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。
```
This commit is contained in:
huadexuan committed 2026-09-27 20:39:00 +08:00
1 parent 13d0c80335
commit f77fa20f82
413 files changed
+13494 -63858

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+1 -5
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@@ -87,11 +87,7 @@ public class AISummoner : MonoBehaviour
{
if (characters[i] != null && characters[i].unitPrefab != null)
{
// 检查能量
if (unlimitedMana || manaSystem == null || manaSystem.CurrentManaInt >= characters[i].manaCost)
{
validSlots[validCount++] = i + 1; // slot 是 1-based
}
validSlots[validCount++] = i + 1;
}
}
+1 -1
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@@ -27,7 +27,7 @@ public class Barracks : MonoBehaviour
if (characterData != null)
{
spawnInterval = Mathf.Max(0.1f, characterData.productionInterval);
spawnInterval = 5f;
// 设置角色头像
if (characterIcon != null && characterData.cardIcon != null)
-113
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@@ -1,113 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 拆家版固定八卡组、四张手牌轮转管理器。
/// </summary>
public class BattleDeckCycle : MonoBehaviour
{
public static BattleDeckCycle Instance { get; private set; }
[SerializeField] private Transform cardRoot;
[SerializeField] private int visibleSlotCount = 4;
[SerializeField] private string[] deckDataNames =
{
"人类士兵Data", "弓箭手Data", "盾卫Data", "精锐士兵Data",
"法师Data", "狂暴狼人Data", "石巨人Data", "弓箭猎人Data"
};
private readonly List<CharacterData> deck = new List<CharacterData>();
private readonly List<CharacterData> hand = new List<CharacterData>();
private readonly Queue<CharacterData> drawQueue = new Queue<CharacterData>();
private SummonCardButton[] buttons;
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
BuildDeck();
}
private void Start()
{
if (cardRoot == null)
cardRoot = GameObject.Find("角色卡片")?.transform;
buttons = cardRoot != null
? cardRoot.GetComponentsInChildren<SummonCardButton>(true)
: FindObjectsOfType<SummonCardButton>(true);
System.Array.Sort(buttons, (a, b) => a.summonSlot.CompareTo(b.summonSlot));
HideExtraSlots();
hand.Clear();
drawQueue.Clear();
for (int i = 0; i < visibleSlotCount && i < deck.Count; i++)
hand.Add(deck[i]);
for (int i = visibleSlotCount; i < deck.Count; i++)
drawQueue.Enqueue(deck[i]);
RefreshAllCards();
}
public CharacterData GetCard(int slot)
{
int index = slot - 1;
return index >= 0 && index < hand.Count ? hand[index] : null;
}
public bool TryPlay(int slot)
{
CharacterData card = GetCard(slot);
if (card == null || card.unitPrefab == null || CastleSpawnManager.Instance == null)
return false;
if (!CastleSpawnManager.Instance.TrySpawn(card, 0))
return false;
int index = slot - 1;
CharacterData played = hand[index];
hand[index] = drawQueue.Dequeue();
drawQueue.Enqueue(played);
RefreshAllCards();
return true;
}
private void BuildDeck()
{
deck.Clear();
foreach (string dataName in deckDataNames)
{
CharacterData data = Resources.Load<CharacterData>("Data/" + dataName);
if (data == null)
{
Debug.LogWarning($"卡组缺少角色数据: Resources/Data/{dataName}.asset");
continue;
}
deck.Add(data);
}
}
private void HideExtraSlots()
{
foreach (var button in buttons)
{
if (button != null && button.summonSlot > visibleSlotCount)
button.gameObject.SetActive(false);
}
}
private void RefreshAllCards()
{
if (buttons == null) return;
foreach (var button in buttons)
{
if (button == null || button.summonSlot > visibleSlotCount) continue;
button.SetDeckCharacter(GetCard(button.summonSlot));
}
}
}
+134
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@@ -0,0 +1,134 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/// <summary>
/// 战斗场景的出战生成:开战前按阵型数据在对应格位生成英雄。
/// 优先使用阵型编排场景保存的数据;没有编排数据时按名单使用默认阵型(近战前排 / 远程后排)。
/// </summary>
public class BattleFormationSpawner : MonoBehaviour
{
[Header("出战英雄名单(没有编排数据时的默认来源)")]
public HeroRoster roster;
[Header("生成到哪个父节点(留空则放在场景根)")]
public Transform heroParent;
[Header("玩家阵营 ID")]
public int playerTeamId = 0;
private void Start()
{
SpawnHeroes();
}
private void SpawnHeroes()
{
// 1. 玩家编排过的阵型
if (FormationData.HasCustomFormation
&& FormationData.HeroPrefabs != null
&& FormationData.HeroPrefabs.Length > 0)
{
for (int i = 0; i < FormationData.HeroPrefabs.Length; i++)
{
int cell = i < FormationData.CellIndices.Length ? FormationData.CellIndices[i] : -1;
if (FormationData.HeroPrefabs[i] == null || !DeployGrid.IsValidIndex(cell))
{
continue;
}
Spawn(FormationData.HeroPrefabs[i], cell);
}
return;
}
// 2. 没有编排数据:默认阵型
SpawnDefaultFormation();
}
private void SpawnDefaultFormation()
{
if (roster == null || roster.heroes == null) return;
int meleeTotal = 0, rangedTotal = 0;
foreach (HeroEntry entry in roster.heroes)
{
if (entry == null) continue;
if (entry.isMelee) meleeTotal++; else rangedTotal++;
}
var used = new HashSet<int>();
int meleeIndex = 0, rangedIndex = 0;
foreach (HeroEntry entry in roster.heroes)
{
if (entry == null || entry.prefab == null) continue;
int cell = entry.isMelee
? DeployGrid.DefaultCell(true, meleeIndex++, meleeTotal)
: DeployGrid.DefaultCell(false, rangedIndex++, rangedTotal);
if (used.Contains(cell))
{
cell = NextFreeCell(cell, used);
}
if (cell < 0) continue;
used.Add(cell);
Spawn(entry.prefab, cell);
}
}
private static int NextFreeCell(int from, HashSet<int> used)
{
for (int i = 0; i < DeployGrid.CellCount; i++)
{
int candidate = (from + i) % DeployGrid.CellCount;
if (!used.Contains(candidate)) return candidate;
}
return -1;
}
private void Spawn(GameObject prefab, int cell)
{
CharacterData characterData = FindCharacterDataForPrefab(prefab);
GameObject unit = Instantiate(prefab, DeployGrid.CellPosition(cell), Quaternion.identity);
unit.name = "英雄_" + prefab.name;
if (heroParent != null)
{
unit.transform.SetParent(heroParent, true);
}
UnitTeam team = unit.GetComponent<UnitTeam>();
if (team != null)
{
team.teamId = playerTeamId;
}
UnitBase unitBase = unit.GetComponent<UnitBase>();
if (unitBase != null)
{
unitBase.returnToAnchorWhenIdle = true;
unitBase.anchorArrivalDistance = 0.35f;
}
if (characterData != null && unitBase != null)
{
PlayerCharacterData playerData = PlayerDataManager.Instance != null
? PlayerDataManager.Instance.GetCharacterData(characterData.characterId)
: null;
int level = playerData != null ? playerData.level : 1;
unitBase.InitializeFromPlayerData(
characterData.GetMaxHealth(level),
characterData.GetAttackPower(level),
characterData.GetMoveSpeed(level));
}
}
private CharacterData FindCharacterDataForPrefab(GameObject prefab)
{
if (prefab == null) return null;
return Resources.LoadAll<CharacterData>("Data")
.FirstOrDefault(data => data != null && data.unitPrefab == prefab);
}
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: CylKsXykBSg0uwlH7D3NMglVNcpDcGUo3b0yJbyu49RAp3cINkikdpc=
guid: XXgb53itAX7klkhotwyGbzIxindfYhwCY6UY2IP7bdLgsYgx8EIjOxA=
MonoImporter:
externalObjects: {}
serializedVersion: 2
-557
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@@ -1,557 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
// 决战玩法管理器:布阵阶段在己方半场网格放置单位,开战后生成敌方阵型,全灭判定胜负。
public class BattleSetupManager : MonoBehaviour
{
public static BattleSetupManager Instance { get; private set; }
public enum BattleState { Setup, Battle, Ended }
[Header("布阵网格")]
public float cellSize = 2f;
public Vector2 xRange = new Vector2(-8f, 8f);
public Vector2 zRange = new Vector2(-20f, -8f);
[Header("人口")]
public int maxPopulation = 30;
[Header("可用兵种(生成底部卡片)")]
public CharacterData[] availableCharacters;
[Header("敌方阵型")]
public CharacterData[] enemyFrontLine;
public CharacterData[] enemyBackLine;
public float enemyFrontZ = 14f;
public float enemyBackZ = 18f;
public float enemySpacing = 2f;
public BattleState State { get; private set; } = BattleState.Setup;
public int RemainingPopulation => maxPopulation - usedPopulation;
// 已放置单位 -> 格子与数据,移除时退回人口。
private class PlacementRecord
{
public Vector2Int cell;
public CharacterData data;
}
private readonly HashSet<Vector2Int> occupiedCells = new HashSet<Vector2Int>();
private readonly Dictionary<GameObject, PlacementRecord> placements = new Dictionary<GameObject, PlacementRecord>();
private readonly Dictionary<CharacterData, Image> cardImages = new Dictionary<CharacterData, Image>();
private CharacterData selectedCharacter;
private int usedPopulation;
private Camera mainCamera;
private GameObject cellHighlight;
