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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+6 -19
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@@ -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;