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[Header("UI引用")] - [Tooltip("英雄卡片面板的父物体")] - public Transform heroCardsPanel; - - [Header("英雄头像资源")] - public Sprite soldierIcon; - public Sprite archerIcon; - public Sprite shieldIcon; - public Sprite mageIcon; - public Sprite eliteSoldierIcon; - - private bool hasBindOnce = false; - - void Start() - { - // 延迟1秒等待所有英雄生成 - Invoke(nameof(BindHeroesToCards), 1f); - } - - void BindHeroesToCards() - { - if (hasBindOnce) - { - Debug.LogWarning("英雄已经绑定过了,跳过重复绑定"); - return; - } - - if (heroCardsPanel == null) - { - Debug.LogError("AutoBindHeroes: heroCardsPanel 未赋值!"); - return; - } - - // 1. 查找所有友方英雄(teamId=0) - var allUnits = FindObjectsOfType(); - var heroes = new List(); - - foreach (var unit in allUnits) - { - var team = unit.GetComponent(); - if (team != null && team.teamId == 0) - { - heroes.Add(unit); - } - } - - if (heroes.Count == 0) - { - Debug.LogWarning("AutoBindHeroes: 未找到友方英雄(teamId=0)"); - return; - } - - Debug.Log($"AutoBindHeroes: 找到 {heroes.Count} 个友方英雄"); - - // 2. 设置所有英雄为可复活 - foreach (var hero in heroes) - { - var health = hero.GetComponent(); - if (health != null) - { - health.canRevive = true; - } - } - - // 3. 绑定到UI卡片(最多5个) - int bindCount = Mathf.Min(heroes.Count, 5); - for (int i = 0; i < bindCount; i++) - { - var hero = heroes[i]; - var cardObj = heroCardsPanel.Find($"HeroCard{i + 1}"); - - if (cardObj == null) - { - Debug.LogWarning($"AutoBindHeroes: 未找到 HeroCard{i + 1}"); - continue; - } - - var heroCardUI = cardObj.GetComponent(); - if (heroCardUI == null) - { - Debug.LogWarning($"AutoBindHeroes: HeroCard{i + 1} 缺少 HeroCardUI 组件"); - continue; - } - - // 根据英雄名字匹配头像 - Sprite icon = GetHeroIcon(hero.name); - if (icon == null) - { - Debug.LogWarning($"AutoBindHeroes: {hero.name} 没有匹配的头像,使用默认图标"); - } - - // 绑定英雄 - heroCardUI.SetHero(hero, icon, hero.transform.position); - Debug.Log($"✅ HeroCard{i + 1} 已绑定: {hero.name}"); - } - - hasBindOnce = true; - Debug.Log($"✅ 英雄自动绑定完成!共绑定 {bindCount} 个英雄"); - } - - /// - /// 根据英雄名字获取对应头像 - /// - Sprite GetHeroIcon(string heroName) - { - if (heroName.Contains("人类士兵") || heroName.Contains("士兵")) - { - return soldierIcon; - } - else if (heroName.Contains("弓箭手") || heroName.Contains("弓箭")) - { - return archerIcon; - } - else if (heroName.Contains("盾卫")) - { - return shieldIcon; - } - else if (heroName.Contains("法师")) - { - return mageIcon; - } - else if (heroName.Contains("精锐")) - { - return eliteSoldierIcon; - } - - return null; - } -} diff --git a/Assets/Script/AutoBindHeroes.cs.meta b/Assets/Script/AutoBindHeroes.cs.meta deleted file mode 100644 index c0f35fb..0000000 --- a/Assets/Script/AutoBindHeroes.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: BntLsXv+VCiekq1pfBLqrcgPxyOKiyT9GMwu39MKq/rePWiFpCWwjlw= -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Script/BattleFormationSpawner.cs b/Assets/Script/BattleFormationSpawner.cs index a6843ed..8e616a9 100644 --- a/Assets/Script/BattleFormationSpawner.cs +++ b/Assets/Script/BattleFormationSpawner.cs @@ -25,7 +25,19 @@ public class BattleFormationSpawner : MonoBehaviour private void SpawnHeroes() { - // 1. 玩家编排过的阵型 + // 1. 