完善盾卫技能

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huadexuan committed 2026-10-11 22:56:46 +08:00
1 parent 195a459c76
commit 9572db06ad
41 files changed
+25242 -352

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// attacker: 攻击者,用于判断受击者(自己)是敌是友,决定数字颜色和浮动方向
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UpdateShieldFill();
OnShieldAbsorbedDamage?.Invoke(absorbed);
Debug.Log($"{gameObject.name} 护盾吸收了 {absorbed:F1} 伤害,剩余护盾: {currentShield:F1}");
}
+216 -58
View File
@@ -2,21 +2,38 @@ using System.Collections;
using UnityEngine;
/// <summary>
/// 盾卫技能:坚固壁垒
/// 1级:生成相当于自身 25% 最大生命值的护盾(持续 5 秒),播放 MagicShield 护盾特效
/// 3级:护盾值提升至 35% 最大生命值,护盾期间减伤 +15%
/// 盾卫技能:圣盾壁垒体系(1/3/6/10 级完整阶梯)
/// 1级【圣盾壁垒】:举盾生成 35% 最大生命值的护盾(持续 5s),挂 MagicShieldBlue 特效
/// 3级【坚不可摧】:护盾厚度提升至 50% 最大生命值,持续时间延长至 6s
/// 6级【战吼嘲讽】:技能拍地 OnSkillHit1 瞬间爆发 NovaBlue 蓝色声波冲击环,强制周围 4 米所有敌人攻击自己 3s!
/// 10级【圣盾清算】:护盾期间霸体免眩晕;当护盾被打破或超时结束时爆发神圣冲击波,将吸收伤害的 50% 转化为真实伤害反弹全场!
/// </summary>
public class ShieldGuardSkill : UnitSkill
{
[Header("护盾配置")]
[Tooltip("护盾持续时间(秒)")]
public float shieldDuration = 5.0f;
[Tooltip("基础护盾持续时间(秒)")]
public float baseShieldDuration = 5.0f;
[Tooltip("护盾特效预制体")]
public GameObject shieldVfxPrefab;
[Tooltip("3级以上护盾持续时间(秒)")]
public float upgradedShieldDuration = 6.0f;
private GameObject activeVfxInstance;
[Header("6级战吼嘲讽配置")]
[Tooltip("嘲讽半径(米)")]
public float tauntRadius = 4.0f;
[Tooltip("嘲讽持续时间(秒)")]
public float tauntDuration = 3.0f;
[Header("特效资源")]
public GameObject shieldVfxPrefab; // 护盾特效 (MagicShieldBlue)
public GameObject tauntWaveVfxPrefab; // 拍地嘲讽声波环特效 (NovaBlue)
public GameObject shieldBurstVfxPrefab; // 破盾清算冲击波特效 (NovaLightningBlue 或 TargetHitExplosion)
private GameObject activeShieldVfx;
private Coroutine activeShieldCoroutine;
private float totalAbsorbedDamage = 0f;
private bool isSkillPending = false;
private float currentMaxShield = 0f;
private void EnsureUnit()
{
@@ -26,6 +43,9 @@ public class ShieldGuardSkill : UnitSkill
}
}
/// <summary>
/// 当能量蓄满时触发:播放盾卫专属技能动画(举盾蓄力后砸地)
/// </summary>
public override void ReleaseSkill()
{
EnsureUnit();
@@ -34,72 +54,109 @@ public class ShieldGuardSkill : UnitSkill
WorldHealthBar healthBar = unit.GetComponent<WorldHealthBar>();
if (healthBar == null || healthBar.IsDead) return;
int level = unit.level; // 从 UnitBase 字段读取 level
// 1级:25% maxHealth,3级+:35% maxHealth
float ratio = level >= 3 ? 0.35f : 0.25f;
float shieldAmount = healthBar.maxHealth * ratio;
unit.FaceCurrentTarget(0f);
isSkillPending = true;
// 1. 添加护盾值
// 播放盾卫技能动画,并在 1.09s 的 OnSkillHit1 帧触发核心效果
unit.PlaySkillAnimation(OnSkillAnimationFinished, 1.87f);
Debug.Log($"<color=cyan>盾卫开始吟唱技能【圣盾壁垒】</color>,等待 OnSkillHit1 拍地!");
