增加怪物功能,调整灵灯参数
@@ -2,11 +2,123 @@ using UnityEngine;
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using UnityEditor;
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/// <summary>
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/// Elements底对齐工具 - 将Elements下所有物体底对齐到Y=0平面
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/// Elements底对齐工具 - 将选中的物体底对齐到同一Y坐标
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/// </summary>
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public class ElementsAligner : Editor
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{
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[MenuItem("Tools/Elements/底对齐到地面 (Y=0)")]
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[MenuItem("Tools/Elements/选中物体底对齐")]
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public static void AlignSelectedToBottom()
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{
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var selected = Selection.gameObjects;
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if (selected == null || selected.Length < 2)
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{
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EditorUtility.DisplayDialog("提示", "请至少选中2个物体进行底对齐", "确定");
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return;
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}
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// 找到所有选中物体中最低的底部Y坐标
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float lowestBottom = float.MaxValue;
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var boundsData = new (Transform transform, Bounds bounds)[selected.Length];
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int validCount = 0;
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for (int i = 0; i < selected.Length; i++)
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{
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Transform t = selected[i].transform;
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Bounds bounds = GetObjectBounds(t);
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if (bounds.size == Vector3.zero)
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{
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Debug.LogWarning($"跳过 {t.name} - 无法计算包围盒");
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continue;
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}
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boundsData[validCount] = (t, bounds);
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validCount++;
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if (bounds.min.y < lowestBottom)
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lowestBottom = bounds.min.y;
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}
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if (validCount < 2)
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{
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EditorUtility.DisplayDialog("提示", "有效物体不足2个,无法对齐", "确定");
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return;
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}
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// 将所有物体的底部对齐到最低点
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Undo.SetCurrentGroupName("选中物体底对齐");
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int count = 0;
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for (int i = 0; i < validCount; i++)
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{
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var (t, bounds) = boundsData[i];
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Undo.RecordObject(t, $"Align {t.name}");
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float bottomY = bounds.min.y;
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Vector3 newPosition = t.position;
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newPosition.y = t.position.y - bottomY + lowestBottom;
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t.position = newPosition;
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count++;
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Debug.Log($"✓ 对齐 {t.name}: 底部Y {bottomY:F3} → {lowestBottom:F3}");
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}
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if (count > 0)
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{
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UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(
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UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene()
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);
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Debug.Log($"完成!底对齐了 {count} 个物体到 Y={lowestBottom:F3}");
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}
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}
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[MenuItem("Tools/Elements/选中物体底对齐到Y=0")]
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public static void AlignSelectedToGround()
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{
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var selected = Selection.gameObjects;
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if (selected == null || selected.Length == 0)
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{
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EditorUtility.DisplayDialog("提示", "请选中至少1个物体", "确定");
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return;
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}
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int count = 0;
