```
chore(plastic): 更新 Plastic SCM 配置文件 更新了 .plastic/plastic.changes 和 .plastic/plastic.wktree 二进制配置文件以同步工作区状态。 ```
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@@ -267,6 +267,7 @@ MonoBehaviour:
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range: 18
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detectRange: 20
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attackRange: 1
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attackPower: 10
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attackDuration: 1.5
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target: {fileID: 903389984}
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--- !u!143 &903389988
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@@ -313,6 +314,8 @@ MonoBehaviour:
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barWidth: 1.2
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borderColor: {r: 0.03, g: 0.03, b: 0.03, a: 0.95}
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fillColor: {r: 0.1, g: 0.8, b: 0.18, a: 1}
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deathEffectDuration: 1.1
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deathEffectColor: {r: 0.1, g: 0.55, b: 1, a: 1}
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--- !u!1 &963194225
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GameObject:
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m_ObjectHideFlags: 0
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@@ -569,6 +572,7 @@ MonoBehaviour:
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range: 18
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detectRange: 20
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attackRange: 1
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attackPower: 20
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attackDuration: 2
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target: {fileID: 989436104}
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--- !u!114 &989436109
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@@ -589,6 +593,8 @@ MonoBehaviour:
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barWidth: 1.2
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borderColor: {r: 0.03, g: 0.03, b: 0.03, a: 0.95}
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fillColor: {r: 0.1, g: 0.8, b: 0.18, a: 1}
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deathEffectDuration: 1.1
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deathEffectColor: {r: 0.1, g: 0.55, b: 1, a: 1}
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--- !u!1 &1178637744
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GameObject:
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m_ObjectHideFlags: 0
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File renamed without changes.
@@ -20,6 +20,10 @@ public class NewBehaviourScript : MonoBehaviour
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//攻击范围
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public float attackRange = 5f;
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//基础攻击力,实际伤害结算逻辑后续接入
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[Min(0f)]
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public float attackPower = 10f;
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//完整攻击动作时长,单位为秒;设置为0时使用动画真实时长
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[Min(0f)]
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public float attackDuration = 0f;
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@@ -45,6 +49,9 @@ public class NewBehaviourScript : MonoBehaviour
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//垂直速度
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private float verticalVelocity;
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//当前攻击的伤害结算协程。
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private Coroutine attackDamageCoroutine;
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//状态枚举
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public enum State
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{
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@@ -106,17 +113,10 @@ public class NewBehaviourScript : MonoBehaviour
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return;
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}
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//没有目标时回到巡逻
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//场上没有敌人时进入待机,不再巡逻移动
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state = State.Alert;
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move(targetPos - transform.position);
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//到达目标点时候随机目标点,只判断水平距离
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Vector3 patrolOffset = transform.position - targetPos;
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patrolOffset.y = 0;
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if (patrolOffset.sqrMagnitude < 0.01f)
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{
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randomTargetPos();
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}
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animator.SetInteger("speed", 0);
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applyGravity();
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}
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//根据自身Tag找到敌对Tag
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@@ -248,15 +248,51 @@ public class NewBehaviourScript : MonoBehaviour
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//根据目标攻击时长加速或减速完整攻击动画
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SetAttackAnimationSpeed();
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animator.SetInteger("speed", 0);
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animator.SetTrigger("attack");
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state = State.Attack;
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//在攻击动画中段结算伤害,而不是在动画开始瞬间扣血。
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if (attackDamageCoroutine != null)
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{
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StopCoroutine(attackDamageCoroutine);
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}
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attackDamageCoroutine = StartCoroutine(ApplyAttackDamageInMiddle(friend));
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}
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//等待半个完整攻击时长后,对目标扣除攻击力。
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private IEnumerator ApplyAttackDamageInMiddle(GameObject friend)
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{
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float fullAttackDuration = attackDuration > 0f
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? attackDuration
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: Mathf.Max(GetAttackAnimationDuration(), 0.01f);
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yield return new WaitForSeconds(fullAttackDuration * 0.5f);
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if (friend != null)
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{
