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:
1 parent
8d58c2223c
commit
11f1af357d
191 files changed
+2315
-1539
No files matched your search
@@ -0,0 +1,137 @@
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// AI 召唤师控制器:自动召唤单位攻击玩家
|
||||
/// </summary>
|
||||
public class AISummoner : MonoBehaviour
|
||||
{
|
||||
[Header("AI 配置")]
|
||||
[Tooltip("召唤间隔(秒)")]
|
||||
[Min(1f)]
|
||||
public float summonInterval = 3f;
|
||||
|
||||
[Tooltip("随机偏移范围(秒),避免太规律")]
|
||||
[Min(0f)]
|
||||
public float summonRandomOffset = 1f;
|
||||
|
||||
[Tooltip("AI 难度:召唤CD缩放(越小越快)")]
|
||||
[Range(0.5f, 2f)]
|
||||
public float difficultyScale = 1f;
|
||||
|
||||
[Header("能量管理")]
|
||||
[Tooltip("AI 初始能量")]
|
||||
[Min(0)]
|
||||
public int startingMana = 150;
|
||||
|
||||
[Tooltip("AI 是否使用无限能量")]
|
||||
public bool unlimitedMana = false;
|
||||
|
||||
private MainCharacterCombat combat;
|
||||
private ManaSystem manaSystem;
|
||||
private float summonCooldown;
|
||||
private bool isActive;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
combat = GetComponent<MainCharacterCombat>();
|
||||
if (combat == null)
|
||||
{
|
||||
Debug.LogError($"[AISummoner] {name} 缺少 MainCharacterCombat 组件!");
|
||||
enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
manaSystem = FindObjectOfType<ManaSystem>();
|
||||
if (manaSystem == null)
|
||||
{
|
||||
Debug.LogWarning($"[AISummoner] 场景中没有 ManaSystem,AI 将无法检查能量");
|
||||
}
|
||||
|
||||
// 初始延迟,避免开局立刻召唤
|
||||
summonCooldown = summonInterval * difficultyScale;
|
||||
isActive = true;
|
||||
|
||||
Debug.Log($"[AISummoner] {name} AI 初始化完成,召唤间隔: {summonInterval}s");
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!isActive) return;
|
||||
|
||||
// AI 被眩晕时停止召唤
|
||||
if (combat.IsStunned) return;
|
||||
|
||||
summonCooldown -= Time.deltaTime;
|
||||
if (summonCooldown <= 0f)
|
||||
{
|
||||
TrySummon();
|
||||
ResetCooldown();
|
||||
}
|
||||
}
|
||||
|
||||
private void TrySummon()
|
||||
{
|
||||
// 随机选择一个可召唤的角色槽位(1-5)
|
||||
var characters = combat.summonableCharacters;
|
||||
if (characters == null || characters.Length == 0)
|
||||
{
|
||||
Debug.LogWarning($"[AISummoner] {name} 没有可召唤的角色");
|
||||
return;
|
||||
}
|
||||
|
||||
// 过滤出有效的角色数据
|
||||
int[] validSlots = new int[characters.Length];
|
||||
int validCount = 0;
|
||||
|
||||
for (int i = 0; i < characters.Length; i++)
|
||||
{
|
||||
if (characters[i] != null && characters[i].unitPrefab != null)
|
||||
{
|
||||
validSlots[validCount++] = i + 1;
|
||||
}
|
||||
}
|
||||
|
||||
if (validCount == 0)
|
||||
{
|
||||
// 没有可召唤的角色(能量不足或没有有效角色)
|
||||
return;
|
||||
}
|
||||
|
||||
// 随机选择一个有效槽位
|
||||
int randomIndex = Random.Range(0, validCount);
|
||||
int selectedSlot = validSlots[randomIndex];
|
||||
|
||||
// 执行召唤(使用 MainCharacterCombat.RequestSummon)
|
||||
bool success = combat.RequestSummon(selectedSlot);
|
||||
|
||||
if (success)
|
||||
{
|
||||
var selectedCharacter = characters[selectedSlot - 1];
|
||||
Debug.Log($"[AISummoner] {name} 召唤了 {selectedCharacter.characterName} (槽位: {selectedSlot})");
|
||||
}
|
||||
}
|
||||
|
||||
private void ResetCooldown()
|
||||
{
|
||||
float randomOffset = Random.Range(-summonRandomOffset, summonRandomOffset);
|
||||
summonCooldown = summonInterval * difficultyScale + randomOffset;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 启用/禁用 AI
|
||||
/// </summary>
|
||||
public void SetActive(bool active)
|
||||
{
|
||||
isActive = active;
|
||||
Debug.Log($"[AISummoner] {name} AI {(active ? "启用" : "禁用")}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 调整难度(实时修改召唤速度)
|
||||
/// </summary>
|
||||
public void SetDifficulty(float scale)
|
||||
{
|
||||
difficultyScale = Mathf.Clamp(scale, 0.5f, 2f);
|
||||
Debug.Log($"[AISummoner] {name} 难度调整为 {difficultyScale}");
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user