feat(Animation): 添加技能动画状态和过渡

- 在base人类型士控制器中添加skill动画状态
- 添加从默认状态到技能状态的过渡条件
- 配置技能动画的状态转换参数
- 在蓝色怪物override controller中添加技能动画覆盖

fix(Model): 修复模型导入设置和骨骼位置

- 将人类型士Idle模型材质导入模式从2改为1
- 调整蓝色怪物怒吼动画的最后一帧从85到65
- 修正模型骨骼位置数据,统一缩放比例
- 更新蓝色怪物模型的全局缩放从0.023到2.3

docs(Codely): 删除剪贴板图片文件
```
This commit is contained in:
huadexuan committed 2026-08-30 23:20:49 +08:00
1 parent 2728c1d2cc
commit 21aceb6c04
44 files changed
+23820 -173

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m_Name:
m_EditorClassIdentifier:
maxHealth: 200
currentHealth: 200
maxHealth: 400
currentHealth: 400
maxEnergy: 100
currentEnergy: 0
heightOffset: 0.25
@@ -1619,6 +1618,20 @@ MonoBehaviour:
borderColor: {r: 0.03, g: 0.03, b: 0.03, a: 0.95}
deathEffectDuration: 1.1
deathEffectColor: {r: 0.1, g: 0.55, b: 1, a: 1}
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@@ -1899,7 +1916,7 @@ MeshRenderer:
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
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@@ -1961,8 +1978,8 @@ Transform:
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: -0.25, z: 0}
m_LocalScale: {x: 80, y: 0.5074, z: 120}
m_ConstrainProportionsScale: 0
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m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@@ -2009,9 +2026,9 @@ MonoBehaviour:
gravity: -20
range: 500
detectRange: 200
attackRange: 5
attackPower: 10
attackDuration: 0
attackRange: 6
attackPower: 15
attackDuration: 1.2
attackType: 2
projectilePrefab: {fileID: 1754121762047325928, guid: e59aafedb502e65409f16e33cee0eed6,
type: 3}
@@ -2093,6 +2110,19 @@ PhysicMaterial:
bounciness: 0
frictionCombine: 0
bounceCombine: 0
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bounciness: 0
frictionCombine: 0
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@@ -2286,11 +2320,12 @@ MonoBehaviour:
range: 500
detectRange: 200
attackRange: 5
attackPower: 10
attackDuration: 0
attackPower: 12
attackDuration: 0.8
attackType: 2
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projectileSpawnPoint: {fileID: 129832350}
projectileSpeed: 20
projectileLifetime: 5
energyPerAttack: 20
@@ -2323,7 +2358,7 @@ CharacterController:
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m_Material: {fileID: 601612387}
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@@ -2342,6 +2377,19 @@ CharacterController:
m_SkinWidth: 0.08
m_MinMoveDistance: 0.001
m_Center: {x: 0, y: 1, z: 0}
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+48
View File
@@ -0,0 +1,48 @@
using UnityEngine;
public class ArcherHunterSkill : UnitSkill
{
[Min(0f)]
public float splitShotRadius = 3f;
public override void ReleaseSkill()
{
GameObject mainTarget = unit.Target;
if (mainTarget == null)
{
return;
}
GameObject nearbyOpponent = FindNearbyOpponent(mainTarget);
unit.FireSkillProjectile(nearbyOpponent != null ? nearbyOpponent : mainTarget);
}
private GameObject FindNearbyOpponent(GameObject mainTarget)
{
string opponentTag = unit.OpponentTag;
if (string.IsNullOrEmpty(opponentTag))
{
return null;
}
GameObject nearbyOpponent = null;
float nearestSqrDistance = splitShotRadius * splitShotRadius;
GameObject[] opponents = GameObject.FindGameObjectsWithTag(opponentTag);
foreach (GameObject opponent in opponents)
{
if (opponent == mainTarget || opponent == unit.gameObject || opponent.transform.root == unit.transform.root)
{
continue;
}
float sqrDistance = (opponent.transform.position - mainTarget.transform.position).sqrMagnitude;
if (sqrDistance <= nearestSqrDistance)
{
nearestSqrDistance = sqrDistance;
