2026-04-29 01:18:39 +08:00
|
|
|
|
// ============================================================
|
|
|
|
|
|
// 文件:MonsterContral.cs
|
|
|
|
|
|
// 职责:鱼(怪物)实体基类 —— 状态机、路径移动、动画、死亡处理
|
|
|
|
|
|
// 优化点:
|
|
|
|
|
|
// 1. 方向朝向逻辑提取为独立方法 ApplyFacingDirection,消除大量重复 switch
|
|
|
|
|
|
// 2. OnMoveUpdata 按 isyz 分支,各分支内复用 ApplyFacingDirection
|
|
|
|
|
|
// 3. OnDestroy 统一清理三个字典,去除重复判断
|
|
|
|
|
|
// 4. 常量命名使用 PascalCase,符合 C# 规范
|
|
|
|
|
|
// 5. 补充 XML 注释,明确方法职责
|
|
|
|
|
|
// 6. forwordXYZ 空检查改用 string.IsNullOrEmpty
|
|
|
|
|
|
// ============================================================
|
2026-03-31 18:30:49 +08:00
|
|
|
|
|
|
|
|
|
|
using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass;
|
2026-02-03 11:35:19 +08:00
|
|
|
|
using Assets.MyGame.Scripts.Net.APIResponses.Enum;
|
2026-04-24 22:51:34 +08:00
|
|
|
|
using Assets.MyGame.Scripts.Net.WebResponses;
|
2026-02-03 11:35:19 +08:00
|
|
|
|
using Spine.Unity;
|
|
|
|
|
|
using System.Collections;
|
|
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
|
using UnityEngine;
|
|
|
|
|
|
using static MonsterMoveLine;
|
|
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 鱼实体基类:封装状态机(移动/待机)、贝塞尔曲线路径跟随、动画播放、死亡逻辑。
|
|
|
|
|
|
/// 具体鱼类型(Boss等)通过继承重写虚方法扩展行为。
|
|
|
|
|
|
/// </summary>
|
2026-02-03 11:35:19 +08:00
|
|
|
|
public class MonsterContral : MonoBehaviour
|
|
|
|
|
|
{
|
2026-04-29 01:18:39 +08:00
|
|
|
|
// ----------------------------------------------------------------
|
|
|
|
|
|
// 常量
|
|
|
|
|
|
// ----------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>鱼阵路线 key 前缀</summary>
|
|
|
|
|
|
private const string YzMoveLineName = "鱼阵";
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>普通鱼路线 key 前缀</summary>
|
|
|
|
|
|
private const string NormalMoveLineName = "曲线";
|
|
|
|
|
|
|
|
|
|
|
|
// ----------------------------------------------------------------
|
|
|
|
|
|
// 公开字段(Inspector 可见 / 外部赋值)
|
|
|
|
|
|
// ----------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>本鱼唯一标识(服务器下发的 GUID)</summary>
|
2026-03-09 09:25:01 +08:00
|
|
|
|
public string guid;
|
2026-04-29 01:18:39 +08:00
|
|
|
|
|
|
|
|
|
|
/// <summary>运行时数据(血量、路径、配置等)</summary>
|
2026-02-03 11:35:19 +08:00
|
|
|
|
public MonsterDataBase monsterData = new MonsterDataBase(new MonsterHealthBase());
|
2026-04-29 01:18:39 +08:00
|
|
|
|
|
|
|
|
|
|
/// <summary>Spine 骨骼动画组件(非 Spine 鱼可为 null)</summary>
|
2026-02-03 11:35:19 +08:00
|
|
|
|
public SkeletonAnimation skeleton;
|
2026-04-29 01:18:39 +08:00
|
|
|
|
|
|
|
|
|
|
/// <summary>是否使用 Spine 骨骼动画</summary>
|
2026-02-03 11:35:19 +08:00
|
|
|
|
public bool isSpine = true;
|
2026-04-29 01:18:39 +08:00
|
|
|
|
|
|
|
|
|
|
/// <summary>鱼类型 ID(对应 FishResourcesData 索引)</summary>
|
2026-04-28 01:53:41 +08:00
|
|
|
|
public int fishTypeID;
|
2026-04-29 01:18:39 +08:00
|
|
|
|
|
|
|
|
|
|
/// <summary>动画状态 → 动画名称 映射</summary>
|
|
|
|
|
|
public Dictionary<CharacterAnimationType, string> dic_AnimKeyAnimName
|
|
|
|
|
|
= new Dictionary<CharacterAnimationType, string>();
