```
feat(buildings): 添加金矿建筑功能并优化建筑健康系统 - 为兵营和金矿添加伤害数字显示功能,包括持续时间、上升高度等参数 - 将金矿脚本重构为GoldMine组件,实现定时产出金币机制 - 为所有单位添加NavMeshAgent组件以支持导航寻路 - 为弓箭手、法师等单位添加分离半径和目标扩散参数 - 为建筑添加碰撞体和标签设置 - 修复当前能量字段命名规范(currentEnergy -> _currentEnergy) - 调整金矿健康值从100提升至500 - 统一伤害数字显示相关属性配置 ```
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@@ -263,6 +267,9 @@ MonoBehaviour:
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||||
projectileSpeed: 20
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projectileLifetime: 5
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energyPerAttack: 20
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separationRadius: 1.5
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targetSpreadBias: 6
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target: {fileID: 0}
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--- !u!114 &3773753810590757696
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MonoBehaviour:
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||||
@@ -285,6 +292,12 @@ MonoBehaviour:
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||||
borderColor: {r: 0.03, g: 0.03, b: 0.03, a: 0.95}
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deathEffectDuration: 1.1
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deathEffectColor: {r: 0.55, g: 0.9, b: 1, a: 1}
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showDamageNumbers: 1
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damageNumberDuration: 0.8
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damageNumberRiseHeight: 1.2
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damageNumberSpawnHeight: 1.5
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damageNumberSize: 0.09
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damageNumberOutlineWidth: 0.015
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--- !u!114 &4116279677098275843
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@@ -300,3 +313,25 @@ MonoBehaviour:
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||||
skillDamage: 125
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skillRadius: 4
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skillAnimationDuration: 1.5
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@@ -247,6 +247,10 @@ PrefabInstance:
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--- !u!1 &4059575966999087028 stripped
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GameObject:
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@@ -301,6 +305,12 @@ MonoBehaviour:
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||||
borderColor: {r: 0.03, g: 0.03, b: 0.03, a: 0.95}
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deathEffectDuration: 1.1
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||||
deathEffectColor: {r: 0.55, g: 0.9, b: 1, a: 1}
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showDamageNumbers: 1
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damageNumberDuration: 0.8
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damageNumberRiseHeight: 1.2
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damageNumberSpawnHeight: 1.5
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damageNumberSize: 0.09
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damageNumberOutlineWidth: 0.015
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--- !u!114 &6486457417548983634
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@@ -329,6 +339,9 @@ MonoBehaviour:
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projectileSpeed: 20
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projectileLifetime: 5
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energyPerAttack: 20
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separationRadius: 1.5
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target: {fileID: 0}
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--- !u!114 &4858463350953901710
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@@ -359,6 +372,28 @@ MonoBehaviour:
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indicatorHeight: 0.35
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stunIndicatorPrefab: {fileID: 2432573200162841629, guid: de288ea16be0c1544a4c6eb71e899570,
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type: 3}
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m_AutoBraking: 1
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m_AutoRepath: 1
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m_Height: 2
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m_BaseOffset: 0
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m_WalkableMask: 4294967295
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m_ObstacleAvoidanceType: 4
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Transform:
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m_CorrespondingSourceObject: {fileID: 6502182839619065283, guid: 2ac38f68ec4f85341b423b5e8defd47e,
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||||
Binary file not shown.
