```
docs(clipboard): 添加剪贴板功能相关图片资源 添加了两个剪贴板功能的截图文件,用于文档说明和功能展示。 ```
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+2816
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@@ -0,0 +1,52 @@
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using System.Collections.Generic;
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||||
using UnityEngine;
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public class CastleMageSkill : UnitSkill
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{
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[Header("小型魔爆参数")]
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[Min(0.1f)]
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public float explosionRadius = 1.8f;
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[Min(0f)]
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public float explosionDamage = 85f;
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public override void ReleaseSkill()
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{
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GameObject target = unit.Target;
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if (target == null)
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{
|
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return;
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}
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string opponentTag = unit.OpponentTag;
|
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if (string.IsNullOrEmpty(opponentTag))
|
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{
|
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return;
|
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}
|
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Vector3 center = target.transform.position;
|
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float radiusSquared = explosionRadius * explosionRadius;
|
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HashSet<UnitBase> hitUnits = new HashSet<UnitBase>();
|
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|
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foreach (GameObject opponent in GameObject.FindGameObjectsWithTag(opponentTag))
|
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{
|
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if (opponent == null || opponent.transform.root == unit.transform.root)
|
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{
|
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continue;
|
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}
|
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|
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Vector3 offset = opponent.transform.position - center;
|
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offset.y = 0f;
|
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if (offset.sqrMagnitude > radiusSquared)
|
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{
|
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continue;
|
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}
|
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|
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UnitBase targetUnit = opponent.GetComponentInParent<UnitBase>();
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if (targetUnit != null && hitUnits.Add(targetUnit))
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{
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targetUnit.ReceiveDamage(explosionDamage, unit.gameObject);
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}
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}
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}
