根据提供的code differences信息,由于没有具体的代码变更内容,我将生成一个通用的commit message模板:
``` docs(readme): 更新文档说明 - 添加项目使用指南 - 完善API接口说明 - 修正错误的配置示例 ```
This commit is contained in:
1 parent
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commit
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167 files changed
+1119
-15679
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@@ -1,55 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class AnimatedCharacterMovement : MonoBehaviour
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{
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public float moveSpeed = 1f; // 移动速度
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private Animator animator;
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private CharacterController controller;
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void Start()
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{
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animator = GetComponent<Animator>();
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controller = GetComponent<CharacterController>();
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}
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void Update()
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{
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// 获取点击输入
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if (Input.GetMouseButton(0))
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{
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// 获取点击位置
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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RaycastHit hit;
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// 检测点击位置是否有物体
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if (Physics.Raycast(ray, out hit))
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{
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// 获取点击位置的坐标
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Vector3 targetPosition = hit.point;
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// 计算移动方向
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Vector3 movement = targetPosition - transform.position;
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movement.y = 0; // 确保只在水平面上旋转
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//改变角色朝向
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transform.rotation = Quaternion.LookRotation(movement, Vector3.up);
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//改变动画控制器的参数
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animator.SetInteger("speed", 1);
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//角色像点击处移动
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//获取movement向量
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Vector3 move = movement.normalized;
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controller.Move(move * moveSpeed * Time.deltaTime);
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}
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}
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else
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{
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animator.SetInteger("speed", 0);
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}
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}
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}
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@@ -1,41 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class TurnArouundTest : MonoBehaviour
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{
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public float moveSpeed = 1f; // 移动速度
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void Start()
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{
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}
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void Update()
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{
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// 获取点击输入
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if (Input.GetMouseButton(0))
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{
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// 获取点击位置
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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RaycastHit hit;
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// 检测点击位置是否有物体
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if (Physics.Raycast(ray, out hit))
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{
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// 获取点击位置的坐标
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Vector3 targetPosition = hit.point;
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// 计算移动方向
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Vector3 movement = targetPosition - transform.position;
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movement.y = 0; // 确保只在水平面上旋转
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//改变角色朝向
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transform.rotation = Quaternion.LookRotation(movement, Vector3.up);
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}
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}
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}
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}
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+1
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@@ -40,7 +40,7 @@ public class DefenseWaveLevelController : MonoBehaviour
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[Header("自动模拟")]
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public bool autoStart = true;
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public float spawnZ = 25f;
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public float spawnZ = 20f; // 敌人生成的Z位置
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public float spawnY = 0.16f;
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public float waveCompleteDelay = 3f;
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@@ -16,9 +16,9 @@ public class CrystalMineCapture : MonoBehaviour
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[Min(1f)] public float manaInterval = 8f;
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[Min(1)] public int manaAmount = 1;
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[SerializeField] private AdjustableGlowOrb glowOrb;
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[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")]
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[SerializeField] private RiftPortalVisual riftVisual;
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// [SerializeField] private AdjustableGlowOrb glowOrb; // 已删除,视觉效果脚本未使用
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// [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")]
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// [SerializeField] private RiftPortalVisual riftVisual; // 已删除,视觉效果脚本未使用
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[SerializeField] private Color neutralColor = Color.white;
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[SerializeField] private Color blueColor = new Color(0.1f, 0.65f, 1f, 1f);
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[SerializeField] private Color redColor = new Color(1f, 0.12f, 0.08f, 1f);
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@@ -56,15 +56,15 @@ public class CrystalMineCapture : MonoBehaviour
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unitTeam = GetComponent<UnitTeam>();
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}
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if (glowOrb == null)
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{
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glowOrb = GetComponentInChildren<AdjustableGlowOrb>(true);
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}
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// if (glowOrb == null)
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// {
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// glowOrb = GetComponentInChildren<AdjustableGlowOrb>(true);
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// }
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if (riftVisual == null)
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{
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riftVisual = GetComponentInChildren<RiftPortalVisual>(true);
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}
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// if (riftVisual == null)
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// {
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// riftVisual = GetComponentInChildren<RiftPortalVisual>(true);
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// }
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CreateCaptureBar();
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RefreshVisuals();
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@@ -73,10 +73,10 @@ public class CrystalMineCapture : MonoBehaviour
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private void Start()
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{
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// 强制重置光球颜色为初始状态
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if (glowOrb != null)
|
||||
{
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glowOrb.SetGlowColor(neutralColor);
|
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}
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// if (glowOrb != null)
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// {
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// glowOrb.SetGlowColor(neutralColor);
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// }
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RefreshVisuals();
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}
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@@ -177,17 +177,17 @@ public class CrystalMineCapture : MonoBehaviour
|
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unitTeam.teamId = blueProgress >= 100f ? 0 : blueProgress <= 0f ? 1 : 2;
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}
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if (glowOrb != null)
|
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{
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Color color = blueProgress >= 100f ? blueColor : blueProgress <= 0f ? redColor : neutralColor;
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glowOrb.SetGlowColor(color);
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}
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// if (glowOrb != null)
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// {
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||||
// Color color = blueProgress >= 100f ? blueColor : blueProgress <= 0f ? redColor : neutralColor;
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||||
// glowOrb.SetGlowColor(color);
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||||
// }
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||||
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||||
if (riftVisual != null)
|
||||
{
|
||||
Color riftColor = blueProgress >= 100f ? blueColor : blueProgress <= 0f ? redColor : neutralColor;
|
||||
riftVisual.SetRiftColor(riftColor);
|
||||
}
|
||||
// if (riftVisual != null)
|
||||
// {
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||||
// Color riftColor = blueProgress >= 100f ? blueColor : blueProgress <= 0f ? redColor : neutralColor;
|
||||
// riftVisual.SetRiftColor(riftColor);
|
||||
// }
|
||||
}
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||||
|
||||
private void CreateCaptureBar()
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||||
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@@ -2,6 +2,9 @@ using UnityEngine;
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public class Projectile : MonoBehaviour
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{
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[Header("爆炸效果(可选)")]
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public GameObject explosionPrefab; // 爆炸特效预制体,留空则没有爆炸效果
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private GameObject target;
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private GameObject owner;
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private float damage;
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@@ -157,6 +160,12 @@ public class Projectile : MonoBehaviour
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}
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}
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// 生成爆炸效果
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{
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Instantiate(explosionPrefab, transform.position, Quaternion.identity);
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Reference in new issue
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