diff --git a/Assets/Materials/CoreBattleGround.mat b/Assets/Materials/CoreBattleGround.mat
index 0acf158..47fff8e 100644
--- a/Assets/Materials/CoreBattleGround.mat
+++ b/Assets/Materials/CoreBattleGround.mat
@@ -46,7 +46,7 @@ Material:
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m_Offset: {x: 0, y: 0}
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index d53a042..5ba11a7 100644
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index d70d155..d650d64 100644
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index f1d5c03..bb25d91 100644
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index e11e7e2..c1cd2e1 100644
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index b32722e..4d5f34c 100644
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index 9465399..bb5b544 100644
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index 7a6fa70..fbb5e76 100644
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diff --git a/Assets/Picture/地图贴图/游戏方案设计 (11).png b/Assets/Picture/地图贴图/游戏方案设计 (11).png
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diff --git a/Assets/Prefabs/武器飞行物/箭矢.prefab b/Assets/Prefabs/武器飞行物/箭矢.prefab
index 620ab39..1477165 100644
--- a/Assets/Prefabs/武器飞行物/箭矢.prefab
+++ b/Assets/Prefabs/武器飞行物/箭矢.prefab
@@ -9,8 +9,8 @@ GameObject:
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m_Component:
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+ - component: {fileID: 4146317602761425316}
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@@ -35,18 +35,6 @@ Transform:
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diff --git a/Assets/Script.meta b/Assets/Prefabs/特效/地裂特效.meta
similarity index 67%
rename from Assets/Script.meta
rename to Assets/Prefabs/特效/地裂特效.meta
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diff --git a/Assets/Prefabs/特效/地裂特效/GroundCrack.cs b/Assets/Prefabs/特效/地裂特效/GroundCrack.cs
new file mode 100644
index 0000000..90e9096
--- /dev/null
+++ b/Assets/Prefabs/特效/地裂特效/GroundCrack.cs
@@ -0,0 +1,88 @@
+using UnityEngine;
+
+///
+/// 地面裂纹特效控制器
+/// 挂在平躺的 Quad 上,砸地/劈砍命中时调用 Play()
+/// 流程:扩散(0→1) → 保持 → 淡出 → 结束
+///
+[RequireComponent(typeof(Renderer))]
+public class GroundCrack : MonoBehaviour
+{
+ [Header("时间")]
+ public float spreadTime = 0.3f; // 裂纹扩散时间
+ public float holdTime = 0.8f; // 保持时间
+ public float fadeTime = 0.6f; // 淡出时间
+
+ [Header("外观")]
+ public Color crackColor = Color.black; // 裂纹颜色(黑=普通地裂,红=熔岩,紫=暗影)
+ public Color glowColor = new Color(1f, 0.3f, 0f, 0f); // 发光色(A=0不发光)
+
+ [Header("测试")]
+ public bool autoPlayOnStart = true;
+
+ private Material mat;
+ private float timer;
+ private int state; // 0=扩散 1=保持 2=淡出 3=结束
+ private bool initialized;
+
+ void Start()
+ {
+ Init();
+ if (autoPlayOnStart) Play();
+ }
+
+ private void Init()
+ {
+ if (initialized) return;
+ mat = GetComponent().material;
+ mat.SetFloat("_Progress", 0f);
+ mat.SetFloat("_Opacity", 0f);
+ initialized = true;
+ }
+
+ ///
+ /// 砸地/劈砍命中时调用
+ ///
+ [ContextMenu("▶ 播放一次")]
+ public void Play()
+ {
+ Init();
+ timer = 0f;
+ state = 0;
+ mat.SetFloat("_Opacity", 1f);
+ mat.SetFloat("_Progress", 0f);
+ mat.SetColor("_CrackColor", crackColor);
+ mat.SetColor("_GlowColor", glowColor);
+ Debug.Log("[GroundCrack] 裂纹触发");
+ }
+
+ void Update()
+ {
+ if (state >= 3) return;
+
+ timer += Time.deltaTime;
+
+ if (state == 0) // 扩散
+ {
+ float p = Mathf.Clamp01(timer / spreadTime);
+ mat.SetFloat("_Progress", p);
+ if (timer >= spreadTime) { state = 1; timer = 0f; }
+ }
+ else if (state == 1) // 保持
+ {
+ if (timer >= holdTime) { state = 2; timer = 0f; }
+ }
+ else if (state == 2) // 淡出
+ {
+ float f = 1f - Mathf.Clamp01(timer / fadeTime);
+ mat.SetFloat("_Opacity", f);
+ if (timer >= fadeTime)
+ {
+ state = 3;
+ mat.SetFloat("_Opacity", 0f);
+ Debug.Log("[GroundCrack] 裂纹结束");
+ }
+ }
+ }
+}
+//(注:内容由AI生成)
diff --git a/Assets/Prefabs/特效/地裂特效/GroundCrack.cs.meta b/Assets/Prefabs/特效/地裂特效/GroundCrack.cs.meta
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@@ -0,0 +1,92 @@
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diff --git a/Assets/Prefabs/特效/地裂特效/GroundCrack.shader b/Assets/Prefabs/特效/地裂特效/GroundCrack.shader
new file mode 100644
index 0000000..aafca38
--- /dev/null
+++ b/Assets/Prefabs/特效/地裂特效/GroundCrack.shader
@@ -0,0 +1,80 @@
+// 地面裂纹 Shader
+// 挂在平躺的 Quad 上:裂纹贴图 + 径向扩散 + 颜色染色 + 整体淡出
+Shader "Custom/GroundCrack"
+{
+ Properties
+ {
+ _CrackTex ("裂纹贴图 (A=裂纹)", 2D) = "white" {}
+ _CrackColor ("裂纹颜色", Color) = (0, 0, 0, 1) // 默认黑色
+ _GlowColor ("裂纹发光色 (A=强度)", Color) = (1, 0.3, 0, 0) // 默认不发光
+ _Progress ("扩散进度 (0~1)", Range(0, 1)) = 0
+ _Opacity ("整体透明度 (0~1)", Range(0, 1)) = 1
+ _RevealSoft ("扩散边缘柔化", Range(0.01, 0.3)) = 0.1
+ }
+ SubShader
+ {
+ Tags { "RenderType"="Transparent" "Queue"="Transparent+1" "IgnoreProjector"="True" }
+ LOD 100
+ ZWrite Off
+ Cull Off
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #include "UnityCG.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ };
+
+ struct v2f
+ {
+ float4 vertex : SV_POSITION;
+ float2 uv : TEXCOORD0;
+ };
+
+ sampler2D _CrackTex;
+ float4 _CrackTex_ST;
+ float4 _CrackColor;
+ float4 _GlowColor;
+ float _Progress;
+ float _Opacity;
+ float _RevealSoft;
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ o.uv = TRANSFORM_TEX(v.uv, _CrackTex);
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ // 以 UV 中心为圆心,归一化距离(中心0,边缘约1)
+ float2 p = i.uv - 0.5;
+ float dist = length(p) * 2.0;
+
+ // 径向扩散:进度越大,可见范围越远
+ float reveal = 1.0 - smoothstep(_Progress - _RevealSoft, _Progress, dist);
+
+ // 裂纹形状(取贴图 Alpha)
+ float crack = tex2D(_CrackTex, i.uv).a;
+
+ float alpha = crack * reveal * _Opacity * _CrackColor.a;
+ float3 col = _CrackColor.rgb;
+
+ // 发光叠加(熔岩红/暗影紫等,A=0时不发光)
+ col += _GlowColor.rgb * _GlowColor.a * crack * reveal;
+
+ return float4(col, alpha);
+ }
+ ENDCG
+ }
+ }
+}
diff --git a/Assets/Prefabs/特效/地裂特效/GroundCrack.shader.meta b/Assets/Prefabs/特效/地裂特效/GroundCrack.shader.meta
new file mode 100644
index 0000000..8d03e2c
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diff --git a/Assets/Prefabs/特效/地裂特效/ground_crack.png b/Assets/Prefabs/特效/地裂特效/ground_crack.png
new file mode 100644
index 0000000..46e48a3
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diff --git a/Assets/Picture/地图贴图/游戏方案设计 (11).png.meta b/Assets/Prefabs/特效/地裂特效/ground_crack.png.meta
similarity index 88%
rename from Assets/Picture/地图贴图/游戏方案设计 (11).png.meta
