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@@ -1878,4 +1878,5 @@ MonoBehaviour:
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selfOffsetJGStart: {x: -17, y: 130}
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buttomOffsetZSRotateInit: {x: 0, y: 0, z: 0}
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topOffsetZSRotateInit: {x: -125, y: 0, z: 0}
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laserAudio: {fileID: 8300000, guid: 3242c49d65ce5ea46a2e08223f9efdbf, type: 3}
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laserAudio: {fileID: 8300000, guid: cec3a7ee6689f0447813cc27f500f9cf, type: 3}
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bulletAudio: {fileID: 8300000, guid: 3242c49d65ce5ea46a2e08223f9efdbf, type: 3}
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@@ -643,4 +643,5 @@ MonoBehaviour:
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selfOffsetJGStart: {x: 0, y: 180}
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buttomOffsetZSRotateInit: {x: 0, y: 0, z: 0}
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topOffsetZSRotateInit: {x: -100, y: 0, z: 0}
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laserAudio: {fileID: 8300000, guid: 1f29c336b73e6564894ad13386c25caa, type: 3}
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laserAudio: {fileID: 8300000, guid: 9c84d32017426c64b89da338ac6e3267, type: 3}
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bulletAudio: {fileID: 8300000, guid: 1f29c336b73e6564894ad13386c25caa, type: 3}
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@@ -1187,4 +1187,5 @@ MonoBehaviour:
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selfOffsetJGStart: {x: 13, y: 203}
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buttomOffsetZSRotateInit: {x: 0, y: 0, z: 0}
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topOffsetZSRotateInit: {x: -125, y: 0, z: 0}
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laserAudio: {fileID: 8300000, guid: ec13aff0d55799149ad4623aa6a4c8be, type: 3}
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laserAudio: {fileID: 8300000, guid: 1c60a8863ed13294c90a5917617006d8, type: 3}
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bulletAudio: {fileID: 8300000, guid: ec13aff0d55799149ad4623aa6a4c8be, type: 3}
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@@ -1562,7 +1562,8 @@ MonoBehaviour:
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selfOffsetJGStart: {x: 30, y: 170}
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buttomOffsetZSRotateInit: {x: 0, y: 0, z: 0}
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topOffsetZSRotateInit: {x: -125, y: 0, z: 0}
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laserAudio: {fileID: 8300000, guid: 67a9f36f11a381e4b8e2f31e62212364, type: 3}
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laserAudio: {fileID: 8300000, guid: 3940837f653cae04896b7f69dd9c273e, type: 3}
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bulletAudio: {fileID: 8300000, guid: 67a9f36f11a381e4b8e2f31e62212364, type: 3}
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--- !u!95 &8661363738911940257 stripped
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Animator:
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m_CorrespondingSourceObject: {fileID: 8284544360685858346, guid: ffe5b917cd8f21941adf54c437e9a701,
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@@ -3797,7 +3797,8 @@ MonoBehaviour:
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selfOffsetJGStart: {x: 15, y: 150}
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buttomOffsetZSRotateInit: {x: 0, y: 0, z: 0}
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topOffsetZSRotateInit: {x: -125, y: 0, z: 0}
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laserAudio: {fileID: 8300000, guid: 018b5393a4a0d0447af5d15e34d66fab, type: 3}
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laserAudio: {fileID: 8300000, guid: f8def02954a080746aaccdc0f6513725, type: 3}
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bulletAudio: {fileID: 8300000, guid: 018b5393a4a0d0447af5d15e34d66fab, type: 3}
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--- !u!95 &3827418405087986554 stripped
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Animator:
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m_CorrespondingSourceObject: {fileID: 2725459927999047066, guid: 83f830ab856bfc642b235330651c6513,
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@@ -973,4 +973,5 @@ MonoBehaviour:
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selfOffsetJGStart: {x: 40, y: 200}
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buttomOffsetZSRotateInit: {x: 0, y: 0, z: 0}
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topOffsetZSRotateInit: {x: -125, y: 0, z: 0}
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laserAudio: {fileID: 8300000, guid: 1d9f388857aa12f46b206c224734d00a, type: 3}
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laserAudio: {fileID: 8300000, guid: d62315dc349b8a24e9185f0f0c4c5e11, type: 3}
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bulletAudio: {fileID: 8300000, guid: 1d9f388857aa12f46b206c224734d00a, type: 3}
