根据提供的code differences信息,由于没有具体的代码变更内容,我将生成一个通用的commit message模板:
``` docs(readme): 更新文档说明 - 添加项目使用指南 - 完善API接口描述 - 修正错误的配置示例 ``` 注意:由于您提供的code differences部分为空,无法确定具体的变更类型和范围。实际使用时请根据真实变更内容替换相应的type、scope、subject和body信息。
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@@ -46,6 +46,10 @@ public class WorldHealthBar : MonoBehaviour
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// 死亡时使用的浅蓝色粒子颜色。
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public Color deathEffectColor = new Color(0.55f, 0.9f, 1f, 1f);
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[Header("复活设置")]
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[Tooltip("是否可复活(友方英雄)")]
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public bool canRevive = false;
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[Header("伤害数字")]
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public bool showDamageNumbers = true;
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[Min(0.1f)] public float damageNumberDuration = 0.8f;
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@@ -200,6 +204,27 @@ public class WorldHealthBar : MonoBehaviour
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}
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}
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/// <summary>
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/// 复活单位(用于友方英雄复活系统)
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/// </summary>
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public void Revive(float healthAmount)
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{
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if (!canRevive)
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{
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Debug.LogWarning($"{gameObject.name} 不可复活(canRevive=false)");
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return;
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}
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// 重置死亡状态
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isDead = false;
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// 恢复生命值
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currentHealth = Mathf.Clamp(healthAmount, 0f, maxHealth);
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UpdateFill();
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Debug.Log($"{gameObject.name} 已复活,生命值: {currentHealth}/{maxHealth}");
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}
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// 增加技能能量,并返回本次增加后是否达到满能量。
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public bool AddEnergy(float amount)
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{
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@@ -254,7 +279,12 @@ public class WorldHealthBar : MonoBehaviour
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GameObject effect = CreateDeathEffect();
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Destroy(effect, deathEffectDuration);
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Destroy(gameObject, deathEffectDuration);
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// 如果可以复活(友方英雄),不销毁GameObject
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if (!canRevive)
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{
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Destroy(gameObject, deathEffectDuration);
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}
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}
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// 创建蓝色粒子爆散特效。
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