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}
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@@ -0,0 +1,59 @@
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using UnityEngine;
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[CreateAssetMenu(fileName = "NewCharacterData", menuName = "召唤之战/角色数据")]
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public class CharacterData : ScriptableObject
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{
|
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[Header("基础信息")]
|
||||
public string characterId = "unknown";
|
||||
public string characterName = "未命名角色";
|
||||
|
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[TextArea(2, 4)]
|
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public string description = "";
|
||||
|
||||
[Header("UI 显示")]
|
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public Sprite cardIcon;
|
||||
|
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[Header("召唤配置")]
|
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public GameObject unitPrefab;
|
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|
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[Min(0)]
|
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public int manaCost = 1;
|
||||
|
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[Min(0f)]
|
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public float cooldownTime = 1f;
|
||||
|
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[Header("基础属性(1级)")]
|
||||
[Min(0f)]
|
||||
public float baseMaxHealth = 100f;
|
||||
|
||||
[Min(0f)]
|
||||
public float baseAttackPower = 10f;
|
||||
|
||||
[Min(0f)]
|
||||
public float baseMoveSpeed = 3f;
|
||||
|
||||
[Header("升级成长")]
|
||||
[Min(0f)]
|
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public float healthPerLevel = 10f;
|
||||
|
||||
[Min(0f)]
|
||||
public float attackPerLevel = 5f;
|
||||
|
||||
[Min(0f)]
|
||||
public float moveSpeedPerLevel = 0f;
|
||||
|
||||
public float GetMaxHealth(int level)
|
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{
|
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return baseMaxHealth + (level - 1) * healthPerLevel;
|
||||
}
|
||||
|
||||
public float GetAttackPower(int level)
|
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{
|
||||
return baseAttackPower + (level - 1) * attackPerLevel;
|
||||
}
|
||||
|
||||
public float GetMoveSpeed(int level)
|
||||
{
|
||||
return baseMoveSpeed + (level - 1) * moveSpeedPerLevel;
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}
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}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -24,8 +24,7 @@ public class MainCharacterCombat : MonoBehaviour
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public Transform attackPos;
|
||||
|
||||
[Header("召唤单位")]
|
||||
public GameObject humanSoldierPrefab;
|
||||
public GameObject archerPrefab;
|
||||
public CharacterData[] summonableCharacters = new CharacterData[5];
|
||||
public float summonDistance = 1.5f;
|
||||
public float summonSideOffset = 0.8f;
|
||||
public float summonSearchStep = 0.8f;
|
||||
@@ -48,6 +47,8 @@ public class MainCharacterCombat : MonoBehaviour
|
||||
private bool attacking;
|
||||
private bool attackEffectTriggered;
|
||||
private GameObject pendingSummonPrefab;
|
||||
private CharacterData pendingSummonCharacterData;
|
||||
private PlayerCharacterData pendingSummonPlayerData;
|
||||
private float summonElapsed;
|
||||
private bool summonSpawned;
|
||||
private bool summoning;
|
||||
@@ -136,16 +137,32 @@ public class MainCharacterCombat : MonoBehaviour
|
||||
return false;
|
||||
}
|
||||
|
||||
GameObject prefab = slot == 1
|
||||
? humanSoldierPrefab
|
||||
: slot == 2
|
||||
? archerPrefab
