feat(game): 删除弓箭手相关资源文件

删除了弓箭手预制体(Arrow.prefab)及其元文件,
同时移除了对应的白色箭矢材质(ArrowProjectile_White.mat)及元文件,
清理了项目中不再使用的箭矢相关资源。
```
This commit is contained in:
huadexuan committed 2026-08-28 18:10:47 +08:00
1 parent 840867963d
commit 2728c1d2cc
44 files changed
+5116 -110

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# AI Generation Plan
## 1. Goal Summary
为微信小游戏《召唤之战》规划三张可用于备案的全屏界面截图:主界面、实际游玩界面、伙伴召唤/净化与收集界面。三张图必须保持统一的卡通奇幻视觉风格,并在画面内清晰出现当前小游戏名“召唤之战”;后续导出为 JPG/JPEG/PNG,单张控制在 60KB–5MB。本文件仅为方案与后续图像生成提示词,本次不生成图片、不修改 Unity 场景。
## 2. Task List
| ID | Name | Agent | Key Inputs | Depends On | Est. Wait |
|----|------|-------|-----------|------------|-----------|
| T01 | 主界面:灰石城堡大厅 | game-ui-kit-generator | `prompt=Prompt A`;`screenshot_output_path=Assets/TJGenerators/Generated/WechatFiling/01_Main_GraystoneCastle.png`;`constraints="screen-space UI preview position=(0,2,3), portrait 9:16 master, landscape-safe centered layout, 6% safe margins"` | — | 2–4 min |
| T02 | 游玩界面:荒野自动战斗 | game-ui-kit-generator | `prompt=Prompt B`;`screenshot_output_path=Assets/TJGenerators/Generated/WechatFiling/02_Gameplay_Wilderness.png`;`constraints="screen-space UI preview position=(0,2,3), portrait 9:16 master, landscape-safe centered layout, 6% safe margins"` | — | 2–4 min |
| T03 | 伙伴界面:源界裂缝召唤与净化 | game-ui-kit-generator | `prompt=Prompt C`;`screenshot_output_path=Assets/TJGenerators/Generated/WechatFiling/03_Companion_Rift.png`;`constraints="screen-space UI preview position=(0,2,3), portrait 9:16 master, landscape-safe centered layout, 6% safe margins"` | — | 2–4 min |
**统一画布建议:**以竖屏 9:16、1080×1920 作为主版本;标题、主要按钮和关键状态信息放在中央 80% 安全区内,若项目实际为横屏则按 16:9、1920×1080 重新排版,不拉伸、不裁掉标题,也不要把三张图混用不同方向。
## 3. Dependency Graph
```text
Phase 1 (parallel):
T01 主界面 ─── ✓
T02 游玩界面 ─── ✓
T03 伙伴界面 ─── ✓
Phase 2:
无跨任务依赖;三张图分别写入独立路径。
Final integration:
T01 + T02 + T03 ─── 统一文字、风格、画幅与文件大小验收 ─── ✓
```
## 4. Execution Plan
### 统一视觉风格
- **类型与视角:**清晰易读的 2D/2.5D 卡通奇幻手游界面,轻微俯视的场景构图,角色和按钮有明确轮廓,适合微信小游戏小屏阅读。
- **色彩:**灰石城堡使用深灰石板、冷蓝阴影和暖金高光;荒野使用低饱和草地、土褐色与青绿色魔法;源界裂缝使用深紫蓝背景、青蓝裂隙光和金色界面强调色。三张图统一使用暖金标题、青蓝魔法、红色生命条、蓝色技能条。
- **UI 语言:**圆角石板/羊皮纸面板、金色描边、少量青蓝发光、清楚的分组层级;按钮状态要明显,文字使用高对比、规整的简体中文字体。
- **角色一致性:**移动法师穿蓝青色法袍、手持法杖;伙伴外观和名称在三张图中保持一致,至少出现“弓箭手”和“弓箭猎人”。远程箭矢表现为水平飞行、命中后消失的攻击判定,不表现实体撞击造成的物理击退。
- **备案可读性:**三张图均为完整游戏画面,不放生成模型水印、品牌 Logo、英文乱码、占位符或无关宣传文案;“召唤之战”必须是顶部或顶部偏中位置的大号清晰中文标题,四个字不能变体、缺字或被装饰遮挡。
### 备案主要场景描述(可直接填写)
《召唤之战》整体采用清晰明快的卡通奇幻风格。主界面以灰石城堡为背景,展示移动法师、伙伴和召唤入口;游玩界面表现法师在荒野及灰石城堡区域探索,停止移动后自动攻击,单位头顶显示生命条和技能条,并自动寻找最近敌人。玩家还可以进入源界裂缝召唤、净化并收集伙伴,其中包含弓箭手、弓箭猎人等远程单位,画面以冷色环境、青蓝魔法光效和暖金色 UI 组成统一的冒险氛围。
### Phase 0 — Pre-setup (REQUIRED before dispatching any agents)
> 以下步骤仅供后续获准执行生成任务时使用;本次规划阶段不执行,不生成图片,也不修改 Unity。
**Step 0 — Verify Unity login** (abort if not logged in):
```csharp
// execute_csharp_script
using Unity.UniAsset.Manager.Editor.InternalBridge;
var token = UnityConnectSession.instance.GetAccessToken();
if (string.IsNullOrEmpty(token)) {
Debug.LogError("NOT LOGGED IN: open Window → Unity Connect and sign in.");
} else {
Debug.Log("Unity login verified.");
}
```
If empty token: stop and report `"Cannot proceed — Unity Editor is not logged in. Please open Window → Unity Connect, sign in, then retry."`
