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index 4762437..c50dd45 100644
--- a/Assets/Prefabs/建筑/兵营.prefab
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index db93402..b5d83b4 100644
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diff --git a/Assets/Prefabs/第一章/人类士兵.prefab b/Assets/Prefabs/第一章/人类士兵.prefab
index 66287d6..35daaca 100644
--- a/Assets/Prefabs/第一章/人类士兵.prefab
+++ b/Assets/Prefabs/第一章/人类士兵.prefab
@@ -144,6 +144,10 @@ PrefabInstance:
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index 41db9f2..7b4391a 100644
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diff --git a/Assets/Prefabs/第一章/法师.prefab b/Assets/Prefabs/第一章/法师.prefab
index 6602143..f37ec83 100644
--- a/Assets/Prefabs/第一章/法师.prefab
+++ b/Assets/Prefabs/第一章/法师.prefab
@@ -140,6 +140,10 @@ PrefabInstance:
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diff --git a/Assets/Prefabs/第一章/盾卫.prefab b/Assets/Prefabs/第一章/盾卫.prefab
index e47037e..0404ad1 100644
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diff --git a/Assets/Scenes/Chapter1/CoreBattleTest.scene b/Assets/Scenes/Chapter1/CoreBattleTest.scene
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diff --git a/Assets/Script/GoldManager.cs b/Assets/Script/GoldManager.cs
new file mode 100644
index 0000000..77641d8
--- /dev/null
+++ b/Assets/Script/GoldManager.cs
@@ -0,0 +1,84 @@
+using UnityEngine;
+using System;
+
+///
+/// 金币管理器,全局单例
+///
+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;
+
+ ///
+ /// 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