feat(materials): 更新材质贴图纹理和缩放参数
- 修改CoreBattleGround.mat材质的MainTex纹理GUID为4435756e5310e408fb125e8f4bcee9bd
- 调整CoreBattleGround.mat材质中EmissionMap和MainTex的缩放比例从{x: 1, y: 1}改为{x: 3, y: 3}
fix(models): 调整建筑模型全局缩放比例
- 将主要基地模型的globalScale从3调整为5
- 将水晶矿模型的globalScale从1调整为7,对应骨骼缩放从1调整为0.07
- 将机械出兵点模型的globalScale从1调整为7,对应骨骼缩放从1调整为0.07
feat(textures): 为模型添加纹理贴图
- 为水晶矿模型材质添加MainTex纹理,GUID为c24a978a0c9ad4dabb831e4b2bff0e2f
- 为机械出兵点模型材质添加MainTex纹理,GUID为fb52fc095c9554db895dde01ba8a8b6c
```
1187 lines
34 KiB
C#
1187 lines
34 KiB
C#
using System.Collections.Generic;
|
||
using UnityEngine;
|
||
|
||
[RequireComponent(typeof(StatusEffectController))]
|
||
public class UnitBase : MonoBehaviour
|
||
{
|
||
|
||
//移动速度
|
||
public float speed = 5f;
|
||
|
||
//重力加速度
|
||
public float gravity = -20f;
|
||
|
||
//活动范围
|
||
public float range = 500f;
|
||
|
||
//兼容旧场景配置,目标搜索不再受此范围限制
|
||
public float detectRange = 200f;
|
||
|
||
//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;
|
||
|
||
//是否保留动画根运动;需要攻击动作带动整体躯干时开启。
|
||
[Header("动画根运动")]
|
||
public bool useRootMotion = false;
|
||
|
||
//基础攻击力,实际伤害结算逻辑后续接入
|
||
[Min(0f)]
|
||
public float attackPower = 10f;
|
||
|
||
//完整攻击动作时长,单位为秒;设置为0时使用动画真实时长
|
||
[Min(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。
|
||
[Header("技能能量")]
|
||
[Min(0f)]
|
||
public float energyPerAttack = 20f;
|
||
|
||
[Header("阵型分散")]
|
||
[Min(0f)] public float separationRadius = 1.5f;
|
||
[Min(0f)] public float separationWeight = 3f;
|
||
[Min(0f)] public float targetSpreadBias = 6f;
|
||
|
||
[Header("召唤师模式")]
|
||
// 召唤师:不自动追击远处敌人,只在站定后攻击射程内的目标;移动由 SummonerClickMovement 控制。
|
||
public bool summonerMode = false;
|
||
|
||
//召唤师模式下允许自动攻击的开关(移动时由操控脚本关闭,站定时开启)。
|
||
private bool summonerAttackEnabled = true;
|
||
|
||
private static Collider[] s_separationBuffer = new Collider[30];
|
||
|
||
//角色状态
|
||
private State state = State.Alert;
|
||
|
||
//攻击目标
|
||
public GameObject target;
|
||
|
||
//当前目标点
|
||
private Vector3 targetPos;
|
||
|
||
//初始位置坐标
|
||
private Vector3 startPos;
|
||
|
||
// NavMesh 寻路更新间隔(优化性能)
|
||
private float nextPathUpdateTime = 0f;
|
||
private const float PathUpdateInterval = 0.5f; // 每 0.5 秒更新一次路径
|
||
|
||
//动画控制器
|
||
private Animator animator;
|
||
|
||
// 角色控制器
|
||
private CharacterController controller;
|
||
|
||
// NavMesh 寻路代理(如果有的话优先使用)
|
||
private UnityEngine.AI.NavMeshAgent navAgent;
|
||
|
||
// 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;
|
||
|
||
// 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;
|
||
private UnitSkill unitSkill;
|
||
private System.Action skillFinishedCallback;
|
||
|
||
|
||
//状态枚举
|
||
public enum State
|
||
{
|
||
//警戒巡逻
|
||
Alert,
|
||
|
||
//追踪状态
|
||
Track,
|
||
|
||
//攻击状态
|
||
Attack,
|
||
|
||
//技能状态
|
||
Skill
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
|
||
// Start is called before the first frame update
|
||
public void InitializeFromPlayerData(float health, float attack, float moveSpeed)
|
||
{
|
||
attackPower = attack;
|
||
speed = moveSpeed;
|
||
|
||
if (worldHealthBar == null)
|
||
{
|
||
worldHealthBar = GetComponent<WorldHealthBar>();
|
||
}
|
||
|
||
if (worldHealthBar != null)
|
||
{
|
||
worldHealthBar.maxHealth = health;
|
||
worldHealthBar.currentHealth = health;
|
||
}
|
||
}
|
||
|
||
void Start()
|
