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光,模拟能量球 +Shader "Custom/MagicOrb" +{ + Properties + { + _OrbColor ("光球颜色", Color) = (1.0, 0.35, 0.1, 1.0) // 默认火球橙红 + _CoreColor ("核心颜色", Color) = (1.0, 0.95, 0.7, 1.0) // 核心亮黄白 + _PulseSpeed("脉动速度", Range(0.5, 5.0)) = 2.0 + _RimPower ("边缘光强度", Range(0.5, 5.0)) = 2.0 + } + SubShader + { + Tags { "RenderType"="Opaque" "Queue"="Geometry" } + LOD 100 + Cull Off + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + float3 worldNormal : TEXCOORD0; + float3 worldViewDir : TEXCOORD1; + }; + + float4 _OrbColor; + float4 _CoreColor; + float _PulseSpeed; + float _RimPower; + + v2f vert (appdata v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.worldViewDir = normalize(WorldSpaceViewDir(v.vertex)); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + float3 n = normalize(i.worldNormal); + float3 v = normalize(i.worldViewDir); + float ndv = saturate(dot(n, v)); + + // 边缘光(Fresnel):球的轮廓一圈更亮 + float rim = pow(1.0 - ndv, _RimPower); + // 脉动:呼吸感 + float pulse = 0.82 + 0.18 * sin(_Time.y * _PulseSpeed * 3.14159); + // 核心(朝向镜头的部分)偏亮白 + float3 col = lerp(_OrbColor.rgb, _CoreColor.rgb, ndv * 0.65); + col += rim * _OrbColor.rgb * 1.5; + col *= pulse; + + return float4(col, 1.0); + } + ENDCG + } + } +} diff --git a/Assets/Prefabs/特效/飞球/MagicOrb.shader.meta b/Assets/Prefabs/特效/飞球/MagicOrb.shader.meta new file mode 100644 index 0000000..f0cb937 --- /dev/null +++ b/Assets/Prefabs/特效/飞球/MagicOrb.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: Xnoa4y2vAXmmizVgnDsFAuB+4AF9RG+vjTQ/YUVXpe+q9TLH8S8kjak= +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prefabs/第一章/小怪/城堡金盾卫.prefab b/Assets/Prefabs/第一章/小怪/城堡金盾卫.prefab index 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b/Assets/Scenes/CharacterTest.scene differ diff --git a/Assets/Scenes/DefenseTest.scene b/Assets/Scenes/DefenseTest.scene index 8eed0fa..b84adeb 100644 Binary files a/Assets/Scenes/DefenseTest.scene and b/Assets/Scenes/DefenseTest.scene differ diff --git a/Assets/Scenes/FormationTest.scene b/Assets/Scenes/FormationTest.scene index 7c995df..73b297e 100644 --- a/Assets/Scenes/FormationTest.scene +++ b/Assets/Scenes/FormationTest.scene @@ -2914,7 +2914,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: b276ecf786e63403dbfe7a66943322ee, type: 3} m_Name: m_EditorClassIdentifier: - localPlayerJson: {fileID: 0} + localPlayerJson: {fileID: 4900000, guid: 0a4be3e0379a94507a84d7cb448779a4, type: 3} ownedCharacters: [] currentDeck: - characterId: diff --git a/Assets/Script/AnimatedCharacterMovement.cs b/Assets/Script/AnimatedCharacterMovement.cs deleted file mode 100644 index 333f827..0000000 --- a/Assets/Script/AnimatedCharacterMovement.cs +++ /dev/null @@ -1,55 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class AnimatedCharacterMovement : MonoBehaviour -{ - public float moveSpeed = 1f; // 移动速度 - private Animator animator; - private CharacterController controller; - - void Start() - { - animator = GetComponent(); - controller = GetComponent(); - } - - void Update() - { - - // 获取点击输入 - if (Input.GetMouseButton(0)) - { - // 获取点击位置 - Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); - RaycastHit hit; - - // 检测点击位置是否有物体 - if (Physics.Raycast(ray, out hit)) - { - // 获取点击位置的坐标 - Vector3 targetPosition = hit.point; - - // 计算移动方向 - Vector3 movement = targetPosition - transform.position; - movement.y = 0; // 确保只在水平面上旋转 - - //改变角色朝向 - transform.rotation = Quaternion.LookRotation(movement, Vector3.up); - - //改变动画控制器的参数 - animator.SetInteger("speed", 1); - - //角色像点击处移动 - //获取movement向量 - Vector3 move = movement.normalized; - controller.Move(move * moveSpeed * Time.deltaTime); - - } - } - else - { - animator.SetInteger("speed", 0); - } - } -} diff --git a/Assets/Script/AnimatedCharacterMovement.cs.meta b/Assets/Script/AnimatedCharacterMovement.cs.meta deleted file mode 100644 index e811725..0000000 --- a/Assets/Script/AnimatedCharacterMovement.