feat(gameplay): 更新狼人技能机制并优化战斗体验

- 重命名【嗜血狂暴】为【利爪撕裂】,调整技能描述和效果说明
- 新增技能动作加速配置,将2.4秒动画压缩至1.0秒提升出招速度
- 10级【不灭狼王】新增巨狼化体型放大1.25倍效果
- 统一技能伤害模式,移除6级扇形AOE改为纯粹单体撕裂
- 添加狼王爆发红光特效和体型缩放平滑过渡动画
- 荆野猎手攻击时长从0调整为1.2秒以改善战斗节奏
```
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huadexuan committed 2026-10-14 22:42:47 +08:00
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@@ -4,13 +4,17 @@ using UnityEngine;
/// <summary>
/// 狂暴狼人技能:嗜血狂暴体系(吸血战坦 · 1/3/6/10 级完整阶梯)
/// 1级【嗜血狂暴】:重抓撕咬造成 150% 伤害(立即回复该次伤害 50% 生命);激活 5 秒【嗜血状态】,普攻吸血 +30%,攻速 +25%
/// 3级【血脉沸腾】:嗜血状态延长至 6.5 秒,期间普攻吸血提升至 45%,攻速 +35%,撕咬伤害提升至 190%
/// 6级【残虐血性】:撕咬升级为前方扇形 AOE 撕裂;嗜血期间触发【背水一战】:自身血量每降低 10%,伤害减免 +3%,普攻吸血额外 +5%
/// 10级【不灭狼王】:释放技能临时提升 35% 最大生命值上限及等额回血;技能期间只要击杀敌人,立即回复 20% 最大生命值并刷新嗜血时间!
/// 1级【利爪撕裂】:原地撕咬重创造成 150% 物理伤害(立即回复该次伤害 50% 的生命);并激活持续 5 秒的【嗜血状态】,普攻吸血 +30% 且攻速 +25%
/// 3级【血脉沸腾】:嗜血状态延长至 6.5 秒;期间普攻吸血提升至 45%,攻速提升至 35%,撕裂伤害提升至 190%!且单体撕裂附带流血撕口!
/// 6级【背水一战】:保持纯粹单体撕裂;处于嗜血状态时触发【背水一战】:自身血量每降低 10%,受击伤害减免 +3%,普攻吸血额外 +5%(血越残越硬越能吸,真正的打不死战坦)!
/// 10级【不灭狼王】:释放技能爆发狼王之怒,体型放大 1.25 倍(巨狼化)、临时提升 35% 最大生命值上限并获得等额生命回复!技能期间只要击杀敌人,立即瞬间回复 20% 最大生命值并刷新嗜血狂暴时间!
/// </summary>
public class WerewolfSkill : UnitSkill
{
[Header("动作加速配置")]
[Tooltip("技能动画目标时长(秒)。原动画长达 2.4s,压缩至 1.0s 实现出招速度翻倍以上")]
public float skillTargetDuration = 1.0f;
[Header("特效资源")]
[Tooltip("重抓抓痕特效 (SwordSlashMiniRed)")]
public GameObject clawSlashVfxPrefab;
@@ -18,6 +22,9 @@ public class WerewolfSkill : UnitSkill
[Tooltip("受击鲜血爆裂特效 (BloodExplosion)")]
public GameObject bloodHitVfxPrefab;
[Tooltip("10级狼王爆发红光特效 (EnergyExplosionRed)")]
public GameObject wolfKingRageVfxPrefab;
private bool isSkillPending = false;
private bool isBloodthirstActive = false;
private float bloodthirstTimer = 0f;
@@ -30,6 +37,11 @@ public class WerewolfSkill : UnitSkill
private float appliedAttackSpeedMultiplier = 1f;
private float temporaryBonusMaxHealth = 0f;
// 10 级体型放大记录与协程
private Vector3 originalModelScale = Vector3.one;
private bool isScaleBoosted = false;
private Coroutine scaleCoroutine;
private void EnsureUnit()
{
if (unit == null)
@@ -42,11 +54,16 @@ public class WerewolfSkill : UnitSkill
{
base.Awake();
EnsureUnit();
if (unit != null)
{
originalModelScale = unit.transform.localScale;
}
}
private void Start()
{
EnsureUnit();
WorldHealthBar.OnUnitKilled -= OnGlobalUnitKilled;
WorldHealthBar.OnUnitKilled += OnGlobalUnitKilled;
}
@@ -66,18 +83,45 @@ public class WerewolfSkill : UnitSkill
unit.FaceCurrentTarget(0f);
isSkillPending = true;
// 10级大招临时提升 35% 最大生命上限
if (unit.level >= 10 && temporaryBonusMaxHealth <= 0f)
// 10级大招:临时提升 35% 最大生命上限并回血 + 体型巨狼化放大 1.25 倍
if (unit.level >= 10)
{
temporaryBonusMaxHealth = healthBar.maxHealth * 0.35f;
healthBar.maxHealth += temporaryBonusMaxHealth;
healthBar.Heal(temporaryBonusMaxHealth);
Debug.Log($"<color=red>【不灭狼王】爆发!</color> 狼王之怒提升生命上限 +{temporaryBonusMaxHealth:F0} 并回血!");
TriggerWolfKingAscension(healthBar);
}
// 播放大招攻击动画(挠击动作)
unit.PlaySkillAnimation(OnSkillAnimationFinished, 1.2f);
Debug.Log($"<color=red>【狂暴狼人】释放大招【嗜血狂暴】</color>,等待挠击命中帧!");
// 技能动作速度翻倍:将 2.4 秒的动画压缩到 1.0 秒播放,撕咬出招迅猛凌厉!