||
{
|
||
//初始化
|
||
animator = GetComponent<Animator>();
|
||
controller = GetComponent<CharacterController>();
|
||
navAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();
|
||
worldHealthBar = GetComponent<WorldHealthBar>();
|
||
statusEffectController = EnsureStatusEffectController();
|
||
unitSkill = GetComponent<UnitSkill>();
|
||
|
||
// 如果有 NavMeshAgent,配置它并禁用 CharacterController
|
||
if (navAgent != null)
|
||
{
|
||
navAgent.speed = speed;
|
||
navAgent.angularSpeed = 120f;
|
||
navAgent.acceleration = 8f;
|
||
navAgent.stoppingDistance = attackRange * 0.95f; // 接近攻击范围边缘时停止
|
||
navAgent.autoBraking = true;
|
||
|
||
// 禁用 CharacterController,避免冲突
|
||
if (controller != null)
|
||
{
|
||
controller.enabled = false;
|
||
}
|
||
}
|
||
|
||
// 大多数角色由 CharacterController 位移;特殊攻击动作可保留动画根运动。
|
||
animator.applyRootMotion = useRootMotion;
|
||
//记录初始坐标
|
||
startPos = transform.position;
|
||
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)
|
||
{
|
||
// 攻击时直接禁用 NavMeshAgent,彻底停止移动
|
||
if (navAgent != null && navAgent.enabled)
|
||
{
|
||
navAgent.enabled = false;
|
||
}
|
||
|
||
animator.SetInteger("speed", 0);
|
||
attackElapsedTime += Time.deltaTime;
|
||
applyGravity();
|
||
CheckAttackAnimationFinished();
|
||
return;
|
||
}
|
||
|
||
if (isPlayingSkill)
|
||
{
|
||
animator.SetInteger("speed", 0);
|
||
applyGravity();
|
||
CheckSkillAnimationFinished();
|
||
return;
|
||
}
|
||
|
||
//查找场景中距离自己最近的敌对目标
|
||
target = FindNearestOpponent();
|
||
if (target != null)
|
||
{
|
||
// 召唤师模式:不主动追击,站定且攻击开关开启时才攻击射程内目标。
|
||
if (summonerMode)
|
||
{
|
||
if (!IsWithinAttackReach(target) || !summonerAttackEnabled)
|
||
{
|
||
state = State.Alert;
|
||
// 动画由 SummonerClickMovement 控制,这里不设置
|
||
applyGravity();
|
||
return;
|
||
}
|
||
attack(target);
|
||
return;
|
||
}
|
||
|
||
state = State.Track;
|
||
|
||
//目标在攻击范围外则朝目标移动,否则开始攻击
|
||
if (!IsWithinAttackReach(target))
|
||
{
|
||
move(target.transform.position - transform.position);
|
||
}
|
||
else
|
||
{
|
||
attack(target);
|
||
}
|
||
|
||
return;
|
||
}
|
||
|
||
//场上没有敌人时进入待机,不再巡逻移动
|
||
state = State.Alert;
|
||
// 召唤师模式下动画由 SummonerClickMovement 控制(移动时 speed=1,站定后 speed=0)
|
||
if (!summonerMode)
|
||
{
|
||
animator.SetInteger("speed", 0);
|
||
}
|
||
applyGravity();
|
||
}
|
||
|
||
public GameObject Target => target;
|
||
|
||
public string OpponentTag => GetOpponentTag();
|
||
|
||
// 召唤师模式下控制"移动中不攻击":移动时 false,站定后 true。
|
||
public void SetSummonerAttackEnabled(bool enabled)
|
||
{
|
||
summonerAttackEnabled = enabled;
|
||
if (!enabled && state == State.Track)
|
||
{
|
||
state = State.Alert;
|
||
}
|
||
}
|
||
|
||
public float AttackSpeedMultiplier => attackSpeedMultiplier;
|
||
|
||
public bool IsStunned => statusEffectController != null && statusEffectController.IsStunned;
|
||
|
||
public void ApplyStun(float duration)
|
||
{
|
||
EnsureStatusEffectController().ApplyStun(duration);
|
||
}
|
||
|
||
public float ModifyIncomingDamage(float damage, GameObject attacker)
|
||
{
|
||
if (damage <= 0f)
|
||
{
|
||
return 0f;
|
||
}
|
||
|
||
if (unitSkill == null)
|
||
{
|
||
return damage;
|
||
}
|
||
|
||
return unitSkill.ModifyIncomingDamage(damage, attacker);
|
||
}
|
||
|
||
public bool ReceiveDamage(float damage, GameObject attacker = null)
|
||
{
|
