feat(gameplay): 提升单位检测范围并添加法师属性

- 将所有单位的检测范围从默认值提升至100
- 为法师预制体添加护盾、等级等新属性
- 为法师添加暴击、吸血、伤害减免等战斗属性
- 更换法师弹丸预设并调整相关参数
- 添加锚点交战Z线控制功能
- 更新玩家数据中配备的召唤师技能
- 移除多余的纹理配置文件
```
This commit is contained in:
huadexuan committed 2026-10-07 23:59:17 +08:00
1 parent 6089308f66
commit 23c559d9f7
243 files changed
+150612 -1459

No files matched your search

@@ -181,7 +181,8 @@ public class BattleFormationSpawner : MonoBehaviour
unitBase.InitializeFromPlayerData(
characterData.GetMaxHealth(level),
characterData.GetAttackPower(level),
characterData.GetMoveSpeed(level));
characterData.GetMoveSpeed(level),
level);
}
// 设置友方英雄可复活
@@ -18,6 +18,7 @@ public class DefenseGameFlowController : MonoBehaviour
public DefenseWaveLevelController waveLevelController;
public Button startBattleButton;
public GameObject deploymentUI; // 布阵 UI(英雄卡片面板)
public Text deployHintText; // 布阵提示文本
[Header("英雄配置")]
public HeroRoster roster;
@@ -77,6 +78,7 @@ public class DefenseGameFlowController : MonoBehaviour
SetupDeployGrid();
DeployHighlight.Ensure();
InitializeCardDrag();
EnsureDeployHintText();
Debug.Log("DefenseGameFlowController: 布阵阶段,把英雄卡拖到网格上。");
}
@@ -138,7 +140,7 @@ public class DefenseGameFlowController : MonoBehaviour
}
AlignGridCells(deployGridRoot.transform);
deployGridRoot.SetActive(true);
deployGridRoot.SetActive(false); // 隐藏蓝框视觉,仅保留拖拽时的防守格位高亮
}
/// <summary>把网格下的格位按 DeployGrid 的坐标摆好,保证视觉与吸附完全一致。</summary>
@@ -227,6 +229,58 @@ public class DefenseGameFlowController : MonoBehaviour
Debug.Log($"DefenseGameFlowController: 已按出战阵容开启 {cardDrags.Count} 张卡片的拖动。");
}
/// <summary>
/// 确保布阵提示文本存在。如果 Inspector 未绑定,则在 TowerDefenseCanvas 下自动创建或寻找。
/// </summary>
private void EnsureDeployHintText()
{
if (deployHintText != null)
{
deployHintText.gameObject.SetActive(true);
deployHintText.text = "拖拽下方卡牌部署英雄到格位";
return;
}
var canvasObj = GameObject.Find("TowerDefenseCanvas");
if (canvasObj == null) return;
var existingHint = canvasObj.transform.Find("DeployHintText");
if (existingHint != null)
{
deployHintText = existingHint.GetComponent<Text>();
if (deployHintText != null)
{
deployHintText.gameObject.SetActive(true);
deployHintText.text = "拖拽下方卡牌部署英雄到格位";
return;
}
}
// 自动创建 DeployHintText UI
var hintObj = new GameObject("DeployHintText", typeof(RectTransform), typeof(CanvasRenderer), typeof(Text));
hintObj.transform.SetParent(canvasObj.transform, false);
var rect = hintObj.GetComponent<RectTransform>();
rect.anchorMin = new Vector2(0.5f, 1f);
rect.anchorMax = new Vector2(0.5f, 1f);
rect.pivot = new Vector2(0.5f, 1f);
rect.anchoredPosition = new Vector2(0f, -310f); // 放在顶部标题与开始按钮下方
rect.sizeDelta = new Vector2(600f, 60f);
deployHintText = hintObj.GetComponent<Text>();
deployHintText.text = "拖拽下方卡牌部署英雄到格位";
deployHintText.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
deployHintText.fontSize = 28;
deployHintText.fontStyle = FontStyle.Bold;
deployHintText.alignment = TextAnchor.MiddleCenter;
deployHintText.color = new Color(1f, 0.92f, 0.5f, 1f); // 亮暖黄色,突出提示
// 加上外发光/阴影组件增强可视度
var shadow = hintObj.AddComponent<Shadow>();
shadow.effectColor = new Color(0f, 0f, 0f, 0.8f);
shadow.effectDistance = new Vector2(2f, -2f);
}
/// <summary>
/// 读取玩家出战阵容(PlayerData.json 的 currentDeck),按槽位返回角色数据。
/// PlayerData 不可用时回退到场景里配置的 HeroRoster。
@@ -360,6 +414,7 @@ public class DefenseGameFlowController : MonoBehaviour
if (deploymentUI != null) deploymentUI.SetActive(false);
if (startBattleButton != null) startBattleButton.gameObject.SetActive(false);
if (deployHintText != null) deployHintText.gameObject.SetActive(false);
if (deployGridRoot != null) deployGridRoot.SetActive(false);
