```
feat(archer): 更新弓箭手攻击系统 - 修改箭矢材质颜色为橙色调,提升视觉效果 - 删除场景中预设的箭矢对象,改为运行时动态生成 - 配置弓箭手单位支持远程攻击类型,设置正确的项目引用 - 调整弓箭手碰撞体中心偏移,改善物理表现 - 新增箭矢发射位置标记点,用于准确控制投射物生成 - 禁用动画根运动防止旋转叠加,确保移动控制一致 - 添加场景辅助线显示箭矢发射位置,便于调试定位 - 优化弓箭模型动画循环参数,改进播放流畅度 ```
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@@ -111,6 +111,9 @@ public class UnitBase : MonoBehaviour
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animator = GetComponent<Animator>();
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controller = GetComponent<CharacterController>();
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worldHealthBar = GetComponent<WorldHealthBar>();
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// 位移和朝向由 CharacterController 与 UnitBase 控制,避免攻击动画的根运动叠加旋转。
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animator.applyRootMotion = false;
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//记录初始坐标
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startPos = transform.position;
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randomTargetPos();
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@@ -487,6 +490,23 @@ public class UnitBase : MonoBehaviour
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controller.Move(Vector3.up * getVerticalVelocity() * Time.deltaTime);
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}
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// 在 Scene 视图中标记箭的发射位置和方向,便于调整空物体。
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private void OnDrawGizmos()
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{
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if (projectileSpawnPoint == null)
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{
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return;
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}
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Vector3 position = projectileSpawnPoint.position;
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Gizmos.color = Color.cyan;
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Gizmos.DrawWireSphere(position, 0.08f);
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Gizmos.DrawLine(position, position + projectileSpawnPoint.forward * 0.4f);
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Gizmos.color = Color.green;
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Gizmos.DrawLine(position, position + projectileSpawnPoint.up * 0.15f);
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}
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//随机目标点
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private void randomTargetPos()
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{
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