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 ```
51 lines
1.4 KiB
C#
51 lines
1.4 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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public class CastleMageSkill : UnitSkill
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{
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[Header("小型魔爆参数")]
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[Min(0.1f)]
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public float explosionRadius = 1.8f;
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[Min(0f)]
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public float explosionDamage = 85f;
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public override void ReleaseSkill()
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{
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GameObject target = unit.Target;
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UnitTeam myTeam = unit.GetComponent<UnitTeam>();
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if (target == null || myTeam == null)
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{
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return;
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}
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Vector3 center = target.transform.position;
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float radiusSquared = explosionRadius * explosionRadius;
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HashSet<UnitBase> hitUnits = new HashSet<UnitBase>();
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foreach (UnitTeam opponentTeam in GameObject.FindObjectsOfType<UnitTeam>())
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{
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GameObject opponent = opponentTeam.gameObject;
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if (opponent == null
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|| opponent.transform.root == unit.transform.root
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|| !myTeam.IsEnemy(opponent))
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{
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continue;
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}
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Vector3 offset = opponent.transform.position - center;
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offset.y = 0f;
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if (offset.sqrMagnitude > radiusSquared)
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{
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continue;
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}
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UnitBase targetUnit = opponent.GetComponentInParent<UnitBase>();
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if (targetUnit != null && hitUnits.Add(targetUnit))
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{
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targetUnit.ReceiveDamage(explosionDamage, unit.gameObject);
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}
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}
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}
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}
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