```
feat(player): 添加玩家阵型保存功能 新增savedFormation字段用于存储玩家的阵型配置, 包括角色ID列表和对应的格子索引位置信息。 ```
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@@ -276,6 +276,7 @@ public class UnitBase : MonoBehaviour
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if (!summonerMode)
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{
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animator.SetInteger("speed", 0);
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animator.speed = 1f; // 重置动画播放速度(修复攻击后动画变慢的问题)
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}
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}
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@@ -401,11 +402,24 @@ public class UnitBase : MonoBehaviour
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return Vector3.Distance(current, anchor) <= anchorArrivalDistance;
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}
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/// <summary>
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/// 重置锚点位置到当前位置(用于复活等场景)
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/// </summary>
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public void ResetAnchorPosition()
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{
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anchorPosition = transform.position;
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anchorInitialized = true;
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}
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private void ReturnToAnchor()
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{
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if (navAgent == null || !anchorInitialized)
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{
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if (!summonerMode) animator.SetInteger("speed", 0);
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if (!summonerMode)
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{
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animator.SetInteger("speed", 0);
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animator.speed = 1f; // 重置动画播放速度
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}
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return;
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}
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@@ -416,7 +430,11 @@ public class UnitBase : MonoBehaviour
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if (!navAgent.isOnNavMesh)
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{
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if (!summonerMode) animator.SetInteger("speed", 0);
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if (!summonerMode)
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{
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animator.SetInteger("speed", 0);
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animator.speed = 1f; // 重置动画播放速度
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}
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return;
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}
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@@ -426,7 +444,11 @@ public class UnitBase : MonoBehaviour
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navAgent.ResetPath();
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transform.position = new Vector3(anchorPosition.x, transform.position.y, anchorPosition.z);
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navAgent.nextPosition = transform.position;
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if (!summonerMode) animator.SetInteger("speed", 0);
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if (!summonerMode)
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{
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animator.SetInteger("speed", 0);
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animator.speed = 1f; // 重置动画播放速度
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}
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return;
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}
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@@ -437,6 +459,7 @@ public class UnitBase : MonoBehaviour
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nextPathUpdateTime = Time.time + PathUpdateInterval;
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}
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animator.SetInteger("speed", navAgent.velocity.sqrMagnitude > 0.01f ? 1 : 0);
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animator.speed = 1f; // 确保移动时动画速度正常
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}
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//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。
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