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接口说明 - 修正错误的配置示例 ``` 注意:由于您提供的code differences部分为空,以上是一个示例模板。当您有具体的代码变更时,请提供详细的变更内容以便生成更准确的commit message。
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|
bones: []
|
||||||
|
spriteID:
|
||||||
|
internalID: 0
|
||||||
|
vertices: []
|
||||||
|
indices:
|
||||||
|
edges: []
|
||||||
|
weights: []
|
||||||
|
secondaryTextures: []
|
||||||
|
nameFileIdTable: {}
|
||||||
|
mipmapLimitGroupName:
|
||||||
|
pSDRemoveMatte: 0
|
||||||
|
doOverrideTextureManagerOperations: 0
|
||||||
|
platformOperationGroupSettings:
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
+1093
-253
File diff suppressed because it is too large.
Load diff
Binary file not shown.
@@ -1,49 +1,332 @@
|
|||||||
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 城堡法师技能:爆裂火球体系(1/3/6/10 级完整阶梯)
|
||||||
|
/// 1级【爆裂火球】:发射强力火球,对目标区域造成 140% 范围伤害(触发 MagicExplosionFire 爆破)
|
||||||
|
/// 3级【强化爆裂】:火球伤害提升至 175%,爆炸范围 +25%
|
||||||
|
/// 6级【灼烧火海】:爆裂处留下一片火海,对经过敌人造成 3 秒持续燃烧伤害
|
||||||
|
/// 10级【双发爆裂】:施法时连续轰出 2 颗爆裂火球,第二颗伤害提升 50% 且范围扩大
|
||||||
|
/// </summary>
|
||||||
public class CastleMageSkill : UnitSkill
|
public class CastleMageSkill : UnitSkill
|
||||||
{
|
{
|
||||||
[Header("小型魔爆参数")]
|
[Header("火球配置")]
|
||||||
[Min(0.1f)]
|
[Tooltip("火球飞行速度")]
|
||||||
public float explosionRadius = 1.8f;
|
public float projectileSpeed = 16f;
|
||||||
|
|
||||||
[Min(0f)]
|
[Tooltip("爆裂基础半径")]
|
||||||
public float explosionDamage = 85f;
|
public float baseExplosionRadius = 2.5f;
|
||||||
|
|
||||||
|
[Header("特效资源")]
|
||||||
|
public GameObject fireballMissilePrefab; // 火球飞弹 (FireballSharpMissileFire)
|
||||||
|
public GameObject explosionVfxPrefab; // 爆破特效 (MagicExplosionFire)
|
||||||
|
public GameObject burnFieldVfxPrefab; // 灼烧火海地面特效 (FireFieldRed)
|
||||||
|
|
||||||
|
private bool isSkillPending = false;
|
||||||
|
|
||||||
|
private void EnsureUnit()
|
||||||
|
{
|
||||||
|
if (unit == null)
|
||||||
|
{
|
||||||
|
unit = GetComponent<UnitBase>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 当能量蓄满时触发:播放法师技能施法动作
|
||||||
|
/// </summary>
|
||||||
public override void ReleaseSkill()
|
public override void ReleaseSkill()
|
||||||
{
|
{
|
||||||
GameObject target = unit.Target;
|
EnsureUnit();
|
||||||
UnitTeam myTeam = unit.GetComponent<UnitTeam>();
|
if (unit == null) return;
|
||||||
if (target == null || myTeam == null)
|
|
||||||
|
WorldHealthBar healthBar = unit.GetComponent<WorldHealthBar>();
|
||||||
|
if (healthBar == null || healthBar.IsDead) return;
|
||||||
|
|
||||||
|
if (unit.Target == null) return;
|
||||||
|
|
||||||
|
unit.FaceCurrentTarget(0f);
|
||||||
|
isSkillPending = true;
|
||||||
|
|
||||||
|
// 播放法师施法动作,由 OnSkillHit1 帧触发火球发射
|
||||||
|
unit.PlaySkillAnimation(OnSkillAnimationFinished, 1.8f);
|
||||||
|
Debug.Log($"<color=orange>城堡法师释放技能【爆裂火球】</color>,等待 OnSkillHit1 施法帧!");
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 动画命中帧方法:在法杖前挥法术成型的瞬间触发 (OnSkillHit1)
|
||||||
|
/// </summary>
|
||||||
|
public void OnSkillHit1()