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: CntKvHv4VXPNyZJDskcWyKYli31IutOA22jINaqbgxi9J3GgnvB9dMw= -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Script/TurnAroundTest.cs b/Assets/Script/TurnAroundTest.cs deleted file mode 100644 index 43176d7..0000000 --- a/Assets/Script/TurnAroundTest.cs +++ /dev/null @@ -1,41 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class TurnArouundTest : MonoBehaviour -{ - public float moveSpeed = 1f; // 移动速度 - - void Start() - { - - } - - void Update() - { - - // 获取点击输入 - if 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Assets/Script/建筑脚本/CastleSpawnManager.cs.meta index 7b6053d..340e7e7 100644 --- a/Assets/Script/CastleSpawnManager.cs.meta +++ b/Assets/Script/建筑脚本/CastleSpawnManager.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: CHMXsyioV3xtkiJD2efA348D6pNVylSji1x9B3EkftlvQ+9oBm5CB9Y= +guid: Wysc5i6rUC+IV5FZ0/o3UMuAsbu+kExxLM4sa7XnkVGb+y85mKtxqMU= MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Script/CrystalMineCapture.cs b/Assets/Script/建筑脚本/CrystalMineCapture.cs similarity index 88% rename from Assets/Script/CrystalMineCapture.cs rename to Assets/Script/建筑脚本/CrystalMineCapture.cs index 5d52511..3c6e395 100644 --- a/Assets/Script/CrystalMineCapture.cs +++ b/Assets/Script/建筑脚本/CrystalMineCapture.cs @@ -16,9 +16,9 @@ public class CrystalMineCapture : MonoBehaviour [Min(1f)] public float manaInterval = 8f; [Min(1)] public int manaAmount = 1; - [SerializeField] private AdjustableGlowOrb glowOrb; - [Tooltip("混沌裂缝传送门(随机出兵点),随争夺进度同步变色,可留空")] - [SerializeField] private RiftPortalVisual riftVisual; + // [SerializeField] private AdjustableGlowOrb glowOrb; // 已删除,视觉效果脚本未使用 + // [Tooltip("混沌裂缝传送门(随机出兵点),随争夺进度同步变色,可留空")] + // [SerializeField] private RiftPortalVisual riftVisual; // 已删除,视觉效果脚本未使用 [SerializeField] private Color neutralColor = Color.white; [SerializeField] private Color blueColor = new Color(0.1f, 0.65f, 1f, 1f); [SerializeField] private Color redColor = new Color(1f, 0.12f, 0.08f, 1f); @@ -56,15 +56,15 @@ public class CrystalMineCapture : MonoBehaviour unitTeam = GetComponent(); } - if (glowOrb == null) - { - glowOrb = GetComponentInChildren(true); - } + // if (glowOrb == null) + // { + // glowOrb = GetComponentInChildren(true); + // } - if (riftVisual == null) - { - riftVisual = GetComponentInChildren(true); - } + // if (riftVisual == null) + // { + // riftVisual = GetComponentInChildren(true); + // } CreateCaptureBar(); RefreshVisuals(); @@ -73,10 +73,10 @@ public class CrystalMineCapture : MonoBehaviour private void Start() { // 强制重置光球颜色为初始状态 - if (glowOrb != null) - { - glowOrb.SetGlowColor(neutralColor); - } + // if (glowOrb != null) + // { + // glowOrb.SetGlowColor(neutralColor); + // } RefreshVisuals(); } @@ -177,17 +177,17 @@ public class CrystalMineCapture : MonoBehaviour unitTeam.teamId = blueProgress >= 100f ? 0 : blueProgress <= 0f ? 1 : 2; } - if (glowOrb != null) - { - Color color = blueProgress >= 100f ? blueColor : blueProgress <= 0f ? redColor : neutralColor; - glowOrb.SetGlowColor(color); - } + // if (glowOrb != null) + // { + // Color color = blueProgress >= 100f ? blueColor : blueProgress <= 0f ? redColor : neutralColor; + // glowOrb.SetGlowColor(color); + // } - if (riftVisual != null) - { - Color riftColor = blueProgress >= 100f ? blueColor : blueProgress <= 0f ? redColor : neutralColor; - riftVisual.SetRiftColor(riftColor); - } + // if (riftVisual != null) + // { + // Color riftColor = blueProgress >= 100f ? blueColor : blueProgress <= 0f ? redColor : neutralColor; + // riftVisual.SetRiftColor(riftColor); + // } } private void CreateCaptureBar() diff --git a/Assets/Script/CrystalMineCapture.cs.meta b/Assets/Script/建筑脚本/CrystalMineCapture.cs.meta similarity index 76% rename from Assets/Script/CrystalMineCapture.cs.meta rename to Assets/Script/建筑脚本/CrystalMineCapture.cs.meta index 64c87c8..f7ca436 100644 --- a/Assets/Script/CrystalMineCapture.cs.meta +++ b/Assets/Script/建筑脚本/CrystalMineCapture.