rename to Assets/Prefabs/特效/地裂特效/ground_crack.png.meta
index 74811c7..0e26e35 100644
--- a/Assets/Picture/地图贴图/游戏方案设计 (11).png.meta
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diff --git a/Assets/Resources/Data/弓箭猎人Data.asset b/Assets/Resources/Data/弓箭猎人Data.asset
index 8b64cf4..c0e2513 100644
--- a/Assets/Resources/Data/弓箭猎人Data.asset
+++ b/Assets/Resources/Data/弓箭猎人Data.asset
@@ -9,7 +9,7 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
- m_Script: {fileID: 11500000, guid: 6769361b152df4efb933934b84a6e673, type: 3}
+ m_Script: {fileID: 11500000, guid: d4c1ba65157c9401b8efe2032fe42e87, type: 3}
m_Name: "\u5F13\u7BAD\u730E\u4EBAData"
m_EditorClassIdentifier:
characterId: "\u5F13\u7BAD\u730E\u4EBA"
diff --git a/Assets/Resources/Data/法师Data.asset b/Assets/Resources/Data/法师Data.asset
index 47f8b55..45c26bc 100644
--- a/Assets/Resources/Data/法师Data.asset
+++ b/Assets/Resources/Data/法师Data.asset
@@ -9,7 +9,7 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
- m_Script: {fileID: 11500000, guid: 6769361b152df4efb933934b84a6e673, type: 3}
+ m_Script: {fileID: 11500000, guid: d4c1ba65157c9401b8efe2032fe42e87, type: 3}
m_Name: "\u6CD5\u5E08Data"
m_EditorClassIdentifier:
characterId: mage
diff --git a/Assets/Resources/Data/狂暴狼人Data.asset b/Assets/Resources/Data/狂暴狼人Data.asset
index 606d5e0..5b8e458 100644
--- a/Assets/Resources/Data/狂暴狼人Data.asset
+++ b/Assets/Resources/Data/狂暴狼人Data.asset
@@ -9,7 +9,7 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
- m_Script: {fileID: 11500000, guid: 6769361b152df4efb933934b84a6e673, type: 3}
+ m_Script: {fileID: 11500000, guid: d4c1ba65157c9401b8efe2032fe42e87, type: 3}
m_Name: "\u72C2\u66B4\u72FC\u4EBAData"
m_EditorClassIdentifier:
characterId: "\u72C2\u66B4\u72FC\u4EBA"
diff --git a/Assets/Resources/Data/盾卫Data.asset b/Assets/Resources/Data/盾卫Data.asset
index 9f50a9d..694907e 100644
--- a/Assets/Resources/Data/盾卫Data.asset
+++ b/Assets/Resources/Data/盾卫Data.asset
@@ -9,7 +9,7 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
- m_Script: {fileID: 11500000, guid: 6769361b152df4efb933934b84a6e673, type: 3}
+ m_Script: {fileID: 11500000, guid: d4c1ba65157c9401b8efe2032fe42e87, type: 3}
m_Name: "\u76FE\u536BData"
m_EditorClassIdentifier:
characterId: shield_guard
diff --git a/Assets/Resources/Data/石巨人Data.asset b/Assets/Resources/Data/石巨人Data.asset
index ea36a28..8cbd433 100644
--- a/Assets/Resources/Data/石巨人Data.asset
+++ b/Assets/Resources/Data/石巨人Data.asset
@@ -9,7 +9,7 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
- m_Script: {fileID: 11500000, guid: 6769361b152df4efb933934b84a6e673, type: 3}
+ m_Script: {fileID: 11500000, guid: d4c1ba65157c9401b8efe2032fe42e87, type: 3}
m_Name: "\u77F3\u5DE8\u4EBAData"
m_EditorClassIdentifier:
characterId: "\u77F3\u5DE8\u4EBA"
diff --git a/Assets/Resources/Data/精锐士兵Data.asset b/Assets/Resources/Data/精锐士兵Data.asset
index e4fe882..eb2f13c 100644
--- a/Assets/Resources/Data/精锐士兵Data.asset
+++ b/Assets/Resources/Data/精锐士兵Data.asset
@@ -9,7 +9,7 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
- m_Script: {fileID: 11500000, guid: 6769361b152df4efb933934b84a6e673, type: 3}
+ m_Script: {fileID: 11500000, guid: d4c1ba65157c9401b8efe2032fe42e87, type: 3}
m_Name: "\u7CBE\u9510\u58EB\u5175Data"
m_EditorClassIdentifier:
characterId: elite_soldier
diff --git a/Assets/Resources/Data/绿色史莱姆Data.asset b/Assets/Resources/Data/绿色史莱姆Data.asset
index 0cd5e02..c1d72b8 100644
--- a/Assets/Resources/Data/绿色史莱姆Data.asset
+++ b/Assets/Resources/Data/绿色史莱姆Data.asset
@@ -9,7 +9,7 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
- m_Script: {fileID: 11500000, guid: 6769361b152df4efb933934b84a6e673, type: 3}
+ m_Script: {fileID: 11500000, guid: d4c1ba65157c9401b8efe2032fe42e87, type: 3}
m_Name: "\u7EFF\u8272\u53F2\u83B1\u59C6Data"
m_EditorClassIdentifier:
characterId: "\u7EFF\u8272\u53F2\u83B1\u59C6"
diff --git a/Assets/Resources/Data/荒野之王Data.asset b/Assets/Resources/Data/荒野之王Data.asset
index 4333439..af3188e 100644
--- a/Assets/Resources/Data/荒野之王Data.asset
+++ b/Assets/Resources/Data/荒野之王Data.asset
@@ -9,7 +9,7 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
- m_Script: {fileID: 11500000, guid: 6769361b152df4efb933934b84a6e673, type: 3}
+ m_Script: {fileID: 11500000, guid: d4c1ba65157c9401b8efe2032fe42e87, type: 3}
m_Name: "\u8352\u91CE\u4E4B\u738BData"
m_EditorClassIdentifier:
characterId: "\u8352\u91CE\u4E4B\u738B"
diff --git a/Assets/Resources/Data/荒野流寇Data.asset b/Assets/Resources/Data/荒野流寇Data.asset
index d755ae2..6291fab 100644
--- a/Assets/Resources/Data/荒野流寇Data.asset
+++ b/Assets/Resources/Data/荒野流寇Data.asset
@@ -9,7 +9,7 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
- m_Script: {fileID: 11500000, guid: 6769361b152df4efb933934b84a6e673, type: 3}
+ m_Script: {fileID: 11500000, guid: d4c1ba65157c9401b8efe2032fe42e87, type: 3}
m_Name: "\u8352\u91CE\u6D41\u5BC7Data"
m_EditorClassIdentifier:
characterId: "\u8352\u91CE\u6D41\u5BC7"
diff --git a/Assets/Resources/Data/荒野祭司Data.asset b/Assets/Resources/Data/荒野祭司Data.asset
index 2397b0a..1cbb564 100644
--- a/Assets/Resources/Data/荒野祭司Data.asset
+++ b/Assets/Resources/Data/荒野祭司Data.asset
@@ -9,7 +9,7 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
- m_Script: {fileID: 11500000, guid: 6769361b152df4efb933934b84a6e673, type: 3}
+ m_Script: {fileID: 11500000, guid: d4c1ba65157c9401b8efe2032fe42e87, type: 3}
m_Name: "\u8352\u91CE\u796D\u53F8Data"
m_EditorClassIdentifier:
characterId: "\u8352\u91CE\u796D\u53F8"
diff --git a/Assets/Resources/Data/蓝色怪物Data.asset b/Assets/Resources/Data/蓝色怪物Data.asset
index a90b99e..5d484c0 100644
--- a/Assets/Resources/Data/蓝色怪物Data.asset
+++ b/Assets/Resources/Data/蓝色怪物Data.asset
@@ -9,7 +9,7 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
- m_Script: {fileID: 11500000, guid: 6769361b152df4efb933934b84a6e673, type: 3}
+ m_Script: {fileID: 11500000, guid: d4c1ba65157c9401b8efe2032fe42e87, type: 3}
m_Name: "\u84DD\u8272\u602A\u7269Data"
m_EditorClassIdentifier:
characterId: "\u84DD\u8272\u602A\u7269"
diff --git a/Assets/Scenes/CharacterTest.scene b/Assets/Scenes/CharacterTest.scene
index 144f680..612a3f8 100644
Binary files a/Assets/Scenes/CharacterTest.scene and b/Assets/Scenes/CharacterTest.scene differ
diff --git a/Assets/Scenes/DefenseTest.scene b/Assets/Scenes/DefenseTest.scene
index b84adeb..7325da3 100644
Binary files a/Assets/Scenes/DefenseTest.scene and b/Assets/Scenes/DefenseTest.scene differ
