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b/Assets/Prefabs/特效/地裂特效.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: XixOsi+oVijkVrys2K8gqJ960N8jx0wL2eEPFzTKfkE2e3vlzJ14oF4= +guid: DCsY4S+sBnum3i1Eb3uYG4as16UMNgyeFe2RotNaqvNYbbmHWd1b0d0= folderAsset: yes DefaultImporter: externalObjects: {} 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 new file mode 100644 index 0000000..f9aa771 --- /dev/null +++ b/Assets/Prefabs/特效/地裂特效/GroundCrack.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: DXxL4X6qAS1pyeIekFB3c8F3XmQpo2uYPNg24ovJBEbnSIa59V1NeRM= +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prefabs/特效/地裂特效/GroundCrack.mat b/Assets/Prefabs/特效/地裂特效/GroundCrack.mat new file mode 100644 index 0000000..0be5112 --- /dev/null +++ b/Assets/Prefabs/特效/地裂特效/GroundCrack.mat @@ -0,0 +1,92 @@ +%YAML 1.1 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_SrcBlend: 1 + - _UVSec: 0 + - _ZWrite: 1 + m_Colors: + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _CrackColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _GlowColor: {r: 1, g: 0.2999999, b: 0, a: 0.007843138} + m_BuildTextureStacks: [] diff --git a/Assets/Prefabs/特效/地裂特效/GroundCrack.mat.meta b/Assets/Prefabs/特效/地裂特效/GroundCrack.mat.meta new file mode 100644 index 0000000..2bcdd11 --- /dev/null +++ b/Assets/Prefabs/特效/地裂特效/GroundCrack.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: C38esyv4Vi2PdbdrJZLjY+D9j8t9V93GLeVD0sV5G0ZKyfp4OyXZwFQ= +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: 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 --- /dev/null +++ b/Assets/Prefabs/特效/地裂特效/GroundCrack.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: DCtNty+uVn0cPTAgv/9mySzi9I5dHxiqG81otGYDd9CnQ4YLxIgL8xQ= +ShaderImporter: + externalObjects: {} + defaultTextures: [] 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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 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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 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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 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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 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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 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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 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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 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weights: [] + secondaryTextures: [] + nameFileIdTable: {} + mipmapLimitGroupName: + pSDRemoveMatte: 0 + doOverrideTextureManagerOperations: 0 + platformOperationGroupSettings: + userData: + assetBundleName: + assetBundleVariant: 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。