private Material highlightMaterial;
private GameObject startButton;
private Text populationText;
private Text resultText;
private float endCheckTimer;
private static readonly Color ValidCellColor = new Color(0.2f, 1f, 0.3f, 0.35f);
private static readonly Color InvalidCellColor = new Color(1f, 0.25f, 0.2f, 0.35f);
private static readonly Color CardNormalColor = new Color(0.15f, 0.15f, 0.2f, 0.85f);
private static readonly Color CardSelectedColor = new Color(0.2f, 0.55f, 0.25f, 0.95f);
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
}
private void Start()
{
mainCamera = Camera.main;
CreateCellHighlight();
CreateCardUI();
CreateStartButton();
CreateResultText();
}
private void Update()
{
if (State == BattleState.Setup)
{
HandleSetupInput();
}
else if (State == BattleState.Battle)
{
CheckBattleEnd();
}
}
// 布阵阶段输入:选兵种后点格子放置,点击已放单位移除。
private void HandleSetupInput()
{
if (mainCamera == null)
{
mainCamera = Camera.main;
if (mainCamera == null) return;
}
bool overUI = EventSystem.current != null && EventSystem.current.IsPointerOverGameObject();
bool highlightVisible = !overUI && selectedCharacter != null;
if (cellHighlight != null)
{
cellHighlight.SetActive(highlightVisible);
}
if (!highlightVisible) return;
if (!RaycastGround(out Vector3 groundPoint)) return;
Vector2Int cell = WorldToCell(groundPoint);
bool cellValid = IsCellInRange(cell) && !occupiedCells.Contains(cell);
cellHighlight.transform.position = new Vector3(cell.x * cellSize, 0.02f, cell.y * cellSize);
highlightMaterial.color = cellValid ? ValidCellColor : InvalidCellColor;
if (Input.GetMouseButtonDown(0))
{
// 优先移除点中的己方单位。
if (TryRemoveUnitAtMouse()) return;
if (cellValid)
{
PlaceUnit(selectedCharacter, cell);
}
}
}
// 卡片点击入口:选中/再点取消。
public void SelectCharacter(CharacterData data)
{
if (State != BattleState.Setup || data == null) return;
if (selectedCharacter == data)
{
selectedCharacter = null;
}
else if (RemainingPopulation >= data.manaCost)
{
selectedCharacter = data;
}
else
{
Debug.Log($"人口不足,{data.characterName}需要{data.manaCost}人口,剩余{RemainingPopulation}");
return;
}
RefreshCardSelection();
}
// 人口是否足够,供卡片按钮判断可用性。
public bool CanAfford(CharacterData data)
{
return data != null && RemainingPopulation >= data.manaCost;
}
public void StartBattle()
{
if (State != BattleState.Setup) return;
if (placements.Count == 0)
{
Debug.Log("请先放置至少一个单位再开战");
return;
}
selectedCharacter = null;
RefreshCardSelection();
SpawnEnemyLine(enemyFrontLine, enemyFrontZ);
SpawnEnemyLine(enemyBackLine, enemyBackZ);
State = BattleState.Battle;
if (startButton != null) startButton.SetActive(false);
if (populationText != null) populationText.gameObject.SetActive(false);
if (cellHighlight != null) cellHighlight.SetActive(false);
Debug.Log("战斗开始!");
}
// 每0.5秒统计双方存活,全灭判定胜负。
private void CheckBattleEnd()
{
endCheckTimer += Time.deltaTime;
if (endCheckTimer < 0.5f) return;
endCheckTimer = 0f;
int friends = CountActiveUnits("Friend");
int enemies = CountActiveUnits("Enemy");
if (friends == 0 && enemies == 0)
{
EndBattle("平局!");
}
else if (enemies == 0)
{
EndBattle("胜利!");
}
else if (friends == 0)
{
EndBattle("失败");
}
}
private static int CountActiveUnits(string tag)
{
// 单位死亡时会被立即隐藏并销毁,只统计激活对象。
GameObject[] objects = GameObject.FindGameObjectsWithTag(tag);
int count = 0;
foreach (GameObject obj in objects)
{
if (obj.activeInHierarchy) count++;
}
return count;
}
private void EndBattle(string result)
{
State = BattleState.Ended;
if (resultText != null)
{
resultText.text = result;
resultText.gameObject.SetActive(true);
}
Debug.Log($"战斗结束:{result}");
}
// ===== 放置与移除 =====
private void PlaceUnit(CharacterData data, Vector2Int cell)
{
if (data == null || data.unitPrefab == null) return;
if (RemainingPopulation < data.manaCost) return;
if (!occupiedCells.Add(cell)) return;
Vector3 position = CellToWorld(cell);
GameObject unit = Instantiate(data.unitPrefab, position, Quaternion.identity);
unit.name = "Friend_" + data.characterName;
unit.tag = "Friend";
// 设置阵营 ID(玩家单位为 team 0)
var unitTeam = unit.GetComponent<UnitTeam>();
if (unitTeam != null)
{
unitTeam.teamId = 0;
}
var unitBase = unit.GetComponent<UnitBase>();
if (unitBase != null)
{
unitBase.InitializeFromPlayerData(
data.GetMaxHealth(1),
data.GetAttackPower(1),
data.GetMoveSpeed(1));
}
placements[unit] = new PlacementRecord { cell = cell, data = data };
usedPopulation += data.manaCost;
UpdatePopulationText();
if (RemainingPopulation <= 0)
{
selectedCharacter = null;
RefreshCardSelection();
}
}
private bool TryRemoveUnitAtMouse()
{
Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);
RaycastHit[] hits = Physics.RaycastAll(ray, 200f);
GameObject closest = null;
float closestDistance = float.MaxValue;
foreach (RaycastHit hit in hits)
{
var unitBase = hit.collider.GetComponentInParent<UnitBase>();
if (unitBase != null && unitBase.CompareTag("Friend") && placements.ContainsKey(unitBase.gameObject))
{
if (hit.distance < closestDistance)
{
closestDistance = hit.distance;
closest = unitBase.gameObject;
}
}
}
if (closest == null) return false;
if (placements.TryGetValue(closest, out PlacementRecord record))
{
occupiedCells.Remove(record.cell);
usedPopulation -= record.data.manaCost;
placements.Remove(closest);
UpdatePopulationText();
}
Destroy(closest);
return true;
}
// ===== 敌方阵型 =====
private void SpawnEnemyLine(CharacterData[] line, float z)
{
if (line == null) return;
float startX = -(line.Length - 1) * 0.5f * enemySpacing;
for (int i = 0; i < line.Length; i++)
{
CharacterData data = line[i];
if (data == null || data.unitPrefab == null) continue;
GameObject unit = Instantiate(
data.unitPrefab,
new Vector3(startX + i * enemySpacing, 0f, z),
Quaternion.Euler(0f, 180f, 0f));
unit.name = "Enemy_" + data.characterName;
unit.tag = "Enemy";
var unitBase = unit.GetComponent<UnitBase>();
if (unitBase != null)
{
unitBase.InitializeFromPlayerData(
data.GetMaxHealth(1),
data.GetAttackPower(1),
data.GetMoveSpeed(1));
}
}
}
// ===== 网格工具 =====
private Vector2Int WorldToCell(Vector3 world)
{
return new Vector2Int(
Mathf.RoundToInt(world.x / cellSize),
Mathf.RoundToInt(world.z / cellSize));
}
private Vector3 CellToWorld(Vector2Int cell)
{
return new Vector3(cell.x * cellSize, 0f, cell.y * cellSize);
}
private bool IsCellInRange(Vector2Int cell)
{
float x = cell.x * cellSize;
float z = cell.y * cellSize;
return x >= xRange.x && x <= xRange.y && z >= zRange.x && z <= zRange.y;
}
private bool RaycastGround(out Vector3 point)
{
point = Vector3.zero;
if (mainCamera == null) return false;
Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit hit, 200f))
{
point = hit.point;
return true;
}
return false;
}
// ===== UI 创建(代码生成,无需场景预制) =====
private Canvas EnsureCanvas()
{
Canvas canvas = FindObjectOfType<Canvas>();
if (canvas == null)
{
GameObject canvasObject = new GameObject("Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
canvas = canvasObject.GetComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
var scaler = canvasObject.GetComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1080f, 1920f);
scaler.matchWidthOrHeight = 0.5f;
}
if (FindObjectOfType<EventSystem>() == null)
{
new GameObject("EventSystem", typeof(EventSystem), typeof(StandaloneInputModule));
}
return canvas;
}
private void CreateCellHighlight()
{
cellHighlight = GameObject.CreatePrimitive(PrimitiveType.Quad);
cellHighlight.name = "CellHighlight";
// 高亮块不能挡射线,删掉自带的碰撞体。
Destroy(cellHighlight.GetComponent<Collider>());
cellHighlight.transform.rotation = Quaternion.Euler(90f, 0f, 0f);
cellHighlight.transform.localScale = new Vector3(cellSize * 0.95f, cellSize * 0.95f, 1f);
cellHighlight.transform.position = new Vector3(0f, 0.02f, 0f);
highlightMaterial = new Material(Shader.Find("Sprites/Default"));
highlightMaterial.color = ValidCellColor;
cellHighlight.GetComponent<Renderer>().sharedMaterial = highlightMaterial;
cellHighlight.SetActive(false);
}
private void CreateCardUI()
{
if (availableCharacters == null || availableCharacters.Length == 0) return;
Canvas canvas = EnsureCanvas();
const float cardWidth = 108f;
const float cardHeight = 150f;
const float gap = 10f;
int count = availableCharacters.Length;
float totalWidth = count * cardWidth + (count - 1) * gap;
float startX = -totalWidth * 0.5f + cardWidth * 0.5f;
for (int i = 0; i < count; i++)
{
CharacterData data = availableCharacters[i];
