```
docs(clipboard): 添加剪贴板功能演示图片 添加了 clipboard-1791530764779.png 图片文件, 用于展示剪贴板功能的操作界面和效果。 ```
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||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: pelvis.L
|
||||
parentName: spine
|
||||
position: {x: -0, y: -7.4505804e-11, z: -2.9802322e-10}
|
||||
rotation: {x: -0.15245552, y: 0.7933305, z: 0.28550416, w: 0.5156272}
|
||||
scale: {x: 1, y: 0.9999999, z: 1}
|
||||
- name: pelvis.L_end
|
||||
parentName: pelvis.L
|
||||
position: {x: -0, y: 0.002073381, z: 0}
|
||||
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: pelvis.R
|
||||
parentName: spine
|
||||
position: {x: -0, y: -7.4505804e-11, z: -2.9802322e-10}
|
||||
rotation: {x: -0.15245552, y: -0.7933305, z: -0.28550416, w: 0.5156272}
|
||||
scale: {x: 1, y: 0.9999999, z: 1}
|
||||
- name: pelvis.R_end
|
||||
parentName: pelvis.R
|
||||
position: {x: -0, y: 0.002073381, z: 0}
|
||||
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: thigh.L
|
||||
parentName: spine
|
||||
position: {x: -0.0009799999, y: 0.0007081838, z: 0.0002594222}
|
||||
rotation: {x: 0.84991556, y: 0.010414167, z: 0.52593577, w: 0.030440327}
|
||||
scale: {x: 1, y: 1.0000001, z: 1.0000001}
|
||||
- name: shin.L
|
||||
parentName: thigh.L
|
||||
position: {x: 5.107722e-10, y: 0.0062242625, z: 2.9802322e-10}
|
||||
rotation: {x: 0.28016165, y: -0.32250705, z: 0.006357386, w: 0.90413404}
|
||||
scale: {x: 0.99999994, y: 0.9999999, z: 0.99999994}
|
||||
- name: foot.L
|
||||
parentName: shin.L
|
||||
position: {x: 2.7939676e-10, y: 0.006182675, z: -5.2154064e-10}
|
||||
rotation: {x: -0.8900212, y: 0.030594938, z: -0.008117801, w: 0.454819}
|
||||
scale: {x: 1, y: 1, z: 1.0000001}
|
||||
- name: toe.L
|
||||
parentName: foot.L
|
||||
position: {x: -1.6985527e-10, y: 0.0040947394, z: -6.0808816e-11}
|
||||
rotation: {x: 0.05248309, y: 0.99266785, z: -0.108239524, w: 0.011845745}
|
||||
scale: {x: 1, y: 0.99999994, z: 1}
|
||||
- name: toe.L_end
|
||||
parentName: toe.L
|
||||
position: {x: -0, y: 0.00067200005, z: 0}
|
||||
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: heel.02.L
|
||||
parentName: foot.L
|
||||
position: {x: 0.0003800021, y: -0.00014292421, z: 0.0008908888}
|
||||
rotation: {x: 0.05248309, y: 0.99266785, z: -0.108239524, w: 0.011845745}
|
||||
scale: {x: 0.99999994, y: 1, z: 0.9999999}
|
||||
- name: heel.02.L_end
|
||||
parentName: heel.02.L
|
||||
position: {x: -0, y: 0.0007999998, z: 0}
|
||||
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: thigh.R
|
||||
parentName: spine
|
||||
position: {x: 0.0009799999, y: 0.0007081838, z: 0.0002594222}
|
||||
rotation: {x: 0.9684224, y: 0.14744966, z: -0.17764695, w: 0.0941186}
|
||||
scale: {x: 0.9999997, y: 0.9999998, z: 0.9999999}
|
||||
- name: shin.R
|
||||
parentName: thigh.R
|
||||
position: {x: 1.6996636e-10, y: 0.007065686, z: 0}
|
||||
rotation: {x: 0.28871968, y: 0.15198407, z: 0.035824694, w: 0.9445943}
|
||||
scale: {x: 0.9999999, y: 1, z: 1}
|
||||
- name: foot.R
|
||||
parentName: shin.R
|
||||
position: {x: -9.406358e-10, y: 0.0061812853, z: 0}
|
||||
rotation: {x: 0.88884753, y: 0.09356584, z: -0.05205153, w: -0.44551796}
|
||||
scale: {x: 1, y: 1, z: 1.0000001}
|
||||
- name: toe.R
|
||||
parentName: foot.R
|
||||
position: {x: 8.6583896e-10, y: 0.0043693054, z: -6.1991155e-11}
|
||||
