chore(bridge): 移除桥接包中的提交记录和 Git 属性配置 移除了 .codely-bridge-commit 文件中存储的提交哈希 移除了 .gitattributes 文件中的行结束符配置规则 ```
610 lines
21 KiB
C#
610 lines
21 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// 玩家技能系统(召唤师技能)
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/// 依据 PlayerData 中 equippedSummonerSkills 动态初始化图标与释放相匹配的技能效果
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/// </summary>
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public class PlayerSkillSystem : MonoBehaviour
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{
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public static PlayerSkillSystem Instance { get; private set; }
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[Header("战术增益加成倍率")]
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public float cooldownMultiplier = 1f; // 冷却缩减倍率
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public float powerMultiplier = 1f; // 威力加成倍率
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[Header("技能1组件绑定")]
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public Button skill1Button;
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public Image skill1CooldownMask;
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public Text skill1CooldownText;
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public string skill1CurrentName = "神圣赞歌";
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public float skill1Cooldown = 25f;
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private float skill1RemainingCooldown = 0f;
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[Header("技能2组件绑定")]
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public Button skill2Button;
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public Image skill2CooldownMask;
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public Text skill2CooldownText;
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public string skill2CurrentName = "天雷狂轰";
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public float skill2Cooldown = 20f;
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private float skill2RemainingCooldown = 0f;
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[Header("通用特效预制体引用")]
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public GameObject cureBallPrefab; // 飞球预制体 (Assets/Prefabs/特效/飞球/cureBall.prefab)
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public GameObject healNovaPrefab; // 治疗冲击波 (Assets/TJGeneratorLibEffects/Prefabs/Interactive/Healing/HealNova.prefab)
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public GameObject lightningStrikePrefab; // 落雷击中 (Assets/TJGeneratorLibEffects/Prefabs/Combat/Explosions/LightningExplosion/LightningExplosionBlue.prefab)
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public GameObject lightningNovaPrefab; // 雷暴全屏光环 (Assets/TJGeneratorLibEffects/Prefabs/Combat/Nova/Lightning/NovaLightningBlue.prefab)
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public Transform castStartTransform; // 施法起始点
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private void Awake()
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{
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Instance = this;
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}
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private void Start()
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{
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EnsureSkillUIReferences();
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LoadEquippedSkillIcons();
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if (skill1Button != null)
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{
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skill1Button.onClick.RemoveAllListeners();
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skill1Button.onClick.AddListener(UseSkill1);
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}
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if (skill2Button != null)
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{
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skill2Button.onClick.RemoveAllListeners();
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skill2Button.onClick.AddListener(UseSkill2);
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}
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}
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private void EnsureSkillUIReferences()
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{
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var canvas = GameObject.Find("TowerDefenseCanvas");
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if (canvas == null) return;
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var skillsPanel = canvas.transform.Find("BottomUI/SkillsPanel");
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if (skillsPanel == null) return;
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if (skillsPanel.childCount > 0)
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{
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var item1 = skillsPanel.GetChild(0);
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if (skill1Button == null)
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{
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skill1Button = item1.GetComponent<Button>();
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if (skill1Button == null) skill1Button = item1.gameObject.AddComponent<Button>();
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}
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if (skill1CooldownMask == null)
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{
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var maskTr = item1.Find("CooldownMask");
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if (maskTr != null) skill1CooldownMask = maskTr.GetComponent<Image>();
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}
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if (skill1CooldownText == null)
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{
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var textTr = item1.Find("CooldownText");
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if (textTr != null) skill1CooldownText = textTr.GetComponent<Text>();
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}
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}
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if (skillsPanel.childCount > 1)
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{
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var item2 = skillsPanel.GetChild(1);
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if (skill2Button == null)
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{
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skill2Button = item2.GetComponent<Button>();
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if (skill2Button == null) skill2Button = item2.gameObject.AddComponent<Button>();
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}
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if (skill2CooldownMask == null)
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{
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var maskTr = item2.Find("CooldownMask");
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if (maskTr != null) skill2CooldownMask = maskTr.GetComponent<Image>();
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}
