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
```

注意:由于您提供的code differences部分为空,以上是一个示例模板。当您有具体的代码变更时,请提供详细的变更内容以便生成更准确的commit message。
This commit is contained in:
huadexuan committed 2026-09-30 18:16:20 +08:00
1 parent 1abd0de32f
commit a74d1e62d7
43 files changed
+1860 -2

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using UnityEngine;
/// <summary>
/// 石头人砸地冲击波 · 触发脚本
/// 挂在平躺的 Quad 上,砸地命中帧调用 Play()
/// </summary>
[RequireComponent(typeof(Renderer))]
public class ShockwaveRing : MonoBehaviour
{
[Header("扩散持续时间(秒)")]
public float duration = 0.6f;
[Header("起始缩放(可选,Play 时自动应用)")]
public Vector3 startScale = new Vector3(8f, 8f, 1f);
private Material mat;
private float timer = -1f;
void Start()
{
// 用 .material 生成独立实例,不影响材质资产
mat = GetComponent<Renderer>().material;
mat.SetFloat("_Progress", 0f);
transform.localScale = startScale;
gameObject.SetActive(false);
}
/// <summary>
/// 外部调用:石头人拳头砸到地面的那一帧触发
/// </summary>
public void Play()
{
gameObject.SetActive(true);
timer = 0f;
mat.SetFloat("_Progress", 0f);
}
void Update()
{
if (timer < 0f) return;
timer += Time.deltaTime;
float progress = Mathf.Clamp01(timer / duration);
mat.SetFloat("_Progress", progress);
// 扩散结束自动隐藏
if (progress >= 1f)
{
gameObject.SetActive(false);
timer = -1f;
}
}
}
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// 石头人砸地 · 扩散冲击波圆环 Shader
// 用法:挂在一个平躺的 Quad 上,由 C# 脚本驱动 _Progress 从 0→1
Shader "Custom/ShockwaveRing"
{
Properties
{
_RingColor ("圆环颜色", Color) = (0.8, 0.75, 0.6, 1.0)
_Progress ("扩散进度 (0~1)", Range(0, 1)) = 0
_RingWidth ("圆环粗细", Range(0.02, 0.3)) = 0.08
_Softness ("边缘柔化", Range(0.001, 0.1)) = 0.02
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" "IgnoreProjector"="True" }
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
float4 _RingColor;
float _Progress;
float _RingWidth;
float _Softness;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// 以 UV 中心(0.5,0.5)为圆心
float2 p = i.uv - 0.5;
float dist = length(p);
// 当前圆环半径:从中心(0)扩散到边缘(0.5)
float radius = _Progress * 0.5;
float inner = radius - _RingWidth;
// 只保留 [inner, radius] 这一圈,边缘柔化
float ring = smoothstep(inner - _Softness, inner, dist)
* (1.0 - smoothstep(radius - _Softness, radius, dist));
// 越扩散越淡
float alpha = ring * (1.0 - _Progress) * _RingColor.a;
return float4(_RingColor.rgb, alpha);
}
ENDCG
}
}
}
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@@ -225,6 +225,7 @@ 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
@@ -262,6 +263,8 @@ MonoBehaviour:
skillRadius: 5
stunDuration: 1
skillAnimationDuration: 0
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using UnityEngine;
/// <summary>
/// 控制冲击波扩散效果
/// 可通过代码动态调整颜色、大小、速度等参数,实现不同技能的复用
/// </summary>
public class ShockwaveEffect : MonoBehaviour
{
[Header("扩散参数")]
[Tooltip("扩散持续时间(秒)")]
public float duration = 1f;
[Tooltip("扩散完成后是否自动销毁")]
public bool autoDestroy = true;
[Header("运行时可配置参数(可选)")]
[Tooltip("覆盖材质颜色(Alpha=0时不覆盖)")]
public Color overrideColor = new Color(0, 0, 0, 0);
[Tooltip("覆盖扩散半径(<=0时使用Transform.localScale)")]
public float overrideRadius = 0f;
[Tooltip("覆盖圆环粗细(<=0时使用材质默认值)")]
public float overrideRingWidth = 0f;
private Material material;
private float elapsed;
private bool isPlaying;
private Vector3 initialScale;
private void Start()
{
// 获取材质实例(不影响原材质)
var renderer = GetComponent<MeshRenderer>();
if (renderer != null)
{
material = renderer.material; // 自动创建材质实例
// 应用覆盖参数
if (overrideColor.a > 0f)
{
material.SetColor("_RingColor", overrideColor);
}
if (overrideRingWidth > 0f)
{
material.SetFloat("_RingWidth", overrideRingWidth);
}
if (overrideRadius > 0f)
{
// 根据半径计算所需的Scale
// Quad默认1x1,半径0.5,所以 Scale = radius * 2
float scale = overrideRadius * 2f;
transform.localScale = new Vector3(scale, scale, scale);
}
// 从0开始扩散
material.SetFloat("_Progress", 0f);
isPlaying = true;
elapsed = 0f;
}
else
{
Debug.LogWarning("ShockwaveEffect: 找不到MeshRenderer组件");
if (autoDestroy)
{
Destroy(gameObject);
}
}
}
private void Update()
{
if (!isPlaying || material == null)
{
return;
}
elapsed += Time.deltaTime;
float progress = Mathf.Clamp01(elapsed / duration);
// 更新Progress参数(0到1)
material.SetFloat("_Progress", progress);
// 扩散完成
if (progress >= 1f)
{
isPlaying = false;
if (autoDestroy)
{
Destroy(gameObject);
}
}
}
private void OnDestroy()
{
// 清理材质实例
if (material != null)
{
Destroy(material);
}
}
/// <summary>
/// 快捷方法:设置扩散参数
/// </summary>
public void SetupEffect(float radius, float duration, Color color, float ringWidth = 0f)
{
this.overrideRadius = radius;
this.duration = duration;
this.overrideColor = color;
if (ringWidth > 0f)
{
this.overrideRingWidth = ringWidth;
}
}
}
+11
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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: Wi9Oti2sVXLfnNsZJWEwc8LcWf8W7GlOYV8Ki/YiIZmXc8wu+QEZtEo=
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+19
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@@ -16,6 +16,9 @@ public class StoneGolemSkill : UnitSkill
[Min(0f)]
public float skillAnimationDuration = 0f;
[Header("特效")]
public GameObject shockwaveEffectPrefab;
private bool isSkillReady;
public override void ReleaseSkill()
@@ -38,6 +41,22 @@ public class StoneGolemSkill : UnitSkill
return;
}
// 生成扩散光圈特效
if (shockwaveEffectPrefab != null)
{
Vector3 effectPosition = unit.transform.position;
var effectObj = Instantiate(shockwaveEffectPrefab, effectPosition, shockwaveEffectPrefab.transform.rotation);
// 可选:动态配置特效参数(不配置则使用Prefab默认值)
var effect = effectObj.GetComponent<ShockwaveEffect>();
if (effect != null)
{
// 根据技能范围动态设置扩散半径
effect.overrideRadius = skillRadius;
// 可以设置颜色,例如:effect.overrideColor = new Color(1f, 0.8f, 0.2f, 1f);
}
}
unit.ApplyAreaSkillDamage(skillRadius, skillDamage, false);
unit.ApplyAreaStun(skillRadius, stunDuration);
isSkillReady = false;