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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@@ -0,0 +1,680 @@
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(StatusEffectController))]
public class MainCharacterCombat : MonoBehaviour
{
[Header("自动攻击")]
[Min(0f)]
public float attackRange = 8f;
[Min(0f)]
public float detectRange = 10f;
[Min(0f)]
public float attackPower = 50f;
[Min(0f)]
public float attackInterval = 2f;
[Header("模型朝向修正")]
public float modelFacingOffset = 0f;
[Header("动画根运动")]
public bool useRootMotion = false;
[Header("法术球")]
public GameObject projectilePrefab;
public Transform attackPos;
[Header("召唤单位")]
public CharacterData[] summonableCharacters = new CharacterData[5];
public float summonDistance = 1.5f;
public float summonSideOffset = 0.8f;
public float summonSearchStep = 0.8f;
public int summonSearchCount = 8; // 增加左右搜索次数:5→8
public float summonDepthSearchStep = 1f;
public int summonDepthSearchCount = 3; // 增加前后搜索次数:2→3
public float summonAnimationTimeout = 2.5f;
[Min(0f)]
public float projectileSpeed = 12f;
[Min(0f)]
public float projectileLifetime = 5f;
private StatusEffectController statusEffectController;
private Animator animator;
private MainCharacterDebugMovement movement;
private GameObject target;
private float attackCooldown;
private float attackElapsed;
private bool attacking;
private bool attackEffectTriggered;
private GameObject pendingSummonPrefab;
private CharacterData pendingSummonCharacterData;
private PlayerCharacterData pendingSummonPlayerData;
private float summonElapsed;
private bool summonSpawned;
private bool summoning;
public bool IsStunned => statusEffectController != null && statusEffectController.IsStunned;
private void Start()
{
animator = GetComponent<Animator>();
movement = GetComponent<MainCharacterDebugMovement>();
statusEffectController = GetComponent<StatusEffectController>();
if (statusEffectController == null)
{
statusEffectController = gameObject.AddComponent<StatusEffectController>();
}
if (animator != null)
{
animator.applyRootMotion = useRootMotion;
}
}
private void Update()
{
// 眩晕时停止所有行动
if (IsStunned)
{
if (animator != null)
{
animator.SetInteger("speed", 0);
}
return;
}
if (attackCooldown > 0f)
{
attackCooldown -= Time.deltaTime;
}
HandleSummonInput();
if (summoning)
{
summonElapsed += Time.deltaTime;
CheckSummonFinished();
return;
}
if (attacking)
{
attackElapsed += Time.deltaTime;
CheckAttackFinished();
return;
}
if (animator == null)
{
return;
}
// 巡逻中也能发现敌人;发现后停止巡逻,没有敌人则恢复巡逻
target = FindNearestEnemy();
if (target == null)
{
if (movement != null)
{
movement.ClearChaseTarget();
movement.SetPatrolEnabled(true);
}
return;
}
if (movement != null)
{
movement.SetPatrolEnabled(false);
// 寻敌范围内但超出攻击范围:主动走近敌人再攻击(受基地栓绳限制)
float targetDistance = GetHorizontalDistance(target.transform.position);
if (targetDistance > attackRange)
{
movement.SetChaseTarget(target.transform.position);
return;
}
movement.ClearChaseTarget();
}
if (attackCooldown > 0f)
{
return;
}
FaceTarget(target);
SetAttackAnimationSpeed();
animator.SetInteger("speed", 0);
animator.ResetTrigger("attack");
animator.SetTrigger("attack");
attacking = true;
attackElapsed = 0f;
attackEffectTriggered = false;