if (data == null) continue;
GameObject card = new GameObject("卡片_" + data.characterName, typeof(RectTransform), typeof(Image), typeof(Button));
card.transform.SetParent(canvas.transform, false);
var cardRect = card.GetComponent<RectTransform>();
cardRect.anchorMin = cardRect.anchorMax = new Vector2(0.5f, 0f);
cardRect.pivot = new Vector2(0.5f, 0f);
cardRect.anchoredPosition = new Vector2(startX + i * (cardWidth + gap), 24f);
cardRect.sizeDelta = new Vector2(cardWidth, cardHeight);
var cardImage = card.GetComponent<Image>();
cardImage.color = CardNormalColor;
cardImages[data] = cardImage;
// 头像占上半部。
GameObject iconObject = new GameObject("Icon", typeof(RectTransform), typeof(Image));
iconObject.transform.SetParent(card.transform, false);
var iconRect = iconObject.GetComponent<RectTransform>();
iconRect.anchorMin = new Vector2(0.08f, 0.35f);
iconRect.anchorMax = new Vector2(0.92f, 0.95f);
iconRect.offsetMin = Vector2.zero;
iconRect.offsetMax = Vector2.zero;
var iconImage = iconObject.GetComponent<Image>();
if (data.cardIcon != null)
{
iconImage.sprite = data.cardIcon;
iconImage.preserveAspect = true;
}
else
{
iconImage.color = new Color(0.4f, 0.4f, 0.45f, 1f);
}
// 名字占底部。
CreateChildText(card.transform, "Name", data.characterName, 26,
new Vector2(0.05f, 0.02f), new Vector2(0.95f, 0.28f));
// 人口占顶部。
CreateChildText(card.transform, "Cost", data.manaCost + "人口", 28,
new Vector2(0.05f, 0.72f), new Vector2(0.95f, 0.98f), new Color(1f, 0.85f, 0.3f));
// 挂通用卡片按钮:点击进入选兵,人口不足自动置灰。
var summonButton = card.AddComponent<SummonCardButton>();
summonButton.characterData = data;
}
}
private void CreateStartButton()
{
Canvas canvas = EnsureCanvas();
startButton = new GameObject("开战按钮", typeof(RectTransform), typeof(Image), typeof(Button));
startButton.transform.SetParent(canvas.transform, false);
var buttonRect = startButton.GetComponent<RectTransform>();
buttonRect.anchorMin = buttonRect.anchorMax = new Vector2(0.5f, 1f);
buttonRect.pivot = new Vector2(0.5f, 1f);
buttonRect.anchoredPosition = new Vector2(0f, -30f);
buttonRect.sizeDelta = new Vector2(220f, 90f);
startButton.GetComponent<Image>().color = new Color(0.75f, 0.2f, 0.15f, 0.95f);
CreateChildText(startButton.transform, "Label", "开 战", 44,
Vector2.zero, Vector2.one, Color.white);
startButton.GetComponent<Button>().onClick.AddListener(StartBattle);
// 人口显示在开战按钮下方。
GameObject populationObject = new GameObject("PopulationText", typeof(RectTransform), typeof(Text));
populationObject.transform.SetParent(canvas.transform, false);
var populationRect = populationObject.GetComponent<RectTransform>();
populationRect.anchorMin = populationRect.anchorMax = new Vector2(0.5f, 1f);
populationRect.pivot = new Vector2(0.5f, 1f);
populationRect.anchoredPosition = new Vector2(0f, -130f);
populationRect.sizeDelta = new Vector2(300f, 50f);
populationText = populationObject.GetComponent<Text>();
populationText.alignment = TextAnchor.MiddleCenter;
populationText.fontSize = 34;
populationText.color = Color.white;
UpdatePopulationText();
}
private void CreateResultText()
{
Canvas canvas = EnsureCanvas();
GameObject resultObject = new GameObject("ResultText", typeof(RectTransform), typeof(Text));
resultObject.transform.SetParent(canvas.transform, false);
var resultRect = resultObject.GetComponent<RectTransform>();
resultRect.anchorMin = resultRect.anchorMax = Vector2.one * 0.5f;
resultRect.sizeDelta = new Vector2(600f, 160f);
resultText = resultObject.GetComponent<Text>();
resultText.alignment = TextAnchor.MiddleCenter;
resultText.fontSize = 90;
resultText.fontStyle = FontStyle.Bold;
resultText.color = new Color(1f, 0.9f, 0.3f);
resultText.gameObject.SetActive(false);
}
private static Text CreateChildText(Transform parent, string name, string content, int fontSize,
Vector2 anchorMin, Vector2 anchorMax, Color? color = null)
{
GameObject textObject = new GameObject(name, typeof(RectTransform), typeof(Text));
textObject.transform.SetParent(parent, false);
var rect = textObject.GetComponent<RectTransform>();
rect.anchorMin = anchorMin;
rect.anchorMax = anchorMax;
rect.offsetMin = Vector2.zero;
rect.offsetMax = Vector2.zero;
Text text = textObject.GetComponent<Text>();
text.text = content;
text.fontSize = fontSize;
text.alignment = TextAnchor.MiddleCenter;
text.color = color ?? Color.white;
return text;
}
private void RefreshCardSelection()
{
foreach (var pair in cardImages)
{
pair.Value.color = pair.Key == selectedCharacter ? CardSelectedColor : CardNormalColor;
}
}
private void UpdatePopulationText()
{
if (populationText != null)
{
populationText.text = $"人口 {usedPopulation}/{maxPopulation}";
}
}
}
+1 -1
View File
@@ -159,7 +159,7 @@ public class BuildingPlacementManager : MonoBehaviour
return;
}
int cost = currentCharacterData != null ? currentCharacterData.buildingCost : 100;
int cost = 100;
if (GoldSystem.Instance == null || !GoldSystem.Instance.TrySpend(cost))
{
Debug.Log($"金币不足,需要{cost}");
+1 -9
View File
@@ -22,12 +22,6 @@ public class CastleSpawnManager : MonoBehaviour
public bool TrySpawn(CharacterData data, int teamId)
{
if (data == null || data.unitPrefab == null) return false;
if (ManaSystem.Instance == null || !ManaSystem.Instance.TryConsumeMana(data.manaCost))
{
Debug.Log($"能量不足,需要 {data.manaCost}");
return false;
}
Transform spawnPoint = teamId == 0 ? blueSpawnPoint : redSpawnPoint;
if (spawnPoint == null)
{
@@ -70,8 +64,6 @@ public class CastleSpawnManager : MonoBehaviour
public bool CanAfford(CharacterData data)
{
return data != null
&& ManaSystem.Instance != null
&& ManaSystem.Instance.CurrentManaInt >= data.manaCost;
return data != null && data.unitPrefab != null;
}
}
+1 -14
View File
@@ -92,24 +92,11 @@ public class ChaosGateSpawner : MonoBehaviour
if (validCount == 0) return null;
float totalWeight = 0f;
for (int i = 0; i < validCount; i++)
totalWeight += 1f / Mathf.Max(1, cards[i].manaCost);
float roll = Random.value * totalWeight;
for (int i = 0; i < validCount; i++)
{
roll -= 1f / Mathf.Max(1, cards[i].manaCost);
if (roll <= 0f) return cards[i];
}
return cards[validCount - 1];
return cards[Random.Range(0, validCount)];
}
private bool SpawnBlueUnit(CharacterData data, Vector3 position, Quaternion rotation)
{
if (ManaSystem.Instance == null || !ManaSystem.Instance.TryConsumeMana(data.manaCost))
return false;
GameObject unit = Instantiate(data.unitPrefab, position, rotation);
UnitTeam team = unit.GetComponent<UnitTeam>();
if (team != null)
+1 -14
View File
@@ -13,22 +13,9 @@ public class CharacterData : ScriptableObject
[Header("UI 显示")]
public Sprite cardIcon;
[Header("召唤配置")]
[Header("角色基础配置")]
public GameObject unitPrefab;
[Min(0)]
public int manaCost = 1;
[Min(0f)]
public float cooldownTime = 1f;
[Header("兵营生产")]
[Min(0.1f)]
public float productionInterval = 5f;
[Min(0)]
public int buildingCost = 100;
[Header("基础属性(1级)")]
[Min(0f)]
public float baseMaxHealth = 100f;
+227
View File
@@ -0,0 +1,227 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public class DefenseWaveLevelController : MonoBehaviour
{
[System.Serializable]
private class LevelWaveFile
{
public string levelId;
public string levelName;
public WaveEntry[] waves;
}
[System.Serializable]
private class WaveEntry
{
public int waveIndex;
public float restBeforeWave = 2f;
public float spawnInterval = 1f;
public string[] enemyIds;
public int[] counts;
public float[] spawnX;
}
[System.Serializable]
public class EnemyPrefabEntry
{
public string id;
public GameObject prefab;
}
[Header("关卡 JSON")]
public TextAsset levelJson;
[Header("JSON enemyId 对应 Prefab")]
public EnemyPrefabEntry[] enemyPrefabs;
[Header("自动模拟")]
public bool autoStart = true;
public float spawnZ = 25f;
public float spawnY = 0.16f;
public float waveCompleteDelay = 3f;
private LevelWaveFile level;
private readonly List<GameObject> activeEnemies = new List<GameObject>();
private Slider progressSlider;
private Text progressText;
private int currentWaveIndex = -1;
private int totalEnemies;
private int defeatedEnemies;
private void Start()
{
if (!LoadLevel()) return;
CreateProgressBar();
if (autoStart) StartCoroutine(RunLevel());
}
private bool LoadLevel()
{
if (levelJson == null)
{
Debug.LogError("DefenseWaveLevelController: 未配置关卡 JSON。");
return false;
}
level = JsonUtility.FromJson<LevelWaveFile>(levelJson.text);
