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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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/// <summary>炮台控制模式</summary>
public enum TurretControlMode
{
/// <summary>普通模式:动态克隆炮台,显示金币+钻石,按钮打开面板切换</summary>
Normal = 0,
/// <summary>星际迷航模式:座位子对象激活/停用,只显示金币,长按炮台弹出扇形切换</summary>
XJMH = 1
}
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public class SitPosData : MonoBehaviour
{
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public bool IsBaoJiangingActive;
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public Transform obj_BaoJiangZhongPanelPosition;
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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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[Header("战神")]
[Tooltip("战神实例化的父节点")]
public Transform zhanShenParent;
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[Tooltip("当前装备的战神编号(0=无战神)。炮台/战神显示二选一:有战神时 turretParent 隐藏")]
public int currentZhanShenNumber;
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[Header("特殊鱼炮台")]
[Tooltip("特殊鱼炮台实例化的父节点")]
public Transform tSYPTParent;
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[Tooltip("特殊鱼炮台(钻头)是否正在使用:true=期间禁用普通开火,点击只发射钻头")]
public bool isDrillActive;
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[Tooltip("激光锁定:true=激光发射期间炮台锁定方向,SetRotation 不生效(原方向打到爆奖结束)")]
public bool isLaserLocked;
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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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public Transform turretRotate;
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[Header("炮台控制模式")]
[Tooltip("Normal=普通模式(动态克隆炮台,显示金币+钻石,按钮切换); XJMH=星际迷航模式(座位子对象激活/停用,只显示金币,长按扇形切换)")]
public TurretControlMode turretControlMode = TurretControlMode.Normal;
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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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/// <summary>当前运行中的战神实例(null=未显示)。炮台/战神显示二选一:有战神时 turretParent 隐藏</summary>
[System.NonSerialized]
public GameObject currentZhanShen;
/// <summary>战神实例上的 TurretData/ZhanShenTurretData(开火时优先取战神的子弹预制体,null=无战神或未挂组件)</summary>
[System.NonSerialized]
public TurretData currentZhanShenData;
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// -------------------------
// 战神激光(锁定时显示)
// -------------------------
/// <summary>战神激光对象列表(世界空间 LineRenderer,起点=子弹创建位置,终点=锁定鱼的位置)。三发锁定=3条</summary>
private readonly List<LineRenderer> _zhanShenLasers = new List<LineRenderer>();
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// -------------------------
// XJMH 炮台列表(星际迷航专用)
// -------------------------
[Header("XJMH 炮台列表")]
[Tooltip("XJMH 模式专用:在 Inspector 中拖入座位下的所有炮台子对象(带 TurretData 组件)。" +
"数量不多,建议按炮台编号升序排列,便于扇形切换按索引选择。")]
public List<TurretData> xjmhTurretList = new List<TurretData>();
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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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/// <summary>
/// ⭐ 当前锁定是否为玩家手动锁定。
/// - true:玩家点击锁定的鱼 → 不受路径进度(0.1~0.9)限制,鱼离场前一直锁定
/// - false:自动锁定/三发查找/bot → 受路径进度限制
/// 由 GameMainPanel_FishBase 在 SetLockTarget 前设置
/// </summary>
[System.NonSerialized]
public bool isManualLock = 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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if (btn_TurretAdd != null)
btn_TurretAdd.onClick.AddListener(() => ChangeTurretAddConsumeNum());
if (btn_TurretMinus != null)
btn_TurretMinus.onClick.AddListener(() => ChangeTurretMinusConsumeNum());
// XJMH 模式:隐藏钻石显示(只显示金币)
if (turretControlMode == TurretControlMode.XJMH && tMP_DiamondNum != null)
tMP_DiamondNum.gameObject.SetActive(false);
