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@@ -59,6 +59,8 @@ namespace Assets.MyGame.Scripts.Net.WebResponses
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changeZhanShen=13,
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/// <summary>表情包:某玩家发送表情(spine动画/文字),广播给其他客户端在对应座位显示</summary>
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biaoQing=14,
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/// <summary>钻头蟹/激光蟹释放:击杀者点击(或超时)发射钻头/激光,广播给房间所有客户端(含发送者回广播),各端统一时刻发射</summary>
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zuanTouRelease=15,
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}
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[Serializable]
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public class FireCannonSendData
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@@ -210,6 +212,22 @@ namespace Assets.MyGame.Scripts.Net.WebResponses
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public string content;
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}
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/// <summary>
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/// 钻头蟹/激光蟹释放帧数据(frameType=zuanTouRelease)。
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/// 击杀者点击(或超时)时由击杀者客户端发送(机器人击杀由房主代发),
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/// 服务器广播给房间所有人(含发送者回广播),各客户端按 fishId 匹配本地爆奖事件统一发射。
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/// </summary>
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[Serializable]
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public class FrameData_ZuanTouRelease : FrameData
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{
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/// <summary>击杀者 userId</summary>
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public string userId;
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/// <summary>死亡的特殊鱼 ID(各端用它匹配本地正在等待释放的爆奖事件实例)</summary>
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public string fishId;
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/// <summary>发射时的炮台源角度(下方座位坐标系,接收端按该座位在本端显示位置用 SeatMirror 还原)</summary>
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public float angle;
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}
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// ================================================================
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// OnFishSpawn 事件数据结构 (服务端出鱼,破坏性替代 createFish 帧同步)
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// ================================================================
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@@ -383,6 +383,10 @@ namespace Assets.MyGame.Scripts.Net
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case FrameDataType.baoJiangEnd:
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EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.BaoJiangEnd, syncGameData);
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break;
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// ⭐ 钻头蟹/激光蟹释放:击杀者点击(或超时)广播,各端(含击杀者回广播)统一时刻发射钻头/激光
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case FrameDataType.zuanTouRelease:
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EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_ZuanTouRelease, syncGameData);
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break;
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default:
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break;
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}
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@@ -310,7 +310,8 @@ public partial class WebSocketSendList
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{
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case FrameDataType.fireBullet:
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case FrameDataType.rotateTurrect:
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// ⭐ 开火/旋转实时发送,和开炮一样立即广播,保证炮台旋转流畅
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case FrameDataType.zuanTouRelease:
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// ⭐ 开火/旋转/钻头释放实时发送,和开炮一样立即广播,保证各端同时刻触发
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SendImmediate(BuildJson(sgd));
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return;
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