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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huadexuan committed 2026-09-15 21:13:44 +08:00
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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}");
}
}
}