根据提供的code differences信息,由于没有具体的代码变更内容,我将生成一个通用的commit message模板:

```
docs(readme): 更新文档说明

- 添加项目使用指南
- 完善API接口说明
- 修正错误的配置示例
```

注意:由于您提供的code differences部分为空,以上是一个示例模板。当您有具体的代码变更时,请提供详细的变更内容以便生成更准确的commit message。
This commit is contained in:
huadexuan committed 2026-10-02 10:04:12 +08:00
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commit 11f1af357d
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+2315 -1539

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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/// <summary>
/// 战斗场景的出战生成:开战前按阵型数据在对应格位生成英雄。
/// 优先使用阵型编排场景保存的数据;没有编排数据时按名单使用默认阵型(近战前排 / 远程后排)。
/// </summary>
public class BattleFormationSpawner : MonoBehaviour
{
[Header("出战英雄名单(没有编排数据时的默认来源)")]
public HeroRoster roster;
[Header("生成到哪个父节点(留空则放在场景根)")]
public Transform heroParent;
[Header("玩家阵营 ID")]
public int playerTeamId = 0;
private void Start()
{
spawnedHeroCount = 0; // 重置计数器
SpawnHeroes();
}
private void SpawnHeroes()
{
// 1. 优先从 PlayerData.json 读取保存的阵型
if (PlayerDataManager.Instance != null)
{
SavedFormationData formationData = PlayerDataManager.Instance.LoadFormation();
if (formationData != null && formationData.characterIds != null && formationData.characterIds.Length > 0)
{
Debug.Log($"从 PlayerData.json 加载阵型,共 {formationData.characterIds.Length} 个英雄");
SpawnFromSavedFormation(formationData);
return;
}
}
// 2. 回退到 FormationData(场景间临时传递的数据)
if (FormationData.HasCustomFormation
&& FormationData.HeroPrefabs != null
&& FormationData.HeroPrefabs.Length > 0)
{
for (int i = 0; i < FormationData.HeroPrefabs.Length; i++)
{
int cell = i < FormationData.CellIndices.Length ? FormationData.CellIndices[i] : -1;
if (FormationData.HeroPrefabs[i] == null || !DeployGrid.IsValidIndex(cell))
{
continue;
}
Spawn(FormationData.HeroPrefabs[i], cell);
}
return;
}
// 3. 没有任何编排数据:使用默认阵型
SpawnDefaultFormation();
}
/// <summary>
/// 从保存的阵型数据生成英雄
/// </summary>
private void SpawnFromSavedFormation(SavedFormationData formationData)
{
for (int i = 0; i < formationData.characterIds.Length; i++)
{
string characterId = formationData.characterIds[i];
int cell = i < formationData.cellIndices.Length ? formationData.cellIndices[i] : -1;
if (string.IsNullOrEmpty(characterId) || !DeployGrid.IsValidIndex(cell))
{
continue;
}
// 根据 characterId 找到对应的 Prefab
GameObject prefab = FindPrefabByCharacterId(characterId);
if (prefab != null)
{
Spawn(prefab, cell);
}
else
{
Debug.LogWarning($"未找到 characterId={characterId} 对应的 Prefab");
}
}
}
/// <summary>
/// 根据 characterId 查找对应的 Prefab
/// </summary>
private GameObject FindPrefabByCharacterId(string characterId)
{
var allData = Resources.LoadAll<CharacterData>("Data");
foreach (var data in allData)
{
if (data.characterId == characterId)
{
return data.unitPrefab;
}
}
return null;
}
private void SpawnDefaultFormation()
{
if (roster == null || roster.heroes == null) return;
int meleeTotal = 0, rangedTotal = 0;
foreach (HeroEntry entry in roster.heroes)
{
if (entry == null) continue;
if (entry.isMelee) meleeTotal++; else rangedTotal++;
}
var used = new HashSet<int>();
int meleeIndex = 0, rangedIndex = 0;
foreach (HeroEntry entry in roster.heroes)
{
if (entry == null || entry.prefab == null) continue;
int cell = entry.isMelee
? DeployGrid.DefaultCell(true, meleeIndex++, meleeTotal)
: DeployGrid.DefaultCell(false, rangedIndex++, rangedTotal);
if (used.Contains(cell))
{
cell = NextFreeCell(cell, used);
}
if (cell < 0) continue;
used.Add(cell);
Spawn(entry.prefab, cell);
}
}
private static int NextFreeCell(int from, HashSet<int> used)
{
for (int i = 0; i < DeployGrid.CellCount; i++)
{
int candidate = (from + i) % DeployGrid.CellCount;
if (!used.Contains(candidate)) return candidate;
}
return -1;
}
private int spawnedHeroCount = 0; // 记录已生成英雄数量(改为实例变量)
