diff --git a/Assets/Scenes/DefenseTest.scene b/Assets/Scenes/DefenseTest.scene
index 73a6a95..c947bd0 100644
Binary files a/Assets/Scenes/DefenseTest.scene and b/Assets/Scenes/DefenseTest.scene differ
diff --git a/Assets/Scripts/技能脚本/PlayerSkillSystem.cs b/Assets/Scripts/技能脚本/PlayerSkillSystem.cs
index e2ed15d..cd28b81 100644
--- a/Assets/Scripts/技能脚本/PlayerSkillSystem.cs
+++ b/Assets/Scripts/技能脚本/PlayerSkillSystem.cs
@@ -33,6 +33,10 @@ public class PlayerSkillSystem : MonoBehaviour
public float skill2Damage = 80f;
private float skill2RemainingCooldown = 0f;
+ [Header("技能2特效配置")]
+ public GameObject lightningStrikePrefab; // 落雷击中特效 (Assets/TJGeneratorLibEffects/Prefabs/Combat/Explosions/LightningExplosion/LightningExplosionBlue.prefab)
+ public GameObject lightningNovaPrefab; // 雷暴全屏光环特效 (Assets/TJGeneratorLibEffects/Prefabs/Combat/Nova/Lightning/NovaLightningBlue.prefab)
+
private void Awake()
{
Instance = this;
@@ -277,7 +281,7 @@ public class PlayerSkillSystem : MonoBehaviour
}
///
- /// 使用技能2:全屏AOE伤害
+ /// 使用技能2:全屏天雷狂轰伤害
///
public void UseSkill2()
{
@@ -287,32 +291,103 @@ public class PlayerSkillSystem : MonoBehaviour
}
float finalDamage = skill2Damage * powerMultiplier;
- Debug.Log($"释放技能2:全屏AOE(造成 {finalDamage:F1} 伤害,威力倍率: {powerMultiplier:F2})");
+ Debug.Log($"释放技能2:天雷狂轰(造成 {finalDamage:F1} 伤害,威力倍率: {powerMultiplier:F2})");
- // 对所有敌方单位造成伤害
- var enemies = FindObjectsOfType();
- int hitCount = 0;
-
- foreach (var unit in enemies)
+ // 加载特效资源
+ GameObject strikePrefab = lightningStrikePrefab;
+#if UNITY_EDITOR
+ if (strikePrefab == null)
{
+ strikePrefab = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/TJGeneratorLibEffects/Prefabs/Combat/Explosions/LightningExplosion/LightningExplosionBlue.prefab");
+ }
+#endif
+
+ GameObject novaPrefab = lightningNovaPrefab;
+#if UNITY_EDITOR
+ if (novaPrefab == null)
+ {
+ novaPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/TJGeneratorLibEffects/Prefabs/Combat/Nova/Lightning/NovaLightningBlue.prefab");
+ }
+#endif
+
+ // 1. 屏幕中央触发全屏雷暴光环
+ if (novaPrefab != null)
+ {
+ Vector3 centerPos = new Vector3(0f, 0.1f, 0f);
+ var novaGo = Instantiate(novaPrefab, centerPos, novaPrefab.transform.rotation);
+ Destroy(novaGo, 3.5f);
+ }
+
+ // 2. 检索所有活着的敌方单位
+ var allUnits = FindObjectsOfType();
+ var targetEnemies = new System.Collections.Generic.List();
+
+ foreach (var unit in allUnits)
+ {
+ if (unit == null || !unit.gameObject.activeInHierarchy) continue;
var team = unit.GetComponent();
if (team != null && team.teamId == 1) // 敌方
{
var healthBar = unit.GetComponent();