rotation: {x: 0.031777933, y: 0.997233, z: -0.0634302, w: 0.022209609}
|
||||
scale: {x: 0.99999994, y: 1, z: 1}
|
||||
- name: toe.R_end
|
||||
parentName: toe.R
|
||||
position: {x: -0, y: 0.001111112, z: 0}
|
||||
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: heel.02.R
|
||||
parentName: foot.R
|
||||
position: {x: -0.00036558477, y: -0.00012930548, z: 0.0008059102}
|
||||
rotation: {x: 0.031777933, y: 0.997233, z: -0.0634302, w: 0.022209609}
|
||||
scale: {x: 0.99999994, y: 0.9999997, z: 1}
|
||||
- name: heel.02.R_end
|
||||
parentName: heel.02.R
|
||||
position: {x: -0, y: 0.0007999998, z: 0}
|
||||
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: model
|
||||
parentName: "\u84DD\u8272\u602A\u7269-\u6012\u543C(Clone)"
|
||||
position: {x: 0.08143586, y: 0, z: 0}
|
||||
rotation: {x: 0.70710665, y: 0, z: -0, w: 0.7071069}
|
||||
scale: {x: 100, y: 100, z: 100}
|
||||
namedPoseList:
|
||||
- name: Default
|
||||
skeleton: []
|
||||
armTwist: 0.5
|
||||
foreArmTwist: 0.5
|
||||
upperLegTwist: 0.5
|
||||
legTwist: 0.5
|
||||
armStretch: 0.05
|
||||
legStretch: 0.05
|
||||
feetSpacing: 0
|
||||
globalScale: 1
|
||||
rootMotionBoneName:
|
||||
defaultPoseIndex: -1
|
||||
hasTranslationDoF: 0
|
||||
hasExtraRoot: 1
|
||||
skeletonHasParents: 1
|
||||
lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: aedf6e849dd924e229c57640f99ff50a,
|
||||
type: 3}
|
||||
autoGenerateAvatarMappingIfUnspecified: 1
|
||||
animationType: 3
|
||||
humanoidOversampling: 1
|
||||
avatarSetup: 2
|
||||
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
||||
importBlendShapeDeformPercent: 1
|
||||
remapMaterialsIfMaterialImportModeIsNone: 0
|
||||
additionalBone: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+1229
-158
File diff suppressed because it is too large.
Load diff
@@ -14,9 +14,11 @@ MonoBehaviour:
|
||||
m_EditorClassIdentifier:
|
||||
characterId: "\u84DD\u8272\u602A\u7269"
|
||||
characterName: "\u84DD\u8272\u602A\u7269"
|
||||
rarity: 0
|
||||
description:
|
||||
cardIcon: {fileID: 0}
|
||||
unitPrefab: {fileID: 0}
|
||||
unitPrefab: {fileID: 1823520504047441011, guid: 31d5fecc42ba84e48a527e7aac3adb2b,
|
||||
type: 3}
|
||||
baseMaxHealth: 340
|
||||
baseAttackPower: 10
|
||||
baseMoveSpeed: 1.6
|
||||
|
||||
Binary file not shown.
Binary file not shown.
@@ -148,6 +148,7 @@
|
||||
- [2026-10-08 16:33:41] 2026-10-08 塔防版等级与成长规则:不设立账号/玩家等级,所有成长挂载在卡牌自身的卡牌等级(1~10级),消耗金币与卡牌碎片升级;在 1/3/6/10 级大节点解锁/强化技能机制。
|
||||
- [2026-10-09 11:31:55] 2026-10-09 3 选 1 增益 D-Card 规则:刷新消耗固定 2 金币,3 个卡槽独立计算递进升阶概率(初升中 10%+10%/次,中升高 3%+5%/次,高升顶 1%+2%/次),刷出升阶重置该槽位追加概率;选卡后重置全槽位。UI 金色文本统一使用三阶渐变 Shader UI/GoldTextGradient 与暗色 Outline。
|
||||
- [2026-10-09 16:22:12] 2026-10-09 护盾 UI 规则:独立顶层护盾条 (ShieldBar),护盾槽物理宽度按 maxShield/maxHealth 占血条比例显示并保留黑边框,受击时按 currentShield/maxShield 在黑框内向左平滑缩减。盾卫技能默认使用内置粒子特效 MagicShieldBlue.prefab。
|
||||
- [2026-10-10 15:36:35] 2026-10-10 重新制作并上线新版蓝色怪物 Prefab (Assets/Prefabs/第二章/蓝色怪物.prefab),绑定蓝色怪物Data、蓝色怪物.overrideController、MagicShieldBlue 等组件,已更新全流程数据关联。
|
||||
|
||||
### Reference
|
||||
- [2026-09-09 12:23:17] 飞行物脚本 Projectile.cs 负责锁敌追踪、碰撞检测和伤害结算。箭矢预制体 ArrowProjectile_White.prefab 已配置 Projectile 组件和 CapsuleCollider(Is Trigger)。远程单位需在攻击动画松弦帧添加 OnAttackEffect Event,并在 UnitBase 中设置 attackType=RangedProjectile、projectilePrefab、projectileSpawnPoint。
|
||||
Reference in new issue
Block a user