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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parentName: mixamorig:LeftHand
|
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|
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|
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parentName: mixamorig:Head
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|
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|
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|
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|
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|
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|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Projectile : MonoBehaviour
|
||||||
|
{
|
||||||
|
private GameObject target;
|
||||||
|
private GameObject owner;
|
||||||
|
private float damage;
|
||||||
|
private float speed;
|
||||||
|
private float lifetime;
|
||||||
|
private bool initialized;
|
||||||
|
|
||||||
|
public void Initialize(
|
||||||
|
GameObject targetObject,
|
||||||
|
float damageAmount,
|
||||||
|
GameObject ownerObject,
|
||||||
|
float moveSpeed,
|
||||||
|
float lifeTime)
|
||||||
|
{
|
||||||
|
target = targetObject;
|
||||||
|
damage = damageAmount;
|
||||||
|
owner = ownerObject;
|
||||||
|
speed = moveSpeed;
|
||||||
|
lifetime = lifeTime;
|
||||||
|
initialized = true;
|
||||||
|
|
||||||
|
if (lifetime > 0f)
|
||||||
|
{
|
||||||
|
Destroy(gameObject, lifetime);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (!initialized)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (target == null)
|
||||||
|
{
|
||||||
|
Destroy(gameObject);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3 offset = target.transform.position - transform.position;
|
||||||
|
if (offset.sqrMagnitude <= 0.01f)
|
||||||
|
{
|
||||||
|
HitTarget(target);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3 direction = offset.normalized;
|
||||||
|
float distance = speed * Time.deltaTime;
|
||||||
|
if (distance >= offset.magnitude)
|
||||||
|
{
|
||||||
|
HitTarget(target);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Physics.Raycast(transform.position, direction, out RaycastHit hit, distance))
|
||||||
|
{
|
||||||
|
TryHit(hit.collider.gameObject);
|
||||||
|
if (hit.collider.transform.root == target.transform.root)
|
||||||
|
{
|
||||||
|
return;
|
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|
}
|
||||||
|
}
|
||||||
|
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||||||
|
transform.forward = direction;
|
||||||
|
transform.position += direction * distance;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnTriggerEnter(Collider other)
|
||||||
|
{
|
||||||
|
TryHit(other.gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnCollisionEnter(Collision collision)
|
||||||
|
{
|
||||||
|
TryHit(collision.gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void TryHit(GameObject hitObject)
|
||||||
|
{
|
||||||
|
if (!initialized || hitObject == null || IsOwner(hitObject))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (hitObject.transform.root == target.transform.root)
|
||||||
|
{
|
||||||
|
HitTarget(hitObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HitTarget(GameObject hitObject)
|
||||||
|
{
|
||||||
|
WorldHealthBar healthBar = hitObject.GetComponentInParent<WorldHealthBar>();
|
||||||
|
if (healthBar == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
healthBar.TakeDamage(damage);
|
||||||
|
if (owner != null)
|
||||||
|
{
|
||||||
|
UnitBase unit = owner.GetComponent<UnitBase>();
|
||||||
|
if (unit != null)
|
||||||
|
{
|
||||||
|
unit.RegisterAttackHit();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool IsOwner(GameObject hitObject)
