``` docs(readme): 更新文档说明 - 添加项目使用指南 - 完善API接口说明 - 修正错误的配置示例 ``` 注意:由于您提供的code differences部分为空,以上是一个示例模板。当您有具体的代码变更时,请提供详细的变更内容以便生成更准确的commit message。
70 lines
1.8 KiB
C#
70 lines
1.8 KiB
C#
using UnityEngine;
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public class StoneGolemSkill : UnitSkill
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{
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[Header("地裂参数")]
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[Min(0f)]
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public float skillDamage = 110f;
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[Min(0.1f)]
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public float skillRadius = 2f;
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[Min(0f)]
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public float stunDuration = 1f;
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[Header("技能动画")]
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[Min(0f)]
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public float skillAnimationDuration = 0f;
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[Header("特效")]
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public GameObject shockwaveEffectPrefab;
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private bool isSkillReady;
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public override void ReleaseSkill()
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{
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if (unit == null)
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{
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return;
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}
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unit.FaceCurrentTarget(0f);
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isSkillReady = true;
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unit.PlaySkillAnimation(OnSkillFinished, skillAnimationDuration);
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}
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// 添加到地裂技能动画的命中帧;在命中帧结算伤害和眩晕。
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public void OnSkillHit1()
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{
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if (!isSkillReady)
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{
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return;
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}
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// 生成扩散光圈特效
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if (shockwaveEffectPrefab != null)
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{
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Vector3 effectPosition = unit.transform.position;
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var effectObj = Instantiate(shockwaveEffectPrefab, effectPosition, shockwaveEffectPrefab.transform.rotation);
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// 可选:动态配置特效参数(不配置则使用Prefab默认值)
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var effect = effectObj.GetComponent<ShockwaveEffect>();
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if (effect != null)
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{
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// 根据技能范围动态设置扩散半径
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effect.overrideRadius = skillRadius;
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// 可以设置颜色,例如:effect.overrideColor = new Color(1f, 0.8f, 0.2f, 1f);
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}
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}
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unit.ApplyAreaSkillDamage(skillRadius, skillDamage, false);
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unit.ApplyAreaStun(skillRadius, stunDuration);
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isSkillReady = false;
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}
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private void OnSkillFinished()
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{
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isSkillReady = false;
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}
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}
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