```
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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@@ -5,7 +5,10 @@ public class AdjustableGlowOrb : MonoBehaviour
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{
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[SerializeField] private Color glowColor = new Color(0.1f, 0.65f, 1f, 1f);
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[SerializeField, Min(0f)] private float emissionIntensity = 2.5f;
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[SerializeField, Range(0f, 1f)] private float haloAlpha = 0.25f;
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[SerializeField] private Renderer targetRenderer;
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[Tooltip("光晕等附属渲染器,留空时自动收集子级(排除主体球)")]
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[SerializeField] private Renderer[] haloRenderers;
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private MaterialPropertyBlock propertyBlock;
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@@ -34,18 +37,40 @@ public class AdjustableGlowOrb : MonoBehaviour
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targetRenderer = GetComponent<Renderer>();
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}
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if (targetRenderer == null)
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if (haloRenderers == null || haloRenderers.Length == 0)
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{
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return;
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haloRenderers = GetComponentsInChildren<Renderer>(true);
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for (int i = 0; i < haloRenderers.Length; i++)
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{
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if (haloRenderers[i] == targetRenderer)
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{
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haloRenderers[i] = null;
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}
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}
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}
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propertyBlock ??= new MaterialPropertyBlock();
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targetRenderer.GetPropertyBlock(propertyBlock);
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if (targetRenderer != null)
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{
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propertyBlock ??= new MaterialPropertyBlock();
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targetRenderer.GetPropertyBlock(propertyBlock);
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Color emission = glowColor * emissionIntensity;
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propertyBlock.SetColor("_BaseColor", glowColor);
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propertyBlock.SetColor("_Color", glowColor);
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propertyBlock.SetColor("_EmissionColor", emission);
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targetRenderer.SetPropertyBlock(propertyBlock);
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}
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Color emission = glowColor * emissionIntensity;
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propertyBlock.SetColor("_BaseColor", glowColor);
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propertyBlock.SetColor("_Color", glowColor);
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propertyBlock.SetColor("_EmissionColor", emission);
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targetRenderer.SetPropertyBlock(propertyBlock);
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if (haloRenderers == null) return;
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propertyBlock ??= new MaterialPropertyBlock();
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Color haloTint = new Color(glowColor.r, glowColor.g, glowColor.b, haloAlpha);
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foreach (Renderer halo in haloRenderers)
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{
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if (halo == null) continue;
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halo.GetPropertyBlock(propertyBlock);
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// Legacy Shaders/Particles/Additive 用 _TintColor 作为颜色入口
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propertyBlock.SetColor("_TintColor", haloTint);
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propertyBlock.SetColor("_Color", haloTint);
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halo.SetPropertyBlock(propertyBlock);
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}
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}
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}
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