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>当前状态</summary>
|
2026-02-03 11:35:19 +08:00
|
|
|
|
public CharacterStateType currState;
|
2026-04-29 01:18:39 +08:00
|
|
|
|
|
|
|
|
|
|
/// <summary>血量(目前未使用扣血逻辑,保留供扩展)</summary>
|
2026-02-03 11:35:19 +08:00
|
|
|
|
public int HP = 5;
|
2026-04-29 01:18:39 +08:00
|
|
|
|
|
|
|
|
|
|
/// <summary>死亡粒子特效 Prefab(为 null 时使用 Manager 默认值)</summary>
|
|
|
|
|
|
public GameObject effect_Die;
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>死亡金币奖励特效 Prefab</summary>
|
2026-04-23 17:24:31 +08:00
|
|
|
|
public GameObject effect_DieAward;
|
2026-04-29 01:18:39 +08:00
|
|
|
|
|
|
|
|
|
|
/// <summary>是否处于移动状态(false 时 Update 跳过移动计算)</summary>
|
2026-02-09 10:44:38 +08:00
|
|
|
|
public bool isMove = true;
|
2026-04-29 01:18:39 +08:00
|
|
|
|
|
|
|
|
|
|
/// <summary>是否为 3D 鱼(影响朝向轴选取)</summary>
|
2026-03-12 10:48:53 +08:00
|
|
|
|
public bool is3D = false;
|
2026-04-29 01:18:39 +08:00
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 前进方向轴,可选 "X" / "-X" / "Y" / "-Y" / "Z" / "-Z"。
|
|
|
|
|
|
/// 为空时默认使用 up(2D)或 forward(3D)。
|
|
|
|
|
|
/// </summary>
|
2026-03-18 17:26:14 +08:00
|
|
|
|
public string forwordXYZ;
|
2026-04-29 01:18:39 +08:00
|
|
|
|
|
|
|
|
|
|
/// <summary>鱼类型枚举(缓存,避免反复类型转换)</summary>
|
2026-04-25 00:12:55 +08:00
|
|
|
|
public FishTypeEnum fishenum;
|
2026-02-09 10:44:38 +08:00
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
/// <summary>路径已行进的时间(秒),用于贝塞尔曲线插值;可由外部预设偏移实现同步追帧。</summary>
|
|
|
|
|
|
public float moveTime = 0f;
|
2026-02-09 10:44:38 +08:00
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
/// <summary>是否为鱼阵成员</summary>
|
|
|
|
|
|
public bool isyz = false;
|
2026-02-09 10:44:38 +08:00
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
/// <summary>所属鱼阵 ID(空字符串表示普通鱼)</summary>
|
|
|
|
|
|
public string yzID = "";
|
2026-04-25 22:41:38 +08:00
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
// ----------------------------------------------------------------
|
|
|
|
|
|
// 私有字段
|
|
|
|
|
|
// ----------------------------------------------------------------
|
2026-04-25 22:41:38 +08:00
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
/// <summary>受击闪烁特效对象(在子物体中查找 "HitEffect")</summary>
|
|
|
|
|
|
private GameObject hurt;
|
2026-04-24 22:51:34 +08:00
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
/// <summary>UI 根节点 RectTransform(坐标转换用)</summary>
|
|
|
|
|
|
protected RectTransform uirootRect;
|
2026-04-24 22:51:34 +08:00
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
/// <summary>主相机缓存</summary>
|
|
|
|
|
|
protected Camera mainCamera;
|
|
|
|
|
|
|
2026-04-29 23:53:55 +08:00
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
// ================================================================
|
|
|
|
|
|
// Unity 生命周期
|
|
|
|
|
|
// ================================================================
|
2026-04-24 22:51:34 +08:00
|
|
|
|
|
2026-04-03 09:28:13 +08:00
|
|
|
|
public virtual void Awake()
