```
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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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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/// <summary>
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/// 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。
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/// 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)。
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/// </summary>
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public class BattleFormationSpawner : MonoBehaviour
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{
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[Header("出战英雄名单(没有编排数据时的默认来源)")]
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public HeroRoster roster;
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[Header("生成到哪个父节点(留空则放在场景根)")]
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public Transform heroParent;
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[Header("玩家阵营 ID")]
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public int playerTeamId = 0;
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private void Start()
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{
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SpawnHeroes();
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}
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private void SpawnHeroes()
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{
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// 1. 玩家编排过的阵型
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if (FormationData.HasCustomFormation
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&& FormationData.HeroPrefabs != null
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&& FormationData.HeroPrefabs.Length > 0)
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{
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for (int i = 0; i < FormationData.HeroPrefabs.Length; i++)
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{
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int cell = i < FormationData.CellIndices.Length ? FormationData.CellIndices[i] : -1;
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if (FormationData.HeroPrefabs[i] == null || !DeployGrid.IsValidIndex(cell))
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{
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continue;
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}
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Spawn(FormationData.HeroPrefabs[i], cell);
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}
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return;
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}
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// 2. 没有编排数据:默认阵型
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SpawnDefaultFormation();
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}
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private void SpawnDefaultFormation()
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{
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if (roster == null || roster.heroes == null) return;
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int meleeTotal = 0, rangedTotal = 0;
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foreach (HeroEntry entry in roster.heroes)
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{
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if (entry == null) continue;
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if (entry.isMelee) meleeTotal++; else rangedTotal++;
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}
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var used = new HashSet<int>();
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int meleeIndex = 0, rangedIndex = 0;
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foreach (HeroEntry entry in roster.heroes)
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{
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if (entry == null || entry.prefab == null) continue;
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int cell = entry.isMelee
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? DeployGrid.DefaultCell(true, meleeIndex++, meleeTotal)
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: DeployGrid.DefaultCell(false, rangedIndex++, rangedTotal);
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if (used.Contains(cell))
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{
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cell = NextFreeCell(cell, used);
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}
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if (cell < 0) continue;
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used.Add(cell);
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Spawn(entry.prefab, cell);
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}
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}
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private static int NextFreeCell(int from, HashSet<int> used)
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{
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for (int i = 0; i < DeployGrid.CellCount; i++)
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{
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int candidate = (from + i) % DeployGrid.CellCount;
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if (!used.Contains(candidate)) return candidate;
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}
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return -1;
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}
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private void Spawn(GameObject prefab, int cell)
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{
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CharacterData characterData = FindCharacterDataForPrefab(prefab);
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GameObject unit = Instantiate(prefab, DeployGrid.CellPosition(cell), Quaternion.identity);
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unit.name = "英雄_" + prefab.name;
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if (heroParent != null)
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{
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unit.transform.SetParent(heroParent, true);
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}
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UnitTeam team = unit.GetComponent<UnitTeam>();
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if (team != null)
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{
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team.teamId = playerTeamId;
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}
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UnitBase unitBase = unit.GetComponent<UnitBase>();
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if (unitBase != null)
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{
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unitBase.returnToAnchorWhenIdle = true;
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unitBase.anchorArrivalDistance = 0.35f;
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}
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if (characterData != null && unitBase != null)
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{
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PlayerCharacterData playerData = PlayerDataManager.Instance != null
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? PlayerDataManager.Instance.GetCharacterData(characterData.characterId)
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: null;
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int level = playerData != null ? playerData.level : 1;
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unitBase.InitializeFromPlayerData(
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characterData.GetMaxHealth(level),
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characterData.GetAttackPower(level),
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characterData.GetMoveSpeed(level));
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}
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}
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private CharacterData FindCharacterDataForPrefab(GameObject prefab)
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{
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if (prefab == null) return null;
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return Resources.LoadAll<CharacterData>("Data")
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.FirstOrDefault(data => data != null && data.unitPrefab == prefab);
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}
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}
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