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: DnlL4SKoBS46ofpRnEoWK5s8DFl+8ZK4OiqdlfF2jZrFJIMONOuNlvA= +guid: Ci8f4Sz/WnrXjU/p2xyMiRtWkh/2zF5+zBmBE7FvT1PHEvOb80JVbxc= MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Script/EnemyCastleAI.cs b/Assets/Script/建筑脚本/EnemyCastleAI.cs similarity index 100% rename from Assets/Script/EnemyCastleAI.cs rename to Assets/Script/建筑脚本/EnemyCastleAI.cs diff --git a/Assets/Script/EnemyCastleAI.cs.meta b/Assets/Script/建筑脚本/EnemyCastleAI.cs.meta similarity index 76% rename from 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b/Assets/Script/技能脚本/ArcherHunterSkill.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: XihKsyuuUn77QGunzckB2vzutslS+vzIIEIFotxpCnDDkhI1D3gAz4c= +guid: CXMasCypUn3kQGV7OBQKx0Mrc9FoG/uoHgJ6krDLXW6ZDWy/4d5TDyk= MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Script/ArcherSkill.cs b/Assets/Script/技能脚本/ArcherSkill.cs similarity index 100% rename from Assets/Script/ArcherSkill.cs rename to Assets/Script/技能脚本/ArcherSkill.cs diff --git a/Assets/Script/ArcherSkill.cs.meta b/Assets/Script/技能脚本/ArcherSkill.cs.meta similarity index 76% rename from Assets/Script/ArcherSkill.cs.meta rename to Assets/Script/技能脚本/ArcherSkill.cs.meta index b6a5207..0b09f40 100644 --- a/Assets/Script/ArcherSkill.cs.meta +++ b/Assets/Script/技能脚本/ArcherSkill.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: CSxJtC6rW31/KwEkK4ivs38SznYbHeuYb86/3jXHHQflxor/O1l4M7U= +guid: XnwW5yykAS0U9mQKwrOcVteeHFnga3JX/QTPS3VU+tZRWJtTrUUK2x4= MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Script/BlueMonsterSkill.cs b/Assets/Script/技能脚本/BlueMonsterSkill.cs similarity index 100% rename from Assets/Script/BlueMonsterSkill.cs rename to Assets/Script/技能脚本/BlueMonsterSkill.cs diff --git a/Assets/Script/BlueMonsterSkill.cs.meta b/Assets/Script/技能脚本/BlueMonsterSkill.cs.meta similarity index 76% rename from Assets/Script/BlueMonsterSkill.cs.meta rename to Assets/Script/技能脚本/BlueMonsterSkill.cs.meta index 0f230a5..4caab0e 100644 --- a/Assets/Script/BlueMonsterSkill.cs.meta +++ b/Assets/Script/技能脚本/BlueMonsterSkill.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: Wnof4X6tBy2Re/WkcDIIR8jLFhw4f9ah/x/XNbUMHqlzFHdChoNCy/I= +guid: C38c5nv/Vn2YC2O93bDcCWKF4BJ2qD0jF/dSHLsVrFDI+CkbTal6Ebk= MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Script/CastleMageSkill.cs b/Assets/Script/技能脚本/CastleMageSkill.cs similarity index 100% rename from Assets/Script/CastleMageSkill.cs rename to Assets/Script/技能脚本/CastleMageSkill.cs diff --git a/Assets/Script/CastleMageSkill.cs.meta b/Assets/Script/技能脚本/CastleMageSkill.cs.meta similarity index 76% rename from Assets/Script/CastleMageSkill.cs.meta rename to Assets/Script/技能脚本/CastleMageSkill.cs.meta index e85cbcb..40eaa9c 100644 --- a/Assets/Script/CastleMageSkill.cs.meta +++ b/Assets/Script/技能脚本/CastleMageSkill.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: Cn4bsnyuVn6kevm8A3QZW4Oh8KCqLYuAMcb2daUizH+Zn45nRrCY42U= +guid: W3IdsX/5W38NwZRl1j3lHmxfAjBoB+oex9RA+P0ZiHfo6idD8aLHRhg= MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Script/EliteSoldierSkill.cs b/Assets/Script/技能脚本/EliteSoldierSkill.cs similarity index 100% rename from Assets/Script/EliteSoldierSkill.cs rename to Assets/Script/技能脚本/EliteSoldierSkill.cs diff --git a/Assets/Script/EliteSoldierSkill.cs.meta b/Assets/Script/技能脚本/EliteSoldierSkill.cs.meta similarity index 76% rename from Assets/Script/EliteSoldierSkill.cs.meta rename to Assets/Script/技能脚本/EliteSoldierSkill.cs.meta index a563bef..0b6df78 100644 --- a/Assets/Script/EliteSoldierSkill.cs.meta +++ b/Assets/Script/技能脚本/EliteSoldierSkill.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: BnNJvSurVH7psIf+wcLfpozFZEpHdX+UGs+GERxCP4R4I4+WrcC0OW8= +guid: WnsWvCj+UC/pYq+AWRC8DmC4vGU3+wwjbpdBYlFWVzs1Nq39emaTJR4= MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Script/HumanSoldierSkill.cs b/Assets/Script/技能脚本/HumanSoldierSkill.cs similarity index 100% rename from Assets/Script/HumanSoldierSkill.cs rename to Assets/Script/技能脚本/HumanSoldierSkill.cs diff --git a/Assets/Script/HumanSoldierSkill.cs.meta b/Assets/Script/技能脚本/HumanSoldierSkill.cs.meta similarity index 76% rename from Assets/Script/HumanSoldierSkill.cs.meta rename to Assets/Script/技能脚本/HumanSoldierSkill.cs.meta index 03c685a..0e905a7 100644 --- a/Assets/Script/HumanSoldierSkill.cs.meta +++ b/Assets/Script/技能脚本/HumanSoldierSkill.