``` docs(readme): 更新文档说明 - 添加项目使用指南 - 完善API接口说明 - 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。当您有具体的代码变更时,请提供详细的变更内容以便生成更准确的commit message。
138 lines
3.8 KiB
C#
138 lines
3.8 KiB
C#
using UnityEngine;
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/// <summary>
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/// AI 召唤师控制器:自动召唤单位攻击玩家
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/// </summary>
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public class AISummoner : MonoBehaviour
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{
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[Header("AI 配置")]
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[Tooltip("召唤间隔(秒)")]
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[Min(1f)]
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public float summonInterval = 3f;
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[Tooltip("随机偏移范围(秒),避免太规律")]
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[Min(0f)]
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public float summonRandomOffset = 1f;
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[Tooltip("AI 难度:召唤CD缩放(越小越快)")]
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[Range(0.5f, 2f)]
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public float difficultyScale = 1f;
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[Header("能量管理")]
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[Tooltip("AI 初始能量")]
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[Min(0)]
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public int startingMana = 150;
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[Tooltip("AI 是否使用无限能量")]
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public bool unlimitedMana = false;
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private MainCharacterCombat combat;
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private ManaSystem manaSystem;
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private float summonCooldown;
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private bool isActive;
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private void Start()
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{
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combat = GetComponent<MainCharacterCombat>();
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if (combat == null)
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{
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Debug.LogError($"[AISummoner] {name} 缺少 MainCharacterCombat 组件!");
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enabled = false;
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return;
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}
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manaSystem = FindObjectOfType<ManaSystem>();
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if (manaSystem == null)
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{
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Debug.LogWarning($"[AISummoner] 场景中没有 ManaSystem,AI 将无法检查能量");
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}
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// 初始延迟,避免开局立刻召唤
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summonCooldown = summonInterval * difficultyScale;
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isActive = true;
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Debug.Log($"[AISummoner] {name} AI 初始化完成,召唤间隔: {summonInterval}s");
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}
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private void Update()
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{
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if (!isActive) return;
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// AI 被眩晕时停止召唤
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if (combat.IsStunned) return;
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summonCooldown -= Time.deltaTime;
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if (summonCooldown <= 0f)
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{
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TrySummon();
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ResetCooldown();
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}
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}
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private void TrySummon()
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{
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// 随机选择一个可召唤的角色槽位(1-5)
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var characters = combat.summonableCharacters;
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if (characters == null || characters.Length == 0)
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{
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Debug.LogWarning($"[AISummoner] {name} 没有可召唤的角色");
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return;
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}
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// 过滤出有效的角色数据
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int[] validSlots = new int[characters.Length];
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int validCount = 0;
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for (int i = 0; i < characters.Length; i++)
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{
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if (characters[i] != null && characters[i].unitPrefab != null)
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{
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validSlots[validCount++] = i + 1;
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}
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}
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if (validCount == 0)
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{
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// 没有可召唤的角色(能量不足或没有有效角色)
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return;
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}
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// 随机选择一个有效槽位
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int randomIndex = Random.Range(0, validCount);
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int selectedSlot = validSlots[randomIndex];
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// 执行召唤(使用 MainCharacterCombat.RequestSummon)
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bool success = combat.RequestSummon(selectedSlot);
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if (success)
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{
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var selectedCharacter = characters[selectedSlot - 1];
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Debug.Log($"[AISummoner] {name} 召唤了 {selectedCharacter.characterName} (槽位: {selectedSlot})");
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}
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}
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private void ResetCooldown()
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{
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float randomOffset = Random.Range(-summonRandomOffset, summonRandomOffset);
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summonCooldown = summonInterval * difficultyScale + randomOffset;
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}
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/// <summary>
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/// 启用/禁用 AI
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/// </summary>
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public void SetActive(bool active)
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{
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isActive = active;
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Debug.Log($"[AISummoner] {name} AI {(active ? "启用" : "禁用")}");
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}
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/// <summary>
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/// 调整难度(实时修改召唤速度)
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/// </summary>
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public void SetDifficulty(float scale)
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{
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difficultyScale = Mathf.Clamp(scale, 0.5f, 2f);
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Debug.Log($"[AISummoner] {name} 难度调整为 {difficultyScale}");
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}
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}
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