feat: 移除自适应性能相关配置并调整动画控制器 移除了Unity自适应性能(Adaptive Performance)的相关配置文件, 包括Adaptive Performance文件夹及其子目录中的所有配置文件, 同时移除了移动通知(NotificationSettings)相关配置, 以及第一章第一关(level_chapter1_level1)的关卡配置文件, 还删除了多个材质文件如AdjustableGlowOrb、AdjustableGlowOrbHalo 和Arena相关材质。另外微调了base-人类士兵.controller中状态机 的位置坐标,将x坐标从320调整为330。 ```
118 lines
3.4 KiB
C#
118 lines
3.4 KiB
C#
using UnityEngine;
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/// <summary>
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/// 混沌之门:被占领后按固定间隔从所属阵营卡组随机出兵。
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/// </summary>
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[RequireComponent(typeof(CrystalMineCapture))]
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public class ChaosGateSpawner : MonoBehaviour
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{
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[Header("出兵配置")]
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[Min(1f)] public float spawnInterval = 12f;
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[Min(0f)] public float spawnRadius = 1.5f;
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public bool spawnImmediatelyOnCapture = false;
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[Header("蓝方卡组")]
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[SerializeField] private string[] blueDeckDataNames =
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{
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"人类士兵Data", "弓箭手Data", "盾卫Data", "精锐士兵Data",
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"法师Data", "狂暴狼人Data", "石巨人Data", "弓箭猎人Data"
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};
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private CrystalMineCapture capture;
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private UnitTeam unitTeam;
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private float spawnTimer;
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private int previousTeamId = 2;
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private void Awake()
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{
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capture = GetComponent<CrystalMineCapture>();
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unitTeam = GetComponent<UnitTeam>();
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spawnTimer = spawnInterval;
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}
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private void Update()
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{
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if (unitTeam == null)
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{
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unitTeam = GetComponent<UnitTeam>();
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if (unitTeam == null) return;
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}
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int currentTeamId = unitTeam.teamId;
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if (currentTeamId != previousTeamId)
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{
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previousTeamId = currentTeamId;
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spawnTimer = spawnImmediatelyOnCapture ? 0f : spawnInterval;
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}
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if (currentTeamId != 0 && currentTeamId != 1)
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{
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spawnTimer = spawnInterval;
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return;
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}
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spawnTimer -= Time.deltaTime;
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if (spawnTimer > 0f) return;
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if (TrySpawn(currentTeamId))
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spawnTimer = spawnInterval;
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else
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spawnTimer = 1f;
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}
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private bool TrySpawn(int teamId)
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{
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Vector3 position = transform.position;
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position.x += Random.Range(-spawnRadius, spawnRadius);
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position.z += Random.Range(-spawnRadius, spawnRadius);
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if (teamId == 1)
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{
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EnemyCastleAI enemyAI = FindObjectOfType<EnemyCastleAI>();
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return enemyAI != null && enemyAI.TrySpawnFromPortal(position, transform.rotation);
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}
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CharacterData card = ChooseBlueCard();
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if (card == null || CastleSpawnManager.Instance == null)
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return false;
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return SpawnBlueUnit(card, position, transform.rotation);
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}
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private CharacterData ChooseBlueCard()
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{
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CharacterData[] cards = new CharacterData[blueDeckDataNames.Length];
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int validCount = 0;
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foreach (string dataName in blueDeckDataNames)
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{
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CharacterData data = Resources.Load<CharacterData>("Data/" + dataName);
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if (data != null && data.unitPrefab != null)
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cards[validCount++] = data;
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}
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if (validCount == 0) return null;
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return cards[Random.Range(0, validCount)];
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}
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private bool SpawnBlueUnit(CharacterData data, Vector3 position, Quaternion rotation)
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{
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GameObject unit = Instantiate(data.unitPrefab, position, rotation);
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UnitTeam team = unit.GetComponent<UnitTeam>();
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if (team != null)
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{
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team.teamId = 0;
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unit.tag = "Friend";
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}
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UnitBase unitBase = unit.GetComponent<UnitBase>();
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if (unitBase != null)
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{
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unitBase.InitializeFromPlayerData(data.GetMaxHealth(1), data.GetAttackPower(1), data.GetMoveSpeed(1));
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}
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return true;
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}
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}
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