diff --git a/Assets/Scripts.meta b/Assets/Scripts.meta
index 72aa4ad..a0f275e 100644
--- a/Assets/Scripts.meta
+++ b/Assets/Scripts.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: CSwc4C+uAHLQOsPxMiLxPlWuoNCdjvuwmiriXdsbmnzALD/F3ULi4oo=
+guid: XixOsi+oVijkVrys2K8gqJ960N8jx0wL2eEPFzTKfkE2e3vlzJ14oF4=
folderAsset: yes
DefaultImporter:
externalObjects: {}
diff --git a/Assets/Script/UI脚本.meta b/Assets/Scripts/UI脚本.meta
similarity index 100%
rename from Assets/Script/UI脚本.meta
rename to Assets/Scripts/UI脚本.meta
diff --git a/Assets/Script/UI脚本/FormationCardDrag.cs b/Assets/Scripts/UI脚本/FormationCardDrag.cs
similarity index 100%
rename from Assets/Script/UI脚本/FormationCardDrag.cs
rename to Assets/Scripts/UI脚本/FormationCardDrag.cs
diff --git a/Assets/Script/UI脚本/FormationCardDrag.cs.meta b/Assets/Scripts/UI脚本/FormationCardDrag.cs.meta
similarity index 100%
rename from Assets/Script/UI脚本/FormationCardDrag.cs.meta
rename to Assets/Scripts/UI脚本/FormationCardDrag.cs.meta
diff --git a/Assets/Script/UI脚本/GoldUI.cs b/Assets/Scripts/UI脚本/GoldUI.cs
similarity index 100%
rename from Assets/Script/UI脚本/GoldUI.cs
rename to Assets/Scripts/UI脚本/GoldUI.cs
diff --git a/Assets/Script/UI脚本/GoldUI.cs.meta b/Assets/Scripts/UI脚本/GoldUI.cs.meta
similarity index 100%
rename from Assets/Script/UI脚本/GoldUI.cs.meta
rename to Assets/Scripts/UI脚本/GoldUI.cs.meta
diff --git a/Assets/Script/UI脚本/HeroCardUI.cs b/Assets/Scripts/UI脚本/HeroCardUI.cs
similarity index 100%
rename from Assets/Script/UI脚本/HeroCardUI.cs
rename to Assets/Scripts/UI脚本/HeroCardUI.cs
diff --git a/Assets/Script/UI脚本/HeroCardUI.cs.meta b/Assets/Scripts/UI脚本/HeroCardUI.cs.meta
similarity index 100%
rename from Assets/Script/UI脚本/HeroCardUI.cs.meta
rename to Assets/Scripts/UI脚本/HeroCardUI.cs.meta
diff --git a/Assets/Script/UI脚本/SummonerHealthBarUI.cs b/Assets/Scripts/UI脚本/SummonerHealthBarUI.cs
similarity index 100%
rename from Assets/Script/UI脚本/SummonerHealthBarUI.cs
rename to Assets/Scripts/UI脚本/SummonerHealthBarUI.cs
diff --git a/Assets/Script/UI脚本/SummonerHealthBarUI.cs.meta b/Assets/Scripts/UI脚本/SummonerHealthBarUI.cs.meta
similarity index 100%
rename from Assets/Script/UI脚本/SummonerHealthBarUI.cs.meta
rename to Assets/Scripts/UI脚本/SummonerHealthBarUI.cs.meta
diff --git a/Assets/Script/UI脚本/WorldHealthBar.cs b/Assets/Scripts/UI脚本/WorldHealthBar.cs
similarity index 100%
rename from Assets/Script/UI脚本/WorldHealthBar.cs
rename to Assets/Scripts/UI脚本/WorldHealthBar.cs
diff --git a/Assets/Script/UI脚本/WorldHealthBar.cs.meta b/Assets/Scripts/UI脚本/WorldHealthBar.cs.meta
similarity index 100%
rename from Assets/Script/UI脚本/WorldHealthBar.cs.meta
rename to Assets/Scripts/UI脚本/WorldHealthBar.cs.meta
diff --git a/Assets/Script/关卡脚本.meta b/Assets/Scripts/关卡脚本.meta
similarity index 100%
rename from Assets/Script/关卡脚本.meta
rename to Assets/Scripts/关卡脚本.meta
diff --git a/Assets/Script/关卡脚本/BattleFormationSpawner.cs b/Assets/Scripts/关卡脚本/BattleFormationSpawner.cs
similarity index 100%
rename from Assets/Script/关卡脚本/BattleFormationSpawner.cs
rename to Assets/Scripts/关卡脚本/BattleFormationSpawner.cs
diff --git a/Assets/Script/关卡脚本/BattleFormationSpawner.cs.meta b/Assets/Scripts/关卡脚本/BattleFormationSpawner.cs.meta
similarity index 100%
rename from Assets/Script/关卡脚本/BattleFormationSpawner.cs.meta
rename to Assets/Scripts/关卡脚本/BattleFormationSpawner.cs.meta
diff --git a/Assets/Script/关卡脚本/ChaosGateSpawner.cs b/Assets/Scripts/关卡脚本/ChaosGateSpawner.cs
similarity index 100%
rename from Assets/Script/关卡脚本/ChaosGateSpawner.cs
rename to Assets/Scripts/关卡脚本/ChaosGateSpawner.cs
diff --git a/Assets/Script/关卡脚本/ChaosGateSpawner.cs.meta b/Assets/Scripts/关卡脚本/ChaosGateSpawner.cs.meta
similarity index 100%
rename from Assets/Script/关卡脚本/ChaosGateSpawner.cs.meta
rename to Assets/Scripts/关卡脚本/ChaosGateSpawner.cs.meta
diff --git a/Assets/Script/关卡脚本/DefenseWaveLevelController.cs b/Assets/Scripts/关卡脚本/DefenseWaveLevelController.cs
similarity index 90%
rename from Assets/Script/关卡脚本/DefenseWaveLevelController.cs
rename to Assets/Scripts/关卡脚本/DefenseWaveLevelController.cs
index efac188..94c8ded 100644
--- a/Assets/Script/关卡脚本/DefenseWaveLevelController.cs
+++ b/Assets/Scripts/关卡脚本/DefenseWaveLevelController.cs
@@ -114,7 +114,12 @@ public class DefenseWaveLevelController : MonoBehaviour
: (spawned % 2 == 0 ? -3f : 3f);
var enemy = Instantiate(prefab, new Vector3(x, spawnY, spawnZ), Quaternion.identity);
enemy.tag = "Enemy";
-
+
+ // 设置敌方阵营(teamId=1),否则会被当成友军
+ UnitTeam enemyTeam = enemy.GetComponent();
+ if (enemyTeam == null) enemyTeam = enemy.AddComponent();
+ enemyTeam.teamId = 1;
+
// 增大敌人的寻敌距离
UnitBase unitBase = enemy.GetComponent();
if (unitBase != null)
@@ -152,9 +157,26 @@ public class DefenseWaveLevelController : MonoBehaviour
private void ApplyCharacterData(GameObject enemy, string characterId)
{
- var data = Resources.Load("Data/" + characterId);
+ // 从所有 CharacterData 中按 characterId 字段查找,而不是按文件名
+ var allData = Resources.LoadAll("Data");
+ CharacterData data = null;
+ foreach (var d in allData)
+ {
+ if (d != null && d.characterId == characterId)
+ {
+ data = d;
+ break;
+ }
+ }
+
var unit = enemy.GetComponent();
- if (data == null || unit == null) return;
+ if (data == null)
+ {
+ Debug.LogWarning($"ApplyCharacterData: 找不到 characterId={characterId} 的 CharacterData");
+ return;
+ }
+ if (unit == null) return;
+
unit.InitializeFromPlayerData(data.GetMaxHealth(1), data.GetAttackPower(1), data.GetMoveSpeed(1));
}
diff --git a/Assets/Script/关卡脚本/DefenseWaveLevelController.cs.meta b/Assets/Scripts/关卡脚本/DefenseWaveLevelController.cs.meta
similarity index 100%
rename from Assets/Script/关卡脚本/DefenseWaveLevelController.cs.meta
rename to Assets/Scripts/关卡脚本/DefenseWaveLevelController.cs.meta
diff --git a/Assets/Script/关卡脚本/LevelWaveManager.cs b/Assets/Scripts/关卡脚本/LevelWaveManager.cs
similarity index 100%
rename from Assets/Script/关卡脚本/LevelWaveManager.cs
rename to Assets/Scripts/关卡脚本/LevelWaveManager.cs
diff --git a/Assets/Script/关卡脚本/LevelWaveManager.cs.meta b/Assets/Scripts/关卡脚本/LevelWaveManager.cs.meta
similarity index 100%
rename from Assets/Script/关卡脚本/LevelWaveManager.cs.meta
rename to Assets/Scripts/关卡脚本/LevelWaveManager.cs.meta
diff --git a/Assets/Script/关卡脚本/WaveSpawner.cs b/Assets/Scripts/关卡脚本/WaveSpawner.cs
similarity index 91%
rename from Assets/Script/关卡脚本/WaveSpawner.cs
rename to Assets/Scripts/关卡脚本/WaveSpawner.cs
index 70cdaf3..f3c7c1a 100644
--- a/Assets/Script/关卡脚本/WaveSpawner.cs
