```
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 ```
No files matched your search
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range: 500
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attackRange: 5
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attackPower: 10
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@@ -0,0 +1,48 @@
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using UnityEngine;
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public class ArcherHunterSkill : UnitSkill
|
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{
|
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[Min(0f)]
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public float splitShotRadius = 3f;
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|
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public override void ReleaseSkill()
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{
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GameObject mainTarget = unit.Target;
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if (mainTarget == null)
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{
|
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return;
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}
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GameObject nearbyOpponent = FindNearbyOpponent(mainTarget);
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unit.FireSkillProjectile(nearbyOpponent != null ? nearbyOpponent : mainTarget);
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}
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private GameObject FindNearbyOpponent(GameObject mainTarget)
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{
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string opponentTag = unit.OpponentTag;
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if (string.IsNullOrEmpty(opponentTag))
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{
|
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return null;
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}
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GameObject nearbyOpponent = null;
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float nearestSqrDistance = splitShotRadius * splitShotRadius;
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GameObject[] opponents = GameObject.FindGameObjectsWithTag(opponentTag);
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foreach (GameObject opponent in opponents)
|
||||
{
|
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if (opponent == mainTarget || opponent == unit.gameObject || opponent.transform.root == unit.transform.root)
|
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{
|
||||
continue;
|
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}
|
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|
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float sqrDistance = (opponent.transform.position - mainTarget.transform.position).sqrMagnitude;
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if (sqrDistance <= nearestSqrDistance)
|
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{
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nearestSqrDistance = sqrDistance;
|
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nearbyOpponent = opponent;
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}
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}
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return nearbyOpponent;
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}
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}
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assetBundleVariant:
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@@ -0,0 +1,20 @@
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using UnityEngine;
|
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public class BlueMonsterSkill : UnitSkill
|
||||
{
|
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[Min(0f)]
|
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public float attackSpeedIncrease = 0.2f;
|
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|
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[Min(1f)]
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public float attackSpeedLimit = 2f;
