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5.24BuYu/Assets/MyGame/Scripts/Net/WebSocketReponseList.cs
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using Assets.MyGame.Scripts.Net.API;
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using Assets.MyGame.Scripts.Net.WebResponses;
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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.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
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using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceProviders;
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using UnityEngine.SceneManagement;
namespace Assets.MyGame.Scripts.Net
{
public class WebSocketReponseList
{
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/// <summary>已加载(或正在加载)的游戏场景名集合,防止人机 RoomJoinNotice 触发重复 LoadSceneAsync</summary>
private static readonly HashSet<string> _loadedGameScenes = new HashSet<string>();
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/// <summary>
/// 游戏场景的 Addressables 加载句柄。
/// 游戏场景(XJMH/FLZY/HHWK/YYSC)里挂的是热更脚本(BGManager/BgFit 等),
/// HybridCLR 要求热更脚本所在场景必须通过 AB/AA 加载,否则运行时会变成 missing script。
/// 卸载时也必须用这个句柄释放,不能只调 SceneManager.UnloadSceneAsync(否则 ab 包会泄漏)。
/// </summary>
private static readonly Dictionary<string, AsyncOperationHandle<SceneInstance>> _gameSceneHandles
= new Dictionary<string, AsyncOperationHandle<SceneInstance>>();
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/// <summary>清除指定场景的加载标记(退出游戏时调用,下次进入可重新加载)</summary>
public static void ClearLoadedGameScene(string sceneName)
{
if (!string.IsNullOrEmpty(sceneName))
_loadedGameScenes.Remove(sceneName);
}
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/// <summary>
/// 获取房间列表 room
/// </summary>
/// <param name="msg"></param>
public static void GetRoomListChineseChessResult(string msg)
{
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var var1 = UIManager.Instance.Show<UIChineseChessDistrict>(UIPanel.MainGamePanelZGXQ, msg);
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}
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public static void GetGoldConfigSuccessChineseChessResult(string msg)
{
UIManager.Instance.Get<ChineseChessMainPanel>(UIPanel.MainGamePanelZGXQ).subUIManager.ShowAsync(UIPanel.ZGXQGameExplain);
}
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/// <summary>
/// 获取房间列表 room
/// </summary>
/// <param name="msg"></param>
public static void GetRoomListResult(string msg)
{
var var1 = UIManager.Instance.Get<UIHomeMain>(UIPanel.HomeMainPanel);
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if (var1 == null) return;
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// ⭐ 新流程:主页面手动选座 → 独立的房间列表面板(UIPanel.MySelectRoomPanel)
var mySelectPanel = var1.subUIManager.Get<UIHome_BY_MySelectRoomPanel>(UIPanel.MySelectRoomPanel);
if (mySelectPanel != null)
{
mySelectPanel.Show(msg);
return;
}
// 旧流程(保留,便于恢复):选场面板内嵌的房间列表
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var selectRoomPanel = var1.subUIManager.Get<UIHome_BY_SelectRoomLevelPanel>(UIPanel.SelectRoomLeavePenel);
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if (selectRoomPanel != null && selectRoomPanel.isMySelectRoom)
{
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// 手动选座:显示房间列表给玩家选
selectRoomPanel.panel_UIHome_BY_MySelectRoomPenel.Show(msg);
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}
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// 快速加入分支已迁移到 OnSelectRoom → /api/Room/QuickJoin,不再走 GetRoomList
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}
/// <summary>
/// 加入房间 room
/// </summary>
/// <param name="msg"></param>
public static void RoomJoinNotice(string msg)
{
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// ⭐ 只反序列化一次复用(金币流水 / currRoomData.players 补齐 / 座位激活)
RoomJoinNotice notice = null;
try
{
notice = JsonConvert.DeserializeObject<WebSocketResponseBase<RoomJoinNotice>>(msg).arguments[0];
}
catch { }
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// ⭐ 记录金币流水:收到加钱信息(RoomJoinNotice 推送,尚未执行)—— 只记录自己
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try
{
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string myId = GameManager.Instance.user?.id;
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if (notice != null && !string.IsNullOrEmpty(myId) && notice.UserId == myId)
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{
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GameManager.LogGoldFlowReceiveGain("RoomJoinNotice", $"推送金币={notice.Gold} 钻石={notice.Diamond} 炮台消耗={notice.CannonMultiple} 座位={notice.Position}");
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}
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}
catch { }
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// ⭐ 修复:把加入玩家 upsert 进 currRoomData.players。
// JoinGame 里 SetUserInfo 按 userId 从 currRoomData.players 查显示信息
// (昵称/头像/VIP/短编号),而 currRoomData 只在本地进房收到 RoomInfo 时写一次,
// 后加入的玩家不在快照里 → 老客户端把他显示成匿名(无昵称/默认头像/原始32位长ID)。
// RoomJoinNotice 自带完整玩家数据,这里补进快照后再走 JoinGame。
UpsertPlayerToCurrRoom(notice);
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string sceneName = "";
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UIPanel uIPanel = UIPanel.None;
switch (GameManager.Instance.gameData.currGameType)
{
case GameType.JQQD:
break;
case GameType.defaultPanel:
break;
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case GameType.FLZY:
sceneName = "FLZY";
uIPanel = UIPanel.MainGamePanelFLZY;
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break;
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case GameType.YYSC:
sceneName = "YYSC";
uIPanel = UIPanel.MainGamePanelYYSC;
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break;
case GameType.ZGXQ:
break;
case GameType.XJMH:
sceneName = "XJMH";
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uIPanel = UIPanel.MainGamePanelXJMH;
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break;
case GameType.HHWK:
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sceneName = "HHWK";
uIPanel = UIPanel.MainGamePanelHHWK;
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break;
default:
break;
}
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if (UIManager.Instance.Get<GameMainPanel_Base>(uIPanel)==null)
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{
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// ① 先卸载其他已加载的游戏地图场景(保证场景唯一性),不卸载即将加载的目标场景
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string[] gameScenes = { "FLZY", "YYSC", "XJMH", "HHWK" };
foreach (var sn in gameScenes)
{
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if (sn == sceneName) continue;
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var s = SceneManager.GetSceneByName(sn);
if (s.IsValid() && s.isLoaded)
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{
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UnloadGameScene(sn);
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}
}
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// ② 先显示游戏面板(加载页面,含进度条):ShowAsync 的 onShown 回调在面板实例化并显示后触发,
