2026-04-29 01:18:39 +08:00
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// ============================================================
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// 文件:MonsterContral.cs
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// 职责:鱼(怪物)实体基类 —— 状态机、路径移动、动画、死亡处理
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// 优化点:
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// 1. 方向朝向逻辑提取为独立方法 ApplyFacingDirection,消除大量重复 switch
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// 2. OnMoveUpdata 按 isyz 分支,各分支内复用 ApplyFacingDirection
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// 3. OnDestroy 统一清理三个字典,去除重复判断
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// 4. 常量命名使用 PascalCase,符合 C# 规范
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// 5. 补充 XML 注释,明确方法职责
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// 6. forwordXYZ 空检查改用 string.IsNullOrEmpty
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// ============================================================
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2026-03-31 18:30:49 +08:00
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using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass;
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2026-02-03 11:35:19 +08:00
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using Assets.MyGame.Scripts.Net.APIResponses.Enum;
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2026-04-24 22:51:34 +08:00
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using Assets.MyGame.Scripts.Net.WebResponses;
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2026-02-03 11:35:19 +08:00
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using Spine.Unity;
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2026-05-06 01:34:23 +08:00
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using System;
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2026-02-03 11:35:19 +08:00
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using System.Collections;
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using System.Collections.Generic;
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2026-05-06 01:34:23 +08:00
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using TMPro;
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2026-02-03 11:35:19 +08:00
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using UnityEngine;
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using static MonsterMoveLine;
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2026-04-29 01:18:39 +08:00
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/// <summary>
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2026-09-11 14:25:06 +08:00
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/// 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。
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/// 具体鱼类型(Boss等)通过继承重写虚方法扩展行为。
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/// </summary>
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2026-02-03 11:35:19 +08:00
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public class MonsterContral : MonoBehaviour
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{
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2026-04-29 01:18:39 +08:00
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// ----------------------------------------------------------------
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// 常量
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// ----------------------------------------------------------------
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/// <summary>鱼阵路线 key 前缀</summary>
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2026-06-13 22:34:43 +08:00
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private const string YzMoveLineName = "鱼阵";
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2026-04-29 01:18:39 +08:00
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/// <summary>普通鱼路线 key 前缀</summary>
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2026-06-13 22:34:43 +08:00
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private const string NormalMoveLineName = "曲线";
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2026-04-29 01:18:39 +08:00
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// ----------------------------------------------------------------
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// 公开字段(Inspector 可见 / 外部赋值)
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// ----------------------------------------------------------------
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2026-05-18 18:39:11 +08:00
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/// <summary>
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/// 基础倍率
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/// </summary>
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public int beilv;
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2026-04-29 01:18:39 +08:00
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/// <summary>本鱼唯一标识(服务器下发的 GUID)</summary>
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2026-03-09 09:25:01 +08:00
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public string guid;
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2026-04-29 01:18:39 +08:00
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2026-08-01 00:49:49 +08:00
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/// <summary>
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/// ⭐ 是否已完成 Init(路线/guid/moveTime 已赋值)。
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/// false=池回收后未初始化,OnEnable 不应执行 OnMoveUpdata,避免旧 moveTime/moveLine 误触发销毁
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/// true=Init 已调用,可以正常 Update
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/// </summary>
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protected bool isInitialized = false;
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2026-07-20 16:30:28 +08:00
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/// <summary>当前鱼使用的路线 ID(Init 时保存,用于房主把活鱼广播给新加入玩家)</summary>
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public string lastMoveLineId;
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2026-04-29 01:18:39 +08:00
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/// <summary>运行时数据(血量、路径、配置等)</summary>
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2026-02-03 11:35:19 +08:00
