feat(materials): 更新材质贴图纹理和缩放参数

- 修改CoreBattleGround.mat材质的MainTex纹理GUID为4435756e5310e408fb125e8f4bcee9bd
- 调整CoreBattleGround.mat材质中EmissionMap和MainTex的缩放比例从{x: 1, y: 1}改为{x: 3, y: 3}

fix(models): 调整建筑模型全局缩放比例

- 将主要基地模型的globalScale从3调整为5
- 将水晶矿模型的globalScale从1调整为7,对应骨骼缩放从1调整为0.07
- 将机械出兵点模型的globalScale从1调整为7,对应骨骼缩放从1调整为0.07

feat(textures): 为模型添加纹理贴图

- 为水晶矿模型材质添加MainTex纹理,GUID为c24a978a0c9ad4dabb831e4b2bff0e2f
- 为机械出兵点模型材质添加MainTex纹理,GUID为fb52fc095c9554db895dde01ba8a8b6c
```
This commit is contained in:
huadexuan committed 2026-09-18 18:06:09 +08:00
1 parent 7b037dd467
commit 0e7de5f885
57 files changed
+2434 -866

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using UnityEngine;
[ExecuteAlways]
public class AdjustableGlowOrb : MonoBehaviour
{
[SerializeField] private Color glowColor = new Color(0.1f, 0.65f, 1f, 1f);
[SerializeField, Min(0f)] private float emissionIntensity = 2.5f;
[SerializeField] private Renderer targetRenderer;
private MaterialPropertyBlock propertyBlock;
private void OnEnable()
{
ApplyVisuals();
}
private void OnValidate()
{
ApplyVisuals();
}
public void SetGlowColor(Color color)
{
glowColor = color;
ApplyVisuals();
}
public Color GetGlowColor() => glowColor;
private void ApplyVisuals()
{
if (targetRenderer == null)
{
targetRenderer = GetComponent<Renderer>();
}
if (targetRenderer == null)
{
return;
}
propertyBlock ??= new MaterialPropertyBlock();
targetRenderer.GetPropertyBlock(propertyBlock);
Color emission = glowColor * emissionIntensity;
propertyBlock.SetColor("_BaseColor", glowColor);
propertyBlock.SetColor("_Color", glowColor);
propertyBlock.SetColor("_EmissionColor", emission);
targetRenderer.SetPropertyBlock(propertyBlock);
}
}