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+25
-8
@@ -285,7 +285,14 @@ Canvas(Screen Space - Overlay)
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│ └── 暂停按钮
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│ └── 暂停按钮
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└── BottomSummonPanel
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└── BottomSummonPanel
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├── PanelBackground(召唤栏大框)
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├── PanelBackground(召唤栏大框)
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├── ManaRow(10 个能量豆)
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├── ManaBar(连续能量槽)
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│ ├── ManaBarBackground
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│ └── ManaBarFill
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├── ManaRow(独立能量豆区域)
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│ ├── ManaBead_01
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│ ├── ManaBead_02
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│ ├── ……
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│ └── ManaBead_10
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└── CardRow(5 个角色卡片)
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└── CardRow(5 个角色卡片)
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├── RoleCard_01
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├── RoleCard_01
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├── RoleCard_02
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├── RoleCard_02
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@@ -319,16 +326,24 @@ RoleCard
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└── Button(点击区域)
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└── Button(点击区域)
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```
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```
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### 3. 能量豆设计
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### 3. 能量槽与能量豆设计
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- 最大能量为 10 个能量豆。
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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:
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- 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。
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- 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。
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- `ManaBar`:连续能量槽,显示当前能量的精确恢复进度,例如 `6.4/10`。
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- 能量按固定时间回复 1 个,不能超过上限 10。
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- `ManaRow`:离散能量豆区域,显示 10 个可视化能量单位。
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- 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。
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- `ManaBar` 负责表现能量从 0 到 10 的连续增长过程。
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- `ManaRow` 负责表现已经积累完成的能量豆数量。
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- 两者绑定同一个 Mana 数值,但只各自负责一种视觉表达。
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- 最大能量为 10 个能量单位,不能超过上限。
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- 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。
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- 召唤资源独立于 `WorldHealthBar` 的角色技能能量,不使用同一条数值。
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- 召唤资源独立于 `WorldHealthBar` 的角色技能能量,不使用同一条数值。
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```text
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```text
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ManaBar
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├── ManaBarBackground
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└── ManaBarFill
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ManaRow
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ManaRow
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├── ManaBead_01
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├── ManaBead_01
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├── ManaBead_02
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├── ManaBead_02
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@@ -354,7 +369,9 @@ ManaRow
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- 底部召唤栏固定在安全区域内,不随主角和相机移动。
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- 底部召唤栏固定在安全区域内,不随主角和相机移动。
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- 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。
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- 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。
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- 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。
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- `BottomSummonPanel` 内部从上到下依次为 `ManaBar`、独立的 `ManaRow` 和 `CardRow`。
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- `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。
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- 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。
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- 5 张卡片水平排列,保持相同尺寸和间距。
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- 5 张卡片水平排列,保持相同尺寸和间距。
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- 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。
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- 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。
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- 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。
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- 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。
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Reference in new issue
Block a user