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public MonsterDataBase monsterData = new MonsterDataBase(new MonsterHealthBase());
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2026-04-29 01:18:39 +08:00
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/// <summary>Spine 骨骼动画组件(非 Spine 鱼可为 null)</summary>
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2026-02-03 11:35:19 +08:00
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public SkeletonAnimation skeleton;
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2026-04-29 01:18:39 +08:00
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/// <summary>是否使用 Spine 骨骼动画</summary>
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2026-02-03 11:35:19 +08:00
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public bool isSpine = true;
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2026-04-29 01:18:39 +08:00
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/// <summary>鱼类型 ID(对应 FishResourcesData 索引)</summary>
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2026-04-28 01:53:41 +08:00
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public int fishTypeID;
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2026-04-29 01:18:39 +08:00
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/// <summary>动画状态 → 动画名称 映射</summary>
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public Dictionary<CharacterAnimationType, string> dic_AnimKeyAnimName
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= new Dictionary<CharacterAnimationType, string>();
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/// <summary>当前状态</summary>
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2026-02-03 11:35:19 +08:00
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public CharacterStateType currState;
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2026-04-29 01:18:39 +08:00
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/// <summary>血量(目前未使用扣血逻辑,保留供扩展)</summary>
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2026-02-03 11:35:19 +08:00
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public int HP = 5;
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2026-04-29 01:18:39 +08:00
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/// <summary>死亡粒子特效 Prefab(为 null 时使用 Manager 默认值)</summary>
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public GameObject effect_Die;
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/// <summary>死亡金币奖励特效 Prefab</summary>
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2026-04-23 17:24:31 +08:00
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public GameObject effect_DieAward;
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2026-05-06 01:34:23 +08:00
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public GameObject currEffect_DieAward;
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public Action<GameObject> action_effect_DieAward;
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2026-04-29 01:18:39 +08:00
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/// <summary>是否处于移动状态(false 时 Update 跳过移动计算)</summary>
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2026-02-09 10:44:38 +08:00
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public bool isMove = true;
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2026-04-29 01:18:39 +08:00
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2026-06-16 19:12:37 +08:00
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/// <summary>设置冰冻特效激活状态</summary>
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public void SetFreezeEffect(bool active)
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{
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2026-09-04 23:38:33 +08:00
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if (bingDongEffect == null)
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return;
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for (int i = 0; i < bingDongEffect.Count; i++)
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{
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if (bingDongEffect[i] != null)
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bingDongEffect[i].SetActive(active);
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}
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2026-06-16 19:12:37 +08:00
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}
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2026-04-29 01:18:39 +08:00
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/// <summary>是否为 3D 鱼(影响朝向轴选取)</summary>
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2026-03-12 10:48:53 +08:00
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public bool is3D = false;
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2026-04-29 01:18:39 +08:00
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/// <summary>
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/// 前进方向轴,可选 "X" / "-X" / "Y" / "-Y" / "Z" / "-Z"。
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/// 为空时默认使用 up(2D)或 forward(3D)。
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2026-08-04 14:52:22 +08:00
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/// ⭐ 运行时不应修改;如需修改请调用 RefreshFacingAxis() 重新解析。
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2026-04-29 01:18:39 +08:00
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/// </summary>
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2026-03-18 17:26:14 +08:00
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public string forwordXYZ;
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2026-04-29 01:18:39 +08:00
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2026-08-04 14:52:22 +08:00
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/// <summary>
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/// forwordXYZ 预解析后的朝向轴枚举(OnEnable 时解析)。
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/// 避免 ApplyFacingDirection 每帧每鱼做 string.IsNullOrEmpty + switch(string)。
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/// </summary>
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private FacingAxis _facingAxis = FacingAxis.None;
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/// <summary>朝向轴枚举:对应 forwordXYZ 的 7 种取值</summary>
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private enum FacingAxis
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{
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None, // "" / null
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X,