// XJMH 模式:炮台是座位自带子对象,预制体里已摆好,不需要加载。
// 这里只做引用初始化,不做激活/停用。
if (turretControlMode == TurretControlMode.XJMH)
InitXJMHTurret();
}
/// <summary>
/// XJMH 模式:炮台是座位自带子对象,预制体里已摆好激活状态,不需要 LoadTurret 加载。
/// 此方法只做引用初始化:从 <see cref="xjmhTurretList"/> 取第一个激活的炮台赋给 currentTurret,
/// 并绑定旋转节点、状态机入口、世界坐标缓存。不做任何激活/停用操作。
/// </summary>
private void InitXJMHTurret()
{
if (xjmhTurretList == null || xjmhTurretList.Count == 0)
{
Debug.LogWarning($"[SitPosData] XJMH 炮台列表未配置,座位 {posID} 无炮台可用");
return;
}
// 优先取列表中第一个激活的炮台;若全部未激活,取 list[0]
TurretData found = null;
foreach (var td in xjmhTurretList)
{
if (td == null) continue;
if (td.gameObject.activeSelf)
{
found = td;
break;
}
}
if (found == null)
{
found = xjmhTurretList[0];
found.gameObject.SetActive(true);
}
currentTurret = found;
currentTurretNumber = found.turretNumber;
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// 缓存旋转节点:优先用 TurretData.tra_RotationPivot,否则回退父节点
tra_CurrTurret = GetTurretRotationPivot(currentTurret);
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OnStateChange = currentTurret.ChangeState;
UpdateTurretWorldPos();
Debug.Log($"[SitPosData] XJMH 炮台引用已初始化: #{currentTurretNumber}");
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}
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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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// 座位禁用时清理战神激光(世界空间对象,不随座位隐藏)
DestroyZhanShenLaser();
}
private void Update()
{
UpdateZhanShenLaser();
}
// ==================== 战神激光(锁定时显示) ====================
/// <summary>
/// 战神锁定时显示激光(LineRenderer):起点=创建子弹的位置(GetBulletStartPos),终点=锁定鱼的位置。
/// ⭐ 一个锁定点一条线:单发锁定=1条,三发锁定=3条(主目标+2个三发目标)。
/// ⭐ 只是视觉表现:打中鱼仍按正常攻击频率由子弹完成(HandleAutoFire 以 attackTime 发射锁定子弹)。
/// 普通炮台没有此效果(currentZhanShenData 为 null 时不显示)。
/// </summary>
private void UpdateZhanShenLaser()
{
// 收集所有有效锁定点:主目标 + 三发锁定的额外目标
_laserTargets.Clear();
if (currentZhanShenData != null && isLock)
{
if (monCotl_Lock_Position != null && monCotl_Lock_Position.gameObject.activeInHierarchy)
_laserTargets.Add(monCotl_Lock_Position);
// 三发锁定:每个有效目标一条线(主目标已在上面,这里只补额外的)
if (tripleLockTargets.Count > 0)
{
for (int i = 0; i < tripleLockTargets.Count && i < tripleLockPositions.Count; i++)
{
var pos = tripleLockPositions[i];
var mon = tripleLockTargets[i];
// 主目标(monCotl_Lock)已在上面加过,跳过避免重复
if (mon == monCotl_Lock) continue;
if (mon == null || mon.isDead || pos == null || !pos.gameObject.activeInHierarchy) continue;
_laserTargets.Add(pos);
}
}
}
// 没有锁定点:隐藏所有激光
if (_laserTargets.Count == 0)
{
for (int i = 0; i < _zhanShenLasers.Count; i++)
{
if (_zhanShenLasers[i] != null && _zhanShenLasers[i].gameObject.activeSelf)
_zhanShenLasers[i].gameObject.SetActive(false);
}
return;
}
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// 起点:创建子弹的位置(Z=-50,战神激光显示层,和 FireBullet 的 startPos 同源仅 Z 不同)
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Vector3 start = GetBulletStartPos();
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start.z = -50f;
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// 需要几条就创建几条(三发=3个 LineRenderer),多余的隐藏
for (int i = 0; i < _laserTargets.Count; i++)
{
var line = i < _zhanShenLasers.Count ? _zhanShenLasers[i] : CreateZhanShenLaser(i);
if (line == null) continue;
if (!line.gameObject.activeSelf)
line.gameObject.SetActive(true);
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// 终点:该条锁定鱼的位置(Z=-50,与起点同层)
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Vector3 end = _laserTargets[i].position;
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end.z = -50f;
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line.SetPosition(0, start);
line.SetPosition(1, end);
}
for (int i = _laserTargets.Count; i < _zhanShenLasers.Count; i++)