if (DeployHighlight.Instance != null) DeployHighlight.Instance.Hide();
@@ -432,7 +487,8 @@ public class DefenseGameFlowController : MonoBehaviour
unitBase.InitializeFromPlayerData(
characterData.GetMaxHealth(level),
characterData.GetAttackPower(level),
characterData.GetMoveSpeed(level));
characterData.GetMoveSpeed(level),
level);
}
var healthBar = unit.GetComponent<WorldHealthBar>();
@@ -536,12 +592,21 @@ public class DefenseGameFlowController : MonoBehaviour
var unitBase = hero.GetComponent<UnitBase>();
var navAgent = hero.GetComponent<UnityEngine.AI.NavMeshAgent>();
bool canWalk = UnityEngine.AI.NavMesh.SamplePosition(
hero.transform.position, out _, 2f, UnityEngine.AI.NavMesh.AllAreas);
// 如果处于攻击或技能状态,navAgent 可能会被临时禁用,需重新启用 NavMeshAgent
if (unitBase != null)
{
unitBase.target = null; // 清空目标退出攻击/追踪状态
}
if (navAgent != null && !navAgent.enabled)
{
navAgent.enabled = true;
}
if (navAgent != null && navAgent.enabled && canWalk)
bool canWalk = navAgent != null && navAgent.enabled && navAgent.isOnNavMesh
&& UnityEngine.AI.NavMesh.SamplePosition(hero.transform.position, out _, 2f, UnityEngine.AI.NavMesh.AllAreas);
if (canWalk)
{
if (unitBase != null) unitBase.target = null; // 放开目标,进入回位
navAgent.isStopped = false;
navAgent.ResetPath();
continue;
@@ -552,7 +617,11 @@ public class DefenseGameFlowController : MonoBehaviour
{
Debug.LogWarning($"DefenseGameFlowController: {hero.name} 寻路不可用,瞬移回格位");
hero.transform.position = initialPos;
if (navAgent != null) navAgent.nextPosition = initialPos;
if (navAgent != null)
{
if (!navAgent.enabled) navAgent.enabled = true;
navAgent.nextPosition = initialPos;
}
if (unitBase != null) unitBase.ResetAnchorPosition();
}
}
@@ -44,10 +44,12 @@ public class DefenseWaveLevelController : MonoBehaviour
public float spawnY = 0.16f;
public float waveCompleteDelay = 3f;
[Header("UI 绑定")]
public Text waveTextUI; // 绑定 TowerDefenseCanvas/TopBar/WaveText
public Text killCountTextUI; // 绑定 TowerDefenseCanvas/TopBar/KillCountText
private LevelWaveFile level;
private readonly List<GameObject> activeEnemies = new List<GameObject>();
private Slider progressSlider;
private Text progressText;
private int currentWaveIndex = -1;
private int totalEnemies;
private int defeatedEnemies;
@@ -55,7 +57,8 @@ public class DefenseWaveLevelController : MonoBehaviour
private void Start()
{
if (!LoadLevel()) return;
CreateProgressBar();
EnsureUIReferences();
UpdateProgress(0, level.waves.Length, "准备中");
if (autoStart) StartCoroutine(RunLevel());
}
@@ -105,6 +108,12 @@ public class DefenseWaveLevelController : MonoBehaviour
// 每波结束后,让英雄回到初始位置
ResetHeroPositionsAfterWave();
// 每 2 波结束(第 2、4、6、8...波)触发 3 选 1 战术增益弹窗
if ((currentWaveIndex + 1) % 2 == 0)
{
BuffSelectionController.Instance.ShowBuffSelection();
}
yield return new WaitForSeconds(Mathf.Max(0f, waveCompleteDelay));
}
@@ -177,6 +186,16 @@ public class DefenseWaveLevelController : MonoBehaviour
{
activeEnemies.RemoveAt(i);
defeatedEnemies++;
// 击杀金币奖励 (基础 15 金币 * 战术增益倍率)
if (GoldManager.Instance != null)
{
float killMult = BuffSelectionController.KillGoldMultiplier;
int goldAmount = Mathf.RoundToInt(15f * killMult);
GoldManager.Instance.AddGold(goldAmount);
}
UpdateProgress(currentWaveIndex + 1, level.waves.Length);
}
}
@@ -207,7 +226,9 @@ public class DefenseWaveLevelController : MonoBehaviour
}
if (unit == null) return;
unit.InitializeFromPlayerData(data.GetMaxHealth(1), data.GetAttackPower(1), data.GetMoveSpeed(1));
// 小怪等级根据波次索引动态计算(前几波 Lv.1,随着波次推进适度成长,如 1~3 波 Lv.1,4~6 波 Lv.2,7~10 波 Lv.3)
int enemyLevel = Mathf.Clamp((currentWaveIndex / 3) + 1, 1, 10);
