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(volleyCoroutine != null) + { + StopCoroutine(volleyCoroutine); + } + + volleyCoroutine = StartCoroutine(FireVolley()); + } + + private IEnumerator FireVolley() + { + for (int i = 0; i < volleyArrowCount; i++) + { + // 三连射优先攻击当前目标;目标阵亡后剩余箭矢改打最近敌人。 + GameObject volleyTarget = unit.Target != null ? unit.Target : FindNearestOpponent(); + if (volleyTarget == null) + { + break; + } + + unit.FireSkillProjectile(volleyTarget, volleyArrowDamageMultiplier); + yield return new WaitForSeconds(volleyArrowInterval); + } + + volleyCoroutine = null; + } + + private GameObject FindNearestOpponent() + { + string opponentTag = unit.OpponentTag; + if (string.IsNullOrEmpty(opponentTag)) + { + return null; + } + + GameObject nearestOpponent = null; + float nearestSqrDistance = float.PositiveInfinity; + GameObject[] opponents = GameObject.FindGameObjectsWithTag(opponentTag); + foreach (GameObject opponent in opponents) + { + if (opponent == null || opponent.transform.root == unit.transform.root) + { + continue; + } + + float sqrDistance = (opponent.transform.position - unit.transform.position).sqrMagnitude; + if (sqrDistance < nearestSqrDistance) + { + nearestSqrDistance = sqrDistance; + nearestOpponent = opponent; + } + } + + return nearestOpponent; + } +} diff --git a/Assets/Script/ArcherSkill.cs.meta b/Assets/Script/ArcherSkill.cs.meta new file mode 100644 index 0000000..b6a5207 --- /dev/null +++ b/Assets/Script/ArcherSkill.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: CSxJtC6rW31/KwEkK4ivs38SznYbHeuYb86/3jXHHQflxor/O1l4M7U= +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/StatusEffectController.cs b/Assets/Script/StatusEffectController.cs index 2c5a862..2861794 100644 --- a/Assets/Script/StatusEffectController.cs +++ b/Assets/Script/StatusEffectController.cs @@ -5,7 +5,7 @@ public class StatusEffectController : MonoBehaviour [Header("通用眩晕显示")] [SerializeField] private bool showStunIndicator = true; [SerializeField] private float indicatorHeight = 0.35f; - [SerializeField] private float indicatorSize = 0.5f; + [SerializeField] private GameObject stunIndicatorPrefab; private Animator animator; private float stunnedRemaining; @@ -92,34 +92,18 @@ public class StatusEffectController : MonoBehaviour bounds.max.y + indicatorHeight, bounds.center.z); - Camera camera = Camera.main; - if (camera != null) - { - indicatorTransform.rotation = Quaternion.LookRotation( - camera.transform.position - indicatorTransform.position, - camera.transform.up) - * Quaternion.Euler(0f, 0f, Time.unscaledTime * 180f); - } } private void EnsureIndicator() { - if (stunIndicator != null) + if (stunIndicator != null || stunIndicatorPrefab == null) { return; } - stunIndicator = new GameObject("StunIndicator_Star"); + stunIndicator = Instantiate(stunIndicatorPrefab); + stunIndicator.name = "StunIndicator_Particle"; indicatorTransform = stunIndicator.transform; - - TextMesh text = stunIndicator.AddComponent(); - text.text = "★"; - text.anchor = TextAnchor.MiddleCenter; - text.alignment = TextAlignment.Center; - text.fontSize = 64; - text.characterSize = indicatorSize; - text.fontStyle = FontStyle.Bold; - text.color = new Color(1f, 0.85f, 0.05f, 1f); } private void DestroyIndicator() diff --git a/Assets/Script/StoneGolemSkill.cs b/Assets/Script/StoneGolemSkill.cs index cbd43b8..cc1ae70 100644 --- a/Assets/Script/StoneGolemSkill.cs +++ b/Assets/Script/StoneGolemSkill.cs @@ -25,6 +25,7 @@ public class StoneGolemSkill : UnitSkill return; } + unit.FaceCurrentTarget(0f); isSkillReady = true; unit.PlaySkillAnimation(OnSkillFinished, skillAnimationDuration); } diff --git a/Assets/Script/UnitBase.cs b/Assets/Script/UnitBase.cs index 6bd258b..510e993 100644 --- a/Assets/Script/UnitBase.cs +++ b/Assets/Script/UnitBase.cs @@ -409,6 +409,11 @@ public class UnitBase : MonoBehaviour FaceTarget(friend); + if (TryReleaseSkill()) + { + return; + } + //根据目标攻击时长加速或减速完整攻击动画 SetAttackAnimationSpeed(); @@ -419,6 +424,11 @@ public class UnitBase : MonoBehaviour } private void FaceTarget(GameObject opponent) + { + FaceTarget(opponent, modelFacingOffset); + } + + private void FaceTarget(GameObject opponent, float facingOffset) { if (opponent == null) { @@ -432,10 +442,38 @@ public class UnitBase : MonoBehaviour return; } - ApplyFacingRotation(direction); + ApplyFacingRotation(direction, facingOffset); } - private void ApplyFacingRotation(Vector3 direction) + public void FaceCurrentTarget() + { + FaceTarget(target); + } + + public void FaceCurrentTarget(float facingOffset) + { + FaceTarget(target, facingOffset); + } + + private bool TryReleaseSkill() + { + if (worldHealthBar == null + || !worldHealthBar.IsEnergyFull + || unitSkill == null + || target == null + || !target.activeInHierarchy) + { + return false; + } + + worldHealthBar.ResetEnergy(); + state = State.Alert; + animator.SetInteger("speed", 