{
if (_zhanShenLasers[i] != null && _zhanShenLasers[i].gameObject.activeSelf)
_zhanShenLasers[i].gameObject.SetActive(false);
}
}
/// <summary>激光终点缓存列表(每帧复用,避免 GC)</summary>
private readonly List<Transform> _laserTargets = new List<Transform>();
/// <summary>
/// 创建一条战神激光(第 index 条):
/// - laserPrefab 非空 → 克隆预制体(LineRenderer 配置以预制体为准);
/// - laserPrefab 为空 → 直接创建一个新 GameObject 并加上 LineRenderer(用 TurretData 上的宽度/颜色)。
/// </summary>
private LineRenderer CreateZhanShenLaser(int index)
{
var zsData = currentZhanShenData;
GameObject laserGo;
LineRenderer line;
if (zsData.laserPrefab != null)
{
laserGo = Instantiate(zsData.laserPrefab);
laserGo.name = $"ZhanShenLaser_{index}";
line = laserGo.GetComponent<LineRenderer>();
if (line == null)
line = laserGo.AddComponent<LineRenderer>();
}
else
{
// ⭐ prefab 为空:直接新建对象 + LineRenderer
laserGo = new GameObject($"ZhanShenLaser_{index}");
line = laserGo.AddComponent<LineRenderer>();
}
// 公共配置:两个端点
line.positionCount = Mathf.Max(line.positionCount, 2);
laserGo.transform.SetParent(null); // 世界空间,不随座位/炮台旋转
if (zsData.laserPrefab == null)
{
// 自动创建时应用 TurretData 上的宽度/颜色/材质
line.startWidth = zsData.laserWidth;
line.endWidth = zsData.laserWidth;
line.startColor = zsData.laserColor;
line.endColor = zsData.laserColor;
var shader = Shader.Find("Sprites/Default");
if (shader != null)
line.material = new Material(shader) { color = Color.white };
line.useWorldSpace = true;
}
_zhanShenLasers.Add(line);
return line;
}
/// <summary>销毁所有战神激光对象(清战神/座位禁用时调用)</summary>
private void DestroyZhanShenLaser()
{
for (int i = 0; i < _zhanShenLasers.Count; i++)
{
if (_zhanShenLasers[i] != null)
Destroy(_zhanShenLasers[i].gameObject);
}
_zhanShenLasers.Clear();
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}
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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;
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// XJMH 模式:炮台是座位自带子对象,Awake 已初始化引用,不需要加载
if (turretControlMode != TurretControlMode.XJMH)
{
var cannonUsing = GameManager.Instance.user.cannonUsing;
if (cannonUsing != null && int.TryParse(cannonUsing.number, out int num))
LoadTurret(num);
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var wingUsing = GameManager.Instance.user.wingUsing;
if (wingUsing != null && int.TryParse(wingUsing.number, out int wingNum))
LoadWing(wingNum);
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var godWarUsing = GameManager.Instance.user.godWarUsing;
if (godWarUsing != null && int.TryParse(godWarUsing.number, out int zsNum))
LoadZhanShen(zsNum);
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}
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}
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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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}
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// ==================== 炮台加载 ====================
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/// <summary>
/// 获取炮台的旋转节点。
/// - 若 TurretData.tra_RotationPivot 已赋值 → 用它(精确指定旋转中心)
/// - 否则回退旧逻辑:炮台父节点(Normal 克隆的中间容器 / XJMH 子对象的父节点)
/// </summary>
private Transform GetTurretRotationPivot(TurretData turret)
{
if (turret == null) return null;
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// ⭐ 已分离旋转(用 turretRotate 旋转)时:tra_CurrTurret 只当【瞄准/位置锚点】,
// 必须指向固定节点(turretRotate 的父节点),让瞄准用的 tra_CurrTurret.transform.parent
// 不随旋转而变,否则瞄准参考系跟着转就会抖动。旋转由 turretRotate 负责。
if (turretRotate != null)
return turretRotate.parent != null ? turretRotate.parent : turretRotate;
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// 优先用 TurretData 上配置的旋转节点
if (turret.tra_RotationPivot != null)
return turret.tra_RotationPivot;