unit.PlaySkillAnimation(OnSkillAnimationFinished, skillTargetDuration);
Debug.Log($"<color=red>【狂暴狼人】释放大招【利爪撕裂】</color>,动作速度加速 1 倍(时长: {skillTargetDuration:F1}s)!");
}
/// <summary>
/// 10 级【不灭狼王】爆发:生命上限提升 35% 并回血,模型体型等比放大 1.25 倍
/// </summary>
private void TriggerWolfKingAscension(WorldHealthBar healthBar)
{
// 每次释放大招,如果尚未获得 35% 加成,则增加 35% 基础生命上限;若已有加成,则直接满额治疗回血!
if (temporaryBonusMaxHealth <= 0f)
{
float bonus = healthBar.maxHealth * 0.35f;
temporaryBonusMaxHealth = bonus;
healthBar.maxHealth += bonus;
healthBar.Heal(bonus);
Debug.Log($"<color=red>【不灭狼王】狼王真身觉醒!</color> 最大生命上限 +{bonus:F0},当前上限变为: {healthBar.maxHealth:F0}!");
}
else
{
// 已在狼王状态下再次开大:直接享受 35% 巨额生命恢复
healthBar.Heal(temporaryBonusMaxHealth);
Debug.Log($"<color=red>【不灭狼王】续战愈合!</color> 回复 +{temporaryBonusMaxHealth:F0} 生命值!");
}
// 播放红光爆裂特效
PlayWolfKingVfx();
// 巨狼化体型放大 1.25 倍平滑过渡
if (scaleCoroutine != null) StopCoroutine(scaleCoroutine);
scaleCoroutine = StartCoroutine(SmoothScaleModel(originalModelScale * 1.25f, 0.25f));
isScaleBoosted = true;
}
/// <summary>
@@ -97,7 +141,7 @@ public class WerewolfSkill : UnitSkill
}
/// <summary>
/// 实际结算大招重抓撕咬伤害与启动嗜血狂暴
/// 实际结算大招单体撕裂重创伤害与启动嗜血狂暴
/// </summary>
private void ExecuteBiteStrike()
{
@@ -112,19 +156,11 @@ public class WerewolfSkill : UnitSkill
int level = unit.level;
// 伤害倍率:1级 150%,3级+ 190%
// 伤害倍率:1级 150%,3级+ 190% (始终保持纯粹单体撕裂,不分散伤害)
float damageMultiplier = level >= 3 ? 1.90f : 1.50f;
float damage = unit.attackPower * damageMultiplier;
// 6级升级为扇形前方 AOE 撕咬,否则为单体重抓
if (level >= 6)
{
ExecuteCleaveBite(damage);
}
else
{
ExecuteSingleBite(damage);
}
ExecuteSingleBite(damage);
// 激活【嗜血状态】
ActivateBloodthirst(level);
@@ -158,60 +194,7 @@ public class WerewolfSkill : UnitSkill
{
float healAmount = dealtDamage * 0.5f;
myBar.Heal(healAmount);
Debug.Log($"<color=green>【嗜血狂暴】撕咬重创!</color> 造成 {dealtDamage:F1} 伤害,吸血回复 +{healAmount:F1} HP!");
}
}
private void ExecuteCleaveBite(float damage)
{
float cleaveRadius = 2.4f;
float cleaveAngle = 120f;
Vector3 forward = unit.transform.forward;
Vector3 myPos = unit.transform.position;
UnitTeam myTeam = unit.GetComponent<UnitTeam>();
var allTeams = FindObjectsOfType<UnitTeam>();
float totalDealt = 0f;
foreach (var t in allTeams)
{
if (t == null || !t.gameObject.activeInHierarchy || myTeam == null || !myTeam.IsEnemy(t.gameObject)) continue;
Vector3 toEnemy = t.transform.position - myPos;
toEnemy.y = 0f;
if (toEnemy.sqrMagnitude <= cleaveRadius * cleaveRadius)
{
float angle = Vector3.Angle(forward, toEnemy.normalized);