|
2026-05-01 21:59:16 +08:00
|
|
|
|
{
|
|
|
|
|
|
LoadHitEffect();
|
|
|
|
|
|
}
|
|
|
|
|
|
public async void LoadHitEffect()
|
2026-02-03 11:35:19 +08:00
|
|
|
|
{
|
2026-04-29 01:18:39 +08:00
|
|
|
|
// 查找受击特效子物体并默认隐藏
|
|
|
|
|
|
var hitTra = FindDeepChild(transform, "HitEffect");
|
|
|
|
|
|
if (hitTra != null)
|
2026-02-03 11:35:19 +08:00
|
|
|
|
{
|
2026-04-29 01:18:39 +08:00
|
|
|
|
hurt = hitTra.gameObject;
|
2026-02-03 11:35:19 +08:00
|
|
|
|
hurt.SetActive(false);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
2026-04-29 23:53:55 +08:00
|
|
|
|
public virtual void OnEnable()
|
2026-02-03 11:35:19 +08:00
|
|
|
|
{
|
2026-04-29 01:18:39 +08:00
|
|
|
|
fishenum = (FishTypeEnum)monsterData.fishTypeConfig.fishType;
|
|
|
|
|
|
uirootRect = UIManager.Instance.uiRoot.GetComponent<RectTransform>();
|
|
|
|
|
|
mainCamera = Camera.main;
|
2026-04-29 23:53:55 +08:00
|
|
|
|
moveTime=0f;
|
2026-02-03 11:35:19 +08:00
|
|
|
|
InitAnimList();
|
|
|
|
|
|
ChangeState(CharacterStateType.move);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
private void Update()
|
2026-02-03 11:35:19 +08:00
|
|
|
|
{
|
2026-04-29 01:18:39 +08:00
|
|
|
|
OnUpdate(currState);
|
|
|
|
|
|
}
|
2026-04-29 23:53:55 +08:00
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 销毁时自动从 CreateFishManager 的三个字典中移除自身,避免野指针。
|
|
|
|
|
|
/// </summary>
|
2026-04-29 23:53:55 +08:00
|
|
|
|
public virtual void OnDisable()
|
2026-04-29 01:18:39 +08:00
|
|
|
|
{
|
|
|
|
|
|
if (CreateFishManager.Instance == null) return;
|
|
|
|
|
|
|
2026-05-04 17:21:52 +08:00
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ================================================================
|
|
|
|
|
|
// 初始化
|
|
|
|
|
|
// ================================================================
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>注册动画名称(子类可 override 扩展)。</summary>
|
|
|
|
|
|
public void InitAnimList()
|
|
|
|
|
|
{
|
|
|
|
|
|
dic_AnimKeyAnimName[CharacterAnimationType.move] = "stand2";
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 初始化路径并启动自动销毁计时。
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
/// <param name="pathId">路线编号(与路线 key 前缀拼接)</param>
|
|
|
|
|
|
/// <param name="time">路径持续时间(秒)</param>
|
|
|
|
|
|
/// <param name="isyuzhen">是否为鱼阵成员</param>
|
|
|
|
|
|
/// <param name="yzID">鱼阵 ID(isyuzhen==true 时有效)</param>
|
|
|
|
|
|
public virtual void Init(string pathId, float time, bool isyuzhen = false, string yzID = "")
|
|
|
|
|
|
{
|
|
|
|
|
|
// 根据是否为鱼阵选择路线 key
|
|
|
|
|
|
string lineKey = isyuzhen
|
|
|
|
|
|
? YzMoveLineName + pathId
|
|
|
|
|
|
: NormalMoveLineName + pathId;
|
|
|
|
|
|
|
|
|
|
|
|
if (!MonsterMoveLine.dic_BezierCurveDatas.TryGetValue(lineKey, out var bezierData))
|
2026-02-09 10:44:38 +08:00
|
|
|
|
{
|
2026-04-29 01:18:39 +08:00
|
|
|
|
Debug.LogError($"[MonsterContral] 找不到路线: {lineKey}");
|
2026-02-09 10:44:38 +08:00
|
|
|
|
return;
|
|
|
|
|
|
}
|
2026-04-29 01:18:39 +08:00
|
|
|
|
|
|
|
|
|
|