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public override void ReleaseSkill()
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{
|
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unit.PlaySkillAnimation(OnRoarFinished);
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}
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private void OnRoarFinished()
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{
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unit.MultiplyAttackSpeed(1f + attackSpeedIncrease, attackSpeedLimit);
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}
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}
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@@ -0,0 +1,11 @@
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assetBundleVariant:
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@@ -7,6 +7,7 @@ public class Projectile : MonoBehaviour
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private float damage;
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private float speed;
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private float lifetime;
|
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private bool registerEnergyOnHit;
|
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private bool initialized;
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private bool hasHit;
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@@ -15,13 +16,15 @@ public class Projectile : MonoBehaviour
|
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float damageAmount,
|
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GameObject ownerObject,
|
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float moveSpeed,
|
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float lifeTime)
|
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float lifeTime,
|
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bool registerEnergy = true)
|
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{
|
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target = targetObject;
|
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damage = damageAmount;
|
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owner = ownerObject;
|
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speed = moveSpeed;
|
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lifetime = lifeTime;
|
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registerEnergyOnHit = registerEnergy;
|
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initialized = true;
|
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hasHit = false;
|
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|
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@@ -112,7 +115,7 @@ public class Projectile : MonoBehaviour
|
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|
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hasHit = true;
|
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healthBar.TakeDamage(damage);
|
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if (owner != null)
|
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if (registerEnergyOnHit && owner != null)
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{
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UnitBase unit = owner.GetComponent<UnitBase>();
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if (unit != null)
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@@ -85,6 +85,11 @@ public class UnitBase : MonoBehaviour
|
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//当前攻击开始时间,用于在没有结束 Event 时释放攻击状态。
|
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private float attackStartTime;
|
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|
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private bool isPlayingSkill;
|
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private float attackSpeedMultiplier = 1f;
|
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private UnitSkill unitSkill;
|
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private System.Action skillFinishedCallback;
|
||||
|
||||
|
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//状态枚举
|
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public enum State
|
