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indicatorTransform.position, + camera.transform.up) + * Quaternion.Euler(0f, 0f, Time.unscaledTime * 180f); + } + } + + private void EnsureIndicator() + { + if (stunIndicator != null) + { + return; + } + + stunIndicator = new GameObject("StunIndicator_Star"); + indicatorTransform = stunIndicator.transform; + + TextMesh text = stunIndicator.AddComponent(); + text.text = "★"; + text.anchor = TextAnchor.MiddleCenter; + text.alignment = TextAlignment.Center; + text.fontSize = 64; + text.characterSize = indicatorSize; + text.fontStyle = FontStyle.Bold; + text.color = new Color(1f, 0.85f, 0.05f, 1f); + } + + private void DestroyIndicator() + { + if (stunIndicator != null) + { + Destroy(stunIndicator); + } + + stunIndicator = null; + indicatorTransform = null; + } + + private void OnDestroy() + { + DestroyIndicator(); + } +} diff --git a/Assets/Script/StatusEffectController.cs.meta b/Assets/Script/StatusEffectController.cs.meta new file mode 100644 index 0000000..6866aed --- /dev/null +++ b/Assets/Script/StatusEffectController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: B3gatX/8UXLhzK2o+FhBOnvCE/cCS+iZRCUxmwg/CJ8qjZpm3ifTg08= +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/StoneGolemSkill.cs b/Assets/Script/StoneGolemSkill.cs index 5ba613a..cbd43b8 100644 --- a/Assets/Script/StoneGolemSkill.cs +++ b/Assets/Script/StoneGolemSkill.cs @@ -9,6 +9,9 @@ public class StoneGolemSkill : UnitSkill [Min(0.1f)] public float skillRadius = 2f; + [Min(0f)] + public float stunDuration = 1f; + [Header("技能动画")] [Min(0f)] public float skillAnimationDuration = 0f; @@ -26,7 +29,7 @@ public class StoneGolemSkill : UnitSkill unit.PlaySkillAnimation(OnSkillFinished, skillAnimationDuration); } - // 添加到地裂技能动画的命中帧;眩晕效果暂不处理。 + // 添加到地裂技能动画的命中帧;在命中帧结算伤害和眩晕。 public void OnSkillHit1() { if (!isSkillReady) @@ -35,6 +38,7 @@ public class StoneGolemSkill : UnitSkill } unit.ApplyAreaSkillDamage(skillRadius, skillDamage, false); + unit.ApplyAreaStun(skillRadius, stunDuration); isSkillReady = false; } diff --git a/Assets/Script/UnitBase.cs b/Assets/Script/UnitBase.cs index b6848c2..6bd258b 100644 --- a/Assets/Script/UnitBase.cs +++ b/Assets/Script/UnitBase.cs @@ -1,6 +1,7 @@ using System.Collections.Generic; using UnityEngine; +[RequireComponent(typeof(StatusEffectController))] public class UnitBase : MonoBehaviour { @@ -19,6 +20,10 @@ public class UnitBase : MonoBehaviour //攻击范围 public float attackRange = 5f; + //模型自身前方相对逻辑前方的水平修正角度。 + [Header("模型朝向修正")] + public float modelFacingOffset = 0f; + //基础攻击力,实际伤害结算逻辑后续接入 [Min(0f)] public float attackPower = 10f; @@ -79,11 +84,14 @@ public class UnitBase : MonoBehaviour // 自身的血条组件,同时负责显示技能能量条。 