|
||||
: null;
|
||||
if (prefab == null)
|
||||
int index = slot - 1;
|
||||
if (index < 0 || index >= summonableCharacters.Length)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
CharacterData characterData = summonableCharacters[index];
|
||||
if (characterData == null || characterData.unitPrefab == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (ManaSystem.Instance == null || !ManaSystem.Instance.TryConsumeMana(characterData.manaCost))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
PlayerCharacterData playerData = PlayerDataManager.Instance != null
|
||||
? PlayerDataManager.Instance.GetDeckCharacter(index)
|
||||
: null;
|
||||
|
||||
if (playerData == null)
|
||||
{
|
||||
playerData = new PlayerCharacterData(characterData.characterId, 1, 0);
|
||||
}
|
||||
|
||||
if (movement != null)
|
||||
{
|
||||
movement.StopMovement();
|
||||
@@ -156,11 +173,11 @@ public class MainCharacterCombat : MonoBehaviour
|
||||
FinishAttack();
|
||||
}
|
||||
|
||||
BeginSummon(prefab);
|
||||
BeginSummon(characterData.unitPrefab, characterData, playerData);
|
||||
return true;
|
||||
}
|
||||
|
||||
private void BeginSummon(GameObject prefab)
|
||||
private void BeginSummon(GameObject prefab, CharacterData characterData, PlayerCharacterData playerData)
|
||||
{
|
||||
if (prefab == null)
|
||||
{
|
||||
@@ -168,6 +185,8 @@ public class MainCharacterCombat : MonoBehaviour
|
||||
}
|
||||
|
||||
pendingSummonPrefab = prefab;
|
||||
pendingSummonCharacterData = characterData;
|
||||
pendingSummonPlayerData = playerData;
|
||||
summonElapsed = 0f;
|
||||
summonSpawned = false;
|
||||
summoning = true;
|
||||
@@ -201,9 +220,27 @@ public class MainCharacterCombat : MonoBehaviour
|
||||
spawnPosition,
|
||||
Quaternion.LookRotation(direction, Vector3.up));
|
||||
summoned.tag = "Friend";
|
||||
|
||||
UnitBase unitBase = summoned.GetComponent<UnitBase>();
|
||||
if (unitBase != null && pendingSummonCharacterData != null && pendingSummonPlayerData != null)
|
||||
{
|
||||
float finalHealth = pendingSummonPlayerData.GetMaxHealth(pendingSummonCharacterData);
|
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float finalAttack = pendingSummonPlayerData.GetAttackPower(pendingSummonCharacterData);
|
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float finalSpeed = pendingSummonPlayerData.GetMoveSpeed(pendingSummonCharacterData);
|
||||
|
||||
unitBase.InitializeFromPlayerData(finalHealth, finalAttack, finalSpeed);
|
||||
|
||||
Debug.Log($"主角召唤单位:{summoned.name} Lv.{pendingSummonPlayerData.level} HP={finalHealth} ATK={finalAttack} position={spawnPosition}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("主角召唤单位:" + summoned.name + " position=" + spawnPosition);
|
||||
}
|
||||
|
||||
summonSpawned = true;
|
||||
pendingSummonPrefab = null;
|
||||
Debug.Log("主角召唤单位:" + summoned.name + " position=" + spawnPosition);
|
||||
pendingSummonCharacterData = null;
|
||||
pendingSummonPlayerData = null;
|
||||
}
|
||||
|
||||
private bool TryFindSummonPosition(Vector3 direction, out Vector3 position)
|
||||
|
||||
@@ -0,0 +1,93 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class ManaSystem : MonoBehaviour
|
||||
{
|
||||
public static ManaSystem Instance { get; private set; }
|
||||
|
||||
[Header("能量配置")]
|
||||
[Min(1)]
|
||||
public int maxMana = 10;
|
||||
|
||||
[Min(0f)]
|
||||
public float manaRegenRate = 1f;
|
||||
|
||||
[Header("UI 引用")]
|
||||
public Image[] manaBeads;
|
||||
|
||||
private float currentMana;
|
||||
private float manaRegenTimer;
|
||||
|
||||
public float CurrentMana => currentMana;
|
||||
public int CurrentManaInt => Mathf.FloorToInt(currentMana);
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (Instance != null && Instance != this)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