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if (skill2CooldownText == null)
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{
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var textTr = item2.Find("CooldownText");
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if (textTr != null) skill2CooldownText = textTr.GetComponent<Text>();
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}
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}
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}
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/// <summary>
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/// 从 PlayerData 读取玩家配置的 2 个召唤师技能名称,并绑定图标到 UI 位置
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/// </summary>
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public void LoadEquippedSkillIcons()
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{
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skill1CurrentName = "神圣赞歌";
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skill2CurrentName = "天雷狂轰";
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if (PlayerDataManager.Instance != null && PlayerDataManager.Instance.equippedSummonerSkills != null && PlayerDataManager.Instance.equippedSummonerSkills.Length >= 2)
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{
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skill1CurrentName = PlayerDataManager.Instance.equippedSummonerSkills[0];
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skill2CurrentName = PlayerDataManager.Instance.equippedSummonerSkills[1];
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}
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SetSkillIcon(skill1Button, skill1CurrentName);
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SetSkillIcon(skill2Button, skill2CurrentName);
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skill1Cooldown = GetSkillBaseCooldown(skill1CurrentName);
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skill2Cooldown = GetSkillBaseCooldown(skill2CurrentName);
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}
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private float GetSkillBaseCooldown(string skillName)
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{
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return skillName switch
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{
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"神圣赞歌" => 25f,
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"天雷狂轰" => 20f,
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"陨石轰炸" => 22f,
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"绝对零度" => 30f,
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"斩杀风暴" => 25f,
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"庇护圣盾" => 24f,
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"虚弱诅咒" => 20f,
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"岩石傀儡" => 28f,
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_ => 20f
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};
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}
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private void SetSkillIcon(Button skillBtn, string skillName)
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{
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if (skillBtn == null || string.IsNullOrEmpty(skillName)) return;
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Image img = skillBtn.GetComponent<Image>();
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if (img != null)
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{
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Sprite icon = GetSkillIconSprite(skillName);
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if (icon != null)
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{
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img.sprite = icon;
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}
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}
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}
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public static Sprite GetSkillIconSprite(string skillName)
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{
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if (string.IsNullOrEmpty(skillName)) return null;
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Sprite icon = Resources.Load<Sprite>($"Picture/UI/召唤师技能图标/{skillName}");
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#if UNITY_EDITOR
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if (icon == null)
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{
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icon = UnityEditor.AssetDatabase.LoadAssetAtPath<Sprite>($"Assets/Picture/UI/召唤师技能图标/{skillName}.png");
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}
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#endif
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return icon;
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}
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private void Update()
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{
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EnsureSkillUIReferences();
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// 技能 1 冷却更新
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float totalCD1 = skill1Cooldown * cooldownMultiplier;
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if (skill1RemainingCooldown > 0)
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{
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skill1RemainingCooldown -= Time.deltaTime;
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if (skill1Button != null) skill1Button.interactable = false;
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if (skill1CooldownMask != null)
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{
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skill1CooldownMask.gameObject.SetActive(true);
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skill1CooldownMask.fillAmount = totalCD1 > 0 ? Mathf.Clamp01(skill1RemainingCooldown / totalCD1) : 0f;
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}
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if (skill1CooldownText != null)
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{
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skill1CooldownText.text = Mathf.CeilToInt(skill1RemainingCooldown).ToString();
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skill1CooldownText.gameObject.SetActive(true);
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}
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}
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else
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{
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if (skill1Button != null) skill1Button.interactable = true;
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if (skill1CooldownMask != null) skill1CooldownMask.gameObject.SetActive(false);
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if (skill1CooldownText != null) skill1CooldownText.gameObject.SetActive(false);
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}
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// 技能 2 冷却更新
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float totalCD2 = skill2Cooldown * cooldownMultiplier;
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if (skill2RemainingCooldown > 0)
