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5.24BuYu/Assets/MyGame/Scripts/Turret/SitPosData.cs
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////using Assets.MyGame.Scripts.Net.API;
////using Spine.Unity;
////using System;
////using System.Collections;
////using System.Collections.Generic;
////using System.Linq;
////using TMPro;
////using Unity.VisualScripting;
////using UnityEngine;
////using UnityEngine.UI;
////public class SitPosData : MonoBehaviour
////{
//// [Header("用户id")]
//// public string user;
//// [Header("座位id")]
//// public int posID;
//// [Header("金币")]
//// public TextMeshProUGUI tMP_TurretConsumeNum;
//// public TextMeshProUGUI tMP_GoldNum;
//// public Button btn_TurretAdd;
//// public Button btn_TurretMinus;
//// public long goldNum;
//// public long consumeGoldNum;
//// [Header("炮台")]
//// public Dictionary<string, TurretData> dic_Turrets=new Dictionary<string, TurretData>();
//// public List<TurretData> list_Turrets=new List<TurretData>();
//// public int currentTurretIndex = 0;
//// public string currentTurretID = "";
//// public TurretData currentTurret;
//// [Header("锁定")]
//// public MonsterContral monCotl_Lock;
//// public Transform monCotl_Lock_Position;
//// public bool isLock=false;
//// public GameObject lockFX;
//// [Header("当前炮塔")]
//// public Transform tra_CurrTurret;
//// public Transform tra_CurrFly; //星际迷航特有
//// public GameObject changeTurretList;
//// public Action<TurretState> OnStateChange;
//// public void ChangeState(TurretState state)
//// {
//// OnStateChange?.Invoke(state);
//// }
//// public void Awake()
//// {
//// //list_Turrets.Sort((td1,td2) =>
//// //{
//// // return td1.turretID.CompareTo(td2.turretLevel);
//// //});
//// dic_Turrets = list_Turrets.ToDictionary(td => td.turretID);
//// btn_TurretAdd.onClick.AddListener(() =>
//// {
//// ChangeTurretAddConsumeNum(1000);
//// });
//// btn_TurretMinus.onClick.AddListener(() =>
//// {
//// ChangeTurretMinusConsumeNum(1000);
//// });
//// }
//// public void Update()
//// {
//// }
//// public void ChangeTurret(int n=0)
//// {
//// if (currentTurretIndex>list_Turrets.Count|| currentTurretIndex<0)
//// {
//// //currentTurretIndex = currentTurretIndex;
//// }
//// else
//// {
//// currentTurretIndex = n;
//// }
//// if (currentTurret != null)
//// {
//// currentTurret.gameObject.SetActive(false);
//// }
//// currentTurretID = list_Turrets[currentTurretIndex].turretID; //dic_Turrets[currentTurretID];
//// currentTurret=dic_Turrets[currentTurretID];
//// currentTurret.gameObject.SetActive(true);
//// // ⭐ 关键:把状态机入口绑定到当前炮台
//// OnStateChange = currentTurret.ChangeState;
//// gameObject.SetActive(true);
//// tra_CurrTurret =currentTurret.transform.GetChild(0);
//// tra_CurrFly = currentTurret.transform.GetChild(1);
//// }
//// public void ChangeTurretConsumeNum(int n = 0)
//// {
//// consumeGoldNum = n;
//// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
//// }
//// public void ChangeTurretAddConsumeNum(int n = 0)
//// {
//// consumeGoldNum += n;
//// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
//// }
//// public void ChangeTurretMinusConsumeNum(int n = 0)
//// {
//// consumeGoldNum -= n;
//// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
//// }
//// public bool ConsumeGold(int bl=1)
//// {
//// long temp = goldNum - consumeGoldNum*bl;
//// if (temp > 0)
//// {
//// goldNum = temp;
//// tMP_GoldNum.text = goldNum.ToString();
//// return true;
//// }
//// return false;
//// }
////}
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//using System;
//using System.Collections.Generic;
//using System.Linq;
//using TMPro;
//using UnityEngine;
//using UnityEngine.UI;
//public class SitPosData : MonoBehaviour
//{
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// // -------------------------
// // 玩家信息
// // -------------------------
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// public string user;
// public int posID;
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// [Header("金币")]
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// public long goldNum;
// public long consumeGoldNum;
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// public TextMeshProUGUI tMP_TurretConsumeNum;
// public TextMeshProUGUI tMP_GoldNum;
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// // -------------------------
// // 炮台管理
// // -------------------------
// public List<TurretData> list_Turrets = new List<TurretData>();
// public Dictionary<string, TurretData> dic_Turrets = new Dictionary<string, TurretData>();
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// public int currentTurretIndex = 0;
// public TurretData currentTurret;
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// // 状态机入口(GameMainPanel 调用)
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// public Action<TurretState> OnStateChange;
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// // -------------------------
// // 炮台旋转
// // -------------------------
// public Transform tra_CurrTurret;
// public float currentAngle;
// // -------------------------
// // 锁定系统
// // -------------------------
// public MonsterContral monCotl_Lock;
// public Transform monCotl_Lock_Position;
// public bool isLock;
// public GameObject lockFX;
// // -------------------------
// // UI
// // -------------------------
// public Button btn_TurretAdd;
// public Button btn_TurretMinus;
// public GameObject changeTurretList;
// private void Awake()
// {
// dic_Turrets = list_Turrets.ToDictionary(t => t.turretID);
// btn_TurretAdd.onClick.AddListener(() => ChangeTurretAddConsumeNum(1000));
// btn_TurretMinus.onClick.AddListener(() => ChangeTurretMinusConsumeNum(1000));
// }
// // -------------------------
// // 切换炮台
// // -------------------------
// public void ChangeTurret(int index)
// {
// if (currentTurret != null)
// currentTurret.gameObject.SetActive(false);
// currentTurretIndex = Mathf.Clamp(index, 0, list_Turrets.Count - 1);
// currentTurret = list_Turrets[currentTurretIndex];
// currentTurret.gameObject.SetActive(true);
// // 绑定状态机入口
// OnStateChange = currentTurret.ChangeState;
// // 缓存旋转点
// tra_CurrTurret = currentTurret.transform.GetChild(0);
// }
// // -------------------------
// // 切换状态(GameMainPanel 调用)
// // -------------------------
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// public void ChangeState(TurretState state)
// {
// OnStateChange?.Invoke(state);
// }
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// // -------------------------
// // 炮台旋转
