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5.24BuYu/Assets/MyGame/Scripts/Turret/SitPosData.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
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using UnityEngine.UI;
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public class SitPosData : MonoBehaviour
{
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/// <summary>本地玩家的座位引用(由游戏面板初始化时设置)</summary>
public static SitPosData localPlayerSit;
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/// <summary>当前房间房主座位(人机请求由房主发送,房主退出后自动继承)</summary>
public static SitPosData roomOwnerSit;
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// -------------------------
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// 玩家基础信息
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// -------------------------
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[Header("玩家信息")]
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public string user;
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[Tooltip("座位编号 0~3。0,1=下方 2,3=上方")]
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public int posID;
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[Tooltip("是否为人机")]
public bool isBot = false;
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/// <summary>posID>=2 = 上方,需要翻转(0,1=下方;2,3=上方)</summary>
public bool IsFlipped => posID >= 2;
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[Header("金币")]
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public long goldNum;
public long consumeGoldNum;
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public TextMeshProUGUI tMP_GoldNum;
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public TextMeshProUGUI tMP_DiamondNum;
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public TextMeshProUGUI tMP_TurretConsumeNum;
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[Header("翅膀")]
[Tooltip("翅膀实例化的父节点")]
public Transform wingParent;
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// -------------------------
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// 炮台管理(动态克隆)
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// -------------------------
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[Header("炮台")]
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[Tooltip("炮台实例化的父节点")]
public Transform turretParent;
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[Tooltip("炮台锚点位置(相对 turretParent)")]
public Vector2 turretAnchoredPos = Vector2.zero;
[Tooltip("当前装备的炮台编号")]
public int currentTurretNumber;
/// <summary>当前运行中的炮台实例</summary>
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public TurretData currentTurret;
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// 状态机入口(GameMainPanel 调用)
public Action<TurretState> OnStateChange;
// -------------------------
// 炮台旋转
// -------------------------
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[Header("炮台旋转")]
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public Transform tra_CurrTurret;
public float currentAngle;
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/// <summary>
/// 炮台在世界坐标(Z=0平面)的位置缓存。
/// 因为炮台是 UGUI 元素,tra_CurrTurret.position 是 Canvas 坐标,不能直接和鱼的世界坐标比较距离。
/// 这里用和子弹起点(GetBulletStartWorldPos)相同的转换方式,把 UI 坐标转成世界坐标。
/// 由 LoadTurret 加载完炮台后计算并缓存,bot AI/锁定检测距离时用此字段。
/// </summary>
[System.NonSerialized]
public Vector3 turretWorldPos;
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// -------------------------
// 锁定系统
// -------------------------
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[Header("锁定系统")]
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public MonsterContral monCotl_Lock;
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public Transform monCotl_Lock_Position;
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public bool isLock = false;
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public GameObject lockFX; // 主锁定图标(单发/双倍用)
public List<GameObject> lockFX_Triple = new List<GameObject>(); // 三发锁定额外2个图标
public List<MonsterContral> tripleLockTargets = new List<MonsterContral>();
public List<Transform> tripleLockPositions = new List<Transform>();
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// -------------------------
// UI
// -------------------------
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[Header("UI")]
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public Button btn_TurretAdd;
public Button btn_TurretMinus;
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private void Awake()
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{
