根据提供的code differences信息,由于没有具体的代码变更内容,我将生成一个通用的commit message模板:
``` chore(config): 更新配置文件设置 - 调整项目配置参数 - 优化构建流程设置 - 更新依赖包版本信息 ``` 注意:由于未提供具体的代码差异信息,此为示例模板。实际使用时请根据具体变更内容调整type、scope、subject和body部分。
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w: 1}
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parentName: mixamorig:Spine2
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parentName: mixamorig:LeftShoulder
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||||
parentName: mixamorig:Spine2
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||||
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||||
parentName: mixamorig:RightShoulder
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||||
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||||
parentName: mixamorig:RightArm
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||||
parentName: mixamorig:RightForeArm
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parentName: mixamorig:Spine2
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scale: {x: 1, y: 1, z: 1}
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parentName: mixamorig:Neck
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w: 1}
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parentName: mixamorig:Head
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position: {x: -0, y: 0.0014060151, z: 0.0009863524}
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@@ -466,23 +470,23 @@ ModelImporter:
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- name: mixamorig:RightUpLeg
|
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parentName: mixamorig:Hips
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- name: mixamorig:RightLeg
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parentName: mixamorig:RightUpLeg
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parentName: mixamorig:RightLeg
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scale: {x: 1.0000004, y: 1.0000005, z: 1.0000002}
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- name: mixamorig:RightToeBase
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parentName: mixamorig:RightFoot
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position: {x: -0, y: 0.0016622614, z: 1.3877787e-19}
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- name: mixamorig:RightToe_End
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parentName: mixamorig:RightToeBase
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position: {x: -0, y: 0.00075564586, z: -4.3368086e-21}
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@@ -491,23 +495,23 @@ ModelImporter:
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- name: mixamorig:LeftUpLeg
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parentName: mixamorig:Hips
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- name: mixamorig:LeftLeg
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parentName: mixamorig:LeftUpLeg
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parentName: mixamorig:LeftFoot
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@@ -529,7 +533,7 @@ ModelImporter:
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scale: {x: 1.0000004, y: 1.000001, z: 1.0000004}
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||||
- name: mixamorig:RightFoot
|
||||
parentName: mixamorig:RightLeg
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||||
position: {x: -0, y: 0.33489025, z: -2.775558e-17}
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scale: {x: 1.0000004, y: 1.0000005, z: 1.0000002}
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||||
- name: mixamorig:RightToeBase
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||||
parentName: mixamorig:RightFoot
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||||
position: {x: -0, y: 0.3324523, z: 2.775558e-17}
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scale: {x: 1.0000002, y: 1.0000001, z: 1.0000002}
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||||
- name: mixamorig:RightToe_End
|
||||
parentName: mixamorig:RightToeBase
|
||||
position: {x: -0, y: 0.15112917, z: -8.673618e-19}
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position: {x: -0, y: 0.18891151, z: -1.0842023e-18}
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rotation: {x: 0, y: -0, z: -0, w: 1}
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scale: {x: 1, y: 1, z: 1}
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||||
- name: mixamorig:LeftUpLeg
|
||||
parentName: mixamorig:Hips
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||||
position: {x: -0.18711486, y: -0.08163321, z: 0.00032871033}
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scale: {x: 1.0000001, y: 0.9999999, z: 0.99999994}
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||||
- name: mixamorig:LeftLeg
|
||||
parentName: mixamorig:LeftUpLeg
|
||||
position: {x: -5.551116e-17, y: 0.44595376, z: 0}
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scale: {x: 1, y: 1.0000004, z: 0.9999998}
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||||
- name: mixamorig:LeftFoot
|
||||
parentName: mixamorig:LeftLeg
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||||
position: {x: -0, y: 0.3355986, z: 3.469447e-17}
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scale: {x: 1.0000006, y: 1.0000005, z: 0.99999976}