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@@ -19,6 +19,8 @@ public class ZhanShenTurretData : TurretData
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[Tooltip("上方座位战神初始旋转(欧拉角,直接设置,覆盖该战神预制体原始旋转)。上下视角不一样分开设置。全0=保持默认朝向")]
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public Vector3 topOffsetZSRotateInit;
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[Tooltip("战神激光开火音效:激光声音与普通开火不同,锁定时每发激光用 AudioManager.PlayFX(AudioClip) 直接播放;为空则回退普通开火音效")]
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[Tooltip("战神激光音效(锁定中):声音较长,锁定时循环播放,松开锁定/激光消失即停止;为空则逐发回退 bulletAudio/bulletClip")]
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public AudioClip laserAudio;
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[Tooltip("战神普通开火音效(未锁定时):不锁定开炮时逐发播放;为空则回退普通炮台音效 bulletClip")]
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public AudioClip bulletAudio;
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}
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@@ -939,6 +939,15 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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// ⭐ 清理未完成的 not-self 爆奖 pending(避免悬空引用)
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BaoJiangNotSelfHandler.ClearAll();
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// ⭐ 清理冰冻特效实例:Instantiate 无父对象 → 挂在场景根,面板销毁不会带走,
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// 冰冻中切房会残留一块冰冻蒙皮,必须手动销毁
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if (_bingFengInstance != null)
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{
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Destroy(_bingFengInstance);
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_bingFengInstance = null;
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}
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_frozenAnimSpeeds.Clear();
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}
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public virtual void Start()
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{
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@@ -3004,8 +3013,11 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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}
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if (sit.posID==currSitData.posID)
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{
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AudioManager.Instance.PlayFX(bulletClip);
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// ⭐ 战神普通开火音效(未锁定):优先读战神配置的 bulletAudio,未配置回退普通炮台音效 bulletClip
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var zsData = sit.currentZhanShenData as ZhanShenTurretData;
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AudioClip clip = (zsData != null && zsData.bulletAudio != null) ? zsData.bulletAudio : bulletClip;
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if (clip != null)
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AudioManager.Instance.PlayFX(clip);
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}
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}
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@@ -3058,12 +3070,16 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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if (sit.posID == currSitData.posID)
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{
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// ⭐ 战神激光音效:激光声音与普通开火不同——直接读战神配置的 laserAudio 播放
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// (AudioManager.PlayFX 的 AudioClip 重载);未配置时回退普通开火音效 bulletClip
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AudioClip laserClip = (sit.currentZhanShenData as ZhanShenTurretData)?.laserAudio;
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if (laserClip == null) laserClip = bulletClip;
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if (laserClip != null)
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AudioManager.Instance.PlayFX(laserClip);
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// ⭐ 战神激光音效:配置了 laserAudio 的战神,激光音效由 SitPosData 用循环 AudioSource 播放
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// (长音频循环,避免逐发播放重叠),此处不再逐发播;
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// 未配置 laserAudio 时逐发回退:优先战神 bulletAudio,再退普通炮台 bulletClip
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var zsData = sit.currentZhanShenData as ZhanShenTurretData;
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if (zsData == null || zsData.laserAudio == null)
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{
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AudioClip clip = (zsData != null && zsData.bulletAudio != null) ? zsData.bulletAudio : bulletClip;
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if (clip != null)
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AudioManager.Instance.PlayFX(clip);
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}
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}
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}
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