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unitPrefab: {fileID: 0} + unitPrefab: {fileID: 1823520504047441011, guid: 31d5fecc42ba84e48a527e7aac3adb2b, + type: 3} baseMaxHealth: 340 baseAttackPower: 10 baseMoveSpeed: 1.6 diff --git a/Assets/Scenes/CharacterTest.scene b/Assets/Scenes/CharacterTest.scene index e7516fa..968694a 100644 Binary files a/Assets/Scenes/CharacterTest.scene and b/Assets/Scenes/CharacterTest.scene differ diff --git a/Assets/Scenes/DefenseTest.scene b/Assets/Scenes/DefenseTest.scene index 49ef679..0f0990c 100644 Binary files a/Assets/Scenes/DefenseTest.scene and b/Assets/Scenes/DefenseTest.scene differ diff --git a/CODELY.md b/CODELY.md index f12261c..d201b6f 100644 --- a/CODELY.md +++ b/CODELY.md @@ -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。