feat(materials): 删除TowerEnemy和TowerPlayer材质文件

移除项目中不再需要的TowerEnemy.mat和TowerPlayer.mat材质文件,
以及对应的.meta元数据文件。这些材质文件已通过其他方式重构或不再使用。
```
This commit is contained in:
huadexuan committed 2026-09-23 22:26:01 +08:00
1 parent caff96389e
commit d26d323912
22 files changed
+313 -198

No files matched your search

@@ -7,12 +7,11 @@ Material:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: "\u5730\u9762_\u77F3\u5934_\u7EB9\u7406\u8D34\u56FE"
m_Shader: {fileID: 10623, guid: 0000000000000000f000000000000000, type: 0}
m_Name: Outline_Black
m_Shader: {fileID: 4800000, guid: 6cbfe633d117147629f813fb4e0f7a39, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords:
- _NORMALMAP
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
@@ -25,7 +24,7 @@ Material:
serializedVersion: 3
m_TexEnvs:
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m_Texture: {fileID: 2800000, guid: a601a201c4a764b0ab3766d5787355da, type: 3}
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
@@ -60,31 +59,65 @@ Material:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _TerrainHolesTexture:
- baseColorTexture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- emissiveTexture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- metallicRoughnessTexture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- normalTexture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- occlusionTexture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
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- _CullMode: 2
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _GlossMapScale: 1
- _Glossiness: 0.31
- _Glossiness: 0.5
- _GlossyReflections: 1
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- _OutlineWidth: 0.03
- _Parallax: 0.02
- _Shininess: 0.078125
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _UVSec: 0
- _ZWrite: 1
- alphaCutoff: 0.5
- baseColorTexture_texCoord: 0
- emissiveTexture_texCoord: 0
- metallicFactor: 1
- metallicRoughnessTexture_texCoord: 0
- normalTexture_scale: 1
- normalTexture_texCoord: 0
- occlusionTexture_strength: 1
- occlusionTexture_texCoord: 0
- roughnessFactor: 1
m_Colors:
- _Color: {r: 0.8207547, g: 0.7873191, b: 0.53813636, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
- _OutlineColor: {r: 0, g: 0, b: 0, a: 1}
- baseColorFactor: {r: 1, g: 1, b: 1, a: 1}
- baseColorTexture_Rotation: {r: 0, g: 0, b: 0, a: 0}
- emissiveFactor: {r: 0, g: 0, b: 0, a: 1}
- emissiveTexture_Rotation: {r: 0, g: 0, b: 0, a: 0}
- metallicRoughnessTexture_Rotation: {r: 0, g: 0, b: 0, a: 0}
- normalTexture_Rotation: {r: 0, g: 0, b: 0, a: 0}
- occlusionTexture_Rotation: {r: 0, g: 0, b: 0, a: 0}
m_BuildTextureStacks: []
@@ -1,5 +1,5 @@
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guid: BitOvCmpWyjh1r2/p0Bq8BiMfi+EwtfrNaogxqOiLRwpInS4RbxwuJQ=
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NativeFormatImporter:
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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: "\u8349\u5730"
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
m_Name: "Outline_Black_\u5C0F\u6BD4\u4F8B"
m_Shader: {fileID: 4800000, guid: 6cbfe633d117147629f813fb4e0f7a39, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
@@ -44,7 +44,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 2800000, guid: c34f1071ca98a488ea5921e64c76afe4, type: 3}
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
@@ -59,9 +59,30 @@ Material:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- baseColorTexture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- emissiveTexture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- metallicRoughnessTexture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- normalTexture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- occlusionTexture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- _BumpScale: 1
- _CullMode: 2
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
@@ -71,13 +92,32 @@ Material:
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- _OutlineWidth: 0.0002
- _Parallax: 0.02
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _UVSec: 0
- _ZWrite: 1
- alphaCutoff: 0.5
- baseColorTexture_texCoord: 0
- emissiveTexture_texCoord: 0
- metallicFactor: 1
- metallicRoughnessTexture_texCoord: 0
- normalTexture_scale: 1
- normalTexture_texCoord: 0
- occlusionTexture_strength: 1
- occlusionTexture_texCoord: 0
- roughnessFactor: 1
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _OutlineColor: {r: 0, g: 0, b: 0, a: 1}
- baseColorFactor: {r: 1, g: 1, b: 1, a: 1}
- baseColorTexture_Rotation: {r: 0, g: 0, b: 0, a: 0}
- emissiveFactor: {r: 0, g: 0, b: 0, a: 1}