|
||||
- name: mixamorig:LeftToeBase
|
||||
parentName: mixamorig:LeftFoot
|
||||
position: {x: -0, y: 0.32904348, z: -4.1633363e-17}
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rotation: {x: 0.3636302, y: 0.012258108, z: -0.0047854744, w: 0.9314505}
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scale: {x: 0.9999995, y: 0.99999976, z: 0.9999999}
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||||
- name: mixamorig:LeftToe_End
|
||||
parentName: mixamorig:LeftToeBase
|
||||
position: {x: -5.551116e-17, y: 0.15418448, z: 1.7347237e-18}
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position: {x: -6.9388946e-17, y: 0.1927306, z: 2.1684046e-18}
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rotation: {x: 0, y: -0, z: -0, w: 1}
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scale: {x: 1, y: 1, z: 1}
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namedPoseList:
|
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@@ -543,7 +547,7 @@ ModelImporter:
|
||||
armStretch: 0.05
|
||||
legStretch: 0.05
|
||||
feetSpacing: 0
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globalScale: 200
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||||
globalScale: 250
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||||
rootMotionBoneName:
|
||||
defaultPoseIndex: -1
|
||||
hasTranslationDoF: 0
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||||
@@ -378,86 +378,90 @@ ModelImporter:
|
||||
length: 0
|
||||
modified: 0
|
||||
skeleton:
|
||||
- name: "\u77F3\u5934\u4EBA\u653B\u51FB(Clone)"
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- name: "\u77F3\u5DE8\u4EBA\u653B\u51FB(Clone)"
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parentName:
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position: {x: 0, y: 0, z: 0}
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rotation: {x: 0, y: 0, z: 0, w: 1}
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scale: {x: 1, y: 1, z: 1}
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- name: node_0
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||||
parentName: "\u77F3\u5934\u4EBA\u653B\u51FB(Clone)"
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parentName: "\u77F3\u5DE8\u4EBA\u653B\u51FB(Clone)"
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position: {x: -0, y: 0, z: 0}
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rotation: {x: 0, y: -0, z: -0, w: 1}
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scale: {x: 1, y: 1, z: 1}
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||||
- name: mixamorig:Hips
|
||||
parentName: "\u77F3\u5934\u4EBA\u653B\u51FB(Clone)"
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||||
position: {x: -0.000013279687, y: 0.0054313587, z: 0.000035435813}
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scale: {x: 1, y: 1, z: 1.0000001}
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parentName: "\u77F3\u5DE8\u4EBA\u653B\u51FB(Clone)"
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position: {x: 0.0000250285, y: 0.005431357, z: -0.0000036996555}
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w: 1}
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||||
scale: {x: 0.9999999, y: 1, z: 1}
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||||
- name: mixamorig:Spine
|
||||
parentName: mixamorig:Hips
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||||
position: {x: -0, y: 0.00073568226, z: -0.000064966895}
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rotation: {x: -0.044025697, y: 3.334844e-11, z: -0.0000000010149706, w: 0.9990304}
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scale: {x: 1, y: 0.99999994, z: 1}
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scale: {x: 0.99999994, y: 1.0000001, z: 0.99999994}
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||||
- name: mixamorig:Spine1
|
||||
parentName: mixamorig:Spine
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||||
position: {x: -0, y: 0.0008616357, z: 0}
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rotation: {x: -0.000000022351742, y: 3.6326064e-11, z: -2.8211533e-10, w: 1}
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scale: {x: 0.99999994, y: 1, z: 1.0000001}
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rotation: {x: -0.0000000037252903, y: -0.000000005867169, z: 0.0000000012216193,
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w: 1}
|
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scale: {x: 0.99999994, y: 1, z: 0.9999998}
|
||||
- name: mixamorig:Spine2
|
||||
parentName: mixamorig:Spine1
|
||||
position: {x: -0, y: 0.0009847267, z: 6.938894e-20}
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rotation: {x: 0.000000037252903, y: 9.948334e-10, z: 0.0000000010122994, w: 1}
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rotation: {x: 0.000000011175871, y: 0.00000000190893, z: 0.000000012783833,
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w: 1}
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scale: {x: 1, y: 1, z: 1}
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- name: mixamorig:LeftShoulder
|
||||
parentName: mixamorig:Spine2
|
||||
position: {x: -0.0005858004, y: 0.00092829805, z: -0.000014055442}
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scale: {x: 1, y: 1, z: 0.9999998}
