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huadexuan committed 2026-09-06 19:42:29 +08:00
1 parent 5cd7a93c4a
commit 1476a089cb
108 files changed
+32073 -117261

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+10 -10
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@@ -1,5 +1,3 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraFollow : MonoBehaviour
@@ -8,15 +6,17 @@ public class CameraFollow : MonoBehaviour
public Vector3 offset; // 摄像机相对于角色的偏移量
public float smoothSpeed = 0.125f; // 摄像机移动的平滑速度
void LateUpdate()
private void LateUpdate()
{
// // 计算摄像机应该到达的目标位置
// Vector3 desiredPosition = target.position + offset;
// // 使用Lerp方法平滑移动摄像机到目标位置
// Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed);
// transform.position = smoothedPosition;
if (target == null)
{
return;
}
// // 让摄像机始终看向角色
// transform.LookAt(target);
Vector3 desiredPosition = target.position + offset;
transform.position = Vector3.Lerp(
transform.position,
desiredPosition,
smoothSpeed);
}
}
+475
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@@ -0,0 +1,475 @@
using System.Collections.Generic;
using UnityEngine;
public class MainCharacterCombat : MonoBehaviour
{
[Header("自动攻击")]
[Min(0f)]
public float attackRange = 8f;
[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 GameObject humanSoldierPrefab;
public GameObject archerPrefab;
public float summonDistance = 1.5f;
public float summonSideOffset = 0.8f;
public float summonSearchStep = 0.8f;
public int summonSearchCount = 5;
public float summonDepthSearchStep = 1f;
public int summonDepthSearchCount = 2;
public float summonAnimationTimeout = 2.5f;
[Min(0f)]
public float projectileSpeed = 12f;
[Min(0f)]
public float projectileLifetime = 5f;
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 float summonElapsed;
private bool summonSpawned;
private bool summoning;
private void Start()
{
animator = GetComponent<Animator>();
movement = GetComponent<MainCharacterDebugMovement>();
if (animator != null)
{
animator.applyRootMotion = useRootMotion;
}
}
private void Update()
{
if (attackCooldown > 0f)
{
attackCooldown -= Time.deltaTime;
}
HandleSummonInput();
if (summoning)
{
summonElapsed += Time.deltaTime;
CheckSummonFinished();
return;
}
if (attacking)
{
attackElapsed += Time.deltaTime;
CheckAttackFinished();
return;
}
if (movement == null || movement.IsMoving || animator == null)
{
return;
}
target = FindNearestEnemy();
if (target == null || 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 (summoning || animator == null || movement == null)
{
return;
}
if (Input.GetKeyDown(KeyCode.Alpha1) || Input.GetKeyDown(KeyCode.Alpha2))
{
movement.StopMovement();
if (attacking)
{
FinishAttack();
}
}
if (Input.GetKeyDown(KeyCode.Alpha1))
{
BeginSummon(humanSoldierPrefab);
}
else if (Input.GetKeyDown(KeyCode.Alpha2))
{
BeginSummon(archerPrefab);
}
}
private void BeginSummon(GameObject prefab)
{
if (prefab == null)
{
return;
}
pendingSummonPrefab = prefab;
summonElapsed = 0f;
summonSpawned = false;
summoning = true;
animator.speed = 1f;
animator.SetInteger("speed", 0);
animator.ResetTrigger("skill");
animator.SetTrigger("skill");
}
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))
{
Debug.LogWarning("主角附近没有可用的召唤位置,本次召唤取消");
FinishSummon();
return;
}
GameObject summoned = Instantiate(
pendingSummonPrefab,
spawnPosition,
Quaternion.LookRotation(direction, Vector3.up));
summoned.tag = "Friend";
summonSpawned = true;
pendingSummonPrefab = null;
Debug.Log("主角召唤单位:" + summoned.name + " position=" + spawnPosition);
}
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;
if (IsInsideMovementBounds(candidate) && 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)
{
return movement == null || (position.x >= movement.xLimits.x && position.x <= movement.xLimits.y
&& position.z >= movement.zLimits.x && position.z <= movement.zLimits.y);
}
private void CheckSummonFinished()
{