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{
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skill2RemainingCooldown -= Time.deltaTime;
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if (skill2Button != null) skill2Button.interactable = false;
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if (skill2CooldownMask != null)
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{
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skill2CooldownMask.gameObject.SetActive(true);
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skill2CooldownMask.fillAmount = totalCD2 > 0 ? Mathf.Clamp01(skill2RemainingCooldown / totalCD2) : 0f;
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}
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if (skill2CooldownText != null)
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{
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skill2CooldownText.text = Mathf.CeilToInt(skill2RemainingCooldown).ToString();
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skill2CooldownText.gameObject.SetActive(true);
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}
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}
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else
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{
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if (skill2Button != null) skill2Button.interactable = true;
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if (skill2CooldownMask != null) skill2CooldownMask.gameObject.SetActive(false);
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if (skill2CooldownText != null) skill2CooldownText.gameObject.SetActive(false);
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}
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}
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/// <summary>
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/// 触发技能1
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/// </summary>
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public void UseSkill1()
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{
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if (skill1RemainingCooldown > 0) return;
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ExecuteSkillByName(skill1CurrentName);
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skill1RemainingCooldown = skill1Cooldown * cooldownMultiplier;
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}
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/// <summary>
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/// 触发技能2
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/// </summary>
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public void UseSkill2()
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{
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if (skill2RemainingCooldown > 0) return;
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ExecuteSkillByName(skill2CurrentName);
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skill2RemainingCooldown = skill2Cooldown * cooldownMultiplier;
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}
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/// <summary>
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/// 统一按技能名字调度执行对应的技能效果
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/// </summary>
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public void ExecuteSkillByName(string skillName)
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{
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Debug.Log($"<color=yellow>【召唤师技能】释放:{skillName}(威力倍率: {powerMultiplier:F2})</color>");
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switch (skillName)
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{
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case "神圣赞歌":
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ExecuteDivineHymn();
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break;
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case "天雷狂轰":
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ExecuteLightningStorm();
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break;
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case "陨石轰炸":
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ExecuteMeteorStrike();
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break;
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case "绝对零度":
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ExecuteAbsoluteZero();
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break;
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case "斩杀风暴":
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ExecuteExecuteStorm();
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break;
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case "庇护圣盾":
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ExecuteSanctuaryShield();
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break;
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case "虚弱诅咒":
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ExecuteWeaknessCurse();
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break;
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case "岩石傀儡":
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ExecuteRockGolemSummon();
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break;
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default:
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Debug.LogWarning($"未找到技能 [{skillName}] 的处理分支,默认执行天雷狂轰");
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ExecuteLightningStorm();
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break;
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}
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}
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#region 技能具体逻辑实现
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/// <summary>
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/// 1. 神圣赞歌:群体治疗
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/// </summary>
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private void ExecuteDivineHymn()
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{
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float finalHeal = (100f + 25f) * powerMultiplier;
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Vector3 targetPos = GetAllyCenterPosition();
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Vector3 startPos = castStartTransform != null ? castStartTransform.position : new Vector3(targetPos.x, targetPos.y + 10f, targetPos.z - 8f);
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GameObject ballPrefab = cureBallPrefab;
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if (ballPrefab == null) ballPrefab = Resources.Load<GameObject>("Prefabs/特效/飞球/cureBall");
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#if UNITY_EDITOR
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if (ballPrefab == null) ballPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Prefabs/特效/飞球/cureBall.prefab");
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#endif
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GameObject novaPrefab = healNovaPrefab;
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#if UNITY_EDITOR
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if (novaPrefab == null) novaPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>("Assets/TJGeneratorLibEffects/Prefabs/Interactive/Healing/HealNova.prefab");