if (angle <= cleaveAngle * 0.5f)
{
PlayClawAndBloodVfx(t.transform.position + Vector3.up * 0.8f);
var targetUnit = t.GetComponentInParent<UnitBase>();
if (targetUnit != null)
{
targetUnit.ReceiveDamage(damage, unit.gameObject);
totalDealt += damage;
}
else
{
var bar = t.GetComponentInParent<WorldHealthBar>();
if (bar != null)
{
bar.TakeDamage(damage, unit.gameObject);
totalDealt += damage;
}
}
}
}
}
// 6级扇形撕裂吸血:回复总伤害的 50%
WorldHealthBar myBar = unit.GetComponent<WorldHealthBar>();
if (myBar != null && totalDealt > 0f)
{
float healAmount = totalDealt * 0.5f;
myBar.Heal(healAmount);
Debug.Log($"<color=green>【残虐血性】扇形撕裂!</color> 命中敌群造成 {totalDealt:F1} 伤害,吸血狂吸 +{healAmount:F1} HP!");
Debug.Log($"<color=green>【利爪撕裂】重创!</color> 造成 {dealtDamage:F1} 伤害,吸血回复 +{healAmount:F1} HP!");
}
}
@@ -315,6 +298,14 @@ public class WerewolfSkill : UnitSkill
}
temporaryBonusMaxHealth = 0f;
}
// 还原体型大小
if (isScaleBoosted)
{
if (scaleCoroutine != null) StopCoroutine(scaleCoroutine);
scaleCoroutine = StartCoroutine(SmoothScaleModel(originalModelScale, 0.3f));
isScaleBoosted = false;
}
}
baseBonusLifesteal = 0f;
@@ -322,7 +313,7 @@ public class WerewolfSkill : UnitSkill
dynamicLossDamageReduction = 0f;
appliedAttackSpeedMultiplier = 1f;
Debug.Log($"<color=gray>【嗜血状态结束】属性恢复正常。</color>");
Debug.Log($"<color=gray>【嗜血状态结束】属性与体型恢复正常。</color>");
}
/// <summary>
@@ -349,6 +340,26 @@ public class WerewolfSkill : UnitSkill
}
}
private IEnumerator SmoothScaleModel(Vector3 targetScale, float duration)
{
if (unit == null) yield break;
Vector3 from = unit.transform.localScale;
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration);
if (unit != null)
{
unit.transform.localScale = Vector3.Lerp(from, targetScale, Mathf.SmoothStep(0f, 1f, t));
}
yield return null;
}
if (unit != null) unit.transform.localScale = targetScale;
}
private void PlayClawAndBloodVfx(Vector3 position)
{
// 1. 鲜血飞溅
@@ -383,6 +394,24 @@ public class WerewolfSkill : UnitSkill
}
}
private void PlayWolfKingVfx()
{
GameObject vfxPrefab = wolfKingRageVfxPrefab;
#if UNITY_EDITOR
if (vfxPrefab == null)
{
vfxPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>("Assets/TJGeneratorLibEffects/Prefabs/Combat/Explosions/EnergyExplosion/EnergyExplosionRed.prefab");
}
#endif
if (vfxPrefab != null && unit != null)
{
Vector3 pos = unit.transform.position + Vector3.up * 0.8f;
var vfx = Instantiate(vfxPrefab, pos, Quaternion.identity);
vfx.transform.localScale = Vector3.one * 1.5f;
Destroy(vfx, 2.0f);
}
}
private void OnSkillAnimationFinished()
{
if (isSkillPending)