feat(gameplay): 实现召唤师对决模式核心功能

- 新增召唤师对决管理模式,支持点卡片直接召唤单位
- 添加召唤师点地移动控制,移动时不攻击、站定时自动攻击
- 实现召唤师模式开关,单位不再自动追击远处敌人
- 更新卡牌按钮逻辑,对决模式下按能量消耗直接召唤
- 修改单位基础行为,支持移动中不攻击的召唤师模式
- 更新核心玩法文档,从建筑生产模式转向召唤师对决模式
- 添加召唤师对决测试场景,整合新的战斗逻辑
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huadexuan committed 2026-09-16 18:16:13 +08:00
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using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 召唤师专属血条 UI:顶部 HUD 显示双方召唤师血量,区别于单位头顶血条。
/// </summary>
public class SummonerHealthBarUI : MonoBehaviour
{
[Header("UI 引用")]
public Image playerHealthFill;
public Image enemyHealthFill;
public Text playerHealthText;
public Text enemyHealthText;
[Header("召唤师引用")]
public GameObject playerSummoner;
public GameObject enemySummoner;
private WorldHealthBar playerHealthBar;
private WorldHealthBar enemyHealthBar;
private void Start()
{
// 获取双方召唤师的血条组件
if (playerSummoner != null)
{
playerHealthBar = playerSummoner.GetComponent<WorldHealthBar>();
}
if (enemySummoner != null)
{
enemyHealthBar = enemySummoner.GetComponent<WorldHealthBar>();
}
}
private void Update()
{
UpdateHealthBar(playerHealthBar, playerHealthFill, playerHealthText);
UpdateHealthBar(enemyHealthBar, enemyHealthFill, enemyHealthText);
}
private void UpdateHealthBar(WorldHealthBar healthBar, Image fillImage, Text healthText)
{
if (healthBar == null || fillImage == null) return;
float ratio = healthBar.currentHealth / healthBar.maxHealth;
fillImage.fillAmount = ratio;
if (healthText != null)
{
healthText.text = $"{Mathf.CeilToInt(healthBar.currentHealth)}/{Mathf.CeilToInt(healthBar.maxHealth)}";
}
}
}