currentMana = maxMana;
|
||||
UpdateManaUI();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (currentMana < maxMana)
|
||||
{
|
||||
manaRegenTimer += Time.deltaTime;
|
||||
if (manaRegenTimer >= manaRegenRate)
|
||||
{
|
||||
manaRegenTimer = 0f;
|
||||
currentMana = Mathf.Min(currentMana + 1f, maxMana);
|
||||
UpdateManaUI();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool TryConsumeMana(int cost)
|
||||
{
|
||||
if (CurrentManaInt < cost)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
currentMana -= cost;
|
||||
if (currentMana < 0f)
|
||||
{
|
||||
currentMana = 0f;
|
||||
}
|
||||
|
||||
UpdateManaUI();
|
||||
return true;
|
||||
}
|
||||
|
||||
public void AddMana(int amount)
|
||||
{
|
||||
currentMana = Mathf.Min(currentMana + amount, maxMana);
|
||||
UpdateManaUI();
|
||||
}
|
||||
|
||||
private void UpdateManaUI()
|
||||
{
|
||||
if (manaBeads == null || manaBeads.Length == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int fullBeads = CurrentManaInt;
|
||||
for (int i = 0; i < manaBeads.Length; i++)
|
||||
{
|
||||
if (manaBeads[i] != null)
|
||||
{
|
||||
manaBeads[i].enabled = i < fullBeads;
|
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}
|
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}
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}
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}
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executionOrder: 0
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icon: {instanceID: 0}
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -0,0 +1,34 @@
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public class PlayerCharacterData
|
||||
{
|
||||
public string characterId;
|
||||
public int level = 1;
|
||||
public int starLevel = 0;
|
||||
|
||||
public PlayerCharacterData(string id, int lvl = 1, int star = 0)
|
||||
{
|
||||
characterId = id;
|
||||
level = lvl;
|
||||
starLevel = star;
|
||||
}
|
||||
|
||||
public float GetMaxHealth(CharacterData baseData)
|
||||
{
|
||||
if (baseData == null) return 100f;
|
||||
return baseData.GetMaxHealth(level);
|
||||
}
|
||||
|
||||
public float GetAttackPower(CharacterData baseData)
|
||||
{
|
||||
if (baseData == null) return 10f;
|
||||
return baseData.GetAttackPower(level);
|
||||
}
|
||||
|
||||
public float GetMoveSpeed(CharacterData baseData)
|
||||
{
|
||||
if (baseData == null) return 3f;
|
||||
return baseData.GetMoveSpeed(level);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: Xi9KvC3+B30tX+wHmYFe+bhJC4+O7cS3uMRPBwUDjR3vJnL0eZUuTnI=
|
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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@@ -0,0 +1,60 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
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("当前卡组(临时写死)")]
|
||||
public PlayerCharacterData[] currentDeck = new PlayerCharacterData[5];
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (Instance != null && Instance != this)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
Instance = this;
|
||||
|
||||
InitializeTempData();
|
||||
}
|
||||
|
||||
private void InitializeTempData()
|
||||
{
|
||||
ownedCharacters.Clear();
|
||||
|
||||
ownedCharacters.Add(new PlayerCharacterData("human_soldier", 1, 0));
|
||||
ownedCharacters.Add(new PlayerCharacterData("archer", 1, 0));
|
||||
|
||||
currentDeck[0] = ownedCharacters[0];
|
||||
currentDeck[1] = ownedCharacters[1];
|
||||
}
|
||||
|
||||
public PlayerCharacterData GetCharacterData(string characterId)
|
||||
{
|
||||
return ownedCharacters.Find(c => c.characterId == characterId);
|
||||
}
|
||||
|
||||
public PlayerCharacterData GetDeckCharacter(int slot)
|
||||
{
|
||||
