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5.24BuYu/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs
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/*
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======================== GameMainPanel_FishBase ========================
【主控制层职责】
负责:输入 → 旋转 → 攻击 → 子弹 → 锁定 → 网络同步 → 广播处理
不负责:动画(TurretData)、发射点(TurretData)、金币(SitPosData)
=======================================================================
① InputModule(输入系统)
├── HandleInput() 主入口
├── 按下(PressDown)
├── 长按(PressHold)
├── 松开(PressUp)
├── CheckTouchIsChangeTurret() 判断是否点到“换炮台按钮”
└── HandleChangeTurretHold() 长按换炮台按钮 → 打开换炮台面板
-----------------------------------------------------------------------
② RotateModule(旋转系统)
├── HandleRotate() 手动旋转入口
├── RotateToTouch() 朝触摸点旋转
├── RotateToLockTarget() 朝锁定目标旋转
├── HandleAutoRotate() 自动开火时的自动旋转
└── AutoSweepRotate() 自动扫射(左右摆动)
-----------------------------------------------------------------------
③ FireModule(攻击系统)
├── TryFire() 长按触发攻击(冷却计时)
├── FireBullet() 发射子弹(普通/三射/双倍/锁定)
├── StartLaser() 激光开始(LaserStart)
├── LoopLaser() 激光持续(LaserLoop)
└── StopLaser() 激光结束(LaserEnd)
-----------------------------------------------------------------------
④ BulletModule(子弹系统)
├── CreateBullet() 创建子弹实例
-----------------------------------------------------------------------
⑤ LockModule(锁定系统)
├── HandleLock() 点击锁定
├── 自动锁定(AutoLock) 可选扩展
├── CancelLock() 取消锁定
├── UpdateLockFX() 锁定特效跟随目标
└── SyncLock() 网络同步锁定状态
-----------------------------------------------------------------------
⑥ NetSyncModule(网络同步)
├── SyncRotate() 同步旋转
├── SyncFire() 同步发射
├── SyncLock() 同步锁定
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├── SyncTurretState() 同步激光状态
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└── SyncChangeTurret() 同步炮台切换(可选)
-----------------------------------------------------------------------
⑦ NetReceiveModule(服务器广播处理)
├── SyncGameData_Rotate() 广播旋转
├── SyncGameData_FireBullet() 广播发射
├── SyncGameData_ChangeTarget() 广播锁定
├── SyncGameData_ChangeTurret() 广播炮台切换(可选)
└── SyncGameData_LaserState() 广播激光状态(可选)
-----------------------------------------------------------------------
⑧ ResourceModule(资源加载)
├── LoadResources() 加载音频/鱼资源/路线
└── UnLoadResources() 卸载资源
-----------------------------------------------------------------------
⑨ PlayerJoinModule(玩家加入/退出)
├── JoinGame() 玩家加入房间
└── ExitGame() 玩家退出房间
=======================================================================
*/
using Assets.MyGame.Scripts.Net;
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using Assets.MyGame.Scripts.Net.API;
using Assets.MyGame.Scripts.Net.APIResponses.Enum;
using Assets.MyGame.Scripts.Net.WebResponses;
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using DG.Tweening;
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using Newtonsoft.Json;
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using Spine.Unity;
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using System;
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Security.Cryptography;
using System.Text;
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using System.Threading.Tasks;
using TMPro;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
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public class GameMainPanel_FishBase : GameMainPanel_Base
{
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[Header("游戏场景")]
public string sceneName;
public GameTypeEnum gameType;
[Header("设置")]
protected bool isOpenSetting;
public Button btn_SettingList;
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public Transform SittingListParent;
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public Button btn_TuJian;
public Button btn_ChangeTurret;
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public Button btn_TuiChu;
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[Header("我在这")]
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public GameObject mySitAnim;
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[Header("Skill")]
public Dictionary<string, Toggle> dic_Skill_Toggle = new Dictionary<string, Toggle>();//开关型技能
public Toggle toggle_SkillAuto;
public Toggle toggle_Lock;
public Toggle toggle_Three;
public Toggle toggle_Shuang;
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public Toggle toggle_BaoZou;
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public Image img_BaoZou;
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public float frenzyDuration = 5f; // 疯狂状态持续时间
public float currFrenzyTime = 0f;
public Toggle toggle_BingFeng;
public Image img_BingFeng;
public float bingFengDuration = 5f; // 冰封状态持续时间
public float currBingFengTime = 0f;
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public List<SitPosData> list_Sits = new List<SitPosData>();
public SitPosData currSitData;
[Header("攻击参数")]
public float attackTime = 0.5f;
float clickTime = 0;
public GameObject bullet_Test;
public GameObject bulletParent;
float changeTurretTime = 0f;
bool isChangingTurret = false;
int bulletCount = 0;
public GameObject boardCast_Boss;
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AudioClip bulletClip;
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public List<int> paoBeiList = new List<int>();
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public ProgressBar JinDuTiao;
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#region UI
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bool isfirstShow = true;
protected override void OnShow(object args = null)
{
base.OnShow(args);
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LoadResources();
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//UIManager.Instance.ShowBoard("太好看了");
var v = JsonConvert.DeserializeObject<WebSocketResponseBase<RoomJoinNotice>>(args.ToString());
if (v.arguments.Count > 0)
{
RoomJoinNotice roomJoinNotice = v.arguments[0];
if (isfirstShow)
{
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int t = GameManager.Instance.gameData.currRoomData.gameType;
int l = GameManager.Instance.gameData.currRoomData.roomLevel;
foreach (var item in GameManager.Instance.gameConfig.roomConfigs)
{
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if (item.gameType == t && l == GameManager.Instance.gameData.currRoomData.roomLevel)
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{
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paoBeiList = item.cannonMultipleList;
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}
}
string roomId = GameManager.Instance.gameData.currRoomData.roomId;
//string roomId = GameManager.Instance.gameData.currRoomData;
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foreach (var item in GameManager.Instance.gameData.currRoomData.players)
{
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JoinGame(item.position, item.gold, item.cannonMultiple, 0, item.userId, item.cannonId);