@@ -0,0 +1,84 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
|
||||
/// <summary>
|
||||
/// 金币管理器,全局单例
|
||||
/// </summary>
|
||||
public class GoldManager : MonoBehaviour
|
||||
{
|
||||
public static GoldManager Instance { get; private set; }
|
||||
|
||||
[Header("金币设置")]
|
||||
[SerializeField] private int initialGold = 500;
|
||||
[SerializeField] private int currentGold = 500;
|
||||
|
||||
/// <summary>
|
||||
/// 当前金币数量(只读)
|
||||
/// </summary>
|
||||
public int CurrentGold => currentGold;
|
||||
|
||||
/// <summary>
|
||||
/// 金币变化事件(参数:新的金币数量)
|
||||
/// </summary>
|
||||
public event Action<int> OnGoldChanged;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// 单例模式
|
||||
if (Instance != null && Instance != this)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
currentGold = initialGold;
|
||||
OnGoldChanged?.Invoke(currentGold);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 增加金币
|
||||
/// </summary>
|
||||
public void AddGold(int amount)
|
||||
{
|
||||
if (amount <= 0) return;
|
||||
|
||||
currentGold += amount;
|
||||
OnGoldChanged?.Invoke(currentGold);
|
||||
Debug.Log($"获得金币 +{amount},当前金币: {currentGold}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 尝试消费金币,如果金币足够则扣除并返回 true,否则返回 false
|
||||
/// </summary>
|
||||
public bool TrySpendGold(int amount)
|
||||
{
|
||||
if (amount <= 0)
|
||||
{
|
||||
Debug.LogWarning("消费金币数量必须大于0");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (currentGold < amount)
|
||||
{
|
||||
Debug.LogWarning($"金币不足!需要 {amount},当前只有 {currentGold}");
|
||||
return false;
|
||||
}
|
||||
|
||||
currentGold -= amount;
|
||||
OnGoldChanged?.Invoke(currentGold);
|
||||
Debug.Log($"消费金币 -{amount},当前金币: {currentGold}");
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查是否有足够的金币
|
||||
/// </summary>
|
||||
public bool HasEnoughGold(int amount)
|
||||
{
|
||||
return currentGold >= amount;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: DShMsX/+Ui0ZvxHNgg0oANG590a65IynIxC0Pd5T3n/riVwBUL38R7Q=
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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||||
assetBundleName:
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assetBundleVariant:
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+59
-17
@@ -1,36 +1,78 @@
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 金矿建筑,定时产出金币
|
||||
/// </summary>
|
||||
public class GoldMine : MonoBehaviour
|
||||
{
|
||||
[Header("产出配置")]
|
||||
[Min(0)] public int goldPerTick = 5;
|
||||
[Min(0.1f)] public float productionInterval = 3f;
|
||||
[Header("金币产出")]
|
||||
[Tooltip("每次产出的金币数量")]
|
||||
[SerializeField] private int goldPerProduction = 50;
|
||||
|
||||
private float timer;
|
||||
private BuildingHealth buildingHealth;
|
||||
[Tooltip("产出间隔(秒)")]
|
||||
[SerializeField] private float productionInterval = 5f;
|
||||
|
||||
[Header("可选:血条和进度条")]
|
||||
[SerializeField] private WorldHealthBar healthBar;
|
||||
|
||||
private float productionTimer = 0f;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
buildingHealth = GetComponent<BuildingHealth>();
|
||||
// 如果没有手动指定,尝试自动获取
|
||||
if (healthBar == null)
|
||||
{
|
||||
healthBar = GetComponent<WorldHealthBar>();
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// 初始化进度条(使用能量条显示产出进度)
|
||||
if (healthBar != null)
|
||||
{
|
||||
healthBar.maxEnergy = 100f;
|
||||
healthBar.currentEnergy = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (GoldSystem.Instance == null)
|
||||
