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

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+16 -2
View File
@@ -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;
}
private float GetHorizontalCollisionRadius(CharacterController characterController)
{
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;
@@ -294,7 +291,7 @@ public class WorldHealthBar : MonoBehaviour
Image background = CreateImage("Border", barObject.transform, RoundedSprite(), borderColor);
SetFullRect(background.rectTransform);
Image inner = CreateImage("Fill", barObject.transform, RoundedSprite(), fillColor);
Image inner = CreateImage("Fill", barObject.transform, RoundedSprite(), GetHealthFillColor());
inner.rectTransform.anchorMin = Vector2.zero;
inner.rectTransform.anchorMax = Vector2.one;
inner.rectTransform.offsetMin = new Vector2(2f, 2f);
@@ -305,6 +302,13 @@ public class WorldHealthBar : MonoBehaviour
fillImage = inner;
}
private Color GetHealthFillColor()
{
return CompareTag("Enemy")
? new Color(0.88f, 0.12f, 0.12f, 1f)
: new Color(0.1f, 0.8f, 0.18f, 1f);
}
// 创建一个用于边框或填充的 UI Image。
private static Image CreateImage(string name, Transform parent, Sprite sprite, Color color)
{