}
/// <summary>
/// 动画事件帧方法:在双手持盾猛烈砸地的瞬间触发 (1.095 秒处)
/// </summary>
public void OnSkillHit1()
{
if (!isSkillPending) return;
isSkillPending = false;
EnsureUnit();
if (unit == null) return;
WorldHealthBar healthBar = unit.GetComponent<WorldHealthBar>();
if (healthBar == null || healthBar.IsDead) return;
int level = unit.level;
// 1. 计算护盾数值 (1级 35%, 3级+ 50%)
float ratio = level >= 3 ? 0.50f : 0.35f;
float shieldAmount = healthBar.maxHealth * ratio;
currentMaxShield = shieldAmount;
totalAbsorbedDamage = 0f;
// 2. 赋予自身护盾
healthBar.AddShield(shieldAmount);
// 2. 播放 MagicShield 护盾特效
// 3. 挂载护盾环绕特效 (MagicShieldBlue)
PlayShieldVfx();
// 3. 开启超时自动清盾协程
// 4. 10 级解锁:霸体免疫眩晕
StatusEffectController statusCtrl = unit.GetComponent<StatusEffectController>();
if (level >= 10 && statusCtrl != null)
{
statusCtrl.isStunImmune = true;
}
// 5. 6 级解锁:拍地激发声波光环 + 强力嘲讽周围 4 米所有敌人
if (level >= 6)
{
ExecuteTauntAndWave();
}
// 6. 监听护盾伤害吸收 (用于 10 级破盾清算)
healthBar.OnShieldAbsorbedDamage -= RecordAbsorbedDamage;
healthBar.OnShieldAbsorbedDamage += RecordAbsorbedDamage;
// 7. 启动护盾生命周期协程 (监测破盾与超时结算)
float duration = level >= 3 ? upgradedShieldDuration : baseShieldDuration;
if (activeShieldCoroutine != null)
{
StopCoroutine(activeShieldCoroutine);
}
activeShieldCoroutine = StartCoroutine(ShieldTimeoutRoutine(shieldDuration, shieldAmount));
activeShieldCoroutine = StartCoroutine(ShieldLifecycleRoutine(duration, shieldAmount));
Debug.Log($"<color=cyan>盾卫释放技能【坚固壁垒】</color> 获得 {shieldAmount:F1} 护盾(比例: {ratio * 100}%,等级: {level})");
Debug.Log($"<color=cyan>【盾卫】拍地爆发!</color> 获得护盾 {shieldAmount:F1} (等级: {level})");
}
public override float ModifyIncomingDamage(float damage, GameObject attacker)
private void ExecuteTauntAndWave()
{
EnsureUnit();
// 3级解锁:护盾激活期间享受额外 15% 减伤
if (unit != null && unit.level >= 3)
{
WorldHealthBar healthBar = unit.GetComponent<WorldHealthBar>();
if (healthBar != null && healthBar.currentShield > 0f)
{
return damage * (1f - 0.15f);
}
}
return damage;
}
// 播放声波光环特效 (NovaBlue)
PlayTauntWaveVfx();
private void PlayShieldVfx()
{
if (activeVfxInstance != null)
{
Destroy(activeVfxInstance);
}
// 范围嘲讽所有敌人
UnitTeam myTeam = unit.GetComponent<UnitTeam>();
UnitBase[] allUnits = FindObjectsOfType<UnitBase>();
float radiusSq = tauntRadius * tauntRadius;
int tauntedCount = 0;
GameObject prefab = shieldVfxPrefab;
if (prefab == null)
foreach (var other in allUnits)
{
prefab = Resources.Load<GameObject>("Prefabs/Combat/Magic/Shield/MagicShieldBlue");
}
#if UNITY_EDITOR
if (prefab == null)
{
prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>("Assets/TJGeneratorLibEffects/Prefabs/Combat/Magic/Shield/MagicShieldBlue.prefab");