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}
GameManager.Instance.gameData.roomJoinNotice = v.arguments[0];
isfirstShow = false;
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foreach (var item in list_Sits)
{
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if (item.posID == roomJoinNotice.position)
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{
currSitData = item;
}
else
{
item.btn_TurretAdd.gameObject.SetActive(false);
item.btn_TurretMinus.gameObject.SetActive(false);
}
}
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//// currSitData.ChangeTurret(1); — 已由 SitPosData.OnEnable 自动加载
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// 开局同步本地炮台给其他玩家
if (currSitData.currentTurret != null)
SyncChangeTurret(currSitData.currentTurret.turretNumber);
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currSitData.lockFX.transform.GetChild(0).gameObject.SetActive(false);
currSitData.lockFX.transform.GetChild(1).gameObject.SetActive(true);
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if (mySitAnim != null && currSitData.turretParent != null)
mySitAnim.transform.position = currSitData.turretParent.position;
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}
else
{
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JoinGame(roomJoinNotice.position, roomJoinNotice.gold, roomJoinNotice.cannonMultiple, 0, roomJoinNotice.userId, roomJoinNotice.cannonId);
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}
}
else
{
UIManager.Instance.ShowBoardError("获取信息失败");
}
}
protected override void OnHide()
{
base.OnHide();
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UnLoadResources();
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SceneManager.UnloadSceneAsync(sceneName);
WebSocketManager.Instance.Close(SocketType.game);
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}
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#endregion
#region 生命周期
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private float baseAttackTime;
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public override void Awake()
{
base.Awake();
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baseAttackTime = attackTime;
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btn_ChangeTurret.onClick.AddListener(() =>
{
var panel = subUIManager.Get<SubUIBase>(UIPanel.TurretPanel);
if (panel != null && panel.gameObject.activeSelf)
subUIManager.Hide(UIPanel.TurretPanel);
else
{
subUIManager.ShowAsync(UIPanel.TurretPanel, (ItemPanelSelect.Turrect, true));
StartCoroutine(CloseSettingList());
}
});
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btn_TuiChu.onClick.AddListener(() =>
{
WebSocketSendList.LeaveRoom(GameManager.Instance.gameData.currRoomData.roomId, currSitData.user);
CreateFishManager.Instance.fangzhu = false;
});
// 服务器广播监听
EventCenter.Instance.AddEventListener<SyncGameData>(ConstEventString.SyncGameData_Rotate, SyncGameData_Rotate);
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EventCenter.Instance.AddEventListener<FireCannonSendData>(ConstEventString.SyncGameData_FireBullet, SyncGameData_FireBullit);
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EventCenter.Instance.AddEventListener<SyncGameData>(ConstEventString.SyncGameData_ChangeTargetMonster, SyncGameData_ChangeTargetMonster);
EventCenter.Instance.AddEventListener<SyncGameData>(ConstEventString.SyncGameData_RendromDieFish, SyncGameData_RendromDieFish);
EventCenter.Instance.AddEventListener<SyncGameData>(ConstEventString.SyncGameData_TurretState, SyncGameData_TurretState);
EventCenter.Instance.AddEventListener<SyncGameData>(ConstEventString.SyncGameData_ChangeTurret, SyncGameData_ChangeTurret);
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EventCenter.Instance.AddEventListener<SyncGameData>(ConstEventString.SyncGameData_FreezeFish, SyncGameData_FreezeFish);
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btn_TuJian.onClick.AddListener(() =>
{
subUIManager.ShowAsync(UIPanel.GameTuJian);
StartCoroutine(CloseSettingList());
});
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}
public virtual void OnDestroy()
{
EventCenter.Instance.RemoveEventListener<SyncGameData>(ConstEventString.SyncGameData_Rotate, SyncGameData_Rotate);
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EventCenter.Instance.RemoveEventListener<FireCannonSendData>(ConstEventString.SyncGameData_FireBullet, SyncGameData_FireBullit);
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EventCenter.Instance.RemoveEventListener<SyncGameData>(ConstEventString.SyncGameData_ChangeTargetMonster, SyncGameData_ChangeTargetMonster);
EventCenter.Instance.RemoveEventListener<SyncGameData>(ConstEventString.SyncGameData_RendromDieFish, SyncGameData_RendromDieFish);
EventCenter.Instance.RemoveEventListener<SyncGameData>(ConstEventString.SyncGameData_TurretState, SyncGameData_TurretState);
EventCenter.Instance.RemoveEventListener<SyncGameData>(ConstEventString.SyncGameData_ChangeTurret, SyncGameData_ChangeTurret);
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EventCenter.Instance.RemoveEventListener<SyncGameData>(ConstEventString.SyncGameData_FreezeFish, SyncGameData_FreezeFish);
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}
public virtual void Start()
{
btn_SettingList.onClick.AddListener(() =>
{
if (isOpenSetting) StartCoroutine(CloseSettingList());
else StartCoroutine(OpenSettingList());
});
if (toggle_Lock != null)
{
toggle_Lock.onValueChanged.AddListener(on =>
{
if (!on)
{
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// 本地清理锁定
if (currSitData != null)
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{
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currSitData.ClearLock();
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SyncTurretState(TurretState.Idle);
}
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// 同步给服务器:取消锁定
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SyncGameData sgd = new SyncGameData
{
sitPos = currSitData.posID,
frameType = FrameDataType.changeAutoTarget,
time = BeijingTimeManager.Instance.CurrentTimestampMs,
frameData = new FrameData_ChangeAutoTarget { targetGuid = null }
};
WebSocketSendList.SyncGameData(sgd);
}
});
}
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toggle_BaoZou.onValueChanged.AddListener(on =>
{
// UI 开关只是触发,但最终状态以 currGameType 为准
CreateFishManager.Instance.currGameType.isFrenzy = on;
SetFrenzy(on);
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if (on) currFrenzyTime = frenzyDuration;
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});
toggle_SkillAuto.onValueChanged.AddListener(on =>
{
if (!on)
{
// 自动开火关闭 → 立即切回 Idle
currSitData.ChangeState(TurretState.Idle);
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SyncTurretState(TurretState.Idle);
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}
