2026-08-18 21:36:11 +08:00
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using UnityEngine;
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using UnityEngine.UI;
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2026-08-22 17:23:07 +08:00
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/// <summary>
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/// 机甲雷霆:倍数从 1 滚到服务端下发的 bJbeishu(复用基类 RollNumber 滚动),
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/// Timeline 结束直接 OnScoreEnd 结算。
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/// </summary>
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public class JiJiaLeiTingEvent : BJRedPacketEvent
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2026-08-18 21:36:11 +08:00
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{
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public Text number_BeiShu;
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[Header("倍数滚动")]
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[Tooltip("倍数从1涨到最终倍数(bJbeishu)所需时间(秒)")]
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public float beiShuRollDuration = 2f;
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public void BJ()
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{
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CallBJ();
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}
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2026-08-22 17:23:07 +08:00
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2026-08-18 21:36:11 +08:00
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public void TimeLineEnd()
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{
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// 最后不发金币红包,直接结束:回加金币 + 显示 bjEndUI + 删分数面板 + 回收
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OnScoreEnd();
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}
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/// <summary>
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/// 动画事件调用:开始滚动倍数。
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/// 从 1 慢慢往上涨,经过 beiShuRollDuration 秒后到达最终倍数 bJbeishu(服务端下发)。
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/// </summary>
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public void StartBeiShuRoll()
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{
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if (number_BeiShu == null) return;
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2026-08-20 16:27:42 +08:00
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// 音效:数字滚动(PW_Number_Roll)
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AudioManager.Instance.PlayerFXByName("PW_Number_Roll");
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2026-08-22 17:23:07 +08:00
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// 基类通用数字滚动(自动停止上一次滚动,防重复触发)
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RollNumber(v => number_BeiShu.text = v.ToString(), 1, bJbeishu, beiShuRollDuration);
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2026-08-18 21:36:11 +08:00
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}
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}
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