根据提供的code differences信息,由于没有具体的代码变更内容,我将生成一个通用的commit message模板:
``` docs(readme): 更新文档说明 - 添加项目使用指南 - 完善API接口说明 - 修正错误的配置示例 ``` 注意:由于您提供的code differences部分为空,以上是一个示例模板。当您有具体的代码变更时,请提供详细的变更内容以便生成更准确的commit message。
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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/// <summary>
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/// 塔防模式游戏流程控制器
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/// 1. 开局进入布阵阶段:显示部署网格,玩家把底部英雄卡拖到格位上
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/// 2. 点击"开始游戏"后收起布阵 UI、显示血条并按波次出兵
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/// 3. 每波结束后英雄回到自己的格位(锚点)
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/// </summary>
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public class DefenseGameFlowController : MonoBehaviour
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{
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public static DefenseGameFlowController Instance { get; private set; }
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[Header("引用")]
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public DefenseWaveLevelController waveLevelController;
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public Button startBattleButton;
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public GameObject deploymentUI; // 布阵 UI(英雄卡片面板)
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[Header("英雄配置")]
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public HeroRoster roster;
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public Transform heroParent; // 生成英雄的父节点(战场/英雄)
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public int playerTeamId = 0;
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[Header("布阵配置")]
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public int maxHeroCount = 5;
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public string deployGridObjectName = "部署网格"; // 战场 下的可见网格对象名
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[Header("阵位守护")]
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[Tooltip("英雄只在「离自己格位不超过寻敌视野 detectionRange」的范围内接敌,避免一路推出去。")]
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public bool heroGuardPost = true;
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// 布阵登记
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private readonly Dictionary<int, int> cardToCell = new Dictionary<int, int>(); // 卡片序号 -> 格位
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private readonly Dictionary<int, GameObject> cellToHero = new Dictionary<int, GameObject>(); // 格位 -> 英雄
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private readonly Dictionary<int, HeroCardDrag> cardDrags = new Dictionary<int, HeroCardDrag>();
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// 已生成英雄
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private readonly List<GameObject> spawnedHeroes = new List<GameObject>();
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private readonly Dictionary<GameObject, Vector3> heroInitialPositions = new Dictionary<GameObject, Vector3>();
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private readonly List<GameObject> hiddenHeroBars = new List<GameObject>(); // 布阵阶段藏起来的血条
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private GameObject deployGridRoot;
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private bool battleStarted;
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/// <summary>true = 还在布阵阶段(可以拖动卡牌)。</summary>
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public bool IsDeployPhase => !battleStarted;
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private void Awake()
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{
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Instance = this;
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// 场上不应该有预先摆好的英雄
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HideExistingHeroes();
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}
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private void Start()
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{
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if (waveLevelController != null)
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{
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waveLevelController.autoStart = false;
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}
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if (startBattleButton != null)
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{
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startBattleButton.onClick.AddListener(OnStartBattleClicked);
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startBattleButton.interactable = true;
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}
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if (deploymentUI != null)
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{
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deploymentUI.SetActive(true);
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}
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SetupDeployGrid();
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DeployHighlight.Ensure();
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InitializeCardDrag();
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Debug.Log("DefenseGameFlowController: 布阵阶段,把英雄卡拖到网格上。");
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}
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private void Update()
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{
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if (battleStarted) return;
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// 布阵阶段:点击已经放好的英雄可以把他撤下来
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if (!TryGetTap(out Vector2 screenPosition)) return;
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if (IsPointerOverUI()) return;
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var camera = Camera.main;
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if (camera == null) return;
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var ray = camera.ScreenPointToRay(screenPosition);
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if (!Physics.Raycast(ray, out RaycastHit hit, 300f, ~0, QueryTriggerInteraction.Collide)) return;
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var unit = hit.collider.GetComponentInParent<UnitBase>();
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if (unit != null && spawnedHeroes.Contains(unit.gameObject))
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{
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RemoveHero(unit.gameObject);
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}
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}
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private void OnDestroy()
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{
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if (Instance == this) Instance = null;
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}