// 用它保证"面板先显示 → 再加载场景 → 再加载资源"的严格先后顺序。
// 全程为协程异步,不做 WaitForCompletion 之类的同步等待,不阻塞主线程。
UIManager.Instance.ShowAsync(uIPanel, UIPanel.HomeMainPanel, msg, (panel) =>
{
UIManager.Instance.StartCoroutine(LoadSceneThenResources(panel, sceneName));
});
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WebSocketManager.Instance.isGame = true;
}
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else
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{
// 面板已存在 → 新玩家加入,转发给现有面板激活座位
var panel = UIManager.Instance.Get<GameMainPanel_Base>(uIPanel);
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if (panel is GameMainPanel_FishBase fishPanel && notice != null)
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{
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// 如果座位被bot占用则替换
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// ⭐ 座位镜像:服务端座位转显示座位再找场景座位(JoinGame 内部也做同样转换)
var targetSit = fishPanel.list_Sits.Find(s => s.posID == SeatMirror.ToDisplay(notice.Position));
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if (targetSit != null && targetSit.isBot)
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{
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targetSit.isBot = false;
targetSit.ShowWaiting();
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}
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fishPanel.JoinGame(notice.Position, notice.Gold, notice.Diamond, notice.CannonMultiple, 0, notice.UserId, notice.CannonId, notice.WingsId, notice.WarGodId);
// 后端动态加入的机器人也要标记
if (targetSit != null && !string.IsNullOrEmpty(notice.UserId) && notice.UserId.StartsWith("bot_"))
targetSit.isBot = true;
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}
}
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}
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/// <summary>
/// ③ 加载游戏场景(异步等待完成)→ ④ 场景就绪后再让面板加载资源(鱼/音频/路线等)。
/// 全程逐帧 yield 等待,不做同步等待,不阻塞主线程。
/// </summary>
private static IEnumerator LoadSceneThenResources(UIBase panel, string sceneName)
{
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// ⭐ 第一步只加载 UI:面板刚实例化显示,先让 2 帧把 UI(含进度条)完整渲染出来,
// 再从"里面有进度条的画面"开始加载非 UI 资源(场景/鱼/音频)——
// 避免面板第一帧和场景加载启动挤在同一帧,UI 出现那下发卡
yield return null;
yield return null;
// ⭐ 场景加载阶段进度条从 0 缓慢爬升(此阶段只加载了 UI 面板):条不会静止像卡死
if (panel is GameMainPanel_FishBase barPanel)
barPanel.BeginSceneLoadingProgress();
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// ③ 目标场景仅加载一次:标记已加载后不再重复 LoadSceneAsync(防止人机通知触发重复加载)
if (!string.IsNullOrEmpty(sceneName) && !_loadedGameScenes.Contains(sceneName))
{
_loadedGameScenes.Add(sceneName);
var targetScene = SceneManager.GetSceneByName(sceneName);
if (!targetScene.IsValid() || !targetScene.isLoaded)
{
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// ⭐ 必须通过 Addressables 加载:场景里挂的是热更脚本(Game.Hotfix 里的 BGManager/BgFit 等),
// 如果走 Build Settings(随主包)加载,热更脚本会解析失败变成 missing script —— 背景就会不动。
var handle = Addressables.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
_gameSceneHandles[sceneName] = handle;
while (!handle.IsDone) yield return null;
if (handle.Status != AsyncOperationStatus.Succeeded)
{
Debug.LogError($"[GameScene] Addressables 加载场景失败: {sceneName} → {handle.OperationException}。" +
$"请确认已在 Addressables 里把该场景标记为可寻址,且 address = \"{sceneName}\"。");
_loadedGameScenes.Remove(sceneName);
_gameSceneHandles.Remove(sceneName);
}
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}
}
// ④ 场景就绪后再加载面板资源
if (panel is GameMainPanel_FishBase fishPanel)
fishPanel.BeginLoadResources();
}
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/// <summary>
/// 卸载一个已加载的游戏场景。
/// 如果该场景是通过 Addressables 加载的,必须用句柄释放(否则 ab 包会一直驻留);
/// 没有句柄时退回 SceneManager 卸载,兼容历史上用 SceneManager 加载的场景。
/// </summary>
public static void UnloadGameScene(string sceneName)
{
if (_gameSceneHandles.TryGetValue(sceneName, out var handle))
{
if (handle.IsValid())
Addressables.UnloadSceneAsync(handle, true);
_gameSceneHandles.Remove(sceneName);
}
else
{
SceneManager.UnloadSceneAsync(sceneName);
}
_loadedGameScenes.Remove(sceneName);
}
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/// <summary>
/// 把 RoomJoinNotice 玩家数据写入 currRoomData.players(存在则更新,不存在则添加)。
/// JoinGame 里 SetUserInfo 按 userId 从 currRoomData.players 查显示信息
/// (昵称/头像/VIP/短编号),后加入的玩家不在快照里会显示成匿名玩家。
/// </summary>
private static void UpsertPlayerToCurrRoom(RoomJoinNotice notice)
{
if (notice == null || string.IsNullOrEmpty(notice.UserId)) return;
var roomData = GameManager.Instance.gameData?.currRoomData;
if (roomData == null) return;
if (roomData.players == null) roomData.players = new List<RoomPlayerInfo>();
var p = roomData.players.Find(x => x.userId == notice.UserId);
if (p == null)
{
p = new RoomPlayerInfo();
roomData.players.Add(p);
}
p.userId = notice.UserId;
p.userName = notice.UserName;
p.userNumber = notice.UserNumber;
p.avatar = notice.Avatar;
p.isRedName = notice.IsRedName;
p.level = notice.Level;
p.exp = notice.Exp;
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p.maxExp = notice.MaxExp;
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p.vipLevel = notice.VipLevel;
p.cId = notice.CId;
p.gold = notice.Gold;
p.diamond = notice.Diamond;
p.position = notice.Position;
p.cannonId = notice.CannonId;
p.wingsId = notice.WingsId;
p.warGodId = notice.WarGodId;
p.cannonMultiple = notice.CannonMultiple;
p.beginCoin = notice.BeginCoin;
p.beginTime = notice.BeginTime;
p.state = notice.State;
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p.playerFactor = notice.PlayerFactor;
p.totalRechargeGold = notice.TotalRechargeGold;
p.safeBoxGold = notice.SafeBoxGold;
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p.isBot = notice.IsBot;
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p.isAfk = notice.IsAfk;
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}
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/// <summary>
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/// 房间列表 room
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/// </summary>
/// <param name="msg"></param>
public static void RoomInfo(string msg)
{
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WebSocketManager.Instance.isGame = false;
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var roomData = JsonConvert.DeserializeObject<WebSocketResponseBase<RoomChangeResponse>>(msg).arguments[0];
if (roomData != null)
{
GameManager.Instance.gameData.currRoomData = roomData;
}
else
{
Debug.LogError("roomdata是空:" + msg);
}
}
public static void RoomKillNotice(string msg)
{
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// 离开倒计时期间不触发击杀/爆奖特效
var panel = UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelDefault)
?? UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelFLZY)
?? UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelYYSC)
?? UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelXJMH)
?? UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelHHWK);
if (panel != null && panel.IsLeavingCountdown()) return;
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CreateFishManager.Instance.Ws_DieFish(msg);