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");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: XXgYs3/+BXwaGUgnfPJroomJsvMXkT0jY2SiC+sLTmtNIlLz1jWA7qg=
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleVariant:
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@@ -4,17 +4,36 @@ 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;
|
||||
|
||||
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()
|
||||
@@ -25,16 +44,111 @@ public class SummonCardButton : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (isOnCooldown)
|
||||
{
|
||||
cooldownTimer -= Time.deltaTime;
|
||||
if (cooldownTimer <= 0f)
|
||||
{
|
||||
isOnCooldown = false;
|
||||
cooldownTimer = 0f;
|
||||
}
|
||||
|
||||
UpdateCooldownUI();
|
||||
}
|
||||
|
||||
UpdateButtonState();
|
||||
}
|
||||
|
||||
public void OnClick()
|
||||
{
|
||||
if (isOnCooldown || characterData == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (combat == null)
|
||||
{
|
||||
combat = FindObjectOfType<MainCharacterCombat>();
|
||||
}
|
||||
|
||||
if (combat != null)
|
||||
if (combat != null && combat.RequestSummon(summonSlot))
|
||||
{
|
||||
combat.RequestSummon(summonSlot);
|
||||
StartCooldown();
|
||||
}
|
||||
}
|
||||
|
||||
private void StartCooldown()
|
||||
{
|
||||
if (characterData != null)
|
||||
{
|
||||
isOnCooldown = true;
|
||||
cooldownTimer = characterData.cooldownTime;
|
||||
UpdateCooldownUI();
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateCooldownUI()
|
||||
{
|
||||
if (cooldownMask != null)
|
||||
{
|
||||
cooldownMask.fillAmount = isOnCooldown ? (cooldownTimer / GetCooldownTime()) : 0f;
|
||||
cooldownMask.enabled = isOnCooldown;
|
||||
}
|
||||
|
||||
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 (ManaSystem.Instance == null || characterData == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return ManaSystem.Instance.CurrentManaInt >= characterData.manaCost;
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -125,6 +125,23 @@ public class UnitBase : MonoBehaviour
|
||||
|
||||
|
||||
// Start is called before the first frame update
|
||||
public void InitializeFromPlayerData(float health, float attack, float moveSpeed)
|
||||
{
|
||||
attackPower = attack;
|
||||
speed = moveSpeed;
|
||||
|
||||
if (worldHealthBar == null)
|
||||
{
|
||||
worldHealthBar = GetComponent<WorldHealthBar>();
|
||||
}
|
||||
|
||||
if (worldHealthBar != null)
|
||||
{
|
||||
worldHealthBar.maxHealth = health;
|
||||
worldHealthBar.currentHealth = health;
|
||||
}
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
//初始化
|
||||
|
||||
@@ -0,0 +1,115 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class WaveSpawner : MonoBehaviour
|
||||
{
|
||||
[System.Serializable]
|
||||
public class Wave
|
||||
{
|
||||
public string waveName = "第一波";
|
||||
public GameObject[] enemyPrefabs;
|
||||
public Vector3[] spawnPositions;
|
||||
public float spawnDelay = 0.5f;
|
||||
}
|
||||
|
||||
[Header("波次配置")]
|
||||
public Wave[] waves;
|
||||
|
||||
[Header("触发设置")]
|
||||
public float triggerZPosition = 20f;
|
||||
public bool autoStart = false;
|
||||
|
||||
private int currentWave = 0;
|
||||
private bool waveStarted = false;
|
||||
private bool waveCompleted = false;
|
||||
private List<GameObject> activeEnemies = new List<GameObject>();
|
||||
private Transform player;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
player = GameObject.FindGameObjectWithTag("Player")?.transform;
|
||||
if (player == null)
|
||||
{
|
||||
player = FindObjectOfType<MainCharacterCombat>()?.transform;
|
||||
}
|
||||
|
||||
if (autoStart)
|
||||
{
|
||||
StartWave();
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!waveStarted && !waveCompleted && player != null)
|
||||
{
|
||||
if (player.position.z >= triggerZPosition)
