```
feat(gameplay): 添加建筑系统和改进摄像机控制 - 移除人类士兵数据资产文件,重构为建筑放置系统 - 在CharacterData中添加productionInterval和buildingCost字段用于建筑生产 - 实现CameraFollow脚本的完整重写,支持键盘WASD拖动、鼠标拖动、触摸拖动 - 添加摄像机缩放功能,支持上下键和触摸双指缩放 - 更新Projecttile.cs以同时处理单位和建筑目标的伤害检测 - 修改SummonCardButton从法力值召唤改为金币建筑放置模式 - 在UnitBase.cs中更新攻击逻辑以支持对建筑造成伤害 - 升级WorldHealthBar以显示建筑生产进度和更好的缩放补偿 - 修复MainCharacterDebugMovement移除键盘移动输入冲突 - 更新包管理器中的codely.bridge版本从1.0.80到1.0.81 ```
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using UnityEngine;
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[RequireComponent(typeof(WorldHealthBar))]
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public class BuildingHealth : MonoBehaviour
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{
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[Header("建筑生命")]
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[Min(1f)] public float maxHealth = 500f;
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private WorldHealthBar healthBar;
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public float ProductionProgress => healthBar != null
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? Mathf.Clamp01(healthBar.currentEnergy / healthBar.maxEnergy)
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: 0f;
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private void Awake()
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{
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healthBar = GetComponent<WorldHealthBar>();
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healthBar.maxHealth = maxHealth;
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healthBar.currentHealth = maxHealth;
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healthBar.maxEnergy = 1f;
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healthBar.currentEnergy = 0f;
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}
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public void SetProductionProgress(float normalizedProgress)
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{
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if (healthBar != null)
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{
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healthBar.SetEnergy(Mathf.Clamp01(normalizedProgress) * healthBar.maxEnergy);
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}
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}
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public bool ReceiveDamage(float damage, GameObject attacker = null)
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{
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if (damage <= 0f || healthBar == null)
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{
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return false;
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}
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healthBar.TakeDamage(damage);
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return true;
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}
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}
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