feat(gameplay): 更新单位属性和材质配置

- 调整多个单位的基础生命值和攻击力数值平衡
- 修改CoreBattleGround材质的纹理缩放比例
- 更新地砖材质颜色为白色
- 优化纹理资源设置,调整最大纹理尺寸并添加PlayableAds平台支持
- 修复弓箭手技能目标查找逻辑,改用统一的敌人检测方法
- 为水晶矿添加中立阵营设置和光球视觉效果同步
- 调整预制体中的全局缩放参数
- 为狼人和石巨人添加NavMeshAgent组件支持
- 优化水晶矿血条显示位置计算方式
```
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huadexuan committed 2026-09-20 21:52:31 +08:00
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using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 拆家版固定八卡组、四张手牌轮转管理器。
/// </summary>
public class BattleDeckCycle : MonoBehaviour
{
public static BattleDeckCycle Instance { get; private set; }
[SerializeField] private Transform cardRoot;
[SerializeField] private int visibleSlotCount = 4;
[SerializeField] private string[] deckDataNames =
{
"人类士兵Data", "弓箭手Data", "盾卫Data", "精锐士兵Data",
"法师Data", "狂暴狼人Data", "石巨人Data", "弓箭猎人Data"
};
private readonly List<CharacterData> deck = new List<CharacterData>();
private readonly List<CharacterData> hand = new List<CharacterData>();
private readonly Queue<CharacterData> drawQueue = new Queue<CharacterData>();
private SummonCardButton[] buttons;
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
BuildDeck();
}
private void Start()
{
if (cardRoot == null)
cardRoot = GameObject.Find("角色卡片")?.transform;
buttons = cardRoot != null
? cardRoot.GetComponentsInChildren<SummonCardButton>(true)
: FindObjectsOfType<SummonCardButton>(true);
System.Array.Sort(buttons, (a, b) => a.summonSlot.CompareTo(b.summonSlot));
HideExtraSlots();
hand.Clear();
drawQueue.Clear();
for (int i = 0; i < visibleSlotCount && i < deck.Count; i++)
hand.Add(deck[i]);
for (int i = visibleSlotCount; i < deck.Count; i++)
drawQueue.Enqueue(deck[i]);
RefreshAllCards();
}
public CharacterData GetCard(int slot)
{
int index = slot - 1;
return index >= 0 && index < hand.Count ? hand[index] : null;
}
public bool TryPlay(int slot)
{
CharacterData card = GetCard(slot);
if (card == null || card.unitPrefab == null || CastleSpawnManager.Instance == null)
return false;
if (!CastleSpawnManager.Instance.TrySpawn(card, 0))
return false;
int index = slot - 1;
CharacterData played = hand[index];
hand[index] = drawQueue.Dequeue();
drawQueue.Enqueue(played);
RefreshAllCards();
return true;
}
private void BuildDeck()
{
deck.Clear();
foreach (string dataName in deckDataNames)
{
CharacterData data = Resources.Load<CharacterData>("Data/" + dataName);
if (data == null)
{
Debug.LogWarning($"卡组缺少角色数据: Resources/Data/{dataName}.asset");
continue;
}
deck.Add(data);
}
}
private void HideExtraSlots()
{
foreach (var button in buttons)
{
if (button != null && button.summonSlot > visibleSlotCount)
button.gameObject.SetActive(false);
}
}
private void RefreshAllCards()
{
if (buttons == null) return;
foreach (var button in buttons)
{
if (button == null || button.summonSlot > visibleSlotCount) continue;
button.SetDeckCharacter(GetCard(button.summonSlot));
}
}
}