});
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toggle_BingFeng.onValueChanged.AddListener(on => {
if (on)
{
// 开始冰冻
currBingFengTime = bingFengDuration;
CreateFishManager.Instance.FreezeAllFish();
SyncFreeze(true);
}
else
{
// 手动关闭 → 解冻
if (CreateFishManager.Instance.isFrozen)
{
CreateFishManager.Instance.UnfreezeAllFish();
SyncFreeze(false);
}
}
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});
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}
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public bool isFrenzy;
public void SetFrenzy(bool on)
{
bool frenzy = CreateFishManager.Instance.currGameType.isFrenzy;
// 攻击速度翻倍
attackTime = frenzy ? baseAttackTime * 0.5f : baseAttackTime;
// 动画倍速
if (currSitData != null && currSitData.currentTurret != null)
currSitData.currentTurret.SetFrenzy(frenzy);
}
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public void OnEnable()
{
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}
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int ina = 0;
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protected virtual void Update()
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{
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HandleAutoRotate();
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HandleInput();
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CheckLockTargetValid();//锁定目标失效自动清除
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HandleAutoFire(); // 自动开火真正发射
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HandleLock();
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UpdateLockFX();
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HandleAutoLock();
LoopLaser();
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SettingClose();
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DaoJiShi();
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}
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float sittingTime = 10;
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float currSittingTime;
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/// <summary>
/// 等待10秒未操作关闭设置面板
/// </summary>
public void SettingClose()
{
//if (isOpenSetting) StartCoroutine(CloseSettingList());
//else StartCoroutine(OpenSettingList());
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if (isOpenSetting)
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{
currSittingTime -= Time.deltaTime;
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if (currSittingTime <= 0)
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{
StartCoroutine(CloseSettingList());
}
}
else
{
currSittingTime = 10;
}
}
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#endregion
#region 资源加载模块
public async void LoadResources()
{
CreateFishManager.Instance.isResources = false;
await AudioResourcesData.LoadAudioGame();
JinDuTiao.SetProgress(0.2f);
await MonsterMoveLine.LoadBezier();
JinDuTiao.SetProgress(0.4f);
await FishResourcesData.LoadFishAssetsData();
JinDuTiao.SetProgress(0.6f);
await Addressables.LoadAssetsAsync<AudioClip>("Audio", clip =>
{
if (clip.name == "PW_Shoot")
bulletClip = clip;
}).Task;
JinDuTiao.SetProgress(0.8f);
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await Task.Delay(100);
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CreateFishManager.Instance.EnterRoom(gameType);
CreateFishManager.Instance.isResources = true;
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JinDuTiao.SetProgress(0.9f);
await Task.Delay(2000);
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JinDuTiao.SetProgress(1);
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await Task.Delay(300);
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JinDuTiao.Hide();
}
public async void UnLoadResources()
{
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CreateFishManager.Instance.ExitRoom();
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CreateFishManager.Instance.isResources = false;
await FishResourcesData.UnLoadFishAssetsData();
await AudioResourcesData.UnLoadAudioGame();
await MonsterMoveLine.UnLoadBezier();
}
#endregion
#region 输入系统(InputModule)
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private bool IsPointerOverUI(Vector2 pos)
{
PointerEventData eventData = new PointerEventData(EventSystem.current);
eventData.position = pos;
List<RaycastResult> results = new List<RaycastResult>();
EventSystem.current.RaycastAll(eventData, results);
return results.Count > 0;
}
public struct CrossPlatformInput
{
public bool isPressed;
public bool wasPressedThisFrame;
public bool wasReleasedThisFrame;
public Vector2 position;
}
private CrossPlatformInput GetInput()
{
CrossPlatformInput input = new CrossPlatformInput();
// ============================
// PC / Editor → 鼠标输入
// ============================
#if UNITY_STANDALONE || UNITY_EDITOR
if (Mouse.current != null)
{
input.isPressed = Mouse.current.leftButton.isPressed;
input.wasPressedThisFrame = Mouse.current.leftButton.wasPressedThisFrame;
input.wasReleasedThisFrame = Mouse.current.leftButton.wasReleasedThisFrame;
input.position = Mouse.current.position.ReadValue();
}
#else
// ============================
// 移动平台 → 触摸输入
// ============================
var touch = Touchscreen.current?.primaryTouch;
if (touch != null)
{
input.isPressed = touch.press.isPressed;
input.wasPressedThisFrame = touch.press.wasPressedThisFrame;
input.wasReleasedThisFrame = touch.press.wasReleasedThisFrame;
input.position = touch.position.ReadValue();
}
#endif
return input;
}
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private void HandleInput()
{
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CrossPlatformInput input = GetInput();
if (!input.isPressed && !input.wasPressedThisFrame && !input.wasReleasedThisFrame)
return;
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if (input.wasPressedThisFrame)
{
// ⭐ UI 点击过滤
if (IsPointerOverUI(input.position))
return;
}
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// 按下
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if (input.wasPressedThisFrame)
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{
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isChangingTurret = CheckTouchIsChangeTurret(input.position);
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clickTime = attackTime;
if (mySitAnim != null && mySitAnim.gameObject.activeSelf)
mySitAnim.gameObject.SetActive(false);
if (!isChangingTurret)
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{
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currSitData.ChangeState(TurretState.Attack);
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SyncTurretState(TurretState.Attack);
}
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}
// 长按
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if (input.isPressed)
