```
feat(gameplay): 更新法师主角预制体和法师生怪功能 - 添加了召唤师主角预制体文件 - 更新法师生怪预制体,替换为新的火球弹道效果 - 修复投射物斜向发射问题,统一使用Quaternion.identity旋转 fix(projectile): 修复远程投射物旋转和目标锁定问题 - 修正Projectile组件,让投射物保持水平飞行并始终朝向目标 - 修改UnitBase中投射物实例化逻辑,不再传递spawn point的旋转 - 解决法师/弓箭手attackPos骨骼动画影响导致火球和箭矢斜向发射的问题 refactor(texture): 优化火焰球纹理导入设置 - 禁用mipmap以提升显示效果 - 启用alpha透明度支持 - 将纹理类型改为Sprite模式 - 启用wrap模式改善渲染表现 docs(update): 记录远程弹道视觉方案调整和投射物修复说明 ```
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@@ -215,7 +215,7 @@ MonoBehaviour:
|
|||||||
attackPower: 90
|
attackPower: 90
|
||||||
attackDuration: 2.4
|
attackDuration: 2.4
|
||||||
attackType: 2
|
attackType: 2
|
||||||
projectilePrefab: {fileID: 3410584434205606752, guid: ea38dfd40c228456e8e1c98952673009,
|
projectilePrefab: {fileID: 4171736658291362950, guid: af4d8a89a285d9f4b831a024be8e34f4,
|
||||||
type: 3}
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type: 3}
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||||||
projectileSpawnPoint: {fileID: 7498589538563774666}
|
projectileSpawnPoint: {fileID: 7498589538563774666}
|
||||||
projectileSpeed: 20
|
projectileSpeed: 20
|
||||||
|
|||||||
Binary file not shown.
@@ -71,6 +71,9 @@ public class Projectile : MonoBehaviour
|
|||||||
return;
|
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))
|
if (Physics.Raycast(transform.position, direction, out RaycastHit hit, distance))
|
||||||
{
|
{
|
||||||
TryHit(hit.collider.gameObject);
|
TryHit(hit.collider.gameObject);
|
||||||
|
|||||||
@@ -944,7 +944,7 @@ public class UnitBase : MonoBehaviour
|
|||||||
GameObject projectileObject = Instantiate(
|
GameObject projectileObject = Instantiate(
|
||||||
projectilePrefab,
|
projectilePrefab,
|
||||||
projectileSpawnPoint.position,
|
projectileSpawnPoint.position,
|
||||||
projectileSpawnPoint.rotation);
|
Quaternion.identity);
|
||||||
Projectile projectile = projectileObject.GetComponent<Projectile>();
|
Projectile projectile = projectileObject.GetComponent<Projectile>();
|
||||||
if (projectile != null)
|
if (projectile != null)
|
||||||
{
|
{
|
||||||
@@ -967,7 +967,7 @@ public class UnitBase : MonoBehaviour
|
|||||||
GameObject projectileObject = Instantiate(
|
GameObject projectileObject = Instantiate(
|
||||||
projectilePrefab,
|
projectilePrefab,
|
||||||
projectileSpawnPoint.position,
|
projectileSpawnPoint.position,
|
||||||
projectileSpawnPoint.rotation);
|
Quaternion.identity);
|
||||||
Projectile projectile = projectileObject.GetComponent<Projectile>();
|
Projectile projectile = projectileObject.GetComponent<Projectile>();
|
||||||
if (projectile != null)
|
if (projectile != null)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -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 11:10:20] 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 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。
|
- [2026-09-21 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
|
### 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。
|
- [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。
|
||||||
Reference in new issue
Block a user