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 ```
680 lines
20 KiB
C#
680 lines
20 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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[RequireComponent(typeof(StatusEffectController))]
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public class MainCharacterCombat : MonoBehaviour
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{
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[Header("自动攻击")]
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[Min(0f)]
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public float attackRange = 8f;
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[Min(0f)]
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public float detectRange = 10f;
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[Min(0f)]
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public float attackPower = 50f;
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[Min(0f)]
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public float attackInterval = 2f;
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[Header("模型朝向修正")]
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public float modelFacingOffset = 0f;
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[Header("动画根运动")]
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public bool useRootMotion = false;
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[Header("法术球")]
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public GameObject projectilePrefab;
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public Transform attackPos;
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[Header("召唤单位")]
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public CharacterData[] summonableCharacters = new CharacterData[5];
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public float summonDistance = 1.5f;
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public float summonSideOffset = 0.8f;
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public float summonSearchStep = 0.8f;
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public int summonSearchCount = 8; // 增加左右搜索次数:5→8
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public float summonDepthSearchStep = 1f;
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public int summonDepthSearchCount = 3; // 增加前后搜索次数:2→3
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public float summonAnimationTimeout = 2.5f;
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[Min(0f)]
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public float projectileSpeed = 12f;
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[Min(0f)]
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public float projectileLifetime = 5f;
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private StatusEffectController statusEffectController;
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private Animator animator;
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private MainCharacterDebugMovement movement;
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private GameObject target;
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private float attackCooldown;
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private float attackElapsed;
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private bool attacking;
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private bool attackEffectTriggered;
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private GameObject pendingSummonPrefab;
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private CharacterData pendingSummonCharacterData;
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private PlayerCharacterData pendingSummonPlayerData;
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private float summonElapsed;
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private bool summonSpawned;
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private bool summoning;
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public bool IsStunned => statusEffectController != null && statusEffectController.IsStunned;
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private void Start()
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{
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animator = GetComponent<Animator>();
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movement = GetComponent<MainCharacterDebugMovement>();
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statusEffectController = GetComponent<StatusEffectController>();
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if (statusEffectController == null)
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{
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statusEffectController = gameObject.AddComponent<StatusEffectController>();
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}
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if (animator != null)
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{
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animator.applyRootMotion = useRootMotion;
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}
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}
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private void Update()
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{
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// 眩晕时停止所有行动
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if (IsStunned)
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{
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if (animator != null)
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{
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animator.SetInteger("speed", 0);
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}
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return;
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}
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if (attackCooldown > 0f)
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{
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attackCooldown -= Time.deltaTime;
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}
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HandleSummonInput();
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if (summoning)
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{
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summonElapsed += Time.deltaTime;
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CheckSummonFinished();
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return;
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}
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if (attacking)
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{
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attackElapsed += Time.deltaTime;
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CheckAttackFinished();
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return;
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}
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if (animator == null)
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{
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return;
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}
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// 巡逻中也能发现敌人;发现后停止巡逻,没有敌人则恢复巡逻
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target = FindNearestEnemy();
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if (target == null)
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{
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if (movement != null)
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{
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movement.ClearChaseTarget();
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movement.SetPatrolEnabled(true);
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}
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return;
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}
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if (movement != null)
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{
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movement.SetPatrolEnabled(false);
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// 寻敌范围内但超出攻击范围:主动走近敌人再攻击(受基地栓绳限制)
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float targetDistance = GetHorizontalDistance(target.transform.position);
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if (targetDistance > attackRange)
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{
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movement.SetChaseTarget(target.transform.position);
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return;
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}
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movement.ClearChaseTarget();
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}
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if (attackCooldown > 0f)
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{
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return;
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}
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FaceTarget(target);
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SetAttackAnimationSpeed();
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animator.SetInteger("speed", 0);
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animator.ResetTrigger("attack");