private WorldHealthBar worldHealthBar; + // 通用状态效果组件。 + private StatusEffectController statusEffectController; + //垂直速度 private float verticalVelocity; - //当前攻击开始时间,用于在没有结束 Event 时释放攻击状态。 - private float attackStartTime; + // 攻击动画的有效经过时间;眩晕期间不增加。 + private float attackElapsedTime; private bool isPlayingSkill; private float attackSpeedMultiplier = 1f; @@ -119,6 +127,7 @@ public class UnitBase : MonoBehaviour animator = GetComponent(); controller = GetComponent(); worldHealthBar = GetComponent(); + statusEffectController = EnsureStatusEffectController(); unitSkill = GetComponent(); // 位移和朝向由 CharacterController 与 UnitBase 控制,避免攻击动画的根运动叠加旋转。 @@ -128,15 +137,37 @@ public class UnitBase : MonoBehaviour randomTargetPos(); } + private StatusEffectController EnsureStatusEffectController() + { + if (statusEffectController == null) + { + statusEffectController = GetComponent(); + } + + if (statusEffectController == null) + { + statusEffectController = gameObject.AddComponent(); + } + + return statusEffectController; + } // Update is called once per frame void Update() { + if (statusEffectController != null && statusEffectController.IsStunned) + { + animator.SetInteger("speed", 0); + applyGravity(); + return; + } + //攻击状态下等待Animator报告攻击动画播放完成。 if (state == State.Attack) { animator.SetInteger("speed", 0); + attackElapsedTime += Time.deltaTime; applyGravity(); CheckAttackAnimationFinished(); return; @@ -181,6 +212,13 @@ public class UnitBase : MonoBehaviour public float AttackSpeedMultiplier => attackSpeedMultiplier; + public bool IsStunned => statusEffectController != null && statusEffectController.IsStunned; + + public void ApplyStun(float duration) + { + EnsureStatusEffectController().ApplyStun(duration); + } + //根据自身Tag找到敌对Tag private string GetOpponentTag() { @@ -377,7 +415,7 @@ public class UnitBase : MonoBehaviour animator.SetInteger("speed", 0); animator.SetTrigger("attack"); state = State.Attack; - attackStartTime = Time.time; + attackElapsedTime = 0f; } private void FaceTarget(GameObject opponent) @@ -394,14 +432,28 @@ public class UnitBase : MonoBehaviour return; } + ApplyFacingRotation(direction); + } + + private void ApplyFacingRotation(Vector3 direction) + { + direction.y = 0f; + if (direction.sqrMagnitude <= 0.0001f) + { + return; + } + Quaternion targetRotation = Quaternion.LookRotation(direction, Vector3.up); - transform.rotation = Quaternion.Euler(0f, targetRotation.eulerAngles.y, 0f); + transform.rotation = Quaternion.Euler( + 0f, + targetRotation.eulerAngles.y + modelFacingOffset, + 0f); } //由攻击动画中最合适的帧通过 Animation Event 调用。 