feat(animation): 移除多个动画控制器并更新蓝色怪物配置

移除了littleGreen和player的动画控制器及其元文件,同时删除了
人类-剑士士兵和怪物-蓝色战士的override控制器及相关的材质文件。

更新了蓝色怪物override控制器中的动画剪辑引用,将原有的动画
资源替换为新的GUID引用。
```
This commit is contained in:
huadexuan committed 2026-08-22 23:43:06 +08:00
1 parent 6181e36d16
commit b807bb80ec
36 files changed
+2873 -7233

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+92 -50
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@@ -14,7 +14,7 @@ public class NewBehaviourScript : MonoBehaviour
//活动范围
public float range = 500f;
//侦查范围
//兼容旧场景配置,目标搜索不再受此范围限制
public float detectRange = 200f;
//攻击范围
@@ -83,69 +83,104 @@ public class NewBehaviourScript : MonoBehaviour
return;
}
//获取侦查范围内除自己以外的Player层的单位
var players = Physics.OverlapSphere(transform.position, detectRange, LayerMask.GetMask("Player"));
//如果存在单位
if (players.Length > 0)
//查找场景中距离自己最近的敌对目标
target = FindNearestOpponent();
if (target != null)
{
//找出标签是Friend的,并且不是自己
foreach (var player in players)
state = State.Track;
//目标在攻击范围外则朝目标移动,否则开始攻击
if (!IsWithinAttackReach(target))
{
if (player.tag == "Friend" && player != gameObject)
{
//进入追逐状态
state = State.Track;
float dis = Vector3.Distance(transform.position, player.transform.position);
//和目标的距离在攻击范围外则朝目标移动
if (dis > attackRange)
{
move(player.transform.position - transform.position);
//打印动画speed的值
Debug.Log(animator.GetInteger("speed"));
}
else
{
attack(player);
}
return;
}
move(target.transform.position - transform.position);
}
else
{
attack(target);
}
return;
}
if (state == State.Track)
{
state = State.Alert;
}
//没有侦查到敌人则回到巡逻
//没有目标时回到巡逻
state = State.Alert;
//角色在攻击状态则返回
if (state == State.Alert)
move(targetPos - transform.position);
//到达目标点时候随机目标点,只判断水平距离
Vector3 patrolOffset = transform.position - targetPos;
patrolOffset.y = 0;
if (patrolOffset.sqrMagnitude < 0.01f)
{
//移动
move(targetPos - transform.position);
//到达目标点时候随机目标点,只判断水平距离
Vector3 patrolOffset = transform.position - targetPos;
patrolOffset.y = 0;
if (patrolOffset.sqrMagnitude < 0.01f)
randomTargetPos();
}
}
//根据自身Tag找到敌对Tag
private string GetOpponentTag()
{
if (CompareTag("Friend"))
{
return "Enemy";
}
if (CompareTag("Enemy"))
{
return "Friend";
}
return null;
}
//查找距离自己最近的敌对目标
private GameObject FindNearestOpponent()
{
string opponentTag = GetOpponentTag();
if (string.IsNullOrEmpty(opponentTag))
{
return null;
}
GameObject nearestOpponent = null;
float nearestSqrDistance = float.PositiveInfinity;
GameObject[] opponents = GameObject.FindGameObjectsWithTag(opponentTag);
foreach (var opponent in opponents)
{
//排除自己以及自己所在层级中的对象
if (opponent == gameObject || opponent.transform.root == transform.root)
{
randomTargetPos();
continue;
}
float sqrDistance = (opponent.transform.position - transform.position).sqrMagnitude;
if (sqrDistance < nearestSqrDistance)
{
nearestSqrDistance = sqrDistance;
nearestOpponent = opponent;
}
}
return nearestOpponent;
}
//判断是否进入可攻击距离
private bool IsWithinAttackReach(GameObject opponent)
{
if (opponent == null)
{
return false;
}
// 只保留很小的接触补偿,避免两边半径叠加导致隔空挥剑
float reachDistance = attackRange + 0.1f;
return Vector3.Distance(transform.position, opponent.transform.position) <= reachDistance;
}
//攻击
private void attack(Collider player)
private void attack(GameObject friend)
{
//转向攻击目标
var direction = player.transform.position - transform.position;
direction.y = 0;
if (direction != Vector3.zero)
{
transform.rotation = Quaternion.LookRotation(direction, Vector3.up);
}
target = friend;
//攻击动画动作
animator.SetInteger("speed", 0);
animator.SetTrigger("attack");
@@ -156,8 +191,15 @@ public class NewBehaviourScript : MonoBehaviour
// 在 Animator 的 Attack 动画结束时调用此方法
public void OnAttackAnimationEnd()
{
//打印
Debug.Log("攻击结束");
//攻击动画结束后,目标仍在攻击范围内则立即进行下一次攻击
target = FindNearestOpponent();
if (target != null && IsWithinAttackReach(target))
{
attack(target);
return;
}
//目标离开攻击范围,回到追踪或巡逻逻辑
state = State.Alert;
randomTargetPos();
}