Files
daluandou/Assets/Script/CrystalMineCapture.cs
T
huadexuan 06940a849c ```
feat(gameplay): 添加水晶矿资源产出系统和改进AI卡组管理

- 实现水晶矿占领后的能量资源产出功能,包括manaInterval和manaAmount配置
- 添加敌方AI的能量管理系统,支持通过AddMana方法增加能量
- 实现AI卡组轮转机制,包含手牌管理和抽卡队列功能
- 优化单位AI的目标选择和战斗逻辑,修复目标切换问题

- 水晶矿现在可以按设定间隔为所属阵营提供能量资源
-
2026-09-21 18:17:05 +08:00

278 lines
9.6 KiB
C#

using UnityEngine;
using UnityEngine.UI;
public class CrystalMineCapture : MonoBehaviour
{
[Header("争夺进度")]
[Range(0f, 100f)] public float blueProgress = 50f;
[Min(0f)] public float capturePerDamage = 1f;
[Tooltip("是否自动添加中立阵营(teamId=2)。拆家版关闭以避免单位自动锁敌水晶矿")]
public bool autoSetNeutralTeam = true;
[Header("资源产出")]
[Tooltip("占领后是否按固定间隔给所属阵营增加能量")]
public bool producesMana = true;
[Min(1f)] public float manaInterval = 8f;
[Min(1)] public int manaAmount = 1;
[SerializeField] private AdjustableGlowOrb glowOrb;
[Tooltip("混沌裂缝传送门(随机出兵点),随争夺进度同步变色,可留空")]
[SerializeField] private RiftPortalVisual riftVisual;
[SerializeField] private Color neutralColor = Color.white;
[SerializeField] private Color blueColor = new Color(0.1f, 0.65f, 1f, 1f);
[SerializeField] private Color redColor = new Color(1f, 0.12f, 0.08f, 1f);
[Header("世界血条")]
[Tooltip("血条相对模型渲染包围盒顶部的额外高度")]
[Min(0f)] public float heightOffset = 1.1f;
[Min(0.1f)] public float barWidth = 5f;
private float? barHeightCache;
private Canvas canvas;
private RectTransform barRect;
private Image blueFill;
private Image redFill;
private RectTransform marker;
private UnitTeam unitTeam;
private float manaTimer;
private static Sprite roundedSprite;
private static readonly int BaseColorId = Shader.PropertyToID("_Color");
private void Awake()
{
if (autoSetNeutralTeam)
{
unitTeam = GetComponent<UnitTeam>();
if (unitTeam == null)
{
unitTeam = gameObject.AddComponent<UnitTeam>();
}
unitTeam.teamId = 2;
}
else
{
unitTeam = GetComponent<UnitTeam>();
}
if (glowOrb == null)
{
glowOrb = GetComponentInChildren<AdjustableGlowOrb>(true);
}
if (riftVisual == null)
{
riftVisual = GetComponentInChildren<RiftPortalVisual>(true);
}
CreateCaptureBar();
RefreshVisuals();
}
private void Start()
{
// 强制重置光球颜色为初始状态
if (glowOrb != null)
{
glowOrb.SetGlowColor(neutralColor);
}
RefreshVisuals();
}
private void LateUpdate()
{
UpdateManaProduction();
if (barRect == null) return;
barRect.position = transform.position + Vector3.up * GetBarHeight();
barRect.localScale = Vector3.one * (barWidth / 100f);
Camera camera = Camera.main;
if (camera != null)
{
barRect.rotation = Quaternion.LookRotation(camera.transform.position - barRect.position, camera.transform.up);
}
}
// 血条高度 = 所有子 Renderer 包围盒顶部 + heightOffset。
// 水晶矿模型根节点是 100 倍缩放,高度必须按世界包围盒算,否则血条会埋进模型内部被遮挡。
private float GetBarHeight()
{
if (barHeightCache.HasValue) return barHeightCache.Value;
float top = 0f;
Renderer[] renderers = GetComponentsInChildren<Renderer>();
if (renderers.Length > 0)
{
Bounds bounds = renderers[0].bounds;
for (int i = 1; i < renderers.Length; i++)
{
bounds.Encapsulate(renderers[i].bounds);
}
top = bounds.max.y;
}
barHeightCache = top - transform.position.y + heightOffset;
return barHeightCache.Value;
}
private void UpdateManaProduction()
{
if (!producesMana || unitTeam == null || (unitTeam.teamId != 0 && unitTeam.teamId != 1))
{
manaTimer = 0f;
return;
}
manaTimer += Time.deltaTime;
while (manaTimer >= manaInterval)
{
manaTimer -= manaInterval;
if (unitTeam.teamId == 0)
{
ManaSystem.Instance?.AddMana(manaAmount);
}
else
{
EnemyCastleAI enemyAI = FindObjectOfType<EnemyCastleAI>();
enemyAI?.AddMana(manaAmount);
}
}
}
public bool ReceiveCaptureDamage(float damage, GameObject attacker)
{
if (damage <= 0f || attacker == null) return false;
UnitTeam attackerTeam = attacker.GetComponentInParent<UnitTeam>();
if (attackerTeam == null) return false;
float direction = attackerTeam.teamId == 0 ? 1f : -1f;
blueProgress = Mathf.Clamp(blueProgress + direction * damage * capturePerDamage, 0f, 100f);
RefreshVisuals();
return true;
}
public void SetCaptureProgress(float value)
{
blueProgress = Mathf.Clamp(value, 0f, 100f);
RefreshVisuals();
