diff --git a/Assets/Materials/CoreBattleGround.mat b/Assets/Materials/CoreBattleGround.mat
index 2602870..07b6cbc 100644
--- a/Assets/Materials/CoreBattleGround.mat
+++ b/Assets/Materials/CoreBattleGround.mat
@@ -46,7 +46,7 @@ Material:
m_Scale: {x: 3, y: 4}
m_Offset: {x: 0, y: 0}
- _MainTex:
- m_Texture: {fileID: 2800000, guid: c6af6f473739fb546ac7775e5c957da1, type: 3}
+ m_Texture: {fileID: 2800000, guid: 9f2f11497a01e0b4c9881cd022dd8d26, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
@@ -68,7 +68,7 @@ Material:
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- _DstBlend: 0
- _GlossMapScale: 1
- - _Glossiness: 0.325
+ - _Glossiness: 0.25
- _GlossyReflections: 0
- _Metallic: 0
- _Mode: 0
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diff --git a/Assets/Prefabs/特效/扩散光圈.meta b/Assets/Prefabs/特效/扩散光圈.meta
new file mode 100644
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diff --git a/Assets/Prefabs/特效/扩散光圈/ShockwaveRing.cs b/Assets/Prefabs/特效/扩散光圈/ShockwaveRing.cs
new file mode 100644
index 0000000..d764e39
--- /dev/null
+++ b/Assets/Prefabs/特效/扩散光圈/ShockwaveRing.cs
@@ -0,0 +1,54 @@
+using UnityEngine;
+
+///
+/// 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()
+///
+[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().material;
+ mat.SetFloat("_Progress", 0f);
+ transform.localScale = startScale;
+ gameObject.SetActive(false);
+ }
+
+ ///
+ /// 外部调用:石头人拳头砸到地面的那一帧触发
+ ///
+ 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;
+ }
+ }
+}
+//(注:内容由AI生成)
diff --git a/Assets/Prefabs/特效/扩散光圈/ShockwaveRing.cs.meta b/Assets/Prefabs/特效/扩散光圈/ShockwaveRing.cs.meta
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new file mode 100644
index 0000000..4dbe784
--- /dev/null
+++ b/Assets/Prefabs/特效/扩散光圈/ShockwaveRing.mat
@@ -0,0 +1,87 @@
+%YAML 1.1
+%TAG !u! tag:yousandi.cn,2023:
+--- !u!21 &2100000
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index 0000000..a8f4669
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diff --git a/Assets/Prefabs/特效/扩散光圈/ShockwaveRing.prefab.meta b/Assets/Prefabs/特效/扩散光圈/ShockwaveRing.prefab.meta
new file mode 100644
index 0000000..e79bdd8
--- /dev/null
+++ b/Assets/Prefabs/特效/扩散光圈/ShockwaveRing.prefab.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/Prefabs/特效/扩散光圈/ShockwaveRing.shader b/Assets/Prefabs/特效/扩散光圈/ShockwaveRing.shader
new file mode 100644
index 0000000..542d4f5
--- /dev/null
+++ b/Assets/Prefabs/特效/扩散光圈/ShockwaveRing.shader
@@ -0,0 +1,73 @@
+// 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
+ }
+ }
+}
diff --git a/Assets/Prefabs/特效/扩散光圈/ShockwaveRing.shader.meta b/Assets/Prefabs/特效/扩散光圈/ShockwaveRing.shader.meta
new file mode 100644
index 0000000..f118f68
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@@ -0,0 +1,9 @@
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diff --git a/Assets/Prefabs/特效/眩晕特效.meta b/Assets/Prefabs/特效/眩晕头顶星星.meta
similarity index 100%
rename from Assets/Prefabs/特效/眩晕特效.meta
rename to Assets/Prefabs/特效/眩晕头顶星星.meta
diff --git a/Assets/Prefabs/特效/眩晕特效/星星新.png b/Assets/Prefabs/特效/眩晕头顶星星/星星新.png
similarity index 100%
rename from Assets/Prefabs/特效/眩晕特效/星星新.png
rename to Assets/Prefabs/特效/眩晕头顶星星/星星新.png
diff --git a/Assets/Prefabs/特效/眩晕特效/星星新.png.meta b/Assets/Prefabs/特效/眩晕头顶星星/星星新.png.meta
similarity index 100%
rename from Assets/Prefabs/特效/眩晕特效/星星新.png.meta
rename to Assets/Prefabs/特效/眩晕头顶星星/星星新.png.meta
diff --git a/Assets/Prefabs/特效/眩晕特效/星星新_去白底.png b/Assets/Prefabs/特效/眩晕头顶星星/星星新_去白底.png
similarity index 100%
rename from Assets/Prefabs/特效/眩晕特效/星星新_去白底.png
rename to Assets/Prefabs/特效/眩晕头顶星星/星星新_去白底.png