nearbyOpponent = opponent;
}
}
return nearbyOpponent;
}
}
+11
View File
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: XihKsyuuUn77QGunzckB2vzutslS+vzIIEIFotxpCnDDkhI1D3gAz4c=
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externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+20
View File
@@ -0,0 +1,20 @@
using UnityEngine;
public class BlueMonsterSkill : UnitSkill
{
[Min(0f)]
public float attackSpeedIncrease = 0.2f;
[Min(1f)]
public float attackSpeedLimit = 2f;
public override void ReleaseSkill()
{
unit.PlaySkillAnimation(OnRoarFinished);
}
private void OnRoarFinished()
{
unit.MultiplyAttackSpeed(1f + attackSpeedIncrease, attackSpeedLimit);
}
}
+11
View File
@@ -0,0 +1,11 @@
fileFormatVersion: 2
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+5 -2
View File
@@ -7,6 +7,7 @@ public class Projectile : MonoBehaviour
private float damage;
private float speed;
private float lifetime;
private bool registerEnergyOnHit;
private bool initialized;
private bool hasHit;
@@ -15,13 +16,15 @@ public class Projectile : MonoBehaviour
float damageAmount,
GameObject ownerObject,
float moveSpeed,
float lifeTime)
float lifeTime,
bool registerEnergy = true)
{
target = targetObject;
damage = damageAmount;
owner = ownerObject;
speed = moveSpeed;
lifetime = lifeTime;
registerEnergyOnHit = registerEnergy;
initialized = true;
hasHit = false;
@@ -112,7 +115,7 @@ public class Projectile : MonoBehaviour
hasHit = true;
healthBar.TakeDamage(damage);
if (owner != null)
if (registerEnergyOnHit && owner != null)
{
UnitBase unit = owner.GetComponent<UnitBase>();
if (unit != null)
+91 -7
View File
@@ -85,6 +85,11 @@ public class UnitBase : MonoBehaviour
//当前攻击开始时间,用于在没有结束 Event 时释放攻击状态。
private float attackStartTime;
private bool isPlayingSkill;
private float attackSpeedMultiplier = 1f;
private UnitSkill unitSkill;
private System.Action skillFinishedCallback;
//状态枚举
public enum State
@@ -96,7 +101,10 @@ public class UnitBase : MonoBehaviour
Track,
//攻击状态
Attack
Attack,
//技能状态
Skill
}
@@ -111,6 +119,7 @@ public class UnitBase : MonoBehaviour
animator = GetComponent<Animator>();
controller = GetComponent<CharacterController>();
worldHealthBar = GetComponent<WorldHealthBar>();
unitSkill = GetComponent<UnitSkill>();
// 位移和朝向由 CharacterController 与 UnitBase 控制,避免攻击动画的根运动叠加旋转。
animator.applyRootMotion = false;
@@ -133,6 +142,14 @@ public class UnitBase : MonoBehaviour
return;
}
if (isPlayingSkill)
{
animator.SetInteger("speed", 0);
applyGravity();
CheckSkillAnimationFinished();
return;
}
//查找场景中距离自己最近的敌对目标
target = FindNearestOpponent();
if (target != null)
@@ -158,6 +175,12 @@ public class UnitBase : MonoBehaviour
applyGravity();
}
public GameObject Target => target;
public string OpponentTag => GetOpponentTag();
public float AttackSpeedMultiplier => attackSpeedMultiplier;
//根据自身Tag找到敌对Tag
private string GetOpponentTag()
{
@@ -287,11 +310,11 @@ public class UnitBase : MonoBehaviour
float animationDuration = GetAttackAnimationDuration();
if (animationDuration <= 0f || attackDuration <= 0f)
{
animator.speed = 1f;
animator.speed = attackSpeedMultiplier;
return;
}
animator.speed = animationDuration / attackDuration;
animator.speed = animationDuration / attackDuration * attackSpeedMultiplier;
}
//攻击
@@ -365,6 +388,25 @@ public class UnitBase : MonoBehaviour
}
}
public void FireSkillProjectile(GameObject opponent)
{
if (opponent == null || projectilePrefab == null || projectileSpawnPoint == null)
{
return;
}
GameObject projectileObject = Instantiate(
projectilePrefab,