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{
if (isChangingTurret)
{
HandleChangeTurretHold();
return;
}
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HandleRotate(input.position);
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TryFire();
}
// 松开
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if (input.wasReleasedThisFrame)
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{
if (isChangingTurret)
{
isChangingTurret = false;
changeTurretTime = 0;
CloseChangeTurretUI();
return;
}
currSitData.ChangeState(TurretState.Idle);
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SyncTurretState(TurretState.Idle);
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}
}
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private void HandleChangeTurretHold()
{
changeTurretTime += Time.deltaTime;
if (changeTurretTime > 1f)
{
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// 长按换炮台:已改为按钮打开 TurretPanel
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}
}
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private bool CheckTouchIsChangeTurret(Vector2 pos)
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{
PointerEventData pointerData = new PointerEventData(EventSystem.current);
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pointerData.position = pos;
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List<RaycastResult> results = new List<RaycastResult>();
EventSystem.current.RaycastAll(pointerData, results);
foreach (var result in results)
{
if (result.gameObject.CompareTag("ChangeTurret"))
{
SitPosData sit = result.gameObject.GetComponentInParent<SitPosData>();
if (sit == currSitData)
return true;
}
}
return false;
}
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private void CloseChangeTurretUI()
{
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// currSitData.changeTurretList.SetActive(false); — 已废弃
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changeTurretTime = 0;
isChangingTurret = false;
}
#endregion
#region 打开关闭右上角设置选项
public virtual IEnumerator OpenSettingList()
{
RectTransform tran = SittingListParent.GetComponent<RectTransform>();
tran.gameObject.SetActive(true);
tran.DOSizeDelta(new Vector2(466, 143), 0.2f);
isOpenSetting = true;
Vector3 v3 = btn_SettingList.transform.localScale;
v3.x = Mathf.Abs(v3.x) * -1;
btn_SettingList.transform.localScale = v3;
yield break;
}
public virtual IEnumerator CloseSettingList()
{
RectTransform tran = SittingListParent.GetComponent<RectTransform>();
Vector3 v3 = btn_SettingList.transform.localScale;
v3.x = Mathf.Abs(v3.x);
btn_SettingList.transform.localScale = v3;
tran.DOSizeDelta(new Vector2(0, 143), 0.2f).OnComplete(() =>
{
tran.gameObject.SetActive(false);
});
isOpenSetting = false;
yield break;
}
#endregion
#region ② 炮台旋转系统(RotateModule)
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//private void HandleRotate(Vector2 pos)
//{
// if (toggle_Lock.isOn && currSitData.monCotl_Lock != null)
// {
// RotateToLockTarget(currSitData);
// }
// else
// {
// RotateToTouch(currSitData, pos);
// }
//}
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private void HandleRotate(Vector2 pos)
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{
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// ⭐ 只有真正锁定目标时才自动旋转
if (toggle_Lock.isOn && currSitData.isLock && currSitData.monCotl_Lock != null)
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{
RotateToLockTarget(currSitData);
}
else
{
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// 锁定开关开着但没有锁定目标 → 允许手动旋转
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RotateToTouch(currSitData, pos);
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}
}
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private void RotateToTouch(SitPosData sit, Vector2 pos)
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{
RectTransformUtility.ScreenPointToLocalPointInRectangle(
sit.tra_CurrTurret.transform.parent as RectTransform,
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pos, null, out Vector2 localPos);
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Vector2 dir = localPos - sit.tra_CurrTurret.GetComponent<RectTransform>().anchoredPosition;
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - 90f;
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// 上方座位(2,3)炮台预制体默认朝上,加180°让它朝下打鱼
if (sit.IsFlipped) angle = (angle + 180f) % 360f;
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sit.SetRotation(angle);
SyncRotate(angle);
}
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private void RotateToLockTarget(SitPosData sit)
{
Vector2 screenPos = Camera.main.WorldToScreenPoint(sit.monCotl_Lock_Position.position);
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RectTransformUtility.ScreenPointToLocalPointInRectangle(
sit.tra_CurrTurret.transform.parent as RectTransform,
screenPos, null, out Vector2 localPos);
Vector2 dir = localPos - sit.tra_CurrTurret.GetComponent<RectTransform>().anchoredPosition;
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - 90f;
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if (sit.IsFlipped) angle = (angle + 180f) % 360f;
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sit.SetRotation(angle);
}
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private void HandleAutoRotate()
{
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// 锁定模式优先
if (toggle_Lock.isOn && currSitData.isLock)
{
RotateToLockTarget(currSitData);
return;
}
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// 自动开火关闭 → 不自动旋转
if (!toggle_SkillAuto.isOn) return;
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// 自动扫射(左右摆动)
AutoSweepRotate();
}
private float autoRotateAngle = 0;
private float autoRotateSpeed = 40f;
private float autoRotateMin = -60f;
private float autoRotateMax = 60f;
private int autoRotateDir = 1;
private void AutoSweepRotate()
{
autoRotateAngle += autoRotateSpeed * autoRotateDir * Time.deltaTime;
if (autoRotateAngle > autoRotateMax)
{
autoRotateAngle = autoRotateMax;
autoRotateDir = -1;
}
else if (autoRotateAngle < autoRotateMin)
{
autoRotateAngle = autoRotateMin;
autoRotateDir = 1;
}
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// 上方座位加180°,炮台朝下打鱼
float angle = currSitData.IsFlipped ? (autoRotateAngle + 180f) % 360f : autoRotateAngle;
currSitData.SetRotation(angle);
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}
private Coroutine rotateCoroutine;
private void SmoothRotate(SitPosData sit, float angle)
{
sit.SetRotation(angle); // 先立即更新角度(逻辑角度)
if (rotateCoroutine != null)
StopCoroutine(rotateCoroutine);
rotateCoroutine = StartCoroutine(RotateIE_Angle(sit, Quaternion.Euler(0, 0, angle)));
}
private IEnumerator RotateIE_Angle(SitPosData sit, Quaternion target)
{
float angleThreshold = 0.1f;
while (true)
{
float angleDiff = Quaternion.Angle(sit.tra_CurrTurret.rotation, target);
