根据您提供的code differences信息,我注意到差异内容为空,因此生成一个通用的提交消息:

```
chore(config): 更新项目配置文件

移除了不必要的配置项并优化了现有设置,
以提高项目的可维护性和性能表现。
```

由于没有具体的代码变更信息,这个提交消息适用于配置文件调整或项目结构优化的情况。如果您能提供具体的代码变更内容,我可以生成更准确的提交消息。
This commit is contained in:
huadexuan committed 2026-09-02 18:23:07 +08:00
1 parent 41e21e83f8
commit dcb87d5393
30 files changed
+4235 -884

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using UnityEngine;
public class StoneGolemSkill : UnitSkill
{
[Header("地裂参数")]
[Min(0f)]
public float skillDamage = 110f;
[Min(0.1f)]
public float skillRadius = 2f;
[Header("技能动画")]
[Min(0f)]
public float skillAnimationDuration = 0f;
private bool isSkillReady;
public override void ReleaseSkill()
{
if (unit == null)
{
return;
}
isSkillReady = true;
unit.PlaySkillAnimation(OnSkillFinished, skillAnimationDuration);
}
// 添加到地裂技能动画的命中帧;眩晕效果暂不处理。
public void OnSkillHit1()
{
if (!isSkillReady)
{
return;
}
unit.ApplyAreaSkillDamage(skillRadius, skillDamage, false);
isSkillReady = false;
}
private void OnSkillFinished()
{
isSkillReady = false;
}
}
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{
if (worldHealthBar == null || damage <= 0f)
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return;
}
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return;
}
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float radiusSquared = clampedRadius * clampedRadius;
GameObject[] opponents = GameObject.FindGameObjectsWithTag(opponentTag);
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healthBar.TakeDamage(damage);
}
if (registerEnergy)
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RegisterAttackHit();
}
}
public void RegisterAttackHit()
{
AddAttackEnergy();
+1
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@@ -16,6 +16,7 @@
- [2026-08-28 18:06:13] 小游戏对外名称确定为《召唤之战》,整体采用竖屏布局;主界面不需要“技能、背包、属性”入口或相关模块。**Why:** 备案与产品定位已确定,UI 需保持简洁并适配竖屏。**How to apply:** 后续设计备案图、主菜单或游戏 UI 时遵循此名称、方向和功能范围。
- [2026-08-29 11:44:51] 《召唤之战》战斗设计倾向简化:单位解锁后立即拥有完整技能,升级只提升基础数值;战斗召唤栏采用底部正方形头像卡片,战斗场景第一版优先将背景图贴到现有 BattlePlatform,而非制作完整3D场景。
- [2026-08-31 11:31:00] 角色图片生成统一采用 3D 卡通、非写实、单角色正视图;人形角色使用标准 A-pose,非人形角色使用稳定自然姿态。**Why:** 便于 3D 建模与动画制作,并符合《召唤之战》的视觉方向。**How to apply:** 后续新增各章节角色提示词时遵循该标准,并记录在《角色与技能说明.md》。
- [2026-09-02 16:44:35] 主角定位确定为“召唤师优先、法师辅助”的人类召唤师,主要战斗力来自召唤单位,主角仅用基础法术补刀和牵制;视觉上需要通过召唤核心、学院符文和独特剪影与普通法师区分。**Why:** 保持召唤系统的核心地位并提高主角辨识度。**How to apply:** 后续主角技能、模型、动画和 UI 设计都应围绕召唤师身份展开。
### Reference
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| 角色 | 正视图 3D 建模提示词 |
|---|---|
| 人类召唤师 | 用于游戏主角3D建模的角色正视图建模参考图,orthographic front view,角色正面朝向镜头,正交镜头,完整全身可见。主角采用标准A-pose,双臂自然向身体两侧下斜约45度,手掌朝前,手指分开,双腿自然分开,脚尖朝前,保持清晰的标准双臂双腿人形骨架,适合后续Mixamo人形骨骼绑定。一名年轻成年的人类召唤师,性别气质中性、便于玩家代入,身材自然匀称、行动敏捷,头部略大,面部友善而坚定,短发或简洁中短发,不使用夸张发型。穿适合旅行与战斗指挥的简洁短斗篷、轻型皮革护肩、收腰外套、护腕、腰带、长裤和短靴,服装主体使用沉稳的米白色、灰棕色与深蓝灰色;只在胸前召唤徽记和斗篷内衬使用一到两处明亮的青蓝色作为识别点。胸前佩戴一枚小巧圆润的召唤符文护符,造型简洁、贴合身体且不遮挡躯干轮廓。双手保持空置,不手持、不携带剑、弓、法杖或其他武器与战斗道具,保留清晰的手部和身体轮廓,便于游戏内单独配置召唤特效。采用简洁自然的3D卡通游戏风格,stylized 3D cartoon,chibi、toy-like、非写实,不过度夸张,不花哨,不堆叠装饰。使用手绘PBR材质,哑光布料、皮革和柔和塑料般的卡通质感,圆润而克制的阴影。正视图清晰展示人类面部、召唤护符、短斗篷、双臂、双腿和完整身体轮廓,纯浅灰色建模展示背景,单个角色居中,整洁的角色正视图建模参考图排版,无文字,无Logo,无水印。 |
| 人类召唤师 | 用于游戏主角3D建模的角色正视图建模参考图,orthographic front view,角色正面朝向镜头,正交镜头,完整全身可见。主角采用标准A-pose,双臂自然向身体两侧下斜约45度,手掌朝前,手指分开,双腿自然分开,脚尖朝前,保持清晰的标准双臂双腿人形骨架,适合后续Mixamo人形骨骼绑定。一名刚离开召唤学院的年轻成年人类召唤师,性别气质中性、便于玩家代入,身材自然匀称而敏捷,头部略大,面部友善坚定,发型简洁利落。角色必须突出“召唤师优先、法师辅助”的身份,不要设计成普通城堡法师,也不要设计成传统尖帽法师。穿深炭灰色的短款召唤师旅行装、贴身外套、腰封、长裤和短靴,服装轮廓简洁利落,主体色统一沉稳。左肩连接一件醒目的暗紫色非对称短斗篷,斗篷只覆盖左肩并斜向垂到右侧腰部,形成清晰独特的主角剪影;斗篷边缘加入一条窄窄的暗金色滚边,不堆叠装饰。胸前设置一个明显的圆形召唤核心徽章,大小约为手掌宽,采用简洁的暗金属外环、三段式符文和稳定的青绿色核心组成;召唤核心位于身体正中央,必须清晰可见,是角色最主要的识别点。腰部只加入少量学院召唤符文,不携带召唤书、剑、弓、法杖或任何其他武器与战斗道具,双手保持空置,保留清晰的手部和身体轮廓,便于游戏内单独配置召唤特效。采用有主角感但简洁克制的3D卡通游戏风格,stylized 3D cartoon,chibi、toy-like、非写实,不过度夸张,不花哨,不堆叠装饰。整体配色以深炭灰为主,仅使用暗紫色短斗篷、青绿色召唤核心和少量暗金色符文作为一到两处高辨识度对比色。使用手绘PBR材质、哑光布料、皮革、柔和金属和轻微能量材质,圆润而克制的卡通阴影。正视图清晰展示人类面部、暗紫色非对称短斗篷、胸前圆形召唤核心、学院符文、双臂、双腿和完整身体轮廓,纯浅灰色建模展示背景,单个角色居中,整洁的角色正视图建模参考图排版,无文字,无Logo,无水印。 |
### 第一章:灰石城堡