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Undo.SetCurrentGroupName("选中物体底对齐到Y=0");
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for (int i = 0; i < selected.Length; i++)
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{
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Transform t = selected[i].transform;
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Undo.RecordObject(t, $"Align {t.name}");
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Bounds bounds = GetObjectBounds(t);
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if (bounds.size == Vector3.zero)
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{
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Debug.LogWarning($"跳过 {t.name} - 无法计算包围盒");
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continue;
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}
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float bottomY = bounds.min.y;
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Vector3 newPosition = t.position;
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newPosition.y = t.position.y - bottomY;
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t.position = newPosition;
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count++;
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Debug.Log($"✓ 对齐 {t.name}: 底部Y {bottomY:F3} → 0");
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}
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if (count > 0)
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{
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UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(
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UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene()
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);
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Debug.Log($"完成!底对齐了 {count} 个物体到 Y=0");
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}
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}
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[MenuItem("Tools/Elements/底对齐到地面 (Y=0) (Elements全部)")]
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public static void AlignElementsToGround()
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{
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GameObject elements = GameObject.Find("Elements");
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@@ -23,11 +135,8 @@ public class ElementsAligner : Editor
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for (int i = 0; i < elements.transform.childCount; i++)
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{
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Transform child = elements.transform.GetChild(i);
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// 记录到Undo栈
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Undo.RecordObject(child, $"Align {child.name}");
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// 获取物体的包围盒
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Bounds bounds = GetObjectBounds(child);
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if (bounds.size == Vector3.zero)
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@@ -36,11 +145,9 @@ public class ElementsAligner : Editor
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continue;
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}
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// 计算需要移动的距离:让物体底部对齐到Y=0
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float bottomY = bounds.min.y;
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Vector3 newPosition = child.position;
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newPosition.y = child.position.y - bottomY;
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child.position = newPosition;
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count++;
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@@ -52,69 +159,10 @@ public class ElementsAligner : Editor
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UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(
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UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene()
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);
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EditorUtility.DisplayDialog("完成", $"已对齐 {count} 个物体到地面 (Y=0)", "确定");
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Debug.Log($"完成!对齐了 {count} 个物体");
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}
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}
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[MenuItem("Tools/Elements/底对齐到指定高度")]
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public static void AlignElementsToCustomHeight()
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{
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string input = EditorInputDialog.Show("对齐到指定高度", "请输入目标Y坐标:", "0");
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if (input == null) return; // 用户取消
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if (!float.TryParse(input, out float targetY))
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{
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EditorUtility.DisplayDialog("错误", "请输入有效的数字", "确定");
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return;
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}
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GameObject elements = GameObject.Find("Elements");
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if (elements == null)
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{
