```
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 ```
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@@ -44,10 +44,12 @@ public class DefenseWaveLevelController : MonoBehaviour
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public float spawnY = 0.16f;
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public float waveCompleteDelay = 3f;
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[Header("UI 绑定")]
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public Text waveTextUI; // 绑定 TowerDefenseCanvas/TopBar/WaveText
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public Text killCountTextUI; // 绑定 TowerDefenseCanvas/TopBar/KillCountText
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private LevelWaveFile level;
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private readonly List<GameObject> activeEnemies = new List<GameObject>();
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private Slider progressSlider;
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private Text progressText;
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private int currentWaveIndex = -1;
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private int totalEnemies;
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private int defeatedEnemies;
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@@ -55,7 +57,8 @@ public class DefenseWaveLevelController : MonoBehaviour
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private void Start()
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{
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if (!LoadLevel()) return;
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CreateProgressBar();
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EnsureUIReferences();
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UpdateProgress(0, level.waves.Length, "准备中");
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if (autoStart) StartCoroutine(RunLevel());
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}
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@@ -105,6 +108,12 @@ public class DefenseWaveLevelController : MonoBehaviour
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// 每波结束后,让英雄回到初始位置
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ResetHeroPositionsAfterWave();
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// 每 2 波结束(第 2、4、6、8...波)触发 3 选 1 战术增益弹窗
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if ((currentWaveIndex + 1) % 2 == 0)
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{
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BuffSelectionController.Instance.ShowBuffSelection();
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}
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yield return new WaitForSeconds(Mathf.Max(0f, waveCompleteDelay));
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}
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@@ -177,6 +186,16 @@ public class DefenseWaveLevelController : MonoBehaviour
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{
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activeEnemies.RemoveAt(i);
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defeatedEnemies++;
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// 击杀金币奖励 (基础 15 金币 * 战术增益倍率)
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if (GoldManager.Instance != null)
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{
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float killMult = BuffSelectionController.KillGoldMultiplier;
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int goldAmount = Mathf.RoundToInt(15f * killMult);
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GoldManager.Instance.AddGold(goldAmount);
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}
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UpdateProgress(currentWaveIndex + 1, level.waves.Length);
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}
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}
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@@ -207,7 +226,9 @@ public class DefenseWaveLevelController : MonoBehaviour
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}
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if (unit == null) return;
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unit.InitializeFromPlayerData(data.GetMaxHealth(1), data.GetAttackPower(1), data.GetMoveSpeed(1));
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// 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)
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int enemyLevel = Mathf.Clamp((currentWaveIndex / 3) + 1, 1, 10);
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unit.InitializeFromPlayerData(data.GetMaxHealth(enemyLevel), data.GetAttackPower(enemyLevel), data.GetMoveSpeed(enemyLevel), enemyLevel);
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}
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private int TotalCount(WaveEntry wave)
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@@ -228,60 +249,42 @@ public class DefenseWaveLevelController : MonoBehaviour
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return entry.prefab;
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}
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private void CreateProgressBar()
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private void EnsureUIReferences()
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{
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var canvasObject = new GameObject("WaveProgressHUD", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
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var canvas = canvasObject.GetComponent<Canvas>();
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canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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canvas.sortingOrder = 500;
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if (waveTextUI != null && killCountTextUI != null) return;
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var root = canvasObject.GetComponent<RectTransform>();
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var panel = new GameObject("WaveProgressPanel", typeof(RectTransform), typeof(Image));
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panel.transform.SetParent(root, false);
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var panelRect = panel.GetComponent<RectTransform>();
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panelRect.anchorMin = new Vector2(0.5f, 1f);
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panelRect.anchorMax = new Vector2(0.5f, 1f);
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panelRect.pivot = new Vector2(0.5f, 1f);
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panelRect.anchoredPosition = new Vector2(0f, -20f);
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panelRect.sizeDelta = new Vector2(420f, 64f);
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panel.GetComponent<Image>().color = new Color(0f, 0f, 0f, 0.45f);
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var canvasObject = GameObject.Find("TowerDefenseCanvas");
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if (canvasObject == null) return;
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var sliderObject = new GameObject("WaveProgress", typeof(RectTransform), typeof(Slider));
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sliderObject.transform.SetParent(panel.transform, false);
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var sliderRect = sliderObject.GetComponent<RectTransform>();
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sliderRect.anchorMin = new Vector2(0.5f, 0f);
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sliderRect.anchorMax = new Vector2(0.5f, 0f);
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sliderRect.pivot = new Vector2(0.5f, 0f);
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sliderRect.anchoredPosition = new Vector2(0f, 10f);
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sliderRect.sizeDelta = new Vector2(360f, 16f);
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progressSlider = sliderObject.GetComponent<Slider>();
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progressSlider.minValue = 0f;
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progressSlider.maxValue = 1f;
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progressSlider.value = 0f;
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progressSlider.interactable = false;
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var topBar = canvasObject.transform.Find("TopBar");
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if (topBar == null) return;
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var textObject = new GameObject("WaveProgressText", typeof(RectTransform), typeof(Text));
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textObject.transform.SetParent(panel.transform, false);
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var textRect = textObject.GetComponent<RectTransform>();
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textRect.anchorMin = new Vector2(0.5f, 1f);
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textRect.anchorMax = new Vector2(0.5f, 1f);
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textRect.pivot = new Vector2(0.5f, 1f);
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textRect.anchoredPosition = new Vector2(0f, -8f);
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textRect.sizeDelta = new Vector2(390f, 28f);
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progressText = textObject.GetComponent<Text>();
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progressText.alignment = TextAnchor.MiddleCenter;
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progressText.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
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progressText.fontSize = 18;
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progressText.color = Color.white;
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if (waveTextUI == null)
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{
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var waveObj = topBar.Find("WaveText");
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if (waveObj != null) waveTextUI = waveObj.GetComponent<Text>();
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}
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if (killCountTextUI == null)
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{
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var killObj = topBar.Find("KillCountText");
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if (killObj != null) killCountTextUI = killObj.GetComponent<Text>();
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}
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}
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private void UpdateProgress(int waveNumber, int waveCount, string text)
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private void UpdateProgress(int waveNumber, int waveCount, string statusHint = "")
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{
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if (progressSlider != null)
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EnsureUIReferences();
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int currentDisplayWave = Mathf.Clamp(waveNumber > 0 ? waveNumber : 1, 1, waveCount);
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if (waveTextUI != null)
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{
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float defeatedRatio = totalEnemies > 0 ? (float)defeatedEnemies / totalEnemies : 0f;
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progressSlider.value = Mathf.Clamp01((waveNumber - 1 + defeatedRatio) / Mathf.Max(1, waveCount));
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waveTextUI.text = $"波次 {currentDisplayWave}/{waveCount}";
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}
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if (killCountTextUI != null)
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{
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killCountTextUI.text = $"击杀 {defeatedEnemies}/{totalEnemies}";
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}
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if (progressText != null) progressText.text = text;
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}
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}
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