|
||||||
|
{
|
||||||
|
return owner != null &&
|
||||||
|
(hitObject == owner || hitObject.transform.root == owner.transform.root);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: BygavHz+By46EKJGDuv5Bnn4/4HcaL5YCS0EUQ96cZEDuWogq0Yq0gM=
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
+123
-36
@@ -1,4 +1,3 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
@@ -28,6 +27,32 @@ public class UnitBase : MonoBehaviour
|
|||||||
[Min(0f)]
|
[Min(0f)]
|
||||||
public float attackDuration = 0f;
|
public float attackDuration = 0f;
|
||||||
|
|
||||||
|
public enum AttackType
|
||||||
|
{
|
||||||
|
//近战锁定目标,攻击事件触发时直接扣血。
|
||||||
|
MeleeDirect,
|
||||||
|
|
||||||
|
//近战范围伤害,暂未实现。
|
||||||
|
MeleeArea,
|
||||||
|
|
||||||
|
//远程锁定目标,攻击事件触发时生成飞行物。
|
||||||
|
RangedProjectile,
|
||||||
|
|
||||||
|
//远程抛物线,不锁定目标,暂未实现。
|
||||||
|
RangedArc
|
||||||
|
}
|
||||||
|
|
||||||
|
[Header("攻击类型")]
|
||||||
|
public AttackType attackType = AttackType.MeleeDirect;
|
||||||
|
|
||||||
|
[Header("远程飞行物")]
|
||||||
|
public GameObject projectilePrefab;
|
||||||
|
public Transform projectileSpawnPoint;
|
||||||
|
[Min(0f)]
|
||||||
|
public float projectileSpeed = 20f;
|
||||||
|
[Min(0f)]
|
||||||
|
public float projectileLifetime = 5f;
|
||||||
|
|
||||||
//每次普通攻击命中后增加的技能能量。
|
//每次普通攻击命中后增加的技能能量。
|
||||||
[Header("技能能量")]
|
[Header("技能能量")]
|
||||||
[Min(0f)]
|
[Min(0f)]
|
||||||
@@ -57,8 +82,9 @@ public class UnitBase : MonoBehaviour
|
|||||||
//垂直速度
|
//垂直速度
|
||||||
private float verticalVelocity;
|
private float verticalVelocity;
|
||||||
|
|
||||||
//当前攻击的伤害结算协程。
|
//当前攻击开始时间,用于在没有结束 Event 时释放攻击状态。
|
||||||
private Coroutine attackDamageCoroutine;
|
private float attackStartTime;
|
||||||
|
|
||||||
|
|
||||||
//状态枚举
|
//状态枚举
|
||||||
public enum State
|
public enum State
|
||||||
@@ -95,11 +121,12 @@ public class UnitBase : MonoBehaviour
|
|||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
//攻击状态直接返回
|
//攻击状态下等待Animator报告攻击动画播放完成。
|
||||||
if (state == State.Attack)
|
if (state == State.Attack)
|
||||||
{
|
{
|
||||||
animator.SetInteger("speed", 0);
|
animator.SetInteger("speed", 0);
|
||||||
applyGravity();
|
applyGravity();
|
||||||
|
CheckAttackAnimationFinished();
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -275,36 +302,64 @@ public class UnitBase : MonoBehaviour
|
|||||||
animator.SetInteger("speed", 0);
|
animator.SetInteger("speed", 0);
|
||||||
animator.SetTrigger("attack");
|
animator.SetTrigger("attack");
|
||||||
state = State.Attack;
|
state = State.Attack;
|
||||||
|
attackStartTime = Time.time;
|
||||||
//在攻击动画中段结算伤害,而不是在动画开始瞬间扣血。
|
|
||||||
if (attackDamageCoroutine != null)
|
|
||||||
{
|
|
||||||
StopCoroutine(attackDamageCoroutine);
|
|
||||||
}
|
|
||||||
|
|
||||||
attackDamageCoroutine = StartCoroutine(ApplyAttackDamageInMiddle(friend));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//等待半个完整攻击时长后,对目标扣除攻击力。
|
//由攻击动画中最合适的帧通过 Animation Event 调用。
|
||||||
private IEnumerator ApplyAttackDamageInMiddle(GameObject friend)
|
public void OnAttackEffect()
|
||||||
{
|
{
|
||||||
float fullAttackDuration = attackDuration > 0f
|
if (state != State.Attack || target == null)
|
||||||
? attackDuration
|
|
||||||
: Mathf.Max(GetAttackAnimationDuration(), 0.01f);
|
|
||||||
|
|
||||||
yield return new WaitForSeconds(fullAttackDuration * 0.5f);
|
|
||||||
|
|
||||||
if (friend != null)
|
|
||||||
{
|
{
|
||||||
WorldHealthBar healthBar = friend.GetComponentInParent<WorldHealthBar>();
|
return;
|
||||||
if (healthBar != null)
|
|
||||||
{
|
|
||||||
healthBar.TakeDamage(attackPower);
|
|
||||||
AddAttackEnergy();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
attackDamageCoroutine = null;