|
||||
{
|
||||
StartWave();
|
||||
}
|
||||
}
|
||||
|
||||
if (waveStarted && !waveCompleted)
|
||||
{
|
||||
CleanupDestroyedEnemies();
|
||||
|
||||
if (activeEnemies.Count == 0)
|
||||
{
|
||||
CompleteWave();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void StartWave()
|
||||
{
|
||||
if (currentWave >= waves.Length)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
waveStarted = true;
|
||||
StartCoroutine(SpawnWave(waves[currentWave]));
|
||||
}
|
||||
|
||||
private IEnumerator SpawnWave(Wave wave)
|
||||
{
|
||||
Debug.Log($"开始生成:{wave.waveName}");
|
||||
|
||||
int count = Mathf.Min(wave.enemyPrefabs.Length, wave.spawnPositions.Length);
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
if (wave.enemyPrefabs[i] != null)
|
||||
{
|
||||
Vector3 spawnPos = transform.position + wave.spawnPositions[i];
|
||||
GameObject enemy = Instantiate(wave.enemyPrefabs[i], spawnPos, Quaternion.identity);
|
||||
enemy.tag = "Enemy";
|
||||
activeEnemies.Add(enemy);
|
||||
|
||||
Debug.Log($"生成敌人:{enemy.name} 位置={spawnPos}");
|
||||
|
||||
yield return new WaitForSeconds(wave.spawnDelay);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void CleanupDestroyedEnemies()
|
||||
{
|
||||
activeEnemies.RemoveAll(enemy => enemy == null);
|
||||
}
|
||||
|
||||
private void CompleteWave()
|
||||
{
|
||||
waveCompleted = true;
|
||||
Debug.Log($"完成:{waves[currentWave].waveName}");
|
||||
}
|
||||
|
||||
public void NextWave()
|
||||
{
|
||||
currentWave++;
|
||||
waveStarted = false;
|
||||
waveCompleted = false;
|
||||
activeEnemies.Clear();
|
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}
|
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}
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@@ -3,6 +3,7 @@
|
||||
## Codely Structured Memories
|
||||
|
||||
### User
|
||||
- [2026-09-09 13:43:50] 用户是 10 年 Java 后端开发,可以提供后端接口,但当前项目处于原型验证阶段,暂不需要服务器。
|
||||
|
||||
### Feedback
|
||||
- [2026-08-28 11:36:37] 用户偏好 Unity 操作分步骤执行:一次只做一个明确动作并先验证结果,避免连续执行大量工具调用导致超时。**Why:** 之前连续操作出现 Stream idle timeout。**How to apply:** Unity 场景、Prefab、组件和运行验证都采用“读取→单步修改→确认”的节奏。
|
||||
@@ -15,6 +16,9 @@
|
||||
- [2026-09-04 11:21:06] 角色辨识度优先依靠大轮廓、简化脸部、职业特征大色块和少量核心识别点,不依赖复杂细节或精细贴图;尤其要适配 2.5D 远距离显示。**Why:** 用户希望即使模型和贴图较粗糙,也能一眼识别角色职业与身份。**How to apply:** 后续角色提示词优先设计头部框架、面部符号、服装剪影和能力核心,控制小装饰与高频纹理。
|
||||
- [2026-09-04 14:12:02] 需要 Play Mode 验证时先询问用户,由用户手动点击 Play 并反馈结果,不要自动进入 Play Mode。**Why:** 可节约时间并避免 Unity 运行验证导致工具等待或超时。**How to apply:** Unity 动画、角色行为和运行时问题排查中,完成编辑态修改后停在编辑器等待用户验证。
|
||||
- [2026-09-05 10:16:49] Unity 运行验证默认不由助手自动进入 Play Mode;完成编辑态修改、编译和场景保存后,等待用户手动点击 Play 并反馈结果。**Why:** 用户希望避免运行验证导致等待或超时。**How to apply:** 角色、动画 Event 和技能接入任务优先做编辑态验证,除非用户明确要求自动运行测试。
|
||||
- [2026-09-09 12:11:59] 当用户明确指出现象和修复目标时,优先按用户给出的事实做针对性修改,不继续进行冗长排查。**Why:** 用户明确指出法师没有生成火球,并要求直接给新建火球 Prefab 补脚本。**How to apply:** 先读取目标资产确认,再执行最小必要修改;只有修改仍失败时才扩大排查范围。
|
||||
- [2026-09-09 13:43:50] 能量恢复速度应该更慢一些,用户建议改为 3 秒恢复 1 格。**Why:** 1 秒 1 格太快,不利于战斗节奏控制。**How to apply:** 召唤系统能量恢复速率应偏慢,给玩家资源压力。
|
||||
- [2026-09-09 20:37:24] 用户希望提前实现数据架构而非临时方案,即使当前阶段功能简单。**Why:** 用户有 10 年后端开发经验,理解数据分层的重要性,希望逐步完善而非推倒重来。**How to apply:** 对于有明确扩展方向的功能(升级、存档、联网),优先设计可扩展架构并临时写死数据,而非等需求明确后再重构。
|
||||
|
||||
### Project
|
||||
- [2026-08-28 14:26:56] 弓箭手远程箭矢的设计要求:保持发射时高度水平飞行,命中目标后直接结算伤害并销毁,不产生实体物理击退。**Why:** 当前玩法希望远程攻击是命中判定而非物理推动。**How to apply:** 后续调整箭矢、Projectile 或弓箭手攻击逻辑时保持这一行为。
|
||||
@@ -27,6 +31,11 @@
|
||||
- [2026-09-03 18:52:21] 《召唤之战》采用 2.5D 战斗呈现,角色设计需要在俯视斜角和远距离下保持清晰剪影与可读的大色块。**Why:** 用户希望角色在实际战斗镜头中仍容易区分。**How to apply:** 后续角色图片、模型、服装和特效设计优先考虑 2.5D 视角下的轮廓识别,不依赖细小装饰。
|
||||
- [2026-09-03 19:12:39] 角色图片提示词与游戏内装备分离:盾卫的角色本体图片必须明确不出现盾牌,塔盾作为独立武器/装备资产单独生成与配置。**Why:** 便于后续替换和挂载装备,避免角色模型自带盾牌影响游戏配置。**How to apply:** 后续生成盾卫或其他可换装角色图片时,只描述身体与服装本体,不把可独立配置的装备画进角色图。