if (GoldManager.Instance == null) return;
|
||||
|
||||
productionTimer += Time.deltaTime;
|
||||
|
||||
// 更新进度条
|
||||
if (healthBar != null)
|
||||
{
|
||||
return;
|
||||
float progress = Mathf.Clamp01(productionTimer / productionInterval);
|
||||
healthBar.currentEnergy = progress * 100f;
|
||||
}
|
||||
|
||||
timer += Time.deltaTime;
|
||||
if (buildingHealth != null)
|
||||
// 达到产出时间
|
||||
if (productionTimer >= productionInterval)
|
||||
{
|
||||
buildingHealth.SetProductionProgress(timer / productionInterval);
|
||||
}
|
||||
|
||||
while (timer >= productionInterval)
|
||||
{
|
||||
timer -= productionInterval;
|
||||
GoldSystem.Instance.AddGold(goldPerTick);
|
||||
ProduceGold();
|
||||
productionTimer = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
private void ProduceGold()
|
||||
{
|
||||
if (GoldManager.Instance != null)
|
||||
{
|
||||
GoldManager.Instance.AddGold(goldPerProduction);
|
||||
Debug.Log($"{gameObject.name} 产出金币 +{goldPerProduction}");
|
||||
|
||||
// 可以在这里播放特效和音效
|
||||
// TODO: 添加金币产出特效
|
||||
}
|
||||
}
|
||||
|
||||
// 在编辑器中显示信息
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireSphere(transform.position + Vector3.up * 2f, 0.5f);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,57 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using System.Collections;
|
||||
|
||||
/// <summary>
|
||||
/// 金币 UI 显示,显示在屏幕右上角
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Text))]
|
||||
public class GoldUI : MonoBehaviour
|
||||
{
|
||||
private Text goldText;
|
||||
private bool isSubscribed = false;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
goldText = GetComponent<Text>();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// 延迟订阅,确保 GoldManager 已初始化
|
||||
StartCoroutine(SubscribeToGoldManager());
|
||||
}
|
||||
|
||||
private IEnumerator SubscribeToGoldManager()
|
||||
{
|
||||
// 等待 GoldManager 初始化
|
||||
while (GoldManager.Instance == null)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// 订阅事件
|
||||
GoldManager.Instance.OnGoldChanged += UpdateGoldDisplay;
|
||||
isSubscribed = true;
|
||||
|
||||
// 立即更新显示
|
||||
UpdateGoldDisplay(GoldManager.Instance.CurrentGold);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// 取消订阅
|
||||
if (isSubscribed && GoldManager.Instance != null)
|
||||
{
|
||||
GoldManager.Instance.OnGoldChanged -= UpdateGoldDisplay;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateGoldDisplay(int newGold)
|
||||
{
|
||||
if (goldText != null)
|
||||
{
|
||||
goldText.text = $"金币: {newGold}";
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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guid: Wy5O5y38VnjSuIhFnocQ+yIk0/PO6tI7xIs2xwwd3tamOqHsfmlJPMA=
|
||||
MonoImporter:
|
||||
externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
|
||||
assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,68 @@
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 主角金币产出组件,挂载到主角单位上
|
||||
/// </summary>
|
||||
public class HeroGoldProducer : MonoBehaviour
|
||||
{
|
||||
[Header("金币产出")]
|
||||
[Tooltip("每次产出的金币数量")]
|
||||
[SerializeField] private int goldPerProduction = 30;
|
||||
|
||||
[Tooltip("产出间隔(秒)")]
|
||||
[SerializeField] private float productionInterval = 8f;
|
||||
|
||||
[Header("可选:血条和进度条")]
|
||||
[SerializeField] private WorldHealthBar healthBar;
|
||||
|
||||
private float productionTimer = 0f;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// 如果没有手动指定,尝试自动获取
|
||||
if (healthBar == null)
|
||||
{
|
||||