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EditorUtility.DisplayDialog("错误", "找不到场景中的 'Elements' 物体", "确定");
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return;
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}
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int count = 0;
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Undo.SetCurrentGroupName("Align Elements to Custom Height");
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for (int i = 0; i < elements.transform.childCount; i++)
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{
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Transform child = elements.transform.GetChild(i);
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Undo.RecordObject(child, $"Align {child.name}");
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Bounds bounds = GetObjectBounds(child);
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if (bounds.size == Vector3.zero)
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{
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Debug.LogWarning($"跳过 {child.name} - 无法计算包围盒");
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continue;
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}
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float bottomY = bounds.min.y;
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Vector3 newPosition = child.position;
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newPosition.y = child.position.y - bottomY + targetY;
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child.position = newPosition;
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count++;
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Debug.Log($"✓ 对齐 {child.name}: 底部Y从 {bottomY:F3} 到 {targetY:F3}");
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}
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if (count > 0)
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{
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UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(
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UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene()
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);
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EditorUtility.DisplayDialog("完成", $"已对齐 {count} 个物体到 Y={targetY}", "确定");
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}
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}
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/// <summary>
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/// 获取物体的世界空间包围盒(包括所有子物体和渲染器)
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/// </summary>
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@@ -0,0 +1,73 @@
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using UnityEngine;
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using UnityEditor;
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using IndianOceanAssets.Engine2_5D;
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/// <summary>
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/// 编辑器工具:在场景中批量创建敌人实例。
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||||
/// 每个敌人使用对应的新预制体(enemy_01~05),保留各自的外观和参数。
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/// 菜单路径:Assets > 创建5个敌人 (enemy_01~05)
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/// </summary>
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public static class EnemyBatchCreator
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{
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||||
[MenuItem("Assets/创建5个敌人 (enemy_01~05)")]
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public static void Create()
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||||
{
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||||
// 5个新预制体路径(对应各自的外观)
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string[] prefabPaths = {
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"Assets/enemy/Prefabs/enemy_01.prefab",
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"Assets/enemy/Prefabs/enemy_02.prefab",
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"Assets/enemy/Prefabs/enemy_03.prefab",
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"Assets/enemy/Prefabs/enemy_04.prefab",
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"Assets/enemy/Prefabs/enemy_05.prefab",
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};
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string[] names = { "enemy_01", "enemy_02", "enemy_03", "enemy_04", "enemy_05" };
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// 查找当前场景中的玩家位置,围绕玩家分布敌人
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var player = GameObject.FindWithTag("Player");
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Vector3 center = player != null ? player.transform.position : Vector3.zero;
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// 5个敌人的偏移位置(围绕玩家分布)
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Vector3[] offsets = new Vector3[]
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{
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new Vector3(5f, 0f, 3f),
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new Vector3(-5f, 0f, 3f),
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new Vector3(5f, 0f, -3f),
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new Vector3(-5f, 0f, -3f),
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new Vector3(0f, 0f, 6f),
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};
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Undo.SetCurrentGroupName("创建5个敌人");
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int created = 0;