}
#endif
if (other == null || other == unit || !other.gameObject.activeInHierarchy || other.IsDead) continue;
UnitTeam otherTeam = other.GetComponent<UnitTeam>();
if (myTeam != null && otherTeam != null && !myTeam.IsEnemy(otherTeam.gameObject)) continue; // 只嘲讽敌方
if (prefab != null)
Vector3 diff = other.transform.position - unit.transform.position;
diff.y = 0f;
if (diff.sqrMagnitude <= radiusSq)
{
activeVfxInstance = Instantiate(prefab, unit.transform.position + Vector3.up * 1.0f, Quaternion.identity);
activeVfxInstance.transform.SetParent(unit.transform, true);
other.ApplyTaunt(unit.gameObject, tauntDuration);
tauntedCount++;
}
}
private IEnumerator ShieldTimeoutRoutine(float duration, float amount)
Debug.Log($"<color=yellow>【盾卫战吼嘲讽】激发!</color> 强制嘲讽周围 {tauntedCount} 个敌人持续 {tauntDuration:F1} 秒!");
}
private void RecordAbsorbedDamage(float absorbed)
{
totalAbsorbedDamage += absorbed;
}
private IEnumerator ShieldLifecycleRoutine(float duration, float initialShieldAmount)
{
float timer = duration;
WorldHealthBar healthBar = unit != null ? unit.GetComponent<WorldHealthBar>() : null;
StatusEffectController statusCtrl = unit != null ? unit.GetComponent<StatusEffectController>() : null;
while (timer > 0f)
{
@@ -111,24 +168,125 @@ public class ShieldGuardSkill : UnitSkill
yield return null;
}
// 超时或护盾为 0 清理特效与护盾值
if (activeVfxInstance != null)
// 护盾解除/破盾清算
bool isShieldBroken = healthBar != null && healthBar.currentShield <= 0f && timer > 0f;
int level = unit != null ? unit.level : 1;
// 10 级解锁【圣盾清算】:将吸收的伤害按 50% 转化为真实伤害反弹全场周围
if (level >= 10 && totalAbsorbedDamage > 0f && unit != null)
{
Destroy(activeVfxInstance);
activeVfxInstance = null;
TriggerShieldBurst(totalAbsorbedDamage * 0.50f);
}
if (healthBar != null && healthBar.currentShield > 0f && timer <= 0f)
// 清理状态与特效
if (statusCtrl != null)
{
healthBar.RemoveShield(amount);
statusCtrl.isStunImmune = false;
}
if (healthBar != null)
{
healthBar.OnShieldAbsorbedDamage -= RecordAbsorbedDamage;
if (timer <= 0f && healthBar.currentShield > 0f)
{
healthBar.RemoveShield(initialShieldAmount);
}
}
if (activeShieldVfx != null)
{
Destroy(activeShieldVfx);
activeShieldVfx = null;
}
Debug.Log($"<color=cyan>【盾卫】护盾结算完毕</color> (是否被击破: {isShieldBroken}, 总共吸收伤害: {totalAbsorbedDamage:F1})");
}
private void TriggerShieldBurst(float burstDamage)
{
Debug.Log($"<color=yellow>【圣盾清算】护盾爆发!</color> 造成 {burstDamage:F1} 范围反击真实伤害!");
// 播放破盾爆发特效
PlayShieldBurstVfx();
// 对周围 4 米造成反弹伤害
if (unit != null)
{
unit.ApplyAreaSkillDamage(tauntRadius, burstDamage, false);
}
}
private void PlayShieldVfx()
{
if (activeShieldVfx != null) Destroy(activeShieldVfx);