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}
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public static void RoomFireNotice(string msg)
{
FireCannonSendData fireCannonSendData = JsonConvert.DeserializeObject<WebSocketResponseBase<FireCannonSendData>>(msg).arguments[0];
var syncGameData = fireCannonSendData.extra;
EventCenter.Instance.EventTrigger<FireCannonSendData>(ConstEventString.SyncGameData_FireBullet, fireCannonSendData);
}
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public static void SyncPlayerGold(string msg)
{
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var gold = JsonConvert.DeserializeObject<WebSocketResponseBase<long>>(msg).arguments[0];
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switch (GameManager.Instance.gameData.currGameType)
{
case GameType.JQQD:
break;
case GameType.defaultPanel:
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UpdateLocalPlayerGold(UIPanel.MainGamePanelDefault, gold);
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break;
case GameType.FLZY:
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UpdateLocalPlayerGold(UIPanel.MainGamePanelFLZY, gold);
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break;
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case GameType.YYSC:
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UpdateLocalPlayerGold(UIPanel.MainGamePanelYYSC, gold);
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break;
case GameType.ZGXQ:
break;
case GameType.XJMH:
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UpdateLocalPlayerGold(UIPanel.MainGamePanelXJMH, gold);
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break;
case GameType.HHWK:
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UpdateLocalPlayerGold(UIPanel.MainGamePanelHHWK, gold);
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break;
default:
break;
}
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}
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/// <summary>
/// 炮倍变更通知:服务端确认玩家炮倍切换后广播给房间内所有玩家。
/// 客户端收到后才应用新炮倍到 consumeGoldNum 和 UI,避免开火扣费不一致。
/// </summary>
public static void ChangeGunMultipleNotice(string msg)
{
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<ChangeGunMultipleNotice>>(msg).arguments[0];
var panel = UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelDefault)
?? UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelFLZY)
?? UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelYYSC)
?? UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelXJMH)
?? UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelHHWK);
if (panel == null) return;
panel.ApplyCannonMultiple(data.userId, data.multiple);
}
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/// <summary>
/// 后端推送 SyncPlayerGold 时同步本地玩家金币(底层值 + UI 显示)。
/// 之前只更新 goldNum 不刷新 tMP_GoldNum.text,导致 UI 显示和后端 authoritative 值不同步,
/// 后续杀鱼累加基于修正值但 UI 显示旧值,差距越拉越大。
/// </summary>
private static void UpdateLocalPlayerGold(UIPanel panelType, long gold)
{
var panel = UIManager.Instance.Get<GameMainPanel_FishBase>(panelType);
if (panel == null || panel.currSitData == null) return;
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long oldGold = panel.currSitData.goldNum;
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long diff = gold - oldGold;
// ⭐ 记录金币流水:收到后端推送 SyncPlayerGold(尚未执行)
if (diff > 0)
GameManager.LogGoldFlowReceiveGain("SyncPlayerGold", $"推送金币={gold} 修正前金币={oldGold} 差值=+{diff} 座位={panel.currSitData.posID}");
else if (diff < 0)
GameManager.LogGoldFlowReceiveCost("SyncPlayerGold", $"推送金币={gold} 修正前金币={oldGold} 差值={diff} 座位={panel.currSitData.posID}");
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panel.currSitData.goldNum = gold;
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panel.currSitData.SetGoldNumText(gold);
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// ⭐ 记录金币流水:已执行修正(本地已写入)
if (diff > 0)
GameManager.LogGoldFlowAppliedGain("SyncPlayerGold", $"已修正金币={gold} 修正前金币={oldGold} 增加金币=+{diff} 座位={panel.currSitData.posID}");
else if (diff < 0)
GameManager.LogGoldFlowAppliedCost("SyncPlayerGold", $"已修正金币={gold} 修正前金币={oldGold} 扣除金币={diff} 座位={panel.currSitData.posID}");
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}
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public static void GetRoomInfoResult(string msg)
{
//GameManager.Instance.StartGame();RoomChangeResponse
var roomData = JsonConvert.DeserializeObject<WebSocketResponseBase<RoomChangeResponse>>(msg).arguments[0];
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// ⭐ 记录金币流水:收到加钱信息(RoomInfo 推送玩家金币,尚未执行)—— 只记录自己
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if (roomData?.players != null)
{
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string myId = GameManager.Instance.user?.id;
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foreach (var p in roomData.players)
{
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if (string.IsNullOrEmpty(myId) || p.userId != myId) continue;
GameManager.LogGoldFlowReceiveGain("RoomInfo", $"推送金币={p.gold} 钻石={p.diamond} 炮台消耗={p.cannonMultiple} 座位={p.position} 房间={roomData.roomId}");
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}
}
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UIHome_BY_SelectRoomLevelPanel.StartGame(roomData);
}
public static void SyncGameDataResult(string msg)
{
var syncGameData = JsonConvert.DeserializeObject<WebSocketResponseBase<SyncGameData>>(msg).arguments[0];
switch (syncGameData.frameType)
{
case FrameDataType.none:
break;
case FrameDataType.rotateTurrect:
EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_Rotate, syncGameData);
break;
case FrameDataType.fireBullet:
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// 机器人角度同步:SyncFire_ForBot 发出的 SyncGameData(fireBullet)
// 与 RoomFireNotice(FireCannonSendData) 分开处理,仅用于存储角度到 botLastAngle
EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_BotFireAngle, syncGameData);
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break;
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// createFish=3 已废弃:鱼创建改由服务端 OnFishSpawn 事件下发
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case FrameDataType.changeAutoTarget:
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EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_ChangeTargetMonster, syncGameData);
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break;
case FrameDataType.randomDieFish:
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EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_RendromDieFish, syncGameData);
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break;
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case FrameDataType.freezeFish:
EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_FreezeFish, syncGameData);
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break;
case FrameDataType.changeTurretState:
EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_TurretState, syncGameData);
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break;