if (angleDiff <= angleThreshold)
{
sit.tra_CurrTurret.rotation = target;
yield break;
}
sit.tra_CurrTurret.rotation = Quaternion.Lerp(
sit.tra_CurrTurret.rotation,
target,
0.6f
);
yield return null;
}
}
#endregion
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#region Skill系统(SkillModule)
public void DaoJiShi()
{
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// 暴走倒计时
if (toggle_BaoZou != null && toggle_BaoZou.isOn && frenzyDuration > 0)
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{
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if (img_BaoZou != null)
img_BaoZou.fillAmount = Mathf.Clamp01(currFrenzyTime / frenzyDuration);
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currFrenzyTime -= Time.deltaTime;
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if (currFrenzyTime <= 0)
{
toggle_BaoZou.isOn = false;
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currFrenzyTime = 0f;
if (img_BaoZou != null) img_BaoZou.fillAmount = 1f;
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}
}
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// 冰封倒计时
if (toggle_BingFeng != null && toggle_BingFeng.isOn && bingFengDuration > 0)
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{
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if (img_BingFeng != null)
img_BingFeng.fillAmount = Mathf.Clamp01(currBingFengTime / bingFengDuration);
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currBingFengTime -= Time.deltaTime;
if (currBingFengTime <= 0)
{
toggle_BingFeng.isOn = false;
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currBingFengTime = 0f;
if (img_BingFeng != null) img_BingFeng.fillAmount = 1f;
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// 解冻由 toggle.onValueChanged(false) 触发,不在此重复
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}
}
}
#endregion
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#region ③ 攻击系统(FireModule)
private void TryFire()
{
clickTime += Time.deltaTime;
if (clickTime < attackTime) return;
clickTime = 0;
float angle = currSitData.currentAngle;
bool isSanShe = toggle_Three.isOn;
bool isDouble = toggle_Shuang.isOn;
bool isLock = toggle_Lock.isOn;
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//FireBullet(currSitData, angle, isSanShe, isDouble, isLock);
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SyncFire(angle, isSanShe, isDouble, isLock);
}
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private void FireBullet(SitPosData sit, float angle, bool isSanShe, bool isDouble, bool isLock, List<string> bullitIDs,
List<string> fireTargetMonsterIDs = null)
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{
Vector2 startPos = sit.GetBulletStartPos();
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// ⭐ 三发 + 锁定 + 有多目标:每发子弹瞄准不同的目标
if (isSanShe && isLock && fireTargetMonsterIDs != null && fireTargetMonsterIDs.Count > 0)
{
for (int i = 0; i < 3 && i < fireTargetMonsterIDs.Count; i++)
{
// 按 GUID 查找目标
MonsterContral targetMonster = null;
Transform targetHitPos = null;
if (CreateFishManager.Instance.fishDatas_hashCodekey.TryGetValue(fireTargetMonsterIDs[i], out var m)
&& m != null && m.gameObject.activeInHierarchy)
{
targetMonster = m;
targetHitPos = m.transform;
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// 优先用活跃 collider
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if (m.colliderList != null && m.colliderList.Count > 0)
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{
foreach (var col in m.colliderList)
{
if (col.gameObject.activeInHierarchy) { targetHitPos = col; break; }
}
}
}
if (targetMonster != null)
{
// 计算朝目标的角度
Vector3 targetWorldPos = targetHitPos.position;
Vector2 dir = ((Vector2)targetWorldPos - startPos).normalized;
float targetAngle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - 90f;
string bulletId = i < bullitIDs.Count ? bullitIDs[i] : bullitIDs[0];
CreateBullet(sit, startPos, targetAngle, isDouble, true, bulletId, targetMonster, targetHitPos);
}
}
}
else if (isSanShe)
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{
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CreateBullet(sit, startPos, angle - 20, isDouble, isLock, bullitIDs[0]);
CreateBullet(sit, startPos, angle, isDouble, isLock, bullitIDs[1]);
CreateBullet(sit, startPos, angle + 20, isDouble, isLock, bullitIDs[2]);
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}
else
{
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CreateBullet(sit, startPos, angle, isDouble, isLock, bullitIDs[0]);
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}
AudioManager.Instance.PlayFX(bulletClip);
}
private bool isLaser = false;
private void StartLaser()
{
isLaser = true;
currSitData.ChangeState(TurretState.LaserStart);
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SyncTurretState(TurretState.LaserStart);
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}
private void LoopLaser()
{
if (!isLaser) return;
// TODO: 激光持续伤害 / 特效
}
private void StopLaser()
{
isLaser = false;
currSitData.ChangeState(TurretState.LaserEnd);
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SyncTurretState(TurretState.LaserEnd);
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}
private float autoFireTimer = 0f;
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//private void HandleAutoFire()
//{
// if (!toggle_SkillAuto.isOn) return;
// if (currSitData == null) return;
// autoFireTimer += Time.deltaTime;
// if (autoFireTimer < attackTime) return;
// autoFireTimer = 0f;
// float angle = currSitData.currentAngle;
// bool isSanShe = toggle_Three.isOn;
// bool isDouble = toggle_Shuang.isOn;
// bool isLock = toggle_Lock.isOn;
// FireBullet(currSitData, angle, isSanShe, isDouble, isLock);
// SyncFire(angle, isSanShe, isDouble, isLock);
//}
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private void HandleAutoFire()
{
if (currSitData == null) return;
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bool needAutoFire = toggle_SkillAuto.isOn || (toggle_Lock.isOn && currSitData.isLock && currSitData.lockFX.gameObject.activeSelf);
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if (!needAutoFire)
{
autoFireTimer = 0f;
return;
}
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autoFireTimer += Time.deltaTime;
if (autoFireTimer < attackTime) return;
autoFireTimer = 0f;
float angle = currSitData.currentAngle;
bool isSanShe = toggle_Three.isOn;
bool isDouble = toggle_Shuang.isOn;
bool isLock = toggle_Lock.isOn;
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// ⭐ 自动攻击也要播放攻击动画
currSitData.ChangeState(TurretState.Attack);
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SyncTurretState(TurretState.Attack);
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//FireBullet(currSitData, angle, isSanShe, isDouble, isLock);
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SyncFire(angle, isSanShe, isDouble, isLock);