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// ── 布阵阶段 ────────────────────────────────────────────
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/// <summary>隐藏场景里预先摆好的英雄。</summary>
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private void HideExistingHeroes()
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{
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foreach (var unit in FindObjectsOfType<UnitBase>(true))
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{
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unit.gameObject.SetActive(false);
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}
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}
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/// <summary>找到可见的部署网格,摆正到 DeployGrid 定义的位置并显示。</summary>
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private void SetupDeployGrid()
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{
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var battlefield = GameObject.Find("战场");
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if (battlefield != null)
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{
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var child = battlefield.transform.Find(deployGridObjectName);
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if (child != null) deployGridRoot = child.gameObject;
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}
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if (deployGridRoot == null)
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{
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deployGridRoot = GameObject.Find(deployGridObjectName);
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}
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if (deployGridRoot == null)
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{
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Debug.LogWarning($"DefenseGameFlowController: 没找到部署网格对象「{deployGridObjectName}」。");
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return;
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}
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AlignGridCells(deployGridRoot.transform);
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deployGridRoot.SetActive(true);
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}
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/// <summary>把网格下的格位按 DeployGrid 的坐标摆好,保证视觉与吸附完全一致。</summary>
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private static void AlignGridCells(Transform gridRoot)
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{
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gridRoot.localPosition = new Vector3(0f, DeployGrid.GridY, 0f);
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gridRoot.localRotation = Quaternion.identity;
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int count = gridRoot.childCount;
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if (count == 0) return;
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for (int i = 0; i < count; i++)
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{
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var cell = gridRoot.GetChild(i);
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int index = ParseCellIndex(cell.name, i);
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if (!DeployGrid.IsValidIndex(index)) continue;
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var pos = DeployGrid.CellPosition(index);
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cell.localPosition = new Vector3(pos.x, 0f, pos.z);
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}
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}
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/// <summary>格位命名形如「格位_3_4」(行_列,从 1 开始);解析失败时退回顺序索引。</summary>
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private static int ParseCellIndex(string name, int fallback)
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{
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var parts = name.Split('_');
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if (parts.Length >= 3
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&& int.TryParse(parts[parts.Length - 2], out int row)
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&& int.TryParse(parts[parts.Length - 1], out int col))
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{
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int r = row - 1;
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int c = col - 1;
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if (r >= 0 && r < DeployGrid.Rows && c >= 0 && c < DeployGrid.Cols)
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{
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return DeployGrid.ToIndex(r, c);
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}
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}
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return fallback;
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}
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/// <summary>
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/// 按玩家出战阵容(PlayerData)给底部每张英雄卡挂上拖动组件,并刷新卡面。
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/// 站位不再从 PlayerData 读取(改成开局手动布阵),但「用哪几个角色」仍然读 PlayerData。
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/// </summary>
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private void InitializeCardDrag()
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{
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var canvasObj = GameObject.Find("TowerDefenseCanvas");
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if (canvasObj == null)
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{
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Debug.LogWarning("DefenseGameFlowController: 没找到 TowerDefenseCanvas。");
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return;
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}
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var heroPanel = canvasObj.transform.Find("BottomUI/HeroCardsPanel");
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if (heroPanel == null)
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{
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Debug.LogWarning("DefenseGameFlowController: 没找到 BottomUI/HeroCardsPanel。");
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return;
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}
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var deck = GetDeckCharacters();
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for (int i = 0; i < maxHeroCount; i++)
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{
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var cardObj = heroPanel.Find($"HeroCard{i + 1}");
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if (cardObj == null) continue;
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var drag = cardObj.GetComponent<HeroCardDrag>();
