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。
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huadexuan committed 2026-10-02 10:04:12 +08:00
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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}");
}
}