人类士兵技能

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huadexuan committed 2026-10-11 23:45:49 +08:00
1 parent 9572db06ad
commit f6f6666244
39 files changed
+25068 -58

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@@ -239,12 +239,16 @@ public class WorldHealthBar : MonoBehaviour
currentHealth = Mathf.Clamp(value, 0f, maxHealth); currentHealth = Mathf.Clamp(value, 0f, maxHealth);
UpdateFill(); UpdateFill();
OnHealthChanged?.Invoke(currentHealth, maxHealth);
if (currentHealth <= 0f) if (currentHealth <= 0f)
{ {
Die(); Die();
} }
} }
/// <summary>生命值变化事件:参数为 (当前血量, 最大血量)</summary>
public System.Action<float, float> OnHealthChanged;
/// <summary>护盾吸收伤害事件:参数为实际吸收的伤害数值</summary> /// <summary>护盾吸收伤害事件:参数为实际吸收的伤害数值</summary>
public System.Action<float> OnShieldAbsorbedDamage; public System.Action<float> OnShieldAbsorbedDamage;
+207 -20
View File
@@ -1,47 +1,234 @@
using System.Collections;
using UnityEngine; using UnityEngine;
/// <summary>
/// 人类士兵技能:蓄力重斩体系(1/3/6/10 级完整阶梯)
/// 1级【蓄力重斩】:双手持短剑横向重斩,造成 150% 物理伤害(播放 SwordSlashThickWhite 锋利白剑气)
/// 3级【破阵蓄力】:重斩基础伤害提升至 190%,暴击率 +20%
/// 6级【断岳重击】:重斩附带强力震慑,命中直接使目标【眩晕 1.2 秒】(挂 StunStars 眩晕星星,强力打断蓄力)
/// 10级【不屈战魂】:生命值首次跌破 35% 时进入无畏状态(脚底光环 AuraSoftBlue),攻速 +60% 且普攻附带 30% 吸血,持续 6 秒绝地翻盘!
/// </summary>
public class HumanSoldierSkill : UnitSkill public class HumanSoldierSkill : UnitSkill
{ {
[Min(0f)] [Header("重斩配置")]
public float bonusAttackMultiplier = 0.5f; [Tooltip("重斩攻击范围倍率")]
public float slashDistanceBuffer = 0.5f;
[Header("技能动画")] [Header("10级不屈战魂配置")]
[Min(0f)] [Tooltip("战魂触发血量阈值")]
public float skillAnimationDuration = 0f; public float undyingHealthThreshold = 0.35f;
private bool isSkillReady; [Tooltip("战魂持续时间(秒)")]
public float undyingDuration = 6.0f;
[Tooltip("战魂攻速提升倍率")]
public float undyingAttackSpeedMultiplier = 1.6f;
[Tooltip("战魂额外吸血比例")]
public float undyingLifestealRatio = 0.30f;
[Header("特效资源")]
public GameObject slashVfxPrefab; // 横向白剑气 (SwordSlashThickWhite)
public GameObject undyingAuraPrefab; // 不屈战魂光环 (AuraSoftBlue)
private bool isSkillPending = false;
private bool undyingTriggered = false;
private GameObject activeUndyingAuraInstance;
private Coroutine activeUndyingCoroutine;
private void EnsureUnit()
{
if (unit == null)
{
unit = GetComponent<UnitBase>();
}
}
private void Start()
{
EnsureUnit();
if (unit != null)
{
WorldHealthBar healthBar = unit.GetComponent<WorldHealthBar>();
if (healthBar != null)
{
healthBar.OnHealthChanged += CheckUndyingTrigger;
}
}
}
/// <summary>
/// 当能量蓄满时触发:播放人类士兵技能动画(双手横向重斩蓄力)
/// </summary>
public override void ReleaseSkill() public override void ReleaseSkill()
{ {
isSkillReady = true; EnsureUnit();
unit.PlaySkillAnimation(OnSkillFinished, skillAnimationDuration); if (unit == null) return;
WorldHealthBar healthBar = unit.GetComponent<WorldHealthBar>();
if (healthBar == null || healthBar.IsDead) return;
