feat(gameplay): 调整单位属性和纹理设置并优化主角移动系统

- 修改多个纹理资源的最大尺寸从2048降至512,并添加PlayableAds平台设置
- 调整第一、二章多个单位的移动速度、攻击力和攻击持续时间参数
- 重命名精锐士兵预制体名称,移除"新"字后缀
- 降低精锐士兵的攻击力和攻击持续时间

- 为主角战斗组件添加detectRange字段,实现寻敌和攻击范围分离
- 重构主角移动系统,从点击移动改为自动巡逻模式,增加栓绳机制防止远离基地
- 实现巡逻和追击状态切换,在发现敌人时停止巡逻进行攻击
-
This commit is contained in:
huadexuan committed 2026-09-14 18:36:50 +08:00
1 parent 769aea30f3
commit 8d43961f67
28 files changed
+443 -125

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+42 -6
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@@ -7,6 +7,9 @@ public class MainCharacterCombat : MonoBehaviour
[Min(0f)]
public float attackRange = 8f;
[Min(0f)]
public float detectRange = 10f;
[Min(0f)]
public float attackPower = 50f;
@@ -86,13 +89,39 @@ public class MainCharacterCombat : MonoBehaviour
return;
}
if (movement == null || movement.IsMoving || animator == null)
if (animator == null)
{
return;
}
// 巡逻中也能发现敌人;发现后停止巡逻,没有敌人则恢复巡逻
target = FindNearestEnemy();
if (target == null || attackCooldown > 0f)
if (target == null)
{
if (movement != null)
{
movement.ClearChaseTarget();
movement.SetPatrolEnabled(true);
}
return;
}
if (movement != null)
{
movement.SetPatrolEnabled(false);
// 寻敌范围内但超出攻击范围:主动走近敌人再攻击(受基地栓绳限制)
float targetDistance = GetHorizontalDistance(target.transform.position);
if (targetDistance > attackRange)
{
movement.SetChaseTarget(target.transform.position);
return;
}
movement.ClearChaseTarget();
}
if (attackCooldown > 0f)
{
return;
}
@@ -165,7 +194,7 @@ public class MainCharacterCombat : MonoBehaviour
if (movement != null)
{
movement.StopMovement();
movement.SetPatrolEnabled(false);
}
if (attacking)
@@ -334,8 +363,7 @@ public class MainCharacterCombat : MonoBehaviour
private bool IsInsideMovementBounds(Vector3 position)
{
return movement == null || (position.x >= movement.xLimits.x && position.x <= movement.xLimits.y
&& position.z >= movement.zLimits.x && position.z <= movement.zLimits.y);
return movement == null || movement.IsWithinLeash(position);
}
private void CheckSummonFinished()
@@ -466,10 +494,18 @@ public class MainCharacterCombat : MonoBehaviour
animator.SetInteger("speed", 0);
}
private float GetHorizontalDistance(Vector3 position)
{
Vector3 offset = position - transform.position;
offset.y = 0f;
return offset.magnitude;
}
private GameObject FindNearestEnemy()
{
// 索敌范围使用较小的 detectRange,主角不主动远离基地寻找敌人
GameObject nearest = null;
float nearestDistance = attackRange * attackRange;
float nearestDistance = detectRange * detectRange;
foreach (GameObject enemy in GameObject.FindGameObjectsWithTag("Enemy"))
{