+++ b/Assets/Scripts/关卡脚本/WaveSpawner.cs
@@ -86,13 +86,6 @@ public class WaveSpawner : MonoBehaviour
GameObject enemy = Instantiate(wave.enemyPrefabs[i], spawnPos, Quaternion.identity);
enemy.tag = "Enemy";
- // 增大敌人的寻敌距离
- UnitBase unitBase = enemy.GetComponent();
- if (unitBase != null)
- {
- unitBase.detectionRange = 100f; // 从默认30增加到100
- }
-
activeEnemies.Add(enemy);
Debug.Log($"生成敌人:{enemy.name} 位置={spawnPos}");
diff --git a/Assets/Script/关卡脚本/WaveSpawner.cs.meta b/Assets/Scripts/关卡脚本/WaveSpawner.cs.meta
similarity index 100%
rename from Assets/Script/关卡脚本/WaveSpawner.cs.meta
rename to Assets/Scripts/关卡脚本/WaveSpawner.cs.meta
diff --git a/Assets/Script/工具脚本.meta b/Assets/Scripts/工具脚本.meta
similarity index 100%
rename from Assets/Script/工具脚本.meta
rename to Assets/Scripts/工具脚本.meta
diff --git a/Assets/Script/工具脚本/Billboard.cs b/Assets/Scripts/工具脚本/Billboard.cs
similarity index 100%
rename from Assets/Script/工具脚本/Billboard.cs
rename to Assets/Scripts/工具脚本/Billboard.cs
diff --git a/Assets/Script/工具脚本/Billboard.cs.meta b/Assets/Scripts/工具脚本/Billboard.cs.meta
similarity index 100%
rename from Assets/Script/工具脚本/Billboard.cs.meta
rename to Assets/Scripts/工具脚本/Billboard.cs.meta
diff --git a/Assets/Script/工具脚本/CameraFollow.cs b/Assets/Scripts/工具脚本/CameraFollow.cs
similarity index 100%
rename from Assets/Script/工具脚本/CameraFollow.cs
rename to Assets/Scripts/工具脚本/CameraFollow.cs
diff --git a/Assets/Script/工具脚本/CameraFollow.cs.meta b/Assets/Scripts/工具脚本/CameraFollow.cs.meta
similarity index 100%
rename from Assets/Script/工具脚本/CameraFollow.cs.meta
rename to Assets/Scripts/工具脚本/CameraFollow.cs.meta
diff --git a/Assets/Script/建筑脚本.meta b/Assets/Scripts/建筑脚本.meta
similarity index 100%
rename from Assets/Script/建筑脚本.meta
rename to Assets/Scripts/建筑脚本.meta
diff --git a/Assets/Script/建筑脚本/Barracks.cs b/Assets/Scripts/建筑脚本/Barracks.cs
similarity index 100%
rename from Assets/Script/建筑脚本/Barracks.cs
rename to Assets/Scripts/建筑脚本/Barracks.cs
diff --git a/Assets/Script/建筑脚本/Barracks.cs.meta b/Assets/Scripts/建筑脚本/Barracks.cs.meta
similarity index 100%
rename from Assets/Script/建筑脚本/Barracks.cs.meta
rename to Assets/Scripts/建筑脚本/Barracks.cs.meta
diff --git a/Assets/Script/建筑脚本/BuildingHealth.cs b/Assets/Scripts/建筑脚本/BuildingHealth.cs
similarity index 100%
rename from Assets/Script/建筑脚本/BuildingHealth.cs
rename to Assets/Scripts/建筑脚本/BuildingHealth.cs
diff --git a/Assets/Script/建筑脚本/BuildingHealth.cs.meta b/Assets/Scripts/建筑脚本/BuildingHealth.cs.meta
similarity index 100%
rename from Assets/Script/建筑脚本/BuildingHealth.cs.meta
rename to Assets/Scripts/建筑脚本/BuildingHealth.cs.meta
diff --git a/Assets/Script/建筑脚本/BuildingPlacementManager.cs b/Assets/Scripts/建筑脚本/BuildingPlacementManager.cs
similarity index 100%
rename from Assets/Script/建筑脚本/BuildingPlacementManager.cs
rename to Assets/Scripts/建筑脚本/BuildingPlacementManager.cs
diff --git a/Assets/Script/建筑脚本/BuildingPlacementManager.cs.meta b/Assets/Scripts/建筑脚本/BuildingPlacementManager.cs.meta
similarity index 100%
rename from Assets/Script/建筑脚本/BuildingPlacementManager.cs.meta
rename to Assets/Scripts/建筑脚本/BuildingPlacementManager.cs.meta
diff --git a/Assets/Script/建筑脚本/CastleSpawnManager.cs b/Assets/Scripts/建筑脚本/CastleSpawnManager.cs
similarity index 100%
rename from Assets/Script/建筑脚本/CastleSpawnManager.cs
rename to Assets/Scripts/建筑脚本/CastleSpawnManager.cs
diff --git a/Assets/Script/建筑脚本/CastleSpawnManager.cs.meta b/Assets/Scripts/建筑脚本/CastleSpawnManager.cs.meta
similarity index 100%
rename from Assets/Script/建筑脚本/CastleSpawnManager.cs.meta
rename to Assets/Scripts/建筑脚本/CastleSpawnManager.cs.meta
diff --git a/Assets/Script/建筑脚本/CrystalMineCapture.cs b/Assets/Scripts/建筑脚本/CrystalMineCapture.cs
similarity index 100%
rename from Assets/Script/建筑脚本/CrystalMineCapture.cs
rename to Assets/Scripts/建筑脚本/CrystalMineCapture.cs
diff --git a/Assets/Script/建筑脚本/CrystalMineCapture.cs.meta b/Assets/Scripts/建筑脚本/CrystalMineCapture.cs.meta
similarity index 100%
rename from Assets/Script/建筑脚本/CrystalMineCapture.cs.meta
rename to Assets/Scripts/建筑脚本/CrystalMineCapture.cs.meta
diff --git a/Assets/Script/建筑脚本/EnemyCastleAI.cs b/Assets/Scripts/建筑脚本/EnemyCastleAI.cs
similarity index 100%
rename from Assets/Script/建筑脚本/EnemyCastleAI.cs
rename to Assets/Scripts/建筑脚本/EnemyCastleAI.cs
diff --git a/Assets/Script/建筑脚本/EnemyCastleAI.cs.meta b/Assets/Scripts/建筑脚本/EnemyCastleAI.cs.meta
similarity index 100%
rename from Assets/Script/建筑脚本/EnemyCastleAI.cs.meta
rename to Assets/Scripts/建筑脚本/EnemyCastleAI.cs.meta
diff --git a/Assets/Script/建筑脚本/GoldMine.cs b/Assets/Scripts/建筑脚本/GoldMine.cs
similarity index 100%
rename from Assets/Script/建筑脚本/GoldMine.cs
rename to Assets/Scripts/建筑脚本/GoldMine.cs
diff --git a/Assets/Script/建筑脚本/GoldMine.cs.meta b/Assets/Scripts/建筑脚本/GoldMine.cs.meta
similarity index 100%
rename from Assets/Script/建筑脚本/GoldMine.cs.meta
rename to Assets/Scripts/建筑脚本/GoldMine.cs.meta
diff --git a/Assets/Script/技能脚本.meta b/Assets/Scripts/技能脚本.meta
similarity index 100%
rename from Assets/Script/技能脚本.meta
rename to Assets/Scripts/技能脚本.meta
diff --git a/Assets/Script/技能脚本/ArcherHunterSkill.cs b/Assets/Scripts/技能脚本/ArcherHunterSkill.cs
similarity index 100%
rename from Assets/Script/技能脚本/ArcherHunterSkill.cs
rename to Assets/Scripts/技能脚本/ArcherHunterSkill.cs
diff --git a/Assets/Script/技能脚本/ArcherHunterSkill.cs.meta b/Assets/Scripts/技能脚本/ArcherHunterSkill.cs.meta
similarity index 100%
rename from Assets/Script/技能脚本/ArcherHunterSkill.cs.meta
rename to Assets/Scripts/技能脚本/ArcherHunterSkill.cs.meta
diff --git a/Assets/Script/技能脚本/ArcherSkill.cs b/Assets/Scripts/技能脚本/ArcherSkill.cs
similarity index 100%
rename from Assets/Script/技能脚本/ArcherSkill.cs
rename to Assets/Scripts/技能脚本/ArcherSkill.cs
diff --git a/Assets/Script/技能脚本/ArcherSkill.cs.meta b/Assets/Scripts/技能脚本/ArcherSkill.cs.meta
similarity index 100%
rename from Assets/Script/技能脚本/ArcherSkill.cs.meta
rename to Assets/Scripts/技能脚本/ArcherSkill.cs.meta
diff --git a/Assets/Script/技能脚本/BlueMonsterSkill.cs b/Assets/Scripts/技能脚本/BlueMonsterSkill.cs
similarity index 100%
rename from Assets/Script/技能脚本/BlueMonsterSkill.cs
rename to Assets/Scripts/技能脚本/BlueMonsterSkill.cs
diff --git a/Assets/Script/技能脚本/BlueMonsterSkill.cs.meta b/Assets/Scripts/技能脚本/BlueMonsterSkill.cs.meta
similarity index 100%
rename from Assets/Script/技能脚本/BlueMonsterSkill.cs.meta
rename to Assets/Scripts/技能脚本/BlueMonsterSkill.cs.meta