if (level == null || level.waves == null || level.waves.Length == 0)
{
Debug.LogError("DefenseWaveLevelController: JSON 没有有效波次。");
return false;
}
totalEnemies = level.waves.Sum(w => TotalCount(w));
defeatedEnemies = 0;
return true;
}
private IEnumerator RunLevel()
{
for (int i = 0; i < level.waves.Length; i++)
{
currentWaveIndex = i;
var wave = level.waves[i];
yield return new WaitForSeconds(Mathf.Max(0f, wave.restBeforeWave));
yield return SpawnWave(wave);
yield return WaitForWaveCleared();
yield return new WaitForSeconds(Mathf.Max(0f, waveCompleteDelay));
}
UpdateProgress(level.waves.Length, level.waves.Length, "通关");
Debug.Log("DefenseWaveLevelController: 第一关波次全部完成。");
}
private IEnumerator SpawnWave(WaveEntry wave)
{
int total = TotalCount(wave);
int spawned = 0;
UpdateProgress(wave.waveIndex, level.waves.Length, $"第 {wave.waveIndex} 波 0/{total}");
for (int typeIndex = 0; typeIndex < wave.enemyIds.Length; typeIndex++)
{
var prefab = FindPrefab(wave.enemyIds[typeIndex]);
if (prefab == null) continue;
int count = wave.counts != null && typeIndex < wave.counts.Length ? wave.counts[typeIndex] : 0;
for (int i = 0; i < count; i++)
{
float x = wave.spawnX != null && wave.spawnX.Length > 0
? wave.spawnX[(spawned) % wave.spawnX.Length]
: (spawned % 2 == 0 ? -3f : 3f);
var enemy = Instantiate(prefab, new Vector3(x, spawnY, spawnZ), Quaternion.identity);
enemy.tag = "Enemy";
ApplyCharacterData(enemy, wave.enemyIds[typeIndex]);
activeEnemies.Add(enemy);
spawned++;
UpdateProgress(wave.waveIndex, level.waves.Length, $"第 {wave.waveIndex} 波 {spawned}/{total}");
yield return new WaitForSeconds(Mathf.Max(0.1f, wave.spawnInterval));
}
}
}
private IEnumerator WaitForWaveCleared()
{
while (true)
{
for (int i = activeEnemies.Count - 1; i >= 0; i--)
{
var enemy = activeEnemies[i];
if (enemy == null || !enemy.activeInHierarchy)
{
activeEnemies.RemoveAt(i);
defeatedEnemies++;
}
}
if (activeEnemies.Count == 0) yield break;
yield return new WaitForSeconds(0.25f);
}
}
private void ApplyCharacterData(GameObject enemy, string characterId)
{
var data = Resources.Load<CharacterData>("Data/" + characterId);
var unit = enemy.GetComponent<UnitBase>();
if (data == null || unit == null) return;
unit.InitializeFromPlayerData(data.GetMaxHealth(1), data.GetAttackPower(1), data.GetMoveSpeed(1));
}
private int TotalCount(WaveEntry wave)
{
if (wave == null || wave.counts == null) return 0;
return wave.counts.Sum(c => Mathf.Max(0, c));
}
private GameObject FindPrefab(string id)
{
if (enemyPrefabs == null) return null;
var entry = enemyPrefabs.FirstOrDefault(e => e != null && e.id == id);
if (entry == null || entry.prefab == null)
{
Debug.LogError("DefenseWaveLevelController: 找不到小怪 Prefab: " + id);
return null;
}
return entry.prefab;
}
private void CreateProgressBar()
{
var canvasObject = new GameObject("WaveProgressHUD", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
var canvas = canvasObject.GetComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 500;
var root = canvasObject.GetComponent<RectTransform>();
var panel = new GameObject("WaveProgressPanel", typeof(RectTransform), typeof(Image));
panel.transform.SetParent(root, false);
var panelRect = panel.GetComponent<RectTransform>();
panelRect.anchorMin = new Vector2(0.5f, 1f);
panelRect.anchorMax = new Vector2(0.5f, 1f);
panelRect.pivot = new Vector2(0.5f, 1f);
panelRect.anchoredPosition = new Vector2(0f, -20f);
panelRect.sizeDelta = new Vector2(420f, 64f);
panel.GetComponent<Image>().color = new Color(0f, 0f, 0f, 0.45f);
var sliderObject = new GameObject("WaveProgress", typeof(RectTransform), typeof(Slider));
sliderObject.transform.SetParent(panel.transform, false);
var sliderRect = sliderObject.GetComponent<RectTransform>();
sliderRect.anchorMin = new Vector2(0.5f, 0f);
sliderRect.anchorMax = new Vector2(0.5f, 0f);
sliderRect.pivot = new Vector2(0.5f, 0f);
sliderRect.anchoredPosition = new Vector2(0f, 10f);
sliderRect.sizeDelta = new Vector2(360f, 16f);
progressSlider = sliderObject.GetComponent<Slider>();
progressSlider.minValue = 0f;
progressSlider.maxValue = 1f;
progressSlider.value = 0f;
progressSlider.interactable = false;
var textObject = new GameObject("WaveProgressText", typeof(RectTransform), typeof(Text));
textObject.transform.SetParent(panel.transform, false);
var textRect = textObject.GetComponent<RectTransform>();
textRect.anchorMin = new Vector2(0.5f, 1f);
textRect.anchorMax = new Vector2(0.5f, 1f);
textRect.pivot = new Vector2(0.5f, 1f);
textRect.anchoredPosition = new Vector2(0f, -8f);
textRect.sizeDelta = new Vector2(390f, 28f);
progressText = textObject.GetComponent<Text>();
progressText.alignment = TextAnchor.MiddleCenter;
progressText.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
progressText.fontSize = 18;
progressText.color = Color.white;
}
private void UpdateProgress(int waveNumber, int waveCount, string text)
{
if (progressSlider != null)
{
float defeatedRatio = totalEnemies > 0 ? (float)defeatedEnemies / totalEnemies : 0f;
progressSlider.value = Mathf.Clamp01((waveNumber - 1 + defeatedRatio) / Mathf.Max(1, waveCount));
}
if (progressText != null) progressText.text = text;
}
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: XXob4XilUXnOhMYzExpqM+4zrmqzWWfAaYPtwHjVN2gIEPjdfifecQI=
guid: DigavSykVirvFLHuKxjXELl00pWlLKlkL08/kmuQbvSZLhiGeAqKyrY=
MonoImporter:
externalObjects: {}
serializedVersion: 2
+69
View File
@@ -0,0 +1,69 @@
using UnityEngine;
/// <summary>
/// 部署网格的几何参数与坐标换算。
/// 阵型编排场景和战斗场景共用同一份参数,保证两边的格位完全对齐。
/// </summary>
public static class DeployGrid
{
public const int Cols = 6;
public const int Rows = 5;
public const float ColStep = 2.8f;
public const float RowStep = 3.0f;
public const float BackZ = 2.5f; // 最靠后一排的中心 Z(让部署区落在底部卡片栏上方)
public const float CellWidth = 2.5f;
public const float CellDepth = 2.7f;
public const float CellHeight = 0.03f;
public const float GridY = 0.12f; // 格位可视块的中心高度
public const float UnitY = 0.16f; // 单位落点高度(与 NavMesh 高度一致)
public const int CellCount = Cols * Rows;
public static int ToIndex(int row, int col) => row * Cols + col;
public static int RowOf(int index) => index / Cols;
public static int ColOf(int index) => index % Cols;
public static bool IsValidIndex(int index) => index >= 0 && index < CellCount;
/// <summary>格位中心的世界坐标(单位落点高度)。</summary>
public static Vector3 CellPosition(int index)
{
int r = RowOf(index);
int c = ColOf(index);
float x = (c - (Cols - 1) * 0.5f) * ColStep;
float z = BackZ + r * RowStep;
return new Vector3(x, UnitY, z);
}
/// <summary>把地面上的世界坐标吸附到最近格位;不在网格范围内返回 -1。</summary>
public static int SnapToCell(Vector3 world)
{
int c = Mathf.RoundToInt(world.x / ColStep + (Cols - 1) * 0.5f);
int r = Mathf.RoundToInt((world.z - BackZ) / RowStep);
if (c < 0 || c >= Cols || r < 0 || r >= Rows)
{
return -1;
}
Vector3 center = CellPosition(ToIndex(r, c));
if (Mathf.Abs(center.x - world.x) > ColStep * 0.5f) return -1;
if (Mathf.Abs(center.z - world.z) > RowStep * 0.5f) return -1;
return ToIndex(r, c);
}
/// <summary>把一组单位在网格宽度内均匀铺开,返回列号。</summary>
public static int SpreadColumn(int indexInGroup, int groupCount)
{
if (groupCount <= 1) return Cols / 2;
if (groupCount >= Cols) return indexInGroup % Cols;
float step = (Cols - 1f) / (groupCount + 1f);
return Mathf.RoundToInt(step * (indexInGroup + 1));
}
/// <summary>默认阵型格位:近战在最前排(靠近敌人),远程在最后排。</summary>
public static int DefaultCell(bool isMelee, int indexInGroup, int groupCount)
{
int row = isMelee ? Rows - 1 : 0;
return ToIndex(row, SpreadColumn(indexInGroup, groupCount));
}
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: DCtO4X/+USoIwkGoI7+2kj00a9R1yMRAYBXPILcLhDHrIqmIIORGtp8=
guid: C3pKtSitVSquK/sQ7Eb3i3YczecXTDqEUKZN0UN+6S6o0f7Nzl8IZHk=
MonoImporter:
externalObjects: {}
serializedVersion: 2
+6 -19
View File
@@ -76,7 +76,7 @@ public class EnemyCastleAI : MonoBehaviour
if (card == null) return;
if (Spawn(card, lane))
{
currentMana -= card.manaCost;
currentMana -= 1f;
RotatePlayedCard(card);
spawnTimer = minimumSpawnInterval;
if (lane == lastLane) consecutiveLaneSpawns++;
@@ -100,33 +100,23 @@ public class EnemyCastleAI : MonoBehaviour
List<CharacterData> affordable = new List<CharacterData>();
foreach (CharacterData card in hand)
{
if (card != null && card.unitPrefab != null && card.manaCost <= currentMana)
if (card != null && card.unitPrefab != null)
affordable.Add(card);
}
