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:
huadexuan committed 2026-10-01 16:01:43 +08:00
1 parent a74d1e62d7
commit 8d58c2223c
167 files changed
+1119 -15679

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// 魔法光晕 Shader(叠加发光)
// 挂在比光球稍大的 Sphere 上,Additive 叠加,模拟没有 Bloom 也能发光的光晕
Shader "Custom/MagicGlow"
{
Properties
{
_GlowColor ("光晕颜色", Color) = (1.0, 0.5, 0.2, 0.6)
_GlowPower("光晕强度", Range(0.5, 5.0)) = 2.0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" "IgnoreProjector"="True" }
LOD 100
ZWrite Off
Cull Off
Blend SrcAlpha One // Additive 叠加,越叠越亮
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 _GlowColor;
float _GlowPower;
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);
// 边缘亮、中心透明 → 柔和半球光晕
float rim = pow(1.0 - saturate(dot(n, v)), _GlowPower);
return float4(_GlowColor.rgb, rim * _GlowColor.a);
}
ENDCG
}
}
}
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- _CoreColor: {r: 1, g: 0.95, b: 0.7, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _OrbColor: {r: 1, g: 0.34999996, b: 0.09999997, a: 1}
- _RingColor: {r: 0.8, g: 0.75, b: 0.6, a: 1}
m_BuildTextureStacks: []
@@ -1,5 +1,5 @@
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// 魔法光球本体 Shader
// 挂在小球 Sphere 上:自发光、脉动、边缘 Fresnel 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
}
}
}
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@@ -349,8 +349,8 @@ MonoBehaviour:
m_EditorClassIdentifier:
speed: 2.6
detectionRange: 30
attackRange: 1.6
modelFacingOffset: 0
attackRange: 0.6
modelFacingOffset: 90
attackPower: 36
attackDuration: 0
attackType: 0
@@ -399,6 +399,7 @@ MonoBehaviour:
borderColor: {r: 0.03, g: 0.03, b: 0.03, a: 0.95}
deathEffectDuration: 1.1
deathEffectColor: {r: 0.55, g: 0.9, b: 1, a: 1}
canRevive: 0
showDamageNumbers: 1
damageNumberDuration: 0.8
damageNumberRiseHeight: 1.2
+2 -1
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@@ -322,7 +322,7 @@ MonoBehaviour:
attackPower: 90
attackDuration: 2.4
attackType: 2
projectilePrefab: {fileID: 6786356955586915818, guid: e491f7d23e3cd4069823405c487be19f,
projectilePrefab: {fileID: 2357390776738801287, guid: 84d85a7acce5b4aed85a5f93abdc0e37,
type: 3}
projectileSpawnPoint: {fileID: 7498589538563774666}
projectileSpeed: 20
@@ -355,6 +355,7 @@ MonoBehaviour:
borderColor: {r: 0.03, g: 0.03, b: 0.03, a: 0.95}
deathEffectDuration: 1.1
deathEffectColor: {r: 0.55, g: 0.9, b: 1, a: 1}
canRevive: 0
showDamageNumbers: 1
damageNumberDuration: 0.8
damageNumberRiseHeight: 1.2
+8 -8
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@@ -36,18 +36,18 @@
],
"savedFormation": {
"characterIds": [
"archer",
"mage",
"shield_guard",
"human_soldier",
"elite_soldier",
"shield_guard"
"archer",
"mage"
],
"cellIndices": [
1,
4,
14,
15,
27
21,
18,
23,
11,
10
]
}
}
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@@ -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:
@@ -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<Animator>();
controller = GetComponent<CharacterController>();
}
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);
}
}
}
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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 (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);
}
}
}
}
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@@ -40,7 +40,7 @@ public class DefenseWaveLevelController : MonoBehaviour
[Header("自动模拟")]
public bool autoStart = true;
public float spawnZ = 25f;
public float spawnZ = 20f; // 敌人生成的Z位置
public float spawnY = 0.16f;
public float waveCompleteDelay = 3f;
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@@ -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<UnitTeam>();
}
if (glowOrb == null)
{
glowOrb = GetComponentInChildren<AdjustableGlowOrb>(true);
}
// if (glowOrb == null)
// {
// glowOrb = GetComponentInChildren<AdjustableGlowOrb>(true);
// }
if (riftVisual == null)
{
riftVisual = GetComponentInChildren<RiftPortalVisual>(true);
}
// if (riftVisual == null)
// {
// riftVisual = GetComponentInChildren<RiftPortalVisual>(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()
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