||
WorldHealthBar healthBar = GetComponent<WorldHealthBar>();
|
||
if (healthBar == null)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
healthBar.TakeDamage(ModifyIncomingDamage(damage, attacker), attacker);
|
||
return true;
|
||
}
|
||
|
||
//根据自身Tag找到敌对Tag
|
||
private string GetOpponentTag()
|
||
{
|
||
// 已弃用:改用阵营 ID 系统,不再依赖 Tag 判断敌我
|
||
// 保留此方法是为了兼容旧代码,但不应再被调用
|
||
Debug.LogWarning("GetOpponentTag() 已弃用,请使用阵营 ID 系统");
|
||
return null;
|
||
}
|
||
|
||
//查找距离自己最近的敌对目标(使用阵营 ID 判断)
|
||
private GameObject FindNearestOpponent()
|
||
{
|
||
var myTeam = GetComponent<UnitTeam>();
|
||
if (myTeam == null)
|
||
{
|
||
Debug.LogWarning($"{gameObject.name} 缺少 UnitTeam 组件,无法查找敌人");
|
||
return null;
|
||
}
|
||
|
||
GameObject nearestOpponent = null;
|
||
float nearestSqrDistance = float.PositiveInfinity;
|
||
|
||
// 查找所有 UnitTeam 组件(不再依赖 Tag)
|
||
UnitTeam[] allUnits = FindObjectsOfType<UnitTeam>();
|
||
|
||
foreach (var unit in allUnits)
|
||
{
|
||
// 跳过自己和友军
|
||
if (unit.gameObject == gameObject || !myTeam.IsEnemy(unit.gameObject))
|
||
{
|
||
continue;
|
||
}
|
||
|
||
//排除自己所在层级中的对象
|
||
if (unit.transform.root == transform.root)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
float sqrDistance = (unit.transform.position - transform.position).sqrMagnitude;
|
||
//加入确定性分散偏移:让不同单位偏好不同目标,避免全部涌向同一个敌人
|
||
float bias = ((uint)(gameObject.GetInstanceID() * 7919) ^ (uint)(unit.gameObject.GetInstanceID())) % 10u / 10f * targetSpreadBias;
|
||
float adjustedSqrDistance = sqrDistance + bias;
|
||
if (adjustedSqrDistance < nearestSqrDistance)
|
||
{
|
||
nearestSqrDistance = adjustedSqrDistance;
|
||
nearestOpponent = unit.gameObject;
|
||
}
|
||
}
|
||
|
||
return nearestOpponent;
|
||
}
|
||
|
||
//判断是否进入可攻击距离
|
||
private bool IsWithinAttackReach(GameObject opponent)
|
||
{
|
||
if (opponent == null)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
// NavMeshAgent 会保持一定距离,所以增加额外的攻击范围缓冲
|
||
// 原来的逻辑:selfRadius + opponentRadius + attackRange
|
||
// 现在:直接使用 attackRange,并增加 1.5 米的缓冲,让单位在更远距离就能攻击
|
||
float reachDistance = attackRange + 1.5f;
|
||
return Vector3.Distance(transform.position, opponent.transform.position) <= reachDistance;
|
||
}
|
||
|
||
private float GetHorizontalCollisionRadius(CharacterController characterController)
|
||
{
|
||
if (characterController == null)
|
||
{
|
||
return 0f;
|
||
}
|
||
|
||
Bounds bounds = characterController.bounds;
|
||
return Mathf.Max(bounds.extents.x, bounds.extents.z);
|
||
}
|
||
|
||
//查找当前Animator中使用的攻击动画时长
|
||
private float GetAttackAnimationDuration()
|
||
{
|
||
if (animator == null || animator.runtimeAnimatorController == null)
|
||
{
|
||
return 0f;
|
||
}
|
||
|
||
var overrideController = animator.runtimeAnimatorController as AnimatorOverrideController;
|
||
if (overrideController != null)
|
||
{
|
||
var overrides = new List<KeyValuePair<AnimationClip, AnimationClip>>();
|
||
overrideController.GetOverrides(overrides);
|
||
|
||
foreach (var pair in overrides)
|
||
{
|
||
if (IsAttackAnimation(pair.Key))
|
||
{
|
||
return pair.Value != null ? pair.Value.length : pair.Key.length;
|
||
}
|
||
}
|
||
}
|
||
|
||
foreach (var clip in animator.runtimeAnimatorController.animationClips)
|
||
{
|
||
if (IsAttackAnimation(clip))
|
||
{
|
||
return clip.length;
|
||
