From a9869b741978b83be495462d87096d6dac560c99 Mon Sep 17 00:00:00 2001 From: huadexuan <491009149@qq.com> Date: Mon, 12 Oct 2026 23:10:06 +0800 Subject: [PATCH] =?UTF-8?q?```=20feat(EliteSoldier):=20=E7=B2=BE=E9=94=90?= =?UTF-8?q?=E5=A3=AB=E5=85=B5=E9=87=8D=E6=9E=84=E4=B8=BA=E5=88=BA=E5=AE=A2?= =?UTF-8?q?=E5=AE=9A=E4=BD=8D=E6=8A=80=E8=83=BD=E4=BD=93=E7=B3=BB?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - 完全重写EliteSoldierSkill.cs,将职业定位从大剑狂战改为刺客 - 实现1级【裂空突袭】:飞天斩击敌方后排,造成200%物理暴击伤害 - 添加3级【弱点锁定】:伤害提升至250%,暴击率+25%,落地移速+35% - 添加6级【影袭破防】:目标眩晕1.2秒且物理易伤35% - 添加10级【死斗连环】:击杀后连斩最多3次,无缝腾空攻击下一个后排 - 优化动画系统:飞跃期间关闭root motion和nav mesh agent避免位移冲突 - 更新动画控制器override controller的clip引用 - 在预制体中添加isStunImmune字段用于10级霸体效果 - 更新游戏说明文档中的技能描述和开发日志 ``` --- .../Animation/精锐士兵新.overrideController | 2 +- Assets/Model/第一章/精锐士兵/跃起劈砍.fbx | Bin 0 -> 201936 bytes .../Model/第一章/精锐士兵/跃起劈砍.fbx.meta | 553 + Assets/Prefabs/第一章/精锐士兵.prefab | 12 +- Assets/Scenes/CharacterTest.scene | Bin 164068 -> 162420 bytes Assets/Scripts/技能脚本/CastleMageSkill.cs | 74 +- Assets/Scripts/技能脚本/EliteSoldierSkill.cs | 395 +- .../Materials/Misc/Sword/slash02_ADD.mat | 74 + .../Materials/Misc/Sword/slash02_ADD.mat.meta | 8 + .../Models/ETFX_CirclePlaneHalf.FBX | Bin 0 -> 17040 bytes .../Models/ETFX_CirclePlaneHalf.FBX.meta | 92 + .../Prefabs/Combat/Sword/Wave.meta | 8 + .../Combat/Sword/Wave/SwordWaveWhite.prefab | 23746 ++++++++++++++++ .../Sword/Wave/SwordWaveWhite.prefab.meta | 8 + .../Textures/slash02.png | Bin 0 -> 45644 bytes .../Textures/slash02.png.meta | 116 + CODELY.md | 2 + 召唤之战-角色与技能说明.md | 2 +- 18 files changed, 25041 insertions(+), 51 deletions(-) create mode 100644 Assets/Model/第一章/精锐士兵/跃起劈砍.fbx create mode 100644 Assets/Model/第一章/精锐士兵/跃起劈砍.fbx.meta create mode 100644 Assets/TJGeneratorLibEffects/Materials/Misc/Sword/slash02_ADD.mat create mode 100644 Assets/TJGeneratorLibEffects/Materials/Misc/Sword/slash02_ADD.mat.meta create mode 100644 Assets/TJGeneratorLibEffects/Models/ETFX_CirclePlaneHalf.FBX create mode 100644 Assets/TJGeneratorLibEffects/Models/ETFX_CirclePlaneHalf.FBX.meta create mode 100644 Assets/TJGeneratorLibEffects/Prefabs/Combat/Sword/Wave.meta create mode 100644 Assets/TJGeneratorLibEffects/Prefabs/Combat/Sword/Wave/SwordWaveWhite.prefab create mode 100644 Assets/TJGeneratorLibEffects/Prefabs/Combat/Sword/Wave/SwordWaveWhite.prefab.meta create mode 100644 Assets/TJGeneratorLibEffects/Textures/slash02.png create mode 100644 Assets/TJGeneratorLibEffects/Textures/slash02.png.meta diff --git a/Assets/Animation/精锐士兵新.overrideController b/Assets/Animation/精锐士兵新.overrideController index 763d33c..80daf7f 100644 --- a/Assets/Animation/精锐士兵新.overrideController +++ b/Assets/Animation/精锐士兵新.overrideController @@ -23,5 +23,5 @@ AnimatorOverrideController: type: 3} - m_OriginalClip: {fileID: -203655887218126122, guid: b82d15855591849bd80b62238bcd4ed3, type: 