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for (int i = 0; i < 5; i++)
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{
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var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPaths[i]);
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if (prefab == null)
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{
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Debug.LogWarning($"[EnemyBatchCreator] 找不到预制体: {prefabPaths[i]},跳过");
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continue;
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}
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// 实例化对应的 Prefab 到场景中
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GameObject enemy = (GameObject)PrefabUtility.InstantiatePrefab(prefab);
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enemy.name = names[i];
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enemy.transform.position = center + offsets[i];
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// 注册 Undo
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||||
Undo.RegisterCreatedObjectUndo(enemy, $"创建 {names[i]}");
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created++;
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}
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// 选中刚创建的敌人
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var all = new GameObject[created];
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int idx = 0;
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||||
for (int i = 0; i < 5; i++)
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||||
{
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||||
var go = GameObject.Find(names[i]);
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||||
if (go != null) all[idx++] = go;
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||||
}
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||||
Selection.objects = all;
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||||
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||||
Debug.Log($"[EnemyBatchCreator] 已创建 {created} 个敌人: enemy_01 ~ enemy_05,使用各自对应的新预制体");
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||||
}
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||||
}
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||||
@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
|
||||
guid: C3kYvH6qWy5FgJeh7I+nxvf1cNKzdmR6Bo0TQSyK6Lu2aV9lwrgFOmc=
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,93 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using IndianOceanAssets.Engine2_5D;
|
||||
|
||||
/// <summary>
|
||||
/// 编辑器工具:基于原始 Enemy Prefab 批量创建 5 个不同外观的敌人预制体。
|
||||
/// 每个预制体使用不同的 Sprite,保留所有原有组件和参数。
|
||||
/// 菜单路径:Assets > 创建5个敌人预制体
|
||||
/// </summary>
|
||||
public static class EnemyPrefabBatchCreator
|
||||
{
|
||||
[MenuItem("Assets/创建5个敌人预制体")]
|
||||
public static void Create()
|
||||
{
|
||||
// 加载原始敌人 Prefab
|
||||
string originalPath = "Assets/2.5D Engine/Enemy.prefab";
|
||||
var originalPrefab = AssetDatabase.LoadAssetAtPath<GameObject>(originalPath);
|
||||
if (originalPrefab == null)
|
||||
{
|
||||
EditorUtility.DisplayDialog("错误", "找不到原始敌人 Prefab: " + originalPath, "确定");
|
||||
return;
|
||||
}
|
||||
|
||||
// 确保输出目录存在
|
||||
string outputDir = "Assets/enemy/Prefabs";
|
||||
if (!AssetDatabase.IsValidFolder(outputDir))
|
||||
{
|
||||
string parent = "Assets/enemy";
|
||||
AssetDatabase.CreateFolder(parent, "Prefabs");
|
||||
}
|
||||
|
||||
// 5个敌人的 Sprite 路径和名称
|
||||
string[] spritePaths = {
|
||||
"Assets/enemy/sprites/enemy1.png",
|
||||
"Assets/enemy/sprites/enemy2.png",
|
||||
"Assets/enemy/sprites/enemy3.png",
|
||||
"Assets/enemy/sprites/enemy4.png",
|
||||
"Assets/enemy/sprites/enemy5.png",
|
||||
};
|
||||
string[] prefabNames = { "enemy_01", "enemy_02", "enemy_03", "enemy_04", "enemy_05" };
|
||||
|
||||
int created = 0;
|
||||
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
// 加载 Sprite
|
||||
Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(spritePaths[i]);
|
||||
if (sprite == null)
|
||||
{
|
||||
Debug.LogWarning($"[EnemyPrefabCreator] 找不到 Sprite: {spritePaths[i]},跳过");
|
||||
continue;
|
||||
}
|
||||
|
||||
// 实例化原始 Prefab
|
||||
GameObject instance = Object.Instantiate(originalPrefab);
|
||||
instance.name = prefabNames[i];
|
||||
|
||||
// 替换主 Sprite(查找根物体或 GFX 子物体的 SpriteRenderer)
|
||||
SpriteRenderer mainSR = instance.GetComponentInChildren<SpriteRenderer>();
|
||||
if (mainSR != null)
|
||||
{
|
||||
mainSR.sprite = sprite;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 如果没有 SpriteRenderer,添加一个
|
||||
mainSR = instance.AddComponent<SpriteRenderer>();
|
||||
mainSR.sprite = sprite;
|
||||
mainSR.sortingOrder = 1;
|
||||
}
|
||||
|
||||
// 保存为新 Prefab
|
||||
string prefabPath = $"{outputDir}/{prefabNames[i]}.prefab";
|
||||
PrefabUtility.SaveAsPrefabAsset(instance, prefabPath);
|
||||
Object.DestroyImmediate(instance);
|
||||
|
||||
created++;
|
||||
Debug.Log($"[EnemyPrefabCreator] 创建: {prefabPath} (Sprite: {sprite.name})");
|
||||
}
|
||||
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
// 高亮输出目录
|
||||
var folder = AssetDatabase.LoadAssetAtPath<Object>(outputDir);
|
||||
if (folder != null)
|
||||
{
|
||||
Selection.activeObject = folder;
|
||||
EditorGUIUtility.PingObject(folder);
|
||||
}
|
||||
|
||||
Debug.Log($"[EnemyPrefabCreator] 完成!共创建 {created} 个敌人预制体于 {outputDir}");
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: W3IWvCytUC+01gvIXRyA8dEn6a7yxzldhbxdDpzTFOJskb8Bmxs1z1c=
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,268 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using UnityEngine.UI;
|
||||
using GameFramework;
