摄像机区域的架构改动

This commit is contained in:
2026-05-15 14:47:24 +08:00
parent 1b37297585
commit f264329751
3591 changed files with 1687228 additions and 446503 deletions

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using UnityEngine;
namespace BaseGames.Combat
{
/// <summary>
/// 护盾配置资产(架构 06_CombatModule §6 ShieldSystem
/// 可通过 Assets/Create/Combat/ShieldConfig 创建。
/// </summary>
[CreateAssetMenu(menuName = "BaseGames/Combat/ShieldConfig", fileName = "ShieldConfig")]
public class ShieldConfigSO : ScriptableObject
{
[Header("护盾数值")]
public int MaxShieldHP = 0; // 0 = 无护盾(默认禁用)
[Range(0f, 1f)]
public float DamageAbsorptionRatio = 1.0f; // 1.0 = 全吸收;<1.0 = 部分穿透
public float RechargeDelay = 2.0f; // 受击后延迟多久才开始再生(秒)
public float RechargeRate = 20f; // 每秒再生 HP
[Header("破碎惩罚")]
public float BrokenPenaltyDuration = 3.0f; // 护盾破碎后不可再生的惩罚时长(秒)
[Header("存档点")]
public bool FullRechargeOnSavePoint = true; // 抵达存档点时是否完全恢复护盾
[Header("弹反加成")]
[Range(0f, 1f)]
public float ParryRestoreRatio = 0.3f; // 弹反成功后恢复护盾比例(占 MaxShieldHP
}
}