优先从 PlayerData.json 读取保存的阵型 + if (PlayerDataManager.Instance != null) + { + SavedFormationData formationData = PlayerDataManager.Instance.LoadFormation(); + if (formationData != null && formationData.characterIds != null && formationData.characterIds.Length > 0) + { + Debug.Log($"从 PlayerData.json 加载阵型,共 {formationData.characterIds.Length} 个英雄"); + SpawnFromSavedFormation(formationData); + return; + } + } + + // 2. 回退到 FormationData(场景间临时传递的数据) if (FormationData.HasCustomFormation && FormationData.HeroPrefabs != null && FormationData.HeroPrefabs.Length > 0) @@ -42,10 +54,54 @@ public class BattleFormationSpawner : MonoBehaviour return; } - // 2. 没有编排数据:默认阵型 + // 3. 没有任何编排数据:使用默认阵型 SpawnDefaultFormation(); } + /// + /// 从保存的阵型数据生成英雄 + /// + private void SpawnFromSavedFormation(SavedFormationData formationData) + { + for (int i = 0; i < formationData.characterIds.Length; i++) + { + string characterId = formationData.characterIds[i]; + int cell = i < formationData.cellIndices.Length ? formationData.cellIndices[i] : -1; + + if (string.IsNullOrEmpty(characterId) || !DeployGrid.IsValidIndex(cell)) + { + continue; + } + + // 根据 characterId 找到对应的 Prefab + GameObject prefab = FindPrefabByCharacterId(characterId); + if (prefab != null) + { + Spawn(prefab, cell); + } + else + { + Debug.LogWarning($"未找到 characterId={characterId} 对应的 Prefab"); + } + } + } + + /// + /// 根据 characterId 查找对应的 Prefab + /// + private GameObject FindPrefabByCharacterId(string characterId) + { + var allData = Resources.LoadAll("Data"); + foreach (var data in allData) + { + if (data.characterId == characterId) + { + return data.unitPrefab; + } + } + return null; + } + private void SpawnDefaultFormation() { if (roster == null || roster.heroes == null) return; @@ -89,7 +145,7 @@ public class BattleFormationSpawner : MonoBehaviour return -1; } - private static int spawnedHeroCount = 0; // 记录已生成英雄数量 + private int spawnedHeroCount = 0; // 记录已生成英雄数量(改为实例变量) private void Spawn(GameObject prefab, int cell) { @@ -141,25 +197,49 @@ public class BattleFormationSpawner : MonoBehaviour private void BindHeroToCard(GameObject heroUnit, CharacterData characterData, Vector3 spawnPos) { - if (spawnedHeroCount >= 5) return; // 最多5个英雄 + if (spawnedHeroCount >= 5) + { + Debug.LogWarning($"已达到最大英雄数量5,跳过绑定 {heroUnit.name}"); + return; // 最多5个英雄 + } - // 查找对应的卡片 - Canvas canvas = FindObjectOfType(); - if (canvas == null) return; + // 查找 TowerDefenseCanvas + GameObject canvasObj = GameObject.Find("TowerDefenseCanvas"); + if (canvasObj == null) + { + Debug.LogError("BindHeroToCard: 未找到 TowerDefenseCanvas"); + return; + } - Transform heroPanel = canvas.transform.Find("BottomUI/HeroCardsPanel"); - if (heroPanel == null) return; + Transform heroPanel = canvasObj.transform.Find("BottomUI/HeroCardsPanel"); + if (heroPanel == null) + { + Debug.LogError("BindHeroToCard: 未找到 BottomUI/HeroCardsPanel"); + return; + } string cardName = $"HeroCard{spawnedHeroCount + 1}"; Transform cardObj = heroPanel.Find(cardName); - if (cardObj == null) return; + if (cardObj == null) + { + Debug.LogError($"BindHeroToCard: 未找到 {cardName}"); + return; + } HeroCardUI heroCardUI = cardObj.GetComponent(); - if (heroCardUI == null) return; + if (heroCardUI == null) + { + Debug.LogError($"BindHeroToCard: {cardName} 