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5.24BuYu/Assets/MyGame/Scripts/Manager/CreateFishManager.cs
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using Assets.MyGame.Scripts.Net;
using Assets.MyGame.Scripts.Net.API;
using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass;
using Assets.MyGame.Scripts.Net.APIResponses.Enum;
using Assets.MyGame.Scripts.Net.WebResponses;
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using cfg;
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using Newtonsoft.Json;
using System;
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using System.Collections;
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using System.Collections.Generic;
using System.Drawing;
using System.Threading;
using Unity.Collections;
using Unity.Jobs;
using UnityEditor;
using UnityEngine;
using Random = UnityEngine.Random;
public class CreateFishManager : MonoSingleton<CreateFishManager>
{
#region //这里不用了 但是留着
/*public CreateFishData createFishData;
public async void InitCreateFishData(string path)
{
createFishData = await Addressables.LoadAssetAsync<CreateFishData>(path).Task;
}
public string path;*/
/// <summary>
/// 全局配置(外部初始化)
/// </summary>
//public GameConfig M_GameConfig { get { return GameManager.Instance.gameConfig; } }
#endregion
public GameConfig M_GameConfig => GameManager.Instance.gameConfig;
// 缓存字段
private Dictionary<GameTypeEnum, RoomFishConfig> roomFishConfig;
private Dictionary<GameTypeEnum, Dictionary<string, RoomFishDetailConfig>> createDic;
private Dictionary<string, FishTypeConfig> fishDatas;
public Dictionary<string,MonsterContral> fishDatas_hashCodekey=new Dictionary<string, MonsterContral>();
public Dictionary<string, FishTypeConfig> FishDatas { get {
if (fishDatas != null)
return fishDatas;
fishDatas =new Dictionary<string, FishTypeConfig>();
foreach (var item in M_GameConfig.fishTypeConfigs)
{
fishDatas.Add(item.fishNumber, item);
}
return fishDatas;
} }
#region 初始化鱼生成配置
/// <summary>
/// 懒加载初始化(只执行一次)
/// </summary>
private void EnsureInit()
{
if (roomFishConfig != null)
return;
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FishYZ.Init();
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roomFishConfig = new Dictionary<GameTypeEnum, RoomFishConfig>();
createDic = new Dictionary<GameTypeEnum, Dictionary<string, RoomFishDetailConfig>>();
var list = GameManager.Instance.gameConfig.roomFishConfigs;
if (list == null || list.Count == 0)
return;
foreach (var item in list)
{
GameTypeEnum gameType = (GameTypeEnum)item.gameType;
// 安全添加(避免重复 key 抛异常)
roomFishConfig[gameType] = item;
// 初始化子字典
var fishDic = new Dictionary<string, RoomFishDetailConfig>();
createDic[gameType] = fishDic;
// 普通鱼
if (item.normalFishList != null)
{
foreach (var fish in item.normalFishList)
fishDic[fish.fishNumber] = fish;
}
// 等级鱼(若与基础鱼相同素材替换基础的)
if (item.roomFishLevelList != null)
{
foreach (var fish in item.roomFishLevelList)
fishDic[fish.fishNumber] = fish;
}
}
}
/// <summary>
/// 房间鱼配置(按游戏类型)
/// </summary>
public Dictionary<GameTypeEnum, RoomFishConfig> RoomFishConfig
{
get
{
EnsureInit();
return roomFishConfig;
}
}
/// <summary>
/// 鱼号 → 鱼配置(按游戏类型)
/// </summary>
public Dictionary<GameTypeEnum, Dictionary<string, RoomFishDetailConfig>> CreateDic
{
get
{
EnsureInit();
return createDic;
}
}
#endregion
#region // 鱼生成计时器相关
private NativeArray<float> timers;
private NativeArray<float> frequencies;
private NativeArray<int> shouldSpawn;
public GameObject dieFXPrefab;
private List<RoomFishDetailConfig> spawnList; // 当前房间的鱼配置
public void InitSpawnSystem(GameTypeEnum gameType)
{
EnsureInit();
var config = RoomFishConfig[gameType];