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if (drag == null)
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{
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drag = cardObj.gameObject.AddComponent<HeroCardDrag>();
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}
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var data = i < deck.Length ? deck[i] : null;
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drag.Setup(i, data != null ? data.unitPrefab : null, data);
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cardDrags[i] = drag;
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// 卡面(头像 / 名字 / 稀有度)也和出战阵容保持一致
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var cardUI = cardObj.GetComponent<HeroCardUI>();
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if (cardUI != null && data != null)
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{
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cardUI.SetCharacterInfo(data);
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}
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}
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Debug.Log($"DefenseGameFlowController: 已按出战阵容开启 {cardDrags.Count} 张卡片的拖动。");
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}
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/// <summary>
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/// 读取玩家出战阵容(PlayerData.json 的 currentDeck),按槽位返回角色数据。
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/// PlayerData 不可用时回退到场景里配置的 HeroRoster。
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/// </summary>
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private CharacterData[] GetDeckCharacters()
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{
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var deck = new CharacterData[maxHeroCount];
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var allData = Resources.LoadAll<CharacterData>("Data");
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if (PlayerDataManager.Instance != null)
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{
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for (int i = 0; i < maxHeroCount; i++)
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{
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var owned = PlayerDataManager.Instance.GetDeckCharacter(i);
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if (owned == null || string.IsNullOrEmpty(owned.characterId)) continue;
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foreach (var data in allData)
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{
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if (data == null || data.characterId != owned.characterId) continue;
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if (data.unitPrefab == null) break; // 只有数据的角色(如荒野之王)不能出战
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deck[i] = data;
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break;
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}
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}
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}
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// 兜底:PlayerData 没给出阵容时用 HeroRoster
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bool anyDeck = false;
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foreach (var d in deck) if (d != null) { anyDeck = true; break; }
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if (!anyDeck && roster != null && roster.heroes != null)
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{
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for (int i = 0; i < roster.heroes.Length && i < maxHeroCount; i++)
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{
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var entry = roster.heroes[i];
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if (entry == null || entry.prefab == null) continue;
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deck[i] = FindCharacterDataForPrefab(entry.prefab);
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}
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}
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return deck;
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}
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/// <summary>把某张卡的英雄放到格位上。成功返回 true。</summary>
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public bool PlaceHeroFromCard(int cardIndex, int cellIndex)
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{
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if (battleStarted) return false;
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if (cardIndex < 0 || cardIndex >= maxHeroCount) return false;
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if (!DeployGrid.IsValidIndex(cellIndex)) return false;
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if (IsCardPlaced(cardIndex)) return false;
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if (IsCellOccupied(cellIndex)) return false;
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if (!cardDrags.TryGetValue(cardIndex, out var drag) || drag == null || drag.heroPrefab == null)
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{
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return false;
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}
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var hero = SpawnHero(drag.heroPrefab, cellIndex, cardIndex);
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if (hero == null) return false;
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cardToCell[cardIndex] = cellIndex;
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cellToHero[cellIndex] = hero;
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Debug.Log($"布阵: 第 {cardIndex + 1} 张卡 → 格位 {cellIndex} ({hero.name})");
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return true;
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}
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/// <summary>撤销某个格位上的英雄,并让对应卡片恢复可用。</summary>
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public void RemoveHeroAt(int cellIndex)
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{
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if (cellToHero.TryGetValue(cellIndex, out var hero) && hero != null)
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{
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RemoveHero(hero);
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}
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}
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private void RemoveHero(GameObject hero)
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{
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int cardIndex = -1;
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foreach (var kv in cardToCell)
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{
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if (cellToHero.TryGetValue(kv.Value, out var h) && h == hero)
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{