if (healthBar != null && !healthBar.IsDead)
{
- healthBar.TakeDamage(finalDamage);
- hitCount++;
+ targetEnemies.Add(unit);
}
}
}
- Debug.Log($"全屏AOE命中 {hitCount} 个敌人");
+ StartCoroutine(ExecuteLightningStrikesRoutine(targetEnemies, strikePrefab, finalDamage));
// 开始冷却
skill2RemainingCooldown = skill2Cooldown * cooldownMultiplier;
+ }
- // TODO: 播放技能特效
+ private System.Collections.IEnumerator ExecuteLightningStrikesRoutine(
+ System.Collections.Generic.List targetEnemies,
+ GameObject strikePrefab,
+ float finalDamage)
+ {
+ if (targetEnemies.Count > 0)
+ {
+ // 敌群交错落雷
+ for (int i = 0; i < targetEnemies.Count; i++)
+ {
+ var enemy = targetEnemies[i];
+ if (enemy != null && enemy.gameObject.activeInHierarchy)
+ {
+ Vector3 strikePos = enemy.transform.position;
+ strikePos.y = 0.1f;
+
+ if (strikePrefab != null)
+ {
+ var strikeGo = Instantiate(strikePrefab, strikePos, strikePrefab.transform.rotation);
+ Destroy(strikeGo, 3f);
+ }
+
+ var healthBar = enemy.GetComponent();
+ if (healthBar != null && !healthBar.IsDead)
+ {
+ healthBar.TakeDamage(finalDamage);
+ }
+ }
+
+ yield return new WaitForSeconds(0.08f); // 80毫秒交错落雷节奏
+ }
+ }
+ else
+ {
+ // 无敌人时在敌方阵地随机散落 6 道震撼天雷
+ for (int i = 0; i < 6; i++)
+ {
+ Vector3 randomPos = new Vector3(Random.Range(-5f, 5f), 0.1f, Random.Range(2f, 12f));
+ if (strikePrefab != null)
+ {
+ var strikeGo = Instantiate(strikePrefab, randomPos, strikePrefab.transform.rotation);
+ Destroy(strikeGo, 3f);
+ }
+ yield return new WaitForSeconds(0.08f);
+ }
+ }
}
///
diff --git a/CODELY.md b/CODELY.md
index 9111422..863f13b 100644
--- a/CODELY.md
+++ b/CODELY.md
@@ -143,6 +143,7 @@
- [2026-10-07 17:32:11] 召唤师技能治疗特效实现:使用 ParabolaFlyObject 驱动 GlowOrbGreen 飞球 (Assets/TJGeneratorLibEffects/Prefabs/Interactive/Loot/GlowOrb/GlowOrbGreen.prefab) 抛物线飞行至阵地中心,落地瞬间触发 2.5 倍缩放的 HealNova 粒子冲击波 (Assets/TJGeneratorLibEffects/Prefabs/Interactive/Healing/HealNova.prefab),并在此时调用 BuffSystem.Instance.ApplyGroupHeal 结算恢复。
- [2026-10-07 16:22:52] 法师技能与特效配置更新:法师 projectilePrefab 统一使用 FireballSharpMissileFire.prefab,并且命中落地触发 MagicExplosionFire.prefab 爆破,具体资产路径已同步更新至《召唤之战-角色与技能说明.md》。
+- [2026-10-08 00:04:53] 天雷狂轰技能实现:点击释放时在全屏中心激发 NovaLightningBlue 蓝闪电光环,同时按 80ms 节奏交错向全场敌方单位头顶劈下 LightningExplosionBlue 落雷(无敌人时在阵地随机轰炸 6 道),造成最终结算伤害并弹出漂字。具体路径与配置已同步写入项目。
### Reference
- [2026-09-09 12:23:17] 飞行物脚本 Projectile.cs 负责锁敌追踪、碰撞检测和伤害结算。箭矢预制体 ArrowProjectile_White.prefab 已配置 Projectile 组件和 CapsuleCollider(Is Trigger)。远程单位需在攻击动画松弦帧添加 OnAttackEffect Event,并在 UnitBase 中设置 attackType=RangedProjectile、projectilePrefab、projectileSpawnPoint。