}
|
||
}
|
||
|
||
return 0f;
|
||
}
|
||
|
||
// 查找当前 Animator 中使用的技能动画时长。
|
||
private float GetSkillAnimationDuration()
|
||
{
|
||
if (animator == null || animator.runtimeAnimatorController == null)
|
||
{
|
||
return 0f;
|
||
}
|
||
|
||
var overrideController = animator.runtimeAnimatorController as AnimatorOverrideController;
|
||
if (overrideController != null)
|
||
{
|
||
var overrides = new List<KeyValuePair<AnimationClip, AnimationClip>>();
|
||
overrideController.GetOverrides(overrides);
|
||
|
||
foreach (var pair in overrides)
|
||
{
|
||
if (IsSkillAnimation(pair.Key))
|
||
{
|
||
return pair.Value != null ? pair.Value.length : pair.Key.length;
|
||
}
|
||
}
|
||
}
|
||
|
||
foreach (var clip in animator.runtimeAnimatorController.animationClips)
|
||
{
|
||
if (IsSkillAnimation(clip))
|
||
{
|
||
return clip.length;
|
||
}
|
||
}
|
||
|
||
return 0f;
|
||
}
|
||
|
||
// 根据动画名称判断是否为技能动画。
|
||
private bool IsSkillAnimation(AnimationClip clip)
|
||
{
|
||
if (clip == null)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
string clipName = clip.name.ToLowerInvariant();
|
||
return clipName.Contains("skill")
|
||
|| clipName.Contains("技能");
|
||
}
|
||
|
||
//根据动画名称判断是否为攻击动画
|
||
private bool IsAttackAnimation(AnimationClip clip)
|
||
{
|
||
if (clip == null)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
string clipName = clip.name.ToLowerInvariant();
|
||
return clipName.Contains("attack")
|
||
|| clipName.Contains("攻击")
|
||
|| clipName.Contains("挥剑");
|
||
}
|
||
|
||
//设置攻击动画播放速度
|
||
private void SetAttackAnimationSpeed()
|
||
{
|
||
float animationDuration = GetAttackAnimationDuration();
|
||
if (animationDuration <= 0f || attackDuration <= 0f)
|
||
{
|
||
animator.speed = attackSpeedMultiplier;
|
||
return;
|
||
}
|
||
|
||
animator.speed = animationDuration / attackDuration * attackSpeedMultiplier;
|
||
}
|
||
|
||
//攻击
|
||
private void attack(GameObject friend)
|
||
{
|
||
target = friend;
|
||
|
||
// 攻击时直接禁用 NavMeshAgent(彻底停止移动)
|
||
if (navAgent != null && navAgent.enabled)
|
||
{
|
||
navAgent.enabled = false;
|
||
}
|
||
|
||
FaceTarget(friend);
|
||
|
||
if (TryReleaseSkill())
|
||
{
|
||
return;
|
||
}
|
||
|
||
//根据目标攻击时长加速或减速完整攻击动画
|
||
SetAttackAnimationSpeed();
|
||
|
||
animator.SetInteger("speed", 0);
|
||
animator.SetTrigger("attack");
|
||
state = State.Attack;
|
||
attackElapsedTime = 0f;
|
||
}
|
||
|
||
private void FaceTarget(GameObject opponent)
|
||
{
|
||
FaceTarget(opponent, modelFacingOffset);
|
||
}
|
||
|
||
private void FaceTarget(GameObject opponent, float facingOffset)
|
||
{
|
||
if (opponent == null)
|
||
{
|
||
return;
|
||
}
|
||
|
||
Vector3 direction = opponent.transform.position - transform.position;
|
||
direction.y = 0f;
|
||
if (direction.sqrMagnitude <= 0.0001f)
|
||
{
|
||
return;
|
||
}
|
||
|
||
ApplyFacingRotation(direction, facingOffset);
|
||
}
|
||
|
||
public void FaceCurrentTarget()
|
||
{
|
||
FaceTarget(target);
|
||
}
|
||
|
||
public void FaceCurrentTarget(float facingOffset)
|
||
{
|
||
FaceTarget(target, facingOffset);
|
||
}
|
||
|
||
private bool TryReleaseSkill()
|
||
{
|
||
if (worldHealthBar == null
|
||
|| !worldHealthBar.IsEnergyFull
|
||
|| unitSkill == null
|
||
|| target == null
|
||
|| !target.activeInHierarchy)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