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 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a/Assets/Script/ShieldGuardSkill.cs b/Assets/Script/技能脚本/ShieldGuardSkill.cs similarity index 100% rename from Assets/Script/ShieldGuardSkill.cs rename to Assets/Script/技能脚本/ShieldGuardSkill.cs diff --git a/Assets/Script/ShieldGuardSkill.cs.meta b/Assets/Script/技能脚本/ShieldGuardSkill.cs.meta similarity index 76% rename from Assets/Script/ShieldGuardSkill.cs.meta rename to Assets/Script/技能脚本/ShieldGuardSkill.cs.meta index 262ea6c..716742e 100644 --- a/Assets/Script/ShieldGuardSkill.cs.meta +++ b/Assets/Script/技能脚本/ShieldGuardSkill.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: XCkWsHz7Wn/4PQyuRdHqOq4UICVTHToo6q2RmJrNHMtmqcPpJ27eVZY= +guid: BntMsS6pUymOHB/6dKfMA7C7qYr3zT7pDxKENaWTJXDll6CyvBaNH2k= MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Script/StoneGolemSkill.cs b/Assets/Script/技能脚本/StoneGolemSkill.cs similarity index 100% rename from Assets/Script/StoneGolemSkill.cs rename to Assets/Script/技能脚本/StoneGolemSkill.cs diff --git a/Assets/Script/StoneGolemSkill.cs.meta b/Assets/Script/技能脚本/StoneGolemSkill.cs.meta similarity index 76% rename from Assets/Script/StoneGolemSkill.cs.meta rename to Assets/Script/技能脚本/StoneGolemSkill.cs.meta index 59223dc..6e26c29 100644 --- a/Assets/Script/StoneGolemSkill.cs.meta +++ b/Assets/Script/技能脚本/StoneGolemSkill.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: XnMW5C2uVn52nDo2ZCekxHmauPH9tZNCkJqe/9kpsowhANso8vBKTP4= +guid: CC8d5C+qVXL85oNIASr9QqmYpLwsA9tVuzUYro25oZb3NHl6w2iNA1E= MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Script/UnitSkill.cs b/Assets/Script/技能脚本/UnitSkill.cs similarity index 100% rename from Assets/Script/UnitSkill.cs rename to Assets/Script/技能脚本/UnitSkill.cs diff --git a/Assets/Script/UnitSkill.cs.meta b/Assets/Script/技能脚本/UnitSkill.cs.meta similarity index 76% rename from Assets/Script/UnitSkill.cs.meta rename to Assets/Script/技能脚本/UnitSkill.cs.meta index b636d8e..0cabe21 100644 --- a/Assets/Script/UnitSkill.cs.meta +++ b/Assets/Script/技能脚本/UnitSkill.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: Wn4W5CmsUi1oF9d3d5TAjp/LRDE99tRbr3RNsqRATY5Z50wvV7oZtfs= +guid: Wi9K4CiqAHqIYi4iwkLvt2K24jVu7gOoQzrHgM9LxGqhLcEJqXPR69Y= MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Script/WerewolfSkill.cs b/Assets/Script/技能脚本/WerewolfSkill.cs similarity index 100% rename from Assets/Script/WerewolfSkill.cs rename to Assets/Script/技能脚本/WerewolfSkill.cs diff --git a/Assets/Script/WerewolfSkill.cs.meta b/Assets/Script/技能脚本/WerewolfSkill.cs.meta similarity index 76% rename from Assets/Script/WerewolfSkill.cs.meta rename to Assets/Script/技能脚本/WerewolfSkill.cs.meta index a27a4df..08d16ff 100644 --- a/Assets/Script/WerewolfSkill.cs.meta +++ b/Assets/Script/技能脚本/WerewolfSkill.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: DCkftHj8UnjpCxHeUf2L29w97Zo/zmSGcvdXcl8wZsX+qUVv0GRB6wA= +guid: CX1K4XmqUC1Wf0EVbqMJfAnOkX/FLXd2ZcMaE6q7L8nno/KCp7gb5kA= MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Script/投射物和特效.meta b/Assets/Script/投射物和特效.meta new file mode 100644 index 0000000..2c991dc --- /dev/null +++ b/Assets/Script/投射物和特效.