public void OnAttackEffect() { - if (state != State.Attack || target == null) + if (IsStunned || state != State.Attack || target == null) { return; } @@ -434,7 +486,7 @@ public class UnitBase : MonoBehaviour public void ApplySkillHit(float damageMultiplier, bool registerEnergy) { - if (target == null) + if (IsStunned || target == null) { return; } @@ -499,8 +551,55 @@ public class UnitBase : MonoBehaviour } } + public void ApplyAreaStun(float radius, float duration) + { + if (duration <= 0f) + { + return; + } + + string opponentTag = GetOpponentTag(); + if (string.IsNullOrEmpty(opponentTag)) + { + return; + } + + float clampedRadius = Mathf.Max(0f, radius); + float radiusSquared = clampedRadius * clampedRadius; + GameObject[] opponents = GameObject.FindGameObjectsWithTag(opponentTag); + HashSet hitUnits = new HashSet(); + + foreach (GameObject opponent in opponents) + { + if (opponent == null || opponent == gameObject || opponent.transform.root == transform.root) + { + continue; + } + + Vector3 offset = opponent.transform.position - transform.position; + offset.y = 0f; + if (offset.sqrMagnitude > radiusSquared) + { + continue; + } + + UnitBase unit = opponent.GetComponentInParent(); + if (unit == null || !hitUnits.Add(unit)) + { + continue; + } + + unit.ApplyStun(duration); + } + } + public void RegisterAttackHit() { + if (IsStunned) + { + return; + } + AddAttackEnergy(); } @@ -590,7 +689,6 @@ public class UnitBase : MonoBehaviour animator.speed = GetSkillAnimationSpeed(targetDuration); animator.SetInteger("speed", 0); animator.SetTrigger("skill"); - attackStartTime = Time.time; } public void MultiplyAttackSpeed(float multiplier, float limit) @@ -624,7 +722,7 @@ public class UnitBase : MonoBehaviour ? attackDuration : GetAttackAnimationDuration(); - if (animationDuration > 0f && Time.time - attackStartTime >= animationDuration) + if (animationDuration > 0f && attackElapsedTime >= animationDuration) { FinishAttack(); return; @@ -696,9 +794,9 @@ public class UnitBase : MonoBehaviour Vector3 velocity = movement.normalized * speed; velocity.y = getVerticalVelocity(); controller.Move(velocity * Time.deltaTime); - //改变角色朝向目标点,只改变y轴 - transform.rotation = Quaternion.LookRotation(movement, Vector3.up); - transform.rotation = Quaternion.Euler(0, transform.rotation.eulerAngles.y, 0); + //移动时模型正面朝向移动方向;模型朝向修正只用于攻击动作。 + Quaternion movementRotation = Quaternion.LookRotation(movement, Vector3.up); + transform.rotation = Quaternion.Euler(0f, movementRotation.eulerAngles.y, 0f); } diff --git a/CODELY.md b/CODELY.md index ad27905..f22c243 100644 --- a/CODELY.md +++ b/CODELY.md @@ -17,6 +17,7 @@ - [2026-08-29 11:44:51] 《召唤之战》战斗设计倾向简化:单位解锁后立即拥有完整技能,升级只提升基础数值;战斗召唤栏采用底部正方形头像卡片,战斗场景第一版优先将背景图贴到现有 BattlePlatform,而非制作完整3D场景。 - [2026-08-31 11:31:00] 角色图片生成统一采用 3D 卡通、非写实、单角色正视图;人形角色使用标准 A-pose,非人形角色使用稳定自然姿态。**Why:** 便于 3D 建模与动画制作,并符合《召唤之战》的视觉方向。**How to apply:** 后续新增各章节角色提示词时遵循该标准,并记录在《角色与技能说明.md》。 - [2026-09-02 16:44:35] 主角定位确定为“召唤师优先、法师辅助”的人类召唤师,主要战斗力来自召唤单位,主角仅用基础法术补刀和牵制;视觉上需要通过召唤核心、学院符文和独特剪影与普通法师区分。**Why:** 保持召唤系统的核心地位并提高主角辨识度。**How to apply:** 后续主角技能、模型、动画和 UI 设计都应围绕召唤师身份展开。 +- [2026-09-02 23:50:59] 《召唤之战》状态效果方案确定:所有可控制单位共用 Stun/StatusEffect 系统,眩晕暂停当前 Animator 与战斗逻辑,使用通用头顶星星提示,重点角色以后再补专属眩晕动画。**Why:** 降低首版制作量并保持各单位行为一致。**How to apply:** 新增眩晕、减速、沉默等控制效果时优先扩展通用状态组件,不在技能脚本中直接操作具体角色动画。 ### Reference diff --git a/场景和角色设计.md b/场景和角色设计.md index 719d613..14da3e8 100644 --- a/场景和角色设计.md +++ b/场景和角色设计.md @@ -787,3 +787,4 @@ |---|---| | 蓝色怪物 | 每次技能能量充满后播放怒吼技能动画;怒吼动作完成后,自身攻速提高20%,攻速倍率最高为基础攻速的2.0倍。 | | 人类士兵 | 技能能量充满后播放大招动作;可在 Inspector 通过“技能动画时长(秒)”控制整段技能动作的完成时间,填 0 保持原速,填 2 时约 2 秒完成。 | +| 石巨人 | 技能能量充满后播放地裂技能动画;命中帧对半径 2 米内敌人造成 110 点伤害并眩晕 1 秒,目标暂停当前 Animator,头顶显示通用眩晕星星。 | diff --git a/角色与技能说明.md b/角色与技能说明.md index 57112d4..9d231d9 100644 --- a/角色与技能说明.md +++ b/角色与技能说明.md @@ -55,11 +55,11 @@ > 以下提示词统一用于角色图片生成和 3D 建模参考。所有图片采用单角色正视图、orthographic front view、完整全身可见。人形单位使用标准 A-pose,非人形单位使用稳定自然姿态;统一强调 3D 卡通、非写实、圆润夸张比例。 -### 主角:人类召唤师 +### 主角:空手人类法师 | 角色 | 正视图 3D 建模提示词 | |---|---| -| 人类召唤师 | 用于游戏主角3D建模的角色正视图建模参考图,orthographic front view,角色正面朝向镜头,正交镜头,完整全身可见。主角采用标准A-pose,双臂自然向身体两侧下斜约45度,手掌朝前,手指分开,双腿自然分开,脚尖朝前,保持清晰的标准双臂双腿人形骨架,适合后续Mixamo人形骨骼绑定。一名刚离开召唤学院的年轻成年人类召唤师,性别气质中性、便于玩家代入,身材自然匀称而敏捷,头部略大,面部友善坚定,发型简洁利落。角色必须突出“召唤师优先、法师辅助”的身份,不要设计成普通城堡法师,也不要设计成传统尖帽法师。穿深炭灰色的短款召唤师旅行装、贴身外套、腰封、长裤和短靴,服装轮廓简洁利落,主体色统一沉稳。左肩连接一件醒目的暗紫色非对称短斗篷,斗篷只覆盖左肩并斜向垂到右侧腰部,形成清晰独特的主角剪影;斗篷边缘加入一条窄窄的暗金色滚边,不堆叠装饰。胸前设置一个明显的圆形召唤核心徽章,大小约为手掌宽,采用简洁的暗金属外环、三段式符文和稳定的青绿色核心组成;召唤核心位于身体正中央,必须清晰可见,是角色最主要的识别点。腰部只加入少量学院召唤符文,不携带召唤书、剑、弓、法杖或任何其他武器与战斗道具,双手保持空置,保留清晰的手部和身体轮廓,便于游戏内单独配置召唤特效。采用有主角感但简洁克制的3D卡通游戏风格,stylized 3D cartoon,chibi、toy-like、非写实,不过度夸张,不花哨,不堆叠装饰。整体配色以深炭灰为主,仅使用暗紫色短斗篷、青绿色召唤核心和少量暗金色符文作为一到两处高辨识度对比色。使用手绘PBR材质、哑光布料、皮革、柔和金属和轻微能量材质,圆润而克制的卡通阴影。正视图清晰展示人类面部、暗紫色非对称短斗篷、胸前圆形召唤核心、学院符文、双臂、双腿和完整身体轮廓,纯浅灰色建模展示背景,单个角色居中,整洁的角色正视图建模参考图排版,无文字,无Logo,无水印。 | +| 空手人类法师 | 用于游戏主角3D建模的角色正视图建模参考图,orthographic front view,角色正面朝向镜头,正交镜头,完整全身可见。主角采用标准A-pose,双臂自然向身体两侧下斜约45度,手掌朝前,手指分开,双腿自然分开,脚尖朝前,保持清晰的标准双臂双腿人形骨架,适合后续Mixamo人形骨骼绑定。一名刚离开召唤学院的年轻成年人类空手法师,性别气质中性、便于玩家代入,身材自然匀称而敏捷,头部略大,面部友善坚定,发型简洁利落。角色必须突出“空手施法、召唤指挥”的身份,不要设计成普通城堡法师,也不要设计成传统尖帽法师。穿深炭灰色的短款召唤师旅行装、贴身外套、腰封、长裤和短靴,服装轮廓简洁利落,主体色统一沉稳。左肩连接一件醒目的暗紫色非对称短斗篷,斗篷只覆盖左肩并斜向垂到右侧腰部,形成清晰独特的主角剪影;斗篷边缘加入一条窄窄的暗金色滚边,不堆叠装饰。胸前设置一个明显的圆形召唤核心徽章,大小约为手掌宽,采用简洁的暗金属外环、三段式符文和稳定的青绿色核心组成;召唤核心位于身体正中央,必须清晰可见,是角色最主要的识别点。腰部只加入少量学院召唤符文,不携带召唤书、剑、弓、法杖、魔杖或任何其他武器与施法道具,双手始终保持空置,手指清晰分离,便于制作从掌心和指尖释放的法术、召唤与攻击动画。采用有主角感但简洁克制的3D卡通游戏风格,stylized 3D cartoon,chibi、toy-like、非写实,不过度夸张,不花哨,不堆叠装饰。整体配色以深炭灰为主,仅使用暗紫色短斗篷、青绿色召唤核心和少量暗金色符文作为一到两处高辨识度对比色。使用手绘PBR材质、哑光布料、皮革、柔和金属和轻微能量材质,圆润而克制的卡通阴影。正视图清晰展示人类面部、暗紫色非对称短斗篷、胸前圆形召唤核心、学院符文、双臂、双腿和完整身体轮廓,纯浅灰色建模展示背景,单个角色居中,整洁的角色正视图建模参考图排版,无文字,无Logo,无水印。 | ### 第一章:灰石城堡