0); + unitSkill.ReleaseSkill(); + return true; + } + + private void ApplyFacingRotation(Vector3 direction, float facingOffset) { direction.y = 0f; if (direction.sqrMagnitude <= 0.0001f) @@ -446,7 +484,7 @@ public class UnitBase : MonoBehaviour Quaternion targetRotation = Quaternion.LookRotation(direction, Vector3.up); transform.rotation = Quaternion.Euler( 0f, - targetRotation.eulerAngles.y + modelFacingOffset, + targetRotation.eulerAngles.y + facingOffset, 0f); } @@ -622,6 +660,11 @@ public class UnitBase : MonoBehaviour } public void FireSkillProjectile(GameObject opponent) + { + FireSkillProjectile(opponent, 1f); + } + + public void FireSkillProjectile(GameObject opponent, float damageMultiplier) { if (opponent == null || projectilePrefab == null || projectileSpawnPoint == null) { @@ -636,11 +679,11 @@ public class UnitBase : MonoBehaviour if (projectile != null) { // 技能箭不再次积攒能量,避免技能触发递归。 - projectile.Initialize(opponent, attackPower, gameObject, projectileSpeed, projectileLifetime, false); + projectile.Initialize(opponent, attackPower * Mathf.Max(0f, damageMultiplier), gameObject, projectileSpeed, projectileLifetime, false); } } - // 普通攻击命中后积攒能量,满能量时清空能量并调用技能占位方法。 + // 普通攻击命中后只积攒能量,大招在下一次普攻开始前释放。 private void AddAttackEnergy() { if (worldHealthBar == null || energyPerAttack <= 0f) @@ -648,21 +691,7 @@ public class UnitBase : MonoBehaviour return; } - if (!worldHealthBar.AddEnergy(energyPerAttack)) - { - return; - } - - worldHealthBar.ResetEnergy(); - ReleaseSkill(); - } - - private void ReleaseSkill() - { - if (unitSkill != null) - { - unitSkill.ReleaseSkill(); - } + worldHealthBar.AddEnergy(energyPerAttack); } private float GetSkillAnimationSpeed(float targetDuration) diff --git a/Assets/Script/WorldHealthBar.cs b/Assets/Script/WorldHealthBar.cs index 538501d..eaffb9c 100644 --- a/Assets/Script/WorldHealthBar.cs +++ b/Assets/Script/WorldHealthBar.cs @@ -16,6 +16,8 @@ public class WorldHealthBar : MonoBehaviour // 当前技能能量,范围会自动限制在 0 到 maxEnergy 之间。 [Min(0f)] public float currentEnergy = 0f; + public bool IsEnergyFull => !isDead && currentEnergy >= maxEnergy; + // 血条相对于单位头顶的额外高度。 [Min(0f)] public float heightOffset = 0.25f; diff --git a/CODELY.md b/CODELY.md index f22c243..3a4ae2b 100644 --- a/CODELY.md +++ b/CODELY.md @@ -10,6 +10,7 @@ - [2026-08-31 14:52:17] 角色配色应以自然、克制的主体色为主,每个角色加入一到两处对比度较强的颜色作为识别点,避免整体过于花哨或过于朴素。**Why:** 用户希望角色既有视觉记忆点,又保持统一、易建模的造型。**How to apply:** 后续角色提示词使用材质和种族决定主体配色,仅在围巾、护腕、局部毛色等少量位置加入强对比色。 - [2026-08-31 15:30:02] 角色技能表中的攻击速度应以“普攻间隔(秒/次)”展示,而不是“次/秒”。**Why:** 用户更直观地关注单位每隔多少秒攻击一次。**How to apply:** 后续新增或调整角色数值时统一使用秒/次,并按间隔数值维护平衡。 - [2026-09-01 14:10:12] 用户在 Unity 脚本或 Animator 问题排查中可优先要求“先改、不运行验证”,此时只执行读取、针对性修改和必要的编译/配置确认。**Why:** Play Mode 或视频验证容易触发 Stream idle timeout。**How to apply:** 除非用户明确要求运行验证,否则遇到类似超时后先不进入 Play Mode。 +- [2026-09-03 14:32:39] 眩晕状态特效应优先使用 Unity Particle System,并以星星贴图作为粒子,而不是用运行时复制多个 Sprite 作为最终实现。**Why:** 用户明确希望得到真正的粒子效果,Sprite 复制只能作为临时占位。**How to apply:** 后续制作眩晕及类似循环状态特效时,优先创建可复用的粒子 Prefab 并接入通用状态系统。 ### Project - [2026-08-28 14:26:56] 弓箭手远程箭矢的设计要求:保持发射时高度水平飞行,命中目标后直接结算伤害并销毁,不产生实体物理击退。**Why:** 当前玩法希望远程攻击是命中判定而非物理推动。**How to apply:** 后续调整箭矢、Projectile 或弓箭手攻击逻辑时保持这一行为。 @@ -18,6 +19,9 @@ - [2026-08-31 11:31:00] 角色图片生成统一采用 3D 卡通、非写实、单角色正视图;人形角色使用标准 A-pose,非人形角色使用稳定自然姿态。**Why:** 便于 3D 建模与动画制作,并符合《召唤之战》的视觉方向。**How to apply:** 后续新增各章节角色提示词时遵循该标准,并记录在《角色与技能说明.md》。 - [2026-09-02 16:44:35] 主角定位确定为“召唤师优先、法师辅助”的人类召唤师,主要战斗力来自召唤单位,主角仅用基础法术补刀和牵制;视觉上需要通过召唤核心、学院符文和独特剪影与普通法师区分。**Why:** 保持召唤系统的核心地位并提高主角辨识度。**How to apply:** 后续主角技能、模型、动画和 UI 设计都应围绕召唤师身份展开。 - [2026-09-02 23:50:59] 《召唤之战》状态效果方案确定:所有可控制单位共用 Stun/StatusEffect 系统,眩晕暂停当前 Animator 与战斗逻辑,使用通用头顶星星提示,重点角色以后再补专属眩晕动画。**Why:** 降低首版制作量并保持各单位行为一致。**How to apply:** 新增眩晕、减速、沉默等控制效果时优先扩展通用状态组件,不在技能脚本中直接操作具体角色动画。 +- [2026-09-03 18:09:56] 《召唤之战》大招统一在下一次普攻开始前判定:先通过现有寻敌逻辑获得有效目标,能量满则优先释放大招并消耗能量,跳过本次普攻;没有有效目标时不释放且保留能量。**Why:** 避免普攻命中击杀目标后仍立即触发大招。**How to apply:** 后续新增或修改角色技能时遵循该统一触发时机。 +- [2026-09-03 18:52:21] 《召唤之战》采用 2.5D 战斗呈现,角色设计需要在俯视斜角和远距离下保持清晰剪影与可读的大色块。**Why:** 用户希望角色在实际战斗镜头中仍容易区分。**How to apply:** 后续角色图片、模型、服装和特效设计优先考虑 2.5D 视角下的轮廓识别,不依赖细小装饰。 +- [2026-09-03 19:12:39] 角色图片提示词与游戏内装备分离:盾卫的角色本体图片必须明确不出现盾牌,塔盾作为独立武器/装备资产单独生成与配置。**Why:** 便于后续替换和挂载装备,避免角色模型自带盾牌影响游戏配置。**How to apply:** 后续生成盾卫或其他可换装角色图片时,只描述身体与服装本体,不把可独立配置的装备画进角色图。 ### Reference diff --git a/Packages/manifest.json b/Packages/manifest.json index ceddaf6..94811b3 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -2,7 +2,6 @@ "dependencies": { "cn.tuanjie.ai.generators": "file:../.codely-cli/extensions/TJGenerators/Packages/cn.tuanjie.ai.generators", "cn.tuanjie.ai.graph": "1.0.10", - "cn.tuanjie.codely.bridge": "1.0.78", "com.qq.weixin.minigame": "https://gitee.com/wechat-minigame/minigame-tuanjie-transform-sdk.git", "com.unity.adaptiveperformance": "4.0.1", "com.unity.feature.mobile": "1.0.0", @@ -44,6 +43,7 @@ "com.unity.modules.video": "1.0.0", "com.unity.modules.vr": "1.0.0", "com.unity.modules.wind": "1.0.0", - "com.unity.modules.xr": "1.0.0" + "com.unity.modules.xr": "1.0.0", + "cn.tuanjie.codely.bridge": "1.0.80" } } diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index 61f8cf4..7bd3f58 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -31,7 +31,7 @@ "url": "https://packages.tuanjie.cn" }, "cn.tuanjie.codely.bridge": { - "version": "1.0.78", + "version": "1.0.80", "depth": 0, "source": "registry", "dependencies": { diff --git a/角色与技能说明.md b/角色与技能说明.md index 9d231d9..10f49da 100644 --- a/角色与技能说明.md +++ b/角色与技能说明.md @@ -67,8 +67,8 @@ |---|---| | 精锐士兵 | 用于游戏角色3D建模的角色正视图建模参考图,orthographic front view,角色正面朝向镜头,正交镜头,完整全身可见。角色采用标准A-pose,双臂自然向身体两侧下斜约45度,手掌朝前,手指分开,双腿自然分开,脚尖朝前,保持清晰的标准双臂双腿人形骨架,适合后续Mixamo人形骨骼绑定。一名灰石城堡的精锐双手剑士,第一章Boss级人形战士,身材高大魁梧,肩膀宽阔,身体比例略微夸张但保持可动画化结构,头部略大,面部坚毅,短发,具有经历长期战斗后的疲惫感。穿象牙白与紫罗兰色相间的重型板甲,胸甲、肩甲、护臂、腰甲和护腿采用清晰分件,加入明亮金色装饰线体现精锐身份,背后披一件破损的深红色短披风。双手保持空置,腰部和身体其他部位不携带、不佩戴任何武器,保留完整清晰的身体与护甲轮廓,便于后续单独配置武器。铠甲带有少量划痕和磨损,整体体现威严、沉重和Boss级辨识度。采用强烈的3D卡通游戏风格,stylized 3D cartoon,chibi、toy-like、非写实,圆润夸张的大块面造型,鲜明、高饱和且协调的象牙白、紫罗兰色和明亮金色配色,手绘PBR材质,哑光塑料与软橡胶般的卡通质感,柔和圆润阴影。正视图清晰展示脸部、胸甲、重型护甲、双手双腿和完整身体轮廓,纯浅灰色建模展示背景,单个角色居中,整洁的角色正视图建模参考图排版。 | | 城堡法师 | 用于游戏角色3D建模的角色正视图建模参考图,orthographic front view,角色正面朝向镜头,正交镜头,完整全身可见。角色采用标准A-pose,双臂自然向身体两侧下斜约45度,手掌朝前,手指分开,双腿自然分开,脚尖朝前,保持清晰的标准双臂双腿人形骨架,适合后续Mixamo人形骨骼绑定。一名灰石城堡的年轻成年女性城堡法术师,身材自然纤细,比例协调,头部略大,面部沉着而亲和,穿剪裁简洁的米白色中长法袍,搭配一件朴素的赭红色短披肩,法袍胸口只有一个小型城堡魔法徽记,不使用复杂图案。头戴简单的米白色软帽,帽檐圆润,不使用夸张尖顶。双手保持空置,手指清晰分离,腰部和身体其他部位不携带、不佩戴任何武器、法杖或战斗道具,保留完整清晰的法袍与身体轮廓,便于后续单独配置武器。服装层次清楚、分件简单,体现远程范围法术单位的身份。采用简洁自然的3D卡通游戏风格,stylized 3D cartoon,chibi、toy-like、非写实,但不过度夸张,不花哨,不堆叠装饰。使用米白色、赭红色和少量暖金色的克制配色,手绘PBR材质,哑光布料与柔和塑料般的卡通质感,圆润但克制的阴影。正视图清晰展示女性面部、软帽、法袍正面、双臂和服装轮廓,纯浅灰色建模展示背景,单个角色居中,整洁的角色正视图建模参考图排版。 | -| 盾卫 | 用于游戏角色3D建模的角色正视图建模参考图,orthographic front view,角色正面朝向镜头,正交镜头,完整全身可见。角色采用标准A-pose,双臂自然向身体两侧展开约40度,手掌朝前,手指分开,双腿自然分开,脚尖朝前,保持清晰的标准双臂双腿人形骨架,适合后续Mixamo人形骨骼绑定。一名灰石城堡的重装盾卫,成年男性人类,身材高大厚重,肩膀宽阔,体格强壮但保持标准人形比例,头部略大,面部坚毅。穿明亮象牙白重型板甲、鲜绿色布制内衬、暖橙色皮革腰带和金属护膝,胸甲与肩甲上带有简洁的城堡守军徽记。必须保留一面大型长方形塔盾作为盾卫的职业标识,塔盾使用鲜绿色主体、明亮黄色城堡徽记和暖橙色金属包边,盾牌固定在左前臂外侧并略微离开身体,正面朝向镜头,确保盾牌完整可见且不遮挡脸部、胸甲和双腿结构;塔盾是唯一允许出现的外部装备,双手保持自然放松,腰部和身体其他部位不携带、不佩戴剑、弓、法杖或任何其他武器。装备分件清晰,整体体现高血量前排单位的厚重与可靠。采用强烈的3D卡通游戏风格,stylized 3D cartoon,chibi、toy-like、非写实,圆润夸张的大块面造型,鲜明、高饱和的象牙白、鲜绿色、暖橙色和明亮黄色配色,手绘PBR材质,哑光塑料、金属和软皮革般的卡通质感,柔和圆润阴影。正视图清晰展示脸部、胸甲、塔盾、双臂、双腿和护甲结构,纯浅灰色建模展示背景,单个角色居中,整洁的角色正视图建模参考图排版。 | -| 弓箭手 | 用于游戏角色3D建模的角色正视图建模参考图,orthographic front view,角色正面朝向镜头,正交镜头,完整全身可见。