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WorldHealthBar healthBar = friend.GetComponentInParent<WorldHealthBar>();
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if (healthBar != null)
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{
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healthBar.TakeDamage(attackPower);
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}
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}
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attackDamageCoroutine = null;
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}
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// 在 Animator 的 Attack 动画结束时调用此方法
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public void OnAttackAnimationEnd()
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{
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if (attackDamageCoroutine != null)
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{
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StopCoroutine(attackDamageCoroutine);
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attackDamageCoroutine = null;
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}
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//攻击动画结束后恢复Animator速度
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animator.speed = 1f;
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@@ -268,9 +304,10 @@ public class NewBehaviourScript : MonoBehaviour
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return;
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}
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//目标离开攻击范围,回到追踪或巡逻逻辑
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//目标离开攻击范围,回到待机逻辑
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state = State.Alert;
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randomTargetPos();
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animator.SetInteger("speed", 0);
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applyGravity();
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}
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@@ -21,6 +21,12 @@ public class WorldHealthBar : MonoBehaviour
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// 血条内部填充颜色。
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public Color fillColor = new Color(0.1f, 0.8f, 0.18f, 1f);
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// 死亡特效持续时间,单位为秒。
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[Min(0.1f)] public float deathEffectDuration = 1.1f;
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// 死亡时使用的浅蓝色粒子颜色。
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public Color deathEffectColor = new Color(0.55f, 0.9f, 1f, 1f);
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// 血条 UI 的像素尺寸,实际显示大小由 worldWidth 控制。
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private const int PixelWidth = 100;
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private const int PixelHeight = 14;
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@@ -43,6 +49,9 @@ public class WorldHealthBar : MonoBehaviour
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// 所有血条共用的圆角 Sprite。
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private static Sprite roundedSprite;
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// 防止死亡逻辑重复执行。
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private bool isDead;
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// 初始化血量和血条 UI。
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private void Awake()
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{
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@@ -99,8 +108,14 @@ public class WorldHealthBar : MonoBehaviour
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// 直接设置当前生命值,并刷新绿色填充比例。
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public void SetHealth(float value)
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{
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if (isDead) return;
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currentHealth = Mathf.Clamp(value, 0f, maxHealth);
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UpdateFill();
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if (currentHealth <= 0f)
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{
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Die();
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}
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}
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// 让单位受到伤害。
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@@ -109,6 +124,128 @@ public class WorldHealthBar : MonoBehaviour
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// 让单位恢复生命值。
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public void Heal(float amount) => SetHealth(currentHealth + amount);
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// 处理单位死亡:隐藏模型和血条,播放蓝色向上爆散特效。
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private void Die()
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{
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isDead = true;
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currentHealth = 0f;
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UpdateFill();
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foreach (Renderer renderer in GetComponentsInChildren<Renderer>())
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{
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renderer.enabled = false;
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}
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// 立即从敌我扫描中移除,避免死亡等待期间继续被攻击。
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gameObject.SetActive(false);
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if (barRect != null)
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{
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barRect.gameObject.SetActive(false);
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}
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GameObject effect = CreateDeathEffect();
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Destroy(effect, deathEffectDuration);
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Destroy(gameObject, deathEffectDuration);
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}
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// 创建蓝色粒子爆散特效。
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private GameObject CreateDeathEffect()
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{
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GameObject effect = new GameObject("DeathEffect");
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effect.transform.position = transform.position + Vector3.up * 1.35f;
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ParticleSystem particles = effect.AddComponent<ParticleSystem>();
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particles.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
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var main = particles.main;
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main.playOnAwake = false;
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main.duration = deathEffectDuration;
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main.startLifetime = new ParticleSystem.MinMaxCurve(0.9f, deathEffectDuration);