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- name: mixamorig:LeftArm
|
||||
parentName: mixamorig:LeftShoulder
|
||||
position: {x: -0, y: 0.0012267674, z: 0}
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rotation: {x: -0.1461728, y: -0.060262546, z: -0.004887073, w: 0.98740983}
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scale: {x: 0.99999994, y: 1.0000002, z: 1.0000005}
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rotation: {x: -0.1461725, y: -0.06026239, z: -0.004887014, w: 0.98740983}
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scale: {x: 1, y: 1.0000005, z: 1.0000006}
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||||
- name: mixamorig:LeftForeArm
|
||||
parentName: mixamorig:LeftArm
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||||
position: {x: 1.3877787e-19, y: 0.0020718887, z: -1.110223e-18}
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rotation: {x: -0.0025322726, y: -0.010767862, z: -0.029003851, w: 0.9995181}
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scale: {x: 1, y: 1.0000004, z: 1.0000004}
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rotation: {x: -0.0025324821, y: -0.01076787, z: -0.02900415, w: 0.9995181}
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scale: {x: 1.0000005, y: 1.0000001, z: 1.0000007}
|
||||
- name: mixamorig:LeftHand
|
||||
parentName: mixamorig:LeftForeArm
|
||||
position: {x: -1.3877787e-19, y: 0.002336957, z: 0}
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rotation: {x: -0, y: -0, z: 0.000000007450581, w: 1}
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rotation: {x: -0, y: -0, z: -0, w: 1}
|
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scale: {x: 1, y: 1, z: 1}
|
||||
- name: mixamorig:RightShoulder
|
||||
parentName: mixamorig:Spine2
|
||||
position: {x: 0.0005858004, y: 0.00092861307, z: -0.000017622979}
|
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rotation: {x: -0.56628466, y: -0.41832334, z: 0.58428246, w: -0.40366}
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scale: {x: 1, y: 1.0000002, z: 1.0000004}
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scale: {x: 1.0000002, y: 1.0000002, z: 1.0000001}
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||||
- name: mixamorig:RightArm
|
||||
parentName: mixamorig:RightShoulder
|
||||
position: {x: -1.3877787e-19, y: 0.0012267674, z: 1.110223e-18}
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rotation: {x: -0.14613028, y: 0.044516463, z: 0.005850582, w: 0.98824596}
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scale: {x: 1.0000001, y: 1, z: 1}
|
||||
- name: mixamorig:RightForeArm
|
||||
parentName: mixamorig:RightArm
|
||||
position: {x: 6.938894e-20, y: 0.0020716423, z: 0}
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rotation: {x: 0.0006949305, y: -0.010786197, z: -0.028526042, w: -0.9995346}
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scale: {x: 1.0000001, y: 1.0000002, z: 1.0000006}
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||||
scale: {x: 1, y: 1.0000002, z: 1}
|
||||
- name: mixamorig:RightHand
|
||||
parentName: mixamorig:RightForeArm
|
||||
position: {x: -0, y: 0.0023326646, z: 0}
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rotation: {x: -0.0000000074505815, y: -0, z: -0.000000010826626, w: 1}
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scale: {x: 1.0000004, y: 1.0000002, z: 1.0000001}
|
||||
- name: mixamorig:Neck
|
||||
parentName: mixamorig:Spine2
|
||||
position: {x: -0, y: 0.0011078173, z: -3.2769912e-11}
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||||
rotation: {x: -0.014868789, y: -0.0000000016736953, z: -0.000000001805893, w: 0.9998895}
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scale: {x: 1, y: 1, z: 1.0000001}
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|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: mixamorig:Head
|
||||
parentName: mixamorig:Neck
|
||||
position: {x: -0, y: 0.0001232034, z: 0.000086430045}
|
||||
rotation: {x: -0, y: 0.0000000036379793, z: 7.2759576e-10, w: 1}
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scale: {x: 0.99999994, y: 1, z: 1}
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rotation: {x: 0.0000000037252903, y: -0.000000004246088, z: -0.00000001824041,
|
||||
w: 1}
|
||||
scale: {x: 1.0000001, y: 1, z: 1}
|
||||
- name: mixamorig:HeadTop_End
|
||||
parentName: mixamorig:Head
|
||||
position: {x: -0, y: 0.0014060151, z: 0.0009863524}
|
||||
@@ -466,23 +470,23 @@ ModelImporter:
|
||||
- name: mixamorig:RightUpLeg
|
||||
parentName: mixamorig:Hips
|
||||
position: {x: 0.0009355742, y: -0.00040816603, z: -0.000011268006}
|
||||
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||||
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||||
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|
||||
scale: {x: 0.9999997, y: 0.99999976, z: 1}
|
||||
- name: mixamorig:RightLeg
|
||||
parentName: mixamorig:RightUpLeg
|
||||
position: {x: -0, y: 0.0022295935, z: 0}
|
||||
rotation: {x: -0.19639733, y: 0.010663478, z: -0.05315652, w: 0.9790244}
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||||
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|
||||
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|
||||
scale: {x: 1.0000004, y: 1.000001, z: 1.0000004}
|
||||
- name: mixamorig:RightFoot
|
||||