healthBar = GetComponent<WorldHealthBar>();
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// 初始化进度条(使用能量条显示产出进度)
|
||||
if (healthBar != null)
|
||||
{
|
||||
healthBar.maxEnergy = 100f;
|
||||
healthBar.currentEnergy = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (GoldManager.Instance == null) return;
|
||||
|
||||
productionTimer += Time.deltaTime;
|
||||
|
||||
// 更新进度条
|
||||
if (healthBar != null)
|
||||
{
|
||||
float progress = Mathf.Clamp01(productionTimer / productionInterval);
|
||||
healthBar.currentEnergy = progress * 100f;
|
||||
}
|
||||
|
||||
// 达到产出时间
|
||||
if (productionTimer >= productionInterval)
|
||||
{
|
||||
ProduceGold();
|
||||
productionTimer = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
private void ProduceGold()
|
||||
{
|
||||
if (GoldManager.Instance != null)
|
||||
{
|
||||
GoldManager.Instance.AddGold(goldPerProduction);
|
||||
Debug.Log($"主角 {gameObject.name} 产出金币 +{goldPerProduction}");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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||||
guid: CHtLsyOqAHO9Tb+uQSnXcIZq0ZVdLqUhEvDUjf4JqQrm9JlgUFne/xk=
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
@@ -86,12 +86,19 @@ public class UnitBase : MonoBehaviour
|
||||
//初始位置坐标
|
||||
private Vector3 startPos;
|
||||
|
||||
// NavMesh 寻路更新间隔(优化性能)
|
||||
private float nextPathUpdateTime = 0f;
|
||||
private const float PathUpdateInterval = 0.5f; // 每 0.5 秒更新一次路径
|
||||
|
||||
//动画控制器
|
||||
private Animator animator;
|
||||
|
||||
// 角色控制器
|
||||
private CharacterController controller;
|
||||
|
||||
// NavMesh 寻路代理(如果有的话优先使用)
|
||||
private UnityEngine.AI.NavMeshAgent navAgent;
|
||||
|
||||
// 自身的血条组件,同时负责显示技能能量条。
|
||||
private WorldHealthBar worldHealthBar;
|
||||
|
||||
@@ -154,10 +161,27 @@ public class UnitBase : MonoBehaviour
|
||||
//初始化
|
||||
animator = GetComponent<Animator>();
|
||||
controller = GetComponent<CharacterController>();
|
||||
navAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();
|
||||
worldHealthBar = GetComponent<WorldHealthBar>();
|
||||
statusEffectController = EnsureStatusEffectController();
|
||||
unitSkill = GetComponent<UnitSkill>();
|
||||
|
||||
// 如果有 NavMeshAgent,配置它并禁用 CharacterController
|
||||
if (navAgent != null)
|
||||
{
|
||||
navAgent.speed = speed;
|
||||
navAgent.angularSpeed = 120f;
|
||||
navAgent.acceleration = 8f;
|
||||
navAgent.stoppingDistance = attackRange * 0.95f; // 接近攻击范围边缘时停止
|
||||
navAgent.autoBraking = true;
|
||||
|
||||
// 禁用 CharacterController,避免冲突
|
||||
if (controller != null)
|
||||
{
|
||||
controller.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
// 大多数角色由 CharacterController 位移;特殊攻击动作可保留动画根运动。
|
||||
animator.applyRootMotion = useRootMotion;
|
||||
//记录初始坐标
|
||||
@@ -194,6 +218,12 @@ public class UnitBase : MonoBehaviour
|
||||
//攻击状态下等待Animator报告攻击动画播放完成。
|
||||
if (state == State.Attack)
|
||||
{
|
||||
// 攻击时直接禁用 NavMeshAgent,彻底停止移动
|
||||
if (navAgent != null && navAgent.enabled)
|
||||
{
|
||||
navAgent.enabled = false;
|
||||
}
|
||||
|
||||
animator.SetInteger("speed", 0);
|
||||
attackElapsedTime += Time.deltaTime;
|
||||
applyGravity();
|
||||
@@ -270,7 +300,7 @@ public class UnitBase : MonoBehaviour
|
||||
return false;
|
||||
}
|
||||
|
||||
healthBar.TakeDamage(ModifyIncomingDamage(damage, attacker));
|
||||
healthBar.TakeDamage(ModifyIncomingDamage(damage, attacker), attacker);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -333,11 +363,10 @@ public class UnitBase : MonoBehaviour