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main.startSpeed = new ParticleSystem.MinMaxCurve(0.05f, 0.18f);
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main.startSize = new ParticleSystem.MinMaxCurve(0.09f, 0.2f);
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main.startRotation3D = true;
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main.startRotationX = new ParticleSystem.MinMaxCurve(0f, 6.28f);
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main.startRotationY = new ParticleSystem.MinMaxCurve(0f, 6.28f);
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main.startRotationZ = new ParticleSystem.MinMaxCurve(0f, 6.28f);
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main.startColor = deathEffectColor;
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main.maxParticles = 32;
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main.gravityModifier = new ParticleSystem.MinMaxCurve(1.6f);
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main.simulationSpace = ParticleSystemSimulationSpace.World;
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main.stopAction = ParticleSystemStopAction.None;
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var emission = particles.emission;
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emission.rateOverTime = 0f;
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emission.SetBursts(new[] { new ParticleSystem.Burst(0f, 18) });
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var shape = particles.shape;
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shape.shapeType = ParticleSystemShapeType.Sphere;
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shape.radius = 0.12f;
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// 只保留轻微水平散落,主要依靠重力向下坠落。
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var velocity = particles.velocityOverLifetime;
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velocity.enabled = true;
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velocity.space = ParticleSystemSimulationSpace.World;
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velocity.x = new ParticleSystem.MinMaxCurve(-0.08f, 0.08f);
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velocity.y = new ParticleSystem.MinMaxCurve(-0.25f, -0.05f);
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velocity.z = new ParticleSystem.MinMaxCurve(-0.08f, 0.08f);
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var collision = particles.collision;
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collision.enabled = true;
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collision.type = ParticleSystemCollisionType.World;
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collision.mode = ParticleSystemCollisionMode.Collision3D;
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collision.bounce = 0f;
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collision.lifetimeLoss = 0.15f;
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var size = particles.sizeOverLifetime;
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size.enabled = true;
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AnimationCurve fade = new AnimationCurve(
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new Keyframe(0f, 1f),
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new Keyframe(0.75f, 1f),
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new Keyframe(1f, 0f));
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size.size = new ParticleSystem.MinMaxCurve(1f, fade);
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var renderer = effect.GetComponent<ParticleSystemRenderer>();
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renderer.renderMode = ParticleSystemRenderMode.Mesh;
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renderer.mesh = CreateCrystalMesh();
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renderer.material = CreateParticleMaterial();
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particles.Play();
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return effect;
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}
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// 创建低模菱形水晶碎片 Mesh。
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private Mesh CreateCrystalMesh()
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{
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Mesh mesh = new Mesh { name = "DeathCrystal" };
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mesh.vertices = new[]
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{
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new Vector3(0f, 0.5f, 0f), new Vector3(0.5f, 0f, 0f),
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new Vector3(0f, 0f, 0.5f), new Vector3(-0.5f, 0f, 0f),
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new Vector3(0f, 0f, -0.5f), new Vector3(0f, -0.5f, 0f)
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};
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mesh.triangles = new[]
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{
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0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 1,
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5, 2, 1, 5, 3, 2, 5, 4, 3, 5, 1, 4
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};
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mesh.RecalculateNormals();
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mesh.RecalculateBounds();
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return mesh;
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}
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// 创建带浅蓝发光效果的水晶材质。
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private Material CreateParticleMaterial()
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{
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Shader shader = Shader.Find("Standard");
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Material material = new Material(shader);
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material.color = deathEffectColor;
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material.SetFloat("_Metallic", 0.15f);
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material.SetFloat("_Glossiness", 0.85f);
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material.SetColor("_EmissionColor", deathEffectColor * 1.6f);
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material.EnableKeyword("_EMISSION");
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return material;
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}
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// 根据单位模型或碰撞体计算血条位置和宽度。
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private void CalculateLayout()
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{
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@@ -1,8 +0,0 @@
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,147 +0,0 @@
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fileFormatVersion: 2
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 13
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mipMapMode: 0
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enableMipMap: 1
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Reference in new issue
Block a user