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@@ -96,7 +101,10 @@ public class UnitBase : MonoBehaviour
|
||||
Track,
|
||||
|
||||
//攻击状态
|
||||
Attack
|
||||
Attack,
|
||||
|
||||
//技能状态
|
||||
Skill
|
||||
}
|
||||
|
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@@ -111,6 +119,7 @@ public class UnitBase : MonoBehaviour
|
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animator = GetComponent<Animator>();
|
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controller = GetComponent<CharacterController>();
|
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worldHealthBar = GetComponent<WorldHealthBar>();
|
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unitSkill = GetComponent<UnitSkill>();
|
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|
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// 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。
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animator.applyRootMotion = false;
|
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@@ -133,6 +142,14 @@ public class UnitBase : MonoBehaviour
|
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return;
|
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}
|
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|
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if (isPlayingSkill)
|
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{
|
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animator.SetInteger("speed", 0);
|
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applyGravity();
|
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CheckSkillAnimationFinished();
|
||||
return;
|
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}
|
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|
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//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();
|
||||
}
|
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|
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public GameObject Target => target;
|
||||
|
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public string OpponentTag => GetOpponentTag();
|
||||
|
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public float AttackSpeedMultiplier => attackSpeedMultiplier;
|
||||
|
||||
//根据自身Tag找到敌对Tag
|
||||
private string GetOpponentTag()
|
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{
|
||||
@@ -287,11 +310,11 @@ public class UnitBase : MonoBehaviour
|
||||
float animationDuration = GetAttackAnimationDuration();
|
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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
|
||||
}
|
||||
}
|
||||
|
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public void FireSkillProjectile(GameObject opponent)
|
||||
{
|
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if (opponent == null || projectilePrefab == null || projectileSpawnPoint == null)
|
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{
|
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return;
|
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}
|
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|
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GameObject projectileObject = Instantiate(
|
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projectilePrefab,
|
||||
projectileSpawnPoint.position,
|
||||
projectileSpawnPoint.rotation);
|
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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();
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: Wn4W5CmsUi1oF9d3d5TAjp/LRDE99tRbr3RNsqRATY5Z50wvV7oZtfs=
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -64,7 +64,7 @@ MonoBehaviour:
|
||||
- line: '| m_SplashScreenLogos: []'
|
||||
- line: '| m_VirtualRealitySplashScreen: {instanceID: 0}'
|
||||
- line: '| expectedBundleIdentifier: com.DefaultCompany.---------'
|
||||
- line: '| integrityHash: '
|
||||
- line: '| integrityHash: bf23b47d797ec84e4baca64215821f0f'
|
||||
- line: '| m_HolographicTrackingLossScreen: {instanceID: 0}'
|
||||
- line: '| defaultScreenWidth: 1024'
|
||||
- line: '| defaultScreenHeight: 768'
|
||||
@@ -134,8 +134,9 @@ MonoBehaviour:
|
||||
- line: '| forceSingleInstance: 0'
|
||||
- line: '| useFlipModelSwapchain: 1'
|
||||
- line: '| resizableWindow: 0'
|
||||
- line: '| renderOverUI: 0'
|
||||