|
||||
- [2026-09-06 22:14:43] 《召唤之战》当前先确定每关携带 5 种角色,战斗中固定显示 5 张召唤卡;UI 采用大框底图加独立可复用卡片、角色头像和运行时状态元素。**Why:** 先控制竖屏战斗界面复杂度并便于调试。**How to apply:** 后续召唤 UI、卡组和能量系统按 5 个固定卡位设计,不把动态文字、冷却和能量豆烘焙进静态图片。
|
||||
- [2026-09-09 12:23:17] 攻击系统已从动画结束 Event 改为攻击命中 Event 触发。UnitBase 通过 OnAttackEffect() 统一处理四种攻击类型:MeleeDirect(近战直接伤害,已实现)、RangedProjectile(远程锁敌飞行物,已实现)、MeleeArea(近战范围,预留)、RangedArc(远程抛物线,预留)。攻击动画结束由脚本自动检测 normalizedTime,不再依赖 OnAttackAnimationEnd Event。**Why**: 用户需要远程攻击等箭矢碰撞后才扣血,而非动画中途直接伤害。**How to apply**: 所有攻击动画只需在命中帧添加 OnAttackEffect Event;近战保持 MeleeDirect,远程单位设为 RangedProjectile 并配置 projectilePrefab/projectileSpawnPoint。
|
||||
- [2026-09-09 20:37:24] 召唤能量和冷却系统已完成,玩家角色数据架构已完成:ManaSystem 单例管理能量(最大 10,3 秒恢复 1 点),MainCharacterCombat 扩展能量检查(人类士兵消耗 2,弓箭手消耗 3),SummonCardButton 接入冷却逻辑(5 秒冷却,UI 显示遮罩和倒计时),能量豆 UI 已配置,冷却遮罩在非冷却时完全隐藏。CharacterData 支持基础属性和升级成长,PlayerCharacterData + PlayerDataManager 实现玩家角色等级和属性计算,召唤时传递最终属性给 UnitBase。
|
||||
|
||||
- [2026-09-09 20:37:24] 玩家角色数据架构已完成:CharacterData 存储基础属性(1级)和成长值(每级加成),PlayerCharacterData 存储玩家角色等级和星级,PlayerDataManager 单例管理玩家拥有的角色和当前卡组(临时写死)。召唤时从 CharacterData + PlayerCharacterData 计算最终属性并传递给 UnitBase.InitializeFromPlayerData()。升级系统正常工作(1级 100血/50攻,3级 120血/60攻)。后续扩展:存档系统、卡组配置界面、升级界面、角色解锁、后端接口。
|
||||
- [2026-09-09 22:17:58] 第一关地图重新设计已完成:地图扩展到120单位(Z: -24到96),创建3个波次生成器(WaveSpawner)在Z=25/55/85,添加视觉标识物(旗帜、石柱、石墙)标记战斗区域。摄像机修正:旋转(43,0,0)位置(0,18,-5),朝向+Z方向与主角前进方向一致。召唤系统优化:初始状态无冷却遮罩,冷却时间从5秒改为1秒(能量已控制召唤频率)。
|
||||
|
||||
### 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。
|
||||
@@ -2,16 +2,15 @@
|
||||
"dependencies": {
|
||||
"cn.tuanjie.ai.generators": "file:../.codely-cli/extensions/TJGenerators/Packages/cn.tuanjie.ai.generators",
|
||||
"cn.tuanjie.ai.graph": "1.0.10",
|
||||
"cn.tuanjie.codely.bridge": "1.0.81",
|
||||
"com.qq.weixin.minigame": "https://gitee.com/wechat-minigame/minigame-tuanjie-transform-sdk.git",
|
||||
"com.unity.2d.sprite": "1.0.0",
|
||||
"com.unity.adaptiveperformance": "4.0.1",
|
||||
"com.unity.feature.mobile": "1.0.0",
|
||||
"com.unity.ide.rider": "3.0.36",
|
||||
"com.unity.ide.rider": "3.0.40",
|
||||
"com.unity.ide.visualstudio": "2.0.22",
|
||||
"com.unity.ide.vscode": "1.2.5",
|
||||
"com.unity.test-framework": "1.1.33",
|
||||
"com.unity.textmeshpro": "3.0.9",
|
||||
"com.unity.textmeshpro": "3.0.10",
|
||||
"com.unity.timeline": "1.8.9-t1",
|
||||
"com.unity.ugui": "1.0.0",
|
||||
"com.unity.visualscripting": "1.9.4",
|
||||
@@ -45,6 +44,7 @@
|
||||
"com.unity.modules.video": "1.0.0",
|
||||
"com.unity.modules.vr": "1.0.0",
|
||||
"com.unity.modules.wind": "1.0.0",
|
||||
"com.unity.modules.xr": "1.0.0"
|
||||
"com.unity.modules.xr": "1.0.0",
|
||||
"cn.tuanjie.codely.bridge": "1.0.80"
|
||||
}
|
||||
}
|
||||
@@ -5,7 +5,7 @@
|
||||
"depth": 0,
|
||||
"source": "local",
|
||||
"dependencies": {
|
||||
"cn.tuanjie.codely.bridge": "1.0.69",
|
||||
"cn.tuanjie.codely.bridge": "1.0.76",
|
||||
"com.unity.modules.jsonserialize": "1.0.0",
|
||||
"com.unity.modules.unitywebrequest": "1.0.0",
|
||||
"com.unity.modules.video": "1.0.0",
|
||||
@@ -31,7 +31,7 @@
|
||||
"url": "https://packages.tuanjie.cn"
|
||||
},
|
||||
"cn.tuanjie.codely.bridge": {
|
||||
"version": "1.0.81",
|
||||
"version": "1.0.80",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
@@ -120,7 +120,7 @@
|
||||
}
|
||||
},
|
||||
"com.unity.ide.rider": {
|
||||
"version": "3.0.36",
|
||||
"version": "3.0.40",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
@@ -235,7 +235,7 @@
|
||||
"url": "https://packages.tuanjie.cn"
|
||||
},
|
||||
"com.unity.textmeshpro": {
|
||||
"version": "3.0.9",
|
||||
"version": "3.0.10",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
|
||||
Reference in new issue
Block a user