This commit is contained in:
2026-10-11 16:51:07 +08:00
parent 65ccfce49e
commit 32f669ec6a
40 changed files with 820 additions and 88 deletions
@@ -8,24 +8,24 @@ Material:
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- _DIRECTIONALFRESNEL_ON
- _EMISSION_COLOR
- _Hit_RIM
- _MATCAP_ON
- _USEINDIRSPECULAR_ON
- _USEUNITYINDIRSPECULAR_ON
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@@ -63,6 +63,14 @@ Material:
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@@ -111,13 +128,16 @@ Material:
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@@ -128,6 +148,7 @@ Material:
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@@ -144,11 +165,13 @@ Material:
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@@ -157,6 +180,7 @@ Material:
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@@ -182,36 +210,55 @@ Material:
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@@ -221,6 +268,7 @@ Material:
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bingDongEffect:
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@@ -94524,6 +94529,9 @@ MonoBehaviour:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 2.2, z: 0}
m_LocalPosition: {x: 0, y: 2.2, z: 3000}
m_LocalScale: {x: 7.5, y: 7.5, z: 7.5}
m_ConstrainProportionsScale: 1
m_Children:
@@ -294,14 +294,19 @@ MonoBehaviour:
forwordXYZ:
fishenum: 2
moveTime: 0
yzGroupTimeOffset: 0
isyz: 0
yzID:
colliderList: []
lockPoint: {fileID: 0}
bingDongEffect: {fileID: 0}
bingDongEffect:
- {fileID: 0}
needLockEvent: 0
createVideoClip: {fileID: 0}
rotationPY: 60
useMirrorCompensate: 1
useRollSignFlip: 0
useRouteFlipX: 1
baseMmove: 0
isRotate: 0
isNot1: 0
@@ -309,6 +314,9 @@ MonoBehaviour:
depthOffset: 0
is2DFish: 1
sortOrder2D: 2000
drawMoveLine: 0
drawLineSegments: 60
drawLineColor: {r: 1, g: 0.92156863, b: 0.015686275, a: 1}
bossName: "\u5973\u9F99\u738B"
isToUI: 1
tMP_CurrBossScore: {fileID: 0}
@@ -26,7 +26,7 @@ Transform:
m_GameObject: {fileID: 1243416870742099}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -3.33, y: 2.34, z: 0}
m_LocalPosition: {x: -3.33, y: 2.34, z: 3000}
m_LocalScale: {x: 10, y: 10, z: 10}
m_ConstrainProportionsScale: 1
m_Children:
@@ -84,6 +84,7 @@ MonoBehaviour:
forwordXYZ: Z
fishenum: 1
moveTime: 0
yzGroupTimeOffset: 0
isyz: 1
yzID:
colliderList: []
@@ -360,7 +360,7 @@ Transform:
m_GameObject: {fileID: 1701611180882936}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalPosition: {x: 0, y: 0, z: 3000}
m_LocalScale: {x: 7.5, y: 7.5, z: 7.5}
m_ConstrainProportionsScale: 1
m_Children:
@@ -418,14 +418,19 @@ MonoBehaviour:
forwordXYZ:
fishenum: 2
moveTime: 0
yzGroupTimeOffset: 0
isyz: 0
yzID:
colliderList: []
lockPoint: {fileID: 0}
bingDongEffect: {fileID: 0}
bingDongEffect:
- {fileID: 0}
needLockEvent: 0
createVideoClip: {fileID: 0}
rotationPY: 60
useMirrorCompensate: 1
useRollSignFlip: 0
useRouteFlipX: 1
baseMmove: 0
isRotate: 0
isNot1: 0
@@ -433,6 +438,9 @@ MonoBehaviour:
depthOffset: 0
is2DFish: 1
sortOrder2D: 3000
drawMoveLine: 0
drawLineSegments: 60
drawLineColor: {r: 1, g: 0.92156863, b: 0.015686275, a: 1}
bossName: "\u673A\u68B0\u874E"
isToUI: 1
tMP_CurrBossScore: {fileID: 0}
@@ -4969,7 +4969,7 @@ Transform:
m_GameObject: {fileID: 1466888770943193}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -1.16, y: 2.34, z: 0}
m_LocalPosition: {x: -1.16, y: 2.34, z: 3000}
m_LocalScale: {x: 10, y: 10, z: 10}
m_ConstrainProportionsScale: 1
m_Children:
@@ -5027,6 +5027,7 @@ MonoBehaviour:
forwordXYZ: Z
fishenum: 1
moveTime: 0
yzGroupTimeOffset: 0
isyz: 1
yzID:
colliderList: []
@@ -2384,7 +2384,7 @@ Transform:
m_GameObject: {fileID: 1097830300934538}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -0.26, y: 2.34, z: 0}
m_LocalPosition: {x: -0.26, y: 2.34, z: 3000}
m_LocalScale: {x: 10, y: 10, z: 10}
m_ConstrainProportionsScale: 1
m_Children:
@@ -2442,6 +2442,7 @@ MonoBehaviour:
forwordXYZ: Z
fishenum: 1
moveTime: 0
yzGroupTimeOffset: 0
isyz: 1
yzID:
colliderList: []
@@ -131,7 +131,7 @@ Transform:
m_GameObject: {fileID: 1271264967226216}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -2.32, y: 2.34, z: 0}
m_LocalPosition: {x: -2.32, y: 2.34, z: 3000}
m_LocalScale: {x: 10, y: 10, z: 10}
m_ConstrainProportionsScale: 1
m_Children:
@@ -189,6 +189,7 @@ MonoBehaviour:
forwordXYZ: Z
fishenum: 1
moveTime: 0
yzGroupTimeOffset: 0
isyz: 1
yzID:
colliderList: []
@@ -111004,7 +111004,7 @@ Transform:
m_GameObject: {fileID: 1658730911317380}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalPosition: {x: 0, y: 0, z: 3000}
m_LocalScale: {x: 1.8, y: 1.8, z: 1.8}
m_ConstrainProportionsScale: 1
m_Children:
@@ -111062,14 +111062,19 @@ MonoBehaviour:
forwordXYZ:
fishenum: 2
moveTime: 0
yzGroupTimeOffset: 0
isyz