feat(gameplay): 添加水晶矿资源产出系统和改进AI卡组管理

- 实现水晶矿占领后的能量资源产出功能,包括manaInterval和manaAmount配置
- 添加敌方AI的能量管理系统,支持通过AddMana方法增加能量
- 实现AI卡组轮转机制,包含手牌管理和抽卡队列功能
- 优化单位AI的目标选择和战斗逻辑,修复目标切换问题

- 水晶矿现在可以按设定间隔为所属阵营提供能量资源
-
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huadexuan committed 2026-09-21 18:17:05 +08:00
1 parent b185e5768b
commit 06940a849c
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using UnityEngine;
/// <summary>
/// 混沌之门:被占领后按固定间隔从所属阵营卡组随机出兵。
/// </summary>
[RequireComponent(typeof(CrystalMineCapture))]
public class ChaosGateSpawner : MonoBehaviour
{
[Header("出兵配置")]
[Min(1f)] public float spawnInterval = 12f;
[Min(0f)] public float spawnRadius = 1.5f;
public bool spawnImmediatelyOnCapture = false;
[Header("蓝方卡组")]
[SerializeField] private string[] blueDeckDataNames =
{
"人类士兵Data", "弓箭手Data", "盾卫Data", "精锐士兵Data",
"法师Data", "狂暴狼人Data", "石巨人Data", "弓箭猎人Data"
};
private CrystalMineCapture capture;
private UnitTeam unitTeam;
private float spawnTimer;
private int previousTeamId = 2;
private void Awake()
{
capture = GetComponent<CrystalMineCapture>();
unitTeam = GetComponent<UnitTeam>();
spawnTimer = spawnInterval;
}
private void Update()
{
if (unitTeam == null)
{
unitTeam = GetComponent<UnitTeam>();
if (unitTeam == null) return;
}
int currentTeamId = unitTeam.teamId;
if (currentTeamId != previousTeamId)
{
previousTeamId = currentTeamId;
spawnTimer = spawnImmediatelyOnCapture ? 0f : spawnInterval;
}
if (currentTeamId != 0 && currentTeamId != 1)
{
spawnTimer = spawnInterval;
return;
}
spawnTimer -= Time.deltaTime;
if (spawnTimer > 0f) return;
if (TrySpawn(currentTeamId))
spawnTimer = spawnInterval;
else
spawnTimer = 1f;
}
private bool TrySpawn(int teamId)
{
Vector3 position = transform.position;
position.x += Random.Range(-spawnRadius, spawnRadius);
position.z += Random.Range(-spawnRadius, spawnRadius);
if (teamId == 1)
{
EnemyCastleAI enemyAI = FindObjectOfType<EnemyCastleAI>();
return enemyAI != null && enemyAI.TrySpawnFromPortal(position, transform.rotation);
}
CharacterData card = ChooseBlueCard();
if (card == null || CastleSpawnManager.Instance == null)
return false;
return SpawnBlueUnit(card, position, transform.rotation);
}
private CharacterData ChooseBlueCard()
{
CharacterData[] cards = new CharacterData[blueDeckDataNames.Length];
int validCount = 0;
foreach (string dataName in blueDeckDataNames)
{
CharacterData data = Resources.Load<CharacterData>("Data/" + dataName);
if (data != null && data.unitPrefab != null)
cards[validCount++] = data;
}
if (validCount == 0) return null;
float totalWeight = 0f;
for (int i = 0; i < validCount; i++)
totalWeight += 1f / Mathf.Max(1, cards[i].manaCost);
float roll = Random.value * totalWeight;
for (int i = 0; i < validCount; i++)
{
roll -= 1f / Mathf.Max(1, cards[i].manaCost);
if (roll <= 0f) return cards[i];
}
return cards[validCount - 1];
}
private bool SpawnBlueUnit(CharacterData data, Vector3 position, Quaternion rotation)
{
if (ManaSystem.Instance == null || !ManaSystem.Instance.TryConsumeMana(data.manaCost))
return false;
GameObject unit = Instantiate(data.unitPrefab, position, rotation);
UnitTeam team = unit.GetComponent<UnitTeam>();
if (team != null)
{
team.teamId = 0;
unit.tag = "Friend";
}
UnitBase unitBase = unit.GetComponent<UnitBase>();
if (unitBase != null)
{
unitBase.InitializeFromPlayerData(data.GetMaxHealth(1), data.GetAttackPower(1), data.GetMoveSpeed(1));
}
return true;
}
}