3} - m_OverrideClip: {fileID: -203655887218126122, guid: 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-9.3132246e-10, w: 1} + scale: {x: 1.0000004, y: 1.0000002, z: 1.0000004} + namedPoseList: + - name: Default + skeleton: [] + armTwist: 0.5 + foreArmTwist: 0.5 + upperLegTwist: 0.5 + legTwist: 0.5 + armStretch: 0.05 + legStretch: 0.05 + feetSpacing: 0 + globalScale: 1 + rootMotionBoneName: + defaultPoseIndex: -1 + hasTranslationDoF: 0 + hasExtraRoot: 1 + skeletonHasParents: 1 + lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: 62d9f853c067ff443bd2a3aa382ab563, + type: 3} + autoGenerateAvatarMappingIfUnspecified: 1 + animationType: 3 + humanoidOversampling: 1 + avatarSetup: 2 + addHumanoidExtraRootOnlyWhenUsingAvatar: 1 + importBlendShapeDeformPercent: 1 + remapMaterialsIfMaterialImportModeIsNone: 0 + additionalBone: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prefabs/第一章/精锐士兵.prefab b/Assets/Prefabs/第一章/精锐士兵.prefab index 068b848..1dc136b 100644 --- a/Assets/Prefabs/第一章/精锐士兵.prefab +++ b/Assets/Prefabs/第一章/精锐士兵.prefab @@ -321,6 +321,7 @@ 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WaitForSeconds(0.25f); - if (target != null && target.activeInHierarchy && unit != null) + if (unit == null) yield break; + + // 优先打目标后方的敌人;如果只有一个怪或没有更后方的人,直接打同一个目标,绝不打空 + GameObject secondTarget = FindBacklineTarget(primaryTarget); + + if (secondTarget != null && secondTarget.activeInHierarchy) { - LaunchFireball(target, damageMultiplier, radius, createBurnField); - Debug.Log($"【双发爆裂】追加第二发火球! 伤害倍率: {damageMultiplier * 100:F0}%"); + LaunchFireball(secondTarget, damageMultiplier, radius, createBurnField); + bool isSameTarget = secondTarget == primaryTarget; + Debug.Log($"【双发爆裂】追加第二发火球! 目标: {secondTarget.name} ({(isSameTarget ? "单目标连续轰炸" : "后排敌群轰炸")}),伤害倍率: {damageMultiplier * 100:F0}%"); } } + /// + /// 寻找位于当前目标后方的敌人。若无后排敌人,回退返回当前目标。 + /// + private GameObject FindBacklineTarget(GameObject currentTarget) + { + if (unit == null) return currentTarget; + + UnitTeam myTeam = unit.GetComponent(); + if (myTeam == null) return currentTarget; + + // 如果原目标已失效/死亡,回退找任意当前有效目标 + if (currentTarget == null || !currentTarget.activeInHierarchy) + { + return unit.FindNearestEnemyForSkill(); + } + + Vector3 magePos = unit.transform.position; + Vector3 targetPos = currentTarget.transform.position; + Vector3 forwardDir = (targetPos - magePos).normalized; + if (forwardDir.sqrMagnitude < 0.001f) forwardDir = unit.transform.forward; + + var allTeams = Object.FindObjectsOfType(); + GameObject bestBacklineTarget = null; + float bestDistance = float.MaxValue; + + foreach (var t in allTeams) + { + if (t == null || !t.gameObject.activeInHierarchy) continue; + if (!myTeam.IsEnemy(t.gameObject)) continue; + if (t.gameObject == currentTarget || t.transform.root == currentTarget.transform.root) continue; + + // 检查敌方单位是否存活 + var targetUnit = t.GetComponentInParent(); + if (targetUnit != null && targetUnit.IsDead) continue; + var bar = t.GetComponentInParent(); + if (bar != null && bar.IsDead) continue; + + GameObject enemyGo = targetUnit != null ? targetUnit.gameObject : t.gameObject; + + // 计算该敌人相对当前目标的深度 (沿法师射向的距离) + Vector3 offset = enemyGo.transform.position - targetPos; + float depth = Vector3.Dot(offset, forwardDir); + + // 只要位于目标后方 (深度 > 0.8米) + if (depth > 0.8f) + { + // 优先选择距离当前目标最近的后排敌人(紧邻的后排敌群),形成层次分明的前后封锁 + float dist = offset.magnitude; + if (dist < bestDistance) + { + bestDistance = dist; + bestBacklineTarget = enemyGo; + } + } + } + + // 如果找到了后排敌人,打后排敌人;如果场上只有一个怪或无后排敌人,打同一个目标 + return bestBacklineTarget != null ? bestBacklineTarget : currentTarget; + } + private void LaunchFireball(GameObject target, float damageMultiplier, float radius, bool createBurnField) { GameObject missilePrefab = fireballMissilePrefab; diff --git a/Assets/Scripts/技能脚本/EliteSoldierSkill.cs b/Assets/Scripts/技能脚本/EliteSoldierSkill.cs index b5c57f1..fea59cc 100644 --- a/Assets/Scripts/技能脚本/EliteSoldierSkill.cs +++ b/Assets/Scripts/技能脚本/EliteSoldierSkill.cs @@ -1,71 +1,388 @@ +using System.Collections; +using System.Collections.Generic; using UnityEngine; +using UnityEngine.AI; +/// +/// 精锐士兵技能:裂空突袭(刺客定位 · 1/3/6/10 级完整阶梯) +/// 1级【裂空突袭】:核心招牌直接解锁!第一帧立刻起跳,空中划出高抛物线,30帧(约0.95s)落地砸击敌方后排,造成 200% 暴击物理伤害(播放 SwordWaveWhite) +/// 3级【弱点锁定】:突袭伤害提升至 250%,暴击率额外 +25%,落地后 3 秒内自身移速 +35% 紧逼残血 +/// 6级【影袭破防】:突袭下砸震碎防御,目标陷入【1.2 秒硬眩晕】(挂 StunStars)且受到物理伤害增加 35%(持续 4s) +/// 10级【死斗连环】:飞天斩若击杀目标,立即从当前落地点再次腾空飞斩下一个后排目标!最多连斩 3 次! +/// public class EliteSoldierSkill : UnitSkill { - [Header("蓄力重斩参数")] - [Min(0f)] - public float skillDamage = 125f; + [Header("刺客飞跃参数")] + [Tooltip("飞跃最高拱起高度")] + public float leapPeakHeight = 3.5f; - [Min(0.1f)] - public float skillRadius = 2.5f; + [Tooltip("落地吸附距离")] + public float landOffsetDistance = 0.8f; - [Header("技能动画")] - [Min(0f)] - public float skillAnimationDuration = 2.22f; + [Tooltip("空中飞跃时长 (第1帧起跳到第30帧落地,精确为 0.95 秒)")] + public float leapDuration = 0.95f; - [Header("特效")] - public GameObject groundCrackEffectPrefab; - [Min(0f)] - public float groundCrackForwardDistance = 1.2f; - [Min(0f)] - public float groundCrackHeightOffset = 0.05f; + [Header("特效资源")] + public GameObject swordWavePrefab; // 落地白剑浪特效 (SwordWaveWhite) + public GameObject groundImpactPrefab; // 落地冲击特效 (ShockwaveRing 或 TargetHitExplosion) - private bool isSkillReady; + private bool isSkillPending = false; + private GameObject leapTarget; + private Coroutine leapCoroutine; + private Coroutine consecutiveCoroutine; + private int consecutiveKillCount = 0; // 10 级连斩计数 (最多 3 次) + private bool prevRootMotionState = true; - public override void ReleaseSkill() + private void EnsureUnit() { if (unit == null) { - return; + unit = GetComponent(); } - - unit.FaceCurrentTarget(0f); - isSkillReady = true; - unit.PlaySkillAnimation(OnSkillFinished, skillAnimationDuration); } - // 添加到蓄力重斩动画的命中帧。 - public void OnSkillHit1() + /// + /// 当能量蓄满时触发:锁定敌方后排,启动飞天刺杀! + /// + public override void ReleaseSkill() { - if (!isSkillReady) + EnsureUnit(); + if (unit == null) return; + + WorldHealthBar healthBar = unit.GetComponent(); + if (healthBar == null || healthBar.IsDead) return; + + consecutiveKillCount = 0; + ExecuteLeapAttack(); + } + + /// + /// 执行一次飞天斩(第1帧起跳到第30帧落地) + /// + private void ExecuteLeapAttack() + { + EnsureUnit(); + if (unit == null) return; + + // 刺客核心:优先锁定敌方后排最深处的活体敌人 + leapTarget = FindBacklineTarget(unit.Target); + if (leapTarget == null) { + RestoreAgentAndState(); return; } - if (groundCrackEffectPrefab != null) + Vector3 toTarget = leapTarget.transform.position - unit.transform.position; + toTarget.y = 0f; + if (toTarget.sqrMagnitude > 0.01f) { - Vector3 effectPosition = unit.transform.position - + unit.transform.forward * groundCrackForwardDistance; - effectPosition.y += groundCrackHeightOffset; + unit.transform.rotation = Quaternion.LookRotation(toTarget.normalized, Vector3.up); + } - GameObject effectObject = Instantiate( - groundCrackEffectPrefab, - effectPosition, - groundCrackEffectPrefab.transform.rotation); + isSkillPending = true; - ShockwaveRing shockwave = effectObject.GetComponent(); - if (shockwave != null) + // 1. 关闭 NavMeshAgent 与 Root Motion,位移完全由抛物线代码接管,杜绝任何位移打架漂移 + NavMeshAgent agent = unit.GetComponent(); + if (agent != null && agent.enabled) + { + agent.enabled = false; + } + + Animator anim = GetComponent(); + if (anim != null) + { + prevRootMotionState = anim.applyRootMotion; + anim.applyRootMotion = false; // 飞天位移期间禁用根运动,防止动画位移叠加漂移 + anim.Play("skill", 0, 0f); // 强制从第 0 帧(第一帧立刻起跳)播放 + } + + unit.PlaySkillAnimation(OnSkillAnimationFinished, 2.067f); + + if (leapCoroutine != null) StopCoroutine(leapCoroutine); + leapCoroutine = StartCoroutine(LeapTrajectoryRoutine(leapTarget)); + + Debug.Log($"【刺客·精锐士兵】第 {consecutiveKillCount + 1} 斩发动! 第一帧腾空起跳,直扑后排: {leapTarget.name}"); + } + + /// + /// 飞天抛物线协程:第 0 秒立刻起跳,0.95 秒(第30帧)精准落地 + /// + private IEnumerator LeapTrajectoryRoutine(GameObject target) + { + Vector3 startPos = unit.transform.position; + startPos.y = 0.16f; // 保证起跳起点严格贴地 + float elapsed = 0f; + + while (elapsed < leapDuration) + { + elapsed += Time.deltaTime; + float t = Mathf.Clamp01(elapsed / leapDuration); + + // 获取后排目标当前坐标(支持目标位移时动态吸附) + Vector3 targetPos = (target != null && target.activeInHierarchy) + ? target.transform.position + : startPos + unit.transform.forward * 4f; + + Vector3 toTargetVec = targetPos - startPos; + Vector3 landTargetPos; + + // 保持在目标身前适量距离落位,避免模型穿插 + if (toTargetVec.sqrMagnitude > landOffsetDistance * landOffsetDistance) { - shockwave.Play(); + landTargetPos = targetPos - toTargetVec.normalized * landOffsetDistance; + } + else + { + landTargetPos = targetPos; + } + landTargetPos.y = 0.16f; + + // 水平位置插值:使用匀速/平滑过渡 + Vector3 curPos = Vector3.Lerp(startPos, landTargetPos, t); + + // 垂直抛物线:4 * H * t * (1 - t),在 t=0.5 (约第15帧/0.48s) 达到最高点 3.5 米 + curPos.y += 4f * leapPeakHeight * t * (1f - t); + + unit.transform.position = curPos; + + // 飞行中面朝目标 + Vector3 lookDir = landTargetPos - curPos; + lookDir.y = 0f; + if (lookDir.sqrMagnitude > 0.01f) + { + unit.transform.rotation = Quaternion.LookRotation(lookDir.normalized, Vector3.up); + } + + yield return null; + } + + // 第 0.95 秒(第30帧)精准落地 + Vector3 finalLandPos = unit.transform.position; + finalLandPos.y = 0.16f; + if (NavMesh.SamplePosition(finalLandPos, out NavMeshHit hit, 2.0f, NavMesh.AllAreas)) + { + unit.transform.position = hit.position; + } + else + { + unit.transform.position = finalLandPos; + } + } + + /// + /// 动画命中帧方法:大剑落地砸击目标头顶 (约第 28~30 帧 / 0.904s 处) + /// + public void OnSkillHit1() + { + if (!isSkillPending) return; + isSkillPending = false; + + EnsureUnit(); + if (unit == null) return; + + GameObject opponent = (leapTarget != null && leapTarget.activeInHierarchy) ? leapTarget : unit.Target; + if (opponent == null) return; + + int level = unit.level; + + // 1. 播放破空剑浪与地面冲击特效 + PlayImpactVfx(opponent.transform.position); + + // 2. 计算刺客伤害 (1级 200%, 3级+ 250%) + float damageMultiplier = level >= 3 ? 2.50f : 2.00f; + + // 3级解锁:暴击率额外 +25% + float originalCrit = unit.critRate; + if (level >= 3) + { + unit.critRate += 0.25f; + } + + UnitBase targetUnit = opponent.GetComponentInParent(); + WorldHealthBar targetBar = opponent.GetComponentInParent(); + if (targetBar == null && targetUnit != null) + { + targetBar = targetUnit.GetComponent(); + } + + // 施加技能重劈伤害 + float damage = unit.attackPower * damageMultiplier; + if (targetUnit != null) + { + targetUnit.ReceiveDamage(damage, unit.gameObject); + } + else if (targetBar != null) + { + targetBar.TakeDamage(damage, unit.gameObject); + } + + // 恢复暴击率 + if (level >= 3) + { + unit.critRate = originalCrit; + // 3级解锁:落地后 3 秒移速 +35% + StartCoroutine(TemporarySpeedBoostRoutine(3.0f, 1.35f)); + } + + // 3. 6级解锁【影袭破防】:目标陷入 1.2 秒硬眩晕 + if (level >= 6 && targetUnit != null && targetUnit.IsAlive) + { + targetUnit.ApplyStun(1.2f); + Debug.Log($"【影袭破防】命中! 目标 {targetUnit.gameObject.name} 被震晕 1.2 秒!"); + } + + Debug.Log($"【裂空突袭】大剑劈中后排! 造成伤害倍率: {damageMultiplier * 100:F0}% (等级: {level})"); + + // 4. 10级解锁【死斗连环】:若斩杀目标,短暂停顿 0.25 秒后立即无缝起跳下一个后排! + bool isTargetKilled = (targetBar != null && targetBar.IsDead) || (targetUnit != null && targetUnit.IsDead) || (targetBar != null && targetBar.currentHealth <= 0f); + if (level >= 10 && isTargetKilled) + { + consecutiveKillCount++; + if (consecutiveKillCount < 3) + { + Debug.Log($"【死斗连环】斩杀触发! 精锐士兵斩杀后排目标,准备连斩下一个后排!