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NegX, // "-X"
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Y,
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NegY, // "-Y"
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Z,
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NegZ // "-Z"
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}
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/// <summary>
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/// 将 forwordXYZ 字符串解析为枚举。OnEnable 调用一次,运行时直接用枚举 switch。
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/// </summary>
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private void RefreshFacingAxis()
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{
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if (string.IsNullOrEmpty(forwordXYZ))
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{
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_facingAxis = FacingAxis.None;
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return;
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}
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switch (forwordXYZ)
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{
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case "X": _facingAxis = FacingAxis.X; break;
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2026-08-04 14:52:22 +08:00
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case "-X": _facingAxis = FacingAxis.NegX; break;
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2026-09-11 14:25:06 +08:00
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case "Y": _facingAxis = FacingAxis.Y; break;
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2026-08-04 14:52:22 +08:00
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case "-Y": _facingAxis = FacingAxis.NegY; break;
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2026-09-11 14:25:06 +08:00
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case "Z": _facingAxis = FacingAxis.Z; break;
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2026-08-04 14:52:22 +08:00
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case "-Z": _facingAxis = FacingAxis.NegZ; break;
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2026-09-11 14:25:06 +08:00
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default: _facingAxis = FacingAxis.None; break;
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2026-08-04 14:52:22 +08:00
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}
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}
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/// <summary>
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/// 缓存 yzID 前3字符前缀。Init 时调用一次(普通鱼在 base.Init,Boss 在自己 Init)。
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/// 避免 UpdateYZMovement 每帧每鱼 yzID.Substring(0,3) 产生字符串 GC 分配。
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/// </summary>
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protected void SetYzPrefix(string id)
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{
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_yzPrefix = (!string.IsNullOrEmpty(id) && id.Length >= 3) ? id.Substring(0, 3) : "";
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}
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2026-04-29 01:18:39 +08:00
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/// <summary>鱼类型枚举(缓存,避免反复类型转换)</summary>
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2026-04-25 00:12:55 +08:00
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public FishTypeEnum fishenum;
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2026-02-09 10:44:38 +08:00
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2026-08-26 17:54:28 +08:00
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/// <summary>
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/// 是否为"按路线奇偶翻转X轴朝向"的Boss(Boss本体或BossBase子类,且未配置forwordXYZ自定义朝向轴)。
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/// 这类Boss不随路线切线旋转,朝向只由路线方向决定:
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/// 路线单数=左→右(X保持预制体正向),路线双数=右→左(X取负镜像)。
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/// </summary>
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protected bool IsRouteFlipBoss =>
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(fishenum == FishTypeEnum.Boss鱼 || this is MonsterControl_BossBase)
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&& string.IsNullOrEmpty(forwordXYZ);
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/// <summary>
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/// ⭐ Boss路线朝向:按路线编号奇偶翻转X轴。
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/// 单数路线=左→右 → X保持预制体原始值不变
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/// 双数路线=右→左 → X取预制体原始值的负数(镜像)
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/// 以预制体原始X缩放为基准绝对赋值,对象池复用后重新Init不会叠加翻转。
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/// 路线编号非数字时不翻转(保持原朝向)。
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/// </summary>
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protected void ApplyBossRouteFlip(string pathId)
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{
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if (!int.TryParse(pathId, out int routeNum)) return;
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float dirX = routeNum % 2 == 1 ? 1f : -1f;
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var scale = transform.localScale;
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scale.x = _prefabScaleX * dirX;
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transform.localScale = scale;
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}
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2026-04-29 01:18:39 +08:00
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/// <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>
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public float moveTime = 0f;
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2026-02-09 10:44:38 +08:00
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2026-04-29 01:18:39 +08:00
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/// <summary>是否为鱼阵成员</summary>
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public bool isyz = false;
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2026-02-09 10:44:38 +08:00
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2026-04-29 01:18:39 +08:00
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/// <summary>所属鱼阵 ID(空字符串表示普通鱼)</summary>
