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+1,46 @@ +using UnityEngine; + +public class EliteSoldierSkill : UnitSkill +{ + [Header("蓄力重斩参数")] + [Min(0f)] + public float skillDamage = 125f; + + [Min(0.1f)] + public float skillRadius = 2.5f; + + [Header("技能动画")] + [Min(0f)] + public float skillAnimationDuration = 2.22f; + + private bool isSkillReady; + + public override void ReleaseSkill() + { + if (unit == null) + { + return; + } + + unit.FaceCurrentTarget(0f); + isSkillReady = true; + unit.PlaySkillAnimation(OnSkillFinished, skillAnimationDuration); + } + + // 添加到蓄力重斩动画的命中帧。 + public void OnSkillHit1() + { + if (!isSkillReady) + { + return; + } + + unit.ApplyAreaSkillDamage(skillRadius, skillDamage, false); + isSkillReady = false; + } + + private void OnSkillFinished() + { + isSkillReady = false; + } +} diff --git a/Assets/Script/EliteSoldierSkill.cs.meta b/Assets/Script/EliteSoldierSkill.cs.meta new file mode 100644 index 0000000..a563bef --- /dev/null +++ b/Assets/Script/EliteSoldierSkill.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: BnNJvSurVH7psIf+wcLfpozFZEpHdX+UGs+GERxCP4R4I4+WrcC0OW8= +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/UnitBase.cs b/Assets/Script/UnitBase.cs index 510e993..10f9f39 100644 --- a/Assets/Script/UnitBase.cs +++ b/Assets/Script/UnitBase.cs @@ -24,6 +24,10 @@ public class UnitBase : MonoBehaviour [Header("模型朝向修正")] public float modelFacingOffset = 0f; + //是否保留动画根运动;需要攻击动作带动整体躯干时开启。 + [Header("动画根运动")] + public bool useRootMotion = false; + //基础攻击力,实际伤害结算逻辑后续接入 [Min(0f)] public float attackPower = 10f; @@ -130,8 +134,8 @@ public class UnitBase : MonoBehaviour statusEffectController = EnsureStatusEffectController(); unitSkill = GetComponent(); - // 位移和朝向由 CharacterController 与 UnitBase 控制,避免攻击动画的根运动叠加旋转。 - animator.applyRootMotion = false; + // 大多数角色由 CharacterController 位移;特殊攻击动作可保留动画根运动。 + animator.applyRootMotion = useRootMotion; //记录初始坐标 startPos = transform.position; randomTargetPos(); diff --git a/CODELY.md b/CODELY.md index 3a4ae2b..e9dd9f1 100644 --- a/CODELY.md +++ b/CODELY.md @@ -11,6 +11,9 @@ - [2026-08-31 15:30:02] 角色技能表中的攻击速度应以“普攻间隔(秒/次)”展示,而不是“次/秒”。**Why:** 用户更直观地关注单位每隔多少秒攻击一次。**How to apply:** 后续新增或调整角色数值时统一使用秒/次,并按间隔数值维护平衡。 - [2026-09-01 14:10:12] 用户在 Unity 脚本或 Animator 问题排查中可优先要求“先改、不运行验证”,此时只执行读取、针对性修改和必要的编译/配置确认。**Why:** Play Mode 或视频验证容易触发 Stream idle timeout。**How to apply:** 除非用户明确要求运行验证,否则遇到类似超时后先不进入 Play Mode。 - [2026-09-03 14:32:39] 眩晕状态特效应优先使用 Unity Particle System,并以星星贴图作为粒子,而不是用运行时复制多个 Sprite 作为最终实现。**Why:** 用户明确希望得到真正的粒子效果,Sprite 复制只能作为临时占位。**How to apply:** 后续制作眩晕及类似循环状态特效时,优先创建可复用的粒子 Prefab 并接入通用状态系统。 +- [2026-09-04 10:39:23] 后续所有角色图片生成提示词禁止出现米白色衣服,并一并排除象牙白、奶油白、乳白色及其他近似暖白色服装。**Why:** 用户明确要求角色服装不再使用米白色。**How to apply:** 新增或改写任何角色提示词时,服装与护甲优先使用明确的冷色、深色或自然色,并在提示词中写出排除项。 +- [2026-09-04 11:21:06] 角色辨识度优先依靠大轮廓、简化脸部、职业特征大色块和少量核心识别点,不依赖复杂细节或精细贴图;尤其要适配 2.5D 远距离显示。**Why:** 用户希望即使模型和贴图较粗糙,也能一眼识别角色职业与身份。**How to apply:** 后续角色提示词优先设计头部框架、面部符号、服装剪影和能力核心,控制小装饰与高频纹理。 +- [2026-09-04 14:12:02] 需要 Play Mode 验证时先询问用户,由用户手动点击 Play 并反馈结果,不要自动进入 Play Mode。**Why:** 可节约时间并避免 Unity 运行验证导致工具等待或超时。**How to apply:** Unity 动画、角色行为和运行时问题排查中,完成编辑态修改后停在编辑器等待用户验证。 ### Project - [2026-08-28 14:26:56] 弓箭手远程箭矢的设计要求:保持发射时高度水平飞行,命中目标后直接结算伤害并销毁,不产生实体物理击退。**Why:** 当前玩法希望远程攻击是命中判定而非物理推动。**How to apply:** 后续调整箭矢、Projectile 或弓箭手攻击逻辑时保持这一行为。 diff --git a/第一关地图与装饰设计.md b/第一关地图与装饰设计.md new file mode 100644 index 0000000..0d4d112 --- /dev/null +++ b/第一关地图与装饰设计.md @@ -0,0 +1,269 @@ +# 第一关地图与装饰设计 + +> 适用项目:《召唤之战》 +> 章节:第一章“灰石城堡” +> 目标:使用 Unity 基础模型、地面贴图和低模装饰物,搭建一条适合竖屏战斗的纵向长地图。 + +## 一、核心地图方案 + +第一关采用“玩家控制主角跑图 + 分段遭遇战”的结构,不制作开放世界,也不让角色自动一直向前移动。 + +```text +玩家控制主角向前移动 +→ 进入遭遇区域 +→ 敌人出现,战斗开始 +→ 战斗开始后解锁召唤卡 +→ 玩家停下后自动攻击 +→ 点击卡片,在主角周围召唤单位 +→ 击败当前敌人 +→ 战斗结束,关闭召唤 +→ 继续向前跑图 +``` + +### 核心规则 + +- 玩家只控制一个主角色。 +- 移动时不能进行普通攻击。 +- 玩家停止移动约 0.3 秒后,自动攻击最近敌人。 +- 跑图阶段不能召唤单位,避免提前囤积大量单位。 +- 进入战斗区域后才能点击底部召唤卡片。 +- 召唤单位在玩家自身周围的可用位置出生。 +- 已经召唤并存活的单位留在战场上,不直接传送回玩家身边。 +- 召唤单位可以向玩家方向追赶,但不使用瞬移。 +- 当前战斗区域内的敌人清除后,战斗结束并重新进入跑图阶段。 + +## 二、第一关整体布局 + +当前 `BattlePlatform` 作为整条纵向路线的基础地面。平台沿 Z 轴延伸,玩家从 Z 轴正方向出发,向负方向推进。 + +当前平台信息: + +- 名称:`BattlePlatform` +- 大致长度:约 44.85 Unity 单位 +- 中心位置:接近世界坐标原点 +- 方向:沿 Z 轴纵向延伸 +- 用途:承载地面贴图、战斗区域和两侧装饰带 + +建议先划分为以下区域: + +```text +Z=16 起点与准备区 +Z=12 第一遭遇区:城门外 +Z=8 短安全路段 +Z=4 第二遭遇区:训练场 +Z=0 过渡路段与城堡装饰 +Z=-5 第三遭遇区:内庭伏击 +Z=-10 短安全路段 +Z=-15 第四遭遇区:污染源 +Z=-20 关底前过渡区 +Z=-25 第一关终点或关底战入口 +``` + +第一版也可以只实现三段战斗: + +1. 城门外:教学战斗。 +2. 训练场:近战与远程组合。 +3. 城堡主厅入口:精锐士兵精英战。 + +## 三、装饰带方案 + +装饰带放置在战斗路线两侧,不侵入主角和召唤单位的主要移动范围。装饰带的作用是表现灰石城堡主题、引导玩家向前,并增加地图纵深。 + +### 1. 左右两侧基础装饰带 + +每侧使用一条低矮的装饰带,建议宽度控制在 2.5~4 个 Unity 单位,战斗路线中央保持开阔。 + +装饰带由以下内容组成: + +- 低矮灰石墙 +- 木质栅栏 +- 草块和少量杂草 +- 小型石柱 +- 木箱和木桶 +- 破损旗帜 +- 少量碎石 + +摆放原则: + +- 装饰物主要沿 X 轴两侧布置。 +- 中央战斗区保持空旷,避免遮挡角色。 +- 靠近镜头的一侧只放低矮物体,避免遮挡下方 UI 和角色脚部。 +- 高大物体放在路线后段或远离主战斗线的位置。 +- 装饰物颜色低饱和,亮度低于角色主体。 +- 不使用密集树木、复杂建筑群或高反光材质。 + +### 2. 分段装饰变化 + +#### 起点与城门外 + +- 两侧低矮石墙。 +- 破损木栅栏。 +- 一面褪色的城堡旗帜。 +- 少量草地和碎石。 +- 远处布置城门轮廓或石墙背景。 + +视觉重点:让玩家一眼看出这里是关卡起点,同时保持教学区域开阔。 + +#### 训练场 + +- 两侧木质训练假人。 +- 木箱、木桶和武器架。 +- 短石墙或石柱作为边界。 +- 少量训练旗帜。 +- 地面保留较大空地,方便玩家观察远程敌人的箭矢。 + +视觉重点:场景应比城门外更规整,突出这是守军训练区域。 + +#### 内庭 + +- 破损石柱。 +- 倒塌的墙段。 +- 木箱和散落石块。 +- 墙角杂草。 +- 一处不影响战斗的浅色魔力污染痕迹。 + +视觉重点:提高空间层次,但不要用装饰物阻断玩家移动。 + +#### 污染源与城堡主厅入口 + +- 更高的灰石墙和门廊轮廓。 +- 地面上的蓝紫色微弱魔力裂纹。 +- 破碎的守军旗帜。 +- 两侧石灯台或火盆。 +- 关底区域后方的城堡门框。 + +视觉重点:用少量蓝紫色污染光提示关卡高潮,不让特效亮度超过角色。 + +## 四、推荐装饰物清单 + +第一关不需要一次制作大量模型,优先制作以下 10 类: + +| 编号 | 装饰物 | 用途 | 摆放位置 | +|---|---|---|---| +| 1 | 低矮灰石墙段 | 路线边界和城堡主题 | 两侧连续或间隔摆放 | +| 2 | 破损木栅栏 | 城门外和过渡区 | 两侧边缘 | +| 3 | 城堡破损旗帜 | 强化阵营识别 | 起点、训练场、关底前 | +| 4 | 灰石柱 | 内庭和主厅入口 | 两侧成组摆放 | +| 5 | 木箱 | 增加生活感和层次 | 训练场、内庭边缘 | +| 6 | 木桶 | 填充空白区域 | 靠近墙边摆放 | +| 7 | 武器架 | 表现训练场和守军身份 | 训练场两侧 | +| 8 | 碎石堆 | 增加废墟感 | 装饰带边缘 | +| 9 | 石灯台或火盆 | 引导玩家前进 | 关底入口两侧 | +| 10 | 魔力污染裂纹 | 表现剧情线索 | 污染源区域地面 | + +## 五、图片生成统一要求 + +所有装饰物图片建议遵循以下统一方向: + +- 3D 卡通低模风格。 +- 非写实、适合移动端游戏。 +- 灰石城堡主题。 +- 低饱和灰色、冷灰色和暗褐色为主。 +- 仅使用少量暗红或蓝紫色作为识别点。 +- 物体结构清晰,轮廓明确,便于后续 3D 建模或作为建模参考。 +- 正交或接近正交视图。 +- 单个物体居中展示。 +- 简洁背景,避免复杂场景和其他物体干扰。 +- 不出现角色、文字、水印、Logo、UI 或界面。 + +通用负面提示词: + +```text +写实摄影,照片级材质,复杂城市背景,过多小物件,人物,角色,文字,水印,Logo,UI,过度鲜艳,强烈镜面反射,密集植被,恐怖血腥,模糊,低分辨率,物体被裁切,多个物体重叠 +``` + +## 六、装饰物图片提示词 + +### 1. 低矮灰石墙段 + +```text +3D 卡通低模游戏资产,一段低矮的灰色城堡石墙,粗糙石块砌成,顶部略微破损,边缘有少量风化和细小苔藓,厚实稳定的结构,冷灰色主体,少量暗褐色泥土痕迹,清晰轮廓,单个物体居中,正交视图,干净浅灰背景,适合移动端 3D 游戏和 Unity 建模参考,无人物,无文字,无水印 +``` + +### 2. 破损木栅栏 + +```text +3D 卡通低模游戏资产,灰石城堡外围的破损木质栅栏,几根粗木桩和横向木板组成,部分木板断裂,表面有轻微风化、刮痕和暗褐色污渍,结构简单,轮廓清楚,低饱和棕色与灰色,单个物体居中,正交视图,干净浅灰背景,适合 Unity 场景装饰,无人物,无文字,无水印 +``` + +### 3. 破损城堡旗帜 + +```text +3D 卡通低模游戏资产,一面挂在短木杆上的破损城堡旗帜,暗红色旧布料,边缘撕裂,布面有简单的浅灰色盾牌纹章但不包含文字,旗杆略微弯曲,风格简洁,颜色低饱和,清晰轮廓,单个物体居中,正交视图,干净浅灰背景,适合移动端 Unity 游戏,无人物,无文字,无水印 +``` + +### 4. 破损灰石柱 + +```text +3D 卡通低模游戏资产,一根破损的灰色城堡石柱,粗短比例,顶部断裂,表面有明显石块切面和少量裂纹,底部略宽,冷灰色低模材质,造型厚重但不过度复杂,单个物体居中,正交视图,干净浅灰背景,适合 Unity 战斗地图装饰,无人物,无文字,无水印 +``` + +### 5. 木箱 + +```text +3D 卡通低模游戏资产,一个守军训练场使用的旧木箱,深棕色木板,四角有简单金属加固片,表面有轻微刮痕和灰尘,方正清晰的轮廓,低多边形风格,单个物体居中,正交视图,干净浅灰背景,适合移动端 Unity 场景,无人物,无文字,无水印 +``` + +### 6. 木桶 + +```text +3D 卡通低模游戏资产,一个灰石城堡训练场的旧木桶,深褐色木板,三条暗色金属箍,顶部封闭,表面有轻微风化和灰尘,造型简洁,比例稳定,低饱和卡通材质,单个物体居中,正交视图,干净浅灰背景,适合 Unity 场景装饰,无人物,无文字,无水印 +``` + +### 7. 