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animator.SetTrigger("attack");
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attacking = true;
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attackElapsed = 0f;
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attackEffectTriggered = false;
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}
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public void OnAttackEffect()
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{
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if (attackEffectTriggered || !attacking || target == null || !target.activeInHierarchy)
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{
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return;
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}
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attackEffectTriggered = true;
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FireProjectile(target);
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}
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private void HandleSummonInput()
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{
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if (Input.GetKeyDown(KeyCode.Alpha1))
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{
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RequestSummon(1);
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}
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else if (Input.GetKeyDown(KeyCode.Alpha2))
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{
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RequestSummon(2);
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}
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}
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public bool RequestSummon(int slot)
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{
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if (summoning || animator == null)
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{
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return false;
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}
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int index = slot - 1;
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if (index < 0 || index >= summonableCharacters.Length)
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{
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return false;
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}
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CharacterData characterData = summonableCharacters[index];
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if (characterData == null || characterData.unitPrefab == null)
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{
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return false;
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}
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PlayerCharacterData playerData = PlayerDataManager.Instance != null
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? PlayerDataManager.Instance.GetDeckCharacter(index)
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: null;
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if (playerData == null)
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{
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playerData = new PlayerCharacterData(characterData.characterId, 1, 0);
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}
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if (movement != null)
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{
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movement.SetPatrolEnabled(false);
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}
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if (attacking)
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{
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FinishAttack();
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}
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BeginSummon(characterData.unitPrefab, characterData, playerData);
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return true;
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}
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// 召唤师对决模式:点卡片按 CharacterData 直接召唤(能量消耗在 RequestSummon 同路径处理)。
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public bool RequestSummonByData(CharacterData characterData)
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{
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if (summoning || animator == null || characterData == null || characterData.unitPrefab == null)
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{
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return false;
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}
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int index = System.Array.IndexOf(summonableCharacters, characterData);
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if (index < 0)
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{
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return false;
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}
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return RequestSummon(index + 1);
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}
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private void BeginSummon(GameObject prefab, CharacterData characterData, PlayerCharacterData playerData)
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{
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if (prefab == null)
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{
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return;
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}
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// 立即停止移动,并禁用移动脚本(防止干扰动画)
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SummonerClickMovement clickMovement = GetComponent<SummonerClickMovement>();
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if (clickMovement != null)
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{
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clickMovement.ClearTarget();
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clickMovement.enabled = false; // 禁用移动脚本,避免它设置 speed 参数
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}
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pendingSummonPrefab = prefab;
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pendingSummonCharacterData = characterData;
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pendingSummonPlayerData = playerData;
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summonElapsed = 0f;
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summonSpawned = false;
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summoning = true;
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animator.speed = 1f;
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// 强制重置动画状态,避免状态过渡冲突
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animator.SetInteger("speed", 0);
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animator.ResetTrigger("skill");
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animator.ResetTrigger("attack");
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// 直接强制播放 skill 动画,绕过状态机的所有过渡条件
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// Play() 会立即切换,不管当前状态是什么
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animator.Play("skill", 0, 0f);
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Debug.Log("强制播放 skill 动画");
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}
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public void OnSkillHit1()
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{
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if (!summoning || summonSpawned || pendingSummonPrefab == null)
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{
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return;
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}
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Vector3 direction = transform.forward;
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direction.y = 0f;
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direction.Normalize();
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Vector3 spawnPosition;
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if (!TryFindSummonPosition(direction, out spawnPosition))
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{
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// 找不到合适位置时,直接在召唤师前方1.5米处生成
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spawnPosition = transform.position + direction * 1.5f;
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spawnPosition.y = transform.position.y;
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}
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GameObject summoned = Instantiate(
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pendingSummonPrefab,
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spawnPosition,
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Quaternion.LookRotation(direction, Vector3.up));
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// 召唤的单位继承召唤师的阵营(不再硬编码为 Friend)
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UnitTeam summonerTeam = GetComponent<UnitTeam>();
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UnitTeam summonedTeam = summoned.GetComponent<UnitTeam>();
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if (summonerTeam != null && summonedTeam != null)