diff --git a/Assets/Script/技能脚本/CastleMageSkill.cs b/Assets/Scripts/技能脚本/CastleMageSkill.cs
similarity index 100%
rename from Assets/Script/技能脚本/CastleMageSkill.cs
rename to Assets/Scripts/技能脚本/CastleMageSkill.cs
diff --git a/Assets/Script/技能脚本/CastleMageSkill.cs.meta b/Assets/Scripts/技能脚本/CastleMageSkill.cs.meta
similarity index 100%
rename from Assets/Script/技能脚本/CastleMageSkill.cs.meta
rename to Assets/Scripts/技能脚本/CastleMageSkill.cs.meta
diff --git a/Assets/Script/技能脚本/EliteSoldierSkill.cs b/Assets/Scripts/技能脚本/EliteSoldierSkill.cs
similarity index 100%
rename from Assets/Script/技能脚本/EliteSoldierSkill.cs
rename to Assets/Scripts/技能脚本/EliteSoldierSkill.cs
diff --git a/Assets/Script/技能脚本/EliteSoldierSkill.cs.meta b/Assets/Scripts/技能脚本/EliteSoldierSkill.cs.meta
similarity index 100%
rename from Assets/Script/技能脚本/EliteSoldierSkill.cs.meta
rename to Assets/Scripts/技能脚本/EliteSoldierSkill.cs.meta
diff --git a/Assets/Script/技能脚本/HumanSoldierSkill.cs b/Assets/Scripts/技能脚本/HumanSoldierSkill.cs
similarity index 100%
rename from Assets/Script/技能脚本/HumanSoldierSkill.cs
rename to Assets/Scripts/技能脚本/HumanSoldierSkill.cs
diff --git a/Assets/Script/技能脚本/HumanSoldierSkill.cs.meta b/Assets/Scripts/技能脚本/HumanSoldierSkill.cs.meta
similarity index 100%
rename from Assets/Script/技能脚本/HumanSoldierSkill.cs.meta
rename to Assets/Scripts/技能脚本/HumanSoldierSkill.cs.meta
diff --git a/Assets/Script/技能脚本/PlayerSkillSystem.cs b/Assets/Scripts/技能脚本/PlayerSkillSystem.cs
similarity index 100%
rename from Assets/Script/技能脚本/PlayerSkillSystem.cs
rename to Assets/Scripts/技能脚本/PlayerSkillSystem.cs
diff --git a/Assets/Script/技能脚本/PlayerSkillSystem.cs.meta b/Assets/Scripts/技能脚本/PlayerSkillSystem.cs.meta
similarity index 100%
rename from Assets/Script/技能脚本/PlayerSkillSystem.cs.meta
rename to Assets/Scripts/技能脚本/PlayerSkillSystem.cs.meta
diff --git a/Assets/Script/技能脚本/ShieldGuardSkill.cs b/Assets/Scripts/技能脚本/ShieldGuardSkill.cs
similarity index 100%
rename from Assets/Script/技能脚本/ShieldGuardSkill.cs
rename to Assets/Scripts/技能脚本/ShieldGuardSkill.cs
diff --git a/Assets/Script/技能脚本/ShieldGuardSkill.cs.meta b/Assets/Scripts/技能脚本/ShieldGuardSkill.cs.meta
similarity index 100%
rename from Assets/Script/技能脚本/ShieldGuardSkill.cs.meta
rename to Assets/Scripts/技能脚本/ShieldGuardSkill.cs.meta
diff --git a/Assets/Script/技能脚本/StoneGolemSkill.cs b/Assets/Scripts/技能脚本/StoneGolemSkill.cs
similarity index 100%
rename from Assets/Script/技能脚本/StoneGolemSkill.cs
rename to Assets/Scripts/技能脚本/StoneGolemSkill.cs
diff --git a/Assets/Script/技能脚本/StoneGolemSkill.cs.meta b/Assets/Scripts/技能脚本/StoneGolemSkill.cs.meta
similarity index 100%
rename from Assets/Script/技能脚本/StoneGolemSkill.cs.meta
rename to Assets/Scripts/技能脚本/StoneGolemSkill.cs.meta
diff --git a/Assets/Script/技能脚本/UnitSkill.cs b/Assets/Scripts/技能脚本/UnitSkill.cs
similarity index 100%
rename from Assets/Script/技能脚本/UnitSkill.cs
rename to Assets/Scripts/技能脚本/UnitSkill.cs
diff --git a/Assets/Script/技能脚本/UnitSkill.cs.meta b/Assets/Scripts/技能脚本/UnitSkill.cs.meta
similarity index 100%
rename from Assets/Script/技能脚本/UnitSkill.cs.meta
rename to Assets/Scripts/技能脚本/UnitSkill.cs.meta
diff --git a/Assets/Script/技能脚本/WerewolfSkill.cs b/Assets/Scripts/技能脚本/WerewolfSkill.cs
similarity index 100%
rename from Assets/Script/技能脚本/WerewolfSkill.cs
rename to Assets/Scripts/技能脚本/WerewolfSkill.cs
diff --git a/Assets/Script/技能脚本/WerewolfSkill.cs.meta b/Assets/Scripts/技能脚本/WerewolfSkill.cs.meta
similarity index 100%
rename from Assets/Script/技能脚本/WerewolfSkill.cs.meta
rename to Assets/Scripts/技能脚本/WerewolfSkill.cs.meta
diff --git a/Assets/Script/投射物和特效.meta b/Assets/Scripts/投射物和特效.meta
similarity index 100%
rename from Assets/Script/投射物和特效.meta
rename to Assets/Scripts/投射物和特效.meta
diff --git a/Assets/Script/投射物和特效/Projectile.cs b/Assets/Scripts/投射物和特效/Projectile.cs
similarity index 100%
rename from Assets/Script/投射物和特效/Projectile.cs
rename to Assets/Scripts/投射物和特效/Projectile.cs
diff --git a/Assets/Script/投射物和特效/Projectile.cs.meta b/Assets/Scripts/投射物和特效/Projectile.cs.meta
similarity index 100%
rename from Assets/Script/投射物和特效/Projectile.cs.meta
rename to Assets/Scripts/投射物和特效/Projectile.cs.meta
diff --git a/Assets/Script/投射物和特效/ShieldBarrier.cs b/Assets/Scripts/投射物和特效/ShieldBarrier.cs
similarity index 100%
rename from Assets/Script/投射物和特效/ShieldBarrier.cs
rename to Assets/Scripts/投射物和特效/ShieldBarrier.cs
diff --git a/Assets/Script/投射物和特效/ShieldBarrier.cs.meta b/Assets/Scripts/投射物和特效/ShieldBarrier.cs.meta
similarity index 100%
rename from Assets/Script/投射物和特效/ShieldBarrier.cs.meta
rename to Assets/Scripts/投射物和特效/ShieldBarrier.cs.meta
diff --git a/Assets/Script/投射物和特效/ShockwaveEffect.cs b/Assets/Scripts/投射物和特效/ShockwaveEffect.cs
similarity index 100%
rename from Assets/Script/投射物和特效/ShockwaveEffect.cs
rename to Assets/Scripts/投射物和特效/ShockwaveEffect.cs
diff --git a/Assets/Script/投射物和特效/ShockwaveEffect.cs.meta b/Assets/Scripts/投射物和特效/ShockwaveEffect.cs.meta
similarity index 100%
rename from Assets/Script/投射物和特效/ShockwaveEffect.cs.meta
rename to Assets/Scripts/投射物和特效/ShockwaveEffect.cs.meta
diff --git a/Assets/Script/数据脚本.meta b/Assets/Scripts/数据脚本.meta
similarity index 100%
rename from Assets/Script/数据脚本.meta
rename to Assets/Scripts/数据脚本.meta
diff --git a/Assets/Script/数据脚本/CharacterData.cs b/Assets/Scripts/数据脚本/CharacterData.cs
similarity index 100%
rename from Assets/Script/数据脚本/CharacterData.cs
rename to Assets/Scripts/数据脚本/CharacterData.cs
diff --git a/Assets/Script/数据脚本/CharacterData.cs.meta b/Assets/Scripts/数据脚本/CharacterData.cs.meta
similarity index 100%
rename from Assets/Script/数据脚本/CharacterData.cs.meta
rename to Assets/Scripts/数据脚本/CharacterData.cs.meta
diff --git a/Assets/Script/数据脚本/DeployGrid.cs b/Assets/Scripts/数据脚本/DeployGrid.cs
similarity index 100%
rename from Assets/Script/数据脚本/DeployGrid.cs
rename to Assets/Scripts/数据脚本/DeployGrid.cs
diff --git a/Assets/Script/数据脚本/DeployGrid.cs.meta b/Assets/Scripts/数据脚本/DeployGrid.cs.meta
similarity index 100%
rename from Assets/Script/数据脚本/DeployGrid.cs.meta
rename to Assets/Scripts/数据脚本/DeployGrid.cs.meta
diff --git a/Assets/Script/数据脚本/FormationData.cs b/Assets/Scripts/数据脚本/FormationData.cs
similarity index 100%
rename from Assets/Script/数据脚本/FormationData.cs
rename to Assets/Scripts/数据脚本/FormationData.cs
diff --git a/Assets/Script/数据脚本/FormationData.cs.meta b/Assets/Scripts/数据脚本/FormationData.cs.meta
similarity index 100%
rename from Assets/Script/数据脚本/FormationData.cs.meta