parentName: mixamorig:RightLeg
|
||||
position: {x: -0, y: 0.0016744512, z: -1.3877787e-19}
|
||||
rotation: {x: 0.5388423, y: 0.04986786, z: -0.03197694, w: 0.84032124}
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||||
scale: {x: 1.000001, y: 1.0000004, z: 1.0000002}
|
||||
rotation: {x: 0.5388422, y: 0.049867895, z: -0.03197695, w: 0.84032124}
|
||||
scale: {x: 1.0000004, y: 1.0000005, z: 1.0000002}
|
||||
- name: mixamorig:RightToeBase
|
||||
parentName: mixamorig:RightFoot
|
||||
position: {x: -0, y: 0.0016622614, z: 1.3877787e-19}
|
||||
rotation: {x: 0.3596309, y: -0.010496474, z: 0.004045812, w: 0.93302685}
|
||||
scale: {x: 1.0000007, y: 1.0000002, z: 1}
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||||
rotation: {x: 0.35963094, y: -0.010496464, z: 0.0040457686, w: 0.93302685}
|
||||
scale: {x: 1.0000002, y: 1.0000001, z: 1.0000002}
|
||||
- name: mixamorig:RightToe_End
|
||||
parentName: mixamorig:RightToeBase
|
||||
position: {x: -0, y: 0.00075564586, z: -4.3368086e-21}
|
||||
@@ -491,23 +495,23 @@ ModelImporter:
|
||||
- name: mixamorig:LeftUpLeg
|
||||
parentName: mixamorig:Hips
|
||||
position: {x: -0.0009355742, y: -0.00040816603, z: 0.0000016435515}
|
||||
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|
||||
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|
||||
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|
||||
scale: {x: 1.0000001, y: 0.9999999, z: 0.99999994}
|
||||
- name: mixamorig:LeftLeg
|
||||
parentName: mixamorig:LeftUpLeg
|
||||
position: {x: -2.7755575e-19, y: 0.0022297688, z: 0}
|
||||
rotation: {x: -0.20584372, y: 0.124343246, z: 0.026378887, w: 0.9702945}
|
||||
scale: {x: 0.9999996, y: 0.99999994, z: 1.0000001}
|
||||
rotation: {x: -0.20584376, y: 0.12434317, z: 0.026378915, w: 0.9702944}
|
||||
scale: {x: 1, y: 1.0000004, z: 0.9999998}
|
||||
- name: mixamorig:LeftFoot
|
||||
parentName: mixamorig:LeftLeg
|
||||
position: {x: -0, y: 0.0016779929, z: 1.7347234e-19}
|
||||
rotation: {x: 0.52844125, y: -0.16615163, z: 0.106331274, w: 0.8257344}
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||||
scale: {x: 1.0000006, y: 1.0000005, z: 0.9999997}
|
||||
rotation: {x: 0.52844125, y: -0.16615163, z: 0.10633126, w: 0.8257344}
|
||||
scale: {x: 1.0000006, y: 1.0000005, z: 0.99999976}
|
||||
- name: mixamorig:LeftToeBase
|
||||
parentName: mixamorig:LeftFoot
|
||||
position: {x: -0, y: 0.0016452173, z: -2.0816681e-19}
|
||||
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|
||||
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||||
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|
||||
scale: {x: 0.9999995, y: 0.99999976, z: 0.9999999}
|
||||
- name: mixamorig:LeftToe_End
|
||||
parentName: mixamorig:LeftToeBase
|
||||
position: {x: -2.7755575e-19, y: 0.00077092234, z: 8.673617e-21}
|
||||
@@ -529,7 +533,7 @@ ModelImporter:
|
||||
hasTranslationDoF: 0
|
||||
hasExtraRoot: 1
|
||||
skeletonHasParents: 1
|
||||
lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: a2bca19ea5ae34212b4654ad2dcf2179,
|
||||
lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: d40daebbc0e47416099e97edbbbeac04,
|
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using UnityEngine;
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public class StatusEffectController : MonoBehaviour
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{
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[Header("通用眩晕显示")]
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[SerializeField] private bool showStunIndicator = true;
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{
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public void ApplyStun(float duration)
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{
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if (duration <= 0f)
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{
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return;
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}
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{
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}
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stunnedRemaining = Mathf.Max(stunnedRemaining, duration);
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if (animator != null)
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{
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}
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if (showStunIndicator)
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{
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EnsureIndicator();
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}
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}
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private void Update()
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{
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if (!IsStunned)
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{
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return;
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}
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stunnedRemaining -= Time.deltaTime;
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if (animator != null)
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{
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animator.speed = 0f;