spawnList = new List<RoomFishDetailConfig>();
// 合并普通鱼 + 等级鱼
spawnList.AddRange(config.normalFishList);
spawnList.AddRange(config.roomFishLevelList);
int count = spawnList.Count;
timers = new NativeArray<float>(count, Allocator.Persistent);
frequencies = new NativeArray<float>(count, Allocator.Persistent);
shouldSpawn = new NativeArray<int>(count, Allocator.Persistent);
for (int i = 0; i < count; i++)
{
timers[i] = 0;
frequencies[i] = spawnList[i].fishFrequency;
shouldSpawn[i] = 0;
}
}
public void CloseSpawnSystem()
{
spawnList = null;
}
#endregion
/// <summary>
/// 鱼的父节点(用于层级管理)
/// </summary>
public Transform fishRoot;
protected void Awake()
{
if (fishRoot == null)
{
fishRoot = new GameObject("FishRoot").transform;
}
// CreateSingleFish();
new FishResourcesData(); //这里用来测试加载鱼预制体
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}
private void Update()
{
if (spawnList == null)
return;
var job = new FishSpawnTimerJob
{
deltaTime = Time.deltaTime,
timers = timers,
frequencies = frequencies,
shouldSpawn = shouldSpawn
};
JobHandle handle = job.Schedule();
handle.Complete();
// 主线程执行生成
for (int i = 0; i < spawnList.Count; i++)
{
if (shouldSpawn[i] == 1)
{
var fish = spawnList[i];
SpawnFishMainThread(fish);
}
}
}
private async void SpawnFishMainThread(RoomFishDetailConfig cfg)
{
if (cfg.type==1)
{
bool flowControl = OnlyFish(cfg);
if (!flowControl)
{
return;
}
}
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else if (cfg.type==2)
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{
//cfg.fishNumber;3
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var yz = GameManager.Instance.gameConfig.fishArrayConfigs.Find(a => a.fishArrayNumber == cfg.fishNumber);
foreach (var item in GameManager.Instance.gameConfig.fishArrayConfigs)
{
if (item.arrayNumber==cfg.fishNumber)
{
Debug.Log(item);
}
}
FishTypeConfig fishType = null;
foreach (var item in M_GameConfig.fishTypeConfigs)
{
if (item.fishNumber == yz.fishNumber)
{
fishType = item;
}
}
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// 3. 出生点
Vector3 pos = new Vector3(
9999, 9999, 0
);
var prefab = FishResourcesData.GetFishPrefab(fishType.fishNumber);
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int pathId = 0;
int count = 0;
List<int> list = new List<int>();
switch (yz.arrayNumber.Substring(0, 3))
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{
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case "700":
list = FishYZ.dicfishYZ[yz.arrayNumber];
StartCoroutine( IeShanXing(cfg, yz, pos, prefab, list));
break;
case "701":
list = FishYZ.dicfishYZ[yz.arrayNumber];
foreach (var item in list)
Quan(cfg, yz, pos, prefab, item, 10);
break;
case "702":
list = FishYZ.dicfishYZ[yz.arrayNumber];
foreach (var item in list)
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{
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StartCoroutine(YZ7007(cfg, yz, pos, prefab, item));
}
break;
case "7007":
list = FishYZ.dicfishYZ[yz.arrayNumber];
foreach (var item in list)
{
StartCoroutine(YZ7007(cfg, yz, pos, prefab, item));
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}
break;
default:
break;
}
//// 4. 实例化
//GameObject fish = Instantiate(prefab, pos, Quaternion.identity, fishRoot);
//var v = fish.GetComponent<MonsterContral>();
}
}
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IEnumerator IeShanXing(RoomFishDetailConfig cfg, FishArrayConfig yz, Vector3 pos, GameObject prefab, List<int> list)
{
foreach (var item in list)
{
ShanXing(cfg, yz, pos, prefab, item, 10);
yield return new WaitForSeconds(0.8f);
}
}
private void ShanXing(RoomFishDetailConfig cfg, FishArrayConfig yz, Vector3 pos, GameObject prefab, int pathId,int count)
