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
```
This commit is contained in:
huadexuan committed 2026-09-20 21:52:31 +08:00
1 parent 0e7de5f885
commit 53d95802e5
448 files changed
+133333 -472

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+34 -9
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@@ -5,7 +5,10 @@ public class AdjustableGlowOrb : MonoBehaviour
{
[SerializeField] private Color glowColor = new Color(0.1f, 0.65f, 1f, 1f);
[SerializeField, Min(0f)] private float emissionIntensity = 2.5f;
[SerializeField, Range(0f, 1f)] private float haloAlpha = 0.25f;
[SerializeField] private Renderer targetRenderer;
[Tooltip("光晕等附属渲染器,留空时自动收集子级(排除主体球)")]
[SerializeField] private Renderer[] haloRenderers;
private MaterialPropertyBlock propertyBlock;
@@ -34,18 +37,40 @@ public class AdjustableGlowOrb : MonoBehaviour
targetRenderer = GetComponent<Renderer>();
}
if (targetRenderer == null)
if (haloRenderers == null || haloRenderers.Length == 0)
{
return;
haloRenderers = GetComponentsInChildren<Renderer>(true);
for (int i = 0; i < haloRenderers.Length; i++)
{
if (haloRenderers[i] == targetRenderer)
{
haloRenderers[i] = null;
}
}
}
propertyBlock ??= new MaterialPropertyBlock();
targetRenderer.GetPropertyBlock(propertyBlock);
if (targetRenderer != null)
{
propertyBlock ??= new MaterialPropertyBlock();
targetRenderer.GetPropertyBlock(propertyBlock);
Color emission = glowColor * emissionIntensity;
propertyBlock.SetColor("_BaseColor", glowColor);
propertyBlock.SetColor("_Color", glowColor);
propertyBlock.SetColor("_EmissionColor", emission);
targetRenderer.SetPropertyBlock(propertyBlock);
}
Color emission = glowColor * emissionIntensity;
propertyBlock.SetColor("_BaseColor", glowColor);
propertyBlock.SetColor("_Color", glowColor);
propertyBlock.SetColor("_EmissionColor", emission);
targetRenderer.SetPropertyBlock(propertyBlock);
if (haloRenderers == null) return;
propertyBlock ??= new MaterialPropertyBlock();
Color haloTint = new Color(glowColor.r, glowColor.g, glowColor.b, haloAlpha);
foreach (Renderer halo in haloRenderers)
{
if (halo == null) continue;
halo.GetPropertyBlock(propertyBlock);
// Legacy Shaders/Particles/Additive 用 _TintColor 作为颜色入口
propertyBlock.SetColor("_TintColor", haloTint);
propertyBlock.SetColor("_Color", haloTint);
halo.SetPropertyBlock(propertyBlock);
}
}
}