Files
daluandou/Assets/Script/BattleManager.cs
T
huadexuan f06a1d8f92 ```
feat(gameplay): 实现召唤师对决模式核心功能

- 新增召唤师对决管理模式,支持点卡片直接召唤单位
- 添加召唤师点地移动控制,移动时不攻击、站定时自动攻击
- 实现召唤师模式开关,单位不再自动追击远处敌人
- 更新卡牌按钮逻辑,对决模式下按能量消耗直接召唤
- 修改单位基础行为,支持移动中不攻击的召唤师模式
- 更新核心玩法文档,从建筑生产模式转向召唤师对决模式
- 添加召唤师对决测试场景,整合新的战斗逻辑
```
2026-09-16 18:16:13 +08:00

103 lines
2.4 KiB
C#

using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 战斗管理器:监听双方召唤师死亡,触发胜负判定并显示结果 UI。
/// </summary>
public class BattleManager : MonoBehaviour
{
[Header("召唤师引用")]
public GameObject playerSummoner;
public GameObject enemySummoner;
[Header("胜负 UI")]
public GameObject victoryPanel;
public GameObject defeatPanel;
private WorldHealthBar playerHealthBar;
private WorldHealthBar enemyHealthBar;
private bool battleEnded = false;
private void Start()
{
// 获取双方召唤师的血条组件
if (playerSummoner != null)
{
playerHealthBar = playerSummoner.GetComponent<WorldHealthBar>();
}
if (enemySummoner != null)
{
enemyHealthBar = enemySummoner.GetComponent<WorldHealthBar>();
}
// 隐藏胜负 UI
if (victoryPanel != null) victoryPanel.SetActive(false);
if (defeatPanel != null) defeatPanel.SetActive(false);
}
private void Update()
{
if (battleEnded) return;
// 检测己方召唤师死亡
if (playerHealthBar != null && playerHealthBar.IsDead)
{
OnBattleEnd(false);
return;
}
// 检测敌方召唤师死亡
if (enemyHealthBar != null && enemyHealthBar.IsDead)
{
OnBattleEnd(true);
return;
}
}
private void OnBattleEnd(bool victory)
{
battleEnded = true;
// 暂停游戏
Time.timeScale = 0f;
// 显示对应 UI
if (victory)
{
Debug.Log("胜利!");
if (victoryPanel != null)
{
victoryPanel.SetActive(true);
}
}
else
{
Debug.Log("失败!");
if (defeatPanel != null)
{
defeatPanel.SetActive(true);
}
}
}
// 重新开始按钮回调
public void OnRestartButtonClicked()
{
Time.timeScale = 1f;
UnityEngine.SceneManagement.SceneManager.LoadScene(
UnityEngine.SceneManagement.SceneManager.GetActiveScene().name);
}
// 退出按钮回调
public void OnQuitButtonClicked()
{
Time.timeScale = 1f;
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
}