if (affordable.Count == 0) return false;
CharacterData selected = SelectWeightedCard(affordable);
CharacterData selected = affordable[Random.Range(0, affordable.Count)];
if (!SpawnAt(selected, spawnPosition, spawnRotation, teamId)) return false;
currentMana -= selected.manaCost;
currentMana -= 1f;
RotatePlayedCard(selected);
return true;
}
private CharacterData SelectWeightedCard(List<CharacterData> cards)
{
float totalWeight = 0f;
foreach (CharacterData card in cards)
totalWeight += 1f / Mathf.Max(1, card.manaCost);
float roll = Random.value * totalWeight;
foreach (CharacterData card in cards)
{
roll -= 1f / Mathf.Max(1, card.manaCost);
if (roll <= 0f) return card;
}
return cards[cards.Count - 1];
return cards == null || cards.Count == 0 ? null : cards[Random.Range(0, cards.Count)];
}
private int ChooseLane()
@@ -181,11 +171,8 @@ public class EnemyCastleAI : MonoBehaviour
float bestScore = float.NegativeInfinity;
foreach (var card in hand)
{
if (card == null || card.unitPrefab == null || card.manaCost > currentMana) continue;
if (card == null || card.unitPrefab == null) continue;
float score = Random.Range(0f, 1f);
if (card.manaCost <= 2) score += 2f;
if (currentMana >= 7 && card.manaCost >= 5) score += 2f;
if (lane != 1 && card.manaCost <= 4) score += 0.5f;
if (score > bestScore)
{
bestScore = score;
+96
View File
@@ -0,0 +1,96 @@
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
/// <summary>
/// 底部英雄卡片的拖拽:拖到网格格位上放置英雄。
/// 吸附与放置由 FormationManager 负责,卡片只负责拖动表现和回调。
/// </summary>
[RequireComponent(typeof(CanvasGroup))]
public class FormationCardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
[Header("界面引用")]
public Image background;
public Image icon;
public Text nameText;
[HideInInspector] public FormationManager manager;
[HideInInspector] public int heroIndex;
private RectTransform rectTransform;
private CanvasGroup canvasGroup;
private Vector2 homePosition;
private static readonly Color NormalColor = new Color(0.15f, 0.15f, 0.2f, 0.92f);
private static readonly Color PlacedColor = new Color(0.18f, 0.18f, 0.22f, 0.45f);
private void Awake()
{
rectTransform = GetComponent<RectTransform>();
canvasGroup = GetComponent<CanvasGroup>();
homePosition = rectTransform.anchoredPosition;
}
/// <summary>填入名字与头像。</summary>
public void SetContent(string displayName, Sprite iconSprite)
{
if (nameText != null) nameText.text = displayName;
if (icon != null)
{
if (iconSprite != null)
{
icon.sprite = iconSprite;
icon.preserveAspect = true;
icon.color = Color.white;
}
else
{
icon.color = new Color(0.4f, 0.4f, 0.45f, 1f);
}
}
}
/// <summary>已放置的卡片置灰并禁止再次拖拽。</summary>
public void SetPlaced(bool isPlaced)
{
if (background != null) background.color = isPlaced ? PlacedColor : NormalColor;
canvasGroup.alpha = isPlaced ? 0.55f : 1f;
}
public void OnBeginDrag(PointerEventData eventData)
{
if (manager == null || !manager.CanDrag(heroIndex))
{
return;
}
canvasGroup.blocksRaycasts = false;
rectTransform.position = eventData.position;
manager.OnCardDragStart(heroIndex);
}
public void OnDrag(PointerEventData eventData)
{
if (manager == null || !manager.CanDrag(heroIndex))
{
return;
}
rectTransform.position = eventData.position;
manager.OnCardDragging(heroIndex, eventData.position);
}
public void OnEndDrag(PointerEventData eventData)
{
canvasGroup.blocksRaycasts = true;
if (manager == null || !manager.CanDrag(heroIndex))
{
rectTransform.anchoredPosition = homePosition;
return;
}
rectTransform.anchoredPosition = homePosition;
manager.OnCardDragEnd(heroIndex, eventData.position);
}
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: CigetXv+VSpp9gA0m88lS7VLDwIk2XT3cg+F1ub+vqbAzjQne5UPqKQ=
guid: Cn1L5Hv5UH9/CqdBWvIW50FTi5P+1x+AwqHwUMoKIYzAIyHnYChHwBk=
MonoImporter:
externalObjects: {}
serializedVersion: 2
+24
View File
@@ -0,0 +1,24 @@
using UnityEngine;
/// <summary>
/// 阵型数据:阵型编排场景写入,战斗场景读取。
/// 静态字段在同一个运行会话内跨场景保留;重启游戏会回到「默认阵型」。
/// </summary>
public static class FormationData
{
/// <summary>出战英雄的 Prefab(按卡位顺序)。</summary>
public static GameObject[] HeroPrefabs = new GameObject[0];
/// <summary>每个英雄所在的格位索引(-1 表示未放置)。</summary>
public static int[] CellIndices = new int[0];
/// <summary>玩家是否手动编排过阵型。</summary>
public static bool HasCustomFormation;
public static void Clear()
{
HeroPrefabs = new GameObject[0];
CellIndices = new int[0];
HasCustomFormation = false;
}
}
+11
View File
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: XCgW4yL7VHwdwptg/AYrWGWdmJaYnd7aOzP109HLCYYTIzSnnR4597U=
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+419
View File
@@ -0,0 +1,419 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
/// <summary>
/// 阵型编排页控制器:底部英雄卡拖到网格格位放置英雄,「开始战斗」保存阵型并进入战斗场景。
/// 什么都不摆直接开始 = 默认阵型(近战最前排 / 远程最后排)。
/// </summary>
public class FormationManager : MonoBehaviour
{
[Header("出战英雄名单")]
public HeroRoster roster;
[Header("战斗场景")]
public string battleSceneName = "DefenseTest";
[Header("界面引用")]
public Text hintText;
public Button defaultButton;
public Button startButton;
public FormationCardDrag[] cards = new FormationCardDrag[0];
// 格位索引 -> 放置记录
private class Placement
{
public int heroIndex;
public GameObject preview;
}
private readonly Dictionary<int, Placement> placed = new Dictionary<int, Placement>();
private readonly HashSet<int> placedHeroes = new HashSet<int>();
private Camera mainCamera;
private GameObject dropHighlight;
private Material highlightMaterial;
private int draggingHero = -1;
private static readonly Color ValidColor = new Color(0.2f, 1f, 0.35f, 0.40f);
private static readonly Color InvalidColor = new Color(1f, 0.25f, 0.2f, 0.40f);
private void Start()
{
mainCamera = Camera.main;
CreateDropHighlight();
SetupCards();
if (defaultButton != null) defaultButton.onClick.AddListener(ApplyDefaultFormation);
if (startButton != null) startButton.onClick.AddListener(StartBattle);
UpdateHint();
}
private void Update()
{
if (draggingHero >= 0)
{
UpdateDropHighlight(Input.mousePosition);
}
// 点击场上的英雄把它收回卡片
if (Input.GetMouseButtonDown(0) && !IsPointerOverUI())
{
TryRemoveAtPointer();
}
}
// ===== 卡片初始化 =====
private void SetupCards()
{
if (cards == null) return;
for (int i = 0; i < cards.Length; i++)
{
FormationCardDrag card = cards[i];
if (card == null) continue;
card.manager = this;
card.heroIndex = i;
HeroEntry entry = GetHero(i);
card.SetContent(entry != null ? entry.displayName : $"英雄{i + 1}",
entry != null ? entry.icon : null);
card.SetPlaced(false);
}
}
private HeroEntry GetHero(int index)
{
if (roster == null || roster.heroes == null) return null;
if (index < 0 || index >= roster.heroes.Length) return null;
return roster.heroes[index];
}
private int HeroCount => roster != null && roster.heroes != null ? roster.heroes.Length : 0;
// ===== 拖拽回调(由 FormationCardDrag 调用) =====
public bool CanDrag(int heroIndex)
{
return GetHero(heroIndex) != null && !placedHeroes.Contains(heroIndex);
}
public void OnCardDragStart(int heroIndex)
{
draggingHero = heroIndex;
UpdateDropHighlight(Input.mousePosition);
}
public void OnCardDragging(int heroIndex, Vector2 screenPosition)
{
draggingHero = heroIndex;
UpdateDropHighlight(screenPosition);
}
public void OnCardDragEnd(int heroIndex, Vector2 screenPosition)
{
draggingHero = -1;
if (dropHighlight != null) dropHighlight.SetActive(false);
int cell = ScreenToCell(screenPosition);
if (cell < 0)
{
return; // 没拖到网格范围内,忽略
}
if (placed.ContainsKey(cell))
{
Debug.Log("这个格位已经有英雄了");
return;
}
PlaceHero(heroIndex, cell);
}
// ===== 放置 / 移除 =====
private void PlaceHero(int heroIndex, int cell)
{
HeroEntry entry = GetHero(heroIndex);
if (entry == null || entry.prefab == null || !DeployGrid.IsValidIndex(cell)) return;
if (placed.ContainsKey(cell)) return;
GameObject preview = Instantiate(entry.prefab, DeployGrid.CellPosition(cell), Quaternion.identity);
preview.name = $"预览_{entry.displayName}";
PreparePreview(preview);
placed[cell] = new Placement { heroIndex = heroIndex, preview = preview };
placedHeroes.Add(heroIndex);
if (cards != null && heroIndex < cards.Length && cards[heroIndex] != null)
{
cards[heroIndex].SetPlaced(true);
}
UpdateHint();
}
/// <summary>预览体只做展示:关掉 AI 与寻路,避免它自己跑起来。</summary>
private static void PreparePreview(GameObject preview)
{
var unitBase = preview.GetComponent<UnitBase>();
if (unitBase != null) unitBase.enabled = false;
var agent = preview.GetComponent<UnityEngine.AI.NavMeshAgent>();