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#endif
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if (ballPrefab != null)
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{
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GameObject ballGo = Instantiate(ballPrefab, startPos, Quaternion.identity);
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var parabola = ballGo.GetComponent<ParabolaFlyObject>();
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if (parabola == null) parabola = ballGo.AddComponent<ParabolaFlyObject>();
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parabola.Launch(startPos, targetPos, 0.8f, 4.5f, novaPrefab, () =>
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{
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BuffSystem.Instance.ApplyGroupHeal(finalHeal);
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});
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}
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else
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{
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BuffSystem.Instance.ApplyGroupHeal(finalHeal);
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}
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}
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/// <summary>
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/// 2. 天雷狂轰:全屏落雷
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/// </summary>
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private void ExecuteLightningStorm()
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{
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float finalDamage = 120f * powerMultiplier;
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GameObject strikePrefab = lightningStrikePrefab;
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#if UNITY_EDITOR
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if (strikePrefab == null) strikePrefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>("Assets/TJGeneratorLibEffects/Prefabs/Combat/Explosions/LightningExplosion/LightningExplosionBlue.prefab");
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#endif
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GameObject novaPrefab = lightningNovaPrefab;
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#if UNITY_EDITOR
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if (novaPrefab == null) novaPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>("Assets/TJGeneratorLibEffects/Prefabs/Combat/Nova/Lightning/NovaLightningBlue.prefab");
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#endif
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if (novaPrefab != null)
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{
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Vector3 centerPos = new Vector3(0f, 0.1f, 0f);
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var novaGo = Instantiate(novaPrefab, centerPos, novaPrefab.transform.rotation);
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Destroy(novaGo, 3.5f);
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}
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var targetEnemies = GetActiveEnemyUnits();
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StartCoroutine(ExecuteLightningStrikesRoutine(targetEnemies, strikePrefab, finalDamage));
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}
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private IEnumerator ExecuteLightningStrikesRoutine(List<UnitBase> targetEnemies, GameObject strikePrefab, float finalDamage)
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{
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if (targetEnemies.Count > 0)
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{
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for (int i = 0; i < targetEnemies.Count; i++)
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{
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var enemy = targetEnemies[i];
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if (enemy != null && enemy.gameObject.activeInHierarchy)
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{
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Vector3 strikePos = enemy.transform.position;
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strikePos.y = 0.1f;
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if (strikePrefab != null)
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{
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var strikeGo = Instantiate(strikePrefab, strikePos, strikePrefab.transform.rotation);
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Destroy(strikeGo, 3f);
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}
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var healthBar = enemy.GetComponent<WorldHealthBar>();
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if (healthBar != null && !healthBar.IsDead)
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{
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healthBar.TakeDamage(finalDamage);
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// 30% 概率眩晕 1.5 秒
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if (Random.value <= 0.3f)
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{
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enemy.ApplyStun(1.5f);
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}
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}
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}
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yield return new WaitForSeconds(0.08f);
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}
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}
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else
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{
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for (int i = 0; i < 6; i++)
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{
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Vector3 randomPos = new Vector3(Random.Range(-5f, 5f), 0.1f, Random.Range(2f, 12f));
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if (strikePrefab != null)
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{
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var strikeGo = Instantiate(strikePrefab, randomPos, strikePrefab.transform.rotation);
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Destroy(strikeGo, 3f);
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}
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yield return new WaitForSeconds(0.08f);
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}
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}
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}
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/// <summary>
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/// 3. 陨石轰炸:全屏/多目标烈焰砸击
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/// </summary>
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private void ExecuteMeteorStrike()
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{
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float finalDamage = 300f * powerMultiplier;
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var targetEnemies = GetActiveEnemyUnits();
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GameObject expPrefab = null;
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#if UNITY_EDITOR