worldHealthBar.ResetEnergy();
|
||
state = State.Alert;
|
||
animator.SetInteger("speed", 0);
|
||
unitSkill.ReleaseSkill();
|
||
return true;
|
||
}
|
||
|
||
private void ApplyFacingRotation(Vector3 direction, float facingOffset)
|
||
{
|
||
direction.y = 0f;
|
||
if (direction.sqrMagnitude <= 0.0001f)
|
||
{
|
||
return;
|
||
}
|
||
|
||
Quaternion targetRotation = Quaternion.LookRotation(direction, Vector3.up);
|
||
transform.rotation = Quaternion.Euler(
|
||
0f,
|
||
targetRotation.eulerAngles.y + facingOffset,
|
||
0f);
|
||
}
|
||
|
||
//由攻击动画中最合适的帧通过 Animation Event 调用。
|
||
public void OnAttackEffect()
|
||
{
|
||
if (IsStunned || state != State.Attack || target == null)
|
||
{
|
||
return;
|
||
}
|
||
|
||
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)
|
||
{
|
||
UnitBase targetUnit = opponent.GetComponentInParent<UnitBase>();
|
||
if (targetUnit != null && targetUnit.ReceiveDamage(attackPower, gameObject))
|
||
{
|
||
RegisterAttackHit();
|
||
return;
|
||
}
|
||
|
||
CrystalMineCapture targetCrystalMine = opponent.GetComponentInParent<CrystalMineCapture>();
|
||
if (targetCrystalMine != null && targetCrystalMine.ReceiveCaptureDamage(attackPower, gameObject))
|
||
{
|
||
RegisterAttackHit();
|
||
return;
|
||
}
|
||
|
||
BuildingHealth targetBuilding = opponent.GetComponentInParent<BuildingHealth>();
|
||
if (targetBuilding != null && targetBuilding.ReceiveDamage(attackPower, gameObject))
|
||
{
|
||
RegisterAttackHit();
|
||
return;
|
||
}
|
||
|
||
// 召唤师等特殊单位(有 WorldHealthBar 但没有 UnitBase)
|
||
WorldHealthBar targetHealthBar = opponent.GetComponentInParent<WorldHealthBar>();
|
||
if (targetHealthBar != null)
|
||
{
|
||
targetHealthBar.TakeDamage(attackPower, gameObject);
|
||
RegisterAttackHit();
|
||
}
|
||
}
|
||
|
||
public void ApplySkillHit(float damageMultiplier, bool registerEnergy)
|
||
{
|
||
if (IsStunned || target == null)
|
||
{
|
||
return;
|
||
}
|
||
|
||
float damage = attackPower * Mathf.Max(0f, damageMultiplier);
|
||
UnitBase targetUnit = target.GetComponentInParent<UnitBase>();
|
||
bool hit = targetUnit != null && targetUnit.ReceiveDamage(damage, gameObject);
|
||
|
||
if (!hit)
|
||
{
|
||
CrystalMineCapture targetCrystalMine = target.GetComponentInParent<CrystalMineCapture>();
|
||
hit = targetCrystalMine != null && targetCrystalMine.ReceiveCaptureDamage(damage, gameObject);
|
||
}
|
||
|
||
if (!hit)
|
||
{
|
||
BuildingHealth targetBuilding = target.GetComponentInParent<BuildingHealth>();
|
||
hit = targetBuilding != null && targetBuilding.ReceiveDamage(damage, gameObject);
|
||
}
|
||
|
||
if (!hit)
|
||
{
|
||
return;
|
||
}
|
||
|
||
if (registerEnergy)
|
||
{
|
||
RegisterAttackHit();
|
||
}
|
||
}
|
||
|
||
public void ApplyAreaSkillDamage(float radius, float damage, bool registerEnergy)
|
||
{
|
||
if (worldHealthBar == null || damage <= 0f)
|
||
{
|
||
return;
|
||
}
|
||
|
||
UnitTeam myTeam = GetComponent<UnitTeam>();
|
||
if (myTeam == null)
|
||
{
|
||
return;
|
||
}
|
||
|
||
float clampedRadius = Mathf.Max(0f, radius);
|
||
float radiusSquared = clampedRadius * clampedRadius;
|
||
|
||
// 查找所有带 UnitTeam 的对象(包括单位和召唤师)
|
||
UnitTeam[] allTeams = FindObjectsOfType<UnitTeam>();
|
||
HashSet<WorldHealthBar> hitHealthBars = new HashSet<WorldHealthBar>();