}
public void OnAttackEffect()
{
if (attackEffectTriggered || !attacking || target == null || !target.activeInHierarchy)
{
return;
}
attackEffectTriggered = true;
FireProjectile(target);
}
private void HandleSummonInput()
{
if (Input.GetKeyDown(KeyCode.Alpha1))
{
RequestSummon(1);
}
else if (Input.GetKeyDown(KeyCode.Alpha2))
{
RequestSummon(2);
}
}
public bool RequestSummon(int slot)
{
if (summoning || animator == null)
{
return false;
}
int index = slot - 1;
if (index < 0 || index >= summonableCharacters.Length)
{
return false;
}
CharacterData characterData = summonableCharacters[index];
if (characterData == null || characterData.unitPrefab == null)
{
return false;
}
PlayerCharacterData playerData = PlayerDataManager.Instance != null
? PlayerDataManager.Instance.GetDeckCharacter(index)
: null;
if (playerData == null)
{
playerData = new PlayerCharacterData(characterData.characterId, 1, 0);
}
if (movement != null)
{
movement.SetPatrolEnabled(false);
}
if (attacking)
{
FinishAttack();
}
BeginSummon(characterData.unitPrefab, characterData, playerData);
return true;
}
// 召唤师对决模式:点卡片按 CharacterData 直接召唤(能量消耗在 RequestSummon 同路径处理)。
public bool RequestSummonByData(CharacterData characterData)
{
if (summoning || animator == null || characterData == null || characterData.unitPrefab == null)
{
return false;
}
int index = System.Array.IndexOf(summonableCharacters, characterData);
if (index < 0)
{
return false;
}
return RequestSummon(index + 1);
}
private void BeginSummon(GameObject prefab, CharacterData characterData, PlayerCharacterData playerData)
{
if (prefab == null)
{
return;
}
// 立即停止移动,并禁用移动脚本(防止干扰动画)
SummonerClickMovement clickMovement = GetComponent<SummonerClickMovement>();
if (clickMovement != null)
{
clickMovement.ClearTarget();
clickMovement.enabled = false; // 禁用移动脚本,避免它设置 speed 参数
}
pendingSummonPrefab = prefab;
pendingSummonCharacterData = characterData;
pendingSummonPlayerData = playerData;
summonElapsed = 0f;
summonSpawned = false;
summoning = true;
animator.speed = 1f;
// 强制重置动画状态,避免状态过渡冲突
animator.SetInteger("speed", 0);
animator.ResetTrigger("skill");
animator.ResetTrigger("attack");
// 直接强制播放 skill 动画,绕过状态机的所有过渡条件
// Play() 会立即切换,不管当前状态是什么
animator.Play("skill", 0, 0f);
Debug.Log("强制播放 skill 动画");
}
public void OnSkillHit1()
{
if (!summoning || summonSpawned || pendingSummonPrefab == null)
{
return;
}
Vector3 direction = transform.forward;
direction.y = 0f;
direction.Normalize();
Vector3 spawnPosition;
if (!TryFindSummonPosition(direction, out spawnPosition))
{
// 找不到合适位置时,直接在召唤师前方1.5米处生成
spawnPosition = transform.position + direction * 1.5f;
spawnPosition.y = transform.position.y;
}
GameObject summoned = Instantiate(
pendingSummonPrefab,
spawnPosition,
Quaternion.LookRotation(direction, Vector3.up));
// 召唤的单位继承召唤师的阵营(不再硬编码为 Friend)
UnitTeam summonerTeam = GetComponent<UnitTeam>();
UnitTeam summonedTeam = summoned.GetComponent<UnitTeam>();
if (summonerTeam != null && summonedTeam != null)
{
summonedTeam.teamId = summonerTeam.teamId;
// 根据阵营设置 tag(向后兼容旧系统)
summoned.tag = summonerTeam.teamId == 0 ? "Friend" : "Enemy";
}
else
{
// 降级:没有 UnitTeam 时保持原逻辑
summoned.tag = "Friend";
}
UnitBase unitBase = summoned.GetComponent<UnitBase>();