|
||||||
{
|
{
|
||||||
|
if (!isSkillPending) return;
|
||||||
|
isSkillPending = false;
|
||||||
|
|
||||||
|
EnsureUnit();
|
||||||
|
if (unit == null || unit.Target == null) return;
|
||||||
|
|
||||||
|
int level = unit.level;
|
||||||
|
|
||||||
|
// 1级 140%,3级+ 175%
|
||||||
|
float damageMultiplier = level >= 3 ? 1.75f : 1.40f;
|
||||||
|
float radius = level >= 3 ? baseExplosionRadius * 1.25f : baseExplosionRadius;
|
||||||
|
|
||||||
|
// 发射第一颗爆裂火球
|
||||||
|
LaunchFireball(unit.Target, damageMultiplier, radius, level >= 6);
|
||||||
|
|
||||||
|
// 10级大招【双发爆裂】:间隔 0.2 秒追加第二颗强化火球
|
||||||
|
if (level >= 10)
|
||||||
|
{
|
||||||
|
StartCoroutine(LaunchSecondFireballDelayed(unit.Target, damageMultiplier * 1.50f, radius * 1.30f, level >= 6));
|
||||||
|
}
|
||||||
|
|
||||||
|
Debug.Log($"<color=orange>【爆裂火球】发射!</color> 伤害倍率: {damageMultiplier * 100:F0}%, 范围: {radius:F1}m (等级: {level})");
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator LaunchSecondFireballDelayed(GameObject target, float damageMultiplier, float radius, bool createBurnField)
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(0.25f);
|
||||||
|
if (target != null && target.activeInHierarchy && unit != null)
|
||||||
|
{
|
||||||
|
LaunchFireball(target, damageMultiplier, radius, createBurnField);
|
||||||
|
Debug.Log($"<color=red>【双发爆裂】追加第二发火球!</color> 伤害倍率: {damageMultiplier * 100:F0}%");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void LaunchFireball(GameObject target, float damageMultiplier, float radius, bool createBurnField)
|
||||||
|
{
|
||||||
|
GameObject missilePrefab = fireballMissilePrefab;
|
||||||
|
if (missilePrefab == null && unit != null)
|
||||||
|
{
|
||||||
|
missilePrefab = unit.projectilePrefab;
|
||||||
|
}
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
if (missilePrefab == null)
|
||||||
|
{
|
||||||
|
missilePrefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>("Assets/TJGeneratorLibEffects/Prefabs/Combat/Missiles/FireballSharp/FireballSharpMissileFire.prefab");
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
if (missilePrefab == null || target == null || unit == null) return;
|
||||||
|
|
||||||
|
Vector3 spawnPos = unit.projectileSpawnPoint != null
|
||||||
|
? unit.projectileSpawnPoint.position
|
||||||
|
: unit.transform.position + Vector3.up * 1.2f + unit.transform.forward * 0.5f;
|
||||||
|
|
||||||
|
Vector3 dir = (target.transform.position - spawnPos).normalized;
|
||||||
|
GameObject missileGo = Instantiate(missilePrefab, spawnPos, Quaternion.LookRotation(dir));
|
||||||
|
|
||||||
|
float totalDamage = unit.attackPower * damageMultiplier;
|
||||||
|
|
||||||
|
// 使用自定义弧线/追踪脚本,并在命中时引发范围爆炸
|
||||||
|
var runner = missileGo.AddComponent<MageSkillFireballRunner>();
|
||||||
|
runner.Initialize(target, totalDamage, radius, unit.gameObject, projectileSpeed, explosionVfxPrefab, burnFieldVfxPrefab, createBurnField);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnSkillAnimationFinished()
|
||||||
|
{
|