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btn_TurretAdd.onClick.AddListener(() => ChangeTurretAddConsumeNum());
btn_TurretMinus.onClick.AddListener(() => ChangeTurretMinusConsumeNum());
}
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private void OnEnable()
{
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// 默认显示等待界面
ShowWaiting();
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}
private void OnDisable()
{
if (localPlayerSit == this)
localPlayerSit = null;
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// 房主退出 → 自动继承给第一个非人机玩家
if (roomOwnerSit == this)
{
roomOwnerSit = null;
TransferRoomOwner();
}
}
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/// <summary>
/// 玩家加入 → 显示玩家 UI(child0),隐藏等待界面(child1)。
/// </summary>
public void ShowPlayer()
{
if (transform.childCount > 0)
transform.GetChild(0).gameObject.SetActive(true);
if (transform.childCount > 1)
transform.GetChild(1).gameObject.SetActive(false);
// 如果是本地玩家的座位,自动注册并加载装备
if (user == GameManager.Instance?.user?.id)
{
localPlayerSit = this;
var cannonUsing = GameManager.Instance.user.cannonUsing;
if (cannonUsing != null && int.TryParse(cannonUsing.number, out int num))
LoadTurret(num);
var wingUsing = GameManager.Instance.user.wingUsing;
if (wingUsing != null && int.TryParse(wingUsing.number, out int wingNum))
LoadWing(wingNum);
}
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// 非人机玩家加入时,自动分配为首个房主
if (!isBot)
AssignRoomOwner(this);
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}
/// <summary>
/// 玩家退出/等待 → 显示等待界面(child1),隐藏玩家 UI(child0)。
/// </summary>
public void ShowWaiting()
{
if (transform.childCount > 0)
transform.GetChild(0).gameObject.SetActive(false);
if (transform.childCount > 1)
transform.GetChild(1).gameObject.SetActive(true);
}
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/// <summary>房主退出后,将房主身份转移给第一个活跃的非人机玩家</summary>
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/// <remarks>鱼创建已由服务端 OnFishSpawn 统一下发,此处仅维护 roomOwnerSit 标识(用于 bot 控制/AFK 等场景)。</remarks>
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public static void TransferRoomOwner()
{
var list = FindObjectsOfType<SitPosData>();
foreach (var sit in list)
{
if (!sit.isBot && sit.gameObject.activeInHierarchy && sit != roomOwnerSit)
{
roomOwnerSit = sit;
break;
}
}
}
/// <summary>分配房主(首个非人机玩家)</summary>
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/// <remarks>鱼创建已由服务端 OnFishSpawn 统一下发,此处仅维护 roomOwnerSit 标识(用于 bot 控制/AFK 等场景)。</remarks>
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public static void AssignRoomOwner(SitPosData sit)
{
if (roomOwnerSit == null && !sit.isBot)
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{
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roomOwnerSit = sit;
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}
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}
// ==================== 炮台加载(动态克隆) ====================
/// <summary>
/// 根据炮台编号,从 Addressables 加载预制体并克隆到 turretParent。
/// 位置/旋转/缩放保持预制体原始值,不动。
/// </summary>
public void LoadTurret(int turretNumber)
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{
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// ⭐ 换炮台时只清活跃子弹(清屏),保留池缓存(同 prefab 能复用)
// 用 ClearActive 而非 ClearAll:ClearAll 会清池导致永远不复用
BulletPool.Instance.ClearActive();
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if (currentTurret != null)
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{
Destroy(currentTurret.gameObject);
currentTurret = null;
}
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currentTurretNumber = turretNumber;
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// 从 TurretResourcesData 拿预制体
GameObject prefab = TurretResourcesData.GetTurretPrefab(turretNumber);
if (prefab == null)
{
Debug.LogWarning($"[SitPosData] 炮台预制体未加载: #{turretNumber}");
return;
}
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// 克隆到父节点
GameObject instance = Instantiate(prefab, turretParent, false);
instance.SetActive(true);
// 固定位置归零,由外部父节点定位
var rt = instance.GetComponent<RectTransform>();
if (rt != null)
rt.anchoredPosition = turretAnchoredPos;
currentTurret = instance.GetComponent<TurretData>();
if (currentTurret == null)
{
Debug.LogError($"[SitPosData] 预制体上未找到 TurretData 组件: #{turretNumber}");
Destroy(instance);
return;
}
currentTurret.turretNumber = turretNumber;
// 缓存旋转节点
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//tra_CurrTurret = currentTurret.transform.GetChild(0);
tra_CurrTurret = currentTurret.transform.parent;
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// 绑定状态机入口