GameObject prefab = shieldVfxPrefab;
#if UNITY_EDITOR
if (prefab == null)
{
prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>("Assets/TJGeneratorLibEffects/Prefabs/Combat/Magic/Shield/MagicShieldBlue.prefab");
}
#endif
if (prefab != null && unit != null)
{
activeShieldVfx = Instantiate(prefab, unit.transform.position + Vector3.up * 1.0f, Quaternion.identity);
activeShieldVfx.transform.SetParent(unit.transform, true);
}
}
private void PlayTauntWaveVfx()
{
GameObject prefab = tauntWaveVfxPrefab;
#if UNITY_EDITOR
if (prefab == null)
{
prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>("Assets/TJGeneratorLibEffects/Prefabs/Combat/Nova/Standard/NovaBlue.prefab");
}
#endif
if (prefab != null && unit != null)
{
Vector3 spawnPos = unit.transform.position;
spawnPos.y = 0.05f; // 贴地
var vfx = Instantiate(prefab, spawnPos, prefab.transform.rotation);
// 调整 scale 以匹配 4 米嘲讽范围
vfx.transform.localScale = new Vector3(1.6f, 1.6f, 1.6f);
Destroy(vfx, 2.5f);
}
}
private void PlayShieldBurstVfx()
{
GameObject prefab = shieldBurstVfxPrefab;
#if UNITY_EDITOR
if (prefab == null)
{
prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>("Assets/TJGeneratorLibEffects/Prefabs/Combat/Nova/Lightning/NovaLightningBlue.prefab");
}
#endif
if (prefab != null && unit != null)
{
Vector3 spawnPos = unit.transform.position;
spawnPos.y = 0.05f;
var vfx = Instantiate(prefab, spawnPos, prefab.transform.rotation);
vfx.transform.localScale = new Vector3(1.5f, 1.5f, 1.5f);
Destroy(vfx, 2.5f);
}
}
private void OnSkillAnimationFinished()
{
isSkillPending = false;
}
private void OnDestroy()
{
if (activeVfxInstance != null)
if (activeShieldVfx != null) Destroy(activeShieldVfx);
if (unit != null)
{
Destroy(activeVfxInstance);
WorldHealthBar healthBar = unit.GetComponent<WorldHealthBar>();
if (healthBar != null) healthBar.OnShieldAbsorbedDamage -= RecordAbsorbedDamage;
StatusEffectController statusCtrl = unit.GetComponent<StatusEffectController>();
if (statusCtrl != null) statusCtrl.isStunImmune = false;
}
}
}
+6 -5
View File
@@ -4,16 +4,17 @@ using UnityEngine;
/// 部署网格的几何参数与坐标换算。
/// 网格与场景里用于标记布阵区域的那个 Plane 完全重合:
/// Plane 世界范围 X -5.75..5.75、Z -15.6..-4.4,中心 (0, ?, -10)。
/// 4 列 × 4 行,正好铺满这块区域;整体位于 NavMesh 覆盖范围内。
/// 5 列 × 4 行,奇数列数可保证中路(第3列/索引2)完美居中对战;
/// 整体位于 NavMesh 覆盖范围内。
/// </summary>
public static class DeployGrid
{
public const int Cols = 4;
public const int Cols = 5;
public const int Rows = 4;
public const float ColStep = 2.875f; // 11.5 / 4
public const float RowStep = 2.8f; // 11.2 / 4
public const float ColStep = 2.30f; // 11.5 / 5 = 2.3
public const float RowStep = 2.80f; // 11.2 / 4 = 2.8