|
||||
|
||||
/// <summary>
|
||||
/// 一键搭建游戏 UI:HUD Canvas + 游戏结果 Canvas + 主菜单标题。
|
||||
/// 菜单路径:Tools > 搭建游戏UI
|
||||
/// </summary>
|
||||
public static class UIBuilder
|
||||
{
|
||||
[MenuItem("Tools/搭建游戏UI (HUD + ResultScreen + MainMenu标题)")]
|
||||
public static void BuildAll()
|
||||
{
|
||||
BuildHUD();
|
||||
BuildResultScreen();
|
||||
Debug.Log("[UIBuilder] 全部 UI 搭建完成!请在 Inspector 中检查引用是否正确。");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 在 Gameplay 场景中搭建 HUD Canvas。
|
||||
/// </summary>
|
||||
[MenuItem("Tools/搭建 HUD Canvas")]
|
||||
public static void BuildHUD()
|
||||
{
|
||||
// 创建 HUD Canvas
|
||||
var hudCanvasObj = new GameObject("HUD_Canvas");
|
||||
var canvas = hudCanvasObj.AddComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
canvas.sortingOrder = 10001;
|
||||
hudCanvasObj.AddComponent<CanvasScaler>().uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||
hudCanvasObj.GetComponent<CanvasScaler>().referenceResolution = new Vector2(1920, 1080);
|
||||
hudCanvasObj.AddComponent<GraphicRaycaster>();
|
||||
|
||||
// 添加 GameHUD 脚本
|
||||
var hud = hudCanvasObj.AddComponent<GameHUD>();
|
||||
|
||||
// ===== 左上角:血量区域 =====
|
||||
var healthArea = CreateChild(hudCanvasObj, "HealthArea", new Vector2(20, -20));
|
||||
var healthLayout = healthArea.AddComponent<VerticalLayoutGroup>();
|
||||
healthLayout.spacing = 5;
|
||||
healthLayout.childForceExpandWidth = false;
|
||||
healthLayout.childForceExpandHeight = false;
|
||||
healthArea.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
|
||||
// 血量 Slider
|
||||
var sliderObj = new GameObject("HealthSlider");
|
||||
sliderObj.transform.SetParent(healthArea.transform, false);
|
||||
var slider = sliderObj.AddComponent<Slider>();
|
||||
slider.minValue = 0;
|
||||
slider.maxValue = 1;
|
||||
slider.value = 1;
|
||||
slider.interactable = false;
|
||||
var sliderRect = sliderObj.GetComponent<RectTransform>();
|
||||
sliderRect.sizeDelta = new Vector2(200, 20);
|
||||
|
||||
// Slider 背景
|
||||
var sliderBg = new GameObject("Background");
|
||||
sliderBg.transform.SetParent(sliderObj.transform, false);
|
||||
var bgImage = sliderBg.AddComponent<Image>();
|
||||
bgImage.color = new Color(0.2f, 0.2f, 0.2f, 0.8f);
|
||||
var bgRect = sliderBg.GetComponent<RectTransform>();
|
||||
bgRect.anchorMin = Vector2.zero;
|
||||
bgRect.anchorMax = Vector2.one;
|
||||
bgRect.sizeDelta = Vector2.zero;
|
||||
|
||||
// Slider 填充区域
|
||||
var fillArea = new GameObject("Fill Area");
|
||||
fillArea.transform.SetParent(sliderObj.transform, false);
|
||||
var fillAreaRect = fillArea.AddComponent<RectTransform>();
|
||||
fillAreaRect.anchorMin = new Vector2(0, 0);
|
||||
fillAreaRect.anchorMax = new Vector2(1, 1);
|
||||
fillAreaRect.sizeDelta = Vector2.zero;
|
||||
|
||||
var fill = new GameObject("Fill");
|
||||
fill.transform.SetParent(fillArea.transform, false);
|
||||
var fillImage = fill.AddComponent<Image>();
|
||||
fillImage.color = new Color(0.8f, 0.1f, 0.1f, 0.9f);
|
||||
var fillRect = fill.GetComponent<RectTransform>();
|
||||
fillRect.anchorMin = Vector2.zero;
|
||||
fillRect.anchorMax = Vector2.one;
|
||||
fillRect.sizeDelta = Vector2.zero;
|
||||
|
||||
slider.fillRect = fillRect;
|
||||
|
||||
// 血量文字
|
||||
var healthTextObj = CreateText(healthArea.transform, "HealthText", "100/100", 14, TextAnchor.MiddleLeft);
|
||||
healthTextObj.GetComponent<RectTransform>().sizeDelta = new Vector2(200, 20);
|
||||
|
||||
// ===== 左上角下方:灵灯区域 =====
|
||||
var lanternArea = CreateChild(hudCanvasObj, "LanternArea", new Vector2(20, -80));
|
||||
var lanternLayout = lanternArea.AddComponent<VerticalLayoutGroup>();
|
||||
lanternLayout.spacing = 3;
|
||||
lanternLayout.childForceExpandWidth = false;
|
||||
lanternLayout.childForceExpandHeight = false;
|
||||
lanternArea.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
|
||||
var lanternCountObj = CreateText(lanternArea.transform, "LanternCount", "灵灯: 5", 16, TextAnchor.MiddleLeft);
|
||||
lanternCountObj.GetComponent<RectTransform>().sizeDelta = new Vector2(200, 24);
|
||||
|
||||
var lanternCDObj = CreateText(lanternArea.transform, "LanternCD", "就绪", 14, TextAnchor.MiddleLeft);
|
||||
lanternCDObj.GetComponent<RectTransform>().sizeDelta = new Vector2(200, 20);
|
||||
|
||||
// ===== 右上角:分数 + 暂停 =====
|
||||
var topRight = CreateChild(hudCanvasObj, "TopRight", new Vector2(-20, -20));
|
||||
var topRightRect = topRight.GetComponent<RectTransform>();
|
||||
topRightRect.anchorMin = new Vector2(1, 1);
|
||||
topRightRect.anchorMax = new Vector2(1, 1);
|
||||
topRightRect.pivot = new Vector2(1, 1);
|
||||
|
||||
var topRightLayout = topRight.AddComponent<VerticalLayoutGroup>();
|
||||
topRightLayout.spacing = 8;
|
||||
topRightLayout.childForceExpandWidth = false;
|
||||
topRightLayout.childForceExpandHeight = false;
|
||||
topRightLayout.childAlignment = TextAnchor.UpperRight;
|
||||
topRight.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
|
||||
var scoreObj = CreateText(topRight.transform, "ScoreText", "分数: 0", 20, TextAnchor.MiddleRight);
|
||||
scoreObj.GetComponent<RectTransform>().sizeDelta = new Vector2(200, 30);
|
||||
|
||||
// 暂停按钮
|
||||
var pauseObj = CreateButton(topRight.transform, "PauseButton", "暂停", new Vector2(100, 35));
|
||||
|
||||
// ===== 连接 GameHUD 引用 =====
|
||||
var so = new SerializedObject(hud);
|
||||
so.FindProperty("healthSlider").objectReferenceValue = slider;
|
||||
so.FindProperty("healthText").objectReferenceValue = healthTextObj.GetComponent<Text>();
|
||||
so.FindProperty("lanternCountText").objectReferenceValue = lanternCountObj.GetComponent<Text>();
|
||||
so.FindProperty("lanternCDText").objectReferenceValue = lanternCDObj.GetComponent<Text>();
|
||||