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OnStateChange = currentTurret.ChangeState;
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// ⭐ 缓存炮台在世界坐标(Z=0平面)的位置,bot AI/锁定检测距离时用
// 和子弹起点(GetBulletStartWorldPos)用相同的 UI→世界 转换方式
UpdateTurretWorldPos();
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Debug.Log($"[SitPosData] 炮台已加载: #{turretNumber}");
}
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/// <summary>
/// 把炮台 UI 坐标转换成世界坐标(Z=0平面)并缓存到 turretWorldPos。
/// 转换方式和 TurretData.GetBulletStartWorldPos 一致。
/// </summary>
public void UpdateTurretWorldPos()
{
if (tra_CurrTurret == null)
{
turretWorldPos = Vector3.zero;
return;
}
RectTransform rect = tra_CurrTurret.GetComponent<RectTransform>();
if (rect != null && UIManager.Instance != null && UIManager.Instance.uiRoot != null)
{
Canvas canvas = UIManager.Instance.uiRoot.GetComponent<Canvas>();
Camera cam = Camera.main;
Vector3 screenPos = RectTransformUtility.WorldToScreenPoint(
canvas.renderMode == RenderMode.ScreenSpaceOverlay ? null : canvas.worldCamera,
rect.position
);
float distance = Mathf.Abs(cam.transform.position.z - 0f);
Vector3 worldPos = cam.ScreenToWorldPoint(new Vector3(screenPos.x, screenPos.y, distance));
worldPos.z = 0f;
turretWorldPos = worldPos;
}
else
{
// 非 UI(3D 物体)直接用 position
turretWorldPos = tra_CurrTurret.position;
}
}
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/// <summary>根据炮台编号字符串加载。</summary>
public void LoadTurret(string turretNumberStr)
{
if (int.TryParse(turretNumberStr, out int num))
LoadTurret(num);
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}
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// ==================== 翅膀加载(动态克隆) ====================
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/// <summary>
/// 根据炮台编号,从 Addressables 加载预制体并克隆到 turretParent。
/// 位置/旋转/缩放保持预制体原始值,不动。
/// </summary>
public void LoadWing(int turretNumber)
{
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// 先清理已有翅膀(保留预设的 Camera,它是用来渲染翅膀到 RawImage 的)
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for (int i = wingParent.childCount - 1; i >= 0; i--)
{
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var child = wingParent.GetChild(i);
if (child.GetComponent<Camera>() != null)
continue; // 保留 Camera
Destroy(child.gameObject);
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}
// 从 TurretResourcesData 拿预制体
GameObject prefab = TurretResourcesData.GetTurretPrefab(turretNumber);
if (prefab == null)
{
Debug.LogWarning($"[SitPosData] 翅膀预制体未加载: #{turretNumber}");
return;
}
// 克隆到 wingParent,保持预制体原始位置/旋转/缩放
GameObject instance = Instantiate(prefab, wingParent, false);
instance.SetActive(true);
Debug.Log($"[SitPosData] 翅膀已加载: #{turretNumber}");
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}
/// <summary>根据炮台编号字符串加载。</summary>
public void LoadWing(string turretNumberStr)
{
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if (int.TryParse(turretNumberStr, out int num))
LoadWing(num);
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}
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// -------------------------
// 切换状态(GameMainPanel 调用)
// -------------------------
public void ChangeState(TurretState state)
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{
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OnStateChange?.Invoke(state);
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}
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// -------------------------
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// 炮台旋转(GameMainPanel 调用)
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// -------------------------
public void SetRotation(float angle)
{
currentAngle = angle;
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if (tra_CurrTurret != null)
tra_CurrTurret.rotation = Quaternion.Euler(0, 0, angle);
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}
// -------------------------
// 获取发射点(给 GameMainPanel)
// -------------------------
public Vector2 GetBulletStartPos()
{
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return currentTurret != null
? currentTurret.GetBulletStartWorldPos()
: Vector2.zero;
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}
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// ==================== 金币消耗 ====================
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public bool ConsumeGold(int mul = 1)
{
long temp = goldNum - consumeGoldNum * mul;
if (temp < 0) return false;
goldNum = temp;
tMP_GoldNum.text = goldNum.ToString();
return true;
}
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int indexConsume = 0;