// // -------------------------
// public void SetRotation(float angle)
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// {
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// currentAngle = angle;
// tra_CurrTurret.rotation = Quaternion.Euler(0, 0, angle);
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// }
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// // -------------------------
// // 获取发射点(给 GameMainPanel)
// // -------------------------
// public Vector2 GetBulletStartPos()
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// {
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// return currentTurret.GetBulletStartWorldPos();
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// }
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// // -------------------------
// // 金币消耗
// // -------------------------
// public bool ConsumeGold(int mul = 1)
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// {
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// long temp = goldNum - consumeGoldNum * mul;
// if (temp < 0) return false;
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// goldNum = temp;
// tMP_GoldNum.text = goldNum.ToString();
// return true;
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// }
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// public void ChangeTurretAddConsumeNum(int n)
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// {
// consumeGoldNum += n;
// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
// }
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// public void ChangeTurretMinusConsumeNum(int n)
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// {
// consumeGoldNum -= n;
// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
// }
//}
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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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// -------------------------
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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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public int posID;
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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_TurretConsumeNum;
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// -------------------------
// 炮台管理
// -------------------------
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[Header("炮台")]
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public List<TurretData> list_Turrets = new List<TurretData>();
public Dictionary<string, TurretData> dic_Turrets = new Dictionary<string, TurretData>();
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public int currentTurretIndex = 0;
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public string currentTurretID = "";
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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;
// -------------------------
// 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;
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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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public GameObject changeTurretList;
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private void Awake()
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{
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// 构建字典
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dic_Turrets = list_Turrets.ToDictionary(t => t.turretID);
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// 炮台倍率按钮
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btn_TurretAdd.onClick.AddListener(() => ChangeTurretAddConsumeNum(1000));
btn_TurretMinus.onClick.AddListener(() => ChangeTurretMinusConsumeNum(1000));
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}
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// -------------------------
// 切换炮台
// -------------------------
public void ChangeTurret(int index)
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{
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// 关闭旧炮台
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if (currentTurret != null)
currentTurret.gameObject.SetActive(false);
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// 计算新索引
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currentTurretIndex = Mathf.Clamp(index, 0, list_Turrets.Count - 1);
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// 获取新炮台
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currentTurret = list_Turrets[currentTurretIndex];
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currentTurretID = currentTurret.turretID;
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currentTurret.gameObject.SetActive(true);
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// 绑定状态机入口
OnStateChange = currentTurret.ChangeState;
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// 缓存旋转点
tra_CurrTurret = currentTurret.transform.GetChild(0);
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if (CreateFishManager.Instance.currGameType != null)
{
// 如果当前处于狂暴状态,切换炮台后也要继续倍速
bool frenzy = CreateFishManager.Instance.currGameType.isFrenzy;
currentTurret.SetFrenzy(frenzy);
}
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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()
{
return currentTurret.GetBulletStartWorldPos();
}
// -------------------------
// 金币消耗
// -------------------------
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;
}
public void ChangeTurretAddConsumeNum(int n)
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{
consumeGoldNum += n;
tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
}
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public void ChangeTurretMinusConsumeNum(int n)
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{
consumeGoldNum -= n;
tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
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}
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// -------------------------
// 锁定系统(本地)
// -------------------------
public void SetLockTarget(MonsterContral monster, Transform hitPos)
{
monCotl_Lock = monster;
monCotl_Lock_Position = hitPos;
isLock = monster != null;
lockFX.SetActive(isLock);
}
public void ClearLock()
{
monCotl_Lock = null;
monCotl_Lock_Position = null;
isLock = false;
lockFX.SetActive(false);
}
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}
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