case FrameDataType.changeTurret:
EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_ChangeTurret, syncGameData);
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break;
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case FrameDataType.changeCannonMultiple:
EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_ChangeCannonMultiple, syncGameData);
break;
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case FrameDataType.changeWing:
EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_ChangeWing, syncGameData);
break;
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case FrameDataType.changeZhanShen:
EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_ChangeZhanShen, syncGameData);
break;
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case FrameDataType.biaoQing:
EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_BiaoQing, syncGameData);
break;
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// requestSyncFish=11 已废弃:鱼同步改由服务端 OnFishSpawn(type=sync) 下发
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case FrameDataType.baoJiangEnd:
EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.BaoJiangEnd, syncGameData);
break;
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// ⭐ 钻头蟹/激光蟹释放:击杀者点击(或超时)广播,各端(含击杀者回广播)统一时刻发射钻头/激光
case FrameDataType.zuanTouRelease:
EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_ZuanTouRelease, syncGameData);
break;
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// ⭐ 加金币:刮刮卡等 HTTP 途径获得金币后广播,各客户端给对应座位加金币并刷新显示
case FrameDataType.addGold:
EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_AddGold, syncGameData);
break;
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default:
break;
}
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}
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// ================================================================
// 新协议事件分发 (OnFishSpawn / PlayerAfk / FishFrozen / KillNotice 等)
// ================================================================
/// <summary>
/// 服务端出鱼事件 OnFishSpawn 处理。
/// 破坏性替代旧 createFish 帧同步:服务端统一出鱼,客户端只接收并生成。
/// </summary>
public static void OnFishSpawn(string msg)
{
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<OnFishSpawnData>>(msg).arguments[0];
if (data == null) return;
EventCenter.Instance.EventTrigger<OnFishSpawnData>(ConstEventString.OnFishSpawn, data);
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NetLog.Log("出鱼:", msg);
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}
/// <summary>鱼列表刷新</summary>
public static void OnFishList(string msg)
{
var fishList = JsonConvert.DeserializeObject<WebSocketResponseBase<object[]>>(msg).arguments[0];
EventCenter.Instance.EventTrigger<object[]>(ConstEventString.OnFishList, fishList);
}
/// <summary>
/// 冰冻道具(40003)生效事件 FishFrozen。
/// 鱼存活时间延长 15 秒,客户端写死 15s 倒计时。
/// </summary>
public static void FishFrozen(string msg)
{
EventCenter.Instance.EventTrigger(ConstEventString.FishFrozen);
}
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/// <summary>
/// FishGameHub TorpedoResultNotice — 鱼雷使用结果(房间广播)。
/// 所有客户端都播爆奖流程(与 Boss 爆奖 RoomKillNotice 全端实例化同惯例):
/// 随机炸死场上小鱼 + 红包分包爆金币 + 分数面板 + 飞回使用者座位结算。
/// </summary>
public static void TorpedoResultNotice(string msg)
{
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<TorpedoResultNotice>>(msg).arguments[0];
Debug.Log($"[FishGameHub] 鱼雷结果: userId={data?.userId} prop={data?.propNumber} gold={data?.gold} color={data?.color}");
var panel = CreateFishManager.Instance.currGameType;
if (panel != null)
panel.OnTorpedoResult(data);
}
/// <summary>
/// FishGameHub ErrorMessage — 错误通知兜底
/// (鱼雷等新接口失败时推送:房间不存在/道具配置不存在/用户不存在;老接口走 Exception 错误码)。
/// </summary>
public static void ErrorMessage(string msg)
{
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<ErrorMessage>>(msg).arguments[0];
if (!string.IsNullOrEmpty(data?.message))
UIManager.Instance.ShowBoardError(data.message);
}
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/// <summary>玩家挂机通知</summary>
public static void PlayerAfkNotice(string msg)
{
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<PlayerAfkNoticeData>>(msg).arguments[0];
if (data == null) return;
EventCenter.Instance.EventTrigger<PlayerAfkNoticeData>(ConstEventString.PlayerAfkNotice, data);
}
/// <summary>玩家取消挂机通知</summary>
public static void PlayerCancelAfkNotice(string msg)
{
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<PlayerAfkNoticeData>>(msg).arguments[0];
if (data == null) return;
EventCenter.Instance.EventTrigger<PlayerAfkNoticeData>(ConstEventString.PlayerCancelAfkNotice, data);
}
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/// <summary>
/// 玩家信息同步 OnPlayerInfo(GetPlayerInfo 的新响应,发送给调用者)。
/// 旧事件 SendPlayerInfoResult 只返回 gold;本事件返回完整玩家信息,UI 层通过 EventCenter 消费。
/// </summary>
public static void OnPlayerInfo(string msg)
{
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<OnPlayerInfoData>>(msg).arguments[0];
if (data == null) return;
EventCenter.Instance.EventTrigger<OnPlayerInfoData>(ConstEventString.OnPlayerInfo, data);
}
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/// <summary>
/// 召唤卡召唤通知 SummonCardFishNotice。
/// 某玩家使用召唤卡(40006),服务端已创建 Boss鱼(飞机场)/黄金鱼(其他场次)。
/// 仅用于播放召唤提示/特效/显示召唤玩家,实际鱼对象仍由 OnFishSpawn 创建。
/// </summary>
public static void SummonCardFishNotice(string msg)
{
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<SummonCardFishNoticeData>>(msg).arguments[0];
if (data == null) return;
EventCenter.Instance.EventTrigger<SummonCardFishNoticeData>(ConstEventString.SummonCardFishNotice, data);
NetLog.Log("召唤通知:", msg);
}
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/// <summary>
/// 全局击杀公告 KillNotice。
/// 真人击杀/机器人模拟,机器人模拟时额外带 fishName/multiplier/sceneName。
/// </summary>
public static void KillNotice(string msg)
{
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<KillNoticeData>>(msg).arguments[0];
if (data == null) return;
EventCenter.Instance.EventTrigger<KillNoticeData>(ConstEventString.KillNotice, data);
}
/// <summary>机器人退出房间通知</summary>
public static void BotLeaveRoomNotice(string msg)
{
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<BotLeaveRoomNoticeData>>(msg).arguments[0];
if (data == null) return;
WebSocketReponseList.BotLeaveRoom(data.userId);
}
/// <summary>房主断线</summary>
public static void HostDisconnectNotice(string msg)
{
EventCenter.Instance.EventTrigger(ConstEventString.HostDisconnect);
WebSocketReponseList.HostDisconnect();
}
/// <summary>
/// 座位变更 OnSeatChange。
/// 数据: { type, userId, position, showWaiting? }
/// </summary>
public static void OnSeatChange(string msg)
{
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<Dictionary<string, object>>>(msg).arguments[0];
if (data == null) return;
// JSON 字段可能是 long/double/string/bool 等任意类型,统一 ToString()+TryParse 容错
int seatType = data.TryGetValue("type", out var t) && int.TryParse(t?.ToString(), out var st) ? st : 0;
string userId = data.TryGetValue("userId", out var u) ? u?.ToString() : "";
int position = data.TryGetValue("position", out var p) && int.TryParse(p?.ToString(), out var pos) ? pos : -1;