if (unitBase != null && pendingSummonCharacterData != null && pendingSummonPlayerData != null)
{
float finalHealth = pendingSummonPlayerData.GetMaxHealth(pendingSummonCharacterData);
float finalAttack = pendingSummonPlayerData.GetAttackPower(pendingSummonCharacterData);
float finalSpeed = pendingSummonPlayerData.GetMoveSpeed(pendingSummonCharacterData);
unitBase.InitializeFromPlayerData(finalHealth, finalAttack, finalSpeed);
Debug.Log($"主角召唤单位:{summoned.name} Lv.{pendingSummonPlayerData.level} HP={finalHealth} ATK={finalAttack} position={spawnPosition}");
}
else
{
Debug.Log("主角召唤单位:" + summoned.name + " position=" + spawnPosition);
}
summonSpawned = true;
pendingSummonPrefab = null;
pendingSummonCharacterData = null;
pendingSummonPlayerData = null;
}
private bool TryFindSummonPosition(Vector3 direction, out Vector3 position)
{
Vector3 side = Vector3.Cross(Vector3.up, direction).normalized;
Vector3[] directions = { direction, -direction };
foreach (Vector3 forward in directions)
{
for (int depthIndex = 0; depthIndex <= summonDepthSearchCount; depthIndex++)
{
float depthDistance = summonDistance + depthIndex * summonDepthSearchStep;
Vector3 center = transform.position + forward * depthDistance;
for (int sideIndex = 0; sideIndex <= summonSearchCount; sideIndex++)
{
if (sideIndex == 0 && TryUseSummonCandidate(center, out position))
{
return true;
}
float sideDistance = summonSideOffset + (sideIndex - 1) * summonSearchStep;
if (sideIndex > 0)
{
if (TryUseSummonCandidate(center + side * sideDistance, out position)
|| TryUseSummonCandidate(center - side * sideDistance, out position))
{
return true;
}
}
}
}
}
position = transform.position;
return false;
}
private bool TryUseSummonCandidate(Vector3 candidate, out Vector3 position)
{
candidate.y = transform.position.y;
// 只检查碰撞,不检查边界(召唤师移动范围已由 SummonerClickMovement 限制)
if (IsSummonPositionFree(candidate))
{
position = candidate;
return true;
}
position = transform.position;
return false;
}
private bool IsSummonPositionFree(Vector3 position)
{
const float radius = 0.55f;
const float height = 2f;
Vector3 center = position + Vector3.up * (height * 0.5f);
Collider[] hits = Physics.OverlapCapsule(
center - Vector3.up * (height * 0.5f - radius),
center + Vector3.up * (height * 0.5f - radius),
radius);
foreach (Collider hit in hits)
{
if (hit == null || hit.transform.root == transform.root)
{
continue;
}
if (hit.gameObject.name == "BattlePlatform" || hit.transform.root.name == "BattlePlatform")
{
continue;
}
if (hit.GetComponentInParent<MainCharacterDebugMovement>() != null)
{
continue;
}
return false;
}
return true;
}
private bool IsInsideMovementBounds(Vector3 position)
{
// 召唤师对决模式:检查新的 SummonerClickMovement 半场限制
SummonerClickMovement summonerMovement = GetComponent<SummonerClickMovement>();
if (summonerMovement != null)
{
// 使用召唤师的半场范围
return position.x >= summonerMovement.minX && position.x <= summonerMovement.maxX
&& position.z >= summonerMovement.minZ && position.z <= summonerMovement.maxZ;
}
// 旧版建筑对攻模式:使用栓绳限制
if (movement != null)
{
return movement.IsWithinLeash(position);
}
// 无移动组件时不限制
return true;
}
private void CheckSummonFinished()
{