rename to Assets/Scripts/数据脚本/FormationData.cs.meta
diff --git a/Assets/Script/数据脚本/FormationManager.cs b/Assets/Scripts/数据脚本/FormationManager.cs
similarity index 100%
rename from Assets/Script/数据脚本/FormationManager.cs
rename to Assets/Scripts/数据脚本/FormationManager.cs
diff --git a/Assets/Script/数据脚本/FormationManager.cs.meta b/Assets/Scripts/数据脚本/FormationManager.cs.meta
similarity index 100%
rename from Assets/Script/数据脚本/FormationManager.cs.meta
rename to Assets/Scripts/数据脚本/FormationManager.cs.meta
diff --git a/Assets/Script/数据脚本/HeroGoldProducer.cs b/Assets/Scripts/数据脚本/HeroGoldProducer.cs
similarity index 100%
rename from Assets/Script/数据脚本/HeroGoldProducer.cs
rename to Assets/Scripts/数据脚本/HeroGoldProducer.cs
diff --git a/Assets/Script/数据脚本/HeroGoldProducer.cs.meta b/Assets/Scripts/数据脚本/HeroGoldProducer.cs.meta
similarity index 100%
rename from Assets/Script/数据脚本/HeroGoldProducer.cs.meta
rename to Assets/Scripts/数据脚本/HeroGoldProducer.cs.meta
diff --git a/Assets/Script/数据脚本/HeroRoster.cs b/Assets/Scripts/数据脚本/HeroRoster.cs
similarity index 100%
rename from Assets/Script/数据脚本/HeroRoster.cs
rename to Assets/Scripts/数据脚本/HeroRoster.cs
diff --git a/Assets/Script/数据脚本/HeroRoster.cs.meta b/Assets/Scripts/数据脚本/HeroRoster.cs.meta
similarity index 100%
rename from Assets/Script/数据脚本/HeroRoster.cs.meta
rename to Assets/Scripts/数据脚本/HeroRoster.cs.meta
diff --git a/Assets/Script/数据脚本/LevelConfig.cs b/Assets/Scripts/数据脚本/LevelConfig.cs
similarity index 100%
rename from Assets/Script/数据脚本/LevelConfig.cs
rename to Assets/Scripts/数据脚本/LevelConfig.cs
diff --git a/Assets/Script/数据脚本/LevelConfig.cs.meta b/Assets/Scripts/数据脚本/LevelConfig.cs.meta
similarity index 100%
rename from Assets/Script/数据脚本/LevelConfig.cs.meta
rename to Assets/Scripts/数据脚本/LevelConfig.cs.meta
diff --git a/Assets/Script/数据脚本/PlayerCharacterData.cs b/Assets/Scripts/数据脚本/PlayerCharacterData.cs
similarity index 100%
rename from Assets/Script/数据脚本/PlayerCharacterData.cs
rename to Assets/Scripts/数据脚本/PlayerCharacterData.cs
diff --git a/Assets/Script/数据脚本/PlayerCharacterData.cs.meta b/Assets/Scripts/数据脚本/PlayerCharacterData.cs.meta
similarity index 100%
rename from Assets/Script/数据脚本/PlayerCharacterData.cs.meta
rename to Assets/Scripts/数据脚本/PlayerCharacterData.cs.meta
diff --git a/Assets/Script/系统脚本.meta b/Assets/Scripts/系统脚本.meta
similarity index 100%
rename from Assets/Script/系统脚本.meta
rename to Assets/Scripts/系统脚本.meta
diff --git a/Assets/Script/系统脚本/AISummoner.cs b/Assets/Scripts/系统脚本/AISummoner.cs
similarity index 100%
rename from Assets/Script/系统脚本/AISummoner.cs
rename to Assets/Scripts/系统脚本/AISummoner.cs
diff --git a/Assets/Script/系统脚本/AISummoner.cs.meta b/Assets/Scripts/系统脚本/AISummoner.cs.meta
similarity index 100%
rename from Assets/Script/系统脚本/AISummoner.cs.meta
rename to Assets/Scripts/系统脚本/AISummoner.cs.meta
diff --git a/Assets/Script/系统脚本/AttackTargetController.cs b/Assets/Scripts/系统脚本/AttackTargetController.cs
similarity index 100%
rename from Assets/Script/系统脚本/AttackTargetController.cs
rename to Assets/Scripts/系统脚本/AttackTargetController.cs
diff --git a/Assets/Script/系统脚本/AttackTargetController.cs.meta b/Assets/Scripts/系统脚本/AttackTargetController.cs.meta
similarity index 100%
rename from Assets/Script/系统脚本/AttackTargetController.cs.meta
rename to Assets/Scripts/系统脚本/AttackTargetController.cs.meta
diff --git a/Assets/Script/系统脚本/BattleManager.cs b/Assets/Scripts/系统脚本/BattleManager.cs
similarity index 100%
rename from Assets/Script/系统脚本/BattleManager.cs
rename to Assets/Scripts/系统脚本/BattleManager.cs
diff --git a/Assets/Script/系统脚本/BattleManager.cs.meta b/Assets/Scripts/系统脚本/BattleManager.cs.meta
similarity index 100%
rename from Assets/Script/系统脚本/BattleManager.cs.meta
rename to Assets/Scripts/系统脚本/BattleManager.cs.meta
diff --git a/Assets/Script/系统脚本/BuffSystem.cs b/Assets/Scripts/系统脚本/BuffSystem.cs
similarity index 100%
rename from Assets/Script/系统脚本/BuffSystem.cs
rename to Assets/Scripts/系统脚本/BuffSystem.cs
diff --git a/Assets/Script/系统脚本/BuffSystem.cs.meta b/Assets/Scripts/系统脚本/BuffSystem.cs.meta
similarity index 100%
rename from Assets/Script/系统脚本/BuffSystem.cs.meta
rename to Assets/Scripts/系统脚本/BuffSystem.cs.meta
diff --git a/Assets/Script/系统脚本/GameManager.cs b/Assets/Scripts/系统脚本/GameManager.cs
similarity index 100%
rename from Assets/Script/系统脚本/GameManager.cs
rename to Assets/Scripts/系统脚本/GameManager.cs
diff --git a/Assets/Script/系统脚本/GameManager.cs.meta b/Assets/Scripts/系统脚本/GameManager.cs.meta
similarity index 100%
rename from Assets/Script/系统脚本/GameManager.cs.meta
rename to Assets/Scripts/系统脚本/GameManager.cs.meta
diff --git a/Assets/Script/系统脚本/GoldManager.cs b/Assets/Scripts/系统脚本/GoldManager.cs
similarity index 100%
rename from Assets/Script/系统脚本/GoldManager.cs
rename to Assets/Scripts/系统脚本/GoldManager.cs
diff --git a/Assets/Script/系统脚本/GoldManager.cs.meta b/Assets/Scripts/系统脚本/GoldManager.cs.meta
similarity index 100%
rename from Assets/Script/系统脚本/GoldManager.cs.meta
rename to Assets/Scripts/系统脚本/GoldManager.cs.meta
diff --git a/Assets/Script/系统脚本/GoldSystem.cs b/Assets/Scripts/系统脚本/GoldSystem.cs
similarity index 100%
rename from Assets/Script/系统脚本/GoldSystem.cs
rename to Assets/Scripts/系统脚本/GoldSystem.cs
diff --git a/Assets/Script/系统脚本/GoldSystem.cs.meta b/Assets/Scripts/系统脚本/GoldSystem.cs.meta
similarity index 100%
rename from Assets/Script/系统脚本/GoldSystem.cs.meta
rename to Assets/Scripts/系统脚本/GoldSystem.cs.meta
diff --git a/Assets/Script/系统脚本/ManaSystem.cs b/Assets/Scripts/系统脚本/ManaSystem.cs
similarity index 100%
rename from Assets/Script/系统脚本/ManaSystem.cs
rename to Assets/Scripts/系统脚本/ManaSystem.cs
diff --git a/Assets/Script/系统脚本/ManaSystem.cs.meta b/Assets/Scripts/系统脚本/ManaSystem.cs.meta
similarity index 100%
rename from Assets/Script/系统脚本/ManaSystem.cs.meta
rename to Assets/Scripts/系统脚本/ManaSystem.cs.meta
diff --git a/Assets/Script/系统脚本/PlayerDataManager.cs b/Assets/Scripts/系统脚本/PlayerDataManager.cs
similarity index 100%
rename from Assets/Script/系统脚本/PlayerDataManager.cs
rename to Assets/Scripts/系统脚本/PlayerDataManager.cs
diff --git a/Assets/Script/系统脚本/PlayerDataManager.cs.meta b/Assets/Scripts/系统脚本/PlayerDataManager.cs.meta
similarity index 100%
rename from Assets/Script/系统脚本/PlayerDataManager.cs.meta
rename to Assets/Scripts/系统脚本/PlayerDataManager.cs.meta
diff --git a/Assets/Script/系统脚本/StatusEffectController.cs b/Assets/Scripts/系统脚本/StatusEffectController.cs
similarity index 87%