bool showWaiting = data.TryGetValue("showWaiting", out var sw) && (sw is bool b ? b : (sw != null && bool.TryParse(sw.ToString(), out var bv) && bv));
WebSocketReponseList.SeatChange(seatType, userId, position, showWaiting);
}
/// <summary>
/// 房主控制权移交 ChangeControllerUser。
/// 仅维护 SitPosData.roomOwnerSit,不再设置 fangzhu(鱼创建已由服务端统一出鱼)。
/// </summary>
public static void ChangeControllerUser(string msg)
{
var userId = JsonConvert.DeserializeObject<WebSocketResponseBase<string>>(msg).arguments[0];
if (userId == GameManager.Instance.user.id)
{
// 本地玩家成为房主:同步本地房主引用
if (SitPosData.localPlayerSit != null)
SitPosData.roomOwnerSit = SitPosData.localPlayerSit;
}
else if (userId != null && userId.StartsWith("bot_"))
{
// 房主是人机:人机无法真正发包,由本地首个非人机玩家代行房主显示职责
SitPosData.TransferRoomOwner();
}
// 其他真人玩家成为房主时无需本地操作(roomOwnerSit 由 TransferRoomOwner/ShowPlayer 维护)
}
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public static void LeaveRoomResult(string msg)
{
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//WebSocketManager.Instance.isGame = false;
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//GameManager.Instance.StartGame();RoomChangeResponse
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var response = JsonConvert.DeserializeObject<WebSocketResponseBase<string>>(msg);
// ⭐ 数据保护:arguments 为空直接返回,避免抛异常
if (response?.arguments == null || response.arguments.Count == 0)
{
#if UNITY_EDITOR
Debug.LogWarning("[LeaveRoomResult] arguments 为空,忽略");
#endif
return;
}
var userid = response.arguments[0];
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// ⭐ 该玩家没走完的 not-self"爆奖中"BJEndUI 一并清掉:
// 爆奖中途退房的人不会再发 baoJiangEnd,面板会残留在座位上,
// 下一个坐进该座位的玩家会看到这块旧面板(30 秒安全超时还会对着新玩家弹结算)
BaoJiangNotSelfHandler.RemoveByUser(userid);
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switch (GameManager.Instance.gameData.currGameType)
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{
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case GameType.JQQD:
break;
case GameType.defaultPanel:
break;
case GameType.FLZY:
{
var panel = UIManager.Instance.Get<GameMainPanel_FLZY>(UIPanel.MainGamePanelFLZY);
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if (panel == null || panel.currSitData == null) break;
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if (panel.currSitData.user == userid)
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{
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ExitFishingGame(UIPanel.MainGamePanelFLZY);
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break;
}
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foreach (var item in panel.list_Sits)
{
if (item.user == userid)
{
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item.ShowWaiting();
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}
}
}
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break;
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case GameType.YYSC:
{
var panel = UIManager.Instance.Get<GameMainPanel_YYSC>(UIPanel.MainGamePanelYYSC);
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if (panel == null || panel.currSitData == null) break;
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if (panel.currSitData.user == userid)
{
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ExitFishingGame(UIPanel.MainGamePanelYYSC);
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break;
}
foreach (var item in panel.list_Sits)
{
if (item.user == userid)
{
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item.ShowWaiting();
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}
}
}
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break;
case GameType.ZGXQ:
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break;
case GameType.XJMH:
{
var panel = UIManager.Instance.Get<GameMainPanel_XJMH>(UIPanel.MainGamePanelXJMH);
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if (panel == null || panel.currSitData == null) break;
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if (panel.currSitData.user == userid)
{
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ExitFishingGame(UIPanel.MainGamePanelXJMH);
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break;
}
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foreach (var item in panel.list_Sits)
{
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Debug.Log(item.user + "---" + userid);
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if (item.user == userid)
{
Debug.Log("推出星际迷航");
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item.ShowWaiting();
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}
}
}
break;
case GameType.HHWK:
{
var panel = UIManager.Instance.Get<GameMainPanel_HHWK>(UIPanel.MainGamePanelHHWK);
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if (panel == null || panel.currSitData == null) break;
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if (panel.currSitData.user == userid)
{
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ExitFishingGame(UIPanel.MainGamePanelHHWK);
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break;
}
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foreach (var item in panel.list_Sits)
{
if (item.user == userid)
{
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item.ShowWaiting();
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}
}
}
break;
default:
break;
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}
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}
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/// <summary>
/// 统一退出捕鱼游戏流程:
/// 1. 关闭 game socket(自己的离房通知已收到,可以正常关闭)
/// 2. 拉取最新用户数据并触发 OnUserDataChanged 事件,同步大厅金币/钻石/等级等 UI
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/// 3. 通知游戏面板 socket 已返回 → 解除进度条 0.9 的等待 → 走完剩余进度后自动切回 home
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/// </summary>
private static void ExitFishingGame(UIPanel gamePanel)
{
// 标记游戏已结束
WebSocketManager.Instance.isGame = false;
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// ⭐ 记录金币流水:退出房间
GameManager.LogGoldFlow("ExitRoom", $"退出房间 房间={GameManager.Instance.gameData?.currRoomData?.roomId}");
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// 关闭游戏连接
WebSocketManager.Instance.Close(SocketType.game);
// 拉取最新用户数据,触发 UI 同步更新(金币/钻石/等级/VIP等)
APIRequestList.GetUser((user) =>
{
GameManager.Instance.UpdataUserData(user);
});
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// ⭐ 通知面板 socket 已返回 → 进度条从 0.9 走到 1.0 → 切回 home
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var panel = UIManager.Instance.Get<GameMainPanel_FishBase>(gamePanel);
if (panel != null)
{
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panel.OnLeaveRoomResultReceived(gamePanel);
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}
else
{
// 兜底:拿不到面板直接切换
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, gamePanel);
}
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}
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// ---------------- LoginHub ----------------
/// <summary>
/// LoginHub Broadcast — 大厅公告广播