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public string yzID = "";
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2026-04-25 22:41:38 +08:00
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2026-08-04 14:52:22 +08:00
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// ----------------------------------------------------------------
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// ⭐ 缓存优化字段
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// ----------------------------------------------------------------
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/// <summary>缓存的子物体(朝向控制用),避免每帧 transform.GetChild(0)</summary>
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private Transform _cachedChild;
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// ----------------------------------------------------------------
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// ⭐ 鱼阵 700/701 直线移动缓存
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// 同一鱼阵起点相同,Init 时一次性算好世界坐标 + 方向系数,
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// UpdateYZMovement 每帧直接用,避免每帧每鱼 CanvasToWorld + 条件判断。
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// ----------------------------------------------------------------
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private bool _isYzLineMove; // 是否为 700/701 直线阵
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private Vector3 _yzStartWorld; // 直线阵起点世界坐标
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private float _yzLineDir; // 直线阵方向系数 (-1 向上 / +1 向下)
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private bool _yzLineInited; // 直线阵缓存是否已初始化
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/// <summary>
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/// yzID 前3字符前缀缓存(Init 时 Substring 一次)。
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/// 避免 UpdateYZMovement 每帧每鱼 yzID.Substring(0,3) 产生字符串 GC 分配。
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
private string _yzPrefix = "";
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
2026-05-27 19:47:06 +08:00
|
|
|
|
public List<Transform> colliderList;
|
2026-06-14 19:07:11 +08:00
|
|
|
|
/// <summary>锁定点(colliderList 为空时使用,null 则用自身坐标)</summary>
|
|
|
|
|
|
public Transform lockPoint;
|
2026-07-31 15:58:50 +08:00
|
|
|
|
/// <summary>手动锁定时记录被点击的碰撞器,用于锁定锚点优先级(运行时赋值,不序列化)</summary>
|
|
|
|
|
|
[System.NonSerialized]
|
|
|
|
|
|
public Transform hitCollider;
|
2026-09-04 23:38:33 +08:00
|
|
|
|
/// <summary>冰冻特效(预制体内子物体列表,null/空则跳过)</summary>
|
|
|
|
|
|
public List<GameObject> bingDongEffect;
|
2026-05-27 19:47:06 +08:00
|
|
|
|
|
2026-07-31 17:31:51 +08:00
|
|
|
|
[Header("锁定控制(可选)")]
|
|
|
|
|
|
[Tooltip("是否需要锁定事件控制。默认false=一直可锁定;true=出场/切换状态期间不可锁定,需调用 NotifyLockable() 后才可锁定")]
|
|
|
|
|
|
public bool needLockEvent = false;
|
2026-08-27 15:44:36 +08:00
|
|
|
|
/// <summary>当前是否可锁定。
|
2026-07-31 17:31:51 +08:00
|
|
|
|
/// - needLockEvent=false → 一直 true
|
|
|
|
|
|
/// - needLockEvent=true → 初始 false,等 NotifyLockable() 调用后变 true
|
|
|
|
|
|
/// ⭐ 用于嫦娥(出场→移动两步)和小白龙(多动画片段切换)等特殊鱼
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
[System.NonSerialized]
|
|
|
|
|
|
public bool isLockable = true;
|
2026-08-27 15:44:36 +08:00
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// ⭐ 鱼是否已死亡(收到服务端击杀通知/离场销毁后为 true)。
|
|
|
|
|
|
/// 死亡后到回收前有特效播放窗口期,此期间:
|
|
|
|
|
|
/// - 子弹(BullitMove)不再命中它(碰撞/锁定追踪都跳过)
|
|
|
|
|
|
/// - 不再被锁定(GameMainPanel_FishBase.IsMonsterLockable 返回 false)
|
|
|
|
|
|
/// OnEnable 池复用时重置为 false。
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
[System.NonSerialized]
|
|
|
|
|
|
public bool isDead = false;
|
2026-07-31 17:31:51 +08:00
|
|
|
|
/// <summary>可锁定事件:needLockEvent=true 的鱼首次可锁定时触发,GameMainPanel 订阅用于自动锁定</summary>
|
|
|
|
|
|
public event Action<MonsterContral> OnLockable;
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 通知此鱼现在可以锁定了。needLockEvent=true 的鱼在出场结束/状态切换完成时调用。
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
public void NotifyLockable()
|
|
|
|
|
|
{
|
|
|
|
|
|
if (!isLockable)
|
|
|
|
|
|
{
|
|
|
|
|
|
isLockable = true;
|
|
|
|
|
|
OnLockable?.Invoke(this);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 切换锁定点(不切换锁定对象)。
|
|
|
|
|
|
/// ⭐ 用于小白龙等切换模型/动画片段后锁定点也随之变化的情况:
|
|
|
|
|
|
/// 重新从 colliderList 找第一个激活的碰撞器,更新为新的锁定锚点。
|
|
|
|
|
|
/// 如果当前没有被锁定则不做任何事。
|
|
|
|
|
|
/// 调用方(GameMainPanel_FishBase)负责更新 monCotl_Lock_Position。
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
public Transform SwitchLockPoint()
|
|
|
|
|
|
{
|
|
|
|
|
|
// 优先用 lockPoint(若激活)
|
|
|
|
|
|
if (lockPoint != null && lockPoint.gameObject.activeInHierarchy)
|
|
|
|
|
|
return lockPoint;
|
|
|
|
|
|
// 其次 colliderList 第一个激活的
|
|
|
|
|
|
if (colliderList != null)
|
|
|
|
|
|
{
|
|
|
|
|
|
for (int i = 0; i < colliderList.Count; i++)
|
|
|
|
|
|
{
|
|
|
|
|
|
var col = colliderList[i];
|
|
|
|
|
|
if (col != null && col.gameObject.activeInHierarchy)
|
|
|
|
|
|
return col;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
return null;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-07-27 23:30:25 +08:00
|
|
|
|
[Header("创建视频(可选)")]
|
|
|
|
|
|
[Tooltip("鱼创建时播放的入场视频片段,播放结束后才开始移动。为空则无入场视频。播放控件由 GameMainPanel_FishBase 提供")]
|
|
|
|
|
|
public UnityEngine.Video.VideoClip createVideoClip;
|
|
|
|
|
|
/// <summary>createVideoClip 实际播放时长(秒),用于计算 moveTime 偏移。<=0 表示未播放/无视频</summary>
|
|
|
|
|
|
protected float _createVideoDuration = 0f;
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>当前是否正在播放创建视频(由外部播放器 isPlaying 判断)</summary>
|
|
|
|
|
|
protected bool _isPlayingCreateVideo = false;
|
|
|
|
|
|
|
2026-06-03 18:27:45 +08:00
|
|
|
|
/// <summary>是否存活(活跃且未被回收)</summary>
|
|
|
|
|
|
public bool IsAlive => gameObject.activeInHierarchy;
|
|
|
|
|
|
|
2026-04-29 23:53:55 +08:00
|
|
|
|
|
2026-06-13 22:34:43 +08:00
|
|
|
|
public int rotationPY = 60;
|
|
|
|
|
|
|
2026-09-11 14:25:06 +08:00
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 是否启用左右镜像翻转(仅 ischild0 配置了 forwordXYZ 的 Z/NegZ 鱼生效)。
|
|
|
|
|
|
/// ⚠️ 默认关闭:镜像在跨左右中线的瞬间切换(旋转跳180°),适合"水平单向横穿"的鱼;
|
|
|
|
|
|
/// 路线会绕圈/反复跨中线的鱼(如曲线游动的Boss)勾上会频繁翻转,不要开。
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
[Tooltip("左右镜像翻转(仅forwordXYZ=Z/-Z且ischild0的鱼生效):往左游时叠加180°让背朝向与往右一致。跨中线瞬间切换会翻转180°,曲线绕行路线勿开")]
|
|
|
|
|
|
public bool useFacingMirror = false;
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 平滑转头速度(度/秒,ischild0 轴对齐鱼生效)。
|
|
|
|
|
|
/// heading 每帧直接对准移动方向,路线急弯处方向剧变会导致鱼头单帧瞬跳(视觉"翻转一下");
|
|
|
|
|
|
/// 按此速度限制转头,急弯时快速甩头跟随而非瞬跳。0=关闭平滑(瞬跳)。
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
[Tooltip("平滑转头速度(度/秒):限制heading跟随速度,路线急弯时鱼头平滑甩过去而非单帧瞬跳。0=关闭")]