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/// <summary>
/// 根据后端下发的炮倍值同步 indexConsume 到 paoBeiList 对应档位,
/// 避免加减炮倍时从 0 档开始导致跳变。
/// </summary>
public void SyncIndexByConsume(long consumeGold)
{
var list = CreateFishManager.Instance?.currGameType?.paoBeiList;
if (list == null || list.Count == 0) return;
int idx = list.IndexOf((int)consumeGold);
indexConsume = idx >= 0 ? idx : 0;
}
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public void ChangeTurretAddConsumeNum()
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{
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if (CreateFishManager.Instance.currGameType.paoBeiList.Count - 1 > indexConsume)
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indexConsume++;
else
indexConsume = 0;
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AudioManager.Instance.PlayerFX(62011);
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consumeGoldNum = CreateFishManager.Instance.currGameType.paoBeiList[indexConsume];
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tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
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CreateFishManager.Instance.currGameType?.SyncCannonMultiple((int)consumeGoldNum);
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}
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public void ChangeTurretMinusConsumeNum()
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{
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if (indexConsume > 0)
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indexConsume--;
else
indexConsume = CreateFishManager.Instance.currGameType.paoBeiList.Count - 1;
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AudioManager.Instance.PlayerFX(62010);
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consumeGoldNum = CreateFishManager.Instance.currGameType.paoBeiList[indexConsume];
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tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
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CreateFishManager.Instance.currGameType?.SyncCannonMultiple((int)consumeGoldNum);
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}
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// ==================== 锁定系统 ====================
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public void SetLockTarget(MonsterContral monster, Transform hitPos)
{
monCotl_Lock = monster;
monCotl_Lock_Position = hitPos;
isLock = monster != null;
lockFX.SetActive(isLock);
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// 非三发锁定 → 隐藏额外图标
if (!isLock) HideTripleLockIcons();
}
/// <summary>
/// 设置三发锁定目标(3个目标分别追踪)
/// </summary>
public void SetTripleLockTargets(List<(MonsterContral monster, Transform hitPos)> targets)
{
if (targets == null || targets.Count == 0)
{
HideTripleLockIcons();
return;
}
// 确保 lockFX_Triple 有2个克隆的图标(+主图标=3个)
EnsureTripleLockIcons();
tripleLockTargets.Clear();
tripleLockPositions.Clear();
// 第一个目标用主 lockFX
var primary = targets[0];
monCotl_Lock = primary.monster;
monCotl_Lock_Position = primary.hitPos;
isLock = true;
lockFX.SetActive(true);
tripleLockTargets.Add(primary.monster);
tripleLockPositions.Add(primary.hitPos);
// 第二个和第三个目标用 lockFX_Triple
for (int i = 1; i < targets.Count && i < 3; i++)
{
int idx = i - 1;
if (idx < lockFX_Triple.Count && lockFX_Triple[idx] != null)
{
lockFX_Triple[idx].SetActive(true);
tripleLockTargets.Add(targets[i].monster);
tripleLockPositions.Add(targets[i].hitPos);
}
}
// 隐藏多余的
for (int i = targets.Count - 1; i < lockFX_Triple.Count; i++)
{
if (lockFX_Triple[i] != null)
lockFX_Triple[i].SetActive(false);
}
}
private void EnsureTripleLockIcons()
{
while (lockFX_Triple.Count < 2 && lockFX != null)
{
var clone = GameObject.Instantiate(lockFX, lockFX.transform.parent);
clone.name = lockFX.name + "_Triple" + (lockFX_Triple.Count + 1);
clone.transform.localScale = lockFX.transform.localScale * 0.5f;
lockFX_Triple.Add(clone);
}
}
public void HideTripleLockIcons()
{
foreach (var icon in lockFX_Triple)
{
if (icon != null)
icon.SetActive(false);
}
tripleLockTargets.Clear();
tripleLockPositions.Clear();
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}
public void ClearLock()
{
monCotl_Lock = null;
monCotl_Lock_Position = null;
isLock = false;
lockFX.SetActive(false);
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HideTripleLockIcons();
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ChangeState(TurretState.Idle);
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}
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}