AnimatorStateInfo state = animator.GetCurrentAnimatorStateInfo(0);
// 正常完成:skill 动画播放完毕
if (state.IsName("skill") && state.normalizedTime >= 1f)
{
FinishSummon();
return;
}
// 超时检测:添加调试信息
if (summonElapsed >= summonAnimationTimeout)
{
// 输出当前动画状态,帮助诊断问题
string currentState = "unknown";
if (state.IsName("skill")) currentState = "skill";
else if (state.IsName("idle")) currentState = "idle";
else if (state.IsName("run")) currentState = "run";
else if (state.IsName("attack")) currentState = "attack";
Debug.LogWarning($"主角召唤动画超时,已解除召唤状态。当前动画状态: {currentState}, normalizedTime: {state.normalizedTime:F2}");
FinishSummon();
}
}
private void FinishSummon()
{
summoning = false;
summonSpawned = false;
pendingSummonPrefab = null;
summonElapsed = 0f;
animator.speed = 1f;
animator.SetInteger("speed", 0);
animator.Play("idle", 0, 0f);
// 重新启用移动脚本
SummonerClickMovement clickMovement = GetComponent<SummonerClickMovement>();
if (clickMovement != null)
{
clickMovement.enabled = true;
}
Debug.Log("召唤完成,恢复移动脚本");
}
private void CheckAttackFinished()
{
if (attackElapsed >= 2.4f)
{
FinishAttack();
return;
}
AnimatorClipInfo[] clips = animator.GetCurrentAnimatorClipInfo(0);
bool playingAttack = false;
foreach (AnimatorClipInfo clipInfo in clips)
{
string clipName = clipInfo.clip.name.ToLowerInvariant();
if (clipName.Contains("attack") || clipName.Contains("攻击") || clipName.Contains("普攻"))
{
playingAttack = true;
break;
}
}
if (!playingAttack)
{
return;
}
if (animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= 1f)
{
FinishAttack();
}
}
private void SetAttackAnimationSpeed()
{
float clipDuration = GetAttackAnimationDuration();
if (clipDuration > 0f && attackInterval > 0f)
{
animator.speed = clipDuration / attackInterval;
}
else
{
animator.speed = 1f;
}
}
private float GetAttackAnimationDuration()
{
if (animator == null || animator.runtimeAnimatorController == null)
{
return 0f;
}
var overrideController = animator.runtimeAnimatorController as AnimatorOverrideController;
if (overrideController != null)
{
var overrides = new List<KeyValuePair<AnimationClip, AnimationClip>>();
overrideController.GetOverrides(overrides);
foreach (var pair in overrides)
{
if (IsAttackAnimation(pair.Key))
{
return pair.Value != null ? pair.Value.length : pair.Key.length;
}
}
}
foreach (var clip in animator.runtimeAnimatorController.animationClips)
{
if (IsAttackAnimation(clip))
{
return clip.length;
}
}
return 0f;
}
private bool IsAttackAnimation(AnimationClip clip)
{
if (clip == null)
{
return false;
}
string clipName = clip.name.ToLowerInvariant();
return clipName.Contains("attack")
|| clipName.Contains("攻击")
|| clipName.Contains("普攻");
}
private void FinishAttack()
{
attacking = false;
animator.speed = 1f;
animator.SetInteger("speed", 0);
}
private float GetHorizontalDistance(Vector3 position)
{
Vector3 offset = position - transform.position;
offset.y = 0f;
return offset.magnitude;
}
private GameObject FindNearestEnemy()
{
// 索敌范围使用较小的 detectRange,主角不主动远离基地寻找敌人
UnitTeam myTeam = GetComponent<UnitTeam>();
if (myTeam == null)
{
return null;
}
GameObject nearest = null;
float nearestDistance = detectRange * detectRange;
// 查找所有带 UnitTeam 的对象(包括单位和召唤师)
UnitTeam[] allTeams = FindObjectsOfType<UnitTeam>();