public const float BackZ = -14.2f; // 第 0 排(最靠近镜头)中心 Z = -10 - 1.5*2.8
public const float CellWidth = 2.815f; // 比间距略小,留出缝,看得出是格子
public const float CellWidth = 2.22f; // 2.3 * 0.965,留出网格缝隙
public const float CellDepth = 2.74f;
public const float CellHeight = 0.03f;
public const float GridY = 0.115f; // 格位可视块中心高度(贴在布阵平面之上)
@@ -16,6 +16,9 @@ public class StatusEffectController : MonoBehaviour
public bool IsStunned => stunnedRemaining > 0f;
public float StunnedRemaining => Mathf.Max(0f, stunnedRemaining);
/// <summary>是否处于眩晕免疫/霸体状态</summary>
public bool isStunImmune = false;
private void Awake()
{
animator = GetComponent<Animator>();
@@ -23,7 +26,7 @@ public class StatusEffectController : MonoBehaviour
public void ApplyStun(float duration)
{
if (duration <= 0f)
if (duration <= 0f || isStunImmune)
{
return;
}
+43
View File
@@ -244,6 +244,7 @@ public class UnitBase : MonoBehaviour
{
worldHealthBar.maxHealth = health;
worldHealthBar.currentHealth = health;
worldHealthBar.SetLevel(level);
}
Debug.Log($"{gameObject.name} 从 CharacterData 初始化 (Level {level}): HP={health} ATK={attack} SPD={moveSpeed}");
@@ -313,6 +314,9 @@ public class UnitBase : MonoBehaviour
// Attack 状态在上方单独处理,因此不会被这里打断或切换目标。
target = FindTarget();
// 嘲讽强行覆盖目标判定
UpdateTaunt();
// 阵位守护:目标离自己阵位超过寻敌视野(detectionRange)就不追了,留在阵位附近
if (target != null && useAnchorLeash && anchorInitialized
&& IsBeyondLeash(target.transform.position, detectionRange))
@@ -370,6 +374,45 @@ public class UnitBase : MonoBehaviour
}
}
public bool IsAlive => worldHealthBar != null && !worldHealthBar.IsDead;
public bool IsDead => worldHealthBar != null && worldHealthBar.IsDead;
public void ApplyTaunt(GameObject taunter, float duration)
{
if (taunter == null || !taunter.activeInHierarchy || IsDead) return;
tauntSource = taunter;
tauntTimer = Mathf.Max(tauntTimer, duration);
target = taunter; // 强行把当前攻击/追踪目标切向嘲讽者
if (state == State.Alert)
{
state = State.Track;
}
Debug.Log($"<color=orange>{gameObject.name} 被 {taunter.name} 强制嘲讽 {duration:F1} 秒!</color>");
}
private GameObject tauntSource;
private float tauntTimer = 0f;
private void UpdateTaunt()
{
if (tauntTimer > 0f)
{
tauntTimer -= Time.deltaTime;
if (tauntSource != null && tauntSource.activeInHierarchy)
{
WorldHealthBar bar = tauntSource.GetComponent<WorldHealthBar>();
if (bar != null && !bar.IsDead)
{
target = tauntSource; // 嘲讽期间锁定目标
return;
}
}
tauntTimer = 0f;
tauntSource = null;
}
}
public GameObject Target => target;
private bool IsTargetValid(GameObject candidate)
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: CXNLtyv+WilqtT0VKZ8INtGzDKFOgu7KtO3a8f++Qi/xFu4wjgM7f5o=
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