训练武器架 + +```text +3D 卡通低模游戏资产,一个简洁的城堡训练场木质武器架,深棕色木架上放置两把未使用的训练剑和一面小圆盾,物体数量少且排列清楚,颜色低饱和,结构适合低模建模,单个组合物体居中,正交视图,干净浅灰背景,适合移动端 Unity 游戏,无人物,无文字,无水印 +``` + +### 8. 碎石堆 + +```text +3D 卡通低模游戏资产,一小堆灰色城堡废墟碎石,大小不一但数量适中,边缘略微磨损,冷灰色和少量深灰色层次,造型清晰,不包含地面大底座,单个物体居中,正交视图,干净浅灰背景,适合 Unity 战斗地图边缘装饰,无人物,无文字,无水印 +``` + +### 9. 石灯台与火盆 + +```text +3D 卡通低模游戏资产,一个灰石城堡入口用的石制灯台,上方是小型金属火盆,火焰为低强度暖黄色,石台厚重简洁,火光不要过亮,不要产生大面积烟雾,冷灰色石材与少量暗金属对比,单个物体居中,正交视图,干净浅灰背景,适合 Unity 移动端战斗地图,无人物,无文字,无水印 +``` + +### 10. 蓝紫色魔力污染裂纹 + +```text +3D 卡通低模游戏环境贴花参考,灰色石质地面上的少量蓝紫色魔力污染裂纹,裂纹形状自然分叉,发出微弱柔和的蓝紫色光,不要形成巨大光柱,不要覆盖整张地面,边缘清晰,适合作为 Unity 地面贴花或简单发光材质参考,俯视正交视图,干净浅灰背景,无人物,无文字,无水印 +``` + +## 七、组合场景提示词 + +如果需要直接生成一张第一关装饰带的整体参考图,可使用以下提示词: + +```text +竖屏移动端 3D 卡通低模游戏场景,灰石城堡第一关的纵向战斗路线,中央是一条开阔的灰色石质地面,适合玩家角色向前移动和分段遭遇战,两侧是低矮灰石墙、破损木栅栏、旧城堡旗帜、少量石柱、木箱、木桶和碎石堆,远处有简洁的城堡门廊轮廓,装饰物集中在路线两侧,不遮挡中央战斗区域,整体冷灰色低饱和配色,少量暗红旗帜和微弱蓝紫色魔力裂纹作为视觉识别点,光照柔和均匀,角色区域保持明亮清晰,干净的移动端游戏美术参考图,正交或轻微斜俯视角,无人物,无文字,无水印,无 UI +``` + +## 八、Unity 放置建议 + +- 装饰物优先放在 `BattlePlatform` 两侧,不要直接放在中央行进线。 +- 每个战斗区域至少保留一块无遮挡的中心空地。 +- 近景装饰物高度建议不超过角色身高的 0.5~0.8 倍。 +- 高于角色的墙、柱和门廊放在远景或侧后方。 +- 木箱、木桶和碎石堆可以使用少量重复,但需要改变旋转和间距。 +- 装饰物碰撞体只给真正需要阻挡玩家的位置添加,纯背景物不添加复杂碰撞。 +- 魔力污染裂纹优先使用贴花、平面或简单发光材质,不制作复杂实体模型。 +- 场景主光照和装饰物材质都要保证角色仍然是画面中的最高对比主体。 + +## 九、第一版制作顺序 + +1. 低矮灰石墙段。 +2. 破损木栅栏。 +3. 破损城堡旗帜。 +4. 木箱和木桶。 +5. 破损灰石柱。 +6. 训练武器架。 +7. 碎石堆。 +8. 石灯台与火盆。 +9. 魔力污染裂纹。 +10. 城堡门廊或主厅入口组合物。 + +第一版只要完成前 6 类装饰物,就可以搭出有灰石城堡辨识度的地图。其余装饰物用于补充区域差异,不影响核心移动、战斗和召唤流程。 diff --git a/角色与技能说明.md b/角色与技能说明.md index 10f49da..fdb5044 100644 --- a/角色与技能说明.md +++ b/角色与技能说明.md @@ -24,7 +24,7 @@ | 弓箭手 | 3 | 远程单体输出,保持安全距离持续攻击。 | 三连射 | 能量达到100后,连续射出3支箭,分别攻击当前目标;每支箭造成70%普攻伤害。 | 150 | 1.33 | 34 | 20 | 100 | 三支箭,优先当前目标 | 71 | | 盾卫 | 4 | 高生命前排,依靠塔盾承受伤害。 | 坚定防御 | 能量达到100后,获得持续4秒的减伤护盾,期间受到伤害降低35%。 | 480 | 1.54 | 24 | 20 | 100 | 4秒减伤35% | 0 | | 城堡法师 | 5 | 脆弱但稳定的远程范围输出,适合清理成群敌人。 | 小型魔爆 | 能量达到100后,在目标位置引发半径1.8米的爆炸,对范围内敌人造成伤害。 | 135 | 1.82 | 42 | 20 | 100 | 半径1.8米范围爆炸 | 85 | -| 精锐士兵 | 6 | 高生命精英近战,攻击较慢但单次威胁较高。 | 蓄力重斩 | 能量达到100后进行一次蓄力攻击,对前方扇形范围内敌人造成伤害。 | 650 | 2.22 | 68 | 20 | 100 | 前方扇形范围攻击 | 125 | +| 精锐士兵 | 6 | 高生命精英近战,攻击较慢但单次威胁较高。 | 蓄力重斩 | 能量达到100后进行一次蓄力攻击,对周围2.5米范围内敌人造成伤害。 | 650 | 2.22 | 68 | 20 | 100 | 2.5米范围攻击 | 125 | ### 第二章:荒野边境 @@ -54,6 +54,8 @@ ## 角色图片生成提示词 > 以下提示词统一用于角色图片生成和 3D 建模参考。所有图片采用单角色正视图、orthographic front view、完整全身可见。人形单位使用标准 A-pose,非人形单位使用稳定自然姿态;统一强调 3D 卡通、非写实、圆润夸张比例。 +> +> **统一服装禁用规则:任何角色的衣服、法袍、外套、披肩、布料和护甲都不得使用米白色、象牙白、奶油白、乳白色或其他近似暖白色;后续生成提示词必须明确排除这些颜色。** ### 主角:空手人类法师 @@ -66,8 +68,8 @@ | 角色 | 正视图 3D 建模提示词 | |---|---| | 精锐士兵 | 用于游戏角色3D建模的角色正视图建模参考图,orthographic front view,角色正面朝向镜头,正交镜头,完整全身可见。角色采用标准A-pose,双臂自然向身体两侧下斜约45度,手掌朝前,手指分开,双腿自然分开,脚尖朝前,保持清晰的标准双臂双腿人形骨架,适合后续Mixamo人形骨骼绑定。一名灰石城堡的精锐双手剑士,第一章Boss级人形战士,身材高大魁梧,肩膀宽阔,身体比例略微夸张但保持可动画化结构,头部略大,面部坚毅,短发,具有经历长期战斗后的疲惫感。穿象牙白与紫罗兰色相间的重型板甲,胸甲、肩甲、护臂、腰甲和护腿采用清晰分件,加入明亮金色装饰线体现精锐身份,背后披一件破损的深红色短披风。双手保持空置,腰部和身体其他部位不携带、不佩戴任何武器,保留完整清晰的身体与护甲轮廓,便于后续单独配置武器。铠甲带有少量划痕和磨损,整体体现威严、沉重和Boss级辨识度。采用强烈的3D卡通游戏风格,stylized 3D cartoon,chibi、toy-like、非写实,圆润夸张的大块面造型,鲜明、高饱和且协调的象牙白、紫罗兰色和明亮金色配色,手绘PBR材质,哑光塑料与软橡胶般的卡通质感,柔和圆润阴影。正视图清晰展示脸部、胸甲、重型护甲、双手双腿和完整身体轮廓,纯浅灰色建模展示背景,单个角色居中,整洁的角色正视图建模参考图排版。 | -| 城堡法师 | 用于游戏角色3D建模的角色正视图建模参考图,orthographic front view,角色正面朝向镜头,正交镜头,完整全身可见。角色采用标准A-pose,双臂自然向身体两侧下斜约45度,手掌朝前,手指分开,双腿自然分开,脚尖朝前,保持清晰的标准双臂双腿人形骨架,适合后续Mixamo人形骨骼绑定。一名灰石城堡的年轻成年女性城堡法术师,身材自然纤细,比例协调,头部略大,面部沉着而亲和,穿剪裁简洁的米白色中长法袍,搭配一件朴素的赭红色短披肩,法袍胸口只有一个小型城堡魔法徽记,不使用复杂图案。头戴简单的米白色软帽,帽檐圆润,不使用夸张尖顶。双手保持空置,手指清晰分离,腰部和身体其他部位不携带、不佩戴任何武器、法杖或战斗道具,保留完整清晰的法袍与身体轮廓,便于后续单独配置武器。服装层次清楚、分件简单,体现远程范围法术单位的身份。采用简洁自然的3D卡通游戏风格,stylized 3D cartoon,chibi、toy-like、非写实,但不过度夸张,不花哨,不堆叠装饰。使用米白色、赭红色和少量暖金色的克制配色,手绘PBR材质,哑光布料与柔和塑料般的卡通质感,圆润但克制的阴影。