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 ```
55 lines
1.5 KiB
C#
55 lines
1.5 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// 召唤师专属血条 UI:顶部 HUD 显示双方召唤师血量,区别于单位头顶血条。
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/// </summary>
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public class SummonerHealthBarUI : MonoBehaviour
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{
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[Header("UI 引用")]
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public Image playerHealthFill;
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public Image enemyHealthFill;
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public Text playerHealthText;
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public Text enemyHealthText;
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[Header("召唤师引用")]
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public GameObject playerSummoner;
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public GameObject enemySummoner;
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private WorldHealthBar playerHealthBar;
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private WorldHealthBar enemyHealthBar;
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private void Start()
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{
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// 获取双方召唤师的血条组件
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if (playerSummoner != null)
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{
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playerHealthBar = playerSummoner.GetComponent<WorldHealthBar>();
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}
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if (enemySummoner != null)
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{
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enemyHealthBar = enemySummoner.GetComponent<WorldHealthBar>();
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}
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}
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private void Update()
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{
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UpdateHealthBar(playerHealthBar, playerHealthFill, playerHealthText);
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UpdateHealthBar(enemyHealthBar, enemyHealthFill, enemyHealthText);
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}
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private void UpdateHealthBar(WorldHealthBar healthBar, Image fillImage, Text healthText)
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{
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if (healthBar == null || fillImage == null) return;
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float ratio = healthBar.currentHealth / healthBar.maxHealth;
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fillImage.fillAmount = ratio;
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if (healthText != null)
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{
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healthText.text = $"{Mathf.CeilToInt(healthBar.currentHealth)}/{Mathf.CeilToInt(healthBar.maxHealth)}";
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}
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}
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}
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