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 ```
78 lines
2.5 KiB
C#
78 lines
2.5 KiB
C#
using UnityEngine;
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/// <summary>
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/// 拆家版出兵管理:从城堡前方出兵点生成单位,消耗能量。
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/// 替代旧的召唤师身边召唤逻辑。
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/// </summary>
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public class CastleSpawnManager : MonoBehaviour
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{
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public static CastleSpawnManager Instance { get; private set; }
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[Header("出兵点(城堡前方)")]
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public Transform blueSpawnPoint;
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public Transform redSpawnPoint;
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private void Awake()
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{
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if (Instance != null && Instance != this) { Destroy(gameObject); return; }
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Instance = this;
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}
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/// <summary>从指定阵营城堡出兵,消耗能量。teamId: 0=蓝, 1=红。</summary>
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public bool TrySpawn(CharacterData data, int teamId)
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{
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if (data == null || data.unitPrefab == null) return false;
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if (ManaSystem.Instance == null || !ManaSystem.Instance.TryConsumeMana(data.manaCost))
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{
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Debug.Log($"能量不足,需要 {data.manaCost}");
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return false;
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}
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Transform spawnPoint = teamId == 0 ? blueSpawnPoint : redSpawnPoint;
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if (spawnPoint == null)
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{
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Debug.LogError($"找不到 teamId={teamId} 的出兵点");
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return false;
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}
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Vector3 direction = spawnPoint.forward;
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direction.y = 0f;
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if (direction.sqrMagnitude < 0.001f) direction = Vector3.forward;
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direction.Normalize();
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GameObject unit = Instantiate(
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data.unitPrefab,
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spawnPoint.position,
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Quaternion.LookRotation(direction, Vector3.up));
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// 设置阵营
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UnitTeam unitTeam = unit.GetComponent<UnitTeam>();
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if (unitTeam != null)
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{
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unitTeam.teamId = teamId;
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unit.tag = teamId == 0 ? "Friend" : "Enemy";
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}
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// 初始化属性(默认 1 级)
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UnitBase unitBase = unit.GetComponent<UnitBase>();
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if (unitBase != null)
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{
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PlayerCharacterData playerData = new PlayerCharacterData("castle_spawn", 1, 0);
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float hp = playerData.GetMaxHealth(data);
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float atk = playerData.GetAttackPower(data);
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float spd = playerData.GetMoveSpeed(data);
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unitBase.InitializeFromPlayerData(hp, atk, spd);
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}
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Debug.Log($"城堡出兵: {data.characterName} teamId={teamId} pos={spawnPoint.position}");
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return true;
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}
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public bool CanAfford(CharacterData data)
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{
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return data != null
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&& ManaSystem.Instance != null
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&& ManaSystem.Instance.CurrentManaInt >= data.manaCost;
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}
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}
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