File diff suppressed because it is too large. Load diff
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: fcd5524414a94b909db244d5f7ea6d4b
timeCreated: 1520115451
licenseType: Store
NativeFormatImporter:
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,22 @@
fileFormatVersion: 2
guid: 760bafa903ae45afb40280fba194c33b
timeCreated: 1499367816
licenseType: Store
AudioImporter:
serializedVersion: 6
defaultSettings:
loadType: 0
sampleRateSetting: 0
sampleRateOverride: 44100
compressionFormat: 1
quality: 1
conversionMode: 0
platformSettingOverrides: {}
forceToMono: 0
normalize: 1
preloadAudioData: 1
loadInBackground: 0
3D: 1
userData:
assetBundleName:
assetBundleVariant:
+4
View File
@@ -32,6 +32,7 @@
- [2026-10-02 00:03:51] UnitBase fields: use unit.Camp (property), unit.IsAlive (property), NOT unit.camp or unit.isAlive (do not exist). StatusEffectController is private — access stun logic through public UnitBase methods only
- [2026-10-06 22:02:42] BuffSelectionController 卡牌 UI 边框修改规则:BuffCard 下 buffImage 节点的 RectTransform、Scale 和 Position 均由用户在 Unity Editor 中手工调整确定,脚本只能修改 borderImage.sprite 动态替换边框贴图,绝对不要在代码中重置或修改 transform 属性。
- [2026-10-10 21:12:09] 全新克隆/换仓库后出现大量Missing Script或脚本存在但报错未挂载时,通常是Unity脚本导入未绑定(MonoScript.GetClass为空),需对Assets/Scripts批量AssetDatabase.ImportAsset(ForceUpdate)刷新绑定,而非直接重构代码。
### 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。
@@ -149,6 +150,9 @@
- [2026-10-09 11:31:55] 2026-10-09 3 选 1 增益 D-Card 规则:刷新消耗固定 2 金币,3 个卡槽独立计算递进升阶概率(初升中 10%+10%/次,中升高 3%+5%/次,高升顶 1%+2%/次),刷出升阶重置该槽位追加概率;选卡后重置全槽位。UI 金色文本统一使用三阶渐变 Shader UI/GoldTextGradient 与暗色 Outline。
- [2026-10-09 16:22:12] 2026-10-09 护盾 UI 规则:独立顶层护盾条 (ShieldBar),护盾槽物理宽度按 maxShield/maxHealth 占血条比例显示并保留黑边框,受击时按 currentShield/maxShield 在黑框内向左平滑缩减。盾卫技能默认使用内置粒子特效 MagicShieldBlue.prefab。
- [2026-10-10 15:36:35] 2026-10-10 重新制作并上线新版蓝色怪物 Prefab (Assets/Prefabs/第二章/蓝色怪物.prefab),绑定蓝色怪物Data、蓝色怪物.overrideController、MagicShieldBlue 等组件,已更新全流程数据关联。
- [2026-10-10 23:10:06] TopBar 顶部视觉优化:Top 节点添加全屏宽 1080px、向下 260px 的渐变暗色遮罩 TopDarkVignette (Assets/Picture/UI/TopDarkGradient.png),使顶栏波次、金币文字与黄金分割线在浅色沙漠地面上保持高对比度与高级视觉沉降感。
- [2026-10-11 22:07:23] 2026-10-10 英雄技能阶梯解锁系统(1/3/6/10级)全面重构:全英雄彻底移除物理击退/跳跃位移,机制基于现有底层(眩晕Stun、护盾AddShield、嘲讽target重定向、流血/引燃持续伤害、击杀刷新/处决连斩、破盾反弹、减速);特效全部对标内置库(StunStars、MagicShieldBlue、FireballSharpMissileFire、MagicExplosionFire、SwordSlashThickWhite、SwordWaveWhite、ShockwaveRing等);各英雄1级亮核心、3级增幅、6级质变机制、10级大招高光。已同步写入《召唤之战-角色与技能说明.md》。
