```
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 ```
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Binary file not shown.
@@ -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
|
||||||
|
|||||||
@@ -0,0 +1,95 @@
|
|||||||
|
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
|
||||||
|
}
|
||||||
|
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||||||
|
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]
|
||||||
|
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||||||
|
Pass
|
||||||
|
{
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
|
||||||
|
struct appdata_t
|
||||||
|
{
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|
float4 vertex : POSITION;
|
||||||
|
float4 color : COLOR;
|
||||||
|
float2 texcoord : TEXCOORD0;
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|
};
|
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|
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||||||
|
struct v2f
|
||||||
|
{
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||||||
|
float4 vertex : SV_POSITION;
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|
fixed4 color : COLOR;
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half2 texcoord : TEXCOORD0;
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|
float4 worldPosition : TEXCOORD1;
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||||||
|
};
|
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|
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||||||
|
fixed4 _Color;
|
||||||
|
fixed4 _TopColor;
|
||||||
|
fixed4 _BottomColor;
|
||||||
|
sampler2D _MainTex;
|
||||||
|
float4 _MainTex_ST;
|
||||||
|
|
||||||
|
v2f vert(appdata_t IN)
|
||||||
|
{
|
||||||
|
v2f OUT;
|
||||||
|
OUT.worldPosition = IN.vertex;
|
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|
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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|
}
|
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|
}
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@@ -0,0 +1,9 @@
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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Reference in new issue
Block a user