Files
daluandou/Assets/Script/CastleSpawnManager.cs
T
huadexuan 1abd0de32f ```
feat(player): 添加玩家阵型保存功能

新增savedFormation字段用于存储玩家的阵型配置,
包括角色ID列表和对应的格子索引位置信息。
```
2026-09-29 23:21:44 +08:00

76 lines
2.5 KiB
C#

using UnityEngine;
/// <summary>
/// 拆家版出兵管理:从城堡前方出兵点生成单位,消耗能量。
/// 替代旧的召唤师身边召唤逻辑。
/// </summary>
public class CastleSpawnManager : MonoBehaviour
{
public static CastleSpawnManager Instance { get; private set; }
[Header("出兵点(城堡前方)")]
public Transform blueSpawnPoint;
public Transform redSpawnPoint;
private void Awake()
{
if (Instance != null && Instance != this) { Destroy(gameObject); return; }
Instance = this;
}
/// <summary>从指定阵营城堡出兵,消耗能量。teamId: 0=蓝, 1=红。</summary>
public bool TrySpawn(CharacterData data, int teamId)
{
if (data == null || data.unitPrefab == null) return false;
Transform spawnPoint = teamId == 0 ? blueSpawnPoint : redSpawnPoint;
if (spawnPoint == null)
{
Debug.LogError($"找不到 teamId={teamId} 的出兵点");
return false;
}
Vector3 direction = spawnPoint.forward;
direction.y = 0f;
if (direction.sqrMagnitude < 0.001f) direction = Vector3.forward;
direction.Normalize();
GameObject unit = Instantiate(
data.unitPrefab,
spawnPoint.position,
Quaternion.LookRotation(direction, Vector3.up));
// 设置阵营
UnitTeam unitTeam = unit.GetComponent<UnitTeam>();
if (unitTeam != null)
{
unitTeam.teamId = teamId;
unit.tag = teamId == 0 ? "Friend" : "Enemy";
}
// 初始化属性(默认 1 级)
UnitBase unitBase = unit.GetComponent<UnitBase>();
if (unitBase != null)
{
PlayerCharacterData playerData = new PlayerCharacterData("castle_spawn", 1, 0);
float hp = playerData.GetMaxHealth(data);
float atk = playerData.GetAttackPower(data);
float spd = playerData.GetMoveSpeed(data);
unitBase.InitializeFromPlayerData(hp, atk, spd);
// 如果是敌人(teamId != 0),增大寻敌距离
if (teamId != 0)
{
unitBase.detectionRange = 100f; // 从默认30增加到100
}
}
Debug.Log($"城堡出兵: {data.characterName} teamId={teamId} pos={spawnPoint.position}");
return true;
}
public bool CanAfford(CharacterData data)
{
return data != null && data.unitPrefab != null;
}
}