monsterData.moveLine.Init(bezierData, time);
|
|
|
|
|
|
isyz = isyuzhen;
|
|
|
|
|
|
this.yzID = yzID;
|
|
|
|
|
|
|
|
|
|
|
|
// 鱼阵特殊处理:700 系扇形阵根据起点 y 值翻转朝向
|
|
|
|
|
|
if (isyuzhen && yzID.Length >= 3 && yzID.Substring(0, 3) == "700")
|
2026-02-03 11:35:19 +08:00
|
|
|
|
{
|
2026-04-29 01:18:39 +08:00
|
|
|
|
if (bezierData.start.y < 0)
|
|
|
|
|
|
{
|
|
|
|
|
|
var scale = transform.localScale;
|
|
|
|
|
|
scale.y *= -1f;
|
|
|
|
|
|
transform.localScale = scale;
|
|
|
|
|
|
}
|
2026-02-03 11:35:19 +08:00
|
|
|
|
}
|
2026-04-29 01:18:39 +08:00
|
|
|
|
|
|
|
|
|
|
fishenum = (FishTypeEnum)monsterData.fishTypeConfig.fishType;
|
|
|
|
|
|
|
|
|
|
|
|
// 路径结束后自动销毁
|
2026-05-01 06:26:50 +08:00
|
|
|
|
StartCoroutine(yanchi(gameObject,time));
|
|
|
|
|
|
}
|
|
|
|
|
|
public IEnumerator yanchi(GameObject obj,float time)
|
|
|
|
|
|
{
|
|
|
|
|
|
yield return new WaitForSeconds(time);
|
2026-05-01 21:59:16 +08:00
|
|
|
|
CreateFishManager.Instance.Id_DieFish_NotFX(guid);
|
2026-02-03 11:35:19 +08:00
|
|
|
|
}
|
2026-04-29 01:18:39 +08:00
|
|
|
|
// ================================================================
|
|
|
|
|
|
// 状态机
|
|
|
|
|
|
// ================================================================
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>切换到新状态(先触发旧状态 Exit,再触发新状态 Enter)。</summary>
|
2026-02-03 11:35:19 +08:00
|
|
|
|
public void ChangeState(CharacterStateType stateType)
|
|
|
|
|
|
{
|
|
|
|
|
|
OnExit(currState);
|
|
|
|
|
|
currState = stateType;
|
|
|
|
|
|
OnEnter(currState);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
public void OnEnter(CharacterStateType stateType)
|
|
|
|
|
|
{
|
|
|
|
|
|
switch (stateType)
|
|
|
|
|
|
{
|
|
|
|
|
|
case CharacterStateType.move: OnMoveEnter(); break;
|
|
|
|
|
|
case CharacterStateType.idle: break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
2026-02-03 11:35:19 +08:00
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
public void OnUpdate(CharacterStateType stateType)
|
|
|
|
|
|
{
|
|
|
|
|
|
if (!isMove) return;
|
2026-02-03 11:35:19 +08:00
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
switch (stateType)
|
|
|
|
|
|
{
|
|
|
|
|
|
case CharacterStateType.move: OnMoveUpdata(); break;
|
|
|
|
|
|
case CharacterStateType.idle: break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public void OnExit(CharacterStateType stateType)
|
|
|
|
|
|
{
|
|
|
|
|
|
// 当前无需处理,保留供子类 override
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ================================================================
|
|
|
|
|
|
// 移动逻辑
|
|
|
|
|
|
// ================================================================
|
|
|
|
|
|
|
|
|
|
|
|
public virtual void OnMoveEnter()
|
|
|
|
|
|
{
|
|
|
|
|
|
PlayAnim(CharacterAnimationType.move);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public virtual void OnMoveExit() { }
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 每帧更新鱼的位置(贝塞尔曲线插值)和朝向。
|
|
|
|
|
|
/// 鱼阵(isyz==true)按阵型 ID 前缀分支,普通鱼走统一逻辑。
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