{
for (int i = 1; i <= 16; i++)
{
// 4. 实例化
GameObject fish = Instantiate(prefab, pos, Quaternion.Euler((i * 5 * (i % 2 == 0 ? -1 : 1)) * Vector3.forward), fishRoot);
var v = fish.GetComponent<MonsterContral>();
v.monsterData.fishTypeConfig = FishDatas[yz.fishNumber];
v.hashCode = v.gameObject.GetHashCode().ToString();
fishDatas_hashCodekey[v.hashCode] = v;
//int pathId = list[Random.Range(0, list.Count)];
v.Init(MonsterMoveLine.dic_BezierCurveDatas["鱼阵" + (pathId)],cfg.times, true, yz.arrayNumber);
}
}
private void Quan(RoomFishDetailConfig cfg, FishArrayConfig yz, Vector3 pos, GameObject prefab, int pathId,int count)
{
for (int i = 0; i < count; i++)
{
// 4. 实例化
GameObject fish = Instantiate(prefab, pos, Quaternion.Euler((360 / count) * i * Vector3.forward), fishRoot);
var v = fish.GetComponent<MonsterContral>();
v.monsterData.fishTypeConfig = FishDatas[yz.fishNumber];
v.hashCode = v.gameObject.GetHashCode().ToString();
fishDatas_hashCodekey[v.hashCode] = v;
//int pathId = list[Random.Range(0, list.Count)];
v.Init(MonsterMoveLine.dic_BezierCurveDatas["鱼阵" + (pathId)], cfg.times, true, yz.arrayNumber);
}
}
//顺序出
IEnumerator YZ7007(RoomFishDetailConfig cfg, FishArrayConfig yz, Vector3 pos, GameObject prefab, int pathId)
{
List<int> list = FishDatas[yz.fishNumber].pathList;
for (int i = 0; i < 8; i++)
{
yield return new WaitForSeconds(1f);
//// 4. 实例化
//GameObject fish = Instantiate(prefab, pos, Quaternion.Euler((360 / 20) * i * Vector3.forward), fishRoot);
//var v = fish.GetComponent<MonsterContral>();
//v.monsterData.roomFishDetailConfig = cfg;
//v.hashCode = v.gameObject.GetHashCode().ToString();
//fishDatas_hashCodekey[v.hashCode] = v;
////int pathId = list[Random.Range(0, list.Count)];
//v.Init(MonsterMoveLine.dic_BezierCurveDatas["鱼阵" + (pathId + 1)], 15, true, cfg.fishNumber);
//v.fishType = (FishTypeEnum)FishDatas[yz.fishNumber].fishType;
// 4. 实例化
GameObject fish = Instantiate(prefab, pos, Quaternion.identity, fishRoot);
var v = fish.GetComponent<MonsterContral>();
// 5. 初始化路径
if (v == null)
{
v = fish.AddComponent<MonsterContral>();
}
v.monsterData.fishTypeConfig = FishDatas[yz.fishNumber];
v.hashCode = v.gameObject.GetHashCode().ToString();
fishDatas_hashCodekey[v.hashCode] = v;
v.Init(MonsterMoveLine.dic_BezierCurveDatas["鱼阵" + pathId], 10);
}
}
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private bool OnlyFish(RoomFishDetailConfig cfg)
{
// 1. 找到鱼的基础配置
FishTypeConfig fishType = M_GameConfig.fishTypeConfigs
.Find(f => f.fishNumber == cfg.fishNumber);
if (fishType == null)
{
Debug.LogError($"找不到鱼配置:{cfg.fishNumber}");
return false;
}
// 2. 加载 Prefab(imageUrl 你可以换成自己的字段)
//var prefab = await Addressables.LoadAssetAsync<GameObject>(fishType.imageUrl).Task;
var prefab = FishResourcesData.GetFishPrefab(fishType.fishNumber);
// 3. 出生点
Vector3 pos = new Vector3(
9999, 9999, 0
);
// 4. 实例化
GameObject fish = Instantiate(prefab, pos, Quaternion.identity, fishRoot);
var v = fish.GetComponent<MonsterContral>();
// 5. 初始化路径
if (v == null)
{
v = fish.AddComponent<MonsterContral>();
}
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v.monsterData.fishTypeConfig = FishDatas[cfg.fishNumber];
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v.hashCode = v.gameObject.GetHashCode().ToString();
fishDatas_hashCodekey[v.hashCode] = v;
var list = FishDatas[cfg.fishNumber].pathList;
int pathId = list[Random.Range(0, list.Count)];
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v.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + pathId], 10);
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//v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + Random.Range(1, 4).ToString()], 10);