|
switch (attackType)
|
||||||
|
{
|
||||||
|
case AttackType.MeleeDirect:
|
||||||
|
ApplyDirectDamage(target);
|
||||||
|
break;
|
||||||
|
case AttackType.RangedProjectile:
|
||||||
|
FireProjectile(target);
|
||||||
|
break;
|
||||||
|
case AttackType.MeleeArea:
|
||||||
|
case AttackType.RangedArc:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ApplyDirectDamage(GameObject opponent)
|
||||||
|
{
|
||||||
|
WorldHealthBar healthBar = opponent.GetComponentInParent<WorldHealthBar>();
|
||||||
|
if (healthBar == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
healthBar.TakeDamage(attackPower);
|
||||||
|
RegisterAttackHit();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void RegisterAttackHit()
|
||||||
|
{
|
||||||
|
AddAttackEnergy();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void FireProjectile(GameObject opponent)
|
||||||
|
{
|
||||||
|
if (projectilePrefab == null || projectileSpawnPoint == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
GameObject projectileObject = Instantiate(
|
||||||
|
projectilePrefab,
|
||||||
|
projectileSpawnPoint.position,
|
||||||
|
projectileSpawnPoint.rotation);
|
||||||
|
Projectile projectile = projectileObject.GetComponent<Projectile>();
|
||||||
|
if (projectile != null)
|
||||||
|
{
|
||||||
|
projectile.Initialize(opponent, attackPower, gameObject, projectileSpeed, projectileLifetime);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// 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。
|
// 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。
|
||||||
@@ -330,19 +385,51 @@ public class UnitBase : MonoBehaviour
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// 在 Animator 的 Attack 动画结束时调用此方法
|
// 根据当前攻击动画的播放进度自动结束攻击,不依赖 Animation Event。
|
||||||
public void OnAttackAnimationEnd()
|
private void CheckAttackAnimationFinished()
|
||||||
{
|
{
|
||||||
if (attackDamageCoroutine != null)
|
float animationDuration = attackDuration > 0f
|
||||||
|
? attackDuration
|
||||||
|
: GetAttackAnimationDuration();
|
||||||
|
|
||||||
|
if (animationDuration > 0f && Time.time - attackStartTime >= animationDuration)
|
||||||
{
|
{
|
||||||
StopCoroutine(attackDamageCoroutine);
|
FinishAttack();
|
||||||
attackDamageCoroutine = null;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
//攻击动画结束后恢复Animator速度
|
if (!IsPlayingAttackAnimation())
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
|
||||||
|
if (stateInfo.normalizedTime >= 1f)
|
||||||
|
{
|
||||||
|
FinishAttack();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool IsPlayingAttackAnimation()
|
||||||
|
{
|
||||||
|
AnimatorClipInfo[] clipInfos = animator.GetCurrentAnimatorClipInfo(0);
|
||||||
|
foreach (AnimatorClipInfo clipInfo in clipInfos)
|
||||||
|
{
|
||||||
|
if (IsAttackAnimation(clipInfo.clip))
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void FinishAttack()
|
||||||
|
{
|
||||||
|
//攻击动画结束后恢复Animator速度。
|
||||||
animator.speed = 1f;
|
animator.speed = 1f;
|
||||||
|
|
||||||
//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
|
//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。
|
||||||
target = FindNearestOpponent();
|
target = FindNearestOpponent();
|
||||||
if (target != null && IsWithinAttackReach(target))
|
if (target != null && IsWithinAttackReach(target))
|
||||||
{
|
{
|
||||||
@@ -350,7 +437,7 @@ public class UnitBase : MonoBehaviour
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
//目标离开攻击范围,回到待机逻辑
|
//目标离开攻击范围,回到待机逻辑。
|
||||||
state = State.Alert;
|
state = State.Alert;
|
||||||
animator.SetInteger("speed", 0);
|
animator.SetInteger("speed", 0);
|
||||||
applyGravity();
|
applyGravity();
|
||||||
|
|||||||
Reference in new issue
Block a user