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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using UnityEngine;
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using UnityEngine.UI;
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public class ManaSystem : MonoBehaviour
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{
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public static ManaSystem Instance { get; private set; }
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[Header("能量配置")]
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[Min(1)]
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public int maxMana = 10;
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[Min(0f)]
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public float manaRegenRate = 1f;
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[Header("UI 引用")]
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public Image[] manaBeads;
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private float currentMana;
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private float manaRegenTimer;
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public float CurrentMana => currentMana;
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public int CurrentManaInt => Mathf.FloorToInt(currentMana);
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private void Awake()
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{
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if (Instance != null && Instance != this)
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{
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Destroy(gameObject);
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return;
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}
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Instance = this;
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}
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private void Start()
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{
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currentMana = maxMana;
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UpdateManaUI();
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}
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private void Update()
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{
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if (currentMana < maxMana)
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{
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manaRegenTimer += Time.deltaTime;
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if (manaRegenTimer >= manaRegenRate)
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{
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manaRegenTimer = 0f;
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currentMana = Mathf.Min(currentMana + 1f, maxMana);
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UpdateManaUI();
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}
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}
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}
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public bool TryConsumeMana(int cost)
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{
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if (CurrentManaInt < cost)
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{
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return false;
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}
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currentMana -= cost;
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if (currentMana < 0f)
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{
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currentMana = 0f;
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}
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UpdateManaUI();
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return true;
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}
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public void AddMana(int amount)
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{
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currentMana = Mathf.Min(currentMana + amount, maxMana);
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UpdateManaUI();
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}
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private void UpdateManaUI()
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{
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if (manaBeads == null || manaBeads.Length == 0)
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{
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return;
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}
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int fullBeads = CurrentManaInt;
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for (int i = 0; i < manaBeads.Length; i++)
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{
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if (manaBeads[i] != null)
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{
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manaBeads[i].enabled = i < fullBeads;
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}
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}
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}
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}
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