////初始化
//GameObject obj = Instantiate(prefab, Vector3.one * 999, Quaternion.identity);
//var v = obj.GetComponent<MonsterControl>();
////v.dic_AnimKeyAnimName.Add(CharacterAnimationType.move, "stand2");
//v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + Random.Range(1, 4).ToString()], 10);
Debug.Log($"生成鱼:{fishType.fishName}");
return true;
}
public void CreateFishArray(string arrayNumber)
{
var array = M_GameConfig.fishArrayConfigs
.Find(a => a.fishArrayNumber == arrayNumber);
if (array == null)
{
Debug.LogError($"找不到鱼阵:{arrayNumber}");
return;
}
// 未来扩展:阵型、路径、Boss、普通鱼
//// array.ty.fishNumber
// // 2. 加载 Prefab(imageUrl 你可以换成自己的字段)
// //var prefab = await Addressables.LoadAssetAsync<GameObject>(fishType.imageUrl).Task;
// var prefab = FishResourcesData.CreateFishPrefab(fishType.fishNumber);
// // 3. 随机出生点
// Vector3 pos = new Vector3(
// Random.Range(-8f, 8f),
// Random.Range(-5f, 5f),
// 0
// );
// // 4. 实例化
// GameObject fish = Instantiate(prefab, pos, Quaternion.identity, fishRoot);
// var v = fish.GetComponent<MonsterContral>();
// // 5. 初始化路径
// if (v == null)
// {
// v = fish.AddComponent<MonsterContral>();
// }
// v.monsterData.roomFishDetailConfig = cfg;
// v.hashCode = v.gameObject.GetHashCode().ToString();
// fishDatas_hashCodekey[v.hashCode] = v;
// var list = FishDatas[cfg.fishNumber].pathList;
// int pathId = list[Random.Range(0, list.Count)];
// v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + pathId], 10);
// v.fishType = (FishTypeEnum)FishDatas[cfg.fishNumber].fishType;
// //v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + Random.Range(1, 4).ToString()], 10);
// ////初始化
// //GameObject obj = Instantiate(prefab, Vector3.one * 999, Quaternion.identity);
// //var v = obj.GetComponent<MonsterControl>();
// ////v.dic_AnimKeyAnimName.Add(CharacterAnimationType.move, "stand2");
// //v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + Random.Range(1, 4).ToString()], 10);
// Debug.Log($"生成鱼:{fishType.fishName}");
}
public void EnterRoom(GameTypeEnum gameType)
{
InitSpawnSystem(gameType);
}
public void ExitRoom()
{
CloseSpawnSystem();
}
// ============================================================
// 1. 生成单条鱼
// ============================================================
public async void CreateSingleFish(string fishNumber, int pathId)
{
switch ((GameTypeEnum)GameManager.Instance.gameData.currGameType)
{
case GameTypeEnum.风雷之渊:
break;
case GameTypeEnum.太古仙墟:
break;
case GameTypeEnum.中国象棋:
break;
case GameTypeEnum.星际迷航:
break;
case GameTypeEnum.黑神话悟空:
break;
default:
break;
}
}
public void DesFish(string msg)
{
var killFish = JsonConvert.DeserializeObject<WebSocketResponseBase<RoomKillNotice>>(msg).arguments[0];
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Debug.Log("时间123:" + (DateTimeOffset.Now.ToUnixTimeSeconds() - killFish.timespan) + "秒");
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if (fishDatas_hashCodekey.ContainsKey(killFish.fishId))
{
var monster = fishDatas_hashCodekey[killFish.fishId];
Instantiate(monster.effect_Die == null ? dieFXPrefab : monster.effect_Die, monster.transform.position, Quaternion.identity, transform.parent);
Destroy(monster.gameObject);
fishDatas_hashCodekey.Remove(killFish.fishId);
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//GameManager.Instance.gameData.roomJoinNotice.gold += killFish.gold;
var list = UIManager.Instance.Get<GameMainPanel_XJMH>(UIPanel.MainGamePanelXJMH).list_Sits;
foreach (var item in list)
{
if (item.user!=null)
{
if (item.user.id==killFish.userId)
{
item.goldNum +=killFish.gold;
}
}
}
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}
}
}