so.FindProperty("scoreText").objectReferenceValue = scoreObj.GetComponent<Text>();
|
||||
so.FindProperty("pauseButton").objectReferenceValue = pauseObj.GetComponent<Button>();
|
||||
so.ApplyModifiedProperties();
|
||||
|
||||
Debug.Log("[UIBuilder] HUD Canvas 搭建完成");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 在 Gameplay 场景中搭建游戏结果 Canvas。
|
||||
/// </summary>
|
||||
[MenuItem("Tools/搭建 ResultScreen Canvas")]
|
||||
public static void BuildResultScreen()
|
||||
{
|
||||
// 创建 Result Canvas
|
||||
var resultCanvasObj = new GameObject("ResultScreen_Canvas");
|
||||
var canvas = resultCanvasObj.AddComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
canvas.sortingOrder = 10002;
|
||||
resultCanvasObj.AddComponent<CanvasScaler>().uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||
resultCanvasObj.GetComponent<CanvasScaler>().referenceResolution = new Vector2(1920, 1080);
|
||||
resultCanvasObj.AddComponent<GraphicRaycaster>();
|
||||
|
||||
// 添加 GameResultScreen 脚本
|
||||
var resultScreen = resultCanvasObj.AddComponent<GameResultScreen>();
|
||||
|
||||
// 半透明黑色背景
|
||||
var bgObj = new GameObject("Overlay");
|
||||
bgObj.transform.SetParent(resultCanvasObj.transform, false);
|
||||
var bgImage = bgObj.AddComponent<Image>();
|
||||
bgImage.color = new Color(0, 0, 0, 0.7f);
|
||||
var bgRect = bgObj.GetComponent<RectTransform>();
|
||||
bgRect.anchorMin = Vector2.zero;
|
||||
bgRect.anchorMax = Vector2.one;
|
||||
bgRect.sizeDelta = Vector2.zero;
|
||||
|
||||
// ===== 胜利面板 =====
|
||||
var winPanel = CreateCenterPanel(resultCanvasObj, "WinPanel", new Color(0.1f, 0.3f, 0.1f, 0.9f));
|
||||
var winTitle = CreateText(winPanel.transform, "WinTitle", "胜利!", 40, TextAnchor.MiddleCenter);
|
||||
winTitle.GetComponent<Text>().color = new Color(1f, 0.85f, 0.2f);
|
||||
winTitle.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, 60);
|
||||
var winScore = CreateText(winPanel.transform, "WinScore", "分数: 0", 24, TextAnchor.MiddleCenter);
|
||||
winScore.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, 0);
|
||||
var winBtn = CreateButton(winPanel.transform, "WinConfirmBtn", "确认", new Vector2(160, 50));
|
||||
winBtn.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, -60);
|
||||
|
||||
// ===== 失败面板 =====
|
||||
var losePanel = CreateCenterPanel(resultCanvasObj, "LosePanel", new Color(0.3f, 0.1f, 0.1f, 0.9f));
|
||||
var loseTitle = CreateText(losePanel.transform, "LoseTitle", "游戏结束", 40, TextAnchor.MiddleCenter);
|
||||
loseTitle.GetComponent<Text>().color = new Color(1f, 0.3f, 0.3f);
|
||||
loseTitle.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, 60);
|
||||
var loseScore = CreateText(losePanel.transform, "LoseScore", "分数: 0", 24, TextAnchor.MiddleCenter);
|
||||
loseScore.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, 0);
|
||||
var loseBtn = CreateButton(losePanel.transform, "LoseConfirmBtn", "确认", new Vector2(160, 50));
|
||||
loseBtn.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, -60);
|
||||
|
||||
// 初始隐藏两个面板
|
||||
winPanel.SetActive(false);
|
||||
losePanel.SetActive(false);
|
||||
|
||||
// ===== 连接 GameResultScreen 引用 =====
|
||||
var so = new SerializedObject(resultScreen);
|
||||
so.FindProperty("resultCanvas").objectReferenceValue = canvas;
|
||||
so.FindProperty("winPanel").objectReferenceValue = winPanel;
|
||||
so.FindProperty("winConfirmButton").objectReferenceValue = winBtn.GetComponent<Button>();
|
||||
so.FindProperty("winTitleText").objectReferenceValue = winTitle.GetComponent<Text>();
|
||||
so.FindProperty("winScoreText").objectReferenceValue = winScore.GetComponent<Text>();
|
||||
so.FindProperty("losePanel").objectReferenceValue = losePanel;
|
||||
so.FindProperty("loseConfirmButton").objectReferenceValue = loseBtn.GetComponent<Button>();
|
||||
so.FindProperty("loseTitleText").objectReferenceValue = loseTitle.GetComponent<Text>();
|
||||
so.FindProperty("loseScoreText").objectReferenceValue = loseScore.GetComponent<Text>();
|
||||
so.ApplyModifiedProperties();
|
||||
|
||||
Debug.Log("[UIBuilder] ResultScreen Canvas 搭建完成");
|
||||
}
|
||||
|
||||
// ===== 辅助方法 =====
|
||||
|
||||
private static GameObject CreateChild(GameObject parent, string name, Vector2 pos)
|
||||
{
|
||||
var obj = new GameObject(name);
|
||||
obj.transform.SetParent(parent.transform, false);
|
||||
var rect = obj.AddComponent<RectTransform>();
|
||||
rect.anchorMin = new Vector2(0, 1);
|
||||
rect.anchorMax = new Vector2(0, 1);
|
||||
rect.pivot = new Vector2(0, 1);
|
||||
rect.anchoredPosition = pos;
|
||||
return obj;
|
||||
}
|
||||
|
||||
private static GameObject CreateText(Transform parent, string name, string content, int fontSize, TextAnchor alignment)
|
||||
{
|
||||
var obj = new GameObject(name);
|
||||
obj.transform.SetParent(parent, false);
|
||||
obj.AddComponent<RectTransform>();
|
||||
var text = obj.AddComponent<Text>();
|
||||
text.text = content;
|
||||
text.fontSize = fontSize;
|
||||
text.alignment = alignment;
|
||||
text.color = Color.white;
|
||||
text.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
|
||||
if (text.font == null) text.font = Font.CreateDynamicFontFromOSFont("Arial", fontSize);
|
||||
text.horizontalOverflow = HorizontalWrapMode.Overflow;
|
||||
text.verticalOverflow = VerticalWrapMode.Overflow;
|
||||
return obj;
|
||||
}
|
||||
|
||||
private static GameObject CreateButton(Transform parent, string name, string label, Vector2 size)
|
||||
{
|
||||
var btnObj = new GameObject(name);
|
||||
btnObj.transform.SetParent(parent, false);
|
||||
var rect = btnObj.AddComponent<RectTransform>();
|
||||
rect.sizeDelta = size;
|
||||
var img = btnObj.AddComponent<Image>();
|
||||
img.color = new Color(0.3f, 0.3f, 0.3f, 0.9f);
|
||||
var btn = btnObj.AddComponent<Button>();