if (summonElapsed >= summonAnimationTimeout)
{
Debug.LogWarning("主角召唤动画超时,已解除召唤状态");
FinishSummon();
return;
}
AnimatorClipInfo[] clips = animator.GetCurrentAnimatorClipInfo(0);
foreach (AnimatorClipInfo clipInfo in clips)
{
string clipName = clipInfo.clip.name.ToLowerInvariant();
if ((clipName.Contains("skill") || clipName.Contains("召唤"))
&& animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= 1f)
{
FinishSummon();
return;
}
}
}
private void FinishSummon()
{
summoning = false;
summonSpawned = false;
pendingSummonPrefab = null;
summonElapsed = 0f;
animator.speed = 1f;
animator.SetInteger("speed", 0);
}
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 GameObject FindNearestEnemy()
{
GameObject nearest = null;
float nearestDistance = attackRange * attackRange;
foreach (GameObject enemy in GameObject.FindGameObjectsWithTag("Enemy"))
{
if (enemy == null || enemy.transform.root == transform.root)
{
continue;
}
UnitBase enemyUnit = enemy.GetComponentInParent<UnitBase>();
if (enemyUnit == 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);
}
}
}
+11
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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: WnkYtX+rAnnBKkBE7kheG2GT1inlULO90F2pbqBnDq5NsA1E9BUDHjY=
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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+120
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@@ -0,0 +1,120 @@
using UnityEngine;
public class MainCharacterDebugMovement : MonoBehaviour
{
[Header("电脑调试移动")]
[Min(0f)]
public float moveSpeed = 4f;
[Min(0f)]
public float clickStopDistance = 0.08f;
[Header("移动范围")]
public bool limitToBattlePlatform = true;
public Vector2 xLimits = new Vector2(-7.5f, 7.5f);
public Vector2 zLimits = new Vector2(-14f, 14f);
private Animator animator;
private Vector3 clickTarget;
private bool hasClickTarget;
public bool IsMoving =>
hasClickTarget ||
new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")).sqrMagnitude > 0.001f;
private void Start()
{
animator = GetComponent<Animator>();
clickTarget = transform.position;
SetWalking(false);
}
private void Update()
{
HandleClickTarget();
Vector3 keyboardInput = new Vector3(
Input.GetAxisRaw("Horizontal"),
0f,
Input.GetAxisRaw("Vertical"));
if (keyboardInput.sqrMagnitude > 0.001f)
{
hasClickTarget = false;
Move(keyboardInput.normalized);
return;
}
if (!hasClickTarget)
{
SetWalking(false);
return;
}
Vector3 toTarget = clickTarget - transform.position;
toTarget.y = 0f;
if (toTarget.magnitude <= clickStopDistance)
{
hasClickTarget = false;
SetWalking(false);
return;
}
Move(toTarget.normalized);
}
private void HandleClickTarget()
{
if (!Input.GetMouseButtonDown(0) || Camera.main == null)
{
return;
}
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (!Physics.Raycast(ray, out RaycastHit hit))
{
return;
}
clickTarget = hit.point;
clickTarget.y = transform.position.y;
hasClickTarget = true;
}
public void StopMovement()
{
hasClickTarget = false;
SetWalking(false);
}
private void Move(Vector3 direction)
{
direction.y = 0f;
if (direction.sqrMagnitude <= 0.001f)
{
SetWalking(false);
return;
}
SetWalking(true);
transform.position += direction * moveSpeed * Time.deltaTime;
if (limitToBattlePlatform)
{
Vector3 position = transform.position;
position.x = Mathf.Clamp(position.x, xLimits.x, xLimits.y);
position.z = Mathf.Clamp(position.z, zLimits.x, zLimits.y);
transform.position = position;
}
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 @@
fileFormatVersion: 2
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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+10 -3
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@@ -28,6 +28,13 @@ public class Projectile : MonoBehaviour
initialized = true;
hasHit = false;
// The projectile uses its own raycast hit check. Disable the collider so
// it cannot be destroyed or disturbed by the owner's launch socket.