unit.InitializeFromPlayerData(data.GetMaxHealth(enemyLevel), data.GetAttackPower(enemyLevel), data.GetMoveSpeed(enemyLevel), enemyLevel);
}
private int TotalCount(WaveEntry wave)
@@ -228,60 +249,42 @@ public class DefenseWaveLevelController : MonoBehaviour
return entry.prefab;
}
private void CreateProgressBar()
private void EnsureUIReferences()
{
var canvasObject = new GameObject("WaveProgressHUD", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
var canvas = canvasObject.GetComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 500;
if (waveTextUI != null && killCountTextUI != null) return;
var root = canvasObject.GetComponent<RectTransform>();
var panel = new GameObject("WaveProgressPanel", typeof(RectTransform), typeof(Image));
panel.transform.SetParent(root, false);
var panelRect = panel.GetComponent<RectTransform>();
panelRect.anchorMin = new Vector2(0.5f, 1f);
panelRect.anchorMax = new Vector2(0.5f, 1f);
panelRect.pivot = new Vector2(0.5f, 1f);
panelRect.anchoredPosition = new Vector2(0f, -20f);
panelRect.sizeDelta = new Vector2(420f, 64f);
panel.GetComponent<Image>().color = new Color(0f, 0f, 0f, 0.45f);
var canvasObject = GameObject.Find("TowerDefenseCanvas");
if (canvasObject == null) return;
var sliderObject = new GameObject("WaveProgress", typeof(RectTransform), typeof(Slider));
sliderObject.transform.SetParent(panel.transform, false);
var sliderRect = sliderObject.GetComponent<RectTransform>();
sliderRect.anchorMin = new Vector2(0.5f, 0f);
sliderRect.anchorMax = new Vector2(0.5f, 0f);
sliderRect.pivot = new Vector2(0.5f, 0f);
sliderRect.anchoredPosition = new Vector2(0f, 10f);
sliderRect.sizeDelta = new Vector2(360f, 16f);
progressSlider = sliderObject.GetComponent<Slider>();
progressSlider.minValue = 0f;
progressSlider.maxValue = 1f;
progressSlider.value = 0f;
progressSlider.interactable = false;
var topBar = canvasObject.transform.Find("TopBar");
if (topBar == null) return;
var textObject = new GameObject("WaveProgressText", typeof(RectTransform), typeof(Text));
textObject.transform.SetParent(panel.transform, false);
var textRect = textObject.GetComponent<RectTransform>();
textRect.anchorMin = new Vector2(0.5f, 1f);
textRect.anchorMax = new Vector2(0.5f, 1f);
textRect.pivot = new Vector2(0.5f, 1f);
textRect.anchoredPosition = new Vector2(0f, -8f);
textRect.sizeDelta = new Vector2(390f, 28f);
progressText = textObject.GetComponent<Text>();
progressText.alignment = TextAnchor.MiddleCenter;
progressText.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
progressText.fontSize = 18;
progressText.color = Color.white;
if (waveTextUI == null)
{
var waveObj = topBar.Find("WaveText");
if (waveObj != null) waveTextUI = waveObj.GetComponent<Text>();
}
if (killCountTextUI == null)
{
var killObj = topBar.Find("KillCountText");
if (killObj != null) killCountTextUI = killObj.GetComponent<Text>();
}
}
private void UpdateProgress(int waveNumber, int waveCount, string text)
private void UpdateProgress(int waveNumber, int waveCount, string statusHint = "")
{
if (progressSlider != null)
EnsureUIReferences();
int currentDisplayWave = Mathf.Clamp(waveNumber > 0 ? waveNumber : 1, 1, waveCount);
if (waveTextUI != null)
{
float defeatedRatio = totalEnemies > 0 ? (float)defeatedEnemies / totalEnemies : 0f;
progressSlider.value = Mathf.Clamp01((waveNumber - 1 + defeatedRatio) / Mathf.Max(1, waveCount));
waveTextUI.text = $"波次 {currentDisplayWave}/{waveCount}";
}
if (killCountTextUI != null)
{
killCountTextUI.text = $"击杀 {defeatedEnemies}/{totalEnemies}";
}
if (progressText != null) progressText.text = text;
}
}