正视图清晰展示女性面部、软帽、法袍正面、双臂和服装轮廓,纯浅灰色建模展示背景,单个角色居中,整洁的角色正视图建模参考图排版。 | -| 盾卫 | 用于游戏角色 3D 建模的角色正视图建模参考图,orthographic front view,角色正面朝向镜头,正交镜头,完整全身可见。角色采用标准 A-pose,双臂自然向身体两侧展开约 40 度,手掌朝前,手指分开,双腿自然分开,脚尖朝前,保持清晰的标准双臂双腿人形骨架,适合后续 Mixamo 人形骨骼绑定。一名灰石城堡的重装盾卫,成年男性人类,身材高大厚重,肩膀宽阔,体格强壮但保持标准人形比例,头部略大,面部坚毅。穿明亮银白色重型板甲、浅蓝色布制内衬、鲜红色皮革腰带和金属护膝,胸甲与肩甲上带有简洁的城堡守军徽记。必须保留一面大型长方形塔盾作为盾卫的职业标识,塔盾使用鲜红色主体、浅蓝色城堡徽记和明亮金色金属包边,盾牌固定在左前臂外侧并略微离开身体,正面朝向镜头,确保盾牌完整可见且不遮挡脸部、胸甲和双腿结构;塔盾是唯一允许出现的外部装备,双手保持自然放松,腰部和身体其他部位不携带、不佩戴剑、弓、法杖或任何其他武器。装备分件清晰,整体体现高血量前排单位的厚重与可靠。采用强烈的 3D 卡通游戏风格,stylized 3D cartoon,chibi、toy-like、非写实,圆润夸张的大块面造型,鲜明、高饱和的银白色、浅蓝色、鲜红色和明亮金色配色,手绘 PBR 材质,哑光塑料、金属和软皮革般的卡通质感,柔和圆润阴影。正视图清晰展示脸部、胸甲、塔盾、双臂、双腿和护甲结构,纯浅灰色建模展示背景,单个角色居中,整洁的角色正视图建模参考图排版。 | +| 城堡法师 | 用于游戏角色3D建模的角色正视图建模参考图,orthographic front view,角色正面朝向镜头,正交镜头,完整全身可见。角色采用标准A-pose,双臂自然向身体两侧下斜约45度,手掌朝前,手指分开,双腿自然分开,脚尖朝前,保持清晰的标准双臂双腿人形骨架,适合后续Mixamo人形骨骼绑定。一名灰石城堡的中年男性城堡法术师,身材挺拔匀称,气质沉稳而神秘,采用标准人体比例和清晰的双臂双腿人形骨架,方便后续Mixamo人形骨骼绑定,不做大头小身的Q版造型。面容成熟,目光深邃含蓄,修剪整齐的深色短发与短须,带有经历过岁月磨砺的神秘气质。头戴一顶帽檐略微压低的宽檐法师帽,帽尖自然弯折下垂,帽身与帽檐使用明亮的宝蓝色,帽带上点缀数枚小星星,形成在2.5D下清晰可辨的独特帽影。穿合身的短款宝蓝色法袍,前胸位置有一颗明亮的金色大星星纹章,袖口与下摆使用温暖的橙黄色内衬,作为少量鲜明对比色。服装只使用宝蓝色、橙黄色和少量金色,明确禁止米白色、象牙白、奶油白、乳白色或任何近似暖白色。双手保持空置,手指清晰分离,不出现盾牌、法杖、魔杖、剑、弓或任何其他武器与战斗道具,保留完整清晰的身体与服装轮廓。服装层次清楚、分件简洁,体现远程范围法术单位的身份。采用正常的3D卡通游戏风格,stylized 3D cartoon、非写实,人物保持正常人体比例,轮廓清晰便于动画与建模,不过度夸张,不花哨,不堆叠装饰。主体使用明亮的宝蓝色大色块、温暖的橙黄色内衬和少量金色星星作为识别组合,在2.5D俯视斜角和远距离下依然容易辨认;明确排除米白色、象牙白、奶油白、乳白色及其他暖白色服装。使用手绘PBR材质、哑光布料、柔软皮革和少量金属质感,干净的大色块与适合2.5D远景的圆润阴影。正视图清晰展示中年男性面容、深邃目光、短须、低檐宽檐法师帽、大星星胸章、宝蓝色法袍和完整四肢轮廓,纯浅灰色建模展示背景,单个角色居中,整洁的角色正视图建模参考图排版。 | +| 盾卫 | 用于游戏角色 3D 建模的角色正视图建模参考图,orthographic front view,角色正面朝向镜头,正交镜头,完整全身可见。角色采用标准 A-pose,双臂自然向身体两侧展开约 40 度,手掌朝前,手指分开,双腿自然分开,脚尖朝前,保持清晰的标准双臂双腿人形骨架,适合后续 Mixamo 人形骨骼绑定。一名灰石城堡的重装防御型人类老兵,身材高大厚重,肩膀极其宽阔,躯干呈稳定的倒三角形,双臂粗壮,头部略大,方正面部,短发和浓密短胡须形成清晰的老兵特征;整体剪影像一座稳固的移动堡垒,区别于普通人类士兵。