- line: '| useMacAppStoreValidation: 0'
|
||||
- line: '| wglDisableFBODepthStencil: 0'
|
||||
- line: '| wglDisableFBODepthStencil: 1'
|
||||
- line: '| macAppStoreCategory: public.app-category.games'
|
||||
- line: '| gpuSkinning: 1'
|
||||
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|
||||
@@ -242,7 +243,7 @@ MonoBehaviour:
|
||||
- line: '| AndroidTargetSdkVersion: 0'
|
||||
- line: '| AndroidPreferredInstallLocation: 1'
|
||||
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|
||||
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|
||||
- line: '| stripEngineCode: 0'
|
||||
- line: '| iPhoneStrippingLevel: 0'
|
||||
- line: '| iPhoneScriptCallOptimization: 0'
|
||||
- line: '| ForceInternetPermission: 0'
|
||||
@@ -427,7 +428,7 @@ MonoBehaviour:
|
||||
- line: '| m_APIs: 150000000b000000'
|
||||
- line: '| m_Automatic: 1'
|
||||
- line: '| - m_BuildTarget: WeixinMiniGameSupport'
|
||||
- line: '| m_APIs: 08000000'
|
||||
- line: '| m_APIs: 0b000000'
|
||||
- line: '| m_Automatic: 0'
|
||||
- line: '| m_BuildTargetVRSettings:'
|
||||
- line: '| - m_BuildTarget: Standalone'
|
||||
@@ -447,6 +448,9 @@ MonoBehaviour:
|
||||
- line: '| WeixinMiniGame: 0'
|
||||
- line: '| mobileMTRendering:'
|
||||
- line: '| Android: 1'
|
||||
- line: '| HMIAndroid: 1'
|
||||
- line: '| OpenHarmony: 1'
|
||||
- line: '| VisionOS: 1'
|
||||
- line: '| iPhone: 1'
|
||||
- line: '| tvOS: 1'
|
||||
- line: '| m_VirtualGeometryRuntimeMap:'
|
||||
@@ -464,6 +468,8 @@ MonoBehaviour:
|
||||
- line: '| m_EncodingQuality: 1'
|
||||
- line: '| - m_BuildTarget: tvOS'
|
||||
- line: '| m_EncodingQuality: 1'
|
||||
- line: '| - m_BuildTarget: WeixinMiniGame'
|
||||
- line: '| m_EncodingQuality: 1'
|
||||
- line: '| m_BuildTargetGroupHDRCubemapEncodingQuality:'
|
||||
- line: '| - m_BuildTarget: Android'
|
||||
- line: '| m_EncodingQuality: 1'
|
||||
@@ -479,6 +485,8 @@ MonoBehaviour:
|
||||
- line: '| m_Format: 3'
|
||||
- line: '| - m_BuildTarget: WebGL'
|
||||
- line: '| m_Format: 3'
|
||||
- line: '| - m_BuildTarget: WeixinMiniGame'
|
||||
- line: '| m_Format: 3'
|
||||
- line: '| playModeTestRunnerEnabled: 0'
|
||||
- line: '| runPlayModeTestAsEditModeTest: 0'
|
||||
- line: '| actionOnDotNetUnhandledException: 1'
|
||||
@@ -996,7 +1004,6 @@ MonoBehaviour:
|
||||
- line: '| m_VersionCode: 1'
|
||||
- line: '| m_VersionName: '
|
||||
- line: '| hmiPlayerDataPath: '
|
||||
- line: '| hmiForceSRGBBlit: 0'
|
||||
- line: '| embeddedLinuxEnableGamepadInput: 0'
|
||||
- line: '| logStartupTiming: 0'
|
||||
- line: '| hmiCpuConfiguration: '
|
||||
@@ -1038,9 +1045,9 @@ MonoBehaviour:
|
||||
- line: '| -s ERROR_ON_UNDEFINED_SYMBOLS=0 -s TOTAL_MEMORY=256MB -s EXPORTED_RUNTIME_METHODS=''''["ccall","cwrap","stackTrace","addRunDependency","removeRunDependency","FS_createPath","FS_createDataFile","stackTrace","writeStackCookie","checkStackCookie","lengthBytesUTF8","stringToUTF8"]'''''
|
||||
- line: '| --profiling-funcs '''
|
||||
- line: '| weixinMiniGameModulesDirectory: '
|
||||
- line: '| weixinMiniGameTemplate: "PATH:/Users/huadexuan/\u5927\u4E71\u6597/Library/PackageCache/com.qq.weixin.minigame@f67e7851c3/WebGLTemplates/WXTemplate2022TJ"'
|
||||
- line: '| weixinMiniGameTemplate: APPLICATION:Default'
|
||||
- line: '| weixinMiniGameAnalyzeBuildSize: 0'
|
||||
- line: '| weixinMiniGameUseEmbeddedResources: 0'
|
||||
- line: '| weixinMiniGameUseEmbeddedResources: 1'
|
||||
- line: '| weixinMiniGameCompressionFormat: 2'
|
||||
- line: '| weixinMiniGameWasmArithmeticExceptions: 0'
|
||||
- line: '| weixinMiniGameLinkerTarget: 1'
|
||||
@@ -1070,7 +1077,13 @@ MonoBehaviour:
|
||||
- line: '| windowsGamepadBackendHint: 0'
|
||||
- line: '| cloudProjectId: '
|
||||
- line: '| framebufferDepthMemorylessMode: 0'
|
||||
- line: '| qualitySettingsNames: []'
|
||||
- line: '| qualitySettingsNames:'
|
||||
- line: '| - Very Low'
|
||||
- line: '| - Low'
|
||||
- line: '| - Medium'
|
||||
- line: '| - High'
|
||||
- line: '| - Very High'
|
||||
- line: '| - Ultra'
|
||||
- line: '| projectName: '
|
||||
- line: '| organizationId: '
|
||||
- line: '| cloudEnabled: 0'
|
||||
@@ -1111,7 +1124,7 @@ MonoBehaviour:
|
||||
m_MiniGameShowVConsole: 0
|
||||
m_CodeOptimization: 4
|
||||
m_MiniGameGenerateWasmAnalysisReport: 0
|
||||
m_MiniGameWasmInlineParam: 200
|
||||
m_MiniGameWasmInlineParam: 100