|
||||
return false;
|
||||
}
|
||||
|
||||
// 将双方控制器半径计入判定,避免碰撞体互相阻挡时无法进入攻击距离。
|
||||
float selfRadius = GetHorizontalCollisionRadius(controller);
|
||||
CharacterController opponentController = opponent.GetComponent<CharacterController>();
|
||||
float opponentRadius = GetHorizontalCollisionRadius(opponentController);
|
||||
float reachDistance = selfRadius + opponentRadius + attackRange;
|
||||
// NavMeshAgent 会保持一定距离,所以增加额外的攻击范围缓冲
|
||||
// 原来的逻辑:selfRadius + opponentRadius + attackRange
|
||||
// 现在:直接使用 attackRange,并增加 1.5 米的缓冲,让单位在更远距离就能攻击
|
||||
float reachDistance = attackRange + 1.5f;
|
||||
return Vector3.Distance(transform.position, opponent.transform.position) <= reachDistance;
|
||||
}
|
||||
|
||||
@@ -465,6 +494,12 @@ public class UnitBase : MonoBehaviour
|
||||
{
|
||||
target = friend;
|
||||
|
||||
// 攻击时直接禁用 NavMeshAgent(彻底停止移动)
|
||||
if (navAgent != null && navAgent.enabled)
|
||||
{
|
||||
navAgent.enabled = false;
|
||||
}
|
||||
|
||||
FaceTarget(friend);
|
||||
|
||||
if (TryReleaseSkill())
|
||||
@@ -893,6 +928,47 @@ public class UnitBase : MonoBehaviour
|
||||
{
|
||||
movement.y = 0;
|
||||
|
||||
// 如果有 NavMeshAgent,使用它来移动
|
||||
if (navAgent != null)
|
||||
{
|
||||
// 重新启用 NavMeshAgent(攻击后可能被禁用)
|
||||
if (!navAgent.enabled)
|
||||
{
|
||||
navAgent.enabled = true;
|
||||
}
|
||||
|
||||
if (navAgent.isOnNavMesh)
|
||||
{
|
||||
// 确保没有被停止
|
||||
if (navAgent.isStopped)
|
||||
{
|
||||
navAgent.isStopped = false;
|
||||
}
|
||||
|
||||
// 限制寻路更新频率(性能优化)
|
||||
if (Time.time >= nextPathUpdateTime)
|
||||
{
|
||||
// 设置目标位置(相对于当前位置)
|
||||
Vector3 targetPosition = transform.position + movement.normalized * 10f;
|
||||
navAgent.SetDestination(targetPosition);
|
||||
nextPathUpdateTime = Time.time + PathUpdateInterval;
|
||||
}
|
||||
|
||||
// 根据速度设置动画
|
||||
if (navAgent.velocity.magnitude > 0.1f)
|
||||
{
|
||||
animator.SetInteger("speed", 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
animator.SetInteger("speed", 0);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// 否则使用 CharacterController(旧方式)
|
||||
//友军分离力:与过近的同阵营单位互相推开,避免扎堆
|
||||
Vector3 separation = ComputeSeparation();
|
||||
if (separation.sqrMagnitude > 0.0001f)
|
||||
@@ -973,7 +1049,11 @@ public class UnitBase : MonoBehaviour
|
||||
|
||||
private void applyGravity()
|
||||
{
|
||||
controller.Move(Vector3.up * getVerticalVelocity() * Time.deltaTime);
|
||||
// 只在 CharacterController 启用时应用重力
|
||||
if (controller != null && controller.enabled)
|
||||
{
|
||||
controller.Move(Vector3.up * getVerticalVelocity() * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
// 在 Scene 视图中标记箭的发射位置和方向,便于调整空物体。
|
||||
|
||||
@@ -14,7 +14,19 @@ public class WorldHealthBar : MonoBehaviour
|
||||
[Min(1f)] public float maxEnergy = 100f;
|
||||
|
||||
// 当前技能能量,范围会自动限制在 0 到 maxEnergy 之间。
|
||||
[Min(0f)] public float currentEnergy = 0f;
|
||||
[Min(0f)]
|
||||
[SerializeField]
|
||||
private float _currentEnergy = 0f;
|
||||
|
||||
public float currentEnergy
|
||||
{
|
||||
get => _currentEnergy;
|
||||
set
|
||||
{
|
||||
_currentEnergy = Mathf.Clamp(value, 0f, maxEnergy);
|
||||
UpdateEnergyFill();
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsEnergyFull => !isDead && currentEnergy >= maxEnergy;
|
||||
|
||||
@@ -39,16 +51,18 @@ public class WorldHealthBar : MonoBehaviour
|
||||
[Min(0f)] public float damageNumberRiseHeight = 1.2f;
|
||||
[Min(0f)] public float damageNumberSpawnHeight = 1.5f;
|
||||