foreach (UnitTeam targetTeam in allTeams)
{
GameObject enemy = targetTeam.gameObject;
if (enemy == null || enemy == gameObject || enemy.transform.root == transform.root)
{
continue;
}
// 检查是否是敌人(使用阵营 ID)
if (!myTeam.IsEnemy(enemy))
{
continue;
}
// 检查是否有 UnitBase 或 WorldHealthBar(召唤师)
UnitBase enemyUnit = enemy.GetComponentInParent<UnitBase>();
WorldHealthBar enemyHealth = enemy.GetComponentInParent<WorldHealthBar>();
if (enemyUnit == null && enemyHealth == null)
{
continue;
}
float distance = (enemy.transform.position - transform.position).sqrMagnitude;
if (distance < nearestDistance)
{
nearest = enemy;
nearestDistance = distance;
}
}
return nearest;
}
private void FaceTarget(GameObject enemy)
{
Vector3 direction = enemy.transform.position - transform.position;
direction.y = 0f;
if (direction.sqrMagnitude > 0.001f)
{
Quaternion targetRotation = Quaternion.LookRotation(direction, Vector3.up);
transform.rotation = Quaternion.Euler(
0f,
targetRotation.eulerAngles.y + modelFacingOffset,
0f);
}
}
private void FireProjectile(GameObject enemy)
{
if (projectilePrefab == null || attackPos == null)
{
return;
}
GameObject projectileObject = Instantiate(
projectilePrefab,
attackPos.position,
attackPos.rotation);
Projectile projectile = projectileObject.GetComponent<Projectile>();
if (projectile != null)
{
projectile.Initialize(
enemy,
attackPower,
gameObject,
projectileSpeed,
projectileLifetime,
false);
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,244 @@
using UnityEngine;
/// <summary>
/// 主角自动巡逻移动:不再支持点击地面移动(避免与拖动屏幕、建筑放置的输入冲突)。
/// 没有敌人时在己方主建筑周围小范围来回走动,所有移动被限制在基地附近(栓绳范围)。
/// 战斗组件发现敌人后调用 SetPatrolEnabled(false) 停止巡逻进行攻击。
/// </summary>
public class MainCharacterDebugMovement : MonoBehaviour
{
[Header("巡逻移动")]
[Min(0f)]
public float moveSpeed = 4f;
[Min(0f)]
public float patrolStopDistance = 0.15f;
[Min(0f)]
public float patrolPause = 1.5f;
[Header("巡逻区域(以主建筑为锚点)")]
[Min(0f)]
public float patrolRadius = 5f;
[Min(0f)]
public float leashRadius = 8f;
public string friendlyBuildingTag = "Friend";
private Animator animator;
private Transform baseAnchor;
private Vector3 fallbackAnchor;
private Vector3 patrolTarget;
private Vector3 chaseTarget;
private bool hasPatrolTarget;
private bool hasChaseTarget;
private float pauseTimer;
private bool patrolEnabled = true;
public bool IsMoving { get; private set; }
private Vector3 AnchorPosition
{
get
{
Vector3 position = baseAnchor != null ? baseAnchor.position : fallbackAnchor;
position.y = transform.position.y;
return position;
}
}
private void Start()
{
animator = GetComponent<Animator>();
fallbackAnchor = transform.position;
baseAnchor = FindMainBase();
SetWalking(false);
}
private void Update()
{
if (!patrolEnabled)
{
UpdateChase();
return;
}
if (pauseTimer > 0f)
{
pauseTimer -= Time.deltaTime;
IsMoving = false;
SetWalking(false);
return;
}
if (!hasPatrolTarget)
{
patrolTarget = GetNextPatrolPoint();
hasPatrolTarget = true;
}
Vector3 toTarget = patrolTarget - transform.position;
toTarget.y = 0f;
if (toTarget.magnitude <= patrolStopDistance)
{
hasPatrolTarget = false;
pauseTimer = patrolPause;
IsMoving = false;
SetWalking(false);
return;
}
Move(toTarget.normalized);
}
private void UpdateChase()