rename from Assets/Script/系统脚本/StatusEffectController.cs
rename to Assets/Scripts/系统脚本/StatusEffectController.cs
index 9a3d2a1..89ee05e 100644
--- a/Assets/Script/系统脚本/StatusEffectController.cs
+++ b/Assets/Scripts/系统脚本/StatusEffectController.cs
@@ -74,7 +74,7 @@ public class StatusEffectController : MonoBehaviour
private void LateUpdate()
{
- if (indicatorTransform == null)
+ if (stunIndicator == null || !IsStunned)
{
return;
}
@@ -94,7 +94,6 @@ public class StatusEffectController : MonoBehaviour
bounds.center.x,
bounds.max.y + indicatorHeight,
bounds.center.z);
-
}
private void EnsureIndicator()
@@ -104,7 +103,7 @@ public class StatusEffectController : MonoBehaviour
return;
}
- stunIndicator = Instantiate(stunIndicatorPrefab);
+ stunIndicator = Instantiate(stunIndicatorPrefab, transform);
stunIndicator.name = "StunIndicator_Particle";
indicatorTransform = stunIndicator.transform;
}
@@ -113,6 +112,12 @@ public class StatusEffectController : MonoBehaviour
{
if (stunIndicator != null)
{
+ ParticleSystem[] particleSystems = stunIndicator.GetComponentsInChildren(true);
+ foreach (ParticleSystem particleSystem in particleSystems)
+ {
+ particleSystem.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
+ }
+
Destroy(stunIndicator);
}
diff --git a/Assets/Script/系统脚本/StatusEffectController.cs.meta b/Assets/Scripts/系统脚本/StatusEffectController.cs.meta
similarity index 100%
rename from Assets/Script/系统脚本/StatusEffectController.cs.meta
rename to Assets/Scripts/系统脚本/StatusEffectController.cs.meta
diff --git a/Assets/Script/角色脚本.meta b/Assets/Scripts/角色脚本.meta
similarity index 100%
rename from Assets/Script/角色脚本.meta
rename to Assets/Scripts/角色脚本.meta
diff --git a/Assets/Script/角色脚本/MainCharacterCombat.cs b/Assets/Scripts/角色脚本/MainCharacterCombat.cs
similarity index 100%
rename from Assets/Script/角色脚本/MainCharacterCombat.cs
rename to Assets/Scripts/角色脚本/MainCharacterCombat.cs
diff --git a/Assets/Script/角色脚本/MainCharacterCombat.cs.meta b/Assets/Scripts/角色脚本/MainCharacterCombat.cs.meta
similarity index 100%
rename from Assets/Script/角色脚本/MainCharacterCombat.cs.meta
rename to Assets/Scripts/角色脚本/MainCharacterCombat.cs.meta
diff --git a/Assets/Script/角色脚本/MainCharacterDebugMovement.cs b/Assets/Scripts/角色脚本/MainCharacterDebugMovement.cs
similarity index 100%
rename from Assets/Script/角色脚本/MainCharacterDebugMovement.cs
rename to Assets/Scripts/角色脚本/MainCharacterDebugMovement.cs
diff --git a/Assets/Script/角色脚本/MainCharacterDebugMovement.cs.meta b/Assets/Scripts/角色脚本/MainCharacterDebugMovement.cs.meta
similarity index 100%
rename from Assets/Script/角色脚本/MainCharacterDebugMovement.cs.meta
rename to Assets/Scripts/角色脚本/MainCharacterDebugMovement.cs.meta
diff --git a/Assets/Script/角色脚本/SummonerClickMovement.cs b/Assets/Scripts/角色脚本/SummonerClickMovement.cs
similarity index 100%
rename from Assets/Script/角色脚本/SummonerClickMovement.cs
rename to Assets/Scripts/角色脚本/SummonerClickMovement.cs
diff --git a/Assets/Script/角色脚本/SummonerClickMovement.cs.meta b/Assets/Scripts/角色脚本/SummonerClickMovement.cs.meta
similarity index 100%
rename from Assets/Script/角色脚本/SummonerClickMovement.cs.meta
rename to Assets/Scripts/角色脚本/SummonerClickMovement.cs.meta
diff --git a/Assets/Script/角色脚本/UnitBase.cs b/Assets/Scripts/角色脚本/UnitBase.cs
similarity index 95%
rename from Assets/Script/角色脚本/UnitBase.cs
rename to Assets/Scripts/角色脚本/UnitBase.cs
index e73fe81..36c0c93 100644
--- a/Assets/Script/角色脚本/UnitBase.cs
+++ b/Assets/Scripts/角色脚本/UnitBase.cs
@@ -4,6 +4,13 @@ using UnityEngine;
[RequireComponent(typeof(StatusEffectController))]
public class UnitBase : MonoBehaviour
{
+ [Header("角色数据")]
+ [Tooltip("角色数据文件名(从 Resources/Data 加载),不填则使用 Inspector 中的默认值")]
+ public string characterDataName = "";
+
+ [Header("等级")]
+ [Tooltip("角色等级,用于从 CharacterData 读取对应等级的属性")]
+ public int level = 1;
//移动速度
public float speed = 5f;
@@ -134,6 +141,16 @@ public class UnitBase : MonoBehaviour
attackPower = attack;
speed = moveSpeed;
+ // 同步更新 NavMeshAgent 速度
+ if (navAgent == null)
+ {
+ navAgent = GetComponent();
+ }
+ if (navAgent != null)
+ {
+ navAgent.speed = moveSpeed;
+ }
+
if (worldHealthBar == null)
{
worldHealthBar = GetComponent();
@@ -157,6 +174,9 @@ public class UnitBase : MonoBehaviour
anchorPosition = transform.position;
anchorInitialized = true;
+ // 从 CharacterData 加载数值(如果配置了)
+ LoadCharacterData();
+
// 如果有 NavMeshAgent,配置它
if (navAgent != null)
{
@@ -174,6 +194,39 @@ public class UnitBase : MonoBehaviour
animator.applyRootMotion = true;
}
+ private void LoadCharacterData()
+ {
+ if (string.IsNullOrEmpty(characterDataName))
+ {
+ Debug.Log($"{gameObject.name}: 未配置 characterDataName,使用 Inspector 中的默认值");
+ return;
+ }
+
+ CharacterData characterData = Resources.Load($"Data/{characterDataName}");
+ if (characterData == null)
+ {
+ Debug.LogWarning($"{gameObject.name}: 未找到 CharacterData: Data/{characterDataName}");
+ return;
+ }
+
+ // 根据等级读取属性
+ float health = characterData.GetMaxHealth(level);
+ float attack = characterData.GetAttackPower(level);
+ float moveSpeed = characterData.GetMoveSpeed(level);
+
+ // 应用属性
+ attackPower = attack;
+ speed = moveSpeed;
+
+ if (worldHealthBar != null)
+ {
+ worldHealthBar.maxHealth = health;
+ worldHealthBar.currentHealth = health;
+ }
+
+ Debug.Log($"{gameObject.name} 从 CharacterData 初始化 (Level {level}): HP={health} ATK={attack} SPD={moveSpeed}");
+ }
+
private StatusEffectController EnsureStatusEffectController()
{
if (statusEffectController == null)
@@ -527,7 +580,7 @@ public class UnitBase : MonoBehaviour
}
float distance = Vector3.Distance(transform.position, opponent.transform.position);
- float buffer = 1.5f;
+ float buffer = 0.2f;
// 建筑目标:中心在模型内部,用碰撞体最近点计算到建筑表面的精确距离,缓冲小让单位贴近
if (opponent.CompareTag("Building"))
@@ -546,7 +599,7 @@ public class UnitBase : MonoBehaviour
// 攻击状态下增加容差,避免目标轻微移动导致状态频繁切换
if (state == State.Attack)
{
- buffer += 1.0f;
+ buffer += 0.5f;
}
// NavMeshAgent 会保持一定距离,所以增加额外的攻击范围缓冲
diff --git a/Assets/Script/角色脚本/UnitBase.cs.meta b/Assets/Scripts/角色脚本/UnitBase.cs.meta
similarity index 100%
rename from Assets/Script/角色脚本/UnitBase.cs.meta
rename to Assets/Scripts/角色脚本/UnitBase.cs.meta
diff --git a/Assets/Script/角色脚本/UnitTeam.cs b/Assets/Scripts/角色脚本/UnitTeam.cs
similarity index 100%
rename from Assets/Script/角色脚本/UnitTeam.cs
rename to Assets/Scripts/角色脚本/UnitTeam.cs
diff --git a/Assets/Script/角色脚本/UnitTeam.cs.meta b/Assets/Scripts/角色脚本/UnitTeam.cs.meta