|
||
|
||
foreach (UnitTeam targetTeam in allTeams)
|
||
{
|
||
GameObject opponent = targetTeam.gameObject;
|
||
|
||
if (opponent == null || opponent == gameObject || opponent.transform.root == transform.root)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
// 检查是否是敌人
|
||
if (!myTeam.IsEnemy(opponent))
|
||
{
|
||
continue;
|
||
}
|
||
|
||
Vector3 offset = opponent.transform.position - transform.position;
|
||
offset.y = 0f;
|
||
if (offset.sqrMagnitude > radiusSquared)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
UnitBase targetUnit = opponent.GetComponentInParent<UnitBase>();
|
||
BuildingHealth targetBuilding = opponent.GetComponentInParent<BuildingHealth>();
|
||
WorldHealthBar healthBar = null;
|
||
|
||
if (targetUnit != null)
|
||
{
|
||
healthBar = targetUnit.GetComponent<WorldHealthBar>();
|
||
}
|
||
else if (targetBuilding != null)
|
||
{
|
||
healthBar = targetBuilding.GetComponent<WorldHealthBar>();
|
||
}
|
||
else
|
||
{
|
||
// 召唤师等特殊单位(有 WorldHealthBar 但没有 UnitBase)
|
||
healthBar = opponent.GetComponentInParent<WorldHealthBar>();
|
||
}
|
||
|
||
if (healthBar == null || !hitHealthBars.Add(healthBar))
|
||
{
|
||
continue;
|
||
}
|
||
|
||
if (targetUnit != null)
|
||
{
|
||
targetUnit.ReceiveDamage(damage, gameObject);
|
||
}
|
||
else if (targetBuilding != null)
|
||
{
|
||
targetBuilding.ReceiveDamage(damage, gameObject);
|
||
}
|
||
else if (healthBar != null)
|
||
{
|
||
// 召唤师等特殊单位
|
||
healthBar.TakeDamage(damage, gameObject);
|
||
}
|
||
}
|
||
|
||
if (registerEnergy)
|
||
{
|
||
RegisterAttackHit();
|
||
}
|
||
}
|
||
|
||
public void ApplyAreaStun(float radius, float duration)
|
||
{
|
||
if (duration <= 0f)
|
||
{
|
||
return;
|
||
}
|
||
|
||
UnitTeam myTeam = GetComponent<UnitTeam>();
|
||
if (myTeam == null)
|
||
{
|
||
return;
|
||
}
|
||
|
||
float clampedRadius = Mathf.Max(0f, radius);
|
||
float radiusSquared = clampedRadius * clampedRadius;
|
||
|
||
// 查找所有带 UnitTeam 的对象(包括单位和召唤师)
|
||
UnitTeam[] allTeams = FindObjectsOfType<UnitTeam>();
|
||
HashSet<UnitBase> hitUnits = new HashSet<UnitBase>();
|
||
|
||
foreach (UnitTeam targetTeam in allTeams)
|
||
{
|
||
GameObject opponent = targetTeam.gameObject;
|
||
|
||
if (opponent == null || opponent == gameObject || opponent.transform.root == transform.root)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
// 检查是否是敌人
|
||
if (!myTeam.IsEnemy(opponent))
|
||
{
|
||
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))
|
||
{
|
||
unit.ApplyStun(duration);
|
||
continue;
|
||
}
|
||
|
||
// 召唤师等特殊单位(有 StatusEffectController 但没有 UnitBase)
|
||
StatusEffectController statusEffect = opponent.GetComponentInParent<StatusEffectController>();
|
||
if (statusEffect != null)
|
||
{
|
||
statusEffect.ApplyStun(duration);
|
||
}
|
||
}
|
||
}
|
||
|
||
public void RegisterAttackHit()
|
||
{
|
||
if (IsStunned)
|
||
{
|
||
return;
|
||
}
|
||
|
||
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);
|
||
}
|
||
}
|
||
|
||
public void FireSkillProjectile(GameObject opponent)
|
||
{
|
||
FireSkillProjectile(opponent, 1f);
|
||
}
|
||
|
||
public void FireSkillProjectile(GameObject opponent, float damageMultiplier)
|
||
{
|
||
if (opponent == null || projectilePrefab == null || projectileSpawnPoint == null)
|
||
{
|
||
return;
|
||
}
