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using System.Collections;
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using UnityEngine;
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public class ArcherSkill : UnitSkill
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{
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[Min(1)]
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public int volleyArrowCount = 3;
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[Min(0f)]
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public float volleyArrowDamageMultiplier = 0.7f;
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public float volleyArrowInterval = 0.15f;
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private Coroutine volleyCoroutine;
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public override void ReleaseSkill()
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{
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if (volleyCoroutine != null)
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{
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StopCoroutine(volleyCoroutine);
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}
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volleyCoroutine = StartCoroutine(FireVolley());
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}
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private IEnumerator FireVolley()
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{
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for (int i = 0; i < volleyArrowCount; i++)
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{
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// 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。
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GameObject volleyTarget = unit.Target != null ? unit.Target : FindNearestOpponent();
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if (volleyTarget == null)
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{
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break;
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}
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unit.FireSkillProjectile(volleyTarget, volleyArrowDamageMultiplier);
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yield return new WaitForSeconds(volleyArrowInterval);
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}
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volleyCoroutine = null;
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}
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private GameObject FindNearestOpponent()
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{
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string opponentTag = unit.OpponentTag;
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if (string.IsNullOrEmpty(opponentTag))
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{
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return null;
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float nearestSqrDistance = float.PositiveInfinity;
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GameObject[] opponents = GameObject.FindGameObjectsWithTag(opponentTag);
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foreach (GameObject opponent in opponents)
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{
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if (opponent == null || opponent.transform.root == unit.transform.root)
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{
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continue;
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}
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float sqrDistance = (opponent.transform.position - unit.transform.position).sqrMagnitude;
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if (sqrDistance < nearestSqrDistance)
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{
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nearestSqrDistance = sqrDistance;
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nearestOpponent = opponent;
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}
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}
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assetBundleVariant:
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[Header("通用眩晕显示")]
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[SerializeField] private bool showStunIndicator = true;
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[SerializeField] private float indicatorHeight = 0.35f;
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[SerializeField] private float indicatorSize = 0.5f;
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[SerializeField] private GameObject stunIndicatorPrefab;
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private Animator animator;
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private float stunnedRemaining;
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@@ -92,34 +92,18 @@ public class StatusEffectController : MonoBehaviour
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bounds.max.y + indicatorHeight,
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bounds.center.z);
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Camera camera = Camera.main;
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if (camera != null)
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{
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indicatorTransform.rotation = Quaternion.LookRotation(
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camera.transform.position - indicatorTransform.position,
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camera.transform.up)
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* Quaternion.Euler(0f, 0f, Time.unscaledTime * 180f);
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}
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}
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private void EnsureIndicator()
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{
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if (stunIndicator != null)
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if (stunIndicator != null || stunIndicatorPrefab == null)
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{
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return;
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}
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stunIndicator = new GameObject("StunIndicator_Star");
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stunIndicator = Instantiate(stunIndicatorPrefab);
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stunIndicator.name = "StunIndicator_Particle";
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indicatorTransform = stunIndicator.transform;
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TextMesh text = stunIndicator.AddComponent<TextMesh>();
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text.text = "★";
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text.anchor = TextAnchor.MiddleCenter;
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text.alignment = TextAlignment.Center;
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text.fontSize = 64;
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text.characterSize = indicatorSize;
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text.fontStyle = FontStyle.Bold;
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text.color = new Color(1f, 0.85f, 0.05f, 1f);
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}
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private void DestroyIndicator()
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@@ -25,6 +25,7 @@ public class StoneGolemSkill : UnitSkill
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return;
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}
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unit.FaceCurrentTarget(0f);
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isSkillReady = true;
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unit.PlaySkillAnimation(OnSkillFinished, skillAnimationDuration);
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}
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+49
-20
@@ -409,6 +409,11 @@ public class UnitBase : MonoBehaviour
|
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FaceTarget(friend);
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if (TryReleaseSkill())
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{
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return;
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}
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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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@@ -419,6 +424,11 @@ public class UnitBase : MonoBehaviour
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}
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private void FaceTarget(GameObject opponent)
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{
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FaceTarget(opponent, modelFacingOffset);
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}
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private void FaceTarget(GameObject opponent, float facingOffset)
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{
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if (opponent == null)
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{
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@@ -432,10 +442,38 @@ public class UnitBase : MonoBehaviour
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return;
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}
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|
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ApplyFacingRotation(direction);
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ApplyFacingRotation(direction, facingOffset);
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}
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private void ApplyFacingRotation(Vector3 direction)
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public void FaceCurrentTarget()
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{
|
||||
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)
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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"
|
||||
}
|
||||
}
|
||||
@@ -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": {
|
||||
|
||||
+2
-2
@@ -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。 |
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| 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。 |
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| 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。 |
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### 第二章:荒野边境
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Reference in new issue
Block a user