private void Spawn(GameObject prefab, int cell)
{
CharacterData characterData = FindCharacterDataForPrefab(prefab);
Vector3 spawnPos = DeployGrid.CellPosition(cell);
GameObject unit = Instantiate(prefab, spawnPos, Quaternion.identity);
unit.name = "英雄_" + prefab.name;
if (heroParent != null)
{
unit.transform.SetParent(heroParent, true);
}
UnitTeam team = unit.GetComponent<UnitTeam>();
if (team != null)
{
team.teamId = playerTeamId;
}
UnitBase unitBase = unit.GetComponent<UnitBase>();
if (unitBase != null)
{
unitBase.returnToAnchorWhenIdle = true;
unitBase.anchorArrivalDistance = 0.35f;
}
if (characterData != null && unitBase != null)
{
PlayerCharacterData playerData = PlayerDataManager.Instance != null
? PlayerDataManager.Instance.GetCharacterData(characterData.characterId)
: null;
int level = playerData != null ? playerData.level : 1;
unitBase.InitializeFromPlayerData(
characterData.GetMaxHealth(level),
characterData.GetAttackPower(level),
characterData.GetMoveSpeed(level));
}
// 设置友方英雄可复活
WorldHealthBar healthBar = unit.GetComponent<WorldHealthBar>();
if (healthBar != null && playerTeamId == 0)
{
healthBar.canRevive = true;
}
// 绑定到英雄卡片UI
BindHeroToCard(unit, characterData, spawnPos);
}
private void BindHeroToCard(GameObject heroUnit, CharacterData characterData, Vector3 spawnPos)
{
if (spawnedHeroCount >= 5)
{
Debug.LogWarning($"已达到最大英雄数量5,跳过绑定 {heroUnit.name}");
return; // 最多5个英雄
}
// 查找 TowerDefenseCanvas
GameObject canvasObj = GameObject.Find("TowerDefenseCanvas");
if (canvasObj == null)
{
Debug.LogError("BindHeroToCard: 未找到 TowerDefenseCanvas");
return;
}
Transform heroPanel = canvasObj.transform.Find("BottomUI/HeroCardsPanel");
if (heroPanel == null)
{
Debug.LogError("BindHeroToCard: 未找到 BottomUI/HeroCardsPanel");
return;
}
string cardName = $"HeroCard{spawnedHeroCount + 1}";
Transform cardObj = heroPanel.Find(cardName);
if (cardObj == null)
{
Debug.LogError($"BindHeroToCard: 未找到 {cardName}");
return;
}
HeroCardUI heroCardUI = cardObj.GetComponent<HeroCardUI>();
if (heroCardUI == null)
{
Debug.LogError($"BindHeroToCard: {cardName} 缺少 HeroCardUI 组件");
return;
}
// 获取英雄单位组件
UnitBase unitBase = heroUnit.GetComponent<UnitBase>();
if (unitBase == null)
{
Debug.LogError($"BindHeroToCard: {heroUnit.name} 缺少 UnitBase 组件");
return;
}
// 加载对应的头像
UnityEngine.Sprite icon = characterData != null ? characterData.cardIcon : null;
// 绑定英雄到卡片
heroCardUI.SetHero(unitBase, icon, spawnPos);
spawnedHeroCount++;
Debug.Log($"✅ {cardName} 已绑定英雄: {heroUnit.name}(第 {spawnedHeroCount} 个)");
}
private CharacterData FindCharacterDataForPrefab(GameObject prefab)
{
if (prefab == null) return null;
return Resources.LoadAll<CharacterData>("Data")
.FirstOrDefault(data => data != null && data.unitPrefab == prefab);
}
}
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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;
return cards[Random.Range(0, validCount)];
}
private bool SpawnBlueUnit(CharacterData data, Vector3 position, Quaternion rotation)
{
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;
}
}
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public class DefenseWaveLevelController : MonoBehaviour
{
[System.Serializable]
private class LevelWaveFile
{
public string levelId;
public string levelName;
public WaveEntry[] waves;
}
[System.Serializable]
private class WaveEntry
{
public int waveIndex;
public float restBeforeWave = 2f;
public float spawnInterval = 1f;
public string[] enemyIds;
public int[] counts;
public float[] spawnX;
}
[System.Serializable]
public class EnemyPrefabEntry
{
public string id;
public GameObject prefab;
}
[Header("关卡 JSON")]
public TextAsset levelJson;
[Header("JSON enemyId 对应 Prefab")]
public EnemyPrefabEntry[] enemyPrefabs;
[Header("自动模拟")]