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/// 首字符命中大喇叭标识(APIRequestList.BroadcastMarker)时按大喇叭格式渲染:
/// 去掉标识,补"喇叭图标+打码昵称"前缀;否则原样显示为普通公告。
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/// </summary>
public static void LoginBroadcast(string msg)
{
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<LoginBroadcastData>>(msg).arguments[0];
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string message = data?.message;
if (!string.IsNullOrEmpty(message) && message[0] == APIRequestList.BroadcastMarker)
{
// 大喇叭:服务端只存了"标识+正文",昵称从广播数据取,展示时再拼接前缀
string content = message.Substring(1);
string userName = data.userName;
if (string.IsNullOrEmpty(userName)) userName = "玩家";
UIManager.Instance.ShowBoardGongGao($"<sprite index=0>【{MaskBroadcastName(userName)}】:{content}");
}
else
{
// 普通公告:原样显示
UIManager.Instance.ShowBoardGongGao(message);
}
}
/// <summary>
/// 玩家名打码(大喇叭展示格式):保留首尾字符、中间一个 *("小金鱼"→"小*鱼")。
/// 与 GameMainPanel_FishBase / UIHome_BY_BackPackPanel 同格式。
/// </summary>
private static string MaskBroadcastName(string name)
{
if (string.IsNullOrEmpty(name)) return name;
name = name.Trim();
if (name.Length <= 1) return name;
return name[0] + "*" + name[name.Length - 1];
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}
/// <summary>
/// LoginHub AssetUpdated — 资产变动通知
/// </summary>
public static void AssetUpdated(string msg)
{
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<LoginAssetData>>(msg).arguments[0];
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// 刮刮卡面板打开期间挂起推送刷新:金币/钻石/道具统一在点击"领取"按钮时刷新
if (GuaGuaLeGPU.SuspendWsRefresh) return;
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// 触发用户数据刷新
var userId = GameManager.Instance?.user?.id;
if (!string.IsNullOrEmpty(userId))
APIRequestList.GetUser(userId, a => GameManager.Instance.UpdataUserData(a));
}
/// <summary>
/// LoginHub BackpackUpdated — 背包变动通知
/// </summary>
public static void BackpackUpdated(string msg)
{
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<LoginBackpackData>>(msg).arguments[0];
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// 刮刮卡面板打开期间挂起推送刷新:金币/钻石/道具统一在点击"领取"按钮时刷新
if (GuaGuaLeGPU.SuspendWsRefresh) return;
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// 刷新用户数据(道具列表在 GetUser 返回中)
var userId = GameManager.Instance?.user?.id;
if (!string.IsNullOrEmpty(userId))
APIRequestList.GetUser(userId, a => GameManager.Instance.UpdataUserData(a));
}
/// <summary>
/// LoginHub NewEmail — 新邮件通知
/// </summary>
public static void NewEmail(string msg)
{
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<LoginNewEmailData>>(msg).arguments[0];
UIManager.Instance.ShowBoardError($"收到新邮件:{data.title}");
}
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/// <summary>
/// LoginHub KillAnnouncement — 全局击杀公告(特殊 Boss 击杀全服推送)
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/// 客户端自行拼接公告文本(不再使用服务端 text):
/// 【风雷之渊】珠联璧合!恭喜:【小*鱼】捕获雷皇龙,获得47,640,000金币
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/// </summary>
public static void KillAnnouncement(string msg)
{
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<KillAnnouncementData>>(msg).arguments[0];
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if (data == null) return;
// 恭喜词随机
string[] words = { "珠联璧合", "鸿运当头", "满载而归", "财源滚滚", "好运连连", "喜从天降", "手气爆棚", "天选之人" };
string word = words[UnityEngine.Random.Range(0, words.Length)];
// 外层默认色 ECA895,关键字段用 ECB85F 覆盖
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string text = $"<color=#ECA895><color=#ECB85F>【{data.gameTypeName}】</color>{word}!恭喜:" +
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$"<color=#ECB85F>【{MaskUserName(data.userName)}】</color>捕获{data.fishName}," +
$"获得<color=#ECB85F>{data.gold:N0}</color>金币</color>";
UIManager.Instance.ShowBoardGongGao(text);
}
/// <summary>玩家名脱敏:只显示首尾字,中间用*(如:小美人鱼 → 小*鱼)</summary>
private static string MaskUserName(string name)
{
if (string.IsNullOrEmpty(name)) return string.Empty;
if (name.Length == 1) return name;
return $"{name[0]}*{name[name.Length - 1]}";
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}
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/// <summary>
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/// LoginHub LevelChanged — 后台修改玩家等级
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/// 直接调用 GetUser 刷新用户数据,触发 OnUserDataChanged 同步 UI
/// </summary>
public static void LevelChanged(string msg)
{
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<LevelChangedData>>(msg).arguments[0];
var userId = GameManager.Instance?.user?.id;
if (!string.IsNullOrEmpty(userId))
APIRequestList.GetUser(userId, a => GameManager.Instance.UpdataUserData(a));
}
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// ---------------- LoginHub 断线房间 ----------------
/// <summary>当前是否有待处理的断线房间弹窗(防止重复弹)</summary>
private static bool _pendingRoomActive;
/// <summary>
/// LoginHub PendingRoomNotice — 登录后检测到有未完成的断线游戏
/// 弹窗提示用户选择"返回房间"(调 Reconnect)或"离开"(调 DismissPendingRoom)
/// 60 秒无操作自动离开
/// </summary>
public static void PendingRoomNotice(string msg)
{
if (_pendingRoomActive) return; // 防重复
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<PendingRoomData>>(msg).arguments[0];
if (data == null) return;
_pendingRoomActive = true;
var userId = GameManager.Instance?.user?.id;
if (string.IsNullOrEmpty(userId)) return;
// 创建 TiShi 弹窗(直接 Instantiate 拿引用,方便 60 秒后销毁)
var prefab = UIManager.Instance.TiShiParefab;
if (prefab == null)
{
Debug.LogWarning("[PendingRoomNotice] TiShiParefab 未赋值,自动离开");
WebSocketSendList.DismissPendingRoom(userId);
_pendingRoomActive = false;
return;
}
var obj = UnityEngine.Object.Instantiate(prefab, UIManager.Instance.uiRoot);
obj.transform.SetAsLastSibling();
var tishi = obj.GetComponent<TiShi>();
if (tishi == null)
{
UnityEngine.Object.Destroy(obj);
_pendingRoomActive = false;
return;
}
// 标记用户是否已操作
bool acted = false;
// 确认 = 返回房间
tishi.Init($"检测到您在 {data.gameType} {data.roomName} 有未完成的游戏,是否返回房间?", () =>
{
acted = true;
WebSocketSendList.Reconnect(userId);
});
// 关闭 = 离开(额外给 btn_Close 加监听;TiShi.Close 本身只销毁不触发 action)
if (tishi.btn_Close != null)
{
tishi.btn_Close.onClick.AddListener(() =>
{
if (acted) return;
acted = true;
WebSocketSendList.DismissPendingRoom(userId);
});
}
// 60 秒无操作自动离开
WebSocketManager.Instance.StartCoroutine(PendingRoomCountdown(
60f, () => acted, () =>
{
acted = true;
WebSocketSendList.DismissPendingRoom(userId);
if (obj != null) UnityEngine.Object.Destroy(obj);
_pendingRoomActive = false;
}));
}
/// <summary>断线房间弹窗倒计时协程(到时检查是否已操作,未操作则触发回调)</summary>
private static System.Collections.IEnumerator PendingRoomCountdown(
float seconds, System.Func<bool> hasActed, System.Action onTimeout)
{
yield return new UnityEngine.WaitForSeconds(seconds);
if (!hasActed())
onTimeout?.Invoke();
}
/// <summary>
/// LoginHub PendingRoomNotice 数据
/// </summary>
[Serializable]
public class PendingRoomData
{
public string roomId;
public string gameType;
public string roomName;
}
/// <summary>
/// LoginHub AccountKicked — 账号被顶通知
/// 该账号在其他设备登录时,旧连接收到此事件。
/// 前端应提示"账号已在其他地方登录"并清空房间 UI、断开游戏连接。