// 回退:用父节点(兼容旧逻辑)
Transform parent = turret.transform.parent;
return parent != null ? parent : turret.transform;
}
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/// <summary>
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/// 根据炮台编号加载炮台。
/// Normal 模式:从 Addressables 加载预制体并克隆到 turretParent。
/// XJMH 模式:炮台是座位子对象,激活对应编号子对象、停用其他。
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/// </summary>
public void LoadTurret(int turretNumber)
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{
if (turretControlMode == TurretControlMode.XJMH)
{
SwitchTurretChild(turretNumber);
return;
}
LoadTurretNormal(turretNumber);
}
/// <summary>
/// 普通模式: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>
private void LoadTurretNormal(int turretNumber)
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{
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// ⭐ 炮台/战神显示二选一:切回普通炮台时清除战神并恢复 turretParent 显示
ClearZhanShen();
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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;
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// 缓存旋转节点:优先用 TurretData.tra_RotationPivot,否则回退父节点
tra_CurrTurret = GetTurretRotationPivot(currentTurret);
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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
UpdateTurretWorldPos();
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Debug.Log($"[SitPosData] 炮台已加载(Normal): #{turretNumber}");
}
/// <summary>
/// XJMH 模式:炮台都是座位的子对象,激活对应编号的炮台、停用其他。
/// 不需要 Instantiate/Destroy,只做激活/停用,无需额外处理。
/// 优先从 <see cref="xjmhTurretList"/> 查找,列表为空时回退遍历子对象。
/// </summary>
private void SwitchTurretChild(int turretNumber)
{
BulletPool.Instance.ClearActive();
// 炮台挂载根:turretParent 优先,否则用座位自身
Transform parent = turretParent != null ? turretParent : transform;
// 优先用 Inspector 配置的炮台列表
TurretData found = null;
if (xjmhTurretList != null && xjmhTurretList.Count > 0)
{
foreach (var td in xjmhTurretList)
{
if (td == null) continue;
bool active = td.turretNumber == turretNumber;
td.gameObject.SetActive(active);
if (active) found = td;
}
}
else
{
// 回退:列表未配置时遍历子对象
for (int i = 0; i < parent.childCount; i++)
{
var child = parent.GetChild(i);
var td = child.GetComponent<TurretData>();
if (td == null) continue;
if (td.turretNumber == turretNumber)
{
child.gameObject.SetActive(true);
found = td;
}
else
{
child.gameObject.SetActive(false);
}
}
}
if (found == null)
{
Debug.LogWarning($"[SitPosData] XJMH 子对象中未找到炮台 #{turretNumber}");
return;
}
currentTurretNumber = turretNumber;
currentTurret = found;
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// 缓存旋转节点:优先用 TurretData.tra_RotationPivot,否则回退父节点
tra_CurrTurret = GetTurretRotationPivot(currentTurret);
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OnStateChange = currentTurret.ChangeState;
UpdateTurretWorldPos();
Debug.Log($"[SitPosData] 炮台已切换(XJMH): #{turretNumber}");
}
/// <summary>
/// XJMH 模式:按列表索引直接切换炮台。
/// 用于扇形切换 UI 中按位置选择炮台,避免再做编号匹配。
/// </summary>
/// <param name="index">xjmhTurretList 中的索引</param>
/// <returns>切换成功返回 true;索引越界或列表为空返回 false</returns>
public bool SwitchTurretByIndex(int index)
{
if (turretControlMode != TurretControlMode.XJMH) return false;
if (xjmhTurretList == null || index < 0 || index >= xjmhTurretList.Count) return false;
var td = xjmhTurretList[index];
if (td == null) return false;
// 命中当前炮台则无需切换
if (td.turretNumber == currentTurretNumber) return true;
SwitchTurretChild(td.turretNumber);
return true;
}
/// <summary>
/// XJMH 模式:根据当前炮台在 xjmhTurretList 中的索引返回下一个炮台编号。
/// 用于"切换到下一把"的快捷操作。循环切换,列表为空返回 -1。
/// </summary>
public int GetNextTurretNumber()
{
if (turretControlMode != TurretControlMode.XJMH) return -1;
if (xjmhTurretList == null || xjmhTurretList.Count == 0) return -1;