缺少 HeroCardUI 组件"); + return; + } // 获取英雄单位组件 UnitBase unitBase = heroUnit.GetComponent(); - if (unitBase == null) return; + if (unitBase == null) + { + Debug.LogError($"BindHeroToCard: {heroUnit.name} 缺少 UnitBase 组件"); + return; + } // 加载对应的头像 UnityEngine.Sprite icon = characterData != null ? characterData.cardIcon : null; @@ -169,7 +249,7 @@ public class BattleFormationSpawner : MonoBehaviour spawnedHeroCount++; - Debug.Log($"英雄 {heroUnit.name} 已绑定到 {cardName}"); + Debug.Log($"✅ {cardName} 已绑定英雄: {heroUnit.name}(第 {spawnedHeroCount} 个)"); } private CharacterData FindCharacterDataForPrefab(GameObject prefab) diff --git a/Assets/Script/CastleSpawnManager.cs b/Assets/Script/CastleSpawnManager.cs index 77febd1..9a2c455 100644 --- a/Assets/Script/CastleSpawnManager.cs +++ b/Assets/Script/CastleSpawnManager.cs @@ -56,6 +56,12 @@ public class CastleSpawnManager : MonoBehaviour float atk = playerData.GetAttackPower(data); float spd = playerData.GetMoveSpeed(data); unitBase.InitializeFromPlayerData(hp, atk, spd); + + // 如果是敌人(teamId != 0),增大寻敌距离 + if (teamId != 0) + { + unitBase.detectionRange = 100f; // 从默认30增加到100 + } } Debug.Log($"城堡出兵: {data.characterName} teamId={teamId} pos={spawnPoint.position}"); diff --git a/Assets/Script/DefenseWaveLevelController.cs b/Assets/Script/DefenseWaveLevelController.cs index 918659f..58ca76f 100644 --- a/Assets/Script/DefenseWaveLevelController.cs +++ b/Assets/Script/DefenseWaveLevelController.cs @@ -114,6 +114,14 @@ public class DefenseWaveLevelController : MonoBehaviour : (spawned % 2 == 0 ? -3f : 3f); var enemy = Instantiate(prefab, new Vector3(x, spawnY, spawnZ), Quaternion.identity); enemy.tag = "Enemy"; + + // 增大敌人的寻敌距离 + UnitBase unitBase = enemy.GetComponent(); + if (unitBase != null) + { + unitBase.detectionRange = 100f; // 从默认30增加到100 + } + ApplyCharacterData(enemy, wave.enemyIds[typeIndex]); activeEnemies.Add(enemy); spawned++; diff --git a/Assets/Script/DeployGrid.cs b/Assets/Script/DeployGrid.cs index 9c5de69..45556ad 100644 --- a/Assets/Script/DeployGrid.cs +++ b/Assets/Script/DeployGrid.cs @@ -8,11 +8,11 @@ public static class DeployGrid { public const int Cols = 6; public const int Rows = 5; - public const float ColStep = 2.8f; - public const float RowStep = 3.0f; - public const float BackZ = 2.5f; // 最靠后一排的中心 Z(让部署区落在底部卡片栏上方) + public const float ColStep = 2.4f; // 列间距改为2.4,让网格更紧凑,避免最边缘格子太靠外 + public const float RowStep = 2.8f; // 行间距保持2.8 + public const float BackZ = -15.0f; // 最靠后一排的中心 Z(调整到靠近摄像机的底部区域) public const float CellWidth = 2.5f; - public const float CellDepth = 2.7f; + public const float CellDepth = 2.5f; // 格子深度改为2.5,与宽度相同,形成正方形 public const float CellHeight = 0.03f; public const float GridY = 0.12f; // 格位可视块的中心高度 public const float UnitY = 0.16f; // 单位落点高度(与 NavMesh 高度一致) diff --git a/Assets/Script/EnemyCastleAI.cs b/Assets/Script/EnemyCastleAI.cs index 8047bc3..b816722 100644 --- a/Assets/Script/EnemyCastleAI.cs +++ b/Assets/Script/EnemyCastleAI.cs @@ -236,6 +236,12 @@ public class EnemyCastleAI : MonoBehaviour if (unitBase != null) { unitBase.InitializeFromPlayerData(data.GetMaxHealth(1), data.GetAttackPower(1), data.GetMoveSpeed(1)); + + // 如果是敌人(teamId != 0),增大寻敌距离 + if (spawnTeamId != 