/// </summary>
public static void AccountKicked(string msg)
{
try
{
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<AccountKickedData>>(msg).arguments[0];
var userId = GameManager.Instance?.user?.id;
// 只处理当前登录用户被顶的情况
if (data != null && !string.IsNullOrEmpty(data.userId)
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&& !string.IsNullOrEmpty(userId) && data.userId == userId)
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{
UIManager.Instance.ShowTiShi("账号已在其他地方登录", () =>
{
GameManager.Instance.Logout();
return;
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}, showClose: false);
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}
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}
catch (Exception e)
{
Debug.LogWarning("[AccountKicked] 解析失败: " + e.Message);
}
}
/// <summary>
/// LoginHub AccountKicked 数据
/// </summary>
[Serializable]
public class AccountKickedData
{
public string userId;
}
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/// <summary>
/// LoginHub ChangeConfig — 后台活动配置或游戏配置保存发布后广播
/// changeType: 1=活动配置更新 2=游戏配置更新
/// 前端按 changeType 重新请求对应配置
/// </summary>
public static void ChangeConfig(string msg)
{
try
{
var changeType = JsonConvert.DeserializeObject<WebSocketResponseBase<int>>(msg).arguments[0];
switch (changeType)
{
case 1:
// 活动配置更新
APIRequestList.GetActivityConfig(res =>
{
if (res != null) GameManager.Instance.activityConfig = res;
});
break;
case 2:
// 游戏配置更新
APIManager.Response<GameConfig>(APIType.GameConfig_Get, res =>
{
if (res != null)
{
GameManager.Instance.gameConfig = res;
var v = GameManager.Instance.dic_fishTypeConfigs;
if (v != null)
{
v.Clear();
foreach (var item in res.fishTypeConfigs)
v[item.fishNumber] = item;
}
}
});
break;
}
}
catch (Exception e)
{
Debug.LogWarning("[ChangeConfig] 解析失败: " + e.Message);
}
}
/// <summary>
/// LoginHub KickToMainPage — 强制退出到主页面
/// 当前账号连接已失效(被顶号/用户不匹配),前端应立即清除所有游戏 UI 并导航到主页面/登录页
/// </summary>
public static void KickToMainPage(string msg)
{
try
{
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<KickToMainPageData>>(msg).arguments[0];
var userId = GameManager.Instance?.user?.id;
// 只处理当前登录用户被踢的情况
if (data != null && !string.IsNullOrEmpty(data.userId)
&& !string.IsNullOrEmpty(userId) && data.userId != userId)
return;
}
catch (Exception e)
{
Debug.LogWarning("[KickToMainPage] 解析失败: " + e.Message);
}
UIManager.Instance.ShowTiShi("连接已失效,请重新登录", () =>
{
GameManager.Instance.Logout();
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}, showClose: false);
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}
/// <summary>
/// LoginHub KickToMainPage 数据
/// </summary>
[Serializable]
public class KickToMainPageData
{
public string userId;
}
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// ---------------- FishGameHub 补充 ----------------
/// <summary>
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/// FishGameHub BotLeaveRoomNotice — 机器人退出房间
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/// 仅触发对应座位显示等待,不影响本地玩家(自己退出走 LeaveRoomResult)
/// </summary>
public static void BotLeaveRoom(string botUserId)
{
if (string.IsNullOrEmpty(botUserId)) return;
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// ⭐ 机器人爆奖中途退房:同样清掉其未完成的"爆奖中"BJEndUI(同真人退房)
BaoJiangNotSelfHandler.RemoveByUser(botUserId);
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switch (GameManager.Instance.gameData.currGameType)
{
case GameType.FLZY:
ReleaseBotSit(UIPanel.MainGamePanelFLZY, botUserId);
break;
case GameType.YYSC:
ReleaseBotSit(UIPanel.MainGamePanelYYSC, botUserId);
break;
case GameType.XJMH:
ReleaseBotSit(UIPanel.MainGamePanelXJMH, botUserId);
break;
case GameType.HHWK:
ReleaseBotSit(UIPanel.MainGamePanelHHWK, botUserId);
break;
default:
break;
}
}
/// <summary>释放机器人座位(显示等待界面,标记为 bot)</summary>
private static void ReleaseBotSit(UIPanel panelName, string botUserId)
{
var panel = UIManager.Instance.Get<GameMainPanel_FishBase>(panelName);
if (panel == null) return;
foreach (var sit in panel.list_Sits)
{
if (sit.user == botUserId)
{
sit.isBot = true;
sit.ShowWaiting();
break;
}
}
}
/// <summary>
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/// FishGameHub HostDisconnect — 房主断线
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/// 其他玩家可接受机器人控制权。本地房主引用若已断线则转移给本地首个非人机玩家。
/// </summary>
public static void HostDisconnect()
{
// 房主断线 → 触发房主转移(SitPosData 已封装好转移逻辑)
SitPosData.TransferRoomOwner();
}
/// <summary>
/// FishGameHub OnSeatChange — 座位变更
/// { type, userId, position, showWaiting? }
/// type 字段后端未明确定义,先按 showWaiting 决定显示状态
/// </summary>
public static void SeatChange(int seatType, string userId, int position, bool showWaiting)
{
if (string.IsNullOrEmpty(userId) || position < 0) return;
GameMainPanel_FishBase panel = null;
switch (GameManager.Instance.gameData.currGameType)
{
case GameType.FLZY:
panel = UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelFLZY);
break;
case GameType.YYSC:
panel = UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelYYSC);
break;
case GameType.XJMH:
panel = UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelXJMH);
break;
case GameType.HHWK:
panel = UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelHHWK);
break;
default:
break;
}
if (panel == null) return;
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// ⭐ 座位镜像:服务端座位转显示座位再找场景座位
var targetSit = panel.list_Sits.Find(s => s.posID == SeatMirror.ToDisplay(position));
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if (targetSit == null) return;
if (showWaiting)
{
// 显示等待界面(玩家离开该座位)
targetSit.ShowWaiting();
}
else
{
// 玩家进入该座位
targetSit.isBot = !string.IsNullOrEmpty(userId) && userId.StartsWith("bot_");
}
}
/// <summary>
/// FishRoomHub RoomChange — 房间变化通知
/// 房间列表界面收到时刷新显示。当前仅在房间列表 UI 开启时更新数据,
/// 具体刷新逻辑由 UIHome_BY_SelectRoomLevelPanel / 手动选座面板按需实现。
/// </summary>
public static void RoomChangeNotice(string msg)
{
try
{
var roomData = JsonConvert.DeserializeObject<WebSocketResponseBase<RoomChangeResponse>>(msg).arguments[0];
if (roomData == null) return;
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// ⭐ 修复:游戏中收到本房间的 RoomChange(players 是全量最新数据)→ 同步座位。
// room socket 进游戏后仍保持连接,玩家加入/离开时都会推 RoomChange;
// 若 game socket 侧没收到(或没处理)RoomJoinNotice/RoomLeaveNotice,
// 老客户端就识别不到新玩家。这里按 players 与 currRoomData.players 全量比对:
// 新加入的入座(JoinGame),离开的释放座位(ShowWaiting),幂等可重复。
SyncSeatsFromRoomChange(roomData);
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// 通知手动选座面板刷新(若开启)
var homeMain = UIManager.Instance.Get<UIHomeMain>(UIPanel.HomeMainPanel);
if (homeMain == null) return;
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// ⭐ 新流程:独立的房间列表面板
homeMain.subUIManager.Get<UIHome_BY_MySelectRoomPanel>(UIPanel.MySelectRoomPanel)?.OnRoomChange(roomData);
// 旧流程(保留,便于恢复):选场面板内嵌的房间列表
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var selectRoomPanel = homeMain.subUIManager.Get<UIHome_BY_SelectRoomLevelPanel>(UIPanel.SelectRoomLeavePenel);
if (selectRoomPanel != null && selectRoomPanel.isMySelectRoom)
{
selectRoomPanel.panel_UIHome_BY_MySelectRoomPenel?.OnRoomChange(roomData);
}
}
catch (Exception e)