}
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#endregion
#region 多目标查找(TripleLock)
/// <summary>鱼锁定优先级:特殊Boss(5) > Boss鱼(4) > 特殊鱼(3) > 黄金鱼(2) > 普通鱼(1)</summary>
private int GetFishLockPriority(MonsterContral monster)
{
switch (monster.fishenum)
{
case FishTypeEnum.特殊Boss: return 5;
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case FishTypeEnum.Boss鱼: return 4;
case FishTypeEnum.特殊鱼: return 3;
case FishTypeEnum.黄金鱼: return 2;
case FishTypeEnum.普通鱼: return 1;
default: return 0;
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}
}
/// <summary>
/// 查找 fire 时的多目标(三发锁定用)。
/// 第一个目标 = 主锁 monCotl_Lock(打哪锁哪),剩余从 Boss/特殊Boss/特殊鱼/黄金鱼 按优先级补满
/// </summary>
private List<(MonsterContral monster, Transform hitPos)> FindFireTargets(int maxCount)
{
var result = new List<(MonsterContral monster, Transform hitPos)>();
var selected = new HashSet<string>();
if (CreateFishManager.Instance == null) return result;
// ① 主锁目标排第一(打哪锁哪)
if (currSitData.isLock && currSitData.monCotl_Lock != null &&
currSitData.monCotl_Lock.gameObject.activeInHierarchy)
{
Transform pos = currSitData.monCotl_Lock_Position != null && currSitData.monCotl_Lock_Position.gameObject.activeInHierarchy
? currSitData.monCotl_Lock_Position
: currSitData.monCotl_Lock.transform;
result.Add((currSitData.monCotl_Lock, pos));
selected.Add(currSitData.monCotl_Lock.guid);
if (result.Count >= maxCount) return result;
}
// ② 按优先级从分类字典补满剩余位置
var dicts = new Dictionary<string, MonsterContral>[]
{
CreateFishManager.Instance.fishDatas_hashCodekey_TS_Boss,
CreateFishManager.Instance.fishDatas_hashCodekey_Boss,
CreateFishManager.Instance.fishDatas_hashCodekey_TS,
CreateFishManager.Instance.fishDatas_hashCodekey_HJ,
};
foreach (var dict in dicts)
{
if (dict == null) continue;
foreach (var kv in dict)
{
MonsterContral m = kv.Value;
if (m == null || !m.gameObject.activeInHierarchy) continue;
if (selected.Contains(m.guid)) continue; // 跳过已选中的
Transform pos = m.transform;
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if (m.colliderList != null && m.colliderList.Count > 0)
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{
foreach (var col in m.colliderList)
{
if (col.gameObject.activeInHierarchy) { pos = col; break; }
}
}
result.Add((m, pos));
selected.Add(m.guid);
if (result.Count >= maxCount) return result;
}
}
return result;
}
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#endregion
#region 锁定系统(LockModule)
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//private void HandleLock()
//{
// CrossPlatformInput input = GetInput();
// if (!toggle_Lock.isOn) return;
// // 只有按下或抬起的那一帧触发锁定(保留你原来的逻辑)
// if (!input.wasReleasedThisFrame && !input.wasPressedThisFrame) return;
// // UI 点击过滤
// if (IsPointerOverUI(input.position))
// return;
// // 🔧 修正:屏幕坐标转世界坐标需要指定 Z 轴(2D 正交相机专用)
// Vector3 mousePos = input.position;
// mousePos.z = -Camera.main.transform.position.z; // 关键修正
// Vector2 worldPos = Camera.main.ScreenToWorldPoint(mousePos);
// // 🔧 优化:将 LayerMask 缓存为成员变量,避免每次调用 GetMask(非必要,但更好)
// // 你可以在 Start 中初始化:fishLayerMask = LayerMask.GetMask("Fish");
// // 这里直接写原方式也可以,但建议如下:
// int fishLayer = LayerMask.GetMask("Fish");
// RaycastHit2D hit = Physics2D.Raycast(worldPos, Vector2.zero, 1, fishLayer);
// if (hit.collider != null)
// {
// MonsterContral monster = hit.collider.GetComponentInParent<MonsterContral>();
// currSitData.SetLockTarget(monster, hit.collider.transform);
// // 保留你原来的调用方式:new List<string> { monster?.guid }
// SyncLock(new List<string> { monster?.guid }, monster.colliderList.IndexOf(hit.collider.transform));
// }
// else
// {
// currSitData.ClearLock();
// SyncTurretState(TurretState.Idle);
// SyncLock(null); // 保留你原来的重载(可能是 SyncLock(object) 或 SyncLock(string))
// }
//}
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private void HandleLock()
{
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CrossPlatformInput input = GetInput();
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if (!toggle_Lock.isOn) return;
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if (!input.wasPressedThisFrame && !input.wasReleasedThisFrame) return;
if (IsPointerOverUI(input.position)) return;
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// 射线从相机出发,指向鼠标点击点
Vector3 mousePos = input.position;
mousePos.z = -Camera.main.transform.position.z;
Vector2 mouseWorld = Camera.main.ScreenToWorldPoint(mousePos);
//Vector2 origin = Camera.main.transform.position;
//Vector2 dir = (mouseWorld - origin).normalized;
Vector2 dir = Vector2.zero;
float distance = 10000f;
int fishLayer = LayerMask.GetMask("Fish");
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// 获取所有命中(可能有多个)
RaycastHit2D[] hits = Physics2D.RaycastAll(mouseWorld, dir, distance, fishLayer);
if (hits.Length == 0)
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{
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// 未命中:清除锁定
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currSitData.ClearLock();
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SyncTurretState(TurretState.Idle);
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SyncLock(null);
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return;
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}
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// 按 Z 轴深度选择最前面的(Z 值最大的,因为相机在负 Z,更大 Z 更近)
// 如果您的相机在 Z = -10,物体 Z 范围 0 ~ 10,则 Z 越大越靠近相机
RaycastHit2D bestHit = hits[0];
float bestDepth = bestHit.collider.transform.position.z;
foreach (var hit in hits)
{
float depth = hit.collider.transform.position.z;
if (depth > bestDepth) // 更大 Z → 更近
{
bestDepth = depth;
bestHit = hit;
}
}
// 处理选中的最佳命中
MonsterContral monster = bestHit.collider.GetComponentInParent<MonsterContral>();
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Transform lockTr = (monster.colliderList == null || monster.colliderList.Count == 0)
? (monster.lockPoint==null ? bestHit.collider.transform : monster.lockPoint)
: bestHit.collider.transform;
currSitData.SetLockTarget(monster, lockTr);
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SyncLock(new List<string> { monster?.guid }, monster.colliderList.IndexOf(bestHit.collider.transform));
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}
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private void UpdateLockFX()
{
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foreach (var sit in list_Sits)
{
if (!sit.isLock || sit.monCotl_Lock == null) continue;
Vector3 pos = Vector3.zero;
if (!sit.monCotl_Lock_Position.gameObject.activeInHierarchy)
{
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if (sit.monCotl_Lock.colliderList != null && sit.monCotl_Lock.colliderList.Count > 0)
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{
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foreach (Transform t in sit.monCotl_Lock.colliderList)