0) + { + unitBase.detectionRange = 100f; // 从默认30增加到100 + } } return true; diff --git a/Assets/Script/FormationManager.cs b/Assets/Script/FormationManager.cs index 00c74f6..c7ea890 100644 --- a/Assets/Script/FormationManager.cs +++ b/Assets/Script/FormationManager.cs @@ -310,17 +310,67 @@ public class FormationManager : MonoBehaviour return -1; } - // ===== 进入战斗 ===== + // ===== 保存阵型 ===== public void StartBattle() { FillUnplacedWithDefault(); - SaveFormation(); + SaveFormationToJson(); + } - if (!string.IsNullOrEmpty(battleSceneName)) + private void SaveFormationToJson() + { + int count = HeroCount; + var characterIds = new string[count]; + var cells = new int[count]; + + // 初始化数组 + for (int i = 0; i < count; i++) { - SceneManager.LoadScene(battleSceneName); + HeroEntry entry = GetHero(i); + characterIds[i] = entry != null ? GetCharacterId(entry.prefab) : ""; + cells[i] = -1; } + + // 填充已放置的格位 + foreach (var pair in placed) + { + int heroIndex = pair.Value.heroIndex; + if (heroIndex >= 0 && heroIndex < count) + { + cells[heroIndex] = pair.Key; + } + } + + // 保存到 PlayerData.json + if (PlayerDataManager.Instance != null) + { + PlayerDataManager.Instance.SaveFormation(characterIds, cells); + } + else + { + Debug.LogError("PlayerDataManager.Instance 未找到,无法保存阵型"); + } + } + + /// + /// 根据 Prefab 获取 characterId + /// + private string GetCharacterId(GameObject prefab) + { + if (prefab == null) return ""; + + // 查找对应的 CharacterData + var allData = Resources.LoadAll("Data"); + foreach (var data in allData) + { + if (data.unitPrefab == prefab) + { + return data.characterId; + } + } + + return ""; } private void SaveFormation() diff --git a/Assets/Script/HeroCardUI.cs b/Assets/Script/HeroCardUI.cs index 0e1b7cd..1410cbb 100644 --- a/Assets/Script/HeroCardUI.cs +++ b/Assets/Script/HeroCardUI.cs @@ -195,16 +195,43 @@ public class HeroCardUI : MonoBehaviour var navAgent = heroUnit.GetComponent(); if (navAgent != null) { + navAgent.enabled = true; // 确保启用 if (!navAgent.isOnNavMesh) { navAgent.enabled = false; navAgent.enabled = true; } + navAgent.ResetPath(); // 清空旧路径 + } + + // 重置 UnitBase 状态(关键修复:清空目标让单位重新寻敌) + UnitBase unitBase = heroUnit.GetComponent(); + if (unitBase != null) + { + unitBase.enabled = true; // 确保脚本启用 + unitBase.target = null; // 清空目标 + unitBase.ResetAnchorPosition(); // 重置锚点位置到复活位置(修复一直尝试返回旧锚点的问题) + } + + // 重置 Animator + Animator animator = heroUnit.GetComponent(); + if (animator != null) + { + animator.enabled = true; + animator.Rebind(); // 重置动画状态 + animator.Update(0f); } // 使用WorldHealthBar的Revive方法(会重置isDead并恢复生命) heroHealthBar.Revive(heroHealthBar.maxHealth); + // 重新显示血条(修复复活后没有血条的问题) + Transform barTransform = heroHealthBar.transform.Find("WorldHealthBar"); + if (barTransform != null) + { + barTransform.gameObject.SetActive(true); + } + // 重置UI状态 isDead = false; if (deathPanel != null) diff --git a/Assets/Script/PlayerDataManager.cs b/Assets/Script/PlayerDataManager.cs index 8cb8499..e34bdb1 100644 --- a/Assets/Script/PlayerDataManager.cs +++ b/Assets/Script/PlayerDataManager.cs @@ -1,5 +1,6 @@ using System.Collections.Generic; using UnityEngine; +using System.IO; [System.Serializable] public class PlayerOwnedCharacterJson @@ -9,12 +10,20 @@ public