unit.FaceCurrentTarget(0f);
isSkillPending = true;
// 播放人类士兵技能动画,由 OnSkillHit1 帧触发斩击命中
unit.PlaySkillAnimation(OnSkillAnimationFinished, 1.5f);
Debug.Log($"<color=cyan>人类士兵释放技能【蓄力重斩】</color>,等待 OnSkillHit1 命中帧!");
} }
// 添加到技能攻击动画的第一段命中帧。 /// <summary>
/// 动画命中帧方法:在横向重斩刀刃挥出的瞬间触发 (OnSkillHit1)
/// </summary>
public void OnSkillHit1() public void OnSkillHit1()
{ {
if (!isSkillReady) if (!isSkillPending) return;
isSkillPending = false;
EnsureUnit();
if (unit == null || unit.Target == null) return;
GameObject opponent = unit.Target;
int level = unit.level;
// 1. 播放横向锐利白剑气特效
PlaySlashVfx(opponent);
// 2. 计算技能伤害 (1级 150%, 3级+ 190%)
float baseMultiplier = level >= 3 ? 1.90f : 1.50f;
float finalMultiplier = baseMultiplier;
// 3级解锁:暴击率额外 +20%
float originalCritRate = unit.critRate;
if (level >= 3)
{ {
return; unit.critRate += 0.20f;
} }
unit.ApplySkillHit(1f, true); // 3. 施加技能伤害
unit.ApplySkillHit(finalMultiplier, true);
// 恢复原有暴击率
if (level >= 3)
{
unit.critRate = originalCritRate;
} }
// 添加到技能攻击动画的第二段命中帧。 // 4. 6级解锁【断岳重击】:重斩附带 1.2 秒硬性眩晕打断
public void OnSkillHit2() if (level >= 6)
{ {
if (!isSkillReady) UnitBase targetUnit = opponent.GetComponentInParent<UnitBase>();
if (targetUnit != null && targetUnit.IsAlive)
{ {
return; targetUnit.ApplyStun(1.2f);
Debug.Log($"<color=yellow>【断岳重击】命中!</color> 目标 {targetUnit.gameObject.name} 眩晕 1.2 秒!");
}
} }
unit.ApplySkillHit(bonusAttackMultiplier, false); Debug.Log($"<color=cyan>【蓄力重斩】命中结算!</color> 伤害倍率: {finalMultiplier * 100:F0}% (等级: {level})");
isSkillReady = false;
} }
private void OnSkillFinished() /// <summary>
/// 监测 10 级大招【不屈战魂】:血量首次跌破 35% 时进入无畏战神状态
/// </summary>
private void CheckUndyingTrigger(float currentHealth, float maxHealth)
{ {
isSkillReady = false; if (undyingTriggered || unit == null || maxHealth <= 0f) return;
int level = unit.level;
if (level < 10) return;
float ratio = currentHealth / maxHealth;
if (ratio <= undyingHealthThreshold && currentHealth > 0f)
{
undyingTriggered = true;
if (activeUndyingCoroutine != null) StopCoroutine(activeUndyingCoroutine);
activeUndyingCoroutine = StartCoroutine(UndyingSoulRoutine());
}
}
private IEnumerator UndyingSoulRoutine()
{
Debug.Log($"<color=red>【不屈战魂】爆发!</color> 人类士兵生命告急,开启狂暴反击(攻速+60%,吸血+30%)!");
// 1. 播放脚底战神光环特效 (AuraSoftBlue)
PlayUndyingAuraVfx();
// 2. 施加攻速与吸血增益
float prevLifesteal = unit.lifestealRate;
unit.lifestealRate += undyingLifestealRatio;
unit.MultiplyAttackSpeed(undyingAttackSpeedMultiplier, 3.5f);
yield return new WaitForSeconds(undyingDuration);
// 3. 恢复属性
if (unit != null)
{
unit.lifestealRate = prevLifesteal;
unit.MultiplyAttackSpeed(1f / undyingAttackSpeedMultiplier, 3.5f);
}
if (activeUndyingAuraInstance != null)
{
Destroy(activeUndyingAuraInstance);
activeUndyingAuraInstance = null;
}
Debug.Log($"<color=gray>【不屈战魂】持续时间结束。</color>");
}
private void PlaySlashVfx(GameObject opponent)
{