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{
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summonedTeam.teamId = summonerTeam.teamId;
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// 根据阵营设置 tag(向后兼容旧系统)
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summoned.tag = summonerTeam.teamId == 0 ? "Friend" : "Enemy";
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}
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else
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{
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// 降级:没有 UnitTeam 时保持原逻辑
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summoned.tag = "Friend";
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}
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UnitBase unitBase = summoned.GetComponent<UnitBase>();
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if (unitBase != null && pendingSummonCharacterData != null && pendingSummonPlayerData != null)
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{
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float finalHealth = pendingSummonPlayerData.GetMaxHealth(pendingSummonCharacterData);
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float finalAttack = pendingSummonPlayerData.GetAttackPower(pendingSummonCharacterData);
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float finalSpeed = pendingSummonPlayerData.GetMoveSpeed(pendingSummonCharacterData);
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unitBase.InitializeFromPlayerData(finalHealth, finalAttack, finalSpeed, pendingSummonPlayerData.level);
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Debug.Log($"主角召唤单位:{summoned.name} Lv.{pendingSummonPlayerData.level} HP={finalHealth} ATK={finalAttack} position={spawnPosition}");
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}
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else
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{
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Debug.Log("主角召唤单位:" + summoned.name + " position=" + spawnPosition);
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}
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summonSpawned = true;
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pendingSummonPrefab = null;
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pendingSummonCharacterData = null;
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pendingSummonPlayerData = null;
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}
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private bool TryFindSummonPosition(Vector3 direction, out Vector3 position)
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{
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Vector3 side = Vector3.Cross(Vector3.up, direction).normalized;
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Vector3[] directions = { direction, -direction };
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foreach (Vector3 forward in directions)
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{
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for (int depthIndex = 0; depthIndex <= summonDepthSearchCount; depthIndex++)
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{
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float depthDistance = summonDistance + depthIndex * summonDepthSearchStep;
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Vector3 center = transform.position + forward * depthDistance;
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for (int sideIndex = 0; sideIndex <= summonSearchCount; sideIndex++)
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{
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if (sideIndex == 0 && TryUseSummonCandidate(center, out position))
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{
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return true;
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}
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float sideDistance = summonSideOffset + (sideIndex - 1) * summonSearchStep;
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if (sideIndex > 0)
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{
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if (TryUseSummonCandidate(center + side * sideDistance, out position)
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|| TryUseSummonCandidate(center - side * sideDistance, out position))
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{
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return true;
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}
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}
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}
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}
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}
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position = transform.position;
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return false;
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}
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private bool TryUseSummonCandidate(Vector3 candidate, out Vector3 position)
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{
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candidate.y = transform.position.y;
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// 只检查碰撞,不检查边界(召唤师移动范围已由 SummonerClickMovement 限制)
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if (IsSummonPositionFree(candidate))
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{
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position = candidate;
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return true;
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}
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position = transform.position;
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return false;
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}
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private bool IsSummonPositionFree(Vector3 position)
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{
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const float radius = 0.55f;
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const float height = 2f;
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Vector3 center = position + Vector3.up * (height * 0.5f);
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Collider[] hits = Physics.OverlapCapsule(
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center - Vector3.up * (height * 0.5f - radius),
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center + Vector3.up * (height * 0.5f - radius),
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radius);
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foreach (Collider hit in hits)
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{
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if (hit == null || hit.transform.root == transform.root)
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{
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continue;
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}
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if (hit.gameObject.name == "BattlePlatform" || hit.transform.root.name == "BattlePlatform")
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{
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continue;
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}
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if (hit.GetComponentInParent<MainCharacterDebugMovement>() != null)
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{
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continue;
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}
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return false;
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}
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return true;
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}
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private bool IsInsideMovementBounds(Vector3 position)
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{
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// 召唤师对决模式:检查新的 SummonerClickMovement 半场限制
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SummonerClickMovement summonerMovement = GetComponent<SummonerClickMovement>();
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if (summonerMovement != null)
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{
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// 使用召唤师的半场范围
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return position.x >= summonerMovement.minX && position.x <= summonerMovement.maxX
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&& position.z >= summonerMovement.minZ && position.z <= summonerMovement.maxZ;
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}
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// 旧版建筑对攻模式:使用栓绳限制
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if (movement != null)
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{
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return movement.IsWithinLeash(position);
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}
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// 无移动组件时不限制
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return true;
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}
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private void CheckSummonFinished()