|
||||
- rid: 3536345460056522761
|
||||
type: {class: WeixinMiniGameSettings, ns: WeChatWASM, asm: WxEditor}
|
||||
data:
|
||||
@@ -1119,14 +1132,14 @@ MonoBehaviour:
|
||||
m_Editor:
|
||||
rid: 3536345460056522762
|
||||
ProjectConf:
|
||||
projectName:
|
||||
Appid:
|
||||
CDN:
|
||||
projectName: "\u53EC\u5524\u4E4B\u6218"
|
||||
Appid: wxf15e11ed02b57fe2
|
||||
CDN: https://file.xyproject.cn/minio-files/game/webgl
|
||||
assetLoadType: 0
|
||||
compressDataPackage: 0
|
||||
compressDataPackage: 1
|
||||
VideoUrl:
|
||||
relativeDST: /Users/huadexuan/WeChatProjects/daluandou
|
||||
DST: D:\unity\daluandou\
|
||||
relativeDST: ../WeChatProjects/daluandou
|
||||
DST: "/Users/huadexuan/\u5927\u4E71\u6597/../WeChatProjects/daluandou"
|
||||
StreamCDN:
|
||||
bundleHashLength: 32
|
||||
bundlePathIdentifier: StreamingAssets;
|
||||
@@ -1161,7 +1174,7 @@ MonoBehaviour:
|
||||
profilingFuncs: 1
|
||||
Webgl2: 1
|
||||
fbslim: 0
|
||||
DeleteStreamingAssets: 1
|
||||
DeleteStreamingAssets: 0
|
||||
ProfilingMemory: 0
|
||||
CleanBuild: 0
|
||||
CustomNodePath:
|
||||
@@ -1176,6 +1189,7 @@ MonoBehaviour:
|
||||
enableEmscriptenGLX: 0
|
||||
brotliMT: 1
|
||||
enableWasm2023: 0
|
||||
enableRenderThread: 0
|
||||
CompressTexture:
|
||||
halfSize: 0
|
||||
useDXT5: 0
|
||||
@@ -1206,7 +1220,7 @@ MonoBehaviour:
|
||||
Geometric_Shapes: 1
|
||||
Mathematical_Operators: 1
|
||||
CustomUnicode:
|
||||
m_AutomaticFillInstantGame: 1
|
||||
m_AutomaticFillInstantGame: 0
|
||||
- rid: 3536345460056522762
|
||||
type: {class: WeixinMiniGameSettingsEditor, ns: WeChatWASM, asm: WxEditor}
|
||||
data:
|
||||
|
||||
@@ -13,14 +13,14 @@ MonoBehaviour:
|
||||
m_Name: MiniGameConfig
|
||||
m_EditorClassIdentifier:
|
||||
ProjectConf:
|
||||
projectName:
|
||||
Appid:
|
||||
CDN:
|
||||
projectName: "\u53EC\u5524\u4E4B\u6218"
|
||||
Appid: wxf15e11ed02b57fe2
|
||||
CDN: https://file.xyproject.cn/minio-files/game
|
||||
assetLoadType: 0
|
||||
compressDataPackage: 0
|
||||
VideoUrl:
|
||||
relativeDST:
|
||||
DST:
|
||||
relativeDST: /Users/huadexuan/WeChatProjects/daluandou
|
||||
DST: /Users/huadexuan/WeChatProjects/daluandou
|
||||
StreamCDN:
|
||||
bundleHashLength: 32
|
||||
bundlePathIdentifier: StreamingAssets;
|
||||
@@ -70,6 +70,7 @@ MonoBehaviour:
|
||||
enableEmscriptenGLX: 0
|
||||
brotliMT: 1
|
||||
enableWasm2023: 0
|
||||
enableRenderThread: 0
|
||||
CompressTexture:
|
||||
halfSize: 0
|
||||
useDXT5: 0
|
||||
@@ -100,3 +101,14 @@ MonoBehaviour:
|
||||
Geometric_Shapes: 1
|
||||
Mathematical_Operators: 1
|
||||
CustomUnicode:
|
||||
MultiPackageMerge:
|
||||
outputPath:
|
||||
devPluginId:
|
||||
packageConditions:
|
||||
- condition: config.features?.preferThreads === true && canUseThread
|
||||
packageSuffix: mt
|
||||
packagePath:
|
||||
defaultPackagePath:
|
||||
commonDirectories:
|
||||
commonFiles:
|
||||
framework: unity
|
||||
@@ -0,0 +1,28 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:yousandi.cn,2023:
|
||||
--- !u!114 &11400000
|
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_EditorHideFlags: 0
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m_Script: {fileID: -510555097, guid: 1cf430f187a0b40eda7f668318d8be23, type: 3}
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m_Name: PlayableConfig
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m_EditorClassIdentifier:
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ProjectConf:
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projectName: "\u53EC\u5524\u4E4B\u6218"
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Appid: wxf15e11ed02b57fe2
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relativeDST: /Users/huadexuan/WeChatProjects/daluandou
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DST: /Users/huadexuan/WeChatProjects/daluandou
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Orientation: 0
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CompileOptions:
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DevelopBuild: 0
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Il2CppOptimizeSize: 1
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guid: DXIXvX78AnJKuPDZaAwOtg2kmSr4JsC1w3k+SnpL8m79tPUMeLHG0YI=
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleVariant:
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -6,9 +6,12 @@