public virtual void OnMoveUpdata()
|
|
|
|
|
|
{
|
|
|
|
|
|
moveTime += Time.deltaTime;
|
|
|
|
|
|
|
|
|
|
|
|
if (isyz)
|
|
|
|
|
|
{
|
|
|
|
|
|
UpdateYZMovement();
|
|
|
|
|
|
}
|
|
|
|
|
|
else
|
|
|
|
|
|
{
|
|
|
|
|
|
UpdateNormalMovement();
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>鱼阵移动:按 yzID 前缀选择运动方程。</summary>
|
|
|
|
|
|
private void UpdateYZMovement()
|
|
|
|
|
|
{
|
|
|
|
|
|
if (yzID.Length < 3) return;
|
|
|
|
|
|
string prefix = yzID.Substring(0, 3);
|
|
|
|
|
|
|
|
|
|
|
|
switch (prefix)
|
|
|
|
|
|
{
|
|
|
|
|
|
// 700 / 701:直线向前移动(沿 up 方向)
|
|
|
|
|
|
case "700":
|
|
|
|
|
|
case "701":
|
|
|
|
|
|
{
|
|
|
|
|
|
var startWorld = CoordinateTransformation.CanvasToWorld(
|
|
|
|
|
|
monsterData.moveLine.bezierCurveData.start, uirootRect, mainCamera);
|
|
|
|
|
|
|
|
|
|
|
|
// 700:根据起点 y 值决定正方向;701:固定向上
|
|
|
|
|
|
bool goUp = (prefix == "701") || (monsterData.moveLine.bezierCurveData.start.y > 0);
|
|
|
|
|
|
float dir = goUp ? -1f : 1f;
|
|
|
|
|
|
|
|
|
|
|
|
Vector2 pos = startWorld + (Vector3)(dir * transform.up * moveTime
|
|
|
|
|
|
* monsterData.moveLine.moveTime);
|
|
|
|
|
|
transform.position = pos;
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 702 / 710:贝塞尔曲线路径
|
|
|
|
|
|
case "702":
|
|
|
|
|
|
case "710":
|
|
|
|
|
|
{
|
|
|
|
|
|
Vector2 next = monsterData.moveLine.GetBezierPointJob(moveTime);
|
|
|
|
|
|
if (fishenum != FishTypeEnum.Boss鱼)
|
|
|
|
|
|
ApplyFacingDirection(next);
|
|
|
|
|
|
transform.position = next;
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>普通鱼移动:贝塞尔曲线路径 + 自动朝向。</summary>
|
|
|
|
|
|
private void UpdateNormalMovement()
|
|
|
|
|
|
{
|
|
|
|
|
|
Vector2 next = monsterData.moveLine.GetBezierPointJob(moveTime);
|
|
|
|
|
|
|
|
|
|
|
|
if (fishenum != FishTypeEnum.Boss鱼)
|
|
|
|
|
|
ApplyFacingDirection(next);
|
|
|
|
|
|
|
|
|
|
|
|
transform.position = next;
|
|
|
|
|
|
}
|
2026-05-01 06:26:50 +08:00
|
|
|
|
public bool isRotate=true;
|
2026-04-29 01:18:39 +08:00
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 根据 forwordXYZ 字段将物体朝向目标点方向。
|
|
|
|
|
|
/// 为空时 2D 鱼用 up,3D 鱼用 forward。
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
/// <param name="nextPos">下一帧目标位置</param>
|
|
|
|
|
|
private void ApplyFacingDirection(Vector2 nextPos)
|
|
|
|
|
|
{
|
2026-05-01 06:26:50 +08:00
|
|
|
|
if (!isRotate)
|
|
|
|
|
|
{
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
2026-04-29 01:18:39 +08:00
|
|
|
|
Vector2 toNext = nextPos - (Vector2)transform.position;
|
|
|
|
|
|
Vector2 fromNext = (Vector2)transform.position - nextPos;
|
|
|
|
|
|
|
|
|
|
|
|
if (string.IsNullOrEmpty(forwordXYZ))
|
|
|
|
|
|
{
|
|
|
|
|
|
// 默认:2D 用 up,3D 用 forward
|
|
|
|
|
|
if (!is3D)
|
|
|
|
|
|
transform.up = fromNext.normalized;
|
|
|
|
|
|
else
|
|
|
|
|
|
transform.forward = toNext.normalized;
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
switch (forwordXYZ)
|
|
|
|
|
|
{
|
|
|
|
|
|
case "X": transform.right = toNext.normalized; break;
