Files
daluandou/Assets/Script/ArcherHunterSkill.cs
T
huadexuan 53d95802e5 ```
feat(gameplay): 更新单位属性和材质配置

- 调整多个单位的基础生命值和攻击力数值平衡
- 修改CoreBattleGround材质的纹理缩放比例
- 更新地砖材质颜色为白色
- 优化纹理资源设置,调整最大纹理尺寸并添加PlayableAds平台支持
- 修复弓箭手技能目标查找逻辑,改用统一的敌人检测方法
- 为水晶矿添加中立阵营设置和光球视觉效果同步
- 调整预制体中的全局缩放参数
- 为狼人和石巨人添加NavMeshAgent组件支持
- 优化水晶矿血条显示位置计算方式
```
2026-09-20 21:52:31 +08:00

53 lines
1.5 KiB
C#

using UnityEngine;
public class ArcherHunterSkill : UnitSkill
{
[Min(0f)]
public float splitShotRadius = 3f;
public override void ReleaseSkill()
{
GameObject mainTarget = unit.Target;
if (mainTarget == null)
{
return;
}
GameObject nearbyOpponent = FindNearbyOpponent(mainTarget);
unit.FireSkillProjectile(nearbyOpponent != null ? nearbyOpponent : mainTarget);
}
private GameObject FindNearbyOpponent(GameObject mainTarget)
{
UnitTeam myTeam = unit.GetComponent<UnitTeam>();
if (myTeam == null)
{
return null;
}
GameObject nearbyOpponent = null;
float nearestSqrDistance = splitShotRadius * splitShotRadius;
foreach (UnitTeam opponentTeam in GameObject.FindObjectsOfType<UnitTeam>())
{
GameObject opponent = opponentTeam.gameObject;
if (opponent == null
|| opponent == mainTarget
|| opponent == unit.gameObject
|| opponent.transform.root == unit.transform.root
|| !myTeam.IsEnemy(opponent))
{
continue;
}
float sqrDistance = (opponent.transform.position - mainTarget.transform.position).sqrMagnitude;
if (sqrDistance <= nearestSqrDistance)
{
nearestSqrDistance = sqrDistance;
nearbyOpponent = opponent;
}
}
return nearbyOpponent;
}
}