class PlayerOwnedCharacterJson public int starLevel = 0; } +[System.Serializable] +public class SavedFormationData +{ + public string[] characterIds = new string[0]; + public int[] cellIndices = new int[0]; +} + [System.Serializable] public class PlayerSaveJson { public string playerId = "local_player"; public PlayerOwnedCharacterJson[] unlockedCharacters = new PlayerOwnedCharacterJson[0]; public string[] currentDeck = new string[0]; + public SavedFormationData savedFormation = new SavedFormationData(); } public class PlayerDataManager : MonoBehaviour @@ -103,4 +112,65 @@ public class PlayerDataManager : MonoBehaviour var character = GetCharacterData(characterId); if (character != null) character.level++; } + + /// + /// 保存阵型到 PlayerData.json + /// + public void SaveFormation(string[] characterIds, int[] cellIndices) + { + string path = Application.dataPath + "/Resources/PlayerData.json"; + + try + { + // 读取现有数据 + string json = File.ReadAllText(path); + var saveData = JsonUtility.FromJson(json); + + // 更新阵型数据 + saveData.savedFormation = new SavedFormationData + { + characterIds = characterIds, + cellIndices = cellIndices + }; + + // 写回文件 + string updatedJson = JsonUtility.ToJson(saveData, true); + File.WriteAllText(path, updatedJson); + + Debug.Log($"✅ 阵型已保存到 PlayerData.json"); + Debug.Log($"保存了 {characterIds.Length} 个英雄的阵型数据"); + } + catch (System.Exception e) + { + Debug.LogError($"保存阵型失败: {e.Message}"); + } + } + + /// + /// 从 PlayerData.json 加载阵型 + /// + public SavedFormationData LoadFormation() + { + TextAsset json = localPlayerJson != null + ? localPlayerJson + : Resources.Load("PlayerData"); + + if (json != null) + { + try + { + var save = JsonUtility.FromJson(json.text); + if (save != null && save.savedFormation != null) + { + return save.savedFormation; + } + } + catch (System.Exception e) + { + Debug.LogError("加载阵型失败:" + e.Message); + } + } + + return new SavedFormationData(); + } } \ No newline at end of file diff --git a/Assets/Script/UnitBase.cs b/Assets/Script/UnitBase.cs index 9391678..611313b 100644 --- a/Assets/Script/UnitBase.cs +++ b/Assets/Script/UnitBase.cs @@ -276,6 +276,7 @@ public class UnitBase : MonoBehaviour if (!summonerMode) { animator.SetInteger("speed", 0); + animator.speed = 1f; // 重置动画播放速度(修复攻击后动画变慢的问题) } } @@ -401,11 +402,24 @@ public class UnitBase : MonoBehaviour return Vector3.Distance(current, anchor) <= anchorArrivalDistance; } + /// + /// 重置锚点位置到当前位置(用于复活等场景) + /// + public void ResetAnchorPosition() + { + anchorPosition = transform.position; + anchorInitialized = true; + } + private void ReturnToAnchor() { if (navAgent == null || !anchorInitialized) { - if (!summonerMode) animator.SetInteger("speed", 0); + if (!summonerMode) + { + animator.SetInteger("speed", 0); + animator.speed = 1f; // 重置动画播放速度 + } return; } @@ -416,7 +430,11 @@ public class UnitBase : MonoBehaviour if (!navAgent.isOnNavMesh) { - if (!summonerMode) animator.SetInteger("speed", 0); + if (!summonerMode) + { + animator.SetInteger("speed", 0); + animator.speed = 1f; // 重置动画播放速度 + } return; } @@ -426,7 +444,11 @@ public class UnitBase : MonoBehaviour navAgent.ResetPath(); transform.position = new Vector3(anchorPosition.x, transform.position.y, anchorPosition.z); navAgent.nextPosition = transform.position; - if (!summonerMode) animator.SetInteger("speed", 0); + if (!summonerMode) + { + animator.SetInteger("speed", 0); + animator.speed = 1f; // 重置动画播放速度 + } return; } @@ -437,6 +459,7 @@ public class UnitBase : MonoBehaviour nextPathUpdateTime = Time.time + PathUpdateInterval; } animator.SetInteger("speed", navAgent.velocity.sqrMagnitude > 0.01f ? 