{
if (!hasChaseTarget)
{
IsMoving = false;
SetWalking(false);
return;
}
Vector3 toTarget = chaseTarget - transform.position;
toTarget.y = 0f;
if (toTarget.magnitude <= patrolStopDistance)
{
IsMoving = false;
SetWalking(false);
return;
}
// 追击同样受栓绳限制,不会完全离开基地
Move(toTarget.normalized);
}
private Transform FindMainBase()
{
Transform firstBuilding = null;
foreach (GameObject candidate in GameObject.FindGameObjectsWithTag(friendlyBuildingTag))
{
if (candidate == null || candidate.transform.root == transform.root)
{
continue;
}
if (candidate.GetComponentInParent<BuildingHealth>() == null)
{
continue;
}
// 主建筑按名称优先匹配;找不到时退回第一个己方建筑
if (candidate.name.Contains("主要") || candidate.name.Contains("基地"))
{
return candidate.transform;
}
if (firstBuilding == null)
{
firstBuilding = candidate.transform;
}
}
return firstBuilding;
}
private Vector3 GetNextPatrolPoint()
{
Vector2 offset = Random.insideUnitCircle * patrolRadius;
return ClampToLeash(AnchorPosition + new Vector3(offset.x, 0f, offset.y));
}
private Vector3 ClampToLeash(Vector3 position)
{
Vector3 offset = position - AnchorPosition;
offset.y = 0f;
if (offset.magnitude > leashRadius)
{
offset = offset.normalized * leashRadius;
}
return AnchorPosition + offset;
}
public bool IsWithinLeash(Vector3 position)
{
Vector3 offset = position - AnchorPosition;
offset.y = 0f;
return offset.magnitude <= leashRadius;
}
public void SetPatrolEnabled(bool enabled)
{
if (patrolEnabled == enabled)
{
return;
}
patrolEnabled = enabled;
if (!enabled)
{
hasPatrolTarget = false;
pauseTimer = 0f;
IsMoving = false;
SetWalking(false);
}
else
{
hasChaseTarget = false;
}
}
public void SetChaseTarget(Vector3 position)
{
chaseTarget = position;
chaseTarget.y = transform.position.y;
hasChaseTarget = true;
}
public void ClearChaseTarget()
{
hasChaseTarget = false;
}
public void StopMovement()
{
hasPatrolTarget = false;
hasChaseTarget = false;
IsMoving = false;
SetWalking(false);
}
private void Move(Vector3 direction)
{
direction.y = 0f;
if (direction.sqrMagnitude <= 0.001f)
{
IsMoving = false;
SetWalking(false);
return;
}
IsMoving = true;
SetWalking(true);
transform.position += direction * moveSpeed * Time.deltaTime;
// 栓绳:任何情况下都不能完全离开基地
Vector3 clamped = ClampToLeash(transform.position);
clamped.y = transform.position.y;
transform.position = clamped;
transform.rotation = Quaternion.LookRotation(direction, Vector3.up);
}
private void SetWalking(bool walking)
{
if (animator != null)
{
animator.SetInteger("speed", walking ? 1 : 0);
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,157 @@
using UnityEngine;
using UnityEngine.EventSystems;
/// <summary>
/// 召唤师对决:召唤师点地移动操控(直线移动,无寻路)。
/// 点击己方区域地面 → 直线走到目标点(clamp 在己方带内)。
/// 移动时不攻击;站定后自动攻击射程内目标。
/// </summary>
public class SummonerClickMovement : MonoBehaviour
{
[Header("己方半场 clamp(世界坐标)")]
public float minX = -9f;
public float maxX = 9f;
public float minZ = -29f;
public float maxZ = -11f;
[Header("移动速度")]
public float moveSpeed = 5f;
public float stopDistance = 0.2f;
[Header("地面射线")]
public LayerMask groundMask = ~0;
private Camera mainCamera;
private MainCharacterCombat combat;
private Animator animator;
private Vector3 targetPosition;
private bool hasTarget;