||||||
|
isSkillPending = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 负责爆裂火球的飞行、落地爆炸伤害计算与灼烧火海生成
|
||||||
|
/// </summary>
|
||||||
|
public class MageSkillFireballRunner : MonoBehaviour
|
||||||
|
{
|
||||||
|
private GameObject target;
|
||||||
|
private float damage;
|
||||||
|
private float explosionRadius;
|
||||||
|
private GameObject owner;
|
||||||
|
private float speed;
|
||||||
|
private GameObject explosionVfx;
|
||||||
|
private GameObject burnFieldVfx;
|
||||||
|
private bool createBurnField;
|
||||||
|
private bool hasExploded = false;
|
||||||
|
|
||||||
|
public void Initialize(GameObject targetObj, float dmg, float radius, GameObject ownerObj, float moveSpeed, GameObject expVfx, GameObject burnVfx, bool burnField)
|
||||||
|
{
|
||||||
|
target = targetObj;
|
||||||
|
damage = dmg;
|
||||||
|
explosionRadius = radius;
|
||||||
|
owner = ownerObj;
|
||||||
|
speed = moveSpeed;
|
||||||
|
explosionVfx = expVfx;
|
||||||
|
burnFieldVfx = burnVfx;
|
||||||
|
createBurnField = burnField;
|
||||||
|
|
||||||
|
// 屏蔽原有 Projectile,接管飞行与碰撞
|
||||||
|
var defaultProj = GetComponent<Projectile>();
|
||||||
|
if (defaultProj != null) defaultProj.enabled = false;
|
||||||
|
|
||||||
|
Destroy(gameObject, 4.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (hasExploded) return;
|
||||||
|
|
||||||
|
if (target == null)
|
||||||
|
{
|
||||||
|
ExplodeAtPosition(transform.position);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector3 center = target.transform.position;
|
Vector3 targetPos = target.transform.position + Vector3.up * 0.8f;
|
||||||
float radiusSquared = explosionRadius * explosionRadius;
|
Vector3 toTarget = targetPos - transform.position;
|
||||||
HashSet<UnitBase> hitUnits = new HashSet<UnitBase>();
|
float step = speed * Time.deltaTime;
|
||||||
|
|
||||||
foreach (UnitTeam opponentTeam in GameObject.FindObjectsOfType<UnitTeam>())
|
if (toTarget.sqrMagnitude <= step * step || toTarget.sqrMagnitude <= 0.15f)
|
||||||
{
|
{
|
||||||
GameObject opponent = opponentTeam.gameObject;
|
ExplodeAtPosition(targetPos);
|
||||||
if (opponent == null
|
return;
|
||||||
|| opponent.transform.root == unit.transform.root
|
|
||||||
|| !myTeam.IsEnemy(opponent))
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector3 offset = opponent.transform.position - center;
|
transform.rotation = Quaternion.LookRotation(toTarget.normalized);
|
||||||
offset.y = 0f;
|
transform.position += toTarget.normalized * step;
|
||||||
if (offset.sqrMagnitude > radiusSquared)
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
UnitBase targetUnit = opponent.GetComponentInParent<UnitBase>();
|
private void ExplodeAtPosition(Vector3 pos)
|
||||||
if (targetUnit != null && hitUnits.Add(targetUnit))
|
|
||||||
{
|
{
|
||||||
targetUnit.ReceiveDamage(explosionDamage, unit.gameObject);
|
if (hasExploded) return;
|
||||||
|
hasExploded = true;
|
||||||
|
|
||||||
|
// 1. 生成爆炸视觉特效
|
||||||
|
GameObject expPrefab = explosionVfx;
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