1 : 0); + animator.speed = 1f; // 确保移动时动画速度正常 } //目标决策:只寻找 detectionRange 内的敌方战斗单位;范围内没有敌人时原地待机或回到锚点。 diff --git a/Assets/Script/WaveSpawner.cs b/Assets/Script/WaveSpawner.cs index 0a9422f..70cdaf3 100644 --- a/Assets/Script/WaveSpawner.cs +++ b/Assets/Script/WaveSpawner.cs @@ -85,6 +85,14 @@ public class WaveSpawner : MonoBehaviour Vector3 spawnPos = transform.position + wave.spawnPositions[i]; GameObject enemy = Instantiate(wave.enemyPrefabs[i], spawnPos, Quaternion.identity); enemy.tag = "Enemy"; + + // 增大敌人的寻敌距离 + UnitBase unitBase = enemy.GetComponent(); + if (unitBase != null) + { + unitBase.detectionRange = 100f; // 从默认30增加到100 + } + activeEnemies.Add(enemy); Debug.Log($"生成敌人:{enemy.name} 位置={spawnPos}"); diff --git a/CODELY.md b/CODELY.md index 8c47b5f..05c1c62 100644 --- a/CODELY.md +++ b/CODELY.md @@ -25,6 +25,7 @@ - [2026-09-16 22:18:30] 召唤打断移动:主角点击召唤时必须立即停止移动,调用 SummonerClickMovement.ClearTarget() 来实现。**Why:** 用户要求召唤时即使在移动也要立刻停下。**How to apply:** BeginSummon 开始时停止移动 - [2026-09-17 10:06:34] 召唤师移动后连续召唤动画超时问题:SummonerClickMovement.HandleMovement() 每帧设置 animator.SetInteger("speed", 1) 干扰召唤动画。**Why:** 即使召唤时调用了 ClearTarget(),下一帧 Update 还是会覆盖动画参数。**How to apply:** 召唤期间禁用移动脚本 (clickMovement.enabled = false),召唤完成后重新启用 (enabled = true)。已在 MainCharacterCombat.Summon() 和 FinishSummon() 中实现。 - [2026-09-18 17:16:47] 小游戏阶段优先使用低成本的材质发光方案(Emission 球体 + 一层透明 Additive 光晕),不使用实时灯光、粒子系统和全屏 Bloom。**Why:** 用户关注小程序性能,且项目为内置渲染管线;Bloom 会影响整屏性能。**How to apply:** 后续制作阵营识别光球、传送门能量等发光效果时默认走材质光晕路线,仅在高端设备上考虑 Bloom。 +- [2026-09-29 22:28:50] 英雄复活后不寻敌问题:需要在ReviveHero()中调用unitBase.ResetAnchorPosition()重置锚点位置,否则returnToAnchorWhenIdle=true的英雄会尝试返回旧锚点位置导致卡住 ### Project - [2026-08-28 14:26:56] 弓箭手远程箭矢的设计要求:保持发射时高度水平飞行,命中目标后直接结算伤害并销毁,不产生实体物理击退。**Why:** 当前玩法希望远程攻击是命中判定而非物理推动。**How to apply:** 后续调整箭矢、Projectile 或弓箭手攻击逻辑时保持这一行为。 @@ -105,6 +106,10 @@ - [2026-09-29 17:03:15] 召唤师技能系统已完成:技能1群体治疗(CD 20秒,回血100),技能2全屏AOE(CD 20秒,伤害80),UI显示冷却倒计时 - [2026-09-29 17:03:15] 波次系统已扩展到10波,难度曲线:前3波热身,4-7波混合,8-10波精英,波次间隔5-10秒递增 - [2026-09-29 17:03:15] 全局攻击力已降低40%(×0.6),战斗时间延长约1.6倍,平衡游戏节奏 +- [2026-09-29 23:09:39] 大乱斗项目网格部署位置:BackZ=-15.0f,ColStep=2.4f,RowStep=2.8f,网格Z范围-15到-3.8,X范围-6到+6,6列5行正方形格子,与摄像机(0,30,-33)45度角正交视图size=16配置统一 + +- [2026-09-29 23:09:21] 阵型保存功能:FormationManager.StartBattle()保存阵型到PlayerData.json(不跳转场景),BattleFormationSpawner优先从PlayerData.json加载阵型数据,使用characterId和cellIndices数组 +- [2026-09-29 23:09:29] 敌人寻敌距离:所有敌人生成脚本(WaveSpawner、DefenseWaveLevelController、EnemyCastleAI、CastleSpawnManager)在生成敌人后设置detectionRange=100f,友方英雄保持默认30f ### Reference - [2026-09-09 12:23:17] 飞行物脚本 Projectile.cs 负责锁敌追踪、碰撞检测和伤害结算。箭矢预制体 ArrowProjectile_White.prefab 已配置 Projectile 组件和 CapsuleCollider(Is Trigger)。远程单位需在攻击动画松弦帧添加 OnAttackEffect Event,并在 UnitBase 中设置 attackType=RangedProjectile、projectilePrefab、projectileSpawnPoint。