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 ```
66 lines
1.4 KiB
C#
66 lines
1.4 KiB
C#
using UnityEngine;
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[CreateAssetMenu(fileName = "NewCharacterData", menuName = "召唤之战/角色数据")]
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public class CharacterData : ScriptableObject
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{
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[Header("基础信息")]
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public string characterId = "unknown";
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public string characterName = "未命名角色";
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[TextArea(2, 4)]
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public string description = "";
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[Header("UI 显示")]
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public Sprite cardIcon;
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[Header("召唤配置")]
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public GameObject unitPrefab;
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[Min(0)]
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public int manaCost = 1;
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[Min(0f)]
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public float cooldownTime = 1f;
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[Header("兵营生产")]
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[Min(0.1f)]
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public float productionInterval = 5f;
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[Min(0)]
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public int buildingCost = 100;
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[Header("基础属性(1级)")]
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[Min(0f)]
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public float baseMaxHealth = 100f;
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[Min(0f)]
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public float baseAttackPower = 10f;
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[Min(0f)]
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public float baseMoveSpeed = 3f;
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[Header("升级成长")]
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[Min(0f)]
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public float healthPerLevel = 10f;
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[Min(0f)]
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public float attackPerLevel = 5f;
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[Min(0f)]
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public float moveSpeedPerLevel = 0f;
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public float GetMaxHealth(int level)
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{
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return baseMaxHealth + (level - 1) * healthPerLevel;
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}
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public float GetAttackPower(int level)
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{
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return baseAttackPower + (level - 1) * attackPerLevel;
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}
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public float GetMoveSpeed(int level)
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{
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return baseMoveSpeed + (level - 1) * moveSpeedPerLevel;
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}
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} |