if (expPrefab == null)
|
||||||
|
{
|
||||||
|
expPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>("Assets/TJGeneratorLibEffects/Prefabs/Combat/Explosions/MagicExplosion/MagicExplosionFire.prefab");
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
if (expPrefab != null)
|
||||||
|
{
|
||||||
|
var expGo = Instantiate(expPrefab, pos, Quaternion.identity);
|
||||||
|
expGo.transform.localScale = Vector3.one * (explosionRadius / 1.8f);
|
||||||
|
Destroy(expGo, 3.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2. 结算范围伤害
|
||||||
|
ApplyAreaDamage(pos, explosionRadius, damage);
|
||||||
|
|
||||||
|
// 3. 6级解锁:生成持续 3 秒的灼烧火海(带有地面燃烧火焰特效)
|
||||||
|
if (createBurnField)
|
||||||
|
{
|
||||||
|
GameObject burnArea = new GameObject("BurnField");
|
||||||
|
burnArea.transform.position = new Vector3(pos.x, 0.05f, pos.z);
|
||||||
|
var area = burnArea.AddComponent<MageBurnArea>();
|
||||||
|
|
||||||
|
GameObject fieldPrefab = burnFieldVfx;
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
if (fieldPrefab == null)
|
||||||
|
{
|
||||||
|
fieldPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>("Assets/TJGeneratorLibEffects/Prefabs/Environment/Fire/Cartoon/Field Intense/FireFieldIntenseRed.prefab");
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
area.Initialize(owner, damage * 0.15f, explosionRadius, 3.0f, fieldPrefab);
|
||||||
|
}
|
||||||
|
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ApplyAreaDamage(Vector3 center, float radius, float dmg)
|
||||||
|
{
|
||||||
|
if (owner == null) return;
|
||||||
|
UnitTeam myTeam = owner.GetComponent<UnitTeam>();
|
||||||
|
if (myTeam == null) return;
|
||||||
|
|
||||||
|
float sqrRadius = radius * radius;
|
||||||
|
var allUnits = Object.FindObjectsOfType<UnitTeam>();
|
||||||
|
|
||||||
|
foreach (var t in allUnits)
|
||||||
|
{
|
||||||
|
if (t == null || !t.gameObject.activeInHierarchy || !myTeam.IsEnemy(t.gameObject)) continue;
|
||||||
|
|
||||||
|
Vector3 flatOffset = t.transform.position - center;
|
||||||
|
flatOffset.y = 0f;
|
||||||
|
if (flatOffset.sqrMagnitude <= sqrRadius)
|
||||||
|
{
|
||||||
|
var targetUnit = t.GetComponentInParent<UnitBase>();
|
||||||
|
if (targetUnit != null)
|
||||||
|
{
|
||||||
|
targetUnit.ReceiveDamage(dmg, owner);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
var bar = t.GetComponentInParent<WorldHealthBar>();
|
||||||
|
if (bar != null) bar.TakeDamage(dmg, owner);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 6 级【灼烧火海】:在地面持续 3 秒,每秒对进入范围的敌人造成持续燃烧伤害
|
||||||
|
/// </summary>
|
||||||
|
public class MageBurnArea : MonoBehaviour
|
||||||
|
{
|
||||||
|
private GameObject owner;
|
||||||
|
private float dps;
|
||||||
|
private float radius;
|
||||||
|
private float lifetime;
|
||||||
|
|
||||||
|
public void Initialize(GameObject ownerObj, float burnDps, float r, float duration, GameObject vfxPrefab)
|
||||||
|
{
|
||||||
|
owner = ownerObj;
|
||||||
|
dps = burnDps;
|
||||||
|
radius = r;
|
||||||
|
lifetime = duration;
