新增game hud字体
移除旧版血量控制
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@@ -100,6 +100,7 @@ namespace IndianOceanAssets.Engine2_5D
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private float _attackTimer; // 攻击冷却计时器
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private Animator _animator; // 敌人动画
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private HealthSystem _playerHealth; // 玩家血量引用
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private Camera _mainCam; // 主相机引用(用于Billboard)
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private void Start()
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{
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@@ -118,6 +119,7 @@ namespace IndianOceanAssets.Engine2_5D
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}
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_animator = GetComponent<Animator>();
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_mainCam = Camera.main;
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}
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private void OnEnable()
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@@ -130,6 +132,18 @@ namespace IndianOceanAssets.Engine2_5D
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EchoSystem.OnEchoReleased -= OnBell;
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}
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private void LateUpdate()
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{
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// Billboard:让 Sprite 始终面朝相机,消除透视畸变
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if (_mainCam != null)
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{
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transform.LookAt(
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transform.position + (_mainCam.transform.position - transform.position),
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Vector3.up
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);
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}
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}
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private void Update()
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{
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switch (_state)
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@@ -225,12 +239,26 @@ namespace IndianOceanAssets.Engine2_5D
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// ===== ChasingBell:追击铃铛 =====
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private void UpdateChasingBell()
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{
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// 更新攻击冷却
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_attackTimer -= Time.deltaTime;
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// 追击过程中检测是否看到玩家
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if (CanSeePlayer())
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if (playerTarget != null && CanSeePlayer())
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{
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_state = State.ChasingPlayer;
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_loseSightTimer = 0f;
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return;
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float distToPlayer = XZDistance(transform.position, playerTarget.position);
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// 进入攻击范围 → 近战攻击
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if (distToPlayer <= attackRange)
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{
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TryAttack();
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}
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else
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{
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// 看到玩家但不在攻击范围,切换到追击玩家
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_state = State.ChasingPlayer;
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_loseSightTimer = 0f;
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return;
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}
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}
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// 追击计时
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