foreach (var collider in GetComponentsInChildren<Collider>(true))
{
collider.enabled = false;
}
if (lifetime > 0f)
{
Destroy(gameObject, lifetime);
@@ -107,14 +114,14 @@ public class Projectile : MonoBehaviour
return;
}
WorldHealthBar healthBar = hitObject.GetComponentInParent<WorldHealthBar>();
if (healthBar == null)
UnitBase targetUnit = hitObject.GetComponentInParent<UnitBase>();
if (targetUnit == null)
{
return;
}
hasHit = true;
healthBar.TakeDamage(damage);
targetUnit.ReceiveDamage(damage, owner);
if (registerEnergyOnHit && owner != null)
{
UnitBase unit = owner.GetComponent<UnitBase>();
+19 -1
View File
@@ -7,7 +7,10 @@ public class ShieldGuardSkill : UnitSkill
public float shieldDurability = 220f;
[Min(0.1f)]
public float shieldDuration = 6f;
public float shieldDuration = 4f;
[Range(0f, 1f)]
public float damageReduction = 0.35f;
public Vector3 shieldLocalPosition = new Vector3(0f, 1f, 0.7f);
@@ -23,6 +26,21 @@ public class ShieldGuardSkill : UnitSkill
shield.Refresh(shieldDurability, shieldDuration, shieldLocalPosition, shieldSize);
}
public override float ModifyIncomingDamage(float damage, GameObject attacker)
{
if (shield == null || !shield.IsActive)
{
return damage;
}
if (shield.TryBlock(attacker, damage))
{
return damage * (1f - damageReduction);
}
return damage;
}
private void EnsureShield()
{
if (shield != null)
+39 -8
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@@ -223,6 +223,33 @@ public class UnitBase : MonoBehaviour
EnsureStatusEffectController().ApplyStun(duration);
}
public float ModifyIncomingDamage(float damage, GameObject attacker)
{
if (damage <= 0f)
{
return 0f;
}
if (unitSkill == null)
{
return damage;
}
return unitSkill.ModifyIncomingDamage(damage, attacker);
}
public bool ReceiveDamage(float damage, GameObject attacker = null)
{
WorldHealthBar healthBar = GetComponent<WorldHealthBar>();
if (healthBar == null)
{
return false;
}
healthBar.TakeDamage(ModifyIncomingDamage(damage, attacker));
return true;
}
//根据自身Tag找到敌对Tag
private string GetOpponentTag()
{
@@ -516,13 +543,12 @@ public class UnitBase : MonoBehaviour
private void ApplyDirectDamage(GameObject opponent)
{
WorldHealthBar healthBar = opponent.GetComponentInParent<WorldHealthBar>();
if (healthBar == null)
UnitBase targetUnit = opponent.GetComponentInParent<UnitBase>();
if (targetUnit == null || !targetUnit.ReceiveDamage(attackPower, gameObject))
{
return;
}
healthBar.TakeDamage(attackPower);
RegisterAttackHit();
}
@@ -533,13 +559,12 @@ public class UnitBase : MonoBehaviour
return;
}
WorldHealthBar healthBar = target.GetComponentInParent<WorldHealthBar>();
if (healthBar == null)
UnitBase targetUnit = target.GetComponentInParent<UnitBase>();
if (targetUnit == null || !targetUnit.ReceiveDamage(attackPower * Mathf.Max(0f, damageMultiplier), gameObject))
{
return;
}
healthBar.TakeDamage(attackPower * Mathf.Max(0f, damageMultiplier));
if (registerEnergy)
{
RegisterAttackHit();
@@ -578,13 +603,19 @@ public class UnitBase : MonoBehaviour
continue;
}
WorldHealthBar healthBar = opponent.GetComponentInParent<WorldHealthBar>();
UnitBase targetUnit = opponent.GetComponentInParent<UnitBase>();
if (targetUnit == null)
{
continue;
}
WorldHealthBar healthBar = targetUnit.GetComponent<WorldHealthBar>();
if (healthBar == null || !hitHealthBars.Add(healthBar))
{
continue;
}
healthBar.TakeDamage(damage);
targetUnit.ReceiveDamage(damage, gameObject);
}
if (registerEnergy)
+5
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@@ -10,4 +10,9 @@ public abstract class UnitSkill : MonoBehaviour
}
public abstract void ReleaseSkill();
public virtual float ModifyIncomingDamage(float damage, GameObject attacker)
{
return damage;
}
}