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projectilePrefab: {fileID: 3410584434205606752, guid: ea38dfd40c228456e8e1c98952673009, + projectilePrefab: {fileID: 4171736658291362950, guid: af4d8a89a285d9f4b831a024be8e34f4, type: 3} projectileSpawnPoint: {fileID: 7498589538563774666} projectileSpeed: 20 diff --git a/Assets/Scenes/Chapter1/CoreBattleTest.scene b/Assets/Scenes/Chapter1/CoreBattleTest.scene index 02f2340..5b85e3c 100644 Binary files a/Assets/Scenes/Chapter1/CoreBattleTest.scene and b/Assets/Scenes/Chapter1/CoreBattleTest.scene differ diff --git a/Assets/Script/Projectile.cs b/Assets/Script/Projectile.cs index cd95596..b0d7ad9 100644 --- a/Assets/Script/Projectile.cs +++ b/Assets/Script/Projectile.cs @@ -71,6 +71,9 @@ public class Projectile : MonoBehaviour return; } + // 投射物保持水平飞行,并让根节点前方始终指向当前目标。 + transform.rotation = Quaternion.LookRotation(direction, Vector3.up); + if (Physics.Raycast(transform.position, direction, out RaycastHit hit, distance)) { TryHit(hit.collider.gameObject); diff --git a/Assets/Script/UnitBase.cs b/Assets/Script/UnitBase.cs index 1a84c25..01c2ee8 100644 --- a/Assets/Script/UnitBase.cs +++ b/Assets/Script/UnitBase.cs @@ -944,7 +944,7 @@ public class UnitBase : MonoBehaviour GameObject projectileObject = Instantiate( projectilePrefab, projectileSpawnPoint.position, - projectileSpawnPoint.rotation); + Quaternion.identity); Projectile projectile = projectileObject.GetComponent(); if (projectile != null) { @@ -967,7 +967,7 @@ public class UnitBase : MonoBehaviour GameObject projectileObject = Instantiate( projectilePrefab, projectileSpawnPoint.position, - projectileSpawnPoint.rotation); + Quaternion.identity); Projectile projectile = projectileObject.GetComponent(); if (projectile != null) { diff --git a/CODELY.md b/CODELY.md index 7fc008d..d9487cf 100644 --- a/CODELY.md +++ b/CODELY.md @@ -86,6 +86,8 @@ - [2026-09-21 11:10:20] 2026-09-21 UnitBase 目标锁定规则已更新:单位只有在没有有效目标时才寻敌;锁定后移动和攻击期间保持当前目标,新敌人不打断;当前目标死亡、失活或攻击状态下离开攻击范围时才解除锁定,下一帧重新寻敌。单位与建筑目标统一使用同一规则,并通过 WorldHealthBar.IsDead 判断死亡。 - [2026-09-21 11:16:19] 2026-09-21 UnitBase 目标锁定规则修正:攻击状态一旦进入就不再寻敌,保持当前目标,避免多个单位奔向同一建筑时擦肩后切换目标。仅当当前目标死亡/失活,或因技能等原因不再满足攻击距离时才退出攻击状态;退出后才重新寻敌。单位和建筑目标统一使用同一规则。 - [2026-09-21 14:26:28] 2026-09-21 据点目标规则修复:CrystalMineCapture 占领后会实时把 UnitTeam.teamId 改为蓝方/红方/中立;UnitBase.IsTargetValid 必须同时检查目标存活状态和目标是否仍属于敌方。出生使命建筑若已被己方占领或变为中立,应立即失效并回退攻击敌方主城堡。 +- [2026-09-22 10:58:17] 2026-09-21 远程弹道视觉方案调整建议:普通远程弹道继续使用 Projectile.cs 处理锁敌、飞行、碰撞和伤害;火球等圆形视觉优先使用 SpriteRenderer 始终朝向摄像机,不强制使用 Quad,以避免贴图方向难调。若有明显尾焰,再拆分核心 billboard 与按飞行方向旋转的尾焰层。 +- [2026-09-22 13:39:47] 2026-09-22 投射物斜向问题修复:UnitBase 发射普通攻击和技能投射物时,不再把骨骼下 attackPos.rotation 传给 Projectile 根节点,统一使用 Quaternion.identity;attackPos 只负责提供生成位置。原因是法师/弓箭手的 attackPos 挂在手骨骼下,会继承动画旋转导致火球和箭矢斜着出现。 ### 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。