public bool autoStart = true;
public float spawnZ = 20f; // 敌人生成的Z位置
public float spawnY = 0.16f;
public float waveCompleteDelay = 3f;
private LevelWaveFile level;
private readonly List<GameObject> activeEnemies = new List<GameObject>();
private Slider progressSlider;
private Text progressText;
private int currentWaveIndex = -1;
private int totalEnemies;
private int defeatedEnemies;
private void Start()
{
if (!LoadLevel()) return;
CreateProgressBar();
if (autoStart) StartCoroutine(RunLevel());
}
private bool LoadLevel()
{
if (levelJson == null)
{
Debug.LogError("DefenseWaveLevelController: 未配置关卡 JSON。");
return false;
}
level = JsonUtility.FromJson<LevelWaveFile>(levelJson.text);
if (level == null || level.waves == null || level.waves.Length == 0)
{
Debug.LogError("DefenseWaveLevelController: JSON 没有有效波次。");
return false;
}
totalEnemies = level.waves.Sum(w => TotalCount(w));
defeatedEnemies = 0;
return true;
}
private IEnumerator RunLevel()
{
for (int i = 0; i < level.waves.Length; i++)
{
currentWaveIndex = i;
var wave = level.waves[i];
yield return new WaitForSeconds(Mathf.Max(0f, wave.restBeforeWave));
yield return SpawnWave(wave);
yield return WaitForWaveCleared();
yield return new WaitForSeconds(Mathf.Max(0f, waveCompleteDelay));
}
UpdateProgress(level.waves.Length, level.waves.Length, "通关");
Debug.Log("DefenseWaveLevelController: 第一关波次全部完成。");
}
private IEnumerator SpawnWave(WaveEntry wave)
{
int total = TotalCount(wave);
int spawned = 0;
UpdateProgress(wave.waveIndex, level.waves.Length, $"第 {wave.waveIndex} 波 0/{total}");
for (int typeIndex = 0; typeIndex < wave.enemyIds.Length; typeIndex++)
{
var prefab = FindPrefab(wave.enemyIds[typeIndex]);
if (prefab == null) continue;
int count = wave.counts != null && typeIndex < wave.counts.Length ? wave.counts[typeIndex] : 0;
for (int i = 0; i < count; i++)
{
float x = wave.spawnX != null && wave.spawnX.Length > 0
? wave.spawnX[(spawned) % wave.spawnX.Length]
: (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<UnitTeam>();
if (enemyTeam == null) enemyTeam = enemy.AddComponent<UnitTeam>();
enemyTeam.teamId = 1;
// 增大敌人的寻敌距离
UnitBase unitBase = enemy.GetComponent<UnitBase>();
if (unitBase != null)
{
unitBase.detectionRange = 100f; // 从默认30增加到100
}
ApplyCharacterData(enemy, wave.enemyIds[typeIndex]);
activeEnemies.Add(enemy);
spawned++;
UpdateProgress(wave.waveIndex, level.waves.Length, $"第 {wave.waveIndex} 波 {spawned}/{total}");
yield return new WaitForSeconds(Mathf.Max(0.1f, wave.spawnInterval));
}
}
}
private IEnumerator WaitForWaveCleared()
{
while (true)
{
for (int i = activeEnemies.Count - 1; i >= 0; i--)
{
var enemy = activeEnemies[i];
if (enemy == null || !enemy.activeInHierarchy)
{
activeEnemies.RemoveAt(i);
defeatedEnemies++;
}
}
if (activeEnemies.Count == 0) yield break;
yield return new WaitForSeconds(0.25f);
}
}
private void ApplyCharacterData(GameObject enemy, string characterId)
{
// 从所有 CharacterData 中按 characterId 字段查找,而不是按文件名
var allData = Resources.LoadAll<CharacterData>("Data");
CharacterData data = null;
foreach (var d in allData)
{
if (d != null && d.characterId == characterId)
{
data = d;
break;
}
}
var unit = enemy.GetComponent<UnitBase>();
if (data == null)
{
Debug.LogWarning($"ApplyCharacterData: 找不到 characterId={characterId} 的 CharacterData");
return;
}
if (unit == null) return;
unit.InitializeFromPlayerData(data.GetMaxHealth(1), data.GetAttackPower(1), data.GetMoveSpeed(1));
}
private int TotalCount(WaveEntry wave)
{
if (wave == null || wave.counts == null) return 0;
return wave.counts.Sum(c => Mathf.Max(0, c));
}
private GameObject FindPrefab(string id)
{
if (enemyPrefabs == null) return null;
var entry = enemyPrefabs.FirstOrDefault(e => e != null && e.id == id);
if (entry == null || entry.prefab == null)
