增加传送门逻辑

增加无敌时间
This commit is contained in:
2026-07-05 22:50:58 +08:00
parent b7aac301ba
commit c06a8abad0
7 changed files with 322 additions and 697 deletions
@@ -29,10 +29,19 @@ namespace IndianOceanAssets.Engine2_5D
[SerializeField] private float fadeDuration = 2f;
private bool _isDead = false; // 防止重复触发死亡
private bool _isInvincible = false; // 无敌状态
private float _invincibleTimer = 0f; // 无敌剩余时间(<=0 表示永久无敌)
[Header("受伤无敌")]
[Tooltip("玩家受伤后的无敌时间(秒)")]
[SerializeField] private float damageInvincibleDuration = 2f;
/// <summary>是否已死亡(只读)</summary>
public bool IsDead => _isDead;
/// <summary>是否处于无敌状态(只读)</summary>
public bool IsInvincible => _isInvincible;
/// <summary>最大血量(只读)</summary>
public int MaxHealth => maxHealth;
@@ -46,6 +55,7 @@ namespace IndianOceanAssets.Engine2_5D
public void Damage(int damageAmount)
{
if (_isDead) return; // 已死亡,不再处理
if (_isInvincible) return; // 无敌状态,免疫伤害
health -= damageAmount;
@@ -57,6 +67,10 @@ namespace IndianOceanAssets.Engine2_5D
if (isPlayer && AudioManager.Instance != null)
AudioManager.Instance.PlaySFXFromResources("SFX/Hurt", 0.7f);
// 玩家受伤后进入短暂无敌(防止连续掉血)
if (isPlayer && !_isDead)
MakeInvincible(damageInvincibleDuration);
// If dead
if (health <= 0)
{
@@ -75,6 +89,41 @@ namespace IndianOceanAssets.Engine2_5D
}
}
/// <summary>
/// 进入无敌状态。
/// duration &lt;= 0 表示永久无敌(直到被外部取消)。
/// duration &gt; 0 表示限时无敌,到期后自动解除。
/// </summary>
public void MakeInvincible(float duration = 0f)
{
_isInvincible = true;
if (duration <= 0f)
{
// 永久无敌
_invincibleTimer = -1f;
StopCoroutine(nameof(InvincibleCountdown));
}
else
{
// 限时无敌:刷新计时器
_invincibleTimer = duration;
StopCoroutine(nameof(InvincibleCountdown));
StartCoroutine(InvincibleCountdown());
}
}
/// <summary>限时无敌倒计时协程</summary>
private IEnumerator InvincibleCountdown()
{
while (_invincibleTimer > 0f)
{
_invincibleTimer -= Time.deltaTime;
yield return null;
}
_isInvincible = false;
}
// Handles death logic and effects
public void Die()
{
+10
View File
@@ -1,5 +1,6 @@
using UnityEngine;
using GameFramework;
using IndianOceanAssets.Engine2_5D;
/// <summary>
/// 传送门/出口 Door —— 玩家碰触后触发胜利流程。
@@ -16,6 +17,15 @@ public class DoorPortal : MonoBehaviour
void OnTriggerEnter(Collider other)
{
if (!other.CompareTag("Player")) return;
// 玩家进入传送门后永久无敌,胜利流程中不再掉血
var health = other.GetComponent<HealthSystem>();
if (health != null)
{
health.MakeInvincible(); // duration<=0 即永久无敌
Debug.Log("[DoorPortal] 玩家已进入无敌状态");
}
Debug.Log("[DoorPortal] 玩家进入传送门,触发胜利!");
GameManager.Win();
}
+120 -693
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- _FadeAlpha: 1
- _RippleAmplitude: 0.0412
- _RippleFrequency: 10.5
- _RippleIntensity: 0.6882374
- _RippleIntensity: -0
- _RippleSpeed: 3
- _Shininess: 0.2
- _Stencil: 0
+37 -2
View File
@@ -19,6 +19,10 @@ namespace IndianOceanAssets.Engine2_5D
[Tooltip("玩家预制体")]
[SerializeField] GameObject playerPrefab;
[Header("传送门")]
[Tooltip("传送门/出口预制体(DoorPortal")]
[SerializeField] GameObject doorPrefab;
[Header("敌人配置")]
[Tooltip("敌人预制体数组(enemy_01 ~ enemy_05")]
[SerializeField] GameObject[] enemyPrefabs;
@@ -93,7 +97,38 @@ namespace IndianOceanAssets.Engine2_5D
}
}
// 2. 生成敌人
// 2. 生成传送门(选择离玩家最远的出生点)
if (doorPrefab != null && usedIndex < _allSpawnPoints.Count)
{
Vector3 playerPos = _spawnedPlayer != null ? _spawnedPlayer.transform.position : _allSpawnPoints[0].position;
Transform doorSpawn = null;
float maxDist = -1f;
for (int i = usedIndex; i < _allSpawnPoints.Count; i++)
{
float dist = Vector3.Distance(_allSpawnPoints[i].position, playerPos);
if (dist > maxDist)
{
maxDist = dist;
doorSpawn = _allSpawnPoints[i];
}
}
if (doorSpawn == null)
doorSpawn = _allSpawnPoints[usedIndex];
int doorIdx = _allSpawnPoints.IndexOf(doorSpawn);
if (doorIdx != usedIndex)
{
var temp = _allSpawnPoints[usedIndex];
_allSpawnPoints[usedIndex] = _allSpawnPoints[doorIdx];
_allSpawnPoints[doorIdx] = temp;
}
usedIndex++;
Instantiate(doorPrefab, doorSpawn.position, doorSpawn.rotation);
Debug.Log($"[GameSpawnManager] 传送门出生在 #{GetSpawnPointIndex(doorSpawn)} 位置=({doorSpawn.position.x:F1}, {doorSpawn.position.y:F1}, {doorSpawn.position.z:F1}) 距玩家={maxDist:F1}");
}
// 3. 生成敌人
if (enemyPrefabs != null && enemyCounts != null)
{
int prefabCount = Mathf.Min(enemyPrefabs.Length, enemyCounts.Length);
@@ -121,7 +156,7 @@ namespace IndianOceanAssets.Engine2_5D
}
}
Debug.Log($"[GameSpawnManager] 生成完毕:1 个玩家 + {_spawnedEnemies.Count} 个敌人");
Debug.Log($"[GameSpawnManager] 生成完毕:1 个玩家 + {(doorPrefab != null ? "1 + " : "")}{_spawnedEnemies.Count} 个敌人");
}
/// <summary>