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 ```
53 lines
1.5 KiB
C#
53 lines
1.5 KiB
C#
using UnityEngine;
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public class ArcherHunterSkill : UnitSkill
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{
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[Min(0f)]
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public float splitShotRadius = 3f;
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public override void ReleaseSkill()
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{
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GameObject mainTarget = unit.Target;
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if (mainTarget == null)
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{
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return;
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}
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GameObject nearbyOpponent = FindNearbyOpponent(mainTarget);
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unit.FireSkillProjectile(nearbyOpponent != null ? nearbyOpponent : mainTarget);
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}
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private GameObject FindNearbyOpponent(GameObject mainTarget)
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{
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UnitTeam myTeam = unit.GetComponent<UnitTeam>();
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if (myTeam == null)
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{
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return null;
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}
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GameObject nearbyOpponent = null;
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float nearestSqrDistance = splitShotRadius * splitShotRadius;
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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 == mainTarget
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|| opponent == unit.gameObject
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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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float sqrDistance = (opponent.transform.position - mainTarget.transform.position).sqrMagnitude;
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if (sqrDistance <= nearestSqrDistance)
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{
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nearestSqrDistance = sqrDistance;
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nearbyOpponent = opponent;
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}
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}
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return nearbyOpponent;
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}
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}
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