**Step 1 — Resolve active scene** (create one if none loaded):
```csharp
// execute_csharp_script
using UnityEditor.SceneManagement;
var scene = EditorSceneManager.GetActiveScene();
if (!scene.IsValid() || string.IsNullOrEmpty(scene.path)) {
System.IO.Directory.CreateDirectory(Application.dataPath + "/Scenes");
var newScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
EditorSceneManager.SaveScene(newScene, "Assets/Scenes/GenerationScene.unity");
}
```
**Step 2 — List existing scene objects**: `unity_scene(action="list")`(每个后续 UI 代理仍需自行做重复检查)。
**Step 3 — Ensure Camera present and framed**:
```csharp
// execute_csharp_script
var cam = Camera.main ?? UnityEngine.Object.FindObjectOfType<Camera>();
if (cam == null) {
var camGO = new GameObject("Main Camera");
cam = camGO.AddComponent<Camera>();
camGO.tag = "MainCamera";
}
cam.transform.position = new Vector3(0f, 3f, -8f);
cam.transform.LookAt(Vector3.zero);
cam.fieldOfView = 60f;
```
本计划主要使用屏幕空间 UI;若后续将 UI 预览放入场景,保持在 `position=(0,2,3)` 的安全位置。若画面改为横屏且需要容纳更多 HUD,可将相机移至 Z = -12 或将视野提高到 75°。
**Step 4 — Baseline screenshot**: `unity_screenshot(note="Phase 0 baseline")`。
### Phase 1 — Independent tasks (parallel)
三项任务可并行提交;每项使用独立输出路径。后续 UI 代理应先确保生成画面内的中文标题和指定标签可读,再处理其余装饰。
- **T01 · 主界面:灰石城堡大厅** → call `game-ui-kit-generator`
- task: `Create one complete filing screenshot for the main menu of 召唤之战.`
- prompt: **Prompt A**(见下方)
- output: `Assets/TJGenerators/Generated/WechatFiling/01_Main_GraystoneCastle.png`
- constraints: `screen-space UI preview position=(0,2,3), portrait 9:16 master, landscape-safe centered layout`
- **T02 · 游玩界面:荒野自动战斗** → call `game-ui-kit-generator`
- task: `Create one complete filing screenshot for the wilderness gameplay HUD of 召唤之战.`
- prompt: **Prompt B**(见下方)
- output: `Assets/TJGenerators/Generated/WechatFiling/02_Gameplay_Wilderness.png`
- constraints: `screen-space UI preview position=(0,2,3), portrait 9:16 master, landscape-safe centered layout`
- **T03 · 伙伴界面:源界裂缝召唤与净化** → call `game-ui-kit-generator`
- task: `Create one complete filing screenshot for the companion collection screen of 召唤之战.`
- prompt: **Prompt C**(见下方)
- output: `Assets/TJGenerators/Generated/WechatFiling/03_Companion_Rift.png`
- constraints: `screen-space UI preview position=(0,2,3), portrait 9:16 master, landscape-safe centered layout`
### Phase 2 — Sequential dependencies (if any)
无。本任务的三张画面互不覆盖输出路径,且每个英文提示词都完整携带统一视觉规范,因此不需要等待前一张完成后才能开始后一张。
### 三个英文提示词
#### Prompt A — Main interface / Graystone Castle
```text
Create one polished full-screen in-game UI screenshot for a Chinese fantasy WeChat mini-game. Use a portrait 9:16 mobile master composition (1080x1920) with a centered landscape-safe 16:9 arrangement; keep all essential UI inside generous safe margins so it can be reformatted to 1920x1080 without cropping. Use the same unified 2D/2.5D hand-painted cartoon fantasy style across the whole image: dark slate-gray stone, cool blue shadows, teal magic glow, warm gold highlights, rounded stone-and-parchment panels, crisp high-contrast simplified Chinese typography, clean readable icons, family-friendly and non-gory.
