量豆,二者不合并。 +- 能量区域放在 5 张角色卡片上方,形成“能量槽/能量豆 → 卡片”的直接操作关系。 - 5 张卡片水平排列,保持相同尺寸和间距。 - 顶部只放关卡信息、敌方状态和暂停按钮,不增加技能、背包或属性入口。 - 所有 UI 美术资源优先使用透明 RGBA PNG;动态文字、数字、冷却和能量状态由 Unity 运行时绘制。