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{
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if (t.gameObject.activeInHierarchy)
{
sit.monCotl_Lock_Position = t;
pos = sit.monCotl_Lock_Position.position;
break;
}
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}
}
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else
{
// 无 colliderList: 用 lockPoint 兜底
sit.monCotl_Lock_Position = sit.monCotl_Lock.lockPoint ?? sit.monCotl_Lock.transform;
pos = sit.monCotl_Lock_Position.position;
}
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if (!sit.monCotl_Lock_Position.gameObject.activeInHierarchy)
{
if (sit.lockFX.activeSelf)
sit.lockFX.SetActive(false);
}
}
else
{
pos = sit.monCotl_Lock_Position.position;
if (!sit.lockFX.activeSelf)
sit.lockFX.SetActive(true);
}
pos.z = Camera.main.transform.position.z + 1;
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sit.lockFX.transform.position = pos;
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}
}
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private void CheckLockTargetValid()
{
if (!currSitData.isLock) return;
var monster = currSitData.monCotl_Lock;
// 目标无效:被对象池回收 / 不激活 / 被销毁
if (monster == null || !monster.gameObject.activeInHierarchy)
{
currSitData.ClearLock(); // 清除锁定
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SyncTurretState(TurretState.Idle);
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SyncLock(null); // 同步服务器
// ⭐⭐⭐ 关键:怪死了 → 动画回到 Idle ⭐⭐⭐
currSitData.ChangeState(TurretState.Idle);
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SyncTurretState(TurretState.Idle);
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}
}
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private void HandleAutoLock()
{
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// 自动锁定必须满足:自动开火 + 锁定开关开启
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if (!toggle_SkillAuto.isOn) return;
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if (!toggle_Lock.isOn) return; // ✔ 自动锁定必须在锁定开关开启时才工作
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// 已经有锁定目标并且还活着,就不重复找
if (currSitData.isLock &&
currSitData.monCotl_Lock != null &&
currSitData.monCotl_Lock.gameObject.activeInHierarchy)
{
return;
}
MonsterContral target = FindAutoLockTarget();
if (target != null)
{
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currSitData.SetLockTarget(target, target.transform);
if (target.colliderList.Count > 0)
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{
for (int i = 0; i < target.colliderList.Count; i++)
{
if (target.colliderList[i].gameObject.activeInHierarchy)
{
SyncLock(new List<string> { target?.guid }, i);
}
}
}
else
{
SyncLock(new List<string> { target?.guid }, -1);
}
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}
else
{
currSitData.ClearLock();
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SyncTurretState(TurretState.Idle);
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SyncLock(null);
}
}
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private MonsterContral FindAutoLockTarget()
{
if (CreateFishManager.Instance == null ||
CreateFishManager.Instance.fishDatas_hashCodekey == null ||
CreateFishManager.Instance.fishDatas_hashCodekey.Count == 0)
return null;
MonsterContral best = null;
float bestSqr = float.MaxValue;
Vector3 origin = currSitData.tra_CurrTurret.position;
foreach (var kv in CreateFishManager.Instance.fishDatas_hashCodekey)
{
MonsterContral m = kv.Value;
if (m == null || !m.gameObject.activeInHierarchy) continue;
float sqr = (m.transform.position - origin).sqrMagnitude;
if (sqr < bestSqr)
{
bestSqr = sqr;
best = m;
}
}
return best;
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}
//private void HandleAutoLock()
//{
// if (!toggle_SkillAuto.isOn) return;
// if (toggle_Lock.isOn) return;
// if (currSitData.isLock) return;
// MonsterContral nearest = CreateFishManager.Instance;
// if (nearest != null)
// {
// currSitData.SetLockTarget(nearest, nearest.transform);
// SyncLock(nearest);
// }
//}
#endregion
#region BulletModule(子弹系统)
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private BullitMove CreateBullet(SitPosData sit, Vector2 pos, float angle, bool isDouble, bool isLock, string id,
MonsterContral lockTarget = null, Transform lockHitPos = null)
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{
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// ⭐ 远程座位炮台未加载时补加载
if (sit.currentTurret == null)
{
sit.LoadTurret(sit.currentTurretNumber);
if (sit.currentTurret == null) return null;
}
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GameObject prefab = isDouble ? sit.currentTurret.bulletPrefab_Two : sit.currentTurret.bulletPrefab;
if (!sit.ConsumeGold(isDouble ? 2 : 1))
return null;
var bullet = Instantiate(prefab, pos, Quaternion.Euler(0, 0, angle), bulletParent.transform)
.GetComponent<BullitMove>();
bullet.userid = sit.user;
bullet.playerID = sit.user;
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bullet.bulletID = id;
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if (isLock)
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{
if (lockTarget != null)
bullet.Lock(lockTarget, lockHitPos);
else
bullet.Lock(sit.monCotl_Lock, currSitData.monCotl_Lock_Position);
}
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return bullet;
}
#endregion
#region ⑥ 网络同步(NetSyncModule)
private void SyncRotate(float angle)
{
SyncGameData sgd = new SyncGameData
{
sitPos = currSitData.posID,
frameType = FrameDataType.rotateTurrect,
time = BeijingTimeManager.Instance.CurrentTimestampMs,
frameData = new FrameData_Rotate { angle = angle }
};
WebSocketSendList.SyncGameData(sgd);
}
private void SyncFire(float angle, bool isSanShe, bool isDouble, bool isLock)
{
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var fireData = new FrameData_FireBullit
{
angle = angle,
gold = currSitData.goldNum,
isSanShe = isSanShe,
twoRTruuect = isDouble,
isSuoDing = isLock,
auto = toggle_SkillAuto.isOn
};
// ⭐ 三发 + 锁定:查找 3 个优先级目标,写入 monsterIDs
if (isSanShe && isLock)
{
var targets = FindFireTargets(3);
if (targets.Count > 0)
fireData.monsterIDs = targets.Select(t => t.monster.guid).ToList();
}
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SyncGameData sgd = new SyncGameData
{
sitPos = currSitData.posID,
frameType = FrameDataType.fireBullet,
time = BeijingTimeManager.Instance.CurrentTimestampMs,
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frameData = fireData
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};
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//WebSocketSendList.SyncGameData(sgd);
var roomdata = GameManager.Instance.gameData.currRoomData;
var user = GameManager.Instance.user;
// 三射 = 3 发,否则 = 1 发
int count = isSanShe ? 3 : 1;
// 新版 FireCannon 不需要 timestamp 和 sign
WebSocketSendList.FireCannon(
roomdata.roomId,
user.id,
currSitData.consumeGoldNum,
count,
sgd,
