feat(gameplay): 更新防御关卡金币系统

- 修改金币显示文本格式,移除冒号分隔符
- 实现差异化金币奖励机制:小怪固定1金币,英雄/Boss单位固定5金币
- 添加战术倍率支持,确保最低1金币奖励
- 增加击杀日志输出功能
- 实现英雄/Boss单位识别逻辑,通过名称和角色数据进行判断
```
This commit is contained in:
huadexuan committed 2026-10-09 00:00:46 +08:00
1 parent 8c0832e7ca
commit 336ec9980d
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@@ -51,7 +51,7 @@ public class GoldUI : MonoBehaviour
{ {
if (goldText != null) if (goldText != null)
{ {
goldText.text = $"金币: {newGold}"; goldText.text = $"金币 {newGold}";
} }
} }
} }
@@ -187,12 +187,16 @@ public class DefenseWaveLevelController : MonoBehaviour
activeEnemies.RemoveAt(i); activeEnemies.RemoveAt(i);
defeatedEnemies++; defeatedEnemies++;
// 击杀金币奖励 (基础 15 金币 * 战术增益倍率) // 击杀金币奖励:小怪固定 1 金币,英雄/Boss 单位固定 5 金币 (支持战术倍率)
if (GoldManager.Instance != null) if (GoldManager.Instance != null)
{ {
bool isHeroUnit = IsHeroOrBossUnit(enemy);
int baseGold = isHeroUnit ? 5 : 1;
float killMult = BuffSelectionController.KillGoldMultiplier; float killMult = BuffSelectionController.KillGoldMultiplier;
int goldAmount = Mathf.RoundToInt(15f * killMult); int goldAmount = Mathf.Max(1, Mathf.RoundToInt(baseGold * killMult));
GoldManager.Instance.AddGold(goldAmount); GoldManager.Instance.AddGold(goldAmount);
Debug.Log($"击杀 {(isHeroUnit ? "英雄/Boss" : "小怪")},获得金币 +{goldAmount}");
} }
UpdateProgress(currentWaveIndex + 1, level.waves.Length); UpdateProgress(currentWaveIndex + 1, level.waves.Length);
@@ -204,6 +208,27 @@ public class DefenseWaveLevelController : MonoBehaviour
} }
} }
private bool IsHeroOrBossUnit(GameObject enemy)
{
if (enemy == null) return false;
string n = enemy.name.ToLower();
if (n.Contains("hero") || n.Contains("boss") || n.Contains("英雄") || n.Contains("石巨人") || n.Contains("狼人"))
{
return true;
}
var unit = enemy.GetComponent<UnitBase>();
if (unit != null && !string.IsNullOrEmpty(unit.characterDataName))
{
// 非小怪名称判断
if (!unit.characterDataName.Contains("小怪") && !unit.characterDataName.Contains("蓝卫") && !unit.characterDataName.Contains("弓童") && !unit.characterDataName.Contains("蛮卒"))
{
return true;
}
}
return false;
}
private void ApplyCharacterData(GameObject enemy, string characterId) private void ApplyCharacterData(GameObject enemy, string characterId)
{ {
// 从所有 CharacterData 中按 characterId 字段查找,而不是按文件名 // 从所有 CharacterData 中按 characterId 字段查找,而不是按文件名
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Shader "UI/GoldTextGradient"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_TopColor ("Top Gold Color", Color) = (1, 0.95, 0.6, 1)
_BottomColor ("Bottom Gold Color", Color) = (0.9, 0.65, 0.1, 1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
}
SubShader
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Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
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Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};
fixed4 _Color;
fixed4 _TopColor;
fixed4 _BottomColor;
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex);
fixed4 gradColor = lerp(_BottomColor, _TopColor, saturate(IN.texcoord.y));
OUT.color = IN.color * _Color * gradColor;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
return color;
}
ENDCG
}
}
}
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