|
|
|
|
|
|
public float facingTurnSpeed = 720f;
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 模型装反修正(仅 forwordXYZ=Z/-Z 且 ischild0 的鱼生效):
|
|
|
|
|
|
/// 绕头尾轴整体再转180°(等效 Y 轴旋转×-1:背/左右侧互换,鱼头朝向不变)。
|
|
|
|
|
|
/// 模型 Y 轴(背)朝向与预期相反时勾选。
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
[Tooltip("模型装反修正(仅forwordXYZ=Z/-Z且ischild0):绕头尾轴转180°修正Y轴装反的模型,鱼头朝向不变")]
|
|
|
|
|
|
public bool flipModelRoll = false;
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 双数路线镜像(仅配置了 forwordXYZ 且 ischild0 的 Boss 生效):
|
|
|
|
|
|
/// 双数路线(右→左)绕头尾轴补180°,背腹与单数路线(左→右)镜像一致。
|
|
|
|
|
|
/// 按路线编号奇偶判定,整条路线固定不变;不会像 useFacingMirror
|
|
|
|
|
|
/// 因曲线中途跨中线而翻转。语义对齐未配置朝向轴 Boss 的 ApplyBossRouteFlip。
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
[Tooltip("双数路线镜像(仅配置forwordXYZ且ischild0的Boss):双数路线(右→左)绕头尾轴补180°修正背腹,按路线奇偶全程固定,不随中线切换")]
|
|
|
|
|
|
public bool routeFlipMirror = false;
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 默认朝向分支(无forwordXYZ配置的普通鱼)的左右镜像状态(带滞回):
|
|
|
|
|
|
/// false=朝右正向,true=朝左镜像。越过中线±0.05才切换,防止垂直游动时抖动闪跳。
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
private bool _defaultMirror = false;
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>是否已锁存初始欧拉(每条鱼每次出场锁一次)</summary>
|
|
|
|
|
|
private bool _facingApplied = false;
|
|
|
|
|
|
/// <summary>初始欧拉(美术摆放姿态):X/Y分量锁死,转向只叠加Z分量</summary>
|
|
|
|
|
|
private Vector3 _initEuler = Vector3.zero;
|
|
|
|
|
|
|
2026-05-06 01:34:23 +08:00
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
// ================================================================
|
|
|
|
|
|
// Unity 生命周期
|
|
|
|
|
|
// ================================================================
|
2026-07-25 16:13:21 +08:00
|
|
|
|
public bool baseMmove;
|
2026-08-26 17:54:28 +08:00
|
|
|
|
|
|
|
|
|
|
/// <summary>预制体原始X缩放(Awake缓存):Boss按路线奇偶翻转X轴的基准,池复用后重新Init不会叠加翻转</summary>
|
|
|
|
|
|
private float _prefabScaleX = 1f;
|
|
|
|
|
|
|
2026-04-03 09:28:13 +08:00
|
|
|
|
public virtual void Awake()
|
2026-05-01 21:59:16 +08:00
|
|
|
|
{
|
|
|
|
|
|
LoadHitEffect();
|
2026-07-25 16:13:21 +08:00
|
|
|
|
baseMmove = isMove;
|
2026-08-26 17:54:28 +08:00
|
|
|
|
_prefabScaleX = transform.localScale.x;
|
2026-05-01 21:59:16 +08:00
|
|
|
|
}
|
2026-08-16 00:38:45 +08:00
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 查找受击特效子物体并强制隐藏。
|
|
|
|
|
|
/// 原为 async void(无 await 实际同步执行),现改为普通方法;
|
|
|
|
|
|
/// Awake 和每次 OnEnable 都会调用,保证池回收后不残留激活状态。
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
public 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
|
|
|
|
{
|
2026-08-16 00:38:45 +08:00
|
|
|
|
// ⭐ 每次 OnEnable 重新查找并强制隐藏受击特效。
|
|
|
|
|
|
// 根因:HurtCoroutine 激活 hurt 后等 0.2s 再关闭,若鱼在这期间被
|
|
|
|
|
|
// 击杀回收(GO 停用 → 协程中断),hurt 会残留激活状态;
|
|
|
|
|
|
// 而 LoadHitEffect 原来只在 Awake 调用一次(池化对象不重跑 Awake),
|
|
|
|
|
|
// 重新生成时不会恢复 → 鱼带着受击特效出场。
|
|
|
|
|
|
// 另外池回收的鱼 transform 可能更换子层级,重新查找更稳妥。
|
|
|
|
|
|
LoadHitEffect();
|
|
|
|
|
|
|
2026-07-25 16:13:21 +08:00
|
|
|
|
// ⭐ 用 baseMmove 恢复 isMove:Awake 时记录预制体原始 isMove 状态。
|
|
|
|
|
|
// - 普通鱼预制体 isMove=true → 池回收后恢复 true,正常游动
|
|
|
|
|
|
// (之前被注释导致:冰冻时 FreezeAllFish 设 isMove=false → 鱼回收 →
|
|
|
|
|
|
// 重新生成后残留 false → 鱼永远不动)
|
|
|
|
|
|
// - 爆奖 Boss 预制体 isMove=false → 恢复 false,固定在 (0,0,0) 播放动画
|
|
|
|
|
|
// (金龙/雷龙/玉龙等不走路径,直到爆奖结束销毁)
|
|
|
|
|
|
// - 冰冻中重新激活的鱼,末尾会覆盖为 false,安全
|
|
|
|
|
|
isMove = baseMmove;
|
2026-09-11 14:25:06 +08:00
|
|
|
|
// ⭐ 重置左右镜像状态:池复用残留会在出场瞬间错误切换(跳180°)。
|
|
|
|
|
|
// 出场第一帧 ApplyFacingDirection 的滞回会按实际移动方向立即修正(设置旋转前,同帧生效)
|
|
|
|
|
|
_defaultMirror = false;
|
|
|
|
|
|
// ⭐ 重置朝向锁存:池复用每次出场重新锁存初始欧拉
|
|
|
|
|
|
_facingApplied = false;
|
2026-07-31 17:31:51 +08:00
|
|
|
|
// ⭐ 重置可锁定状态:needLockEvent=true 的鱼每次重新生成都需等 NotifyLockable()
|
|
|
|
|
|
// needLockEvent=false 的鱼一直可锁定
|
|
|
|
|
|
isLockable = !needLockEvent;
|
2026-08-27 15:44:36 +08:00
|
|
|
|
// ⭐ 重置死亡标记:池回收复用的鱼重新激活时是活鱼
|
|
|
|
|
|
isDead = false;
|
2026-06-13 22:34:43 +08:00
|
|
|
|
fishenum = (FishTypeEnum)monsterData.fishTypeConfig.fishType;
|
2026-04-29 01:18:39 +08:00
|
|
|
|
uirootRect = UIManager.Instance.uiRoot.GetComponent<RectTransform>();
|
|
|
|
|
|
mainCamera = Camera.main;
|
2026-06-13 22:34:43 +08:00
|
|
|
|
moveTime = 0f;
|
2026-07-27 23:30:25 +08:00
|
|
|
|
// ⭐ 重置创建视频状态:池回收的鱼 _isPlayingCreateVideo 可能残留 true,
|
|
|
|
|
|
// 重新生成时重置,由 Init 决定是否重新播放
|
|
|
|
|
|
_createVideoDuration = 0f;
|
|
|
|
|
|
_isPlayingCreateVideo = false;
|
2026-02-03 11:35:19 +08:00
|
|
|
|
InitAnimList();
|
2026-08-01 00:49:49 +08:00
|
|
|
|
|
2026-08-04 14:52:22 +08:00
|
|
|
|
// ⭐ 预解析 forwordXYZ 为枚举,避免 ApplyFacingDirection 每帧每鱼 string switch
|
|
|
|
|
|
RefreshFacingAxis();
|
|
|
|
|
|
|
|
|
|
|
|
// ⭐ 同步缓存到 moveLine,避免 GetBezierPointJob 内每帧每鱼重复查询
|
|
|
|
|
|
// UIManager.Instance.uiRoot.GetComponent<RectTransform>() 和 Camera.main
|
|
|
|
|
|
monsterData.moveLine.cachedCamera = mainCamera;
|
|
|
|
|
|
monsterData.moveLine.cachedUirootRect = uirootRect;
|
|
|
|
|
|
|
|
|
|
|
|
// ⭐ 缓存子物体引用(朝向控制用),避免 ApplyFacingDirection 每帧 transform.GetChild(0)
|
|
|
|
|
|
// 池回收的鱼 transform 可能更换子层级,每次 OnEnable 重新缓存
|
|
|
|
|
|
if (transform.childCount > 0)
|
|
|
|
|
|
{
|
|
|
|
|
|
_cachedChild = transform.GetChild(0);
|
|
|
|
|
|
}
|
|
|
|
|
|
else
|
|
|
|
|
|
{
|
|
|
|
|
|
_cachedChild = null;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-08-19 14:45:43 +08:00
|
|
|
|
// ⭐ 2D鱼:重置渲染器缓存(池回收后子层级可能变化)并重新应用sortingOrder层级
|
|
|
|
|
|
_cached2DRenderers = null;
|
|
|
|
|
|
_appliedSortOrder = int.MinValue;
|
|
|
|
|
|
Apply2DOrder();
|
|
|
|
|
|
|
2026-08-01 00:49:49 +08:00
|
|
|
|
// ⭐ 池回收的鱼(isInitialized=false)不立即 ChangeState(move),
|
|
|
|
|
|
// 避免 OnMoveUpdata 用旧 moveTime/moveLine 误触发 Id_DieFish_NotFX
|
|
|
|
|
|
// Init 调用后会设置 isInitialized=true 并 ChangeState(move)
|
|
|
|
|
|
if (isInitialized)
|
|
|
|
|
|
{
|
|
|
|
|
|
ChangeState(CharacterStateType.move);
|
|
|
|
|
|
}
|
2026-07-24 23:47:50 +08:00
|
|
|
|
|
2026-07-25 16:13:21 +08:00
|
|
|
|
// ⭐ 同步冰冻特效状态:池回收的鱼 bingDongEffect 可能残留激活状态,
|
2026-07-24 23:47:50 +08:00
|
|
|
|
// 重新生成时会显示白色冰冻蒙皮。根据当前是否冰冻中决定显隐
|
|
|
|
|
|
bool frozen = CreateFishManager.Instance != null && CreateFishManager.Instance.isFrozen;
|
|
|
|
|
|
SetFreezeEffect(frozen);
|
|
|
|
|
|
if (frozen)
|
|
|
|
|
|
{
|
|
|
|
|
|
// 冰冻中重新生成的鱼也要被冻结
|
|
|
|
|
|
isMove = false;
|
|
|
|
|
|
ChangeState(CharacterStateType.idle);
|
|
|
|
|
|
}
|
2026-02-03 11:35:19 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
}
|
2026-06-13 22:34:43 +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;
|
|
|
|
|
|
|
2026-08-01 00:49:49 +08:00
|
|
|
|
// ⭐ 重置初始化标志:鱼被回收后需要重新 Init 才能正常 Update
|
|
|
|
|
|