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: C3NKvHn7ByhpboMedamD6BHAkrWmD5cauwjyuSrSPmDs6OkTH4kIpeY= +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/Projectile.cs b/Assets/Script/投射物和特效/Projectile.cs similarity index 93% rename from Assets/Script/Projectile.cs rename to Assets/Script/投射物和特效/Projectile.cs index b0d7ad9..f347c13 100644 --- a/Assets/Script/Projectile.cs +++ b/Assets/Script/投射物和特效/Projectile.cs @@ -2,6 +2,9 @@ using UnityEngine; public class Projectile : MonoBehaviour { + [Header("爆炸效果(可选)")] + public GameObject explosionPrefab; // 爆炸特效预制体,留空则没有爆炸效果 + private GameObject target; private GameObject owner; private float damage; @@ -157,6 +160,12 @@ public class Projectile : MonoBehaviour } } + // 生成爆炸效果 + if (explosionPrefab != 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a/Assets/Script/MainCharacterCombat.cs b/Assets/Script/角色脚本/MainCharacterCombat.cs similarity index 100% rename from Assets/Script/MainCharacterCombat.cs rename to Assets/Script/角色脚本/MainCharacterCombat.cs diff --git a/Assets/Script/MainCharacterCombat.cs.meta b/Assets/Script/角色脚本/MainCharacterCombat.cs.meta similarity index 76% rename from Assets/Script/MainCharacterCombat.cs.meta rename to Assets/Script/角色脚本/MainCharacterCombat.cs.meta index 90dc29d..77d27d1 100644 --- a/Assets/Script/MainCharacterCombat.cs.meta +++ b/Assets/Script/角色脚本/MainCharacterCombat.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: WnkYtX+rAnnBKkBE7kheG2GT1inlULO90F2pbqBnDq5NsA1E9BUDHjY= +guid: XHsWs3+oBXnsjqsMON2GVR71rCVLDHfEJ8faf2+LZIF5Arn4oiYdFQc= MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Script/MainCharacterDebugMovement.cs b/Assets/Script/角色脚本/MainCharacterDebugMovement.cs similarity index 100% rename from Assets/Script/MainCharacterDebugMovement.cs rename to 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b/Assets/Script/角色脚本/SummonerClickMovement.cs.meta similarity index 76% rename from Assets/Script/SummonerClickMovement.cs.meta rename to Assets/Script/角色脚本/SummonerClickMovement.cs.meta index 25010e8..9d9436c 100644 --- a/Assets/Script/SummonerClickMovement.cs.meta +++ b/Assets/Script/角色脚本/SummonerClickMovement.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: D3MZ53/+Bi5T65J7i/sGjy4OrNmkAPexctr/dMT82/ffKFb1P6oQ0Co= +guid: WnsdsnurBXu73oetl8PpBFS15JbWYOToViLHQjuwwWbjfK6jglVS9pk= MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Script/UnitBase.cs b/Assets/Script/角色脚本/UnitBase.cs similarity index 98% rename from Assets/Script/UnitBase.cs rename to Assets/Script/角色脚本/UnitBase.cs index 611313b..e73fe81 100644 --- a/Assets/Script/UnitBase.cs +++ b/Assets/Script/角色脚本/UnitBase.cs @@ -1002,10 +1002,14 @@ public class UnitBase : MonoBehaviour return; } + // 计算朝向目标的旋转 + Vector3 direction = (opponent.transform.position - projectileSpawnPoint.position).normalized; + Quaternion rotation = Quaternion.LookRotation(direction); + GameObject projectileObject = Instantiate( projectilePrefab, projectileSpawnPoint.position, - Quaternion.identity); + rotation); // 使用正确的旋转,让投射物面向目标 Projectile projectile = projectileObject.GetComponent(); if (projectile != null) { @@ -1025,10 +1029,14 @@ public class UnitBase : MonoBehaviour return; } + // 计算朝向目标的旋转 + Vector3 direction = (opponent.transform.position - projectileSpawnPoint.position).normalized; + Quaternion rotation = Quaternion.LookRotation(direction); + GameObject projectileObject = Instantiate( projectilePrefab, projectileSpawnPoint.position, - Quaternion.identity); + rotation); // 使用正确的旋转,让投射物面向目标 Projectile projectile = projectileObject.GetComponent(); if (projectile != null) { diff --git a/Assets/Script/UnitBase.cs.meta b/Assets/Script/角色脚本/UnitBase.cs.meta similarity index 76% rename from Assets/Script/UnitBase.cs.meta rename to Assets/Script/角色脚本/UnitBase.cs.meta index 047c2b7..36ff1d7 100644 --- a/Assets/Script/UnitBase.cs.meta +++ b/Assets/Script/角色脚本/UnitBase.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: XXMe5HurAi4+5pK1914zQpj7IOwp0v4frn/tNZC60MwZu6o4g8xPXNM= +guid: Wysctir/AS85coFpOAVgITeURgK9Mr8QfSzBF8YJITfrH+Iw1gVKFtc= MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Script/UnitTeam.cs b/Assets/Script/角色脚本/UnitTeam.cs similarity index 100% rename from Assets/Script/UnitTeam.cs rename to Assets/Script/角色脚本/UnitTeam.cs diff --git a/Assets/Script/UnitTeam.cs.meta b/Assets/Script/角色脚本/UnitTeam.cs.meta similarity index 76% rename from Assets/Script/UnitTeam.cs.meta rename to Assets/Script/角色脚本/UnitTeam.cs.meta index ab5d2ba..092140f 100644 --- a/Assets/Script/UnitTeam.cs.meta +++ b/Assets/Script/角色脚本/UnitTeam.