- [2026-10-11 22:44:10] 2026-10-11 盾卫技能实装完毕:ShieldGuardSkill.cs 接入 1/3/6/10 级阶梯体系。1级35%护盾(MagicShieldBlue)、3级50%护盾且延长至6s、6级OnSkillHit1事件帧拍地爆发NovaBlue声波环并强制嘲讽周围4米敌人3秒(UnitBase.ApplyTaunt)、10级霸体免控(StatusEffectController.isStunImmune)且破盾/超时爆发NovaLightningBlue反弹50%吸收量范围伤害(UnitBase.ApplyAreaSkillDamage)。CharacterTest场景与盾卫预制体已完成绑定与PlayMode验证。
### 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。
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## 十一、英雄技能阶梯解锁系统(1/3/6/10级)
英雄不仅随等级提升基础属性(生命/攻击),在 **1 级、3 级、6 级、10 级** 节点还会分别解锁或强化技能机制。全套技能机制设计完全基于现有内置特效库(`Assets/TJGeneratorLibEffects/`)实现。
英雄不仅随等级提升基础属性(生命/攻击),在 **1 级、3 级、6 级、10 级** 节点还会分别解锁或强化技能机制。
设计原则:
1. **彻底摒弃位移/击退**:避免与 NavMeshAgent 冲突导致瞬移、穿模或卡怪发呆。
2. **纯内置特效/现有底层机制**:眩晕(`StunStars`)、护盾(`MagicShieldBlue`)、火球与爆破(`FireballSharpMissileFire` + `MagicExplosionFire`)、剑气与斩击(`SwordSlashThickWhite` / `SwordWaveWhite`)、地裂震波(`ShockwaveRing`)、吸血/狂暴光晕(`AuraSoftBlue`)。
3. **定位鲜明,玩法有趣**:每个英雄有明确的高光时刻与战术机制(嘲讽破盾反击、引燃火海、弹射追踪、斩杀连击、处决收割等)。
### 11.1 第一章英雄技能阶梯解锁表
| 英雄 | 1级 (基础解锁) | 3级 (数值强化) | 6级 (机制解锁) | 10级 (质变大招) |
| 英雄 | 1级 (基础解锁) | 3级 (数值强化) | 6级 (机制质变 · 核心好玩点) | 10级 (终极质变大招 · 攻防高光) |
|---|---|---|---|---|
| **人类士兵** | **重斩**:对前方单体敌人造成 120% 伤害 | 暴击率 +15%,重斩伤害提升至 150% | **顺劈斩**:重斩变为小范围 AOE,并造成 0.5 秒眩晕(复用 SwordSlash) | **阵前战鼓**:生命值首次低于 30% 时,**瞬间生成一个持续 6 秒的战意护盾**(相当于 30% 最大血量),护盾期间攻速 +40% 且获得 **25% 普攻吸血**(复用 BuffUp) |
| **弓箭手** | **三连射**:连续快速射出 3 支箭矢 | 箭矢飞行速度 +30%,三连射伤害 +20% | **追踪箭**:箭矢获得自动微调追踪能力,且第三箭必爆击 | **万箭齐发**:释放技能时向天空开弓,**在敌人密集区降下 3 秒箭雨**,造成多段范围伤害并使敌人移速 -30%(复用 ArrowTrail) |
| **盾卫** | **坚固壁垒**:**生成相当于自身 25% 最大生命值的护盾**(持续 5 秒,复用 MagicShield) | 护盾值提升至 35% 最大生命值,护盾期间受伤害 -15% | **嘲讽震击**:开启护盾时拍击地面,**强制嘲讽周围 3.5 米敌人 2.5 秒** | **反击爆破**:护盾破裂或结束时发生能量爆破,将周围敌人推开 2 米并造成相当于护盾吸收量 80% 的范围伤害(复用 BulletExplosionFire) |
| **城堡法师** | **爆裂火球**:对目标区域造成小范围 140% 伤害(复用 MagicExplosionFire) | 火球爆炸范围 +25%,伤害提升至 175% | **灼烧火海**:爆裂处留下一片火海,对经过敌人造成 3 秒持续燃烧伤害(复用 BurnEffect) | **双发爆裂**:释放技能时**连续发射 2 颗爆裂火球**,第二颗火球伤害提升 50% 且范围扩大 |
| **精锐士兵** | **蓄力重斩**:对前方 2.5 米造成 180% 范围伤害(复用 HeavySlash) | 蓄力重斩伤害提升至 230% | **地裂冲击**:重斩产生地裂波,**击退前方敌人 1.8 米**并造成 1 秒眩晕 | **怒气狂斩**:释放技能时连续快速斩击 3 次(复用 CrossSlash),最后一次斩击将周围敌人击飞并造成双倍伤害 |
| **盾卫**<br>*(铁壁前排/嘲讽反伤)* | **圣盾壁垒**:举盾生成自身 **35% 最大生命值的护盾**,持续 5 秒(亮天蓝顶层护盾条,挂 `MagicShieldBlue`) | 护盾厚度提升至 **50% 最大生命值**,持续时间延长至 6 秒 | **战吼嘲讽**:举盾瞬间拍地激发声波(`ShockwaveRing`),**强制周围 4 米所有敌人攻击自己 3 秒**,完美保护身后输出! | **圣盾清算**:护盾期间免疫眩晕;**当护盾被击破或结束瞬间发生神圣冲击**(`NovaLightningBlue`),将吸收伤害的 **50% 转化为范围真实伤害反弹全场**! |
| **人类士兵**<br>*(坚韧重战/背水一战)* | **蓄力重斩**:挥舞短剑蓄力重劈,对前方单体敌人造成 **150% 物理伤害**(带短白剑气 `SwordSlashThickWhite`) | 重斩暴击率 +20%,基础伤害提升至 **190%** | **断岳重击**:重斩附带强力震慑,命中直接使目标**眩晕 1.2 秒**(挂 `StunStars` 星星),精准打断敌人蓄力! | **不屈战魂**:生命值首次跌破 35% 时进入无畏状态(脚底光环 `AuraSoftBlue`),**攻速 +60% 且普攻附带 30% 吸血**,持续 6 秒绝地翻盘! |