|
||||||
|
|
||||||
|
// 实例化地面烈焰燃烧粒子特效(严格保持 X = -90° 旋转水平平铺地面)
|
||||||
|
if (vfxPrefab != null)
|
||||||
|
{
|
||||||
|
Quaternion rot = Quaternion.Euler(-90f, 0f, 0f);
|
||||||
|
var vfxInstance = Instantiate(vfxPrefab, transform.position, rot);
|
||||||
|
vfxInstance.transform.rotation = rot;
|
||||||
|
vfxInstance.transform.SetParent(transform, true);
|
||||||
|
vfxInstance.transform.localScale = Vector3.one * (radius / 1.5f);
|
||||||
|
}
|
||||||
|
|
||||||
|
StartCoroutine(BurnRoutine());
|
||||||
|
Destroy(gameObject, duration + 0.1f);
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator BurnRoutine()
|
||||||
|
{
|
||||||
|
float timer = 0f;
|
||||||
|
float tickInterval = 0.5f;
|
||||||
|
|
||||||
|
while (timer < lifetime)
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(tickInterval);
|
||||||
|
timer += tickInterval;
|
||||||
|
|
||||||
|
if (owner == null) break;
|
||||||
|
UnitTeam myTeam = owner.GetComponent<UnitTeam>();
|
||||||
|
if (myTeam == null) break;
|
||||||
|
|
||||||
|
float sqrRadius = radius * radius;
|
||||||
|
var allUnits = Object.FindObjectsOfType<UnitTeam>();
|
||||||
|
|
||||||
|
foreach (var t in allUnits)
|
||||||
|
{
|
||||||
|
if (t == null || !t.gameObject.activeInHierarchy || !myTeam.IsEnemy(t.gameObject)) continue;
|
||||||
|
|
||||||
|
Vector3 flatOffset = t.transform.position - transform.position;
|
||||||
|
flatOffset.y = 0f;
|
||||||
|
if (flatOffset.sqrMagnitude <= sqrRadius)
|
||||||
|
{
|
||||||
|
var unit = t.GetComponentInParent<UnitBase>();
|
||||||
|
if (unit != null)
|
||||||
|
{
|
||||||
|
unit.ReceiveDamage(dps * tickInterval, owner);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
var bar = t.GetComponentInParent<WorldHealthBar>();
|
||||||
|
if (bar != null) bar.TakeDamage(dps * tickInterval, owner);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
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- [2026-10-11 22:07:23] 2026-10-10 英雄技能阶梯解锁系统(1/3/6/10级)全面重构:全英雄彻底移除物理击退/跳跃位移,机制基于现有底层(眩晕Stun、护盾AddShield、嘲讽target重定向、流血/引燃持续伤害、击杀刷新/处决连斩、破盾反弹、减速);特效全部对标内置库(StunStars、MagicShieldBlue、FireballSharpMissileFire、MagicExplosionFire、SwordSlashThickWhite、SwordWaveWhite、ShockwaveRing等);各英雄1级亮核心、3级增幅、6级质变机制、10级大招高光。已同步写入《召唤之战-角色与技能说明.md》。
|
- [2026-10-11 22:07:23] 2026-10-10 英雄技能阶梯解锁系统(1/3/6/10级)全面重构:全英雄彻底移除物理击退/跳跃位移,机制基于现有底层(眩晕Stun、护盾AddShield、嘲讽target重定向、流血/引燃持续伤害、击杀刷新/处决连斩、破盾反弹、减速);特效全部对标内置库(StunStars、MagicShieldBlue、FireballSharpMissileFire、MagicExplosionFire、SwordSlashThickWhite、SwordWaveWhite、ShockwaveRing等);各英雄1级亮核心、3级增幅、6级质变机制、10级大招高光。已同步写入《召唤之战-角色与技能说明.md》。
|
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- [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 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。
|
- [2026-10-11 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。
|
||||||
|
|
||||||
### Reference
|
### 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。
|
- [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。
|
||||||
Reference in new issue
Block a user