(连击: {consecutiveKillCount})"); + if (consecutiveCoroutine != null) StopCoroutine(consecutiveCoroutine); + consecutiveCoroutine = StartCoroutine(TriggerNextConsecutiveLeapDelayed(0.25f)); + } + else + { + consecutiveKillCount = 0; + } + } + else + { + consecutiveKillCount = 0; + } + } + + /// + /// 连斩平滑衔接:后摇停顿 0.25 秒(让玩家看清落地砍杀),随后直接从当前落地位置再次腾空! + /// + private IEnumerator TriggerNextConsecutiveLeapDelayed(float delay) + { + yield return new WaitForSeconds(delay); + + if (unit != null && unit.IsAlive) + { + ExecuteLeapAttack(); + } + } + + private IEnumerator TemporarySpeedBoostRoutine(float duration, float mult) + { + if (unit == null) yield break; + float originalSpeed = unit.speed; + unit.speed = originalSpeed * mult; + + yield return new WaitForSeconds(duration); + + if (unit != null) + { + unit.speed = originalSpeed; + } + } + + private void PlayImpactVfx(Vector3 landPos) + { + // 1. 播放 SwordWaveWhite 白剑浪 (贴地平铺) + GameObject wavePrefab = swordWavePrefab; +#if UNITY_EDITOR + if (wavePrefab == null) + { + wavePrefab = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/TJGeneratorLibEffects/Prefabs/Combat/Sword/Wave/SwordWaveWhite.prefab"); + } +#endif + if (wavePrefab != null && unit != null) + { + Vector3 vfxPos = landPos + Vector3.up * 0.2f; + Quaternion rot = Quaternion.Euler(0f, unit.transform.eulerAngles.y, 0f); + var vfx = Instantiate(wavePrefab, vfxPos, rot); + vfx.transform.rotation = rot; + vfx.transform.localScale = Vector3.one * 1.5f; + Destroy(vfx, 1.5f); + } + + // 2. 播放地面震波光圈 + GameObject impactPrefab = groundImpactPrefab; +#if UNITY_EDITOR + if (impactPrefab == null) + { + impactPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/Prefabs/特效/扩散光圈/ShockwaveRing.prefab"); + } +#endif + if (impactPrefab != null) + { + var ring = Instantiate(impactPrefab, new Vector3(landPos.x, 0.05f, landPos.z), impactPrefab.transform.rotation); + Destroy(ring, 1.5f); + } + } + + /// + /// 寻找敌方阵型最远端/最深处的后排存活敌人 + /// + private GameObject FindBacklineTarget(GameObject currentTarget) + { + if (unit == null) return currentTarget; + UnitTeam myTeam = unit.GetComponent(); + + var allTeams = Object.FindObjectsOfType(); + GameObject furthestBacklineEnemy = null; + float maxDepth = -999f; + + foreach (var t in allTeams) + { + if (t == null || !t.gameObject.activeInHierarchy) continue; + + // 双重防呆判断:支持 UnitTeam 阵营比对与 Unity Tag 敌我比对 + bool isEnemy = (myTeam != null && myTeam.IsEnemy(t.gameObject)) + || (unit.CompareTag("Friend") && (t.CompareTag("Enemy") || t.gameObject.name.Contains("小怪") || t.gameObject.name.Contains("敌方"))); + if (!isEnemy) continue; + + var targetUnit = t.GetComponentInParent(); + if (targetUnit != null && targetUnit.IsDead) continue; + var bar = t.GetComponentInParent(); + if (bar != null && bar.IsDead) continue; + + GameObject enemyGo = targetUnit != null ? targetUnit.gameObject : t.gameObject; + + // 依据战场纵深 (Z 坐标越大即越靠后排敌方阵地) + float depth = enemyGo.transform.position.z; + if (depth > maxDepth) + { + maxDepth = depth; + furthestBacklineEnemy = enemyGo; } } - unit.ApplyAreaSkillDamage(skillRadius, skillDamage, false); - isSkillReady = false; + return furthestBacklineEnemy != null ? furthestBacklineEnemy : currentTarget; } - private void OnSkillFinished() + private void RestoreAgentAndState() { - isSkillReady = false; + isSkillPending = false; + + NavMeshAgent agent = unit != null ? 