Show the main interface in a welcoming Graystone Castle courtyard. Put a young mobile mage in a blue-teal robe with a staff near the center, with two friendly companions nearby and the castle gate, banners, and soft evening light behind them. Use a strong top-center title and a clear lower navigation row. Render the following Chinese strings exactly, as legible UI text, with no substitutions or translation: the large title "召唤之战"; location label "灰石城堡"; primary button "开始冒险"; navigation buttons "伙伴", "召唤", "图鉴", "设置"; small button "公告"; resource labels "金币 1280" and "源石 36". Make "召唤之战" large, sharp, unobstructed, and unmistakably readable. Do not add English UI text, fake logos, watermarks, lorem ipsum, gibberish, extra title variants, or cropped controls.
```
#### Prompt B — Gameplay / Wilderness auto-battle
```text
Create one polished full-screen in-game gameplay HUD screenshot for a Chinese fantasy WeChat mini-game. Use a portrait 9:16 mobile master composition (1080x1920) with a centered landscape-safe 16:9 arrangement; preserve a safe central zone so the same design can be reframed to 1920x1080 without losing the title or HUD. Match this exact unified 2D/2.5D hand-painted cartoon fantasy style: readable dark slate and earth-tone wilderness, teal spell effects, warm gold UI borders, red health bars, blue skill bars, rounded stone panels, crisp high-contrast simplified Chinese typography, family-friendly non-gory action.
Show the player-controlled mobile mage moving through the wilderness while a brief combat moment is visible: the mage is centered, a nearby enemy is the current target, and companions labeled "弓箭手" and "弓箭猎人" attack from range. Show clear health bars and skill bars above the mage, companions, and enemies. Show level horizontal arrows flying toward the nearest enemy and disappearing on hit; do not show physical knockback or ragdoll movement. Keep a compact but unmistakable title in the top center and a readable gameplay HUD. Render these Chinese strings exactly and legibly: title "召唤之战"; area label "荒野"; status "自动攻击:开启"; target label "目标:最近敌人"; progress "波次 3/10"; progress "击败 8/20"; buttons "暂停", "伙伴", "净化"; companion labels "弓箭手" and "弓箭猎人". Do not use English UI text, alternate spellings, watermarks, fake logos, lorem ipsum, unreadable tiny text, or a title hidden behind effects.
```
#### Prompt C — Source Realm Rift / summon, purify, collect
```text
Create one polished full-screen companion collection and summoning UI screenshot for a Chinese fantasy WeChat mini-game. Use a portrait 9:16 mobile master composition (1080x1920) with a centered landscape-safe 16:9 arrangement; keep the central title, cards, and action buttons within safe margins for a clean 1920x1080 reframe. Match the same unified 2D/2.5D hand-painted cartoon fantasy style as the other screens: deep indigo and violet Source Realm atmosphere, a luminous teal dimensional rift, warm gold accents, rounded dark-stone and parchment panels, clear card silhouettes, crisp high-contrast simplified Chinese typography, friendly family-safe fantasy with no gore.
Show the player in front of the glowing Source Realm Rift, with a large portal and floating companion cards. Make the collection purpose immediately clear: one owned ranged companion card, one companion ready to purify, and a summon panel with a bright action button. Use consistent iconography and the same blue-teal mage and companion designs from the other screens. Render the following Chinese strings exactly as readable UI text: large title "召唤之战"; location label "源界裂缝"; section label "伙伴图鉴"; progress label "收集进度 12/30"; card labels "弓箭手" and "弓箭猎人"; state labels "已收集" and "可净化"; action buttons "净化", "召唤伙伴", and "返回". Make the title large, sharp, unobstructed, and exactly "召唤之战". Do not add English UI text, alternate Chinese characters, fake logos, watermarks, lorem ipsum, random unreadable writing, or cropped panels.