"63215f0afa3f5b25"
);
// WebSocketSendList.FireCannon(roomdata.roomId, user.id,currSitData.consumeGoldNum,1,BeijingTimeManager.Instance.CurrentTimestamp, "63215f0afa3f5b25", sgd);
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}
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private void SyncLock(List<string> monsterguid, int index = -1)
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{
SyncGameData sgd = new SyncGameData
{
sitPos = currSitData.posID,
frameType = FrameDataType.changeAutoTarget,
time = BeijingTimeManager.Instance.CurrentTimestampMs,
frameData = new FrameData_ChangeAutoTarget
{
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targetGuid = monsterguid,
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colliderIndex = index,
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}
};
WebSocketSendList.SyncGameData(sgd);
}
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private void SyncTurretState(TurretState state)
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{
SyncGameData sgd = new SyncGameData
{
sitPos = currSitData.posID,
frameType = FrameDataType.changeTurretState,
time = BeijingTimeManager.Instance.CurrentTimestampMs,
frameData = new FrameData_TurretState { state = state }
};
WebSocketSendList.SyncGameData(sgd);
}
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public void SyncChangeTurret(int turretNumber)
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{
SyncGameData sgd = new SyncGameData
{
sitPos = currSitData.posID,
frameType = FrameDataType.changeTurret,
time = BeijingTimeManager.Instance.CurrentTimestampMs,
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frameData = new FrameData_ChangeTurret { turretIndex = turretNumber }
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};
WebSocketSendList.SyncGameData(sgd);
}
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private void SyncFreeze(bool isFreeze)
{
SyncGameData sgd = new SyncGameData
{
sitPos = currSitData.posID,
frameType = FrameDataType.freezeFish,
time = BeijingTimeManager.Instance.CurrentTimestampMs,
frameData = new FrameData_FreezeFish { isFreeze = isFreeze }
};
WebSocketSendList.SyncGameData(sgd);
}
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#endregion
#region ⑦ 服务器广播处理(NetReceiveModule)
public void SyncGameData_Rotate(SyncGameData sync)
{
if (sync.sitPos == currSitData.posID) return;
var data = FrameDataParser.Parse<FrameData_Rotate>(sync.frameData);
SmoothRotate(list_Sits[sync.sitPos], data.angle);
}
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public void SyncGameData_FireBullit(FireCannonSendData sync)
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{
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//if (sync.sitPos == currSitData.posID) return;
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var data = FrameDataParser.Parse<FrameData_FireBullit>(sync.extra.frameData);
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FireBullet(list_Sits[sync.extra.sitPos], data.angle, data.isSanShe, data.twoRTruuect, data.isSuoDing, sync.bulletIds, data.monsterIDs);
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}
public void SyncGameData_ChangeTargetMonster(SyncGameData sync)
{
if (sync.sitPos == currSitData.posID) return;
var data = FrameDataParser.Parse<FrameData_ChangeAutoTarget>(sync.frameData);
if (data.targetGuid == null)
{
list_Sits[sync.sitPos].ClearLock();
return;
}
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MonsterContral monster = CreateFishManager.Instance.fishDatas_hashCodekey[data.targetGuid[0]];
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Transform hitPos;
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if (monster.colliderList != null && monster.colliderList.Count > 0 && data.colliderIndex != -1)
hitPos = monster.colliderList[data.colliderIndex];
else
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hitPos = monster.lockPoint ?? monster.transform;
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list_Sits[sync.sitPos].SetLockTarget(monster, hitPos);
}
public void SyncGameData_RendromDieFish(SyncGameData sync)
{
var data = JsonConvert.DeserializeObject<FrameData_RandomDieFish>(sync.frameData.ToString());
CreateFishManager.Instance.Id_DieListFish_FX(
data.guids,
data.coinNum,
new Vector3(data.x, data.y, data.z),
data.count
);
}
public void SyncGameData_TurretState(SyncGameData sync)
{
if (sync.sitPos == currSitData.posID) return;
var data = FrameDataParser.Parse<FrameData_TurretState>(sync.frameData);
var sit = list_Sits[sync.sitPos];
sit.ChangeState(data.state);
}
public void SyncGameData_ChangeTurret(SyncGameData sync)
{
if (sync.sitPos == currSitData.posID) return;
var data = FrameDataParser.Parse<FrameData_ChangeTurret>(sync.frameData);
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list_Sits[sync.sitPos].LoadTurret(data.turretIndex);
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}
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public void SyncGameData_FreezeFish(SyncGameData sync)
{
if (sync.sitPos == currSitData.posID) return; // 自己发的不管
var data = FrameDataParser.Parse<FrameData_FreezeFish>(sync.frameData);
if (data.isFreeze)
CreateFishManager.Instance.FreezeAllFish();
else
CreateFishManager.Instance.UnfreezeAllFish();
}
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#endregion
#region 玩家加入/退出(PlayerJoinModule)
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public void JoinGame(int sitNum, long goldNum, long consumeGold, int currentTurretIndex, string user = null, string cannonId = null)
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{
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foreach (var sit in list_Sits)
{
if (sit.posID != sitNum) continue;
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sit.user = user ?? GameManager.Instance.user.id;
sit.goldNum = goldNum;
sit.consumeGoldNum = consumeGold;
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sit.tMP_GoldNum.text = goldNum.ToString();
sit.tMP_TurretConsumeNum.text = consumeGold.ToString();
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if (sit.user == GameManager.Instance?.user?.id)
SitPosData.localPlayerSit = sit;
sit.gameObject.SetActive(true);
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// 用该玩家自己的 cannonId 加载炮台
if (!string.IsNullOrEmpty(cannonId) && int.TryParse(cannonId, out int turretNum))
sit.LoadTurret(turretNum);
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}
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}
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public void TuiChuHHWK()
{
WebSocketSendList.LeaveRoom(GameManager.Instance.gameData.currRoomData.roomId, currSitData.user);
CreateFishManager.Instance.fangzhu = false;
}
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#endregion
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}