|
||||
|
||||
### 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
|
||||
|
||||
@@ -2,8 +2,8 @@
|
||||
"dependencies": {
|
||||
"cn.tuanjie.ai.generators": "file:../.codely-cli/extensions/TJGenerators/Packages/cn.tuanjie.ai.generators",
|
||||
"cn.tuanjie.ai.graph": "1.0.10",
|
||||
"cn.tuanjie.codely.bridge": "1.0.77",
|
||||
"com.qq.weixin.minigame": "https://gitee.com/wechat-minigame/minigame-tuanjie-transform-sdk.git#v0.1.32",
|
||||
"cn.tuanjie.codely.bridge": "1.0.78",
|
||||
"com.qq.weixin.minigame": "https://gitee.com/wechat-minigame/minigame-tuanjie-transform-sdk.git",
|
||||
"com.unity.adaptiveperformance": "4.0.1",
|
||||
"com.unity.feature.mobile": "1.0.0",
|
||||
"com.unity.ide.rider": "3.0.36",
|
||||
|
||||
@@ -31,7 +31,7 @@
|
||||
"url": "https://packages.tuanjie.cn"
|
||||
},
|
||||
"cn.tuanjie.codely.bridge": {
|
||||
"version": "1.0.77",
|
||||
"version": "1.0.78",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
@@ -41,11 +41,11 @@
|
||||
"url": "https://packages.tuanjie.cn"
|
||||
},
|
||||
"com.qq.weixin.minigame": {
|
||||
"version": "https://gitee.com/wechat-minigame/minigame-tuanjie-transform-sdk.git#v0.1.32",
|
||||
"version": "https://gitee.com/wechat-minigame/minigame-tuanjie-transform-sdk.git",
|
||||
"depth": 0,
|
||||
"source": "git",
|
||||
"dependencies": {},
|
||||
"hash": "f67e7851c345f514e9079819cae16273ff05b33c"
|
||||
"hash": "cefa752ab07f46e43a1a4ab3b180904cac6f1fdd"
|
||||
},
|
||||
"com.unity.adaptiveperformance": {
|
||||
"version": "4.0.1",
|
||||
|
||||
@@ -5,9 +5,9 @@ EditorBuildSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 2
|
||||
m_Scenes:
|
||||
- enabled: 0
|
||||
path: Assets/Scenes/SampleScene.scene
|
||||
guid: 7f8a9209e2c654770b6c8311c7e23e18
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/CoreScene.scene
|
||||
guid: c850ee8c3b14cc8459e7e186857cf567
|
||||
m_BuildProfiles:
|
||||
- enabled: 1
|
||||
path: Assets/Settings/Build Profiles/New WeChat Profile.asset
|
||||
|
||||
@@ -91,7 +91,7 @@ PlayerSettings:
|
||||
androidPredictiveBackSupport: 1
|
||||
defaultIsNativeResolution: 1
|
||||
macRetinaSupport: 1
|
||||
runInBackground: 1
|
||||
runInBackground: 0
|
||||
captureSingleScreen: 0
|
||||
muteOtherAudioSources: 0
|
||||
Prepare IOS For Recording: 0
|
||||
@@ -875,7 +875,8 @@ PlayerSettings:
|
||||
platformArchitecture: {}
|
||||
scriptingBackend: {}
|
||||
il2cppCompilerConfiguration: {}
|
||||
il2cppCodeGeneration: {}
|
||||
il2cppCodeGeneration:
|
||||
WeixinMiniGame: 1
|
||||
managedStrippingLevel:
|
||||
ArmLinux: 1
|
||||
ArmLinuxServer: 1
|
||||
@@ -890,7 +891,7 @@ PlayerSettings:
|
||||
Stadia: 1
|
||||
VisionOS: 1
|
||||
WebGL: 1
|
||||
WeixinMiniGame: 1
|
||||
WeixinMiniGame: 3
|
||||
Windows Store Apps: 1
|
||||
XboxOne: 1
|
||||
iPhone: 1
|
||||
@@ -1013,14 +1014,16 @@ PlayerSettings:
|
||||
weixinMiniGameExceptionOnlyEnableForUserCodes: 0
|
||||
weixinMiniGameNameFilesAsHashes: 0
|
||||
weixinMiniGameShowDiagnostics: 0
|
||||
weixinMiniGameDataCaching: 1
|
||||
weixinMiniGameDebugSymbols: 0
|
||||
weixinMiniGameEmscriptenArgs:
|
||||
weixinMiniGameDataCaching: 0
|
||||
weixinMiniGameDebugSymbols: 1
|
||||
weixinMiniGameEmscriptenArgs: ' -s EXPORTED_FUNCTIONS=_main,_sbrk,_emscripten_stack_get_base,_emscripten_stack_get_end
|
||||
-s ERROR_ON_UNDEFINED_SYMBOLS=0 -s TOTAL_MEMORY=256MB -s EXPORTED_RUNTIME_METHODS=''["ccall","cwrap","stackTrace","addRunDependency","removeRunDependency","FS_createPath","FS_createDataFile","stackTrace","writeStackCookie","checkStackCookie","lengthBytesUTF8","stringToUTF8"]''
|
||||
--profiling-funcs '
|
||||
weixinMiniGameModulesDirectory:
|
||||
weixinMiniGameTemplate: APPLICATION:Default
|
||||
weixinMiniGameTemplate: "PATH:/Users/huadexuan/\u5927\u4E71\u6597/Library/PackageCache/com.qq.weixin.minigame@cefa752ab0/WebGLTemplates/WXTemplate2022TJ"
|
||||
weixinMiniGameAnalyzeBuildSize: 0
|
||||
weixinMiniGameUseEmbeddedResources: 0
|
||||
weixinMiniGameCompressionFormat: 0
|
||||
weixinMiniGameCompressionFormat: 2
|
||||
weixinMiniGameWasmArithmeticExceptions: 0
|
||||
weixinMiniGameLinkerTarget: 1
|
||||
weixinMiniGameThreadsSupport: 0
|
||||
|
||||
@@ -780,3 +780,9 @@
|
||||
| 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。 |
|
||||
@@ -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。
|
||||