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。
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using UnityEngine;
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/// <summary>
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/// 石头人砸地冲击波 · 触发脚本
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/// 挂在平躺的 Quad 上,砸地命中帧调用 Play()
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{
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/// <summary>
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/// 外部调用:石头人拳头砸到地面的那一帧触发
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/// </summary>
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public void Play()
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{
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}
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void Update()
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{
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if (timer < 0f) return;
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timer += Time.deltaTime;
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float progress = Mathf.Clamp01(timer / duration);
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mat.SetFloat("_Progress", progress);
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// 扩散结束自动隐藏
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if (progress >= 1f)
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{
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// 石头人砸地 · 扩散冲击波圆环 Shader
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// 用法:挂在一个平躺的 Quad 上,由 C# 脚本驱动 _Progress 从 0→1
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Shader "Custom/ShockwaveRing"
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{
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Properties
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{
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_RingColor ("圆环颜色", Color) = (0.8, 0.75, 0.6, 1.0)
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_Progress ("扩散进度 (0~1)", Range(0, 1)) = 0
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_RingWidth ("圆环粗细", Range(0.02, 0.3)) = 0.08
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_Softness ("边缘柔化", Range(0.001, 0.1)) = 0.02
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent" "IgnoreProjector"="True" }
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LOD 100
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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float4 _RingColor;
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float _Progress;
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float _RingWidth;
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float _Softness;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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fixed4 frag (v2f i) : SV_Target
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{
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float2 p = i.uv - 0.5;
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float dist = length(p);
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// 当前圆环半径:从中心(0)扩散到边缘(0.5)
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float radius = _Progress * 0.5;
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float inner = radius - _RingWidth;
|
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// 只保留 [inner, radius] 这一圈,边缘柔化
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float ring = smoothstep(inner - _Softness, inner, dist)
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* (1.0 - smoothstep(radius - _Softness, radius, dist));
|
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// 越扩散越淡
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float alpha = ring * (1.0 - _Progress) * _RingColor.a;
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return float4(_RingColor.rgb, alpha);
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}
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ENDCG
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}
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}
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@@ -225,6 +225,7 @@ MonoBehaviour:
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borderColor: {r: 0.03, g: 0.03, b: 0.03, a: 0.95}
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deathEffectDuration: 1.1
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deathEffectColor: {r: 0.55, g: 0.9, b: 1, a: 1}
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canRevive: 0
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showDamageNumbers: 1
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damageNumberDuration: 0.8
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damageNumberRiseHeight: 1.2
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@@ -262,6 +263,8 @@ MonoBehaviour:
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skillRadius: 5
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stunDuration: 1
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skillAnimationDuration: 0
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shockwaveEffectPrefab: {fileID: 2197285705285267162, guid: c2264ab9308eec342a9aabba9e806a39,
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type: 3}
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--- !u!114 &507015780925844398
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using UnityEngine;
|
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|
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/// <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
|
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/// </summary>
|
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public class ShockwaveEffect : MonoBehaviour
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{
|
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[Header("扩散参数")]
|
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[Tooltip("扩散持续时间(秒)")]
|
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public float duration = 1f;
|
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|
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[Tooltip("扩散完成后是否自动销毁")]
|
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public bool autoDestroy = true;
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[Header("运行时可配置参数(可选)")]
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[Tooltip("覆盖材质颜色(Alpha=0时不覆盖)")]
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public Color overrideColor = new Color(0, 0, 0, 0);
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[Tooltip("覆盖扩散半径(<=0时使用Transform.localScale)")]
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public float overrideRadius = 0f;
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[Tooltip("覆盖圆环粗细(<=0时使用材质默认值)")]
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public float overrideRingWidth = 0f;
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private Material material;
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private float elapsed;
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private bool isPlaying;
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private Vector3 initialScale;
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private void Start()
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{
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// 获取材质实例(不影响原材质)
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var renderer = GetComponent<MeshRenderer>();
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if (renderer != null)
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{
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material = renderer.material; // 自动创建材质实例
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// 应用覆盖参数
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if (overrideColor.a > 0f)
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{
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material.SetColor("_RingColor", overrideColor);
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}
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if (overrideRingWidth > 0f)
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{
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material.SetFloat("_RingWidth", overrideRingWidth);
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}
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if (overrideRadius > 0f)
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{
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// 根据半径计算所需的Scale
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// Quad默认1x1,半径0.5,所以 Scale = radius * 2
|
||||
float scale = overrideRadius * 2f;
|
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transform.localScale = new Vector3(scale, scale, scale);
|
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}
|
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|
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// 从0开始扩散
|
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material.SetFloat("_Progress", 0f);
|
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isPlaying = true;
|
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elapsed = 0f;
|
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}
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else
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{
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Debug.LogWarning("ShockwaveEffect: 找不到MeshRenderer组件");
|
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if (autoDestroy)
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{
|
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Destroy(gameObject);
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}
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}
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}
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private void Update()
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{
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if (!isPlaying || material == null)
|
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{
|
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return;
|
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}
|
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elapsed += Time.deltaTime;
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float progress = Mathf.Clamp01(elapsed / duration);
|
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|
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// 更新Progress参数(0到1)
|
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material.SetFloat("_Progress", progress);
|
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// 扩散完成
|
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if (progress >= 1f)
|
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{
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isPlaying = false;
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if (autoDestroy)
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{
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Destroy(gameObject);
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}
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}
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}
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private void OnDestroy()
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{
|
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// 清理材质实例
|
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if (material != null)
|
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{
|
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Destroy(material);
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}
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}
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/// <summary>
|
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/// 快捷方法:设置扩散参数
|
||||
/// </summary>
|
||||
public void SetupEffect(float radius, float duration, Color color, float ringWidth = 0f)
|
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{
|
||||
this.overrideRadius = radius;
|
||||
this.duration = duration;
|
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this.overrideColor = color;
|
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if (ringWidth > 0f)
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{
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this.overrideRingWidth = ringWidth;
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}
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}
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}
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@@ -16,6 +16,9 @@ public class StoneGolemSkill : UnitSkill
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[Min(0f)]
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public float skillAnimationDuration = 0f;
|
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[Header("特效")]
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public GameObject shockwaveEffectPrefab;
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private bool isSkillReady;
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public override void ReleaseSkill()
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||||
@@ -38,6 +41,22 @@ public class StoneGolemSkill : UnitSkill
|
||||
return;
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}
|
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// 生成扩散光圈特效
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if (shockwaveEffectPrefab != null)
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{
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Vector3 effectPosition = unit.transform.position;
|
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var effectObj = Instantiate(shockwaveEffectPrefab, effectPosition, shockwaveEffectPrefab.transform.rotation);
|
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// 可选:动态配置特效参数(不配置则使用Prefab默认值)
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var effect = effectObj.GetComponent<ShockwaveEffect>();
|
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if (effect != null)
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{
|
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// 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;
|
||||
|
||||