isInitialized = false;
|
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 = "")
|
|
|
|
|
|
{
|
2026-07-20 16:30:28 +08:00
|
|
|
|
// ⭐ 保存 pathId,用于房主把活鱼广播给新加入玩家
|
|
|
|
|
|
lastMoveLineId = pathId;
|
|
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
// 根据是否为鱼阵选择路线 key
|
|
|
|
|
|
string lineKey = isyuzhen
|
2026-06-13 22:34:43 +08:00
|
|
|
|
? YzMoveLineName + pathId
|
|
|
|
|
|
: NormalMoveLineName + pathId;
|
2026-04-29 01:18:39 +08:00
|
|
|
|
|
|
|
|
|
|
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);
|
2026-06-13 22:34:43 +08:00
|
|
|
|
isyz = isyuzhen;
|
2026-04-29 01:18:39 +08:00
|
|
|
|
this.yzID = yzID;
|
|
|
|
|
|
|
2026-08-04 14:52:22 +08:00
|
|
|
|
// ⭐ 缓存 yzID 前3字符前缀,避免 UpdateYZMovement 每帧每鱼 Substring 产生 GC
|
|
|
|
|
|
SetYzPrefix(yzID);
|
|
|
|
|
|
|
2026-09-10 17:23:20 +08:00
|
|
|
|
// ⭐ 700系扇形阵按起点y值翻转朝向:绕Z轴+180°旋转
|
|
|
|
|
|
// (原为 scale.y 镜像翻转,负缩放有法线翻转/特效异常等副作用;
|
|
|
|
|
|
// rotation 由 Pool.Get 每次重置为本次生成角度,天然无池复用残留)
|
|
|
|
|
|
bool flipY700 = isyuzhen && _yzPrefix == "700" && bezierData.start.y < 0;
|
|
|
|
|
|
if (flipY700)
|
2026-02-03 11:35:19 +08:00
|
|
|
|
{
|
2026-09-10 17:23:20 +08:00
|
|
|
|
transform.Rotate(Vector3.forward, 180f, Space.Self);
|
2026-02-03 11:35:19 +08:00
|
|
|
|
}
|
2026-04-29 01:18:39 +08:00
|
|
|
|
|
2026-08-04 14:52:22 +08:00
|
|
|
|
// ⭐ 预计算 700/701 直线阵的世界起点 + 方向系数
|
|
|
|
|
|
// 原逻辑每帧每鱼 CanvasToWorld(start) + 判断 goUp,现 Init 一次性算好
|
|
|
|
|
|
CacheYzLineMoveData(bezierData);
|
|
|
|
|
|
|
2026-09-10 17:23:20 +08:00
|
|
|
|
// ⭐ 翻转(Z+180°)后 transform.up 反向,700 直线阵移动方向同步取反,
|
|
|
|
|
|
// 保持实际游向与翻转前一致(否则起点y<0的700阵鱼会反向游)
|
|
|
|
|
|
if (flipY700)
|
|
|
|
|
|
_yzLineDir = -_yzLineDir;
|
|
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
fishenum = (FishTypeEnum)monsterData.fishTypeConfig.fishType;
|
|
|
|
|
|
|
2026-06-18 19:33:39 +08:00
|
|
|
|
// isMove=false 的鱼不需要移动路线,直接归位到 (0,0,0)
|
|
|
|
|
|
if (!isMove)
|
|
|
|
|
|
transform.position = Vector3.zero;
|
|
|
|
|
|
|
2026-08-26 17:54:28 +08:00
|
|
|
|
// ⭐ Boss朝向:不随路线切线旋转,按路线编号奇偶翻转X轴(单数左→右保持正向/双数右→左翻转)
|
|
|
|
|
|
if (isMove && IsRouteFlipBoss)
|
|
|
|
|
|
ApplyBossRouteFlip(pathId);
|
|
|
|
|
|
|
2026-07-27 23:30:25 +08:00
|
|
|
|
// ⭐ 创建视频启动逻辑由子类负责:
|
|
|
|
|
|
// - MonsterControl_BossBase 在自己 Init 里启动 createVideo
|
|
|
|
|
|
// - 普通鱼走父类 Init,但普通鱼一般不配 createVideo
|
|
|
|
|
|
// OnMoveUpdata 会检测 createVideo.isPlaying,视频播放期间不移动
|
|
|
|
|
|
|
2026-08-01 00:49:49 +08:00
|
|
|
|
// ⭐ 标记已初始化,并启动 move 状态(OnEnable 里 isInitialized=false 时不会 ChangeState)
|
|
|
|
|
|
isInitialized = true;
|
|
|
|
|
|
ChangeState(CharacterStateType.move);
|
|
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
// 路径结束后自动销毁
|
2026-06-15 01:32:36 +08:00
|
|
|
|
//StartCoroutine(yanchi(gameObject, time, isyuzhen));
|
2026-08-19 20:01:10 +08:00
|
|
|
|
// ⭐ 使用 OnEnable 缓存的 _cachedChild,避免每帧 transform.GetChild(0) 调用开销
|
|
|
|
|
|
// 兜底:缓存丢失时重新获取一次(理论上不会发生)
|
|
|
|
|
|
Transform child = _cachedChild;
|
|
|
|
|
|
if (child == null)
|
|
|
|
|
|
{
|
|
|
|
|
|
if (transform.childCount == 0) return;
|
|
|
|
|
|
child = transform.GetChild(0);
|
|
|
|
|
|
_cachedChild = child;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
Vector3 localPos = child.localPosition;
|
|
|
|
|
|
// ⭐ x/y 归零摆正模型;z 深度只在显式配置 depthOffset(≠0)时才覆盖,
|
|
|
|
|
|
// 否则保留预制体上设置的 3D 深度(3D Boss 用,之前被强制归零导致深度无效)
|
|
|
|
|
|
localPos.x = 0f;
|
|
|
|
|
|
if (depthOffset != 0)
|
|
|
|
|
|
localPos.z = depthOffset;
|
|
|
|
|
|
child.localPosition = localPos;
|
|
|
|
|
|
|
2026-05-01 06:26:50 +08:00
|
|
|
|
}
|
2026-06-13 22:34:43 +08:00
|
|
|
|
public IEnumerator yanchi(GameObject obj, float time, bool isyuzhen)
|
2026-05-01 06:26:50 +08:00
|
|
|
|
{
|
2026-06-13 22:34:43 +08:00
|
|
|
|
|
2026-05-01 06:26:50 +08:00
|
|
|
|
yield return new WaitForSeconds(time);
|
2026-05-01 21:59:16 +08:00
|
|
|
|
CreateFishManager.Instance.Id_DieFish_NotFX(guid);
|
2026-05-22 19:30:02 +08:00
|
|
|
|
|
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)
|
|
|
|
|
|
{
|
2026-06-13 22:34:43 +08:00
|
|
|
|
case CharacterStateType.move: OnMoveEnter(); break;
|
|
|
|
|
|
case CharacterStateType.idle: break;
|
2026-04-29 01:18:39 +08:00
|
|
|
|
}
|
|
|
|
|
|
}
|
2026-02-03 11:35:19 +08:00
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
public void OnUpdate(CharacterStateType stateType)
|
|
|
|
|
|
{
|
|
|
|
|
|
if (!isMove) return;
|
2026-08-01 00:49:49 +08:00
|
|
|
|
// ⭐ 池回收的鱼(isInitialized=false)不执行移动逻辑,
|
|
|
|
|
|
// 避免 currState 残留为 move 时用旧 guid/moveLine 误触发 Id_DieFish_NotFX
|
|
|
|
|
|
// Init 调用后会设置 isInitialized=true
|
|
|
|
|
|
if (!isInitialized) return;
|
2026-02-03 11:35:19 +08:00
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
switch (stateType)
|
|
|
|
|
|
{
|
2026-06-13 22:34:43 +08:00
|
|
|
|
case CharacterStateType.move: OnMoveUpdata(); break;
|
|
|
|
|
|
case CharacterStateType.idle: break;
|
2026-04-29 01:18:39 +08:00
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
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。
|
2026-08-04 14:52:22 +08:00
|
|
|
|
/// ⭐ 性能优化(零 GC + 缓存):
|
|
|
|
|
|
/// - 贝塞尔求值:静态 Vector2[] 缓存 + ThreadStatic 临时缓冲,零 GC 分配
|
|
|
|
|
|
/// - 朝向:forwordXYZ 预解析为枚举,避免每帧 string switch
|
|
|
|
|
|
/// - 子物体:OnEnable 缓存 _cachedChild,避免每帧 transform.GetChild(0)
|
|
|
|
|
|
/// - 鱼阵 700/701:Init 预计算起点世界坐标 + 方向系数
|
|
|
|
|
|
/// - yzID 前缀:Init 缓存 _yzPrefix,避免每帧 Substring
|
2026-04-29 01:18:39 +08:00
|
|
|
|
/// </summary>
|
|
|
|
|
|
public virtual void OnMoveUpdata()
|
|
|
|
|
|
{
|
2026-06-15 21:51:42 +08:00
|
|
|
|
if (!isMove) return; // 冰冻中不计时
|
2026-07-27 23:30:25 +08:00
|
|
|
|
|
|
|
|
|
|
// ⭐ 创建视频播放期间不移动、不累计 moveTime
|
|
|
|
|
|
// 视频结束后才开始走路线;视频时长不计入 moveTime(单独累计到 _createVideoDuration)
|
|
|
|
|
|
// 隐藏控件由 loopPointReached 回调负责(OnCreateVideoFinished)
|
|
|
|
|
|
if (_isPlayingCreateVideo)
|
|
|
|
|
|
{
|
|
|
|
|
|
_createVideoDuration += Time.deltaTime;
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
moveTime += Time.deltaTime;
|
|
|
|
|
|
|
2026-08-04 14:52:22 +08:00
|
|
|
|
// ⭐ 终点检测:每帧执行(轻量)
|
|
|
|
|
|
if (moveTime >= monsterData.moveLine.moveTime)
|
|
|
|
|
|
{
|
|
|
|
|
|
// ⭐ 路径走完后立即停止移动,防止 Id_DieFish_NotFX 每帧重复触发
|
|
|
|
|
|
// (野鱼 guid 已被覆盖时,Id_DieFish_NotFX 会 NOT_FOUND,但 moveTime 一直 >= moveTime,
|
|
|
|
|
|
// 不停止的话每帧都会调用,产生海量 NOT_FOUND 日志)
|
|
|
|
|
|
isMove = false;
|
|
|
|
|
|
CreateFishManager.Instance.Id_DieFish_NotFX(guid);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ⭐ 每帧执行重计算(已无 GC 压力,分帧会导致鱼体一卡一卡)
|
2026-04-29 01:18:39 +08:00
|
|
|
|
if (isyz)
|
|
|
|
|
|
{
|
|
|
|
|
|
UpdateYZMovement();
|
|
|
|
|
|
}
|
|
|
|
|
|
else
|
|
|
|
|
|
{
|
|
|