private void Awake()
{
combat = GetComponent<MainCharacterCombat>();
animator = GetComponent<Animator>();
}
private void Start()
{
mainCamera = Camera.main;
}
private void Update()
{
HandleClickToMove();
HandleMovement();
}
// 点地移动:点击地面即设置目标点(EventSystem 判定不在 UI 上时才生效)。
private void HandleClickToMove()
{
if (Input.GetMouseButtonDown(0) && !IsPointerOverUI())
{
if (RaycastGround(out Vector3 groundPoint))
{
Vector3 clamped = ClampToOwnHalf(groundPoint);
MoveTo(clamped);
}
}
}
// 执行直线移动
private void HandleMovement()
{
if (!hasTarget) return;
Vector3 currentPos = transform.position;
Vector3 direction = targetPosition - currentPos;
direction.y = 0f;
float distance = direction.magnitude;
// 到达目标
if (distance <= stopDistance)
{
ClearTarget();
return;
}
// 移动
direction.Normalize();
transform.position += direction * moveSpeed * Time.deltaTime;
// 朝向移动方向
if (direction.sqrMagnitude > 0.001f)
{
transform.rotation = Quaternion.LookRotation(direction, Vector3.up);
}
// 播放走路动画
if (animator != null)
{
animator.SetInteger("speed", 1);
}
}
// 外部入口:把召唤师移动到某点(clamp 后设置目标)。
public void MoveTo(Vector3 worldPosition)
{
Vector3 clamped = ClampToOwnHalf(worldPosition);
targetPosition = clamped;
targetPosition.y = transform.position.y; // 保持 Y 不变
hasTarget = true;
// 移动中暂停攻击(防风筝规则)
if (combat != null)
{
combat.enabled = false;
}
}
public void ClearTarget()
{
hasTarget = false;
// 停止动画
if (animator != null)
{
animator.SetInteger("speed", 0);
}
// 站定后恢复自动攻击
if (combat != null)
{
combat.enabled = true;
}
}
// 半场 clamp:X 与 Z 均限制在己方带内。
private Vector3 ClampToOwnHalf(Vector3 position)
{
return new Vector3(
Mathf.Clamp(position.x, minX, maxX),
position.y,
Mathf.Clamp(position.z, minZ, maxZ));
}
private bool RaycastGround(out Vector3 point)
{
point = Vector3.zero;
if (mainCamera == null)
{
mainCamera = Camera.main;
if (mainCamera == null) return false;
}
Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit hit, 200f, groundMask.value))
{
point = hit.point;
return true;
}
return false;
}
private bool IsPointerOverUI()
{
return EventSystem.current != null && EventSystem.current.IsPointerOverGameObject();
}
}
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using UnityEngine;
/// <summary>
/// 单位阵营标记:用阵营 ID 替代 Unity Tag 判断敌我关系。
/// 支持 PVP:客户端只需设置 GameManager.LocalPlayerTeamId,所有单位的敌我判断自动正确。
/// </summary>
public class UnitTeam : MonoBehaviour
{
[Header("阵营 ID")]
[Tooltip("0 = 玩家1阵营,1 = 玩家2阵营,2+ = 其他阵营")]
public int teamId = 0;
/// <summary>
/// 判断目标是否为敌人(不同阵营)
/// </summary>
public bool IsEnemy(GameObject other)
{
if (other == null) return false;
var otherTeam = other.GetComponent<UnitTeam>();
if (otherTeam == null) return false;
return otherTeam.teamId != this.teamId;
}
/// <summary>
/// 判断目标是否为友军(相同阵营)
/// </summary>
public bool IsFriendly(GameObject other)
{
if (other == null) return false;
var otherTeam = other.GetComponent<UnitTeam>();
if (otherTeam == null) return false;
return otherTeam.teamId == this.teamId;
}
/// <summary>
/// 判断是否属于本地玩家阵营
/// </summary>
public bool IsLocalPlayerTeam()
{
if (GameManager.Instance == null) return teamId == 0;
return teamId == GameManager.Instance.LocalPlayerTeamId;
}
}
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