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{
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AnimatorStateInfo state = animator.GetCurrentAnimatorStateInfo(0);
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// 正常完成:skill 动画播放完毕
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if (state.IsName("skill") && state.normalizedTime >= 1f)
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{
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FinishSummon();
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return;
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}
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// 超时检测:添加调试信息
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if (summonElapsed >= summonAnimationTimeout)
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{
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// 输出当前动画状态,帮助诊断问题
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string currentState = "unknown";
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if (state.IsName("skill")) currentState = "skill";
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else if (state.IsName("idle")) currentState = "idle";
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else if (state.IsName("run")) currentState = "run";
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else if (state.IsName("attack")) currentState = "attack";
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Debug.LogWarning($"主角召唤动画超时,已解除召唤状态。当前动画状态: {currentState}, normalizedTime: {state.normalizedTime:F2}");
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FinishSummon();
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}
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}
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private void FinishSummon()
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{
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summoning = false;
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summonSpawned = false;
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pendingSummonPrefab = null;
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summonElapsed = 0f;
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animator.speed = 1f;
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animator.SetInteger("speed", 0);
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animator.Play("idle", 0, 0f);
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// 重新启用移动脚本
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SummonerClickMovement clickMovement = GetComponent<SummonerClickMovement>();
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if (clickMovement != null)
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{
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clickMovement.enabled = true;
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}
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Debug.Log("召唤完成,恢复移动脚本");
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}
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private void CheckAttackFinished()
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{
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if (attackElapsed >= 2.4f)
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{
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FinishAttack();
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return;
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}
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AnimatorClipInfo[] clips = animator.GetCurrentAnimatorClipInfo(0);
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bool playingAttack = false;
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foreach (AnimatorClipInfo clipInfo in clips)
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{
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string clipName = clipInfo.clip.name.ToLowerInvariant();
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if (clipName.Contains("attack") || clipName.Contains("攻击") || clipName.Contains("普攻"))
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{
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playingAttack = true;
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break;
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}
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}
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if (!playingAttack)
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{
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return;
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}
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if (animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= 1f)
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{
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FinishAttack();
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}
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}
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private void SetAttackAnimationSpeed()
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{
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float clipDuration = GetAttackAnimationDuration();
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if (clipDuration > 0f && attackInterval > 0f)
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{
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animator.speed = clipDuration / attackInterval;
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}
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else
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{
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animator.speed = 1f;
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}
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}
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private float GetAttackAnimationDuration()
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{
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if (animator == null || animator.runtimeAnimatorController == null)
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{
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return 0f;
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}
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var overrideController = animator.runtimeAnimatorController as AnimatorOverrideController;
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if (overrideController != null)
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{
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var overrides = new List<KeyValuePair<AnimationClip, AnimationClip>>();
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overrideController.GetOverrides(overrides);
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foreach (var pair in overrides)
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{
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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;
|
||
}
|
||
|
||
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("普攻");
|
||
}
|
||
|
||
private void FinishAttack()
|
||
{
|
||
attacking = false;
|
||
animator.speed = 1f;
|
||
animator.SetInteger("speed", 0);
|
||
}
|
||
|
||
private float GetHorizontalDistance(Vector3 position)
|
||
{
|
||
Vector3 offset = position - transform.position;
|
||
offset.y = 0f;
|
||
return offset.magnitude;
|
||
}
|
||
|
||
private GameObject FindNearestEnemy()
|
||
{
|
||
// 索敌范围使用较小的 detectRange,主角不主动远离基地寻找敌人
|
||
UnitTeam myTeam = GetComponent<UnitTeam>();
|
||
if (myTeam == null)
|
||
{
|
||
return null;
|
||
}
|
||
|
||
GameObject nearest = null;
|
||
float nearestDistance = detectRange * detectRange;
|
||
|
||
// 查找所有带 UnitTeam 的对象(包括单位和召唤师)
|
||
UnitTeam[] allTeams = FindObjectsOfType<UnitTeam>();
|
||
|
||
foreach (UnitTeam targetTeam in allTeams)
|
||
{
|
||
GameObject enemy = targetTeam.gameObject;
|
||
|
||
if (enemy == null || enemy == gameObject || enemy.transform.root == transform.root)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
// 检查是否是敌人(使用阵营 ID)
|
||
if (!myTeam.IsEnemy(enemy))
|
||
{
|
||
continue;
|
||
}
|
||
|
||
// 检查是否有 UnitBase 或 WorldHealthBar(召唤师)
|
||
UnitBase enemyUnit = enemy.GetComponentInParent<UnitBase>();
|
||
WorldHealthBar enemyHealth = enemy.GetComponentInParent<WorldHealthBar>();
|
||
|
||
if (enemyUnit == null && enemyHealth == null)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
float distance = (enemy.transform.position - transform.position).sqrMagnitude;
|
||
if (distance < nearestDistance)
|
||
{
|
||
nearest = enemy;
|
||
nearestDistance = distance;
|
||
}
|
||
}
|
||
|
||
return nearest;
|
||
}
|
||
|
||
private void FaceTarget(GameObject enemy)
|
||
{
|
||
Vector3 direction = enemy.transform.position - transform.position;
|
||
direction.y = 0f;
|
||
if (direction.sqrMagnitude > 0.001f)
|
||
{
|
||
Quaternion targetRotation = Quaternion.LookRotation(direction, Vector3.up);
|
||
transform.rotation = Quaternion.Euler(
|
||
0f,
|
||
targetRotation.eulerAngles.y + modelFacingOffset,
|
||
0f);
|
||
}
|
||
}
|
||
|
||
private void FireProjectile(GameObject enemy)
|
||
{
|
||
if (projectilePrefab == null || attackPos == null)
|
||
{
|
||
return;
|
||
}
|
||
|
||
GameObject projectileObject = Instantiate(
|
||
projectilePrefab,
|
||
attackPos.position,
|
||
attackPos.rotation);
|
||
|
||
Projectile projectile = projectileObject.GetComponent<Projectile>();
|
||
if (projectile != null)
|
||
{
|
||
projectile.Initialize(
|
||
enemy,
|
||
attackPower,
|
||
gameObject,
|
||
projectileSpeed,
|
||
projectileLifetime,
|
||
false);
|
||
}
|
||
}
|
||
} |