projectileSpawnPoint.position,
projectileSpawnPoint.rotation);
Projectile projectile = projectileObject.GetComponent<Projectile>();
if (projectile != null)
{
// 技能箭不再次积攒能量,避免技能触发递归。
projectile.Initialize(opponent, attackPower, gameObject, projectileSpeed, projectileLifetime, false);
}
}
// 普通攻击命中后积攒能量,满能量时清空能量并调用技能占位方法。
private void AddAttackEnergy()
{
@@ -382,9 +424,51 @@ public class UnitBase : MonoBehaviour
ReleaseSkill();
}
// 技能占位方法,后续由具体单位脚本重写。
protected virtual void ReleaseSkill()
private void ReleaseSkill()
{
if (unitSkill != null)
{
unitSkill.ReleaseSkill();
}
}
public void PlaySkillAnimation(System.Action onFinished)
{
if (isPlayingSkill)
{
return;
}
skillFinishedCallback = onFinished;
isPlayingSkill = true;
state = State.Skill;
animator.speed = 1f;
animator.SetInteger("speed", 0);
animator.SetTrigger("skill");
attackStartTime = Time.time;
}
public void MultiplyAttackSpeed(float multiplier, float limit)
{
attackSpeedMultiplier = Mathf.Min(
attackSpeedMultiplier * multiplier,
limit);
animator.speed = attackSpeedMultiplier;
}
private void CheckSkillAnimationFinished()
{
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
if (!stateInfo.IsName("skill") || stateInfo.normalizedTime < 1f)
{
return;
}
isPlayingSkill = false;
state = State.Alert;
animator.speed = attackSpeedMultiplier;
skillFinishedCallback?.Invoke();
skillFinishedCallback = null;
}
@@ -429,8 +513,8 @@ public class UnitBase : MonoBehaviour
private void FinishAttack()
{
//攻击动画结束后恢复Animator速度。
animator.speed = 1f;
//攻击动画结束后恢复当前攻速倍率。
animator.speed = attackSpeedMultiplier;
//攻击动画结束后,目标仍在攻击范围内则立即进行下一次攻击。
target = FindNearestOpponent();
+13
View File
@@ -0,0 +1,13 @@
using UnityEngine;
public abstract class UnitSkill : MonoBehaviour
{
protected UnitBase unit;
protected virtual void Awake()
{
unit = GetComponent<UnitBase>();
}
public abstract void ReleaseSkill();
}
+11
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### Feedback
- [2026-08-28 11:36:37] 用户偏好 Unity 操作分步骤执行:一次只做一个明确动作并先验证结果,避免连续执行大量工具调用导致超时。**Why:** 之前连续操作出现 Stream idle timeout。**How to apply:** Unity 场景、Prefab、组件和运行验证都采用“读取→单步修改→确认”的节奏。
- [2026-08-30 22:44:50] 每实现一个角色技能,都要同步更新《场景和角色设计.md》文档末尾的角色与技能描述表格。**Why:** 用户希望实现进度与设计文档保持同步。**How to apply:** 后续新增或修改角色技能时,在同一任务中追加或更新对应表格行。
### Project
- [2026-08-28 14:26:56] 弓箭手远程箭矢的设计要求:保持发射时高度水平飞行,命中目标后直接结算伤害并销毁,不产生实体物理击退。**Why:** 当前玩法希望远程攻击是命中判定而非物理推动。**How to apply:** 后续调整箭矢、Projectile 或弓箭手攻击逻辑时保持这一行为。
- [2026-08-28 18:06:13] 小游戏对外名称确定为《召唤之战》,整体采用竖屏布局;主界面不需要“技能、背包、属性”入口或相关模块。**Why:** 备案与产品定位已确定,UI 需保持简洁并适配竖屏。**How to apply:** 后续设计备案图、主菜单或游戏 UI 时遵循此名称、方向和功能范围。
- [2026-08-29 11:44:51] 《召唤之战》战斗设计倾向简化:单位解锁后立即拥有完整技能,升级只提升基础数值;战斗召唤栏采用底部正方形头像卡片,战斗场景第一版优先将背景图贴到现有 BattlePlatform,而非制作完整3D场景。
### Reference
+2 -2
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"dependencies": {
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| 火焰翼龙 | 飞行骨架 + 喷火特效 |
| 霜暴贤者 | 施法人形 + 浮空特效 |
| 源豆核心 | 无骨架,纯特效 |
## 十一、已实现角色技能
| 角色 | 技能描述 |
|---|---|
| 蓝色怪物 | 每次技能能量充满后播放怒吼技能动画;怒吼动作完成后,自身攻速提高20%,攻速倍率最高为基础攻速的2.0倍。 |
+18
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@@ -0,0 +1,18 @@
# 角色与技能说明
> 用于角色选择、召唤栏、角色详情和技能提示等玩家可见 UI 文案。
> 描述以实际战斗效果为准,数值调整时同步更新。
## 角色技能表
| 角色 | 角色描述 | 技能名称 | 技能描述 |
|---|---|---|---|
| 弓箭猎人 | 擅长远程攻击的猎人,能够优先压制敌方关键目标。 | 分裂射击 | 技能充能完成后,额外射出一支箭。若主目标周围3米内有其他敌人,箭矢会射向距离最近的敌人;否则追加攻击主目标。 |
| 蓝色怪物 | 低费的近战脱困单位,能够在战斗中不断强化自己的攻击节奏。 | 狂暴怒吼 | 技能充能完成后发出怒吼。怒吼结束后,攻击速度提高20%;该效果可以叠加,最高提升至基础攻击速度的2倍。 |
## 文案规则
- 角色描述突出定位和战斗价值,控制在一句话内。
- 技能描述优先说明触发条件、作用对象和实际效果。
- 面向玩家使用“技能充能完成”,不使用“能量条满”等开发术语。
- 百分比和距离等关键数值保留在技能描述中。