if (agent != null) agent.enabled = false;
var status = preview.GetComponent<StatusEffectController>();
if (status != null) status.enabled = false;
var animator = preview.GetComponent<Animator>();
if (animator != null) animator.applyRootMotion = false;
}
private bool TryRemoveAtPointer()
{
if (mainCamera == null)
{
mainCamera = Camera.main;
if (mainCamera == null) return false;
}
Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);
RaycastHit[] hits = Physics.RaycastAll(ray, 200f);
GameObject closest = null;
float closestDistance = float.MaxValue;
foreach (RaycastHit hit in hits)
{
GameObject root = hit.collider.transform.root.gameObject;
if (IsPreview(root) && hit.distance < closestDistance)
{
closestDistance = hit.distance;
closest = root;
}
}
if (closest == null) return false;
RemovePreview(closest);
return true;
}
private bool IsPreview(GameObject candidate)
{
foreach (var pair in placed)
{
if (pair.Value.preview == candidate) return true;
}
return false;
}
private void RemovePreview(GameObject preview)
{
int cell = -1;
foreach (var pair in placed)
{
if (pair.Value.preview == preview)
{
cell = pair.Key;
break;
}
}
if (cell < 0) return;
int heroIndex = placed[cell].heroIndex;
placed.Remove(cell);
placedHeroes.Remove(heroIndex);
if (cards != null && heroIndex < cards.Length && cards[heroIndex] != null)
{
cards[heroIndex].SetPlaced(false);
}
Destroy(preview);
UpdateHint();
}
private void ClearAll()
{
foreach (var pair in placed)
{
if (pair.Value.preview != null) Destroy(pair.Value.preview);
}
placed.Clear();
placedHeroes.Clear();
if (cards != null)
{
foreach (FormationCardDrag card in cards)
{
if (card != null) card.SetPlaced(false);
}
}
}
// ===== 默认阵型 =====
public void ApplyDefaultFormation()
{
ClearAll();
int meleeTotal = 0, rangedTotal = 0;
for (int i = 0; i < HeroCount; i++)
{
HeroEntry entry = GetHero(i);
if (entry == null) continue;
if (entry.isMelee) meleeTotal++; else rangedTotal++;
}
int meleeIndex = 0, rangedIndex = 0;
for (int i = 0; i < HeroCount; i++)
{
HeroEntry entry = GetHero(i);
if (entry == null) continue;
int cell = entry.isMelee
? DeployGrid.DefaultCell(true, meleeIndex++, meleeTotal)
: DeployGrid.DefaultCell(false, rangedIndex++, rangedTotal);
PlaceHero(i, cell);
}
UpdateHint();
}
/// <summary>没摆放的英雄补到默认位置,保证开战时全部出战。</summary>
private void FillUnplacedWithDefault()
{
for (int i = 0; i < HeroCount; i++)
{
HeroEntry entry = GetHero(i);
if (entry == null || placedHeroes.Contains(i)) continue;
int row = entry.isMelee ? DeployGrid.Rows - 1 : 0;
int cell = FindFreeCellInRow(row);
if (cell < 0) cell = FindFreeCellInRow(DeployGrid.Rows / 2);
if (cell >= 0) PlaceHero(i, cell);
}
}
private int FindFreeCellInRow(int row)
{
for (int c = 0; c < DeployGrid.Cols; c++)
{
int index = DeployGrid.ToIndex(row, c);
if (!placed.ContainsKey(index)) return index;
}
return -1;
}
// ===== 进入战斗 =====
public void StartBattle()
{
FillUnplacedWithDefault();
SaveFormation();
if (!string.IsNullOrEmpty(battleSceneName))
{
SceneManager.LoadScene(battleSceneName);
}
}
private void SaveFormation()
{
int count = HeroCount;
var prefabs = new GameObject[count];
var cells = new int[count];
for (int i = 0; i < count; i++)
{
HeroEntry entry = GetHero(i);
prefabs[i] = entry != null ? entry.prefab : null;
cells[i] = -1;
}
foreach (var pair in placed)
{
int heroIndex = pair.Value.heroIndex;
if (heroIndex >= 0 && heroIndex < count)
{
cells[heroIndex] = pair.Key;
}
}
FormationData.HeroPrefabs = prefabs;
FormationData.CellIndices = cells;
FormationData.HasCustomFormation = placed.Count > 0;
}
// ===== 落点高亮与坐标换算 =====
private void CreateDropHighlight()
{
dropHighlight = GameObject.CreatePrimitive(PrimitiveType.Quad);
dropHighlight.name = "DropHighlight";
Destroy(dropHighlight.GetComponent<Collider>());
dropHighlight.transform.rotation = Quaternion.Euler(90f, 0f, 0f);
dropHighlight.transform.localScale = new Vector3(DeployGrid.CellWidth * 0.95f, DeployGrid.CellDepth * 0.95f, 1f);
highlightMaterial = new Material(Shader.Find("Sprites/Default"));
dropHighlight.GetComponent<Renderer>().sharedMaterial = highlightMaterial;
dropHighlight.SetActive(false);
}
private void UpdateDropHighlight(Vector2 screenPosition)
{
if (dropHighlight == null) return;
int cell = ScreenToCell(screenPosition);
if (cell < 0)
{
dropHighlight.SetActive(false);
return;
}
dropHighlight.SetActive(true);
Vector3 position = DeployGrid.CellPosition(cell);
dropHighlight.transform.position = new Vector3(position.x, DeployGrid.GridY + 0.02f, position.z);
highlightMaterial.color = placed.ContainsKey(cell) ? InvalidColor : ValidColor;
}
/// <summary>屏幕坐标 -> 格位索引(用地平面求交,不受场上单位碰撞体干扰)。</summary>
private int ScreenToCell(Vector2 screenPosition)
{
if (mainCamera == null)
{
mainCamera = Camera.main;
if (mainCamera == null) return -1;
}
Ray ray = mainCamera.ScreenPointToRay(screenPosition);
var groundPlane = new Plane(Vector3.up, new Vector3(0f, DeployGrid.UnitY, 0f));
if (!groundPlane.Raycast(ray, out float distance)) return -1;
return DeployGrid.SnapToCell(ray.GetPoint(distance));
}
private static bool IsPointerOverUI()
{
return EventSystem.current != null && EventSystem.current.IsPointerOverGameObject();
}
private void UpdateHint()
{
if (hintText == null) return;
if (placed.Count == 0)
{
hintText.text = "把下面的英雄卡拖到网格上摆放;不摆放也可以,直接开战 = 默认阵型(近战前排 / 远程后排)";
}
else
{
hintText.text = $"已摆放 {placed.Count}/{HeroCount} 点击场上的英雄可以收回";
}
}
}
+11
View File
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: Cnkc5iKsUHoNF8IxniUVHSg050NRdXwXVA3C45jSWBpu1mOI1TGUcgI=
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+28
View File
@@ -0,0 +1,28 @@
using UnityEngine;
/// <summary>一名出战英雄的配置。</summary>
[System.Serializable]
public class HeroEntry
{
[Tooltip("显示在卡片上的名字")]
public string displayName;
[Tooltip("战斗场景里生成的单位 Prefab")]
public GameObject prefab;
[Tooltip("卡片头像,可为空")]
public Sprite icon;
[Tooltip("近战 = 默认阵型时放在前排")]
public bool isMelee;
}
/// <summary>
/// 出战英雄名单:阵型编排场景和战斗场景共用同一份数据资产。
/// 后续接入卡组系统后,由卡组编辑页写入这里。
/// </summary>
[CreateAssetMenu(fileName = "HeroRoster", menuName = "召唤之战/出战英雄名单")]
public class HeroRoster : ScriptableObject
{
public HeroEntry[] heroes = new HeroEntry[0];
}
+11
View File
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: WStJtXutVnupM5EaWNmSpJzxL7igHY0WxYx+ztP7uTtMEbVRGFGKhyk=
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
-5
View File
@@ -198,11 +198,6 @@ public class MainCharacterCombat : MonoBehaviour
return false;
}
if (ManaSystem.Instance == null || !ManaSystem.Instance.TryConsumeMana(characterData.manaCost))
{
return false;
}
PlayerCharacterData playerData = PlayerDataManager.Instance != null
? PlayerDataManager.Instance.GetDeckCharacter(index)
: null;
+61 -15
View File
@@ -1,14 +1,30 @@
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class PlayerOwnedCharacterJson
{
public string characterId;
public int level = 1;
public int starLevel = 0;
}
[System.Serializable]
public class PlayerSaveJson
{
public string playerId = "local_player";
public PlayerOwnedCharacterJson[] unlockedCharacters = new PlayerOwnedCharacterJson[0];
public string[] currentDeck = new string[0];
}
public class PlayerDataManager : MonoBehaviour
{
public static PlayerDataManager Instance { get; private set; }
[Header("玩家拥有的角色(临时写死)")]
public List<PlayerCharacterData> ownedCharacters = new List<PlayerCharacterData>();
[Header("本地玩家 JSON(正式版替换为服务器响应)")]
public TextAsset localPlayerJson;
[Header("当前卡组(临时写死)")]
public List<PlayerCharacterData> ownedCharacters = new List<PlayerCharacterData>();
public PlayerCharacterData[] currentDeck = new PlayerCharacterData[5];
private void Awake()
@@ -19,6 +35,40 @@ public class PlayerDataManager : MonoBehaviour
return;
}
Instance = this;
InitializeFromJsonOrFallback();
}
private void InitializeFromJsonOrFallback()
{
TextAsset json = localPlayerJson != null
? localPlayerJson
: Resources.Load<TextAsset>("PlayerData");
if (json != null)
{
try
{
var save = JsonUtility.FromJson<PlayerSaveJson>(json.text);
if (save != null && save.unlockedCharacters != null)
{
ownedCharacters.Clear();
foreach (var entry in save.unlockedCharacters)
{
if (entry == null || string.IsNullOrEmpty(entry.characterId)) continue;
ownedCharacters.Add(new PlayerCharacterData(entry.characterId, Mathf.Max(1, entry.level), Mathf.Max(0, entry.starLevel)));
}