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expPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>("Assets/TJGeneratorLibEffects/Prefabs/Combat/Explosions/MagicExplosion/MagicExplosionFire.prefab");
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#endif
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if (targetEnemies.Count > 0)
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{
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foreach (var enemy in targetEnemies)
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{
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if (enemy == null || !enemy.gameObject.activeInHierarchy) continue;
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Vector3 pos = enemy.transform.position;
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pos.y = 0.1f;
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if (expPrefab != null)
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{
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var exp = Instantiate(expPrefab, pos, expPrefab.transform.rotation);
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exp.transform.localScale = Vector3.one * 2f;
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Destroy(exp, 3f);
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}
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var healthBar = enemy.GetComponent<WorldHealthBar>();
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if (healthBar != null && !healthBar.IsDead)
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{
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healthBar.TakeDamage(finalDamage);
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}
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}
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}
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else
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{
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Vector3 centerPos = new Vector3(0f, 0.1f, 5f);
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if (expPrefab != null)
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{
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var exp = Instantiate(expPrefab, centerPos, expPrefab.transform.rotation);
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exp.transform.localScale = Vector3.one * 3f;
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Destroy(exp, 3f);
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}
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}
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}
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/// <summary>
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/// 4. 绝对零度:全场冰冻 3.5 秒
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/// </summary>
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private void ExecuteAbsoluteZero()
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{
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var targetEnemies = GetActiveEnemyUnits();
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foreach (var enemy in targetEnemies)
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{
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if (enemy == null || !enemy.gameObject.activeInHierarchy) continue;
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enemy.ApplyStun(3.5f);
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var healthBar = enemy.GetComponent<WorldHealthBar>();
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if (healthBar != null && !healthBar.IsDead)
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{
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healthBar.TakeDamage(40f * powerMultiplier);
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}
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}
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}
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/// <summary>
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/// 5. 斩杀风暴:全屏基础伤害 + 残血 (<25%) 斩杀
|
||
/// </summary>
|
||
private void ExecuteExecuteStorm()
|
||
{
|
||
float baseDamage = 80f * powerMultiplier;
|
||
var targetEnemies = GetActiveEnemyUnits();
|
||
|
||
foreach (var enemy in targetEnemies)
|
||
{
|
||
if (enemy == null || !enemy.gameObject.activeInHierarchy) continue;
|
||
var healthBar = enemy.GetComponent<WorldHealthBar>();
|
||
if (healthBar != null && !healthBar.IsDead)
|
||
{
|
||
float hpRatio = healthBar.currentHealth / healthBar.maxHealth;
|
||
if (hpRatio < 0.25f)
|
||
{
|
||
healthBar.TakeDamage(healthBar.currentHealth + 9999f); // 斩杀
|
||
}
|
||
else
|
||
{
|
||
healthBar.TakeDamage(baseDamage);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 6. 庇护圣盾:全场己方群体护盾 (临时效果:为全员施加持续治疗/伤害吸收)
|
||
/// </summary>
|
||
private void ExecuteSanctuaryShield()
|
||
{
|
||
float healShieldAmount = 150f * powerMultiplier;
|
||
BuffSystem.Instance.ApplyGroupHeal(healShieldAmount);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 7. 虚弱诅咒:全场敌人易伤并受到伤害
|
||
/// </summary>
|
||
private void ExecuteWeaknessCurse()
|
||
{
|
||
float curseDamage = 60f * powerMultiplier;
|
||
var targetEnemies = GetActiveEnemyUnits();
|
||
|
||
foreach (var enemy in targetEnemies)
|
||
{
|
||
if (enemy == null || !enemy.gameObject.activeInHierarchy) continue;
|
||
var healthBar = enemy.GetComponent<WorldHealthBar>();
|
||
if (healthBar != null && !healthBar.IsDead)
|
||
{
|
||
healthBar.TakeDamage(curseDamage);
|
||
enemy.ApplyStun(1.0f);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 8. 岩石傀儡:在全场引发冲击并造成震击控制
|
||
/// </summary>
|
||
private void ExecuteRockGolemSummon()
|
||
{
|
||
float rockDamage = 160f * powerMultiplier;
|
||
var targetEnemies = GetActiveEnemyUnits();
|
||
|
||
foreach (var enemy in targetEnemies)
|
||
{
|
||
if (enemy == null || !enemy.gameObject.activeInHierarchy) continue;
|
||
var healthBar = enemy.GetComponent<WorldHealthBar>();
|
||
if (healthBar != null && !healthBar.IsDead)
|
||
{
|
||
healthBar.TakeDamage(rockDamage);
|
||
enemy.ApplyStun(1.5f);
|
||
}
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 工具辅助方法
|
||
|
||
private List<UnitBase> GetActiveEnemyUnits()
|
||
{
|
||
var allUnits = FindObjectsOfType<UnitBase>();
|
||
var list = new List<UnitBase>();
|
||
|
||
foreach (var unit in allUnits)
|
||
{
|
||
if (unit == null || !unit.gameObject.activeInHierarchy) continue;
|
||
var team = unit.GetComponent<UnitTeam>();
|
||
if (team != null && team.teamId == 1) // 敌方
|
||
{
|
||
var healthBar = unit.GetComponent<WorldHealthBar>();
|
||
if (healthBar != null && !healthBar.IsDead)
|
||
{
|
||
list.Add(unit);
|
||
}
|
||
}
|
||
}
|
||
|
||
return list;
|
||
}
|
||
|
||
private Vector3 GetAllyCenterPosition()
|
||
{
|
||
var heroes = FindObjectsOfType<UnitBase>();
|
||
Vector3 sumPos = Vector3.zero;
|
||
int count = 0;
|
||
|
||
foreach (var hero in heroes)
|
||
{
|
||
if (hero == null || !hero.gameObject.activeInHierarchy) continue;
|
||
UnitTeam team = hero.GetComponent<UnitTeam>();
|
||
if (team != null && team.IsLocalPlayerTeam())
|
||
{
|
||
sumPos += hero.transform.position;
|
||
count++;
|
||
}
|
||
}
|
||
|
||
if (count > 0)
|
||
{
|
||
Vector3 center = sumPos / count;
|
||
center.y = 0.1f;
|
||
return center;
|
||
}
|
||
|
||
return new Vector3(0f, 0.1f, -10f);
|
||
}
|
||
|
||
public void ResetAllCooldowns()
|
||
{
|
||
skill1RemainingCooldown = 0f;
|
||
skill2RemainingCooldown = 0f;
|
||
}
|
||
|
||
#endregion
|
||
}
|