Files
daluandou/Assets/Script/BuildingHealth.cs
T
huadexuan 769aea30f3 ```
feat(gameplay): 添加建筑系统和改进摄像机控制

- 移除人类士兵数据资产文件,重构为建筑放置系统
- 在CharacterData中添加productionInterval和buildingCost字段用于建筑生产
- 实现CameraFollow脚本的完整重写,支持键盘WASD拖动、鼠标拖动、触摸拖动
- 添加摄像机缩放功能,支持上下键和触摸双指缩放
- 更新Projecttile.cs以同时处理单位和建筑目标的伤害检测
- 修改SummonCardButton从法力值召唤改为金币建筑放置模式
- 在UnitBase.cs中更新攻击逻辑以支持对建筑造成伤害
- 升级WorldHealthBar以显示建筑生产进度和更好的缩放补偿
- 修复MainCharacterDebugMovement移除键盘移动输入冲突
- 更新包管理器中的codely.bridge版本从1.0.80到1.0.81
```
2026-09-13 23:35:59 +08:00

43 lines
1.0 KiB
C#

using UnityEngine;
[RequireComponent(typeof(WorldHealthBar))]
public class BuildingHealth : MonoBehaviour
{
[Header("建筑生命")]
[Min(1f)] public float maxHealth = 500f;
private WorldHealthBar healthBar;
public float ProductionProgress => healthBar != null
? Mathf.Clamp01(healthBar.currentEnergy / healthBar.maxEnergy)
: 0f;
private void Awake()
{
healthBar = GetComponent<WorldHealthBar>();
healthBar.maxHealth = maxHealth;
healthBar.currentHealth = maxHealth;
healthBar.maxEnergy = 1f;
healthBar.currentEnergy = 0f;
}
public void SetProductionProgress(float normalizedProgress)
{
if (healthBar != null)
{
healthBar.SetEnergy(Mathf.Clamp01(normalizedProgress) * healthBar.maxEnergy);
}
}
public bool ReceiveDamage(float damage, GameObject attacker = null)
{
if (damage <= 0f || healthBar == null)
{
return false;
}
healthBar.TakeDamage(damage);
return true;
}
}