角色采用标准A-pose,双臂自然向身体两侧下斜约45度,手掌朝前,手指分开,双腿自然分开,脚尖朝前,保持清晰的标准双臂双腿人形骨架,适合后续Mixamo人形骨骼绑定。一名年轻成年女性城堡侦察兵,身材自然修长,比例协调,头部略大,面部清秀、沉着而亲和,短马尾或简洁的中长发,不要夸张发型。穿简洁实用的浅棕色与米白色轻型皮甲,搭配少量低饱和橄榄绿色布料,护肩、护腕、腰带和绑腿采用简单分件,不使用复杂装饰,不使用鲜艳撞色。背部一侧仅配备一个朴素的棕色箭筒,箭筒中装有少量箭矢和箭羽;不出现弓,不手持任何武器,双手保持空置,手指清晰分离。服装轮廓简洁、贴合身体,体现训练有素的远程侦察单位气质。采用简洁自然的3D卡通游戏风格,stylized 3D cartoon,chibi、toy-like、非写实,但不过度夸张,不花哨,不堆叠装饰;使用柔和的手绘PBR材质、哑光皮革和布料质感、圆润但克制的卡通阴影。正视图清晰展示女性面部、发型、轻型皮甲、箭筒、双臂和双腿轮廓,纯浅灰色建模展示背景,单个角色居中,整洁的角色正视图建模参考图排版。 | +| 盾卫 | 用于游戏角色 3D 建模的角色正视图建模参考图,orthographic front view,角色正面朝向镜头,正交镜头,完整全身可见。角色采用标准 A-pose,双臂自然向身体两侧展开约 40 度,手掌朝前,手指分开,双腿自然分开,脚尖朝前,保持清晰的标准双臂双腿人形骨架,适合后续 Mixamo 人形骨骼绑定。一名灰石城堡的重装盾卫,成年男性人类,身材高大厚重,肩膀宽阔,体格强壮但保持标准人形比例,头部略大,面部坚毅。穿明亮银白色重型板甲、浅蓝色布制内衬、鲜红色皮革腰带和金属护膝,胸甲与肩甲上带有简洁的城堡守军徽记。必须保留一面大型长方形塔盾作为盾卫的职业标识,塔盾使用鲜红色主体、浅蓝色城堡徽记和明亮金色金属包边,盾牌固定在左前臂外侧并略微离开身体,正面朝向镜头,确保盾牌完整可见且不遮挡脸部、胸甲和双腿结构;塔盾是唯一允许出现的外部装备,双手保持自然放松,腰部和身体其他部位不携带、不佩戴剑、弓、法杖或任何其他武器。装备分件清晰,整体体现高血量前排单位的厚重与可靠。采用强烈的 3D 卡通游戏风格,stylized 3D cartoon,chibi、toy-like、非写实,圆润夸张的大块面造型,鲜明、高饱和的银白色、浅蓝色、鲜红色和明亮金色配色,手绘 PBR 材质,哑光塑料、金属和软皮革般的卡通质感,柔和圆润阴影。正视图清晰展示脸部、胸甲、塔盾、双臂、双腿和护甲结构,纯浅灰色建模展示背景,单个角色居中,整洁的角色正视图建模参考图排版。 | +| 弓箭手 | 用于游戏角色3D建模的角色正视图建模参考图,orthographic front view,角色正面朝向镜头,正交镜头,完整全身可见。角色采用标准A-pose,双臂自然向身体两侧下斜约45度,手掌朝前,手指分开,双腿自然分开,脚尖朝前,保持清晰的标准双臂双腿人形骨架,适合后续Mixamo人形骨骼绑定。一名年轻成年女性人类城堡弓箭手,身材修长但比例协调,头部略大,面部清秀而专注,侧边高马尾扎成利落的短马尾,额前有一条窄发带;保持标准人形结构,适合后续Mixamo人形骨骼绑定。穿具有清晰大色块的轻型皮甲,主体为森林青绿色皮甲,胸口和腰部采用温暖的浅棕色皮革,左肩覆盖一块向外展开的不对称短肩披,右肩保持简洁,形成明确的角色剪影;护腕、腰带和绑腿采用简单分件,不堆叠装饰。脖子佩戴一条醒目的赭红色短围巾,这是角色唯一的强对比色。背部右侧斜背一个中等大小的棕色箭筒,箭筒顶部从右肩后方露出,轮廓清晰,箭羽少量可见;不出现弓,不手持任何武器,双手保持空置,手指清晰分离。服装轮廓简洁利落,左肩短披、侧边高马尾、赭红色围巾和露出的箭筒在2.5D俯视斜角镜头下仍具有明确轮廓,适合远距离识别。采用简洁自然且适合2.5D游戏显示的3D卡通游戏风格,stylized 3D cartoon,chibi、toy-like、非写实,不过度夸张,不花哨,不堆叠装饰。使用有限而清晰的三色配色:森林青绿色皮甲作为主体色块,浅棕色皮革作为辅助色,赭红色围巾作为唯一强对比色;不要让灰色或灰褐色成为主要服装颜色。使用柔和手绘PBR材质、哑光皮革和布料质感、清晰的大色块和适合2.5D远景的圆润阴影。正视图清晰展示女性面部、侧边高马尾、短肩披、赭红色围巾、青绿色轻型皮甲、箭筒、双臂和双腿轮廓,纯浅灰色建模展示背景,单个角色居中,整洁的角色正视图建模参考图排版。 | | 人类士兵 | 用于游戏角色3D建模的角色正视图建模参考图,orthographic front view,角色正面朝向镜头,正交镜头,完整全身可见。角色采用标准A-pose,双臂自然向身体两侧下斜约45度,手掌朝前,手指分开,双腿自然分开,脚尖朝前,保持清晰的标准双臂双腿人形骨架,适合后续Mixamo人形骨骼绑定。一名灰石城堡的基础人类士兵,成年男性人类,体型普通但结实,头部略大,短棕发,面部干净利落,穿明亮蜂蜜黄色铁制胸甲、草绿色布衣、暖橙色皮革护腕、腰带和绑腿,胸甲或肩部带有简洁的城堡守军徽记。双手保持空置,腰部和身体其他部位不携带、不佩戴任何武器,保留完整清晰的身体与护甲轮廓,便于后续单独配置武器。装备采用简单的低阶士兵护甲,分件清晰,体现基础近战单位、可靠但装备普通的气质。采用强烈的3D卡通游戏风格,stylized 3D cartoon,chibi、toy-like、非写实,头大身短、四肢圆润,像高质量游戏手办,简化的大块面造型,鲜明、高饱和的蜂蜜黄色、草绿色和暖橙色配色,手绘PBR材质,哑光塑料、金属与软皮革般的卡通质感,柔和圆润阴影。正视图清晰展示脸部、胸甲、城堡徽记、双臂、双腿和完整身体轮廓,纯浅灰色建模展示背景,单个角色居中,整洁的角色正视图建模参考图排版。 | ### 第二章:荒野边境