GameObject prefab = slashVfxPrefab;
#if UNITY_EDITOR
if (prefab == null)
{
prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>("Assets/TJGeneratorLibEffects/Prefabs/Combat/Sword/Slash/SwordSlashThick/SwordSlashThickWhite.prefab");
}
#endif
if (prefab != null && unit != null)
{
Vector3 spawnPos = unit.transform.position + Vector3.up * 0.9f + unit.transform.forward * 0.8f;
// 剑气网格自身在 X 轴有 270° (-90°) 的固有旋转,直接叠 unit.transform.rotation 会导致斜立
// 只保留角色在 Y 轴的水平朝向,消除 X/Z 轴倾斜,使其精准平行于地面平挥
Quaternion rot = Quaternion.Euler(0f, unit.transform.eulerAngles.y, 0f);
var vfx = Instantiate(prefab, spawnPos, rot);
vfx.transform.rotation = rot;
vfx.transform.localScale = Vector3.one * 1.3f;
Destroy(vfx, 1.5f);
}
}
private void PlayUndyingAuraVfx()
{
GameObject prefab = undyingAuraPrefab;
#if UNITY_EDITOR
if (prefab == null)
{
prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>("Assets/TJGeneratorLibEffects/Prefabs/Combat/Magic/Aura Soft/AuraSoftBlue.prefab");
}
#endif
if (prefab != null && unit != null)
{
// AuraSoftBlue 采用 Mesh(Quad) 水平平铺地面,需继承其自身的 -90° (270°) X 轴旋转
Quaternion rot = prefab.transform.rotation;
activeUndyingAuraInstance = Instantiate(prefab, unit.transform.position + Vector3.up * 0.05f, rot);
activeUndyingAuraInstance.transform.rotation = rot;
activeUndyingAuraInstance.transform.SetParent(unit.transform, true);
}
}
private void OnSkillAnimationFinished()
{
isSkillPending = false;
}
private void OnDestroy()
{
if (activeUndyingAuraInstance != null) Destroy(activeUndyingAuraInstance);
if (unit != null)
{
WorldHealthBar healthBar = unit.GetComponent<WorldHealthBar>();
if (healthBar != null) healthBar.OnHealthChanged -= CheckUndyingTrigger;
}
} }
} }
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using UnityEngine;
using System.Collections;
namespace TJGeneratorLibEffects
{
public class ETFXRotation : MonoBehaviour
{
[Header("Rotate axises by degrees per second")]
public Vector3 rotateVector = Vector3.zero;
public enum spaceEnum { Local, World };
public spaceEnum rotateSpace;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
if (rotateSpace == spaceEnum.Local)
transform.Rotate(rotateVector * Time.deltaTime);
if (rotateSpace == spaceEnum.World)
transform.Rotate(rotateVector * Time.deltaTime, Space.World);
}
}
}
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@@ -153,6 +153,7 @@
- [2026-10-10 23:10:06] TopBar 顶部视觉优化:Top 节点添加全屏宽 1080px、向下 260px 的渐变暗色遮罩 TopDarkVignette (Assets/Picture/UI/TopDarkGradient.png),使顶栏波次、金币文字与黄金分割线在浅色沙漠地面上保持高对比度与高级视觉沉降感。 - [2026-10-10 23:10:06] TopBar 顶部视觉优化:Top 节点添加全屏宽 1080px、向下 260px 的渐变暗色遮罩 TopDarkVignette (Assets/Picture/UI/TopDarkGradient.png),使顶栏波次、金币文字与黄金分割线在浅色沙漠地面上保持高对比度与高级视觉沉降感。
- [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》。
- [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。
### 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。