}
private void RefreshVisuals()
{
if (blueFill == null || redFill == null) return;
float blue = blueProgress / 100f;
blueFill.fillAmount = blue;
redFill.fillAmount = 1f - blue;
marker.anchorMin = new Vector2(blue, 0f);
marker.anchorMax = new Vector2(blue, 1f);
marker.anchoredPosition = Vector2.zero;
marker.gameObject.SetActive(blueProgress > 0f && blueProgress < 100f);
if (unitTeam != null)
{
unitTeam.teamId = blueProgress >= 100f ? 0 : blueProgress <= 0f ? 1 : 2;
}
if (glowOrb != null)
{
Color color = blueProgress >= 100f ? blueColor : blueProgress <= 0f ? redColor : neutralColor;
glowOrb.SetGlowColor(color);
}
if (riftVisual != null)
{
Color riftColor = blueProgress >= 100f ? blueColor : blueProgress <= 0f ? redColor : neutralColor;
riftVisual.SetRiftColor(riftColor);
}
}
private void CreateCaptureBar()
{
GameObject root = new GameObject("CrystalCaptureBar", typeof(RectTransform), typeof(Canvas), typeof(CanvasScaler));
// 血条 Canvas 不要作为水晶矿的子对象,直接放在场景根目录避免被 100 倍缩放影响
root.transform.parent = null;
canvas = root.GetComponent<Canvas>();
canvas.renderMode = RenderMode.WorldSpace;
canvas.sortingOrder = 110;
root.GetComponent<CanvasScaler>().dynamicPixelsPerUnit = 10f;
barRect = root.GetComponent<RectTransform>();
barRect.sizeDelta = new Vector2(100f, 16f);
barRect.localScale = Vector3.one * (barWidth / 100f);
RectTransform row = CreateRow(root.transform, "CaptureBar", 100f, 14f);
Image background = CreateImage(row, "Background", new Color(0.03f, 0.03f, 0.03f, 0.95f));
SetFullRect(background.rectTransform);
blueFill = CreateImage(row, "BlueFill", blueColor);
blueFill.type = Image.Type.Filled;
blueFill.fillMethod = Image.FillMethod.Horizontal;
blueFill.fillOrigin = 0;
blueFill.rectTransform.anchorMin = new Vector2(0f, 0f);
blueFill.rectTransform.anchorMax = new Vector2(1f, 1f);
blueFill.rectTransform.offsetMin = new Vector2(2f, 2f);
blueFill.rectTransform.offsetMax = new Vector2(-2f, -2f);
redFill = CreateImage(row, "RedFill", redColor);
redFill.type = Image.Type.Filled;
redFill.fillMethod = Image.FillMethod.Horizontal;
redFill.fillOrigin = 1;
redFill.rectTransform.anchorMin = new Vector2(0f, 0f);
redFill.rectTransform.anchorMax = new Vector2(1f, 1f);
redFill.rectTransform.offsetMin = new Vector2(2f, 2f);
redFill.rectTransform.offsetMax = new Vector2(-2f, -2f);
GameObject markerObject = new GameObject("CenterMarker", typeof(RectTransform), typeof(Image));
markerObject.transform.SetParent(row, false);
marker = markerObject.GetComponent<RectTransform>();
marker.sizeDelta = new Vector2(2f, 14f);
marker.anchorMin = new Vector2(0.5f, 0f);
marker.anchorMax = new Vector2(0.5f, 1f);
marker.GetComponent<Image>().color = Color.white;
}
private RectTransform CreateRow(Transform parent, string name, float width, float height)
{
GameObject rowObject = new GameObject(name, typeof(RectTransform));
rowObject.transform.SetParent(parent, false);
RectTransform rect = rowObject.GetComponent<RectTransform>();
rect.anchorMin = new Vector2(0.5f, 0.5f);
rect.anchorMax = new Vector2(0.5f, 0.5f);
rect.pivot = new Vector2(0.5f, 0.5f);
rect.sizeDelta = new Vector2(width, height);
return rect;
}
private Image CreateImage(Transform parent, string name, Color color)
{
GameObject imageObject = new GameObject(name, typeof(RectTransform), typeof(Image));
imageObject.transform.SetParent(parent, false);
Image image = imageObject.GetComponent<Image>();
image.sprite = RoundedSprite();
image.color = color;
return image;
}
private void SetFullRect(RectTransform rect)
{
rect.anchorMin = Vector2.zero;
rect.anchorMax = Vector2.one;
rect.offsetMin = Vector2.zero;
rect.offsetMax = Vector2.zero;
}
private static Sprite RoundedSprite()
{
if (roundedSprite != null) return roundedSprite;
Texture2D texture = new Texture2D(1, 1, TextureFormat.RGBA32, false);
texture.SetPixel(0, 0, Color.white);
texture.Apply();
roundedSprite = Sprite.Create(texture, new Rect(0f, 0f, 1f, 1f), new Vector2(0.5f, 0.5f));
roundedSprite.name = "CrystalCaptureBarSprite";
return roundedSprite;
}
}