|
|
|
|
|
|
case "-X": transform.right = fromNext.normalized; break;
|
|
|
|
|
|
case "Y": transform.up = toNext.normalized; break;
|
|
|
|
|
|
case "-Y": transform.up = fromNext.normalized; break;
|
|
|
|
|
|
case "Z": transform.forward = toNext.normalized; break;
|
|
|
|
|
|
case "-Z": transform.forward = fromNext.normalized; break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ================================================================
|
|
|
|
|
|
// 动画
|
|
|
|
|
|
// ================================================================
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>播放指定类型动画(需要先在 dic_AnimKeyAnimName 中注册)。</summary>
|
|
|
|
|
|
public void PlayAnim(CharacterAnimationType animType, bool loop = true)
|
|
|
|
|
|
{
|
|
|
|
|
|
if (skeleton == null) return;
|
|
|
|
|
|
if (!dic_AnimKeyAnimName.TryGetValue(animType, out var animName)) return;
|
|
|
|
|
|
|
|
|
|
|
|
skeleton.AnimationState.SetAnimation(0, animName, loop);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ================================================================
|
|
|
|
|
|
// 受击 & 死亡
|
|
|
|
|
|
// ================================================================
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>触发受击闪烁(0.2s 后自动关闭)。</summary>
|
|
|
|
|
|
public void OnHurt()
|
|
|
|
|
|
{
|
|
|
|
|
|
if (hurt != null)
|
|
|
|
|
|
StartCoroutine(HurtCoroutine());
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
private IEnumerator HurtCoroutine()
|
|
|
|
|
|
{
|
|
|
|
|
|
hurt.SetActive(true);
|
|
|
|
|
|
yield return new WaitForSeconds(0.2f);
|
|
|
|
|
|
hurt.SetActive(false);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 执行死亡:播放音效并销毁 GameObject。
|
|
|
|
|
|
/// 子类可 override 添加额外逻辑(如 Boss 爆炸动画)。
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
public virtual void DieFish(RoomKillNotice obj = null)
|
|
|
|
|
|
{
|
|
|
|
|
|
if (FishResourcesData.fishResourcesDatasDic.TryGetValue(fishTypeID, out var res)
|
|
|
|
|
|
&& res.dieAudio != null && res.dieAudio.Count > 0)
|
|
|
|
|
|
{
|
|
|
|
|
|
AudioManager.Instance.PlayerFX(res.dieAudio[0]);
|
|
|
|
|
|
}
|
2026-05-01 21:59:16 +08:00
|
|
|
|
CreateFishManager.Instance.Id_DieFish_NotFX(guid);
|
|
|
|
|
|
|
2026-04-29 23:53:55 +08:00
|
|
|
|
//Destroy(gameObject);
|
2026-04-29 01:18:39 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ================================================================
|
|
|
|
|
|
// 工具方法
|
|
|
|
|
|
// ================================================================
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>递归深度查找子物体(广度优先)。</summary>
|
|
|
|
|
|
private Transform FindDeepChild(Transform parent, string name)
|
|
|
|
|
|
{
|
|
|
|
|
|
foreach (Transform child in parent)
|
|
|
|
|
|
{
|
|
|
|
|
|
if (child.name == name) return child;
|
|
|
|
|
|
var found = FindDeepChild(child, name);
|
|
|
|
|
|
if (found != null) return found;
|
|
|
|
|
|
}
|
|
|
|
|
|
return null;
|
|
|
|
|
|
}
|
2026-02-03 11:35:19 +08:00
|
|
|
|
}
|