int currIdx = xjmhTurretList.FindIndex(td => td != null && td.turretNumber == currentTurretNumber);
if (currIdx < 0) return xjmhTurretList[0].turretNumber;
int nextIdx = (currIdx + 1) % xjmhTurretList.Count;
return xjmhTurretList[nextIdx].turretNumber;
}
/// <summary>
/// 获取当前可用的炮台编号列表。
/// Normal 模式:从资源表按类型查询。
/// XJMH 模式:优先从 <see cref="xjmhTurretList"/> 读取,列表为空时回退扫描座位子对象。
/// </summary>
public List<int> GetAvailableTurretNumbers()
{
var result = new List<int>();
if (turretControlMode == TurretControlMode.XJMH)
{
// 优先用配置的炮台列表
if (xjmhTurretList != null && xjmhTurretList.Count > 0)
{
foreach (var td in xjmhTurretList)
if (td != null) result.Add(td.turretNumber);
}
else
{
// 回退:扫描座位子对象
Transform parent = turretParent != null ? turretParent : transform;
for (int i = 0; i < parent.childCount; i++)
{
var td = parent.GetChild(i).GetComponent<TurretData>();
if (td != null)
result.Add(td.turretNumber);
}
}
}
else
{
var list = TurretResourcesData.GetTurretDataByType(1);
if (list != null)
result = list.ConvertAll(d => d.turretNumber);
}
return result;
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}
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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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// XJMH 模式没有翅膀概念,直接跳过
if (turretControlMode == TurretControlMode.XJMH) return;
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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($"[SitPosData] 翅膀已加载: #{turretNumber}");
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}
/// <summary>根据炮台编号字符串加载。</summary>
public void LoadWing(string turretNumberStr)
{
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if (int.TryParse(turretNumberStr, out int num))
LoadWing(num);
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}
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// ==================== 战神加载(动态克隆,同翅膀) ====================
/// <summary>
/// 根据战神编号,加载游戏内使用的战神模型(ZSYX 标签的那个)。
/// 处理方式和翅膀一样:直接克隆到 zhanShenParent、保持预制体原始位置/旋转/缩放,不再管其他的
/// (渲染由座位预设的 Camera + RawImage 完成,显示节点挂在 turretRotate 下会跟随瞄准旋转)。
/// ⭐ 炮台/战神显示二选一:加载战神后隐藏 turretParent(仅游戏内,切换面板 UI 不受影响)。
/// </summary>
public void LoadZhanShen(int zhanShenNumber)
{
// XJMH 模式没有战神概念,直接跳过(和翅膀一致)
if (turretControlMode == TurretControlMode.XJMH) return;
// 先清理已有战神(保留预设的 Camera,它是用来渲染战神到 RawImage 的)
ClearZhanShenInstance();
// 从 TurretResourcesData 拿游戏内使用的战神预制体
GameObject prefab = TurretResourcesData.GetZhanShenPrefab(zhanShenNumber, ZhanShenUsage.GamePlay);
if (prefab == null)
{
Debug.LogWarning($"[SitPosData] 战神使用预制体未加载: #{zhanShenNumber}(检查 ZSYX 标签配置)");
return;
}
// 克隆到 zhanShenParent,保持预制体原始位置/旋转/缩放
GameObject instance = Instantiate(prefab, zhanShenParent, false);
instance.SetActive(true);
currentZhanShen = instance;
currentZhanShenNumber = zhanShenNumber;
// 绑定状态机入口:战神接管开火/待机动画(PlayFire 约定,见 TurretData.PlayWarGodAnimator)
// 同时缓存 TurretData:开火时优先用战神的子弹预制体(bulletPrefab/bulletPrefab_Two)
var zsData = instance.GetComponent<TurretData>();
currentZhanShenData = zsData;
if (zsData != null)
{
zsData.turretNumber = zhanShenNumber;
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zsData.setPosData = this; // 注入座位引用:FireIndex 动态切换(锁定=1激光/非锁定=0子弹)需要查锁定状态
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OnStateChange = zsData.ChangeState;
}
// ⭐ 炮台/战神显示二选一:显示战神时隐藏普通炮台
if (turretParent != null)
turretParent.gameObject.SetActive(false);
Debug.Log($"[SitPosData] 战神已加载: #{zhanShenNumber}");
}
/// <summary>根据战神编号字符串加载。</summary>
public void LoadZhanShen(string zhanShenNumberStr)
{
if (int.TryParse(zhanShenNumberStr, out int num))
LoadZhanShen(num);
}
/// <summary>清除战神并恢复普通炮台显示(炮台/战神显示二选一的另一半)</summary>
