feat: 移除自适应性能相关配置并调整动画控制器

移除了Unity自适应性能(Adaptive Performance)的相关配置文件,
包括Adaptive Performance文件夹及其子目录中的所有配置文件,
同时移除了移动通知(NotificationSettings)相关配置,
以及第一章第一关(level_chapter1_level1)的关卡配置文件,
还删除了多个材质文件如AdjustableGlowOrb、AdjustableGlowOrbHalo
和Arena相关材质。另外微调了base-人类士兵.controller中状态机
的位置坐标,将x坐标从320调整为330。
```
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huadexuan committed 2026-09-27 20:39:00 +08:00
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# CharacterData 数值规范
## 数据职责
`CharacterData` 只保存角色静态配置:
- `characterId`、`characterName`、`description`
- `cardIcon`
- `unitPrefab`
- 1 级基础生命、攻击、移速
- 每级生命、攻击、移速成长
已移除或不再作为角色数据的字段:
- 召唤能量费用
- 卡牌冷却时间
- 兵营生产间隔
- 建筑花费
这些字段属于旧的召唤/建筑玩法,不用于当前塔防主线。
## 玩家英雄
玩家英雄通过 `PlayerData.json` 获取等级和星级,再结合 CharacterData 计算最终属性:
```text
最终生命 = baseMaxHealth + (level - 1) × healthPerLevel
最终攻击 = baseAttackPower + (level - 1) × attackPerLevel
最终移速 = baseMoveSpeed + (level - 1) × moveSpeedPerLevel
```
同等级英雄不按费用或稀有度决定基础数值强弱。英雄的特色来自:
- 近战、远程、范围、前排等战斗职责;
- 技能机制和技能复杂度;
- 阵型位置与战斗内增益组合。
## 波次小兵
小兵读取对应 CharacterData 的 1 级基础属性,不读取玩家等级、星级和当前卡组。
小兵应该明显弱于同等级玩家英雄:
- 普通小兵:低生命、低攻击,依靠数量和波次组合制造压力;
- 远程小兵:生命更低,用射程和站位制造压力;
- 重装小兵:生命较高,但攻击和移动较慢;
- 精英小兵:通过体型、武器和行为提升威胁,不等同于玩家英雄成长。
## 当前基准
| 单位 | 生命 | 攻击 | 移速 | 定位 |
|---|---:|---:|---:|---|
| 人类士兵英雄 | 300 | 42 | 2.2 | 基础近战英雄 |
| 弓箭手英雄 | 220 | 55 | 2.0 | 远程输出英雄 |
| 盾卫英雄 | 700 | 30 | 1.6 | 高生命前排英雄 |
| 法师英雄 | 240 | 100 | 1.7 | 远程范围输出英雄 |
| 精锐士兵英雄 | 520 | 78 | 2.0 | 精英近战英雄 |
| 城堡蓝卫Q | 170 | 22 | 3.5 | 普通近战小兵 |
| 城堡弓童 | 150 | 28 | 3.5 | 普通远程小兵 |
| 城堡金盾卫 | 360 | 36 | 2.6 | 普通重装小兵 |
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