feat(gameplay): 提升单位检测范围并添加法师属性 - 将所有单位的检测范围从默认值提升至100 - 为法师预制体添加护盾、等级等新属性 - 为法师添加暴击、吸血、伤害减免等战斗属性 - 更换法师弹丸预设并调整相关参数 - 添加锚点交战Z线控制功能 - 更新玩家数据中配备的召唤师技能 - 移除多余的纹理配置文件 ```
177 lines
4.7 KiB
C#
177 lines
4.7 KiB
C#
using UnityEngine;
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public class Projectile : MonoBehaviour
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{
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[Header("爆炸效果(可选)")]
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public GameObject explosionPrefab; // 爆炸特效预制体,留空则没有爆炸效果
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private GameObject target;
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private GameObject owner;
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private float damage;
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private float speed;
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private float lifetime;
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private bool registerEnergyOnHit;
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private bool initialized;
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private bool hasHit;
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public void Initialize(
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GameObject targetObject,
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float damageAmount,
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GameObject ownerObject,
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float moveSpeed,
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float lifeTime,
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bool registerEnergy = true)
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{
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target = targetObject;
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damage = damageAmount;
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owner = ownerObject;
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speed = moveSpeed;
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lifetime = lifeTime;
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registerEnergyOnHit = registerEnergy;
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initialized = true;
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hasHit = false;
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// The projectile uses its own raycast hit check. Disable the collider so
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// it cannot be destroyed or disturbed by the owner's launch socket.
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foreach (var collider in GetComponentsInChildren<Collider>(true))
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{
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collider.enabled = false;
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}
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if (lifetime > 0f)
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{
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Destroy(gameObject, lifetime);
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}
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}
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private void Update()
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{
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if (!initialized)
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{
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return;
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}
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if (target == null)
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{
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Destroy(gameObject);
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return;
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}
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// 目标根节点位于脚底,只取水平差值,让箭保持当前高度平行飞行。
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Vector3 offset = target.transform.position - transform.position;
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offset.y = 0f;
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if (offset.sqrMagnitude <= 0.01f)
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{
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HitTarget(target);
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return;
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}
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Vector3 direction = offset.normalized;
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float distance = speed * Time.deltaTime;
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if (distance >= offset.magnitude)
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{
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HitTarget(target);
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return;
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}
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// 投射物保持水平飞行,并让根节点前方始终指向当前目标。
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transform.rotation = Quaternion.LookRotation(direction, Vector3.up);
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if (Physics.Raycast(transform.position, direction, out RaycastHit hit, distance))
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{
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TryHit(hit.collider.gameObject);
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if (hit.collider.transform.root == target.transform.root)
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{
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return;
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}
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}
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// 火球保持 Prefab 固定角度,不随飞行方向旋转
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// transform.forward = direction;
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transform.position += direction * distance;
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}
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private void OnTriggerEnter(Collider other)
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{
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TryHit(other.gameObject);
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}
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private void OnCollisionEnter(Collision collision)
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{
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TryHit(collision.gameObject);
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}
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private void TryHit(GameObject hitObject)
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{
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if (!initialized || hitObject == null || target == null || IsOwner(hitObject))
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{
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return;
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}
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if (hitObject.transform.root == target.transform.root)
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{
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HitTarget(hitObject);
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}
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}
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private void HitTarget(GameObject hitObject)
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{
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if (hasHit)
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{
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return;
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}
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UnitBase targetUnit = hitObject.GetComponentInParent<UnitBase>();
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WorldHealthBar targetHealthBar = hitObject.GetComponentInParent<WorldHealthBar>();
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if (targetUnit == null && targetHealthBar == null)
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{
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return;
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}
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hasHit = true;
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if (targetUnit != null)
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{
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targetUnit.ReceiveDamage(damage, owner);
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}
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else if (targetHealthBar != null)
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{
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// 召唤师等特殊单位(有 WorldHealthBar 但没有 UnitBase)
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targetHealthBar.TakeDamage(damage, owner);
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}
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if (registerEnergyOnHit && owner != null)
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{
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UnitBase unit = owner.GetComponent<UnitBase>();
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if (unit != null)
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{
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unit.RegisterAttackHit();
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// 远程投射物通用吸血
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if (unit.lifestealRate > 0f)
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{
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WorldHealthBar ownerBar = unit.GetComponent<WorldHealthBar>();
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if (ownerBar != null)
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{
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ownerBar.Heal(damage * unit.lifestealRate);
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}
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}
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}
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}
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// 生成爆炸效果
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if (explosionPrefab != null)
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{
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Instantiate(explosionPrefab, transform.position, Quaternion.identity);
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}
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Destroy(gameObject);
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}
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private bool IsOwner(GameObject hitObject)
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{
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return owner != null &&
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(hitObject == owner || hitObject.transform.root == owner.transform.root);
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}
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}
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