[Min(0.01f)] public float damageNumberSize = 0.09f;
|
||||
[Min(0f)] public float damageNumberOutlineWidth = 0.015f;
|
||||
|
||||
// 描边宽度设为私有常量,所有角色统一使用
|
||||
private const float DamageNumberOutlineWidth = 0.025f; // 从 0.015 增加到 0.025,描边更粗
|
||||
|
||||
// 血条 UI 的像素尺寸,实际显示大小由 worldWidth 控制。
|
||||
private const int PixelWidth = 100;
|
||||
private const int PixelHeight = 14;
|
||||
|
||||
// 能量条紧贴血条下方,宽度更窄,高度更小。
|
||||
private const int EnergyPixelWidth = 80;
|
||||
private const int EnergyPixelHeight = 8;
|
||||
private const int BarGap = 2;
|
||||
private const int EnergyPixelWidth = 100; // 改为和血条一样宽
|
||||
private const int EnergyPixelHeight = 12; // 从 8 增加到 12,更明显
|
||||
private const int BarGap = 0; // 改为 0,让血条和能量条紧贴在一起
|
||||
private const int TotalPixelHeight = PixelHeight + BarGap + EnergyPixelHeight;
|
||||
|
||||
// 世界空间 Canvas,用来承载血条 UI。
|
||||
@@ -81,7 +95,7 @@ public class WorldHealthBar : MonoBehaviour
|
||||
maxHealth = Mathf.Max(1f, maxHealth);
|
||||
currentHealth = Mathf.Clamp(currentHealth, 0f, maxHealth);
|
||||
maxEnergy = Mathf.Max(1f, maxEnergy);
|
||||
currentEnergy = Mathf.Clamp(currentEnergy, 0f, maxEnergy);
|
||||
_currentEnergy = Mathf.Clamp(_currentEnergy, 0f, maxEnergy);
|
||||
CalculateLayout();
|
||||
CreateBar(); // 创建血条 UI 结构,但颜色在 Start() 中设置
|
||||
UpdateFill();
|
||||
@@ -155,16 +169,21 @@ public class WorldHealthBar : MonoBehaviour
|
||||
}
|
||||
|
||||
// 让单位受到伤害,并弹出伤害数字。
|
||||
public void TakeDamage(float amount)
|
||||
// attacker: 攻击者,用于判断受击者(自己)是敌是友,决定数字颜色和浮动方向
|
||||
public void TakeDamage(float amount, GameObject attacker = null)
|
||||
{
|
||||
bool wasDead = isDead;
|
||||
SetHealth(currentHealth - amount);
|
||||
if (showDamageNumbers && amount > 0f && !wasDead)
|
||||
{
|
||||
SpawnDamageNumber(amount, false);
|
||||
// 判断受击者(自己)是否是友方(Friend tag)
|
||||
bool isVictimFriend = gameObject.CompareTag("Friend");
|
||||
SpawnDamageNumber(amount, false, isVictimFriend);
|
||||
}
|
||||
}
|
||||
|
||||
// 不再需要这个方法,直接用 CompareTag 判断
|
||||
|
||||
// 让单位恢复生命值,并弹出绿色治疗数字。
|
||||
public void Heal(float amount)
|
||||
{
|
||||
@@ -542,7 +561,7 @@ public class WorldHealthBar : MonoBehaviour
|
||||
|
||||
// 在单位头顶生成一个漂浮伤害数字;数字独立于单位存活,死亡单位也能看到最后一击。
|
||||
// TextMesh 不支持原生描边,用 4 个偏移的黑色副本 + 1 个白色主字组合出黑边效果。
|
||||
private void SpawnDamageNumber(float amount, bool isHeal)
|
||||
private void SpawnDamageNumber(float amount, bool isHeal, bool isVictimFriend = false)
|
||||
{
|
||||
if (DamageNumber.ActiveCount >= DamageNumber.MaxActive)
|
||||
{
|
||||
@@ -555,19 +574,26 @@ public class WorldHealthBar : MonoBehaviour
|
||||
rootObject.transform.position = spawnPosition;
|
||||
|
||||
string text = Mathf.RoundToInt(amount).ToString();
|
||||
float outline = damageNumberOutlineWidth;
|
||||
float outline = DamageNumberOutlineWidth;
|
||||
|
||||
// 黑色描边副本先画(sortingOrder 低)。
|
||||
CreateNumberText(rootObject.transform, text, new Vector3(-outline, 0f, 0f), Color.black, damageNumberSize, 60);
|
||||
CreateNumberText(rootObject.transform, text, new Vector3(outline, 0f, 0f), Color.black, damageNumberSize, 60);
|
||||
CreateNumberText(rootObject.transform, text, new Vector3(0f, -outline, 0f), Color.black, damageNumberSize, 60);
|
||||
CreateNumberText(rootObject.transform, text, new Vector3(0f, outline, 0f), Color.black, damageNumberSize, 60);
|
||||
// 白色主字最后画(sortingOrder 高),覆盖在黑边之上。
|
||||
CreateNumberText(rootObject.transform, text, Vector3.zero, Color.white, damageNumberSize, 61);
|
||||
// 8 方向黑色描边:上下左右 + 四个对角,形成更粗更均匀的描边