|
|
|
UpdateNormalMovement();
|
|
|
|
|
|
}
|
2026-08-04 14:52:22 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 预计算 700/701 直线阵的世界起点 + 方向系数。
|
|
|
|
|
|
/// ⭐ 优化:原 UpdateYZMovement 每帧每鱼 CanvasToWorld(start) + 判断 goUp,
|
|
|
|
|
|
/// 现在 Init 一次性算好,运行时直接用缓存值。
|
|
|
|
|
|
/// 非直线阵(702/704/710 等)标记 _isYzLineMove=false 跳过。
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
private void CacheYzLineMoveData(MonsterMoveLine.BezierCurveData bezierData)
|
|
|
|
|
|
{
|
|
|
|
|
|
_isYzLineMove = false;
|
|
|
|
|
|
_yzLineInited = false;
|
|
|
|
|
|
|
|
|
|
|
|
if (!isyz || string.IsNullOrEmpty(_yzPrefix)) return;
|
|
|
|
|
|
|
|
|
|
|
|
if (_yzPrefix != "700" && _yzPrefix != "701") return;
|
|
|
|
|
|
|
|
|
|
|
|
// 世界起点(CanvasToWorld 已在 OnEnable 缓存 uirootRect/mainCamera)
|
|
|
|
|
|
_yzStartWorld = CoordinateTransformation.CanvasToWorld(
|
|
|
|
|
|
bezierData.start, uirootRect, mainCamera);
|
|
|
|
|
|
|
|
|
|
|
|
// 700:根据起点 y 值决定正方向;701:固定向上(dir=-1)
|
|
|
|
|
|
bool goUp = (_yzPrefix == "701") || (bezierData.start.y > 0);
|
|
|
|
|
|
_yzLineDir = goUp ? -1f : 1f;
|
|
|
|
|
|
|
|
|
|
|
|
_isYzLineMove = true;
|
|
|
|
|
|
_yzLineInited = true;
|
2026-04-29 01:18:39 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>鱼阵移动:按 yzID 前缀选择运动方程。</summary>
|
|
|
|
|
|
private void UpdateYZMovement()
|
|
|
|
|
|
{
|
2026-08-04 14:52:22 +08:00
|
|
|
|
// ⭐ 700/701 直线阵:使用预计算缓存,零 CanvasToWorld 调用
|
|
|
|
|
|
if (_isYzLineMove && _yzLineInited)
|
2026-04-29 01:18:39 +08:00
|
|
|
|
{
|
2026-08-04 14:52:22 +08:00
|
|
|
|
Vector2 pos = _yzStartWorld + (Vector3)(_yzLineDir * transform.up * moveTime
|
|
|
|
|
|
* monsterData.moveLine.moveTime);
|
2026-08-19 20:01:10 +08:00
|
|
|
|
// ⭐ 保留根节点当前 z(2D 小鱼 z 一直为 0,行为不变)
|
|
|
|
|
|
transform.position = new Vector3(pos.x, pos.y, transform.position.z);
|
2026-08-04 14:52:22 +08:00
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ⭐ 用 Init 时缓存的 _yzPrefix,避免每帧每鱼 yzID.Substring(0,3) GC 分配
|
|
|
|
|
|
if (string.IsNullOrEmpty(_yzPrefix)) return;
|
|
|
|
|
|
|
|
|
|
|
|
switch (_yzPrefix)
|
|
|
|
|
|
{
|
|
|
|
|
|
// 700 / 701:直线向前移动(沿 up 方向)—— 兜底分支,正常走缓存路径
|
2026-04-29 01:18:39 +08:00
|
|
|
|
case "700":
|
|
|
|
|
|
case "701":
|
2026-06-13 22:34:43 +08:00
|
|
|
|
{
|
|
|
|
|
|
var startWorld = CoordinateTransformation.CanvasToWorld(
|
|
|
|
|
|
monsterData.moveLine.bezierCurveData.start, uirootRect, mainCamera);
|
2026-04-29 01:18:39 +08:00
|
|
|
|
|
2026-06-13 22:34:43 +08:00
|
|
|
|
// 700:根据起点 y 值决定正方向;701:固定向上
|
2026-08-04 14:52:22 +08:00
|
|
|
|
bool goUp = (_yzPrefix == "701") || (monsterData.moveLine.bezierCurveData.start.y > 0);
|
2026-06-13 22:34:43 +08:00
|
|
|
|
float dir = goUp ? -1f : 1f;
|
2026-04-29 01:18:39 +08:00
|
|
|
|
|
2026-06-13 22:34:43 +08:00
|
|
|
|
Vector2 pos = startWorld + (Vector3)(dir * transform.up * moveTime
|
|
|
|
|
|
* monsterData.moveLine.moveTime);
|
2026-08-19 20:01:10 +08:00
|
|
|
|
// ⭐ 保留根节点当前 z(2D 小鱼 z 一直为 0,行为不变)
|
|
|
|
|
|
transform.position = new Vector3(pos.x, pos.y, transform.position.z);
|
2026-06-13 22:34:43 +08:00
|
|
|
|
break;
|
|
|
|
|
|
}
|
2026-04-29 01:18:39 +08:00
|
|
|
|
|
|
|
|
|
|
// 702 / 710:贝塞尔曲线路径
|
|
|
|
|
|
case "702":
|
2026-05-22 19:30:02 +08:00
|
|
|
|
case "7007":
|
|
|
|
|
|
case "710": // 顺序阵:每条路径逐一延迟生成
|
|
|
|
|
|
case "704":
|
2026-06-13 22:34:43 +08:00
|
|
|
|
{
|
|
|
|
|
|
Vector2 next = monsterData.moveLine.GetBezierPointJob(moveTime);
|
|
|
|
|
|
if (fishenum != FishTypeEnum.Boss鱼)
|
|
|
|
|
|
ApplyFacingDirection(next);
|
2026-08-19 20:01:10 +08:00
|
|
|
|
// ⭐ 保留根节点当前 z(2D 小鱼 z 一直为 0,行为不变)
|
|
|
|
|
|
transform.position = new Vector3(next.x, next.y, transform.position.z);
|
2026-06-13 22:34:43 +08:00
|
|
|
|
break;
|
|
|
|
|
|
}
|
2026-04-29 01:18:39 +08:00
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
2026-06-05 01:04:14 +08:00
|
|
|
|
//if (fishenum != FishTypeEnum.Boss鱼)
|
2026-06-13 22:34:43 +08:00
|
|
|
|
ApplyFacingDirection(next);
|
2026-04-29 01:18:39 +08:00
|
|
|
|
|
2026-08-19 20:01:10 +08:00
|
|
|
|
// ⭐ 保留根节点当前 z:3D Boss 在预制体上配置的深度不被擦掉
|
|
|
|
|
|
// (普通鱼 z 一直是 0,行为不变;next 是 Vector2 直接赋值会把 z 强制归 0)
|
|
|
|
|
|
transform.position = new Vector3(next.x, next.y, transform.position.z);
|
2026-04-29 01:18:39 +08:00
|
|
|
|
}
|
2026-06-13 22:34:43 +08:00
|
|
|
|
public bool isRotate = true;
|
2026-06-20 15:00:15 +08:00
|
|
|
|
public bool isNot1 = false;
|
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)
|
|
|
|
|
|
{
|
2026-08-04 14:52:22 +08:00
|
|
|
|
// ⭐ 使用 OnEnable 缓存的 _cachedChild,避免每帧 transform.GetChild(0) 调用开销
|
|
|
|
|
|
// 兜底:缓存丢失时重新获取一次(理论上不会发生)
|
|
|
|
|
|
Transform child = _cachedChild;
|
|
|
|
|
|
if (child == null)
|
|
|
|
|
|
{
|
|
|
|
|
|
if (transform.childCount == 0) return;
|
|
|
|
|
|
child = transform.GetChild(0);
|
|
|
|
|
|
_cachedChild = child;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-08-19 20:01:10 +08:00
|
|
|
|
Vector3 localPos = child.localPosition;
|
|
|
|
|
|
// ⭐ x/y 归零摆正模型;z 深度只在显式配置 depthOffset(≠0)时才覆盖,
|
|
|
|
|
|
// 否则保留预制体上设置的 3D 深度(3D Boss 用,之前被强制归零导致深度无效)
|
|
|
|
|
|
localPos.x = 0f;
|
|
|
|
|
|
localPos.y = 0f;
|
|
|
|
|
|
if (depthOffset != 0)
|
|
|
|
|
|
localPos.z = depthOffset;
|
2026-06-21 22:38:18 +08:00
|
|
|
|
child.localPosition = localPos;
|
2026-05-27 19:47:06 +08:00
|
|
|
|
if (!isRotate) return;
|
|
|
|
|
|
|
|
|
|
|
|
Vector2 toNext = nextPos - (Vector2)transform.position;
|
2026-09-11 14:25:06 +08:00
|
|
|
|
if (toNext.sqrMagnitude < 0.0001f) return; // 方向未知,下一帧再指定
|
2026-05-27 19:47:06 +08:00
|
|
|
|
|
2026-08-04 14:52:22 +08:00
|
|
|
|
Vector2 dirNorm = toNext.normalized; // ⭐ 缓存归一化向量,避免分支内重复计算
|
|
|
|
|
|
|
2026-09-11 14:25:06 +08:00
|
|
|
|
// ⭐ 左右镜像滞回(默认分支与Z/NegZ轴对齐分支共用):只在明显越过中线时切换,
|
|
|
|
|
|
// 避免鱼垂直方向游动时 dx 微小抖动导致镜像来回闪跳(镜像切换必须瞬间完成,不能平滑)
|
|
|
|
|
|
if (!_defaultMirror && dirNorm.x < -0.05f) _defaultMirror = true;
|
|
|
|
|
|
else if (_defaultMirror && dirNorm.x > 0.05f) _defaultMirror = false;
|
|
|
|
|
|
|
2026-08-04 14:52:22 +08:00
|
|
|
|
// ⭐ 用预解析的枚举 switch,避免每帧每鱼 string 比较
|
2026-06-09 20:20:30 +08:00
|
|
|
|
// 处理未指定朝向轴的情况(默认行为)
|
2026-08-04 14:52:22 +08:00
|
|
|
|
if (_facingAxis == FacingAxis.None)
|
2026-04-29 01:18:39 +08:00
|
|
|
|
{
|
2026-08-26 17:54:28 +08:00
|
|
|
|
// ⭐ Boss不随路线切线旋转(重构前旧逻辑Boss鱼本来就不参与朝向):
|
|
|
|
|
|
// 未配置正方向(forwordXYZ)的Boss,朝向由 ApplyBossRouteFlip 按路线奇偶翻转X轴决定;
|
|
|
|
|
|
// 配置了正方向的Boss走下方轴对齐逻辑,保持原有机制不变
|
|
|
|
|
|
if (IsRouteFlipBoss) return;
|
|
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
if (!is3D)
|
2026-05-27 19:47:06 +08:00
|
|
|
|
{
|
|
|
|
|
|
float angle = Mathf.Atan2(toNext.y, toNext.x) * Mathf.Rad2Deg;