|
||
|
||
GameObject projectileObject = Instantiate(
|
||
projectilePrefab,
|
||
projectileSpawnPoint.position,
|
||
projectileSpawnPoint.rotation);
|
||
Projectile projectile = projectileObject.GetComponent<Projectile>();
|
||
if (projectile != null)
|
||
{
|
||
// 技能箭不再次积攒能量,避免技能触发递归。
|
||
projectile.Initialize(opponent, attackPower * Mathf.Max(0f, damageMultiplier), gameObject, projectileSpeed, projectileLifetime, false);
|
||
}
|
||
}
|
||
|
||
// 普通攻击命中后只积攒能量,大招在下一次普攻开始前释放。
|
||
private void AddAttackEnergy()
|
||
{
|
||
if (worldHealthBar == null || energyPerAttack <= 0f)
|
||
{
|
||
return;
|
||
}
|
||
|
||
worldHealthBar.AddEnergy(energyPerAttack);
|
||
}
|
||
|
||
private float GetSkillAnimationSpeed(float targetDuration)
|
||
{
|
||
float animationDuration = GetSkillAnimationDuration();
|
||
if (animationDuration <= 0f || targetDuration <= 0f)
|
||
{
|
||
return 1f;
|
||
}
|
||
|
||
return animationDuration / targetDuration;
|
||
}
|
||
|
||
public void PlaySkillAnimation(System.Action onFinished, float targetDuration = 0f)
|
||
{
|
||
if (isPlayingSkill)
|
||
{
|
||
return;
|
||
}
|
||
|
||
skillFinishedCallback = onFinished;
|
||
isPlayingSkill = true;
|
||
state = State.Skill;
|
||
animator.speed = GetSkillAnimationSpeed(targetDuration);
|
||
animator.SetInteger("speed", 0);
|
||
animator.SetTrigger("skill");
|
||
}
|
||
|
||
public void MultiplyAttackSpeed(float multiplier, float limit)
|
||
{
|
||
attackSpeedMultiplier = Mathf.Min(
|
||
attackSpeedMultiplier * multiplier,
|
||
limit);
|
||
animator.speed = attackSpeedMultiplier;
|
||
}
|
||
|
||
private void CheckSkillAnimationFinished()
|
||
{
|
||
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
|
||
if (!stateInfo.IsName("skill") || stateInfo.normalizedTime < 1f)
|
||
{
|
||
return;
|
||
}
|
||
|
||
isPlayingSkill = false;
|
||
state = State.Alert;
|
||
animator.speed = attackSpeedMultiplier;
|
||
skillFinishedCallback?.Invoke();
|
||
skillFinishedCallback = null;
|
||
}
|
||
|
||
|
||
// 根据当前攻击动画的播放进度自动结束攻击,不依赖 Animation Event。
|
||
private void CheckAttackAnimationFinished()
|
||
{
|
||
float animationDuration = attackDuration > 0f
|
||
? attackDuration
|
||
: GetAttackAnimationDuration();
|
||
|
||
if (animationDuration > 0f && attackElapsedTime >= animationDuration)
|
||
{
|
||
FinishAttack();
|
||
return;
|
||
}
|
||
|
||
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当前攻速倍率。
|
||
animator.speed = attackSpeedMultiplier;
|
||
|
||
//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();
|
||
if (target != null && IsWithinAttackReach(target))
|
||
{
|
||
// 攻击结束后可能已切换到新的近距离目标,先更新朝向再开始下一次攻击。
|
||
FaceTarget(target);
|
||
attack(target);
|
||
return;
|
||
}
|
||
|
||
//目标离开攻击范围,回到待机逻辑。
|
||
state = State.Alert;
|
||
animator.SetInteger("speed", 0);
|
||
applyGravity();
|
||
}
|
||
|
||
|
||
|
||
//角色移动,持续到目标点
|
||
void move(Vector3 movement)
|
||
{
|
||
movement.y = 0;
|
||
|
||
// 如果有 NavMeshAgent,使用它来移动
|
||
if (navAgent != null)
|
||
{
|
||
// 重新启用 NavMeshAgent(攻击后可能被禁用)
|
||
if (!navAgent.enabled)
|
||
{
|
||
navAgent.enabled = true;
|
||
}
|
||
|
||
if (navAgent.isOnNavMesh)
|
||
{
|
||
// 确保没有被停止
|
||
if (navAgent.isStopped)
|
||
{
|
||
navAgent.isStopped = false;
|
||
}
|
||
|
||
// 限制寻路更新频率(性能优化)
|
||
if (Time.time >= nextPathUpdateTime)
|
||
