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:
``` docs(readme): 更新文档说明 - 添加项目使用指南 - 完善API接口描述 - 修正错误的配置示例 ``` 注意:由于您提供的code differences部分为空,以上是一个示例模板。请提供具体的代码变更信息以便生成更准确的commit message。
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@@ -1,4 +1,3 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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@@ -28,6 +27,32 @@ public class UnitBase : MonoBehaviour
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[Min(0f)]
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public float attackDuration = 0f;
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public enum AttackType
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{
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//近战锁定目标,攻击事件触发时直接扣血。
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MeleeDirect,
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//近战范围伤害,暂未实现。
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MeleeArea,
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//远程锁定目标,攻击事件触发时生成飞行物。
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RangedProjectile,
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//远程抛物线,不锁定目标,暂未实现。
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RangedArc
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}
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[Header("攻击类型")]
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public AttackType attackType = AttackType.MeleeDirect;
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[Header("远程飞行物")]
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public GameObject projectilePrefab;
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public Transform projectileSpawnPoint;
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[Min(0f)]
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public float projectileSpeed = 20f;
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[Min(0f)]
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public float projectileLifetime = 5f;
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//每次普通攻击命中后增加的技能能量。
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[Header("技能能量")]
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[Min(0f)]
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@@ -57,8 +82,9 @@ public class UnitBase : MonoBehaviour
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//垂直速度
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private float verticalVelocity;
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//当前攻击的伤害结算协程。
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private Coroutine attackDamageCoroutine;
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//当前攻击开始时间,用于在没有结束 Event 时释放攻击状态。
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private float attackStartTime;
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//状态枚举
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public enum State
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@@ -95,11 +121,12 @@ public class UnitBase : MonoBehaviour
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// Update is called once per frame
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void Update()
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{
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//攻击状态直接返回
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//攻击状态下等待Animator报告攻击动画播放完成。
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if (state == State.Attack)
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{
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animator.SetInteger("speed", 0);
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applyGravity();
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CheckAttackAnimationFinished();
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return;
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}
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@@ -275,36 +302,64 @@ public class UnitBase : MonoBehaviour
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animator.SetInteger("speed", 0);
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animator.SetTrigger("attack");
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state = State.Attack;
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//在攻击动画中段结算伤害,而不是在动画开始瞬间扣血。
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if (attackDamageCoroutine != null)
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{
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StopCoroutine(attackDamageCoroutine);
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}
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attackDamageCoroutine = StartCoroutine(ApplyAttackDamageInMiddle(friend));
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attackStartTime = Time.time;
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}
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//等待半个完整攻击时长后,对目标扣除攻击力。
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private IEnumerator ApplyAttackDamageInMiddle(GameObject friend)
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//由攻击动画中最合适的帧通过 Animation Event 调用。
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public void OnAttackEffect()
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{
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float fullAttackDuration = attackDuration > 0f
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? attackDuration
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: Mathf.Max(GetAttackAnimationDuration(), 0.01f);
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yield return new WaitForSeconds(fullAttackDuration * 0.5f);
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if (friend != null)
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if (state != State.Attack || target == null)
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{
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WorldHealthBar healthBar = friend.GetComponentInParent<WorldHealthBar>();
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if (healthBar != null)
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{
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healthBar.TakeDamage(attackPower);
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AddAttackEnergy();
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}
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return;
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}
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attackDamageCoroutine = null;
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switch (attackType)
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{
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case AttackType.MeleeDirect:
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ApplyDirectDamage(target);
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break;
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case AttackType.RangedProjectile:
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FireProjectile(target);
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break;
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case AttackType.MeleeArea:
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case AttackType.RangedArc:
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break;
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}
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}
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private void ApplyDirectDamage(GameObject opponent)
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{
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WorldHealthBar healthBar = opponent.GetComponentInParent<WorldHealthBar>();
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if (healthBar == null)
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{
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return;
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}
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healthBar.TakeDamage(attackPower);
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RegisterAttackHit();
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}
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public void RegisterAttackHit()
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{
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AddAttackEnergy();
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}
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private void FireProjectile(GameObject opponent)
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{
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if (projectilePrefab == null || projectileSpawnPoint == null)
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{
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return;
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}
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GameObject projectileObject = Instantiate(
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projectilePrefab,
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projectileSpawnPoint.position,
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projectileSpawnPoint.rotation);
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Projectile projectile = projectileObject.GetComponent<Projectile>();
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if (projectile != null)
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{
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projectile.Initialize(opponent, attackPower, gameObject, projectileSpeed, projectileLifetime);
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}
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}
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// 普通攻击命中后积攒能量,满能量时清空能量并调用技能占位方法。
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@@ -330,19 +385,51 @@ public class UnitBase : MonoBehaviour
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}
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// 在 Animator 的 Attack 动画结束时调用此方法
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public void OnAttackAnimationEnd()
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// 根据当前攻击动画的播放进度自动结束攻击,不依赖 Animation Event。
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private void CheckAttackAnimationFinished()
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{
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if (attackDamageCoroutine != null)
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float animationDuration = attackDuration > 0f
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? attackDuration
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: GetAttackAnimationDuration();
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if (animationDuration > 0f && Time.time - attackStartTime >= animationDuration)
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{
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StopCoroutine(attackDamageCoroutine);
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attackDamageCoroutine = null;
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FinishAttack();
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return;
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}
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//攻击动画结束后恢复Animator速度
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if (!IsPlayingAttackAnimation())
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{
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return;
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}
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AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
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if (stateInfo.normalizedTime >= 1f)
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{
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FinishAttack();
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}
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}
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private bool IsPlayingAttackAnimation()
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{
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AnimatorClipInfo[] clipInfos = animator.GetCurrentAnimatorClipInfo(0);
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foreach (AnimatorClipInfo clipInfo in clipInfos)
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{
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if (IsAttackAnimation(clipInfo.clip))
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{
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return true;
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}
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}
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return false;
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}
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private void FinishAttack()
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{
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//攻击动画结束后恢复Animator速度。
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animator.speed = 1f;
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//攻击动画结束后,目标仍在攻击范围内则立即进行下一次攻击
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//攻击动画结束后,目标仍在攻击范围内则立即进行下一次攻击。
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target = FindNearestOpponent();
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if (target != null && IsWithinAttackReach(target))
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{
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@@ -350,7 +437,7 @@ public class UnitBase : MonoBehaviour
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return;
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}
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//目标离开攻击范围,回到待机逻辑
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//目标离开攻击范围,回到待机逻辑。
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state = State.Alert;
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animator.SetInteger("speed", 0);
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applyGravity();
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