穿明亮银白色重型板甲、浅蓝色布制内衬、鲜红色皮革腰带和金属护膝,胸甲与肩甲上带有简洁的城堡守军徽记。本次角色图片中绝对不出现盾牌,盾卫的塔盾作为独立资产另行生成和配置。左右前臂、双手和身体正面保持完全无遮挡,双手自然张开并清晰可见,腰部和身体其他部位也不携带、不佩戴剑、弓、法杖或任何其他武器。装备分件清晰,整体体现高血量前排单位的厚重与可靠。采用简洁但具有强烈辨识度的 3D 卡通游戏风格,stylized 3D cartoon,chibi、toy-like、非写实,不过度夸张,不花哨,不堆叠装饰。主体使用深石板灰、暗棕色和旧铁灰色,胸前仅保留一条窄窄的暗红色竖向识别带作为对比色;使用手绘 PBR 材质、哑光金属、皮革和厚布质感,圆润但厚重的卡通阴影。正视图清晰展示方正面部、短胡须、宽大肩甲、厚重护甲、无遮挡的双臂和双手、双腿及整体防御型剪影;结构在 2.5D 俯视斜角和远距离下仍清晰可读,纯浅灰色建模展示背景,单个角色居中,整洁的角色正视图建模参考图排版。 | | 弓箭手 | 用于游戏角色3D建模的角色正视图建模参考图,orthographic front view,角色正面朝向镜头,正交镜头,完整全身可见。角色采用标准A-pose,双臂自然向身体两侧下斜约45度,手掌朝前,手指分开,双腿自然分开,脚尖朝前,保持清晰的标准双臂双腿人形骨架,适合后续Mixamo人形骨骼绑定。一名年轻成年女性人类城堡弓箭手,身材修长但比例协调,头部略大,面部清秀而专注,侧边高马尾扎成利落的短马尾,额前有一条窄发带;保持标准人形结构,适合后续Mixamo人形骨骼绑定。穿具有清晰大色块的轻型皮甲,主体为森林青绿色皮甲,胸口和腰部采用温暖的浅棕色皮革,左肩覆盖一块向外展开的不对称短肩披,右肩保持简洁,形成明确的角色剪影;护腕、腰带和绑腿采用简单分件,不堆叠装饰。脖子佩戴一条醒目的赭红色短围巾,这是角色唯一的强对比色。背部右侧斜背一个中等大小的棕色箭筒,箭筒顶部从右肩后方露出,轮廓清晰,箭羽少量可见;不出现弓,不手持任何武器,双手保持空置,手指清晰分离。服装轮廓简洁利落,左肩短披、侧边高马尾、赭红色围巾和露出的箭筒在2.5D俯视斜角镜头下仍具有明确轮廓,适合远距离识别。采用简洁自然且适合2.5D游戏显示的3D卡通游戏风格,stylized 3D cartoon,chibi、toy-like、非写实,不过度夸张,不花哨,不堆叠装饰。使用有限而清晰的三色配色:森林青绿色皮甲作为主体色块,浅棕色皮革作为辅助色,赭红色围巾作为唯一强对比色;不要让灰色或灰褐色成为主要服装颜色。使用柔和手绘PBR材质、哑光皮革和布料质感、清晰的大色块和适合2.5D远景的圆润阴影。正视图清晰展示女性面部、侧边高马尾、短肩披、赭红色围巾、青绿色轻型皮甲、箭筒、双臂和双腿轮廓,纯浅灰色建模展示背景,单个角色居中,整洁的角色正视图建模参考图排版。 | | 人类士兵 | 用于游戏角色3D建模的角色正视图建模参考图,orthographic front view,角色正面朝向镜头,正交镜头,完整全身可见。角色采用标准A-pose,双臂自然向身体两侧下斜约45度,手掌朝前,手指分开,双腿自然分开,脚尖朝前,保持清晰的标准双臂双腿人形骨架,适合后续Mixamo人形骨骼绑定。一名灰石城堡的基础人类士兵,成年男性人类,体型普通但结实,头部略大,短棕发,面部干净利落,穿明亮蜂蜜黄色铁制胸甲、草绿色布衣、暖橙色皮革护腕、腰带和绑腿,胸甲或肩部带有简洁的城堡守军徽记。双手保持空置,腰部和身体其他部位不携带、不佩戴任何武器,保留完整清晰的身体与护甲轮廓,便于后续单独配置武器。装备采用简单的低阶士兵护甲,分件清晰,体现基础近战单位、可靠但装备普通的气质。采用强烈的3D卡通游戏风格,stylized 3D cartoon,chibi、toy-like、非写实,头大身短、四肢圆润,像高质量游戏手办,简化的大块面造型,鲜明、高饱和的蜂蜜黄色、草绿色和暖橙色配色,手绘PBR材质,哑光塑料、金属与软皮革般的卡通质感,柔和圆润阴影。正视图清晰展示脸部、胸甲、城堡徽记、双臂、双腿和完整身体轮廓,纯浅灰色建模展示背景,单个角色居中,整洁的角色正视图建模参考图排版。 |