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: WnxJsSr/VX1DeBY80HGM2j/amZWAkx8FQCM7bFTomhdecHzVdHd5eOw= +guid: W3sY53n4U38uqE52iT9T3SGCXa4N1Lq1D+yZzpdpF2bStp+zdGJU0pg= MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/Visuals/AdjustableGlowOrb.cs b/Assets/Scripts/Visuals/AdjustableGlowOrb.cs deleted file mode 100644 index e727d58..0000000 --- a/Assets/Scripts/Visuals/AdjustableGlowOrb.cs +++ /dev/null @@ -1,76 +0,0 @@ -using UnityEngine; - -[ExecuteAlways] -public class AdjustableGlowOrb : MonoBehaviour -{ - [SerializeField] private Color glowColor = new Color(0.1f, 0.65f, 1f, 1f); - [SerializeField, Min(0f)] private float emissionIntensity = 2.5f; - [SerializeField, Range(0f, 1f)] private float haloAlpha = 0.25f; - [SerializeField] private Renderer targetRenderer; - [Tooltip("光晕等附属渲染器,留空时自动收集子级(排除主体球)")] - [SerializeField] private Renderer[] haloRenderers; - - private MaterialPropertyBlock propertyBlock; - - private void OnEnable() - { - ApplyVisuals(); - } - - private void OnValidate() - { - ApplyVisuals(); - } - - public void SetGlowColor(Color color) - { - glowColor = color; - ApplyVisuals(); - } - - public Color GetGlowColor() => glowColor; - - private void ApplyVisuals() - { - if (targetRenderer == null) - { - targetRenderer = GetComponent(); - } - - if (haloRenderers == null || haloRenderers.Length == 0) - { - haloRenderers = GetComponentsInChildren(true); - for (int i = 0; i < haloRenderers.Length; i++) - { - if (haloRenderers[i] == targetRenderer) - { - haloRenderers[i] = null; - } - } - } - - if (targetRenderer != null) - { - propertyBlock ??= new MaterialPropertyBlock(); - targetRenderer.GetPropertyBlock(propertyBlock); - Color emission = glowColor * emissionIntensity; - propertyBlock.SetColor("_BaseColor", glowColor); - propertyBlock.SetColor("_Color", glowColor); - propertyBlock.SetColor("_EmissionColor", emission); - targetRenderer.SetPropertyBlock(propertyBlock); - } - - if (haloRenderers == null) return; - propertyBlock ??= new MaterialPropertyBlock(); - Color haloTint = new Color(glowColor.r, glowColor.g, glowColor.b, haloAlpha); - foreach (Renderer halo in haloRenderers) - { - if (halo == null) continue; - halo.GetPropertyBlock(propertyBlock); - // Legacy Shaders/Particles/Additive 用 _TintColor 作为颜色入口 - propertyBlock.SetColor("_TintColor", haloTint); - propertyBlock.SetColor("_Color", haloTint); - halo.SetPropertyBlock(propertyBlock); - } - } -} diff --git a/Assets/Scripts/Visuals/AdjustableGlowOrb.cs.meta b/Assets/Scripts/Visuals/AdjustableGlowOrb.cs.meta deleted file mode 100644 index c155a08..0000000 --- a/Assets/Scripts/Visuals/AdjustableGlowOrb.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: Wy4WsSytUHKt4Lt/6y0foOFNb9+jGCSNOHfb7zNRXDP2CnmXS/mkpNM= -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Visuals/PortalEnergyVisual.cs b/Assets/Scripts/Visuals/PortalEnergyVisual.cs deleted file mode 100644 index 00b7c7a..0000000 --- a/Assets/Scripts/Visuals/PortalEnergyVisual.cs +++ /dev/null @@ -1,74 +0,0 @@ -using UnityEngine; - -[ExecuteAlways] -public class PortalEnergyVisual : MonoBehaviour -{ - public enum PortalTeamColor - { - Neutral, - Blue, - Red - } - - [SerializeField] private PortalTeamColor teamColor = PortalTeamColor.Neutral; - [SerializeField] private Color neutralColor = Color.white; - [SerializeField] private Color blueColor = new Color(0.1f, 0.65f, 1f, 1f); - [SerializeField] private Color redColor = new Color(1f, 0.12f, 0.08f, 1f); - [SerializeField, Min(0f)] private float emissionIntensity = 2.2f; - [SerializeField, Min(0f)] private float pulseSpeed = 1.6f; - [SerializeField, Range(0f, 0.2f)] private float pulseAmount = 0.06f; - [SerializeField] private Vector2 scrollSpeed = new Vector2(0f, -0.08f); - - private Renderer targetRenderer; - private MaterialPropertyBlock propertyBlock; - private static readonly int BaseColorId = Shader.PropertyToID("_Color"); - private static readonly int TintColorId = Shader.PropertyToID("_TintColor"); - private static readonly int EmissionColorId = Shader.PropertyToID("_EmissionColor"); - private static readonly int MainTexStId = Shader.PropertyToID("_MainTex_ST"); - - private void OnEnable() - { - targetRenderer = GetComponent(); - propertyBlock ??