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cardIndex = kv.Key;
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break;
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}
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}
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if (cardIndex >= 0)
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{
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cardToCell.Remove(cardIndex);
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if (cardDrags.TryGetValue(cardIndex, out var drag) && drag != null)
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{
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drag.SetPlaced(false);
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}
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}
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foreach (var kv in new List<KeyValuePair<int, GameObject>>(cellToHero))
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{
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if (kv.Value == hero) cellToHero.Remove(kv.Key);
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}
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spawnedHeroes.Remove(hero);
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heroInitialPositions.Remove(hero);
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Debug.Log($"撤回英雄: {hero.name}");
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Destroy(hero);
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}
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public bool IsCellOccupied(int cellIndex)
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{
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return cellToHero.TryGetValue(cellIndex, out var hero) && hero != null;
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}
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public bool IsCardPlaced(int cardIndex)
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{
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return cardToCell.ContainsKey(cardIndex);
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}
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public int GetCellOfCard(int cardIndex)
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{
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return cardToCell.TryGetValue(cardIndex, out int cell) ? cell : -1;
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}
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// ── 开战 ────────────────────────────────────────────────
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private void OnStartBattleClicked()
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{
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if (battleStarted) return;
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battleStarted = true;
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if (deploymentUI != null) deploymentUI.SetActive(false);
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if (startBattleButton != null) startBattleButton.gameObject.SetActive(false);
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if (deployGridRoot != null) deployGridRoot.SetActive(false);
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if (DeployHighlight.Instance != null) DeployHighlight.Instance.Hide();
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// 卡片从"待放置"切换成"英雄状态显示":恢复满不透明度
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foreach (var drag in cardDrags.Values)
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{
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if (drag != null) drag.SetPlaced(false);
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}
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// 一个都没布置时用默认阵型兜底
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if (cellToHero.Count == 0)
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{
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SpawnDefaultFormation();
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}
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// 布阵阶段藏起来的血条,开战后显示
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foreach (var barObject in hiddenHeroBars)
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{
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if (barObject != null) barObject.SetActive(true);
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}
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Debug.Log("DefenseGameFlowController: 开始游戏,出兵!");
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StartCoroutine(StartBattleSequence());
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}
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private IEnumerator StartBattleSequence()
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{
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yield return new WaitForSeconds(0.5f);
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if (waveLevelController != null)
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{
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StartCoroutine(waveLevelController.StartLevel());
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}
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}
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// ── 生成英雄 ────────────────────────────────────────────
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private GameObject SpawnHero(GameObject prefab, int cell, int cardIndex)
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{
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var characterData = FindCharacterDataForPrefab(prefab);
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var spawnPos = DeployGrid.CellPosition(cell);
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var unit = Instantiate(prefab, spawnPos, Quaternion.identity);
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unit.name = "英雄_" + prefab.name;
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if (heroParent != null)
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{
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unit.transform.SetParent(heroParent, true);
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}
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var team = unit.GetComponent<UnitTeam>();
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if (team != null) team.teamId = playerTeamId;
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var unitBase = unit.GetComponent<UnitBase>();
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if (unitBase != null)
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{
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unitBase.returnToAnchorWhenIdle = true;
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unitBase.anchorArrivalDistance = 0.35f;
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// 阵位守护:接敌范围直接用单位自己的寻敌视野 detectionRange
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unitBase.useAnchorLeash = heroGuardPost;
