```
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 ```
This commit is contained in:
1 parent
fb56cd7ede
commit
769aea30f3
55 files changed
+9328
-90
No files matched your search
@@ -67,19 +67,26 @@ public class SummonCardButton : MonoBehaviour
|
||||
|
||||
public void OnClick()
|
||||
{
|
||||
if (isOnCooldown || characterData == null)
|
||||
if (characterData == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (combat == null)
|
||||
// 检查建筑费用是否足够
|
||||
if (GoldSystem.Instance == null || GoldSystem.Instance.CurrentGold < characterData.buildingCost)
|
||||
{
|
||||
combat = FindObjectOfType<MainCharacterCombat>();
|
||||
Debug.Log($"金币不足,需要{characterData.buildingCost}");
|
||||
return;
|
||||
}
|
||||
|
||||
if (combat != null && combat.RequestSummon(summonSlot))
|
||||
// 触发建筑放置模式
|
||||
if (BuildingPlacementManager.Instance != null)
|
||||
{
|
||||
StartCooldown();
|
||||
BuildingPlacementManager.Instance.StartPlacingBuilding(characterData);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("找不到 BuildingPlacementManager");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -138,12 +145,12 @@ public class SummonCardButton : MonoBehaviour
|
||||
|
||||
private bool CanAfford()
|
||||
{
|
||||
if (ManaSystem.Instance == null || characterData == null)
|
||||
if (GoldSystem.Instance == null || characterData == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return ManaSystem.Instance.CurrentManaInt >= characterData.manaCost;
|
||||
return GoldSystem.Instance.CurrentGold >= characterData.buildingCost;
|
||||
}
|
||||
|
||||
private float GetCooldownTime()
|
||||
|
||||
Reference in new issue
Block a user