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}
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if (stunnedRemaining <= 0f)
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{
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stunnedRemaining = 0f;
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if (animator != null)
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{
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animator.speed = Mathf.Max(0.01f, animatorSpeedBeforeStun);
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}
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DestroyIndicator();
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}
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}
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private void LateUpdate()
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{
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if (indicatorTransform == null)
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{
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return;
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}
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Bounds bounds = new Bounds(transform.position, Vector3.zero);
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Renderer[] renderers = GetComponentsInChildren<Renderer>(true);
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if (renderers.Length > 0)
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{
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for (int i = 1; i < renderers.Length; i++)
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{
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bounds.Encapsulate(renderers[i].bounds);
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}
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}
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indicatorTransform.position = new Vector3(
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bounds.center.x,
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bounds.max.y + indicatorHeight,
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bounds.center.z);
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Camera camera = Camera.main;
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if (camera != null)
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{
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indicatorTransform.rotation = Quaternion.LookRotation(
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camera.transform.position - indicatorTransform.position,
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camera.transform.up)
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* Quaternion.Euler(0f, 0f, Time.unscaledTime * 180f);
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}
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}
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private void EnsureIndicator()
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{
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if (stunIndicator != null)
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{
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return;
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}
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stunIndicator = new GameObject("StunIndicator_Star");
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indicatorTransform = stunIndicator.transform;
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TextMesh text = stunIndicator.AddComponent<TextMesh>();
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text.text = "★";
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text.anchor = TextAnchor.MiddleCenter;
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text.alignment = TextAlignment.Center;
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text.fontSize = 64;
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text.characterSize = indicatorSize;
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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();
|
||||
}
|
||||
}
|
||||
@@ -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:
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
+109
-11
@@ -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<Animator>();
|
||||
controller = GetComponent<CharacterController>();
|
||||
worldHealthBar = GetComponent<WorldHealthBar>();
|
||||
statusEffectController = EnsureStatusEffectController();
|
||||
unitSkill = GetComponent<UnitSkill>();
|
||||
|
||||
// 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<StatusEffectController>();
|
||||
}
|
||||
|
||||
if (statusEffectController == null)
|
||||
{
|
||||
statusEffectController = gameObject.AddComponent<StatusEffectController>();
|
||||
}
|
||||
|
||||
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<UnitBase> hitUnits = new HashSet<UnitBase>();
|
||||
|
||||
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<UnitBase>();
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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。 |
|
||||
+2
-2
@@ -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。 |
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### 第一章:灰石城堡
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Reference in new issue
Block a user