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unitBase.ResetAnchorPosition();
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}
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if (characterData != null && unitBase != null)
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{
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var playerData = PlayerDataManager.Instance != null
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? PlayerDataManager.Instance.GetCharacterData(characterData.characterId)
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: null;
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int level = playerData != null ? playerData.level : 1;
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unitBase.InitializeFromPlayerData(
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characterData.GetMaxHealth(level),
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characterData.GetAttackPower(level),
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characterData.GetMoveSpeed(level));
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}
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var healthBar = unit.GetComponent<WorldHealthBar>();
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if (healthBar != null)
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{
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if (playerTeamId == 0) healthBar.canRevive = true;
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// 布阵阶段把血条收起来,开战时再显示(血条是 WorldHealthBar.Awake 生成的子物体)
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var barObject = unit.transform.Find("WorldHealthBar");
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if (barObject != null && !battleStarted)
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{
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barObject.gameObject.SetActive(false);
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hiddenHeroBars.Add(barObject.gameObject);
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}
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}
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|
||||
spawnedHeroes.Add(unit);
|
||||
heroInitialPositions[unit] = spawnPos;
|
||||
|
||||
BindHeroToCard(unit, characterData, spawnPos, cardIndex);
|
||||
|
||||
return unit;
|
||||
}
|
||||
|
||||
/// <summary>一张都没摆时用出战阵容按"近战前排 / 远程后排"兜底。</summary>
|
||||
private void SpawnDefaultFormation()
|
||||
{
|
||||
var deck = GetDeckCharacters();
|
||||
|
||||
int meleeTotal = 0, rangedTotal = 0;
|
||||
for (int i = 0; i < deck.Length; i++)
|
||||
{
|
||||
if (deck[i] == null) continue;
|
||||
if (IsMelee(deck[i])) meleeTotal++; else rangedTotal++;
|
||||
}
|
||||
|
||||
var used = new HashSet<int>();
|
||||
int meleeIndex = 0, rangedIndex = 0, spawned = 0;
|
||||
|
||||
for (int i = 0; i < deck.Length && spawned < maxHeroCount; i++)
|
||||
{
|
||||
var data = deck[i];
|
||||
if (data == null || data.unitPrefab == null) continue;
|
||||
|
||||
int cell = IsMelee(data)
|
||||
? DeployGrid.DefaultCell(true, meleeIndex++, meleeTotal)
|
||||
: DeployGrid.DefaultCell(false, rangedIndex++, rangedTotal);
|
||||
|
||||
if (used.Contains(cell)) cell = NextFreeCell(cell, used);
|
||||
if (cell < 0) continue;
|
||||
|
||||
used.Add(cell);
|
||||
if (SpawnHero(data.unitPrefab, cell, i) == null) continue;
|
||||
|
||||
cellToHero[cell] = spawnedHeroes[spawnedHeroes.Count - 1];
|
||||
spawned++;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>判定角色是否近战(远程单位 attackType 为 RangedProjectile)。</summary>
|
||||
private static bool IsMelee(CharacterData data)
|
||||
{
|
||||
// 用"是否配置了投射物"来判定更可靠:RangedProjectile 一定有 projectilePrefab
|
||||
return data.unitPrefab == null || data.unitPrefab.GetComponent<UnitBase>()?.attackType != UnitBase.AttackType.RangedProjectile;
|
||||
}
|
||||
|
||||
private static int NextFreeCell(int from, HashSet<int> used)
|
||||
{
|
||||
for (int i = 0; i < DeployGrid.CellCount; i++)
|
||||
{
|
||||
int candidate = (from + i) % DeployGrid.CellCount;
|
||||
if (!used.Contains(candidate)) return candidate;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
/// <summary>把英雄绑到它来源的那张卡片上(显示名字 / 稀有度 / 血条)。</summary>
|
||||
private void BindHeroToCard(GameObject heroUnit, CharacterData characterData, Vector3 spawnPos, int cardIndex)
|
||||
{
|
||||
if (cardIndex < 0 || cardIndex >= maxHeroCount) return;
|
||||
if (!cardDrags.TryGetValue(cardIndex, out var drag) || drag == null) return;
|
||||
|
||||
var cardUI = drag.GetComponent<HeroCardUI>();
|
||||
var unitBase = heroUnit.GetComponent<UnitBase>();
|
||||
if (cardUI == null || unitBase == null) return;
|
||||
|
||||
var icon = characterData != null ? characterData.cardIcon : null;
|
||||
cardUI.SetHero(unitBase, icon, spawnPos, characterData);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 一波清完后让英雄回格位。
|
||||
/// 正常情况放开目标,让 UnitBase 自己走回格位;只有寻路真的不可用(卡住)时才瞬移兜底。
|
||||
/// </summary>
|
||||
public void ResetHeroPositions()
|
||||
{
|
||||
foreach (var hero in spawnedHeroes)
|
||||
{
|
||||
if (hero == null || !hero.activeSelf) continue;
|
||||
|
||||
var unitBase = hero.GetComponent<UnitBase>();
|
||||
var navAgent = hero.GetComponent<UnityEngine.AI.NavMeshAgent>();
|
||||
|
||||
bool canWalk = UnityEngine.AI.NavMesh.SamplePosition(
|
||||
hero.transform.position, out _, 2f, UnityEngine.AI.NavMesh.AllAreas);
|
||||
|
||||
if (navAgent != null && navAgent.enabled && canWalk)
|
||||
{
|
||||
if (unitBase != null) unitBase.target = null; // 放开目标,进入回位
|
||||
navAgent.isStopped = false;
|
||||
navAgent.ResetPath();
|
||||
continue;
|
||||
}
|
||||
|
||||
// 卡住了(比如被挤出 NavMesh)才直接摆回格位
|
||||
if (heroInitialPositions.TryGetValue(hero, out var initialPos))
|
||||
{
|
||||
Debug.LogWarning($"DefenseGameFlowController: {hero.name} 寻路不可用,瞬移回格位");
|
||||
hero.transform.position = initialPos;
|
||||
if (navAgent != null) navAgent.nextPosition = initialPos;
|
||||
if (unitBase != null) unitBase.ResetAnchorPosition();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ── 工具 ────────────────────────────────────────────────
|
||||
|
||||
private CharacterData FindCharacterDataForPrefab(GameObject prefab)
|
||||
{
|
||||
if (prefab == null) return null;
|
||||
foreach (var data in Resources.LoadAll<CharacterData>("Data"))
|
||||
{
|
||||
if (data != null && data.unitPrefab == prefab) return data;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private static bool TryGetTap(out Vector2 screenPosition)
|
||||
{
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
screenPosition = Input.mousePosition;
|
||||
return true;
|
||||
}
|
||||
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
|
||||
{
|
||||
screenPosition = Input.GetTouch(0).position;
|
||||
return true;
|
||||
}
|
||||
screenPosition = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool IsPointerOverUI()
|
||||
{
|
||||
if (EventSystem.current == null) return false;
|
||||
|
||||
if (Input.touchCount > 0)
|
||||
{
|
||||
return EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId);
|
||||
}
|
||||
return EventSystem.current.IsPointerOverGameObject();
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user