|
||||
|
||||
var textObj = CreateText(btnObj.transform, "Text", label, 18, TextAnchor.MiddleCenter);
|
||||
var textRect = textObj.GetComponent<RectTransform>();
|
||||
textRect.anchorMin = Vector2.zero;
|
||||
textRect.anchorMax = Vector2.one;
|
||||
textRect.sizeDelta = Vector2.zero;
|
||||
|
||||
return btnObj;
|
||||
}
|
||||
|
||||
private static GameObject CreateCenterPanel(GameObject parent, string name, Color bgColor)
|
||||
{
|
||||
var panel = new GameObject(name);
|
||||
panel.transform.SetParent(parent.transform, false);
|
||||
var rect = panel.AddComponent<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(400, 250);
|
||||
var img = panel.AddComponent<Image>();
|
||||
img.color = bgColor;
|
||||
return panel;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: CnkbsCKvVy1NO58LD374An8U/q938/UfjeS0Awm+graLqugFj/c9WeQ=
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -31,7 +31,7 @@ Material:
|
||||
- _EchoRadius: 39.41617
|
||||
- _EchoWidth: 2.5
|
||||
- _LightSoftness: 1
|
||||
- _MinBrightness: 1
|
||||
- _MinBrightness: 0
|
||||
m_Colors:
|
||||
- _DarknessColor: {r: 0.01, g: 0.01, b: 0.02, a: 1}
|
||||
- _EchoCenter: {r: -2.4399998, g: -1.5000057, b: 0, a: 0}
|
||||
|
||||
@@ -0,0 +1,130 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using IndianOceanAssets.Engine2_5D;
|
||||
using GameFramework;
|
||||
|
||||
namespace GameFramework
|
||||
{
|
||||
/// <summary>
|
||||
/// 游戏内 HUD —— 显示血量、灵灯数量/CD、分数、暂停按钮。
|
||||
/// 挂在 Gameplay 场景的 HUD Canvas 上。
|
||||
/// </summary>
|
||||
public class GameHUD : MonoBehaviour
|
||||
{
|
||||
[Header("血量")]
|
||||
[SerializeField] private Slider healthSlider;
|
||||
[SerializeField] private Text healthText;
|
||||
|
||||
[Header("灵灯")]
|
||||
[SerializeField] private Text lanternCountText;
|
||||
[SerializeField] private Text lanternCDText;
|
||||
[SerializeField] private Image lanternCDFill; // 可选:CD 圆形填充
|
||||
|
||||
[Header("分数")]
|
||||
[SerializeField] private Text scoreText;
|
||||
|
||||
[Header("暂停")]
|
||||
[SerializeField] private Button pauseButton;
|
||||
|
||||
private HealthSystem _playerHealth;
|
||||
private SpiritLanternSystem _lanternSystem;
|
||||
private int _maxHealth;
|
||||
|
||||
void Start()
|
||||
{
|
||||
// 查找玩家
|
||||
var player = GameObject.FindWithTag("Player");
|
||||
if (player != null)
|
||||
{
|
||||
_playerHealth = player.GetComponent<HealthSystem>();
|
||||
_lanternSystem = player.GetComponent<SpiritLanternSystem>();
|
||||
|
||||
// 获取 maxHealth
|
||||
if (_playerHealth != null)
|
||||
{
|
||||
var field = typeof(HealthSystem).GetField("maxHealth",
|
||||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||||
if (field != null)
|
||||
_maxHealth = (int)field.GetValue(_playerHealth);
|
||||
else
|
||||
_maxHealth = 100;
|
||||
}
|
||||
}
|
||||
|
||||
// 绑定暂停按钮
|
||||
if (pauseButton != null)
|
||||
pauseButton.onClick.AddListener(OnPauseClick);
|
||||
|
||||
// 订阅分数事件
|
||||
ScoreManager.onScoreChanged += UpdateScore;
|
||||
|
||||
// 初始更新
|
||||
UpdateScore(ScoreManager.Instance != null ? ScoreManager.Instance.CurrentScore : 0);
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
ScoreManager.onScoreChanged -= UpdateScore;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
UpdateHealth();
|
||||
UpdateLantern();
|
||||
}
|
||||
|
||||
private void UpdateHealth()
|
||||
{
|
||||
if (_playerHealth == null) return;
|
||||
|
||||
// 获取当前血量
|
||||
var field = typeof(HealthSystem).GetField("health",
|
||||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||||
int currentHealth = field != null ? (int)field.GetValue(_playerHealth) : _maxHealth;
|
||||
|
||||
if (healthSlider != null)
|
||||
healthSlider.value = (float)currentHealth / _maxHealth;
|
||||
|
||||
if (healthText != null)
|
||||
healthText.text = $"{currentHealth}/{_maxHealth}";
|
||||
}
|
||||
|
||||
private void UpdateLantern()
|
||||
{
|
||||
if (_lanternSystem == null) return;
|
||||
|
||||
if (lanternCountText != null)
|
||||
lanternCountText.text = $"灵灯: {_lanternSystem.RemainingLanterns}";
|
||||
|
||||
if (lanternCDText != null)
|
||||
{
|
||||
if (_lanternSystem.IsCooldownReady)
|
||||
lanternCDText.text = "就绪";
|
||||
else
|
||||
lanternCDText.text = $"{_lanternSystem.CooldownRemaining:F1}s";
|
||||
}
|
||||
|
||||
if (lanternCDFill != null)
|
||||
{
|
||||
// CD 填充:就绪时满,冷却中递减
|
||||
var cdField = typeof(SpiritLanternSystem).GetField("cooldown",
|
||||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||||
float maxCD = cdField != null ? (float)cdField.GetValue(_lanternSystem) : 3f;
|
||||
lanternCDFill.fillAmount = _lanternSystem.IsCooldownReady ? 1f :
|
||||
1f - (_lanternSystem.CooldownRemaining / maxCD);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateScore(int score)
|
||||
{
|
||||
if (scoreText != null)
|
||||
scoreText.text = $"分数: {score}";
|
||||
}
|
||||
|
||||
private void OnPauseClick()
|
||||
{
|
||||
if (TimeController.Instance != null)
|
||||
TimeController.Instance.Pause();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: DXwf4C6kWniDTHsh4b3aQIGvTSikXkx4eRJzW2U7bhl8SN5cR5j/4FI=
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -5,13 +5,16 @@ namespace GameFramework
|
||||
{
|
||||
/// <summary>
|
||||
/// 全局游戏状态管理器(持久化单例)。
|
||||
/// 维护 GameState,提供 GameOver 触发入口与 onGameOver 事件。
|
||||
/// 维护 GameState,提供 GameOver / Win 触发入口与对应事件。
|
||||
/// </summary>
|
||||
public class GameManager : PersistentSingleton<GameManager>
|
||||
{
|
||||
/// <summary>游戏结束时触发(GameOverScreen 等订阅)。</summary>
|
||||
/// <summary>游戏结束(失败)时触发。</summary>
|
||||
public static Action onGameOver;
|
||||
|
||||
/// <summary>游戏胜利时触发。</summary>
|
||||
public static Action onGameWin;
|
||||
|
||||
public static GameState GameState