= new MaterialPropertyBlock(); - ApplyVisuals(0f); - } - - private void Update() - { - ApplyVisuals(Application.isPlaying ? Time.time : Time.realtimeSinceStartup); - } - - private void OnValidate() - { - targetRenderer = GetComponent(); - propertyBlock ??= new MaterialPropertyBlock(); - ApplyVisuals(0f); - } - - public void SetTeamColor(PortalTeamColor color) - { - teamColor = color; - ApplyVisuals(0f); - } - - public PortalTeamColor GetTeamColor() => teamColor; - - private void ApplyVisuals(float time) - { - if (targetRenderer == null) - { - return; - } - - Color color = teamColor == PortalTeamColor.Blue ? blueColor : teamColor == PortalTeamColor.Red ? redColor : neutralColor; - float pulse = 1f + Mathf.Sin(time * pulseSpeed) * pulseAmount; - Color emission = color * (emissionIntensity * pulse); - - targetRenderer.GetPropertyBlock(propertyBlock); - propertyBlock.SetColor(BaseColorId, color); - propertyBlock.SetColor(TintColorId, color); - propertyBlock.SetColor(EmissionColorId, emission); - propertyBlock.SetVector(MainTexStId, new Vector4(1f, 1f, scrollSpeed.x * time, scrollSpeed.y * time)); - targetRenderer.SetPropertyBlock(propertyBlock); - } -} diff --git a/Assets/Scripts/Visuals/PortalEnergyVisual.cs.meta b/Assets/Scripts/Visuals/PortalEnergyVisual.cs.meta deleted file mode 100644 index e2a34b6..0000000 --- a/Assets/Scripts/Visuals/PortalEnergyVisual.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: B3lNvC6vUihFXZRWfse+0pjfpFXfEHzGHbWso3vUnZsU4niV4zg0eu8= -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Visuals/RiftPortalVisual.cs b/Assets/Scripts/Visuals/RiftPortalVisual.cs deleted file mode 100644 index cc315e8..0000000 --- a/Assets/Scripts/Visuals/RiftPortalVisual.cs +++ /dev/null @@ -1,102 +0,0 @@ -using UnityEngine; - -/// 混沌裂缝传送门:主层(静态椭圆框)+ 内层(原地波动),支持白/红/蓝三色切换。 -[ExecuteAlways] -public class RiftPortalVisual : MonoBehaviour -{ - [Header("裂缝渲染层(主层 + 内层)")] - [SerializeField] private Renderer[] riftRenderers; - [SerializeField] private Transform innerLayer; - - [Header("颜色状态(配色与水晶矿一致)")] - [SerializeField] private Color currentColor = Color.white; - [SerializeField] private Color neutralColor = Color.white; - [SerializeField] private Color blueColor = new Color(0.1f, 0.65f, 1f, 1f); - [SerializeField] private Color redColor = new Color(1f, 0.12f, 0.08f, 1f); - - [Header("原地波动动画(仅运行时,无位移无旋转)")] - [SerializeField, Min(0f)] private float pulseSpeed = 2.2f; - [Tooltip("内层整体缩放的呼吸幅度")] - [SerializeField, Range(0f, 0.2f)] private float pulseAmplitude = 0.04f; - [Tooltip("亮度明暗波动幅度 0~1")] - [SerializeField, Range(0f, 1f)] private float glowPulseAmount = 0.25f; - - private MaterialPropertyBlock propertyBlock; - private Vector3 innerBaseScale; - private bool baseScaleCached; - - public Color CurrentColor => currentColor; - - private void OnEnable() => ApplyColor(); - private void OnValidate() => ApplyColor(); - private void Reset() => CollectRenderers(); - - public void SetRiftColor(Color color) - { - currentColor = color; - ApplyColor(); - } - - /// teamId: 0=蓝, 1=红, 其他=白(中立),与水晶矿争夺语义一致。 - public void SetTeam(int teamId) - { - SetRiftColor(teamId == 0 ? blueColor : teamId == 1 ? redColor : neutralColor); - } - - private void ApplyColor(float brightness = 1f) - { - if (riftRenderers == null || riftRenderers.Length == 0) - { - CollectRenderers(); - } - if (riftRenderers == null) return; - - propertyBlock ??