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
1 parent 8d58c2223c
commit 11f1af357d
191 files changed
+2315 -1539

No files matched your search

@@ -0,0 +1,69 @@
using UnityEngine;
public class StoneGolemSkill : UnitSkill
{
[Header("地裂参数")]
[Min(0f)]
public float skillDamage = 110f;
[Min(0.1f)]
public float skillRadius = 2f;
[Min(0f)]
public float stunDuration = 1f;
[Header("技能动画")]
[Min(0f)]
public float skillAnimationDuration = 0f;
[Header("特效")]
public GameObject shockwaveEffectPrefab;
private bool isSkillReady;
public override void ReleaseSkill()
{
if (unit == null)
{
return;
}
unit.FaceCurrentTarget(0f);
isSkillReady = true;
unit.PlaySkillAnimation(OnSkillFinished, skillAnimationDuration);
}
// 添加到地裂技能动画的命中帧;在命中帧结算伤害和眩晕。
public void OnSkillHit1()
{
if (!isSkillReady)
{
return;
}
// 生成扩散光圈特效
if (shockwaveEffectPrefab != null)
{
Vector3 effectPosition = unit.transform.position;
var effectObj = Instantiate(shockwaveEffectPrefab, effectPosition, shockwaveEffectPrefab.transform.rotation);
// 可选:动态配置特效参数(不配置则使用Prefab默认值)
var effect = effectObj.GetComponent<ShockwaveEffect>();
if (effect != null)
{
// 根据技能范围动态设置扩散半径
effect.overrideRadius = skillRadius;
// 可以设置颜色,例如:effect.overrideColor = new Color(1f, 0.8f, 0.2f, 1f);
}
}
unit.ApplyAreaSkillDamage(skillRadius, skillDamage, false);
unit.ApplyAreaStun(skillRadius, stunDuration);
isSkillReady = false;
}
private void OnSkillFinished()
{
isSkillReady = false;
}
}