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maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + platformSettings: + - buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + - buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + - buildTarget: Android + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + - buildTarget: Windows Store Apps + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + - buildTarget: WebGL + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/CODELY.md b/CODELY.md index 298f6c4..55a5c39 100644 --- a/CODELY.md +++ b/CODELY.md @@ -33,6 +33,7 @@ - [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。 +- [2026-10-12 22:31:19] 2026-10-12 英雄阶梯技能设计铁律:1级技能必须直接确立角色核心职业定位(如刺客1级即飞天突袭后排,法师1级即爆裂火球,盾卫1级即圣盾护体),3级数值与机动强化,6级战术控制质变,10级大招高光连招;绝不可等到3级才确立核心职业机制。 ### 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。 @@ -155,6 +156,7 @@ - [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。 - [2026-10-11 23:40:59] 2026-10-11 人类士兵技能实装完毕:HumanSoldierSkill.cs 接入 1/3/6/10 级阶梯体系。1级150%伤害配合SwordSlashThickWhite剑气、3级190%伤害且技能暴击率+20%、6级OnSkillHit1命中直接施加1.2秒断岳重击眩晕(ApplyStun+StunStars)、10级生命值首次跌破35%触发不屈战魂(AuraSoftBlue光环平铺地面,攻速+60%且普攻30%吸血持续6s)。已完成全流程PlayMode测试。Quad光环类地面特效实例化必须继承其Prefab自身X轴-90度(270度)旋转以保持平铺贴地。 - [2026-10-12 17:01:19] 2026-10-12 法师重构为阶梯技能体系 (CastleMageSkill.cs),包含 FireballSharpMissileFire 飞弹、MagicExplosionFire 爆破及 FireFieldRed 地面持续灼烧火海特效。 +- [2026-10-12 22:31:36] 2026-10-12 精锐士兵刺客重构完毕:EliteSoldierSkill.cs 实现1级直接飞天斩后排(跃起劈砍.fbx第0帧立刻起跳、0.95s第30帧精准落地扑向敌方最远后排重劈200%);3级250%伤害且落地+35%移速;6级影袭破防眩晕1.2s;10级击杀目标后0.25s立即再次腾空连斩下一个后排(最多3连斩)。飞跃期间必须关闭 animator.applyRootMotion = false 与 navAgent.enabled = false,彻底消除动画根运动与抛物线位移打架造成的连斩异常漂移。 ### 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。 diff --git a/召唤之战-角色与技能说明.md b/召唤之战-角色与技能说明.md index f6883d7..45296ae 100644 --- a/召唤之战-角色与技能说明.md +++ b/召唤之战-角色与技能说明.md @@ -326,7 +326,7 @@ UnitBase | **人类士兵**
*(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**
*(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**
*(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**
*(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! | +| **精锐士兵**
*(刺客/飞天切后排)* | **裂空突袭**:核心招牌直接解锁!双手持大剑高高跃起飞扑敌方后排最深处敌人,落地重劈造成 **200% 物理暴击伤害**(带剑浪 `SwordWaveWhite`)!直接绕开前排肉盾直取后排! | **弱点锁定**:突袭伤害提升至 **250%**,暴击率额外 **+25%**,落地后 3 秒内自身移速 +35% 方便就地追杀残血! | **影袭破防**:飞天重劈落地附带强力震慑,使目标**眩晕 1.2 秒**(挂 `StunStars`)且受到物理伤害增加 35%(持续 4s)! | **死斗连环**:飞天斩若击杀目标,**立即刷新技能充能**并自动再次腾空扑向下一个后排目标!最多连续连斩 3 次,后排杀手! | ### 11.2 第二章英雄技能阶梯解锁表