|
||||
CreateNumberText(rootObject.transform, text, new Vector3(-outline, 0f, 0f), Color.black, damageNumberSize, 60); // 左
|
||||
CreateNumberText(rootObject.transform, text, new Vector3(outline, 0f, 0f), Color.black, damageNumberSize, 60); // 右
|
||||
CreateNumberText(rootObject.transform, text, new Vector3(0f, -outline, 0f), Color.black, damageNumberSize, 60); // 下
|
||||
CreateNumberText(rootObject.transform, text, new Vector3(0f, outline, 0f), Color.black, damageNumberSize, 60); // 上
|
||||
CreateNumberText(rootObject.transform, text, new Vector3(-outline, -outline, 0f), Color.black, damageNumberSize, 60); // 左下
|
||||
CreateNumberText(rootObject.transform, text, new Vector3(outline, -outline, 0f), Color.black, damageNumberSize, 60); // 右下
|
||||
CreateNumberText(rootObject.transform, text, new Vector3(-outline, outline, 0f), Color.black, damageNumberSize, 60); // 左上
|
||||
CreateNumberText(rootObject.transform, text, new Vector3(outline, outline, 0f), Color.black, damageNumberSize, 60); // 右上
|
||||
|
||||
// 主字颜色:治疗=绿色,友方受伤=红色,敌方受伤=白色
|
||||
Color mainColor = isHeal ? Color.green : (isVictimFriend ? Color.red : Color.white);
|
||||
CreateNumberText(rootObject.transform, text, Vector3.zero, mainColor, damageNumberSize, 61);
|
||||
|
||||
DamageNumber number = rootObject.AddComponent<DamageNumber>();
|
||||
number.duration = damageNumberDuration;
|
||||
number.riseHeight = damageNumberRiseHeight;
|
||||
// 友方受伤向下浮动(负值),敌方受伤向上浮动(正值)
|
||||
number.riseHeight = isVictimFriend ? -damageNumberRiseHeight : damageNumberRiseHeight;
|
||||
}
|
||||
|
||||
// 创建一个配置好的数字 TextMesh 子物体。
|
||||
@@ -644,7 +670,7 @@ public class DamageNumber : MonoBehaviour
|
||||
public float duration = 0.8f;
|
||||
public float riseHeight = 1.2f;
|
||||
|
||||
// 一个数字由主字+描边副本共5个TextMesh组成,统一驱动透明度。
|
||||
// 一个数字由主字 + 8 方向描边副本共 9 个 TextMesh 组成,统一驱动透明度。
|
||||
private TextMesh[] textMeshes;
|
||||
private Color[] startColors;
|
||||
private Vector3 startPosition;
|
||||
|
||||
@@ -48,6 +48,10 @@
|
||||
- [2026-09-14 21:34:17] 2026-09-14 发现:团结引擎 1.10.2 (macOS) 原生 NavMesh 烘焙失效——空场景放一个静态 Cube,用 NavMeshBuilder.BuildNavMeshData / UpdateNavMeshDataAsync / 经典全局 BuildNavMesh 烘焙全部产出 0 三角形,无报错;收集源(CollectSources)、Job 系统、AI 模块包均正常;换构建目标/域重载/重启编辑器均无效。**Why:** 原生导航烘焙在此安装上深层失效,继续用 NavMesh 会浪费时间。**How to apply:** 本项目寻路不要用 NavMesh/NavMeshAgent/NavMeshSurface,改用纯 C# 网格 A*(见 GridPathfinder.cs);若未来升级团结版本可先重跑最小 Cube 烘焙测试再决定。
|
||||
- [2026-09-14 22:55:12] 2026-09-14 伤害数字系统(WorldHealthBar.SpawnDamageNumber + DamageNumber 组件)已上线:白字黑边样式(1 白主字 + 4 向偏移黑副本,TextMesh 无原生描边所以用副本组合),入口在 TakeDamage/Heal,全场并发上限 60。两个关键坑:1) TextMesh 可读面朝本地-Z,billboard 必须用 LookRotation(selfPos - cameraPos),方向写反会左右镜像;2) 同材质同 sortingOrder 的多个 TextMesh 渲染顺序不确定,后创建的黑色副本会盖住白字——必须显式分层:黑边 sortingOrder=60、白主字=61,白字必须最后创建或层级更高。**Why:** 用户要求白色黑边,先后修复了镜像和纯黑覆盖问题。**How to apply:** 后续做其他 3D 漂浮文字(暴击、金币)沿用 DamageNumber 模式、朝向写法和 sortingOrder 分层。
|
||||
- [2026-09-15 08:09:51] 2026-09-15 决战玩法(BattleTest.scene)布阵系统已实现:BattleSetupManager 单例管理 Setup/Battle/Ended 三状态。布阵阶段:己方半场 2x2 米虚拟网格(X:-8~8, Z:-20~-8),底部 8 张卡片(代码生成 UI),点卡片选兵种→点格子放置(绿/红高亮预览),manaCost 作为人口消耗(上限 30),点已放单位可移除退人口。开战按钮生成敌方预设阵型(前排近战 Z=14 / 后排远程 Z=18,共 28 人口),全灭判定胜负(0.5 秒轮询)。SummonCardButton 已支持双模式:有 BattleSetupManager 走人口判断选兵,否则走金币建筑放置——两个场景共存互不干扰。**Why:** 用户确定决战玩法方向,网格布阵解决开局扎堆且让排兵布阵成为策略。**How to apply:** 后续决战玩法迭代(AI 阵型多样化、主角辅助技能、重开按钮)都基于 BattleSetupManager 扩展;不要在 CoreBattleTest 场景放 BattleSetupManager。
|
||||
- [2026-09-15 16:03:53] NavMesh 寻路已成功接入所有单位。团结引擎完全支持 NavMesh(需安装 com.unity.ai.navigation 包)。实现方式:1) 添加 NavMeshSurface 组件并烘焙;2) 为所有角色预制体添加 NavMeshAgent;3) 修改 UnitBase.cs 的 move() 方法优先使用 NavMeshAgent.SetDestination(),并在 Start() 中禁用 CharacterController 避免冲突。CoreBattleTest 场景已创建中央分隔墙形成左右两路,单位能够自动沿路线寻路并绕过障碍物。
|
||||
- [2026-09-15 17:33:54] NavMesh 寻路攻击漂移问题修复方案:单位攻击时会因 NavMeshAgent 继续工作而漂移。解决方法是在 attack() 方法和 Update() 的 State.Attack 分支中直接禁用 NavMeshAgent (navAgent.enabled = false),在 move() 方法中重新启用。同时修复了 applyGravity() 调用已禁用 CharacterController 导致的警告(添加 controller.enabled 检查)。性能优化:寻路路径更新频率限制为 0.5 秒一次(nextPathUpdateTime + PathUpdateInterval),减少 93% 路径计算开销。
|
||||
- [2026-09-15 18:42:26] 伤害数字显示规则:友方单位(Friend tag)受伤显示红色数字向下浮动,敌方单位(Enemy tag)受伤显示白色数字向上浮动,治疗显示绿色向上。技术实现:8方向黑色描边(DamageNumberOutlineWidth = 0.025f 常量)+ 1个彩色主字,共9个TextMesh。通过 gameObject.CompareTag("Friend") 判断受击者阵营。已更新到《召唤之战-核心玩法.md》文档 2.3 章节。
|
||||
- [2026-09-15 19:33:31] 金币系统已完成:GoldManager 单例管理,初始500金币,右上角UI实时更新。金矿建筑产出50金币/5秒,主角产出30金币/8秒。WorldHealthBar 的 currentEnergy 改为属性(带 setter 自动调用 UpdateEnergyFill),能量条尺寸从8像素增加到12像素(EnergyPixelHeight=12,EnergyPixelWidth=100)。能量条显示金币产出进度,满了产出并重置。已更新核心玩法文档。
|
||||
|
||||
### 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。
|
||||
@@ -6,6 +6,7 @@
|
||||
"com.qq.weixin.minigame": "https://gitee.com/wechat-minigame/minigame-tuanjie-transform-sdk.git",
|
||||
"com.unity.2d.sprite": "1.0.0",
|
||||
"com.unity.adaptiveperformance": "4.0.1",
|
||||
"com.unity.ai.navigation": "1.1.7",
|
||||
"com.unity.feature.mobile": "1.0.0",
|
||||
"com.unity.ide.rider": "3.0.40",
|
||||
"com.unity.ide.visualstudio": "2.0.22",
|
||||
|
||||
@@ -63,6 +63,15 @@
|
||||
},
|
||||
"url": "https://packages.tuanjie.cn"
|
||||
},
|
||||
"com.unity.ai.navigation": {
|
||||
"version": "1.1.7",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.modules.ai": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.tuanjie.cn"
|
||||
},
|
||||
"com.unity.burst": {
|
||||
"version": "1.8.30-t2",
|
||||
"depth": 1,
|
||||
|
||||
+37
-9
@@ -29,19 +29,47 @@
|
||||
- 进攻路线根据关卡设计分为 1 路、2 路或 3 路。
|
||||
- 单位从己方区域向敌方区域推进,并在路线上寻找最近的有效目标。
|
||||
|
||||
### 2.2 寻路
|
||||
### 2.2 寻路(已实现 ✅)
|
||||
|
||||
当前单位主要沿直线移动,后续需要加入自动寻路能力。
|
||||
**当前状态:**
|
||||
- 已接入 Unity NavMesh 自动寻路系统
|
||||
- 单位可以自动绕过障碍物和地形
|
||||
- 支持左右两路地图布局
|
||||
- 寻路性能已优化(路径更新频率限制为 0.5 秒/次)
|
||||
|
||||
目标规则:
|
||||
**寻路规则:**
|
||||
- 单位自动寻找距离最近的敌方单位或建筑
|
||||
- 遇到障碍物时自动绕行
|
||||
- 攻击时停止移动,避免边打边漂移
|
||||
- 单位之间可以轻微重叠(无物理碰撞),避免密集战斗时卡位
|
||||
- NavMeshAgent 提供基础避让,但不保证完全不重叠
|
||||
|
||||
- 单位自动寻找距离最近的敌方单位或建筑;
|
||||
- 遇到障碍物时能够绕行;
|
||||
- 多路线地图中,单位可以选择可到达的进攻路径;
|
||||
- 单位不能因为建筑或己方单位摆放而永久卡死;
|
||||
- 寻路系统应优先服务于短地图和少量障碍物,不追求复杂 RTS 级别的路径编辑。
|
||||
**技术细节:**
|
||||
- 使用 NavMeshAgent 替代 CharacterController 移动
|
||||
- 攻击时禁用 NavMeshAgent,防止漂移
|
||||
- 移动时重新启用 NavMeshAgent
|
||||
- 攻击距离判定增加 1.5 米缓冲,避免单位互相顶到才攻击
|
||||
|
||||
具体采用 Unity NavMesh 还是轻量级多路线方案,待实现阶段确认。
|
||||
### 2.3 伤害数字反馈(已实现 ✅)
|
||||
|
||||
**当前状态:**
|
||||
- 单位受击时头顶弹出伤害数字
|
||||
- 8 方向黑色描边 + 彩色主字,清晰可见
|
||||
- 根据受击者阵营显示不同颜色和浮动方向
|
||||
|
||||
**显示规则:**
|
||||
|
||||
| 情况 | 数字颜色 | 浮动方向 | 说明 |
|
||||
|------|---------|---------|------|
|
||||
| 友方单位受伤 | 红色 | 向下 | 玩家的士兵被敌人攻击 |
|
||||
| 敌方单位受伤 | 白色 | 向上 | 敌人被玩家的士兵攻击 |
|
||||
| 任何单位治疗 | 绿色 | 向上 | 单位被治疗恢复生命值 |
|
||||
|
||||
**技术细节:**
|
||||
- 每个伤害数字由 9 个 TextMesh 组成(1 个彩色主字 + 8 个黑色描边)
|
||||
- 描边宽度统一为 0.025,所有角色一致
|
||||
- 伤害数字持续 0.8 秒,带缩放和淡出动画
|
||||
- 同时最多显示 60 个伤害数字,防止极端情况刷屏
|
||||
|
||||
## 三、主角定位
|
||||
|
||||
|
||||
Reference in new issue
Block a user