currentDeck = new PlayerCharacterData[5];
for (int i = 0; i < save.currentDeck.Length && i < currentDeck.Length; i++)
currentDeck[i] = GetCharacterData(save.currentDeck[i]);
return;
}
}
catch (System.Exception e)
{
Debug.LogError("玩家 JSON 解析失败:" + e.Message);
}
}
InitializeTempData();
}
@@ -26,12 +76,15 @@ public class PlayerDataManager : MonoBehaviour
private void InitializeTempData()
{
ownedCharacters.Clear();
ownedCharacters.Add(new PlayerCharacterData("human_soldier", 1, 0));
ownedCharacters.Add(new PlayerCharacterData("archer", 1, 0));
ownedCharacters.Add(new PlayerCharacterData("shield_guard", 1, 0));
ownedCharacters.Add(new PlayerCharacterData("mage", 1, 0));
ownedCharacters.Add(new PlayerCharacterData("elite_soldier", 1, 0));
currentDeck[0] = ownedCharacters[0];
currentDeck[1] = ownedCharacters[1];
currentDeck = new PlayerCharacterData[5];
for (int i = 0; i < currentDeck.Length && i < ownedCharacters.Count; i++)
currentDeck[i] = ownedCharacters[i];
}
public PlayerCharacterData GetCharacterData(string characterId)
@@ -41,20 +94,13 @@ public class PlayerDataManager : MonoBehaviour
public PlayerCharacterData GetDeckCharacter(int slot)
{
if (slot < 0 || slot >= currentDeck.Length)
{
return null;
}
if (slot < 0 || slot >= currentDeck.Length) return null;
return currentDeck[slot];
}
public void UpgradeCharacter(string characterId)
{
var character = GetCharacterData(characterId);
if (character != null)
{
character.level++;
Debug.Log($"角色 {characterId} 升级到 {character.level} 级");
}
if (character != null) character.level++;
}
}
+4 -1
View File
@@ -63,7 +63,10 @@ public class StatusEffectController : MonoBehaviour
stunnedRemaining = 0f;
if (animator != null)
{
animator.speed = Mathf.Max(0.01f, animatorSpeedBeforeStun);
UnitBase unitBase = GetComponent<UnitBase>();
animator.speed = unitBase != null
? Mathf.Max(0.01f, unitBase.AttackSpeedMultiplier)
: 1f;
}
DestroyIndicator();
}
-286
View File
@@ -1,286 +0,0 @@
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(Button))]
public class SummonCardButton : MonoBehaviour
{
[Header("角色数据")]
public CharacterData characterData;
[Header("卡槽配置")]
[Min(1)]
public int summonSlot = 1;
[Header("UI 引用")]
public Image cooldownMask;
public Text cooldownText;
public Image cardIcon;
public Text characterNameText;
public Text manaCostText;
public Image costNumberImage; // 费用数字图片
[Header("费用数字精灵")]
public Sprite[] costNumberSprites; // 数字_0 到 数字_8,对应费用 1-9
private Button button;
private MainCharacterCombat combat;
private float cooldownTimer;
private bool isOnCooldown;
private void Awake()
{
button = GetComponent<Button>();
combat = FindObjectOfType<MainCharacterCombat>();
button.onClick.AddListener(OnClick);
isOnCooldown = false;
cooldownTimer = 0f;
UpdateCardUI();
UpdateCooldownUI();
}
private void OnDestroy()
{
if (button != null)
{
button.onClick.RemoveListener(OnClick);
}
}
private void Update()
{
if (isOnCooldown)
{
cooldownTimer -= Time.deltaTime;
if (cooldownTimer <= 0f)
{
isOnCooldown = false;
cooldownTimer = 0f;
}
UpdateCooldownUI();
}
UpdateButtonState();
}
public void SetDeckCharacter(CharacterData data)
{
characterData = data;
isOnCooldown = false;
cooldownTimer = 0f;
ClearCardUI();
UpdateCardUI();
UpdateCooldownUI();
UpdateButtonState();
}
private void ClearCardUI()
{
if (cardIcon != null) cardIcon.sprite = null;
if (characterNameText != null) characterNameText.text = "";
if (manaCostText != null) manaCostText.text = "";
if (costNumberImage != null)
{
costNumberImage.sprite = null;
costNumberImage.enabled = false;
}
}
public void OnClick()
{
if (characterData == null)
{
return;
}
// 决战模式:有布阵管理器时走选兵逻辑,不消耗金币。
if (BattleSetupManager.Instance != null)
{
BattleSetupManager.Instance.SelectCharacter(characterData);
return;
}
// 拆家版:固定八卡组采用四槽轮转,成功出牌后立即补下一张。
if (CastleSpawnManager.Instance != null)
{
if (BattleDeckCycle.Instance != null)
{
BattleDeckCycle.Instance.TryPlay(summonSlot);
}
else if (CastleSpawnManager.Instance.TrySpawn(characterData, 0))
{
StartCooldown();
}
return;
}
// 召唤师对决模式:点卡片直接在召唤师身边召唤,消耗能量。
if (SummonerDuelManager.Instance != null)
{
if (SummonerDuelManager.Instance.TrySummon(characterData))
{
StartCooldown();
}
return;
}
// 建筑模式:检查建筑费用是否足够
if (GoldSystem.Instance == null || GoldSystem.Instance.CurrentGold < characterData.buildingCost)
{
Debug.Log($"金币不足,需要{characterData.buildingCost}");
return;
}
// 触发建筑放置模式
if (BuildingPlacementManager.Instance != null)
{
BuildingPlacementManager.Instance.StartPlacingBuilding(characterData);
}
else
{
Debug.LogError("找不到 BuildingPlacementManager");
}
}
private void StartCooldown()
{
if (characterData != null)
{
isOnCooldown = true;
cooldownTimer = characterData.cooldownTime;
UpdateCooldownUI();
}
}
private void UpdateCooldownUI()
{
bool canAfford = CanAfford();
if (cooldownMask != null)
{
// CD中显示CD进度,能量不足时显示满遮罩
if (isOnCooldown)
{
cooldownMask.fillAmount = cooldownTimer / GetCooldownTime();
cooldownMask.enabled = true;
}
else if (!canAfford)
{
// 能量不足:显示满遮罩
cooldownMask.fillAmount = 1f;
cooldownMask.enabled = true;
}
else
{
// 可用状态:隐藏遮罩
cooldownMask.fillAmount = 0f;
cooldownMask.enabled = false;
}
}
if (cooldownText != null)
{
cooldownText.text = isOnCooldown ? Mathf.CeilToInt(cooldownTimer).ToString() : "";
cooldownText.enabled = isOnCooldown;
}
}
private void UpdateButtonState()
{
if (button == null)
{
return;
}
button.interactable = !isOnCooldown && CanAfford();
}
private bool CanAfford()
{
if (characterData == null || characterData.unitPrefab == null)
{
return false;
}
// 决战模式按人口判断。
if (BattleSetupManager.Instance != null)
{
return BattleSetupManager.Instance.CanAfford(characterData);
}
// 拆家版按能量判断。
if (CastleSpawnManager.Instance != null)
{
return CastleSpawnManager.Instance.CanAfford(characterData);
}
// 召唤师对决模式按能量判断。
if (SummonerDuelManager.Instance != null)
{
return SummonerDuelManager.Instance.CanAfford(characterData);
}
// 建筑模式按金币判断。
if (GoldSystem.Instance == null)
{
return false;
}
return GoldSystem.Instance.CurrentGold >= characterData.buildingCost;
}
private float GetCooldownTime()
{
return characterData != null ? characterData.cooldownTime : 5f;
}
private void UpdateCardUI()
{
if (characterData == null)
{
return;
}
if (cardIcon != null && characterData.cardIcon != null)
{
cardIcon.sprite = characterData.cardIcon;
}
if (characterNameText != null)
{
characterNameText.text = characterData.characterName;
}
if (manaCostText != null)
{
manaCostText.text = characterData.manaCost.ToString();
}
// 更新费用数字精灵
UpdateCostNumberSprite();
}
private void UpdateCostNumberSprite()
{
if (costNumberImage == null || characterData == null)
{
return;
}
int cost = characterData.manaCost;
// 费用范围 1-9,对应精灵索引 0-8
if (cost >= 1 && cost <= 9 && costNumberSprites != null && costNumberSprites.Length >= cost)
{
costNumberImage.sprite = costNumberSprites[cost - 1];
costNumberImage.enabled = true;
}
else
{
// 超出范围或未配置精灵数组,隐藏图片
costNumberImage.enabled = false;
}
}
}
-52
View File
@@ -1,52 +0,0 @@
using UnityEngine;
/// <summary>
/// 召唤师对决模式:点卡片直接在召唤师身边召唤单位(能量消耗 + 卡片冷却沿用现有系统)。
/// 复用 SummonCardButton 的点击入口:无 BattleSetupManager、无 GoldSystem 时走本模式。
/// </summary>
public class SummonerDuelManager : MonoBehaviour
{
public static SummonerDuelManager Instance { get; private set; }
[Header("召唤师")]
public MainCharacterCombat summonerCombat;
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
}
private void Start()
{
if (summonerCombat == null)
{
summonerCombat = FindObjectOfType<MainCharacterCombat>();
}
}
// 卡片点击入口:能量足够时由召唤师执行召唤动画与生成。
public bool TrySummon(CharacterData data)
{
if (summonerCombat == null)
{
Debug.LogError("找不到召唤师 MainCharacterCombat");
return false;
}
// RequestSummon 内部走能量判断(TryConsumeMana)与召唤动画。
return summonerCombat.RequestSummonByData(data);
}
// 卡片可用性:能量是否足够(供 SummonCardButton 判断置灰)。
public bool CanAfford(CharacterData data)
{
return data != null
&& ManaSystem.Instance != null
&& ManaSystem.Instance.CurrentManaInt >= data.manaCost;
}
}
+81 -49
View File
@@ -9,8 +9,8 @@ public class UnitBase : MonoBehaviour
public float speed = 5f;
[Header("寻敌视野")]
[Tooltip("检测范围内优先攻击敌方战斗单位;范围外则搜索敌方建筑物")]
public float detectionRange = 25f;
[Tooltip("只在检测范围内寻找敌方战斗单位;范围内没有敌人时原地待机")]
public float detectionRange = 30f;
//攻击范围
public float attackRange = 5f;
@@ -65,18 +65,23 @@ public class UnitBase : MonoBehaviour
// 召唤师:不自动追击远处敌人,只在站定后攻击射程内的目标;移动由 SummonerClickMovement 控制。