|
||||
{
|
||||
get => Instance.gameState;
|
||||
@@ -20,13 +23,21 @@ namespace GameFramework
|
||||
|
||||
[SerializeField] private GameState gameState = GameState.Playing;
|
||||
|
||||
/// <summary>触发游戏结束:设状态 + 触发事件。玩家被敌人抓到时调用。</summary>
|
||||
/// <summary>触发游戏失败:设状态 + 触发事件。</summary>
|
||||
public static void GameOver()
|
||||
{
|
||||
if (Instance == null) return;
|
||||
GameState = GameState.GameOver;
|
||||
onGameOver?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>触发游戏胜利:设状态 + 触发事件。</summary>
|
||||
public static void Win()
|
||||
{
|
||||
if (Instance == null) return;
|
||||
GameState = GameState.Victory;
|
||||
onGameWin?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
public enum GameState
|
||||
@@ -34,6 +45,7 @@ namespace GameFramework
|
||||
Playing,
|
||||
Paused,
|
||||
GameOver,
|
||||
Victory,
|
||||
Scoring
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,142 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace GameFramework
|
||||
{
|
||||
/// <summary>
|
||||
/// 游戏结果类型。
|
||||
/// </summary>
|
||||
public enum GameResult { Win, Lose }
|
||||
|
||||
/// <summary>
|
||||
/// 游戏结果界面(支持胜利/失败)。
|
||||
/// 监听 GameManager.onGameOver 和 onGameWin 事件,
|
||||
/// 显示对应面板并暂停游戏。确认后跳转到排行榜场景。
|
||||
/// </summary>
|
||||
public class GameResultScreen : MonoBehaviour
|
||||
{
|
||||
[Header("Canvas")]
|
||||
[SerializeField] private Canvas resultCanvas;
|
||||
|
||||
[Header("胜利面板")]
|
||||
[SerializeField] private GameObject winPanel;
|
||||
[SerializeField] private Button winConfirmButton;
|
||||
[SerializeField] private Text winTitleText;
|
||||
[SerializeField] private Text winScoreText;
|
||||
|
||||
[Header("失败面板")]
|
||||
[SerializeField] private GameObject losePanel;
|
||||
[SerializeField] private Button loseConfirmButton;
|
||||
[SerializeField] private Text loseTitleText;
|
||||
[SerializeField] private Text loseScoreText;
|
||||
|
||||
[Header("Audio")]
|
||||
[SerializeField] private AudioData winSFX;
|
||||
[SerializeField] private AudioData loseSFX;
|
||||
|
||||
[Header("Input")]
|
||||
[SerializeField] private KeyCode confirmKey = KeyCode.Return;
|
||||
|
||||
private bool _isVisible;
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
GameManager.onGameOver += OnGameOver;
|
||||
GameManager.onGameWin += OnGameWin;
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
GameManager.onGameOver -= OnGameOver;
|
||||
GameManager.onGameWin -= OnGameWin;
|
||||
}
|
||||
|
||||
void OnGameOver() => ShowResult(GameResult.Lose);
|
||||
void OnGameWin() => ShowResult(GameResult.Win);
|
||||
|
||||
void Start()
|
||||
{
|
||||
// 初始隐藏
|
||||
if (resultCanvas != null)
|
||||
resultCanvas.enabled = false;
|
||||
|
||||
// 绑定按钮
|
||||
if (winConfirmButton != null)
|
||||
winConfirmButton.onClick.AddListener(OnConfirmClick);
|
||||
if (loseConfirmButton != null)
|
||||
loseConfirmButton.onClick.AddListener(OnConfirmClick);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 显示游戏结果界面。
|
||||
/// </summary>
|
||||
public void ShowResult(GameResult result)
|
||||
{
|
||||
_isVisible = true;
|
||||
|
||||
// 显示 Canvas
|
||||
if (resultCanvas != null)
|
||||
resultCanvas.enabled = true;
|
||||
|
||||
// 更新分数显示
|
||||
int score = ScoreManager.Instance != null ? ScoreManager.Instance.CurrentScore : 0;
|
||||
|
||||
if (result == GameResult.Win)
|
||||
{
|
||||
// 显示胜利面板,隐藏失败面板
|
||||
if (winPanel != null) winPanel.SetActive(true);
|
||||
if (losePanel != null) losePanel.SetActive(false);
|
||||
|
||||
if (winScoreText != null) winScoreText.text = $"分数: {score}";
|
||||
if (winConfirmButton != null) winConfirmButton.Select();
|
||||
|
||||
if (AudioManager.Instance != null && winSFX != null)
|
||||
AudioManager.Instance.PlaySFX(winSFX);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 显示失败面板,隐藏胜利面板
|
||||
if (winPanel != null) winPanel.SetActive(false);
|
||||
if (losePanel != null) losePanel.SetActive(true);
|
||||
|
||||
if (loseScoreText != null) loseScoreText.text = $"分数: {score}";
|
||||
if (loseConfirmButton != null) loseConfirmButton.Select();
|
||||
|
||||
if (AudioManager.Instance != null && loseSFX != null)
|
||||
AudioManager.Instance.PlaySFX(loseSFX);
|
||||
}
|
||||
|
||||
// 暂停游戏
|
||||
if (TimeController.Instance != null)
|
||||
TimeController.Instance.Pause();
|
||||
|
||||
// 显示鼠标
|
||||
Cursor.visible = true;
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!_isVisible) return;
|
||||
|
||||
// 按确认键跳转
|
||||
if (Input.GetKeyDown(confirmKey) || Input.GetKeyDown(KeyCode.Space))
|
||||
{
|
||||
OnConfirmClick();
|
||||
}
|
||||
}
|
||||
|
||||
void OnConfirmClick()
|
||||
{
|
||||
_isVisible = false;
|
||||
|
||||
// 解除暂停
|
||||
if (TimeController.Instance != null)
|
||||
TimeController.Instance.Unpause();
|
||||
|
||||
// 跳转到排行榜
|
||||
if (SceneLoader.Instance != null)
|
||||
SceneLoader.Instance.LoadScoringScene();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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|
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|
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -4,11 +4,14 @@ using UnityEngine.UI;
|
||||
namespace GameFramework
|
||||
{
|
||||
/// <summary>
|
||||
/// 主菜单 UI 控制器。
|
||||
/// 绑定三个按钮:开始游戏(异步加载)、设置(占位面板)、退出游戏。
|
||||
/// 主菜单 UI 控制器(游戏封面)。
|
||||
/// 包含游戏标题 + 开始/设置/退出按钮。
|
||||
/// </summary>
|
||||
public class MainMenuUIController : MonoBehaviour
|
||||
{
|
||||
[Header("标题")]
|
||||
[SerializeField] Text titleText;
|
||||
|
||||
[Header("Buttons")]
|
||||
[SerializeField] Button startButton;
|
||||
[SerializeField] Button settingsButton;
|
||||
|
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@@ -81,7 +81,7 @@ SpriteRenderer:
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