```
### Phase N — Final integration
在三项后续生成任务全部完成后:
1. 分别检查三张画面的标题、场景名称、按钮和伙伴名称是否与本计划逐字一致。
2. 检查三张图是否同时覆盖:主界面(灰石城堡)、游玩界面(荒野自动战斗)和伙伴召唤/净化界面(源界裂缝)。
3. 如需在 Unity 中预览,执行 `unity_screenshot(note="Final verification")`;仅修正可见布局问题,不重新生成不合格图片之外的额外内容。
4. 将最终备案图导出为 JPG/JPEG/PNG,单张文件大小保持在 **60KB–5MB**,并确认压缩没有造成中文标题或状态条不可读。
5. 若后续确实打开并修改了 Unity 场景,再执行:
```csharp
using UnityEditor.SceneManagement;
EditorSceneManager.SaveOpenScenes();
```
6. 不按 Play;本次规划阶段不执行上述 Unity 操作。
## 5. Parallelism & Concurrency Notes
- T01、T02、T03 互相独立,可在后续执行阶段并行提交。
- 三项任务使用相同的视觉风格段落和统一标题规则,使用不同输出路径,避免并发覆盖文件。
- 本计划没有 `material-generator` 或 `animated-character-generator` 任务,因此不触发对应的并发上限。
- 所有后续生成代理应遵循异步任务纪律;不要在本计划阶段轮询、重试或调用生成工具。
## 6. Post-Generation Checklist
- [ ] 三张图均为完整游戏界面,不是局部裁切,并且画面内准确出现“召唤之战”。
- [ ] “召唤之战”四个字清晰、无错别字、无遮挡、无变体;三张图标题位置和样式统一。
- [ ] T01 展示灰石城堡主界面,包含“开始冒险”“伙伴”“召唤”“图鉴”“设置”“公告”等主要入口。
- [ ] T02 展示荒野游玩界面,包含移动法师、自动攻击、最近敌人目标、弓箭手/弓箭猎人、生命条和技能条。
- [ ] T03 展示源界裂缝中的伙伴图鉴、召唤、净化和收集状态。
- [ ] 所有中文标签逐字核对:`灰石城堡`、`荒野`、`源界裂缝`、`自动攻击:开启`、`目标:最近敌人`、`弓箭手`、`弓箭猎人` 等。
- [ ] 统一使用卡通奇幻风格、灰石/青蓝魔法/暖金 UI 体系,三张图没有风格跳变。
- [ ] 竖屏主版为 9:16;如提交横屏版本,按 16:9 重新排版,不拉伸、不裁掉标题和关键 HUD。
- [ ] 文件格式为 JPG/JPEG/PNG,单张大小为 60KB–5MB。
- [ ] 无英文乱码、生成水印、无关 Logo、调试信息、占位文本或血腥内容。
- [ ] 若后续使用 Unity 预览,场景保存完成且不按 Play;本次规划阶段确认没有 Unity 改动。
## 7. Risks & Fallbacks
| Risk | Likelihood | Fallback |
|------|-----------|----------|
| AI 生成的中文标题或按钮出现错字、乱码或不可读 | High | 不接受该图;重新生成或在后续 UI 资源阶段替换为项目内真实中文字体,最终备案图必须逐字复核“召唤之战”。 |
| 竖屏与横屏裁切导致标题或 HUD 消失 | Medium | 以 9:16 主版的中央安全区重排 16:9 版;不使用简单拉伸或自动裁切。 |
| 三张图的角色、颜色或面板风格不一致 | Medium | 复用统一视觉风格段落、角色描述和颜色约束;只调整布局,不改变核心美术设定。 |
| 生成图看起来像宣传海报而不是游戏界面 | Medium | 强制使用 full-screen in-game UI screenshot、可操作按钮、状态条、资源栏和场景标签;不加入宣传口号或海报排版。 |
| 输出文件超出备案大小范围 | Medium | 在不损失中文可读性的前提下优化 PNG 或以高质量 JPG/JPEG 导出,并逐张检查 60KB–5MB。 |
| 远程攻击被误表现为物理击退 | Low | 保持箭矢水平飞行、命中即消失的视觉表现,不加入冲撞、击飞或布娃娃效果。 |
## 8. Expected Outputs
| Asset | Expected Path | Used By |
|-------|--------------|---------|
| Scene | 不创建、不修改;本次仅方案规划 | 后续实际截图阶段使用现有 Unity 游戏场景 |
| T01 主界面备案图 | `Assets/TJGenerators/Generated/WechatFiling/01_Main_GraystoneCastle.png` | 备案截图 1:灰石城堡主界面 |
| T02 游玩界面备案图 | `Assets/TJGenerators/Generated/WechatFiling/02_Gameplay_Wilderness.png` | 备案截图 2:荒野自动战斗界面 |
| T03 伙伴界面备案图 | `Assets/TJGenerators/Generated/WechatFiling/03_Companion_Rift.png` | 备案截图 3:源界裂缝召唤、净化与收集界面 |
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## Codely Structured Memories
### User
### 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。
### 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。
### Reference
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"url": "https://packages.tuanjie.cn"
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m_EditorVersion: 2022.3.62t12
m_EditorVersionWithRevision: 2022.3.62t12 (ab02e98c9779)
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