{
|
||
// 设置目标位置(相对于当前位置)
|
||
Vector3 targetPosition = transform.position + movement.normalized * 10f;
|
||
navAgent.SetDestination(targetPosition);
|
||
nextPathUpdateTime = Time.time + PathUpdateInterval;
|
||
}
|
||
|
||
// 根据速度设置动画
|
||
if (navAgent.velocity.magnitude > 0.1f)
|
||
{
|
||
animator.SetInteger("speed", 1);
|
||
}
|
||
else
|
||
{
|
||
animator.SetInteger("speed", 0);
|
||
}
|
||
|
||
return;
|
||
}
|
||
}
|
||
|
||
// 否则使用 CharacterController(旧方式)
|
||
//友军分离力:与过近的同阵营单位互相推开,避免扎堆
|
||
Vector3 separation = ComputeSeparation();
|
||
if (separation.sqrMagnitude > 0.0001f)
|
||
{
|
||
movement += separation * separationWeight;
|
||
movement.y = 0;
|
||
}
|
||
|
||
if (movement == Vector3.zero)
|
||
{
|
||
animator.SetInteger("speed", 0);
|
||
applyGravity();
|
||
return;
|
||
}
|
||
|
||
//改变动画控制器的参数
|
||
animator.SetInteger("speed", 1);
|
||
//向目标点移动,同时应用垂直重力
|
||
Vector3 velocity = movement.normalized * speed;
|
||
velocity.y = getVerticalVelocity();
|
||
controller.Move(velocity * Time.deltaTime);
|
||
//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);
|
||
}
|
||
|
||
//计算与附近同阵营单位的分离向量;越近推力越大。
|
||
private Vector3 ComputeSeparation()
|
||
{
|
||
if (separationRadius <= 0f)
|
||
{
|
||
return Vector3.zero;
|
||
}
|
||
|
||
int hitCount = Physics.OverlapSphereNonAlloc(transform.position, separationRadius, s_separationBuffer);
|
||
Vector3 separation = Vector3.zero;
|
||
|
||
for (int i = 0; i < hitCount; i++)
|
||
{
|
||
Collider other = s_separationBuffer[i];
|
||
if (other == null || other.gameObject == gameObject)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
//只推开同阵营单位,敌人间的碰撞由CharacterController自然阻挡
|
||
if (!other.CompareTag(gameObject.tag))
|
||
{
|
||
continue;
|
||
}
|
||
|
||
Vector3 diff = transform.position - other.transform.position;
|
||
diff.y = 0f;
|
||
float distance = diff.magnitude;
|
||
if (distance > 0.01f && distance < separationRadius)
|
||
{
|
||
separation += diff / distance * (separationRadius - distance);
|
||
}
|
||
}
|
||
|
||
return separation;
|
||
}
|
||
|
||
|
||
private float getVerticalVelocity()
|
||
{
|
||
if (controller.isGrounded && verticalVelocity < 0)
|
||
{
|
||
verticalVelocity = -2f;
|
||
}
|
||
else
|
||
{
|
||
verticalVelocity += gravity * Time.deltaTime;
|
||
}
|
||
|
||
return verticalVelocity;
|
||
}
|
||
|
||
private void applyGravity()
|
||
{
|
||
// 只在 CharacterController 启用时应用重力
|
||
if (controller != null && controller.enabled)
|
||
{
|
||
controller.Move(Vector3.up * getVerticalVelocity() * Time.deltaTime);
|
||
}
|
||
}
|
||
|
||
// 在 Scene 视图中标记箭的发射位置和方向,便于调整空物体。
|
||
private void OnDrawGizmos()
|
||
{
|
||
if (projectileSpawnPoint == null)
|
||
{
|
||
return;
|
||
}
|
||
|
||
Vector3 position = projectileSpawnPoint.position;
|
||
Gizmos.color = Color.cyan;
|
||
Gizmos.DrawWireSphere(position, 0.08f);
|
||
Gizmos.DrawLine(position, position + projectileSpawnPoint.forward * 0.4f);
|
||
|
||
Gizmos.color = Color.green;
|
||
Gizmos.DrawLine(position, position + projectileSpawnPoint.up * 0.15f);
|
||
}
|
||
|
||
//随机目标点
|
||
private void randomTargetPos()
|
||
{
|
||
//以startPos为中心,在水平圆形范围内随机一个点
|
||
Vector2 randomOffset = Random.insideUnitCircle * range;
|
||
targetPos = startPos + new Vector3(randomOffset.x, 0, randomOffset.y);
|
||
}
|
||
}
|
||
|