diff --git a/Assets/Prefabs/特效/眩晕特效/星星新_去白底.png.meta b/Assets/Prefabs/特效/眩晕头顶星星/星星新_去白底.png.meta
similarity index 100%
rename from Assets/Prefabs/特效/眩晕特效/星星新_去白底.png.meta
rename to Assets/Prefabs/特效/眩晕头顶星星/星星新_去白底.png.meta
diff --git a/Assets/Prefabs/特效/眩晕特效/眩晕星星粒子.mat b/Assets/Prefabs/特效/眩晕头顶星星/眩晕星星粒子.mat
similarity index 100%
rename from Assets/Prefabs/特效/眩晕特效/眩晕星星粒子.mat
rename to Assets/Prefabs/特效/眩晕头顶星星/眩晕星星粒子.mat
diff --git a/Assets/Prefabs/特效/眩晕特效/眩晕星星粒子.mat.meta b/Assets/Prefabs/特效/眩晕头顶星星/眩晕星星粒子.mat.meta
similarity index 100%
rename from Assets/Prefabs/特效/眩晕特效/眩晕星星粒子.mat.meta
rename to Assets/Prefabs/特效/眩晕头顶星星/眩晕星星粒子.mat.meta
diff --git a/Assets/Prefabs/特效/眩晕特效/眩晕星星粒子.prefab b/Assets/Prefabs/特效/眩晕头顶星星/眩晕星星粒子.prefab
similarity index 100%
rename from Assets/Prefabs/特效/眩晕特效/眩晕星星粒子.prefab
rename to Assets/Prefabs/特效/眩晕头顶星星/眩晕星星粒子.prefab
diff --git a/Assets/Prefabs/特效/眩晕特效/眩晕星星粒子.prefab.meta b/Assets/Prefabs/特效/眩晕头顶星星/眩晕星星粒子.prefab.meta
similarity index 100%
rename from Assets/Prefabs/特效/眩晕特效/眩晕星星粒子.prefab.meta
rename to Assets/Prefabs/特效/眩晕头顶星星/眩晕星星粒子.prefab.meta
diff --git a/Assets/Prefabs/第二章/石巨人.prefab b/Assets/Prefabs/第二章/石巨人.prefab
index b9324f2..9267395 100644
--- a/Assets/Prefabs/第二章/石巨人.prefab
+++ b/Assets/Prefabs/第二章/石巨人.prefab
@@ -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
+ shockwaveEffectPrefab: {fileID: 2197285705285267162, guid: c2264ab9308eec342a9aabba9e806a39,
+ type: 3}
--- !u!114 &507015780925844398
MonoBehaviour:
m_ObjectHideFlags: 0
diff --git a/Assets/Scenes/CharacterTest.scene b/Assets/Scenes/CharacterTest.scene
new file mode 100644
index 0000000..5f1bece
Binary files /dev/null and b/Assets/Scenes/CharacterTest.scene differ
diff --git a/Assets/Scenes/CharacterTest.scene.meta b/Assets/Scenes/CharacterTest.scene.meta
new file mode 100644
index 0000000..b4efd8b
--- /dev/null
+++ b/Assets/Scenes/CharacterTest.scene.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: WXNJtHj4V3wkPLBq04th7wf1iSYlDnab+LPwzuxwgW3YqzncllgAdD0=
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scenes/DefenseTest.scene b/Assets/Scenes/DefenseTest.scene
index 8a637e3..8eed0fa 100644
Binary files a/Assets/Scenes/DefenseTest.scene and b/Assets/Scenes/DefenseTest.scene differ
diff --git a/Assets/Script/ShockwaveEffect.cs b/Assets/Script/ShockwaveEffect.cs
new file mode 100644
index 0000000..4047d4b
--- /dev/null
+++ b/Assets/Script/ShockwaveEffect.cs
@@ -0,0 +1,120 @@
+using UnityEngine;
+
+///
+/// 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
+///
+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();
+ 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);
+ }
+ }
+
+ ///
+ /// 快捷方法:设置扩散参数
+ ///
+ 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;
+ }
+ }
+}
diff --git a/Assets/Script/ShockwaveEffect.cs.meta b/Assets/Script/ShockwaveEffect.cs.meta
new file mode 100644
index 0000000..216303f
--- /dev/null
+++ b/Assets/Script/ShockwaveEffect.cs.meta
@@ -0,0 +1,11 @@
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+guid: Wi9Oti2sVXLfnNsZJWEwc8LcWf8W7GlOYV8Ki/YiIZmXc8wu+QEZtEo=
+MonoImporter:
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+ serializedVersion: 2
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+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/Script/StoneGolemSkill.cs b/Assets/Script/StoneGolemSkill.cs
index cc1ae70..cb02ce5 100644
--- a/Assets/Script/StoneGolemSkill.cs
+++ b/Assets/Script/StoneGolemSkill.cs
@@ -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();
+ 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;