public void ClearZhanShen()
{
ClearZhanShenInstance();
currentZhanShenNumber = 0;
// 恢复普通炮台显示
if (turretParent != null)
turretParent.gameObject.SetActive(true);
// 状态机入口还给普通炮台(若已加载)
if (currentTurret != null)
OnStateChange = currentTurret.ChangeState;
}
/// <summary>只清 zhanShenParent 下的战神实例(保留 Camera),不动炮台显隐</summary>
private void ClearZhanShenInstance()
{
if (zhanShenParent != null)
{
for (int i = zhanShenParent.childCount - 1; i >= 0; i--)
{
var child = zhanShenParent.GetChild(i);
if (child.GetComponent<Camera>() != null)
continue; // 保留 Camera
Destroy(child.gameObject);
}
}
currentZhanShen = null;
currentZhanShenData = null;
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// 战神清了激光也没了
DestroyZhanShenLaser();
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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)
{
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// ⭐ 激光发射期间锁定方向:忽略旋转请求(激光沿原方向打到爆奖结束)
if (isLaserLocked) return;
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currentAngle = angle;
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// ⭐ 炮台旋转只作用于 turretRotate(所有需要旋转的父对象),其余不改
if (turretRotate != null)
turretRotate.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 fireConsumeGold = 0)
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{
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// fireConsumeGold>0: 用服务端返回的该发子弹权威扣费金额
// fireConsumeGold=0: 回退到本地 consumeGoldNum * mul
long useConsume = fireConsumeGold > 0 ? fireConsumeGold : consumeGoldNum * mul;
long temp = goldNum - useConsume;
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if (temp < 0) return false;
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long oldGold = goldNum;
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goldNum = temp;
tMP_GoldNum.text = goldNum.ToString();
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// ⭐ 记录金币流水:已扣钱(开火消耗,本地已执行)
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GameManager.LogGoldFlowAppliedCost("Fire", $"开火消耗 原有金币={oldGold} 消耗金币=-{useConsume} 剩余金币={goldNum} 座位={posID} 房间={GameManager.Instance.gameData?.currRoomData?.roomId}");
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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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// ⭐ 不立即修改 consumeGoldNum 和 UI,等服务端 ChangeGunMultipleNotice 确认后再应用
// 避免:客户端先切换炮倍 → 开火按新炮倍扣费 → 服务端还没确认按旧炮倍扣费 → 差值
int newConsume = CreateFishManager.Instance.currGameType.paoBeiList[indexConsume];
string roomId = GameManager.Instance.gameData?.currRoomData?.roomId;
if (!string.IsNullOrEmpty(roomId))
WebSocketSendList.ChangeGunMultiple(roomId, user, newConsume);
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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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// ⭐ 不立即修改 consumeGoldNum 和 UI,等服务端 ChangeGunMultipleNotice 确认后再应用
// 避免:客户端先切换炮倍 → 开火按新炮倍扣费 → 服务端还没确认按旧炮倍扣费 → 差值
int newConsume = CreateFishManager.Instance.currGameType.paoBeiList[indexConsume];
string roomId = GameManager.Instance.gameData?.currRoomData?.roomId;
if (!string.IsNullOrEmpty(roomId))
WebSocketSendList.ChangeGunMultiple(roomId, user, newConsume);
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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;
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// ⭐ 清除锁定时重置手动锁定标记
isManualLock = false;
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lockFX.SetActive(false);
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HideTripleLockIcons();
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ChangeState(TurretState.Idle);
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}
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}