根据提供的code differences信息,我发现没有具体的代码变更内容。基于Angular commit规范,我将提供一个通用的模板:

```
docs(changelog): 更新变更日志

- 由于未检测到具体代码差异,此提交用于记录版本更新
- 确保项目文档与最新开发状态保持一致
- 遵循语义化版本控制规范
```

注意:由于您提供的code differences字段为空,实际的commit message应该基于具体的代码变更来生成。请提供具体的代码差异信息以获得更准确的commit message。
This commit is contained in:
huadexuan committed 2026-08-25 23:13:37 +08:00
1 parent a095e23eed
commit 4e9e2c5340
67 files changed
+2848 -3223

No files matched your search

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namedPoseList:
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@@ -190,7 +715,7 @@ ModelImporter:
armStretch: 0.05
legStretch: 0.05
feetSpacing: 0
globalScale: 1
globalScale: 100
rootMotionBoneName:
defaultPoseIndex: -1
hasTranslationDoF: 0
@@ -16,13 +16,13 @@ ModelImporter:
optimizeGameObjects: 0
removeConstantScaleCurves: 0
motionNodeName:
rigImportErrors: "Invalid copied Avatar Rig Configuration:\n\tNo human bone found.
Ensure both rig type match\n"
rigImportErrors:
rigImportWarnings:
animationImportErrors:
animationImportWarnings:
animationRetargetingWarnings:
animationDoRetargetingWarnings: 0
animationRetargetingWarnings: "\nRetargeting quality report for clip 'mixamo.com':\n\tRetargeting
quality is good. No significant differences with original animation were found.\n"
animationDoRetargetingWarnings: 1
importAnimatedCustomProperties: 0
importConstraints: 0
animationCompression: 3
@@ -35,7 +35,49 @@ ModelImporter:
animationWrapMode: 0
extraExposedTransformPaths: []
extraUserProperties: []
clipAnimations: []
clipAnimations:
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name: "\u7CBE\u9510\u58EB\u5175\u653B\u51FB"
takeName: mixamo.com
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lastFrame: 38
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lockToRoot: 0
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keepOriginalPositionY: 1
keepOriginalPositionXZ: 0
heightFromFeet: 0
mirror: 0
bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
curves: []
events:
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functionName: OnAttackAnimationEnd
data:
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floatParameter: 0
intParameter: 0
messageOptions: 0
intervals: []
transformMask: []
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maskSource: {instanceID: 0}
additiveReferencePoseFrame: 0
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additiveSelectedAnimation: {instanceID: 0}
additiveSelectedAnimationFrameIndex: 0
isReadable: 0
tuanjieGIEnable: 0
tuanjieGIGenSDFFactor: 1
@@ -34,7 +34,42 @@ ModelImporter:
animationWrapMode: 0
extraExposedTransformPaths: []
extraUserProperties: []
clipAnimations: []
clipAnimations:
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name: "\u7CBE\u9510\u58EB\u5175\u884C\u8D70"
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curves: []
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@@ -175,11 +175,25 @@ public class NewBehaviourScript : MonoBehaviour
return false;
}
// 只保留很小的接触补偿,避免两边半径叠加导致隔空挥剑
float reachDistance = attackRange + 0.1f;
// 将双方控制器半径计入判定,避免碰撞体互相阻挡时无法进入攻击距离。
float selfRadius = GetHorizontalCollisionRadius(controller);
CharacterController opponentController = opponent.GetComponent<CharacterController>();
float opponentRadius = GetHorizontalCollisionRadius(opponentController);
float reachDistance = selfRadius + opponentRadius + attackRange;
return Vector3.Distance(transform.position, opponent.transform.position) <= reachDistance;
}
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{
if (characterController == null)
{
return 0f;
}
Bounds bounds = characterController.bounds;
return Mathf.Max(bounds.extents.x, bounds.extents.z);
}
//查找当前Animator中使用的攻击动画时长
private float GetAttackAnimationDuration()
{
+8 -4
View File
@@ -18,9 +18,6 @@ public class WorldHealthBar : MonoBehaviour
// 血条边框颜色。
public Color borderColor = new Color(0.03f, 0.03f, 0.03f, 0.95f);
// 血条内部填充颜色。
public Color fillColor = new Color(0.1f, 0.8f, 0.18f, 1f);
// 死亡特效持续时间,单位为秒。
[Min(0.1f)] public float deathEffectDuration = 1.1f;
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Image background = CreateImage("Border", barObject.transform, RoundedSprite(), borderColor);
SetFullRect(background.rectTransform);
Image inner = CreateImage("Fill", barObject.transform, RoundedSprite(), fillColor);
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inner.rectTransform.anchorMin = Vector2.zero;
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fillImage = inner;
}
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{
return CompareTag("Enemy")
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}
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