{
Debug.LogError("DefenseWaveLevelController: 找不到小怪 Prefab: " + id);
return null;
}
return entry.prefab;
}
private void CreateProgressBar()
{
var canvasObject = new GameObject("WaveProgressHUD", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
var canvas = canvasObject.GetComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 500;
var root = canvasObject.GetComponent<RectTransform>();
var panel = new GameObject("WaveProgressPanel", typeof(RectTransform), typeof(Image));
panel.transform.SetParent(root, false);
var panelRect = panel.GetComponent<RectTransform>();
panelRect.anchorMin = new Vector2(0.5f, 1f);
panelRect.anchorMax = new Vector2(0.5f, 1f);
panelRect.pivot = new Vector2(0.5f, 1f);
panelRect.anchoredPosition = new Vector2(0f, -20f);
panelRect.sizeDelta = new Vector2(420f, 64f);
panel.GetComponent<Image>().color = new Color(0f, 0f, 0f, 0.45f);
var sliderObject = new GameObject("WaveProgress", typeof(RectTransform), typeof(Slider));
sliderObject.transform.SetParent(panel.transform, false);
var sliderRect = sliderObject.GetComponent<RectTransform>();
sliderRect.anchorMin = new Vector2(0.5f, 0f);
sliderRect.anchorMax = new Vector2(0.5f, 0f);
sliderRect.pivot = new Vector2(0.5f, 0f);
sliderRect.anchoredPosition = new Vector2(0f, 10f);
sliderRect.sizeDelta = new Vector2(360f, 16f);
progressSlider = sliderObject.GetComponent<Slider>();
progressSlider.minValue = 0f;
progressSlider.maxValue = 1f;
progressSlider.value = 0f;
progressSlider.interactable = false;
var textObject = new GameObject("WaveProgressText", typeof(RectTransform), typeof(Text));
textObject.transform.SetParent(panel.transform, false);
var textRect = textObject.GetComponent<RectTransform>();
textRect.anchorMin = new Vector2(0.5f, 1f);
textRect.anchorMax = new Vector2(0.5f, 1f);
textRect.pivot = new Vector2(0.5f, 1f);
textRect.anchoredPosition = new Vector2(0f, -8f);
textRect.sizeDelta = new Vector2(390f, 28f);
progressText = textObject.GetComponent<Text>();
progressText.alignment = TextAnchor.MiddleCenter;
progressText.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
progressText.fontSize = 18;
progressText.color = Color.white;
}
private void UpdateProgress(int waveNumber, int waveCount, string text)
{
if (progressSlider != null)
{
float defeatedRatio = totalEnemies > 0 ? (float)defeatedEnemies / totalEnemies : 0f;
progressSlider.value = Mathf.Clamp01((waveNumber - 1 + defeatedRatio) / Mathf.Max(1, waveCount));
}
if (progressText != null) progressText.text = text;
}
}
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using System.Collections.Generic;
using UnityEngine;
public class LevelWaveManager : MonoBehaviour
{
[Header("关卡配置")]
public TextAsset levelConfigJson;
[Header("资源引用")]
public Transform playerTransform;
private LevelConfig levelConfig;
private List<GameObject> waveSpawners = new List<GameObject>();
private Dictionary<string, CharacterData> characterDataCache = new Dictionary<string, CharacterData>();
private void Start()
{
if (playerTransform == null)
{
var mainChar = FindObjectOfType<MainCharacterCombat>();
if (mainChar != null)
{
playerTransform = mainChar.transform;
}
}
if (levelConfigJson != null)
{
LoadLevelConfig();
CreateWaveSpawners();
}
else
{
Debug.LogError("LevelWaveManager: 未配置关卡 JSON 文件!");
}
}
private void LoadLevelConfig()
{
try
{
levelConfig = JsonUtility.FromJson<LevelConfig>(levelConfigJson.text);
Debug.Log($"加载关卡配置:{levelConfig.levelName},共 {levelConfig.waves.Length} 波");
}
catch (System.Exception e)
{
Debug.LogError($"解析关卡配置失败:{e.Message}");
}
}
private void CreateWaveSpawners()
{
if (levelConfig == null || levelConfig.waves == null)
{
return;
}
foreach (var waveConfig in levelConfig.waves)
{
GameObject spawnerObj = new GameObject($"WaveSpawner_Wave{waveConfig.waveIndex}");
