Files
daluandou/Assets/Script/StatusEffectController.cs
T
huadexuan f77fa20f82 ```
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。
```
2026-09-27 20:39:00 +08:00

128 lines
3.0 KiB
C#

using UnityEngine;
public class StatusEffectController : MonoBehaviour
{
[Header("通用眩晕显示")]
[SerializeField] private bool showStunIndicator = true;
[SerializeField] private float indicatorHeight = 0.35f;
[SerializeField] private GameObject stunIndicatorPrefab;
private Animator animator;
private float stunnedRemaining;
private float animatorSpeedBeforeStun = 1f;
private GameObject stunIndicator;
private Transform indicatorTransform;
public bool IsStunned => stunnedRemaining > 0f;
public float StunnedRemaining => Mathf.Max(0f, stunnedRemaining);
private void Awake()
{
animator = GetComponent<Animator>();
}
public void ApplyStun(float duration)
{
if (duration <= 0f)
{
return;
}
if (!IsStunned && animator != null)
{
animatorSpeedBeforeStun = animator.speed;
}
stunnedRemaining = Mathf.Max(stunnedRemaining, duration);
if (animator != null)
{
animator.speed = 0f;
}
if (showStunIndicator)
{
EnsureIndicator();
}
}
private void Update()
{
if (!IsStunned)
{
return;
}
stunnedRemaining -= Time.deltaTime;
if (animator != null)
{
animator.speed = 0f;
}
if (stunnedRemaining <= 0f)
{
stunnedRemaining = 0f;
if (animator != null)
{
UnitBase unitBase = GetComponent<UnitBase>();
animator.speed = unitBase != null
? Mathf.Max(0.01f, unitBase.AttackSpeedMultiplier)
: 1f;
}
DestroyIndicator();
}
}
private void LateUpdate()
{
if (indicatorTransform == null)
{
return;
}
Bounds bounds = new Bounds(transform.position, Vector3.zero);
Renderer[] renderers = GetComponentsInChildren<Renderer>(true);
if (renderers.Length > 0)
{
bounds = renderers[0].bounds;
for (int i = 1; i < renderers.Length; i++)
{
bounds.Encapsulate(renderers[i].bounds);
}
}
indicatorTransform.position = new Vector3(
bounds.center.x,
bounds.max.y + indicatorHeight,
bounds.center.z);
}
private void EnsureIndicator()
{
if (stunIndicator != null || stunIndicatorPrefab == null)
{
return;
}
stunIndicator = Instantiate(stunIndicatorPrefab);
stunIndicator.name = "StunIndicator_Particle";
indicatorTransform = stunIndicator.transform;
}
private void DestroyIndicator()
{
if (stunIndicator != null)
{
Destroy(stunIndicator);
}
stunIndicator = null;
indicatorTransform = null;
}
private void OnDestroy()
{
DestroyIndicator();
}
}