| **弓箭手**<br>*(狙击点杀/后排压制)* | **迅捷三连**:搭弓连续高速射出 **3 支穿甲箭矢**,单体快速倾泻火力 | 箭矢飞行速度 +35%,三连射总伤害提升 **25%** | **追踪引信**:箭矢获得弧线微调追踪轨迹;且第 3 支箭命中时附带破甲标记,使目标**受到的所有伤害 +30%(持续 4s)** | **乱射风暴**:三连射升级为 **6 支风暴连射**;击杀目标后剩余箭矢自动散开弹射给周围其他敌人,兼顾单体点杀与残血收割! |
| **城堡法师**<br>*(轰炸火法/阵地火海)* | **爆裂火球**:吟唱发射一颗烈焰飞弹(`FireballSharpMissileFire`),命中造成 **160% 范围伤害**(`MagicExplosionFire`) | 火球爆破半径扩大 30%,爆破中心伤害提升至 **200%** | **焦土火海**:火球爆炸处在地面留下一片燃烧焦土,对踏入火海的敌人**每秒造成 30% 攻击力的持续引燃**(持续 4 秒) | **双重轰炸**:释放技能瞬间**连续轰出 2 颗烈焰巨球**!第二颗轰炸在更深处的后排敌群,双重火海前后封锁战场! |
| **精锐士兵**<br>*(大剑狂战/顺劈收割)* | **半月顺劈**:挥舞双手大剑横扫,对前方扇形区域内所有敌人造成 **160% 范围伤害**(弧形白剑浪 `SwordWaveWhite`) | 顺劈扇形角度扩大至 180 度,伤害提升至 **210%** | **巨力破甲**:横扫附带重甲压制,被顺劈击中的全部敌人**护甲降低 40% 且移速降低 40%(持续 3 秒)** | **处决连斩**:顺劈命中若直接斩杀任意敌人,**立即无视能量充能再次触发一次免费顺劈**!最多连续处决 3 次,小怪群一刀倒一片! |
### 11.2 第二章英雄技能阶梯解锁表
| 英雄 | 1级 (基础解锁) | 3级 (数值强化) | 6级 (机制解锁) | 10级 (质变大招) |
| 英雄 | 1级 (基础解锁) | 3级 (数值强化) | 6级 (机制质变 · 核心好玩点) | 10级 (终极质变大招 · 攻防高光) |
|---|---|---|---|---|
| **弓箭猎人** | **穿透巨矢**:射出一支强力重矢,**直线穿透所有敌人**造成 140% 伤害 | 重矢伤害提升至 180%,穿透伤害不再衰减 | **寒冰矢**:被重矢击中的所有敌人**移动速度 -50%(持续 3s,复用 FreezeEffect)** | **猎杀轰爆**:重矢命中首个目标后爆裂为 5 支散弹箭矢弹射周围敌人,并施加持续 5 秒的 25% 易伤标记(复用 SharpExplosion) |
| **狂暴狼人** | **野性狼嚎**:提升自身 35% 攻速(持续 4s,复用 SpeedUp 特效) | 狼嚎持续时间延长至 6s,攻速提升至 45% | **撕裂血爪**:技能期间攻击附带流血,每秒造成 20% 攻击力的持续伤害(复用 BloodHit) | **嗜血猎杀**:技能期间**击杀敌人可瞬间重置狼嚎持续时间**,且每次击杀回复 **12% 最大生命值** |
| **石巨人** | **大地震击**:拍击地面造成范围伤害并使周围敌人**眩晕 1.5 秒(复用 StunStars)** | 眩晕时间延长至 2.0 秒,震击范围 +20% | **岩石护体**:拍击地面同时**获得自身 20% 最大生命的护盾**(持续 4s,复用 MagicShield) | **泰山压顶**:石巨人**跳跃砸向敌人密集区域**,造成 2.5 秒大范围眩晕并留下 4 秒减速流沙 |
| **弓箭猎人**<br>*(直线贯穿/控场减速)* | **穿透重矢**:蓄力射出一支贯穿重箭,**沿直线穿透所有路径上的敌人**造成 140% 伤害 | 重箭伤害提升至 **180%**,穿透路径不再衰减任何伤害 | **冰霜霜冻**:重箭附带极寒冰霜,被穿透的所有敌人**移速降低 55%(持续 3.5 秒)**,给后排输出争取充足时间! | **阻截雷爆**:重箭贯穿首个敌人瞬间触发爆震,造成 **1.5 秒硬性眩晕**(挂 `StunStars`);随后在飞行终点引爆分裂箭轰击后排! |
| **狂暴狼人**<br>*(极速刺客/嗜血续航)* | **野性狼嚎**:仰天长嚎激活狼性血脉,自身**攻速飙升 +45%(持续 4 秒)** | 攻速提升幅度增加至 **60%**,狼嚎持续时间延长至 5.5 秒 | **残虐撕裂**:狼嚎期间利爪撕裂伤口,**每次普攻恢复造成伤害 25% 的生命值**,并在敌人身上留下每秒 20% 的流血! | **血性狂欢**:狼嚎期间只要击杀敌人,**立即刷新重置 4 秒狼嚎持续时间**并额外获得 20% 移速与攻击力,在敌群中连续疯狂撕扯! |
| **石巨人**<br>*(重装控制/护盾控场)* | **大地震击**:双拳重拍地面激发环形震荡波(`ShockwaveRing`),对周围 3.5 米造成伤害并**眩晕 1.5 秒**(`StunStars`) | 眩晕时间延长至 **2.0 秒**,震荡波伤害与范围 +25% | **坚石护体**:重拍地面击碎岩石吸附自身,拍地瞬间**获得相当于 30% 最大生命值的坚固护盾**(挂 `MagicShieldBlue`) | **天崩地裂**:拍击激起全场强震,震晕周围敌人后在地面留下震裂泥沼,**使周围所有敌人移速降低 60% 持续 4 秒**,且自身受到伤害降低 30%! |
| **蓝色怪物**<br>*(控场反制/元素护盾)* | **寒霜扑击**:蓄力飞扑目标,造成 140% 单体伤害并使目标**攻击速度降低 35%(持续 3 秒)** | 飞扑伤害提升至 **180%**,攻速降低效果提升至 45% | **霜甲反伤**:扑击后生成持续 5 秒的极寒霜甲(自身最大血量 25% 护盾),**任何近战攻击蓝色怪物的敌人都将被减速 40%**! | **极寒爆裂**:扑击命中目标后引发暴风雪炸裂,对周围 3 米范围内所有敌人施加 **1.5 秒冰冻眩晕**(挂 `StunStars`),强力打散敌方攻势! |
## 十二、技能与特效资源目录 (Effects Asset Directory)