= new MaterialPropertyBlock(); - Color tint = new Color( - currentColor.r * brightness, - currentColor.g * brightness, - currentColor.b * brightness, - currentColor.a); - foreach (Renderer renderer in riftRenderers) - { - if (renderer == null) continue; - renderer.GetPropertyBlock(propertyBlock); - // Legacy Shaders/Particles/Additive 用 _TintColor 作为颜色入口 - propertyBlock.SetColor("_TintColor", tint); - propertyBlock.SetColor("_Color", tint); - renderer.SetPropertyBlock(propertyBlock); - } - } - - private void CollectRenderers() - { - riftRenderers = GetComponentsInChildren(true); - } - - private void Update() - { - if (!Application.isPlaying) return; - - float t = Time.time; - float wave = Mathf.Sin(t * pulseSpeed); - - // 内层整体缩放的轻微呼吸(围绕自身中心,原地) - if (innerLayer != null) - { - if (!baseScaleCached) - { - innerBaseScale = innerLayer.localScale; - baseScaleCached = true; - } - float pulse = 1f + wave * pulseAmplitude; - innerLayer.localScale = new Vector3( - innerBaseScale.x * pulse, - innerBaseScale.y * pulse, - innerBaseScale.z); - } - - // 亮度明暗波动(原地能量涌动) - float brightness = 1f - glowPulseAmount * (0.5f - 0.5f * wave); - ApplyColor(brightness); - } -} diff --git a/Assets/Scripts/Visuals/RiftPortalVisual.cs.meta b/Assets/Scripts/Visuals/RiftPortalVisual.cs.meta deleted file mode 100644 index ee92bb4..0000000 --- a/Assets/Scripts/Visuals/RiftPortalVisual.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: CXkevXyuVXK3/HnB5/z9a4Y79fVLS6U7O0KoLR/e8k37HSe2hluvhwI= -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/CODELY.md b/CODELY.md index 05c1c62..2524890 100644 --- a/CODELY.md +++ b/CODELY.md @@ -26,6 +26,8 @@ - [2026-09-17 10:06:34] 召唤师移动后连续召唤动画超时问题:SummonerClickMovement.HandleMovement() 每帧设置 animator.SetInteger("speed", 1) 干扰召唤动画。**Why:** 即使召唤时调用了 ClearTarget(),下一帧 Update 还是会覆盖动画参数。**How to apply:** 召唤期间禁用移动脚本 (clickMovement.enabled = false),召唤完成后重新启用 (enabled = true)。已在 MainCharacterCombat.Summon() 和 FinishSummon() 中实现。 - [2026-09-18 17:16:47] 小游戏阶段优先使用低成本的材质发光方案(Emission 球体 + 一层透明 Additive 光晕),不使用实时灯光、粒子系统和全屏 Bloom。**Why:** 用户关注小程序性能,且项目为内置渲染管线;Bloom 会影响整屏性能。**How to apply:** 后续制作阵营识别光球、传送门能量等发光效果时默认走材质光晕路线,仅在高端设备上考虑 Bloom。 - [2026-09-29 22:28:50] 英雄复活后不寻敌问题:需要在ReviveHero()中调用unitBase.ResetAnchorPosition()重置锚点位置,否则returnToAnchorWhenIdle=true的英雄会尝试返回旧锚点位置导致卡住 +- [2026-10-01 15:45:16] UnitBase动画速度问题:攻击时会设置animator.speed来调整攻击动画速度,但攻击结束后必须在Alert状态和ReturnToAnchor中重置为1.0,否则会导致后续移动动画变慢 +- [2026-10-01 15:45:27] 投射物方向问题:使用transform.Translate(Vector3.forward)的投射物必须在Instantiate时计算正确的旋转Quaternion.LookRotation(direction),否则会朝默认方向飞行。已在UnitBase.FireProjectile和FireSkillProjectile中修复 ### 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。 @@ -110,6 +112,8 @@ - [2026-09-29 23:09:21] 阵型保存功能:FormationManager.StartBattle()保存阵型到PlayerData.json(不跳转场景),BattleFormationSpawner优先从PlayerData.json加载阵型数据,使用characterId和cellIndices数组 - [2026-09-29 23:09:29] 敌人寻敌距离:所有敌人生成脚本(WaveSpawner、DefenseWaveLevelController、EnemyCastleAI、CastleSpawnManager)在生成敌人后设置detectionRange=100f,友方英雄保持默认30f +- [2026-10-01 15:45:40] Projectile脚本支持可选爆炸效果:添加了public GameObject explosionPrefab字段,命中时如果不为null则在碰撞位置生成爆炸特效 +- [2026-10-01 15:45:51] PlayerDataManager需要设置localPlayerJson引用到Resources/PlayerData.json才能正确读取保存的数据,已在FormationTest和DefenseTest场景中配置 ### 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。 diff --git a/Packages/manifest.json b/Packages/manifest.json index 2c3910b..6108026 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -1,7 +1,7 @@ { "dependencies": { "cn.tuanjie.ai.graph": "1.0.10", - "cn.tuanjie.codely.bridge": "file:../.codely.packages/cn.tuanjie.codely.bridge@1.0.85-47f31100", + "cn.tuanjie.codely.bridge": "1.0.85", "com.qq.weixin.minigame": "https://gitee.com/wechat-minigame/minigame-tuanjie-transform-sdk.git", "com.unity.2d.sprite": "1.0.0", "com.unity.adaptiveperformance": "4.0.1", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index fb53c44..805d14d 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -31,13 +31,14 @@ "url": "https://packages.tuanjie.cn" }, "cn.tuanjie.codely.bridge": { - "version": "file:../.codely.packages/cn.tuanjie.codely.bridge@1.0.85-47f31100", + "version": "1.0.85", "depth": 0, - "source": "local", + "source": "registry", "dependencies": { "com.unity.ext.nunit": "1.0.6", "com.unity.ugui": "1.0.0" - } + }, + "url": "https://packages.tuanjie.cn" }, "com.qq.weixin.minigame": { "version": "https://gitee.com/wechat-minigame/minigame-tuanjie-transform-sdk.git",