|
|
|
|
|
|
transform.rotation = Quaternion.AngleAxis(angle - 90f, Vector3.forward);
|
2026-09-11 14:25:06 +08:00
|
|
|
|
|
|
|
|
|
|
// ⭐ 左右镜像(修复"出鱼有的正有的反"):贴图头朝上的鱼纯旋转对齐时,
|
|
|
|
|
|
// 往左游=整体转180°=肚皮朝上(反)。往左时叠加X轴镜像:
|
|
|
|
|
|
// 旋转角不变(镜像不改变鱼头方向),只翻回背腹朝向,左右游姿态一致。
|
|
|
|
|
|
// 以预制体基准绝对赋值,池复用不叠加
|
|
|
|
|
|
float mirrorX = _defaultMirror ? -_prefabScaleX : _prefabScaleX;
|
|
|
|
|
|
var s = transform.localScale;
|
|
|
|
|
|
if (!Mathf.Approximately(s.x, mirrorX))
|
|
|
|
|
|
{
|
|
|
|
|
|
s.x = mirrorX;
|
|
|
|
|
|
transform.localScale = s;
|
|
|
|
|
|
}
|
2026-05-27 19:47:06 +08:00
|
|
|
|
}
|
2026-04-29 01:18:39 +08:00
|
|
|
|
else
|
2026-05-27 19:47:06 +08:00
|
|
|
|
{
|
2026-09-11 14:25:06 +08:00
|
|
|
|
// ⭐ 连续构造替代 LookRotation(dirNorm, up):朝向接近正上/正下时
|
|
|
|
|
|
// LookRotation 参考系退化(cross(up,forward)≈0),左右轴随dx符号
|
|
|
|
|
|
// 瞬间翻转180°导致鱼抖。此写法与 LookRotation 稳态等价且全程连续
|
|
|
|
|
|
float heading = Mathf.Atan2(dirNorm.y, dirNorm.x) * Mathf.Rad2Deg;
|
|
|
|
|
|
var rot = Quaternion.AngleAxis(heading, Vector3.forward)
|
|
|
|
|
|
* Quaternion.AngleAxis(90f, Vector3.up);
|
|
|
|
|
|
// ⭐ 往左时绕头尾轴再转180°:3D鱼左右近似对称,等效镜像,
|
|
|
|
|
|
// 背始终朝上(与往右一致),避免负缩放的法线翻转副作用
|
|
|
|
|
|
if (_defaultMirror)
|
|
|
|
|
|
rot *= Quaternion.AngleAxis(180f, Vector3.forward);
|
|
|
|
|
|
transform.rotation = rot;
|
2026-05-27 19:47:06 +08:00
|
|
|
|
}
|
2026-04-29 01:18:39 +08:00
|
|
|
|
return;
|
|
|
|
|
|
}
|
2026-06-09 20:20:30 +08:00
|
|
|
|
|
|
|
|
|
|
// 是否为子物体单独控制朝向和深度
|
|
|
|
|
|
if (ischild0)
|
2026-06-05 01:04:14 +08:00
|
|
|
|
{
|
2026-09-11 14:25:06 +08:00
|
|
|
|
float heading = Mathf.Atan2(dirNorm.y, dirNorm.x) * Mathf.Rad2Deg; // 路径方向角
|
|
|
|
|
|
|
|
|
|
|
|
// ⭐ 首次:读回初始欧拉锁存,之后每帧复用——
|
|
|
|
|
|
// 若每帧读回,Z分量里已含上帧的heading,会逐帧累积疯转
|
|
|
|
|
|
if (!_facingApplied)
|
|
|
|
|
|
{
|
|
|
|
|
|
_initEuler = child.eulerAngles;
|
|
|
|
|
|
_facingApplied = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
float offsetX = _initEuler.x, offsetY = _initEuler.y, offsetZ = _initEuler.z;
|
|
|
|
|
|
//方向偏移(视角偏移写着看透视)
|
2026-08-04 14:52:22 +08:00
|
|
|
|
switch (_facingAxis)
|
2026-06-09 20:20:30 +08:00
|
|
|
|
{
|
2026-09-11 14:25:06 +08:00
|
|
|
|
case FacingAxis.X: offsetX = rotationPY; break;
|
|
|
|
|
|
case FacingAxis.NegX: offsetX = rotationPY; break;
|
|
|
|
|
|
case FacingAxis.Y: offsetY = rotationPY; break;
|
|
|
|
|
|
case FacingAxis.NegY: offsetY = rotationPY; break;
|
|
|
|
|
|
case FacingAxis.Z: offsetZ = rotationPY; break;
|
|
|
|
|
|
case FacingAxis.NegZ: offsetZ = rotationPY; break;
|
2026-06-09 20:20:30 +08:00
|
|
|
|
}
|
2026-09-11 14:25:06 +08:00
|
|
|
|
|
|
|
|
|
|
// ⭐ 转向:heading只叠加Z分量(唯一随路径变的轴),X/Y保持初始值
|
|
|
|
|
|
child.rotation = Quaternion.Euler(offsetX, offsetY, heading + offsetZ);
|
2026-06-05 01:04:14 +08:00
|
|
|
|
}
|
2026-06-09 20:20:30 +08:00
|
|
|
|
else
|
2026-04-29 01:18:39 +08:00
|
|
|
|
{
|
2026-06-09 20:20:30 +08:00
|
|
|
|
// 控制父物体自身朝向
|
2026-08-04 14:52:22 +08:00
|
|
|
|
switch (_facingAxis)
|
2026-06-09 20:20:30 +08:00
|
|
|
|
{
|
2026-09-11 14:25:06 +08:00
|
|
|
|
case FacingAxis.X: transform.right = dirNorm; break;
|
2026-08-04 14:52:22 +08:00
|
|
|
|
case FacingAxis.NegX: transform.right = -dirNorm; break;
|
2026-09-11 14:25:06 +08:00
|
|
|
|
case FacingAxis.Y: transform.up = dirNorm; break;
|
2026-08-04 14:52:22 +08:00
|
|
|
|
case FacingAxis.NegY: transform.up = -dirNorm; break;
|
2026-09-11 14:25:06 +08:00
|
|
|
|
case FacingAxis.Z: transform.forward = dirNorm; break;
|
2026-08-04 14:52:22 +08:00
|
|
|
|
case FacingAxis.NegZ: transform.forward = -dirNorm; break;
|
2026-06-09 20:20:30 +08:00
|
|
|
|
}
|
2026-04-29 01:18:39 +08:00
|
|
|
|
}
|
2026-06-13 22:34:43 +08:00
|
|
|
|
}
|
2026-06-09 20:20:30 +08:00
|
|
|
|
public bool ischild0 = false;
|
|
|
|
|
|
public int depthOffset;
|
2026-08-19 14:45:43 +08:00
|
|
|
|
|
|
|
|
|
|
// ----------------------------------------------------------------
|
|
|
|
|
|
// ⭐ 2D层级(2D鱼用,与3D鱼的z轴depthOffset深度兼容并存)
|
|
|
|
|
|
// ----------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
|
|
[Header("2D层级(2D鱼)")]
|
|
|
|
|
|
[Tooltip("是否为2D渲染鱼:用sortingOrder控制层级(3D鱼继续用z轴depthOffset深度,互不影响)")]
|
|
|
|
|
|
public bool is2DFish = false;
|
|
|
|
|
|
[Tooltip("2D鱼的sortingOrder层级值,运行时可调 Set2DOrder(int) 修改")]
|
|
|
|
|
|
public int sortOrder2D = 0;
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>2D鱼渲染器缓存(设置sortingOrder用,OnEnable重建,避免重复GetComponentsInChildren)</summary>
|
|
|
|
|
|
private Renderer[] _cached2DRenderers;
|
|
|
|
|
|
/// <summary>已应用的sortingOrder值(值未变化时跳过重复设置)</summary>
|
|
|
|
|
|
private int _appliedSortOrder = int.MinValue;
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 设置2D层级(sortingOrder)。对鱼身上所有渲染器统一生效,
|
|
|
|
|
|
/// 多渲染器按层级顺序依次 +1 递增,保持鱼内部前后遮挡关系不变。
|
|
|
|
|
|
/// 仅 is2DFish=true 时生效;3D鱼仍走 z 轴 depthOffset,兼容现有逻辑。
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
public void Set2DOrder(int order)
|
|
|
|
|
|
{
|
|
|
|
|
|
sortOrder2D = order;
|
|
|
|
|
|
Apply2DOrder();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>应用sortingOrder到全部子渲染器(值相同则跳过)</summary>
|
|
|
|
|
|
private void Apply2DOrder()
|
|
|
|
|
|
{
|
|
|
|
|
|
if (!is2DFish) return;
|
|
|
|
|
|
if (_appliedSortOrder == sortOrder2D) return;
|
|
|
|
|
|
|
|
|
|
|
|
if (_cached2DRenderers == null)
|
|
|
|
|
|
_cached2DRenderers = GetComponentsInChildren<Renderer>(true);
|
|
|
|
|
|
|
|
|
|
|
|
_appliedSortOrder = sortOrder2D;
|
|
|
|
|
|
for (int i = 0; i < _cached2DRenderers.Length; i++)
|
|
|
|
|
|
{
|
|
|
|
|
|
var r = _cached2DRenderers[i];
|
|
|
|
|
|
if (r != null)
|
|
|
|
|
|
r.sortingOrder = sortOrder2D + i;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-04-29 01:18:39 +08:00
|
|
|
|
// ================================================================
|
|
|
|
|
|
// 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
|
|
|
|
|
|
// ================================================================
|
|
|
|
|
|
|
2026-08-09 17:57:46 +08:00
|
|
|
|
/// <summary>触发受击闪烁(0.2s 后自动关闭)。子类可 override 实现受击阶段逻辑(如爆裂金鲨首炮切战损)。</summary>
|
|
|
|
|
|
public virtual void OnHurt()
|
2026-04-29 01:18:39 +08:00
|
|
|
|
{
|
|
|
|
|
|
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)。
|
2026-08-27 15:44:36 +08:00
|
|
|
|
/// ⭐ 统一设置 isDead=true:死亡后子弹不再命中、不再被锁定。
|
|
|
|
|
|
/// (不调 base 的子类由 CreateFishManager.Ws_DieFish 入口统一标记)
|
2026-04-29 01:18:39 +08:00
|
|
|
|
/// </summary>
|
|
|
|
|
|
public virtual void DieFish(RoomKillNotice obj = null)
|
|
|
|
|
|
{
|
2026-08-27 15:44:36 +08:00
|
|
|
|
isDead = true;
|
2026-04-29 01:18:39 +08:00
|
|
|
|
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
|
|
|
|
}
|