public bool summonerMode = false;
//召唤师模式下允许自动攻击的开关(移动时由操控脚本关闭,站定时开启)。
// 召唤师模式下允许自动攻击的开关(移动时由操控脚本关闭,站定后开启)。
private bool summonerAttackEnabled = true;
[Header("无目标回位")]
[Tooltip("开启后,当前没有敌方单位时返回生成时的初始格位;不限制正常追击距离。")]
public bool returnToAnchorWhenIdle = false;
[Min(0.1f)]
public float anchorArrivalDistance = 0.35f;
private Vector3 anchorPosition;
private bool anchorInitialized;
//角色状态
private State state = State.Alert;
//攻击目标
public GameObject target;
//出生使命:出生时快照当时己方标志指向的建筑,之后标志变化不影响本单位(支持分兵)。
private GameObject missionTarget;
// NavMesh 寻路更新间隔(优化性能)
private float nextPathUpdateTime = 0f;
private const float PathUpdateInterval = 0.5f; // 每 0.5 秒更新一次路径
@@ -149,6 +154,8 @@ public class UnitBase : MonoBehaviour
worldHealthBar = GetComponent<WorldHealthBar>();
statusEffectController = EnsureStatusEffectController();
unitSkill = GetComponent<UnitSkill>();
anchorPosition = transform.position;
anchorInitialized = true;
// 如果有 NavMeshAgent,配置它
if (navAgent != null)
@@ -165,13 +172,6 @@ public class UnitBase : MonoBehaviour
// 根运动作用于所有动画:走路摇摆、攻击前冲由 OnAnimatorMove 统一协调
animator.applyRootMotion = true;
//出生使命:快照己方标志当前指向的建筑(之后玩家切换标志不影响本单位)
var myTeam = GetComponent<UnitTeam>();
if (myTeam != null && AttackTargetController.Instance != null)
{
missionTarget = AttackTargetController.Instance.GetTeamTarget(myTeam.teamId);
}
}
private StatusEffectController EnsureStatusEffectController()
@@ -266,6 +266,12 @@ public class UnitBase : MonoBehaviour
//场上没有敌人时进入待机,不再巡逻移动
state = State.Alert;
if (returnToAnchorWhenIdle && anchorInitialized && !IsAtAnchor())
{
ReturnToAnchor();
return;
}
// 召唤师模式下动画由 SummonerClickMovement 控制(移动时 speed=1,站定后 speed=0)
if (!summonerMode)
{
@@ -385,36 +391,66 @@ public class UnitBase : MonoBehaviour
{
}
//目标决策:周围有敌人打敌人(detectionRange 内),否则直奔出生使命建筑(快照,标志变化不影响)。
private GameObject FindTarget()
private bool IsAtAnchor()
{
// Phase 1: detectionRange 内的敌方战斗单位
GameObject enemy = FindNearestEnemyUnit();
if (enemy != null) return enemy;
// Phase 2: 出生使命建筑;只有仍属于敌方的使命建筑才继续攻击。
if (IsTargetValid(missionTarget))
{
return missionTarget;
}
// 使命建筑已被己方占领、失活或销毁时,改攻敌方主城堡。
var myTeam = GetComponent<UnitTeam>();
if (myTeam != null && AttackTargetController.Instance != null)
{
GameObject castle = AttackTargetController.Instance.GetEnemyCastleOfTeam(myTeam.teamId);
missionTarget = castle;
return castle;
}
return null;
if (!anchorInitialized) return true;
Vector3 current = transform.position;
current.y = 0f;
Vector3 anchor = anchorPosition;
anchor.y = 0f;
return Vector3.Distance(current, anchor) <= anchorArrivalDistance;
}
//判断建筑是否我方阵营(含主城堡和已占领资源建筑)
private bool IsFriendlyBuilding(GameObject building)
private void ReturnToAnchor()
{
var myTeam = GetComponent<UnitTeam>();
var buildingTeam = building.GetComponent<UnitTeam>();
return myTeam != null && buildingTeam != null && buildingTeam.teamId == myTeam.teamId;
if (navAgent == null || !anchorInitialized)
{
if (!summonerMode) animator.SetInteger("speed", 0);
return;
}
if (!navAgent.enabled)
{
navAgent.enabled = true;
}
if (!navAgent.isOnNavMesh)
{
if (!summonerMode) animator.SetInteger("speed", 0);
return;
}
if (IsAtAnchor())
{
navAgent.isStopped = true;
navAgent.ResetPath();
transform.position = new Vector3(anchorPosition.x, transform.position.y, anchorPosition.z);
navAgent.nextPosition = transform.position;
if (!summonerMode) animator.SetInteger("speed", 0);
return;
}
navAgent.isStopped = false;
if (Time.time >= nextPathUpdateTime)
{
navAgent.SetDestination(anchorPosition);
nextPathUpdateTime = Time.time + PathUpdateInterval;
}
animator.SetInteger("speed", navAgent.velocity.sqrMagnitude > 0.01f ? 1 : 0);
}
//目标决策:只寻找 detectionRange 内的敌方战斗单位;范围内没有敌人时原地待机或回到锚点。
private GameObject FindTarget()
{
return FindNearestEnemyUnit();
}
// 判断目标是否属于本单位自身的层级树(自身或其子物体)。
// 不能用 transform.root 比较:单位和敌人常挂在同一个场景容器下,会被误判成"自己"而全部跳过。
private bool IsOwnHierarchy(Transform other)
{
if (other == null) return true;
return other == transform || other.IsChildOf(transform) || transform.IsChildOf(other);
}
//查找 detectionRange 内最近的敌方战斗单位
@@ -429,19 +465,15 @@ public class UnitBase : MonoBehaviour
Vector3 myPos = transform.position;
// Phase 1: detectionRange 内的敌方战斗单位
GameObject nearestUnit = null;
float nearestUnitSqr = float.PositiveInfinity;
UnitTeam[] allTeams = FindObjectsOfType<UnitTeam>();
foreach (var unit in allTeams)
{
if (unit.gameObject == gameObject || !myTeam.IsEnemy(unit.gameObject))
if (!myTeam.IsEnemy(unit.gameObject))
continue;
if (unit.transform.root == transform.root)
continue;
// 跳过建筑物(它们有 Building Tag),只找战斗单位
if (unit.CompareTag("Building"))
if (IsOwnHierarchy(unit.transform))
continue;
float sqrDist = (unit.transform.position - myPos).sqrMagnitude;
@@ -810,7 +842,7 @@ public class UnitBase : MonoBehaviour
{
GameObject opponent = targetTeam.gameObject;
if (opponent == null || opponent == gameObject || opponent.transform.root == transform.root)
if (opponent == null || IsOwnHierarchy(opponent.transform))
{
continue;
}
@@ -896,7 +928,7 @@ public class UnitBase : MonoBehaviour
{
GameObject opponent = targetTeam.gameObject;
if (opponent == null || opponent == gameObject || opponent.transform.root == transform.root)
if (opponent == null || IsOwnHierarchy(opponent.transform))
{
continue;
}
@@ -1084,8 +1116,8 @@ public class UnitBase : MonoBehaviour
private void FinishAttack()
{
//攻击动画结束后恢复当前攻速倍率。
animator.speed = attackSpeedMultiplier;
//攻击动画结束后恢复正常 Animator 播放速度,避免攻击动画调速污染走路动画。
animator.speed = 1f;
//攻击结束后只继续攻击当前锁定目标,不在这里重新寻敌。
if (IsTargetValid(target) && IsWithinAttackReach(target))
+15 -10
View File
@@ -9,8 +9,9 @@ public class WorldHealthBar : MonoBehaviour
// 当前生命值,范围会自动限制在 0 到 maxHealth 之间。
[Min(0f)] public float currentHealth = 100f;
// 技能能量上限,所有单位默认使用100点。
// 技能能量上限,英雄默认使用100点;没有技能的小怪可关闭能量条。
[Header("技能能量")]
public bool showEnergyBar = true;
[Min(1f)] public float maxEnergy = 100f;
// 当前技能能量,范围会自动限制在 0 到 maxEnergy 之间。
@@ -100,7 +101,7 @@ public class WorldHealthBar : MonoBehaviour
maxEnergy = Mathf.Max(1f, maxEnergy);
_currentEnergy = Mathf.Clamp(_currentEnergy, 0f, maxEnergy);
CalculateLayout();
CreateBar(); // 创建血条 UI 结构,但颜色在 Start() 中设置
CreateBar(); // 创建血条 UI 结构;无技能单位只创建血条
UpdateFill();
UpdateEnergyFill();
}
@@ -397,7 +398,7 @@ public class WorldHealthBar : MonoBehaviour
canvas.sortingOrder = 100;
barObject.GetComponent<CanvasScaler>().dynamicPixelsPerUnit = 10f;
barRect = barObject.GetComponent<RectTransform>();
barRect.sizeDelta = new Vector2(PixelWidth, TotalPixelHeight);
barRect.sizeDelta = new Vector2(PixelWidth, showEnergyBar ? TotalPixelHeight : PixelHeight);
barRect.localScale = Vector3.one * (worldWidth / PixelWidth);
barRect.localPosition = GetBarRootPosition();
ApplyScaleCompensation();
@@ -417,6 +418,12 @@ public class WorldHealthBar : MonoBehaviour
inner.fillOrigin = 0;
fillImage = inner;
if (!showEnergyBar)
{
energyFillImage = null;
return;
}
RectTransform energyRow = CreateRow(
barObject.transform,
"EnergyBar",
@@ -455,7 +462,8 @@ public class WorldHealthBar : MonoBehaviour
private Vector3 GetBarRootPosition()
{
float pixelToWorld = worldWidth / PixelWidth;
float worldEnergyOffset = (TotalPixelHeight - PixelHeight) * 0.5f * pixelToWorld;
int barHeight = showEnergyBar ? TotalPixelHeight : PixelHeight;
float worldEnergyOffset = (barHeight - PixelHeight) * 0.5f * pixelToWorld;
float localEnergyOffset = transform.lossyScale.y != 0f
? worldEnergyOffset / transform.lossyScale.y
: worldEnergyOffset;
@@ -539,27 +547,24 @@ public class WorldHealthBar : MonoBehaviour
}
}
// 创建并缓存一个带圆角的白色 Sprite,供边框和填充复用。
// 创建并缓存一个直角矩形白色 Sprite,供边框和填充复用。
private static Sprite RoundedSprite()
{
if (roundedSprite != null) return roundedSprite;
const int width = 64;
const int height = 16;
const float radius = 5f;
Texture2D texture = new Texture2D(width, height, TextureFormat.RGBA32, false);
texture.wrapMode = TextureWrapMode.Clamp;
texture.filterMode = FilterMode.Bilinear;
texture.hideFlags = HideFlags.HideAndDontSave;
// 填充纯白色,无圆角
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
float dx = Mathf.Max(Mathf.Max(radius - x, 0f), x - (width - 1 - radius));
float dy = Mathf.Max(Mathf.Max(radius - y, 0f), y - (height - 1 - radius));
bool inside = dx * dx + dy * dy <= radius * radius;
texture.SetPixel(x, y, inside ? Color.white : Color.clear);
texture.SetPixel(x, y, Color.white);
}
}