similarity index 100%
rename from Assets/Script/角色脚本/UnitTeam.cs.meta
rename to Assets/Scripts/角色脚本/UnitTeam.cs.meta
diff --git a/Assets/TJGenerators.meta b/Assets/TJGenerators.meta
new file mode 100644
index 0000000..6507139
--- /dev/null
+++ b/Assets/TJGenerators.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: XHhN4y2qASmBbpBQ44ZCN9ybOrG/zJjHlI2HA+YiHFfZXJ2pCB8aAWs=
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TJGenerators/History.meta b/Assets/TJGenerators/History.meta
new file mode 100644
index 0000000..3544f44
--- /dev/null
+++ b/Assets/TJGenerators/History.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: CSgZtSn5USgcS221DEHU+V6tdqIEQi3PTbFJ9ilmLZajM4JSDgEs2tA=
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TJGenerators/History/Sprite_20261001_235832.png b/Assets/TJGenerators/History/Sprite_20261001_235832.png
new file mode 100644
index 0000000..046929a
Binary files /dev/null and b/Assets/TJGenerators/History/Sprite_20261001_235832.png differ
diff --git a/Assets/TJGenerators/History/Sprite_20261001_235832.png.meta b/Assets/TJGenerators/History/Sprite_20261001_235832.png.meta
new file mode 100644
index 0000000..9260873
--- /dev/null
+++ b/Assets/TJGenerators/History/Sprite_20261001_235832.png.meta
@@ -0,0 +1,166 @@
+fileFormatVersion: 2
+guid: WX8atX6tVC+Sh8zCOjX5JCwPGpV5CmyOaQKi1DsD4h4r3sjWeAs1x08=
+labels:
+- Session_c62d0e13-7f8c-4134-b89c-d609b8dff8a4
+- TuanjieAI
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+ buildTarget: WeixinMiniGame
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+ buildTarget: PlayableAds
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diff --git a/CODELY.md b/CODELY.md
index 2524890..a230af6 100644
--- a/CODELY.md
+++ b/CODELY.md
@@ -28,6 +28,8 @@
- [2026-09-29 22:28:50] 英雄复活后不寻敌问题:需要在ReviveHero()中调用unitBase.ResetAnchorPosition()重置锚点位置,否则returnToAnchorWhenIdle=true的英雄会尝试返回旧锚点位置导致卡住
- [2026-10-01 15:45:16] UnitBase动画速度问题:攻击时会设置animator.speed来调整攻击动画速度,但攻击结束后必须在Alert状态和ReturnToAnchor中重置为1.0,否则会导致后续移动动画变慢
- [2026-10-01 15:45:27] 投射物方向问题:使用transform.Translate(Vector3.forward)的投射物必须在Instantiate时计算正确的旋转Quaternion.LookRotation(direction),否则会朝默认方向飞行。已在UnitBase.FireProjectile和FireSkillProjectile中修复
+- [2026-10-02 00:03:51] Do NOT manually instantiate stun VFX in skill scripts like StoneGolemSkill.cs — UnitBase.ApplyAreaStun() handles it internally when the prefab reference is set in Inspector. Keep skill scripts minimal: just call ApplyAreaSkillDamage and ApplyAreaStun
+- [2026-10-02 00:03:51] UnitBase fields: use unit.Camp (property), unit.IsAlive (property), NOT unit.camp or unit.isAlive (do not exist). StatusEffectController is private — access stun logic through public UnitBase methods only
### Project
- [2026-08-28 14:26:56] 弓箭手远程箭矢的设计要求:保持发射时高度水平飞行,命中目标后直接结算伤害并销毁,不产生实体物理击退。**Why:** 当前玩法希望远程攻击是命中判定而非物理推动。**How to apply:** 后续调整箭矢、Projectile 或弓箭手攻击逻辑时保持这一行为。
@@ -102,7 +104,8 @@
- [2026-09-26 19:59:00] 2026-09-26 用户反馈第一关波次问题待修:敌人生成位置过靠前,需要移到摄像机视野外再走入;己方英雄击杀目标后会原地待机而不回初始位置,并偶发无播放移动动画却发生平移,疑似 UnitBase 状态切换/NavMeshAgent 与 root motion 协调问题。
- [2026-09-26 23:03:24] 2026-09-26 弓箭手走路动画变慢修复:Assets/Prefabs/第一章/弓箭手.prefab 的 Animator applyRootMotion 已对齐为 true;UnitBase.FinishAttack() 改为攻击结束强制 animator.speed=1,避免攻击动画按 attackDuration 调速后污染走路动画;StatusEffectController 眩晕结束恢复 UnitBase.AttackSpeedMultiplier 或无 UnitBase 时恢复1。编辑态编译通过,尚未自动进入 Play Mode 验证。
- [2026-09-26 23:25:29] 2026-09-26 角色生成统一规则:波次小怪采用简洁Q版低模模型,与玩家收集型英雄区分;必须严格正面/A-Pose、头部独立于躯干且保留短脖子、头/躯干/双臂/双腿/双脚彼此分离、关节清晰以便Mixamo绑定;角色图片不生成武器,武器由Unity单独挂载;角色使用主体色+少量识别色并保持清晰辨识度,地面和背景低饱和低对比度。玩家可收集卡牌角色沿用同一套结构约束(正面/A-Pose、独立头颈、分离四肢、无内置武器、角色与环境有辨识度),但使用正常/英雄比例,不采用Q版比例。
-- [2026-09-27 08:51:19] 2026-09-27 CharacterData 已规范为仅保存角色静态配置:characterId、characterName、description、cardIcon、unitPrefab、基础生命/攻击/移速和升级成长;已移除 manaCost、cooldownTime、productionInterval、buildingCost。新增 Assets/Resources/PlayerData.schema.md 说明 PlayerData.json 字段。PlayerDataManager 从本地 PlayerData.json 读取解锁角色、等级、星级和当前卡组,未来可替换为 Java 接口响应。第一章英雄基础数值已提高到明显强于普通小兵:人类士兵300/42、弓箭手220/55、盾卫700/30、法师240/100、精锐士兵520/78;小兵为城堡蓝卫Q170/22、城堡弓童150/28、城堡金盾卫360/36。编辑态编译通过。
+- [2026-10-02 10:02:58] 塔防版角色基础数值:第一章英雄为人类士兵300/42、弓箭手220/55、盾卫700/30、法师240/100、精锐士兵520/78;小兵为城堡蓝卫170/22、城堡弓童150/28、城堡金盾卫360/36。城堡蓝卫的 CharacterData 资源名为 `城堡蓝卫Data`,Prefab 的 `characterDataName` 必须与之完全一致。
+
- [2026-09-27 15:24:49] 2026-09-27 战斗平衡规则补充:角色命中获得的技能能量/技能点应按各自技能强度单独平衡,不应统一设置;第一版可先用近似基准值跑通玩法,后续专门再平衡。用户倾向卡牌英雄初始普攻速度彼此接近(类似 MOBA 英雄起始攻速),英雄差异主要由技能机制及其充能效率体现。
- [2026-09-29 17:03:15] 英雄死亡复活系统已完成:友方英雄 WorldHealthBar.canRevive=true 防止销毁,HeroCardUI 显示20秒倒计时和广告复活按钮(2次/局),复活后满血回到出生位置
- [2026-09-29 17:03:15] 召唤师技能系统已完成:技能1群体治疗(CD 20秒,回血100),技能2全屏AOE(CD 20秒,伤害80),UI显示冷却倒计时
@@ -114,6 +117,11 @@
- [2026-09-29 23:09:29] 敌人寻敌距离:所有敌人生成脚本(WaveSpawner、DefenseWaveLevelController、EnemyCastleAI、CastleSpawnManager)在生成敌人后设置detectionRange=100f,友方英雄保持默认30f
- [2026-10-01 15:45:40] Projectile脚本支持可选爆炸效果:添加了public GameObject explosionPrefab字段,命中时如果不为null则在碰撞位置生成爆炸特效
- [2026-10-01 15:45:51] PlayerDataManager需要设置localPlayerJson引用到Resources/PlayerData.json才能正确读取保存的数据,已在FormationTest和DefenseTest场景中配置
+- [2026-10-01 22:56:36] 2026-10-01 GUID灾难修复:脚本移动时漏带.cs.meta导致全项目引用断裂。修复方法——用 AssetDatabase.FindAssets 取回Unity认可的真实GUID(注意.meta文件里团结引擎存的是加密串,不可直接用),再sed批量替换asset中的旧GUID;Prefab/场景则用 GameObjectUtility.RemoveMonoBehavioursWithMissingScript 清理后按规则重新 AddComponent。
+- [2026-10-01 22:56:51] 塔防版角色攻击参数基准(2026-10-01 重建后设定):近战英雄 attackRange=1,小怪/石巨人=1.5,远程(弓箭手/法师/城堡弓童/弓箭猎人)=6 且 attackType=RangedProjectile;全体 detectionRange=30。远程发射点统一为根节点下独立空物体 AttackPos,localPosition=(0,1.2,0.5),不挂骨骼以免继承动画旋转。
+- [2026-10-01 22:57:06] UnitBase.IsWithinAttackReach 攻击缓冲:基础 buffer=0.2,攻击状态下再 +0.5 防状态抖动(UnitBase.cs 约530行)。buffer 过大会造成"隔空对打"——1.5 时近战实际在2.5米外就开打。
+- [2026-10-01 22:57:19] DefenseWaveLevelController 生成小怪时必须显式设置 UnitTeam.teamId=1(仅设 tag="Enemy" 不够),否则 Prefab 上默认 teamId=0 会让小怪被当成友军,双方都不交战。场景中该组件的 enemyPrefabs 列表需配 4 项:castle_blue_guard_q/castle_archer/castle_gold_guard/蓝角蛮卒。
+- [2026-10-02 00:03:51] Stone Golem stun VFX prefab path: Assets/Prefabs/特效/眩晕头顶星星/眩晕星星粒子.prefab — already exists, should be referenced in Stone Golem prefab Inspector for ApplyAreaStun to work
### Reference
- [2026-09-09 12:23:17] 飞行物脚本 Projectile.cs 负责锁敌追踪、碰撞检测和伤害结算。箭矢预制体 ArrowProjectile_White.prefab 已配置 Projectile 组件和 CapsuleCollider(Is Trigger)。远程单位需在攻击动画松弦帧添加 OnAttackEffect Event,并在 UnitBase 中设置 attackType=RangedProjectile、projectilePrefab、projectileSpawnPoint。