spawnerObj.transform.SetParent(transform);
spawnerObj.transform.position = new Vector3(0, 0, waveConfig.triggerZPosition + 5f); // 生成点在触发点后方5米
WaveSpawner spawner = spawnerObj.AddComponent<WaveSpawner>();
spawner.triggerZPosition = waveConfig.triggerZPosition;
spawner.autoStart = false;
// 构建 WaveSpawner.Wave 数据
WaveSpawner.Wave wave = new WaveSpawner.Wave();
wave.waveName = $"第{waveConfig.waveIndex}波";
List<GameObject> enemyPrefabs = new List<GameObject>();
List<Vector3> spawnPositions = new List<Vector3>();
foreach (var enemyConfig in waveConfig.enemies)
{
CharacterData characterData = LoadCharacterData(enemyConfig.characterDataId);
if (characterData == null)
{
Debug.LogError($"找不到角色数据:{enemyConfig.characterDataId}");
continue;
}
// 根据配置生成多个敌人
for (int i = 0; i < enemyConfig.count; i++)
{
enemyPrefabs.Add(characterData.unitPrefab);
Vector3 spawnPos = (i < enemyConfig.spawnPositions.Length)
? enemyConfig.spawnPositions[i]
: new Vector3(i * 2f, 0, 0); // 默认横向排列
spawnPositions.Add(spawnPos);
}
}
wave.enemyPrefabs = enemyPrefabs.ToArray();
wave.spawnPositions = spawnPositions.ToArray();
wave.spawnDelay = 0.5f;
spawner.waves = new WaveSpawner.Wave[] { wave };
waveSpawners.Add(spawnerObj);
Debug.Log($"创建 WaveSpawner:波次{waveConfig.waveIndex},触发位置 Z={waveConfig.triggerZPosition},敌人数量={enemyPrefabs.Count}");
}
}
private CharacterData LoadCharacterData(string characterDataId)
{
if (characterDataCache.ContainsKey(characterDataId))
{
return characterDataCache[characterDataId];
}
CharacterData data = Resources.Load<CharacterData>($"Data/{characterDataId}");
if (data != null)
{
characterDataCache[characterDataId] = data;
}
return data;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WaveSpawner : MonoBehaviour
{
[System.Serializable]
public class Wave
{
public string waveName = "第一波";
public GameObject[] enemyPrefabs;
public Vector3[] spawnPositions;
public float spawnDelay = 0.5f;
}
[Header("波次配置")]
public Wave[] waves;
[Header("触发设置")]
public float triggerZPosition = 20f;
public bool autoStart = false;
private int currentWave = 0;
private bool waveStarted = false;
private bool waveCompleted = false;
private List<GameObject> activeEnemies = new List<GameObject>();
private Transform player;
private void Start()
{
player = GameObject.FindGameObjectWithTag("Player")?.transform;
if (player == null)
{
player = FindObjectOfType<MainCharacterCombat>()?.transform;
}
if (autoStart)
{
StartWave();
}
}
private void Update()
{
if (!waveStarted && !waveCompleted && player != null)
{
if (player.position.z >= triggerZPosition)
{
StartWave();
}
}
if (waveStarted && !waveCompleted)
{
CleanupDestroyedEnemies();
if (activeEnemies.Count == 0)
{
CompleteWave();
}
}
}
private void StartWave()
{
if (currentWave >= waves.Length)
{
return;
}
waveStarted = true;
StartCoroutine(SpawnWave(waves[currentWave]));
}
private IEnumerator SpawnWave(Wave wave)
{
Debug.Log($"开始生成:{wave.waveName}");
int count = Mathf.Min(wave.enemyPrefabs.Length, wave.spawnPositions.Length);
for (int i = 0; i < count; i++)
{
if (wave.enemyPrefabs[i] != null)
{
Vector3 spawnPos = transform.position + wave.spawnPositions[i];
GameObject enemy = Instantiate(wave.enemyPrefabs[i], spawnPos, Quaternion.identity);
enemy.tag = "Enemy";
activeEnemies.Add(enemy);
Debug.Log($"生成敌人:{enemy.name} 位置={spawnPos}");
yield return new WaitForSeconds(wave.spawnDelay);
}
}
}
private void CleanupDestroyedEnemies()
{
activeEnemies.RemoveAll(enemy => enemy == null);
}
private void CompleteWave()
{
waveCompleted = true;
Debug.Log($"完成:{waves[currentWave].waveName}");
}
public void NextWave()
{
currentWave++;
waveStarted = false;
waveCompleted = false;
activeEnemies.Clear();
}
}
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