{
Debug.LogWarning("[RoomChangeNotice] 解析失败: " + e.Message);
}
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}
/// <summary>
/// 游戏中收到本房间 RoomChange 时同步座位:players 与 currRoomData.players 全量比对。
/// 新加入(列表有、快照无)→ JoinGame 入座;离开(快照有、列表无)→ ShowWaiting 释放座位。
/// 与 RoomJoinNotice/RoomLeaveNotice 处理幂等(快照里已有的玩家不会重复入座)。
/// </summary>
private static void SyncSeatsFromRoomChange(RoomChangeResponse roomData)
{
var currRoom = GameManager.Instance.gameData?.currRoomData;
// 只处理当前所在房间(房间列表里其他房间的 RoomChange 不关心)
if (currRoom == null || roomData.roomId != currRoom.roomId) return;
if (roomData.players == null) return;
if (currRoom.players == null) currRoom.players = new List<RoomPlayerInfo>();
var panel = UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelDefault)
?? UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelFLZY)
?? UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelYYSC)
?? UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelXJMH)
?? UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelHHWK);
// 1. 新加入:列表有、快照无 → 写入快照并入座
foreach (var p in roomData.players)
{
if (string.IsNullOrEmpty(p.userId)) continue;
if (currRoom.players.Exists(x => x.userId == p.userId)) continue;
currRoom.players.Add(p);
if (panel == null) continue; // 不在游戏中只补数据,进房流程自己会建座位
bool isBot = p.isBot || p.userId.StartsWith("bot_");
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// ⭐ 座位镜像:服务端座位转显示座位再找场景座位(JoinGame 内部也做同样转换)
var targetSit = panel.list_Sits.Find(s => s.posID == SeatMirror.ToDisplay(p.position));
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// 真人顶掉 bot 座位时先替换(与 RoomJoinNotice 分支同逻辑)
if (targetSit != null && targetSit.isBot && !isBot)
{
targetSit.isBot = false;
targetSit.ShowWaiting();
}
panel.JoinGame(p.position, p.gold, p.diamond, p.cannonMultiple, 0, p.userId, p.cannonId, p.wingsId, p.warGodId);
}
// 2. 离开:快照有、列表无 → 释放座位并移出快照
for (int i = currRoom.players.Count - 1; i >= 0; i--)
{
var p = currRoom.players[i];
if (string.IsNullOrEmpty(p.userId)) continue;
if (roomData.players.Exists(x => x.userId == p.userId)) continue;
currRoom.players.RemoveAt(i);
if (panel == null) continue;
foreach (var sit in panel.list_Sits)
{
if (sit.user == p.userId)
sit.ShowWaiting();
}
}
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}
/// <summary>
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/// LoginHub LevelChanged 数据(字段名对齐后端大写首字母)
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/// </summary>
[Serializable]
public class LevelChangedData
{
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public int NewLevel;
public long NewExp;
public long NewGold;
public int NewDiamond;
public string Source;
public string Remark;
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}
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// ---------------- Customer ----------------
/// <summary>
/// 发起会话回调(用户端)
/// isOk=false 时弹错误提示;isOk=true 时自动加入会话房间
/// </summary>
public static void Customer_OnConversationStarted(CustomerConversationStartedResult result)
{
if (!result.isOk)
{
UIManager.Instance.ShowBoardError(result.msg);
return;
}
// 加入会话房间,之后才能收发消息
//WebSocketSendList.Customer_JoinConversation(result.conversation.id);
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GetActiveServicePanel()?.OnConversationStarted(result);
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}
/// <summary>
/// 消息接收回调(用户端 & 客服端)
/// </summary>
public static void Customer_OnMessageReceived(CustomerMessageReceived msg)
{
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GetActiveServicePanel()?.OnMessageReceived(msg);
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Debug.Log($"[Customer] 收到消息 from {msg.senderName}({msg.senderType}): {msg.content}");
}
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/// <summary>
/// 获取当前活动的客服面板(主界面或登录界面打开的)
/// </summary>
private static UIHome_BY_ServicePanel GetActiveServicePanel()
{
// 先尝试主界面
var home = UIManager.Instance.Get<UIHomeMain>(UIPanel.HomeMainPanel);
if (home != null && home.subUIManager != null)
{
var panel = home.subUIManager.Get<UIHome_BY_ServicePanel>(UIPanel.ServicePanel);
if (panel != null) return panel;
}
// 再尝试登录界面(游客模式)
var login = UIManager.Instance.Get<UILoginPanel>(UIPanel.LoginPanel);
if (login != null && login.uIManager != null)
{
return login.uIManager.Get<UIHome_BY_ServicePanel>(UIPanel.ServicePanel);
}
return null;
}
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/// <summary>
/// 新会话通知(客服端)
/// </summary>
public static void Customer_OnNewConversation(CustomerNewConversationNotice notice)
{
// 客服端自动加入会话房间
WebSocketSendList.Customer_JoinConversation(notice.conversationId);
// TODO: 通知客服端 UI 显示新会话(替换为你的实际 Panel 调用)
// UIManager.Instance.Get<UICustomerServicePanel>(UIPanel.CustomerServicePanel)?.OnNewConversation(notice);
Debug.Log($"[Customer] 新会话来了,userId={notice.userId},userName={notice.userName}");
}
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/// <summary>
/// LoginHub Broadcast 数据
/// </summary>
[Serializable]
public class LoginBroadcastData
{
public string userName;
public string avatarUrl;
public int level;
public int vipLevel;
public string message;
public long time;
}
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/// <summary>
/// LoginHub KillAnnouncement 数据(全局击杀公告)
/// </summary>
[Serializable]
public class KillAnnouncementData
{
/// <summary>公告文本(服务端已拼接:恭喜玩家*****在风雷之渊 高级场捕获 人鱼公主*2000倍 150000000大奖)</summary>
public string text;
/// <summary>玩家名(已脱敏,全部替换为*)</summary>
public string userName;
/// <summary>游戏类型名(如:风雷之渊)</summary>
public string gameTypeName;
/// <summary>房间名(如:高级场)</summary>
public string roomName;
/// <summary>鱼名称(如:人鱼公主)</summary>
public string fishName;
/// <summary>炮台倍数</summary>
public int multiple;
/// <summary>获得金币</summary>
public long gold;
/// <summary>时间戳(Unix秒)</summary>
public long time;
}
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/// <summary>
/// LoginHub AssetUpdated 数据
/// </summary>
[Serializable]
public class LoginAssetData
{
public int currencyType;
public int changeType;
public long amount;
public long newGold;
public int newDiamond;
public string source;
public string remark;
}
/// <summary>
/// LoginHub BackpackUpdated 数据
/// </summary>
[Serializable]
public class LoginBackpackData
{
public string action;
public string propNumber;
public int count;
public List<object> props;
}
/// <summary>
/// LoginHub NewEmail 数据
/// </summary>
[Serializable]
public class LoginNewEmailData
{
public string title;
public string emailId;
}
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/// <summary>
/// FishGameHub Exception 数据({code, message})
/// code: 0=未知错误
/// 1001=房间已满 1002=金币不足 1003=房间不存在 1004=玩家不在房间
/// 1005=签名错误 1006=请求已过期 1007=鱼配置不存在 1008=子弹参数无效
/// 1009=金币参数超出范围 1011=用户不存在 1012=道具配置不存在
/// 1013=道具数量不足 1014=钻石不足 1015=炮倍参数无效
/// </summary>
[Serializable]
public class FishGameExceptionData
{
public int code;
public string message;
}
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}
}
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// end namespace