- emissiveTexture_Rotation: {r: 0, g: 0, b: 0, a: 0}
- metallicRoughnessTexture_Rotation: {r: 0, g: 0, b: 0, a: 0}
- normalTexture_Rotation: {r: 0, g: 0, b: 0, a: 0}
- occlusionTexture_Rotation: {r: 0, g: 0, b: 0, a: 0}
m_BuildTextureStacks: []
@@ -1,5 +1,5 @@
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serializedVersion: 8
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: TowerEnemy
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
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m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- _BumpScale: 1
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _UVSec: 0
- _ZWrite: 1
m_Colors:
- _Color: {r: 0.55, g: 0.45, b: 0.4, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
m_BuildTextureStacks: []
-83
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%YAML 1.1
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Material:
serializedVersion: 8
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: TowerPlayer
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
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m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
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- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _UVSec: 0
- _ZWrite: 1
m_Colors:
- _Color: {r: 0.6, g: 0.55, b: 0.5, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
m_BuildTextureStacks: []
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mainObjectFileID: 2100000
userData:
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userData:
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value: 0
objectReference: {fileID: 0}
- target: {fileID: -5324531855699944674, guid: 6b859b567d8ba4a7a87c03aa4b87c18c,
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propertyPath: m_Materials.Array.size
value: 2
objectReference: {fileID: 0}
- target: {fileID: -5324531855699944674, guid: 6b859b567d8ba4a7a87c03aa4b87c18c,
type: 3}
propertyPath: m_Materials.Array.data[1]
value:
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- target: {fileID: 919132149155446097, guid: 6b859b567d8ba4a7a87c03aa4b87c18c,
type: 3}
propertyPath: m_Name
@@ -91,6 +91,16 @@ PrefabInstance:
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value: 0
objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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value:
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type: 3}
propertyPath: m_LocalPosition.x
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objectReference: {fileID: 0}
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value: Enemy
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Shader "Unlit/Outline"
{
Properties
{
_OutlineColor ("描边颜色", Color) = (0,0,0,1)
_OutlineWidth ("描边宽度", Range(0.001, 0.1)) = 0.015
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry+10" }
LOD 100
Pass
{
Cull Front
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
};
fixed4 _OutlineColor;
float _OutlineWidth;
v2f vert (appdata v)
{
v2f o;
// 沿法线方向外扩顶点
float3 expandedPos = v.vertex.xyz + v.normal * _OutlineWidth;
o.pos = UnityObjectToClipPos(float4(expandedPos, 1.0));
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return _OutlineColor;
}
ENDCG
}
}
FallBack "Unlit/Texture"
}
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ShaderImporter:
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defaultTextures: []
nonModifiableTextures: []
userData:
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@@ -88,6 +88,7 @@
- [2026-09-21 14:26:28] 2026-09-21 据点目标规则修复:CrystalMineCapture 占领后会实时把 UnitTeam.teamId 改为蓝方/红方/中立;UnitBase.IsTargetValid 必须同时检查目标存活状态和目标是否仍属于敌方。出生使命建筑若已被己方占领或变为中立,应立即失效并回退攻击敌方主城堡。
- [2026-09-22 10:58:17] 2026-09-21 远程弹道视觉方案调整建议:普通远程弹道继续使用 Projectile.cs 处理锁敌、飞行、碰撞和伤害;火球等圆形视觉优先使用 SpriteRenderer 始终朝向摄像机,不强制使用 Quad,以避免贴图方向难调。若有明显尾焰,再拆分核心 billboard 与按飞行方向旋转的尾焰层。
- [2026-09-22 13:39:47] 2026-09-22 投射物斜向问题修复:UnitBase 发射普通攻击和技能投射物时,不再把骨骼下 attackPos.rotation 传给 Projectile 根节点,统一使用 Quaternion.identity;attackPos 只负责提供生成位置。原因是法师/弓箭手的 attackPos 挂在手骨骼下,会继承动画旋转导致火球和箭矢斜着出现。
- [2026-09-23 22:13:21] 2026-09-23 角色黑色描边系统:Outline_Black.mat(Assets/Shader/Outline.shader,反向外扩 + Cull Front)以 SkinnedMeshRenderer 的 materials[1] 挂在全部 10 个角色 Prefab(人类士兵/弓箭手/法师/盾卫/精锐士兵/弓箭猎人/狼人/石巨人/蓝色怪物/召唤师主角),武器(短剑/盾牌/大剑/弓)不加描边。关键坑:_OutlineWidth 是物体空间数值,会被物体缩放放大,所以网格局部尺寸很小的模型描边会巨大化——蓝色怪物网格局部尺寸仅 0.02(被缩放约 160x),已改用专用材质 Outline_Black_小比例.mat(_OutlineWidth=0.0002)。零厚度平面(盾牌/大剑/弓)无法用反向外扩描边,会整块变黑或不可见,这是武器不描边的原因。已实测描边能跟随骨骼动画姿势。Why: 后续新增或替换角色模型时若局部缩放与 1 相差较大,必须同步调整描边宽度,否则整个模型会被黑色吞没。
### 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。