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GoldManager : MonoBehaviour +{ + public static GoldManager Instance { get; private set; } + + [Header("金币设置")] + [SerializeField] private int initialGold = 500; + [SerializeField] private int currentGold = 500; + + /// + /// 当前金币数量(只读) + /// + public int CurrentGold => currentGold; + + /// + /// 金币变化事件(参数:新的金币数量) + /// + public event Action 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); + } + + /// + /// 增加金币 + /// + public void AddGold(int amount) + { + if (amount <= 0) return; + + currentGold += amount; + OnGoldChanged?.Invoke(currentGold); + Debug.Log($"获得金币 +{amount},当前金币: {currentGold}"); + } + + /// + /// 尝试消费金币,如果金币足够则扣除并返回 true,否则返回 false + /// + public bool TrySpendGold(int amount) + { + if (amount <= 0) + { + Debug.LogWarning("消费金币数量必须大于0"); + return false; + } + + if (currentGold < amount) + { + Debug.LogWarning($"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; + } + + /// + /// 检查是否有足够的金币 + /// + public bool HasEnoughGold(int amount) + { + return currentGold >= amount; + } +} diff --git a/Assets/Script/GoldManager.cs.meta b/Assets/Script/GoldManager.cs.meta new file mode 100644 index 0000000..76d9311 --- /dev/null +++ b/Assets/Script/GoldManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: DShMsX/+Ui0ZvxHNgg0oANG590a65IynIxC0Pd5T3n/riVwBUL38R7Q= +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/GoldMine.cs b/Assets/Script/GoldMine.cs index 8187279..4aaefbf 100644 --- a/Assets/Script/GoldMine.cs +++ b/Assets/Script/GoldMine.cs @@ -1,36 +1,78 @@ using UnityEngine; +/// +/// 金矿建筑,定时产出金币 +/// 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(); + // 如果没有手动指定,尝试自动获取 + if (healthBar == null) + { + healthBar = GetComponent(); + } + } + + 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); + } } diff --git a/Assets/Script/GoldUI.cs b/Assets/Script/GoldUI.cs new file mode 100644 index 0000000..b7854b9 --- /dev/null +++ b/Assets/Script/GoldUI.cs @@ -0,0 +1,57 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; + +/// +/// 金币 UI 显示,显示在屏幕右上角 +/// +[RequireComponent(typeof(Text))] +public class GoldUI : MonoBehaviour +{ + private Text goldText; + private bool isSubscribed = false; + + private void Awake() + { + goldText = GetComponent(); + } + + 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 = $"金币: {newGold}"; + } + } +} diff --git a/Assets/Script/GoldUI.cs.meta b/Assets/Script/GoldUI.cs.meta new file mode 100644 index 0000000..fec1daf --- /dev/null +++ b/Assets/Script/GoldUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: Wy5O5y38VnjSuIhFnocQ+yIk0/PO6tI7xIs2xwwd3tamOqHsfmlJPMA= +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/HeroGoldProducer.cs b/Assets/Script/HeroGoldProducer.cs new file mode 100644 index 0000000..d84a0ae --- /dev/null +++ b/Assets/Script/HeroGoldProducer.cs @@ -0,0 +1,68 @@ +using UnityEngine; + +/// +/// 主角金币产出组件,挂载到主角单位上 +/// +public class HeroGoldProducer : MonoBehaviour +{ + [Header("金币产出")] + [Tooltip("每次产出的金币数量")] + [SerializeField] private int goldPerProduction = 30; + + [Tooltip("产出间隔(秒)")] + [SerializeField] private float productionInterval = 8f; + + [Header("可选:血条和进度条")] + [SerializeField] private WorldHealthBar healthBar; + + private float productionTimer = 0f; + + private void Awake() + { + // 如果没有手动指定,尝试自动获取 + if (healthBar == null) + { + healthBar = GetComponent(); + } + } + + private void Start() + { + // 初始化进度条(使用能量条显示产出进度) + if (healthBar != null) + { + healthBar.maxEnergy = 100f; + healthBar.currentEnergy = 0f; + } + } + + private void Update() + { + if (GoldManager.Instance == null) return; + + productionTimer += Time.deltaTime; + + // 更新进度条 + if (healthBar != null) + { + float progress = Mathf.Clamp01(productionTimer / productionInterval); + healthBar.currentEnergy = progress * 100f; + } + + // 达到产出时间 + if (productionTimer >= productionInterval) + { + ProduceGold(); + productionTimer = 0f; + } + } + + private void ProduceGold() + { + if (GoldManager.Instance != null) + { + GoldManager.Instance.AddGold(goldPerProduction); + Debug.Log($"主角 {gameObject.name} 产出金币 +{goldPerProduction}"); + } + } +} diff --git a/Assets/Script/HeroGoldProducer.cs.meta b/Assets/Script/HeroGoldProducer.cs.meta new file mode 100644 index 0000000..6eec445 --- /dev/null +++ b/Assets/Script/HeroGoldProducer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: CHtLsyOqAHO9Tb+uQSnXcIZq0ZVdLqUhEvDUjf4JqQrm9JlgUFne/xk= +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/UnitBase.cs b/Assets/Script/UnitBase.cs index 8003f76..7e4a097 100644 --- a/Assets/Script/UnitBase.cs +++ b/Assets/Script/UnitBase.cs @@ -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(); controller = GetComponent(); + navAgent = GetComponent(); worldHealthBar = GetComponent(); statusEffectController = EnsureStatusEffectController(); unitSkill = GetComponent(); + // 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(); - 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。 diff --git a/Assets/Script/WorldHealthBar.cs b/Assets/Script/WorldHealthBar.cs index 7152484..f9812e7 100644 --- a/Assets/Script/WorldHealthBar.cs +++ b/Assets/Script/WorldHealthBar.cs @@ -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(); 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; diff --git a/CODELY.md b/CODELY.md index 0674e9e..2159d29 100644 --- a/CODELY.md +++ b/CODELY.md @@ -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。 diff --git a/Packages/manifest.json b/Packages/manifest.json index 39d3753..d18e5ac 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -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", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index 76db955..b4ac85d 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -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, diff --git a/召唤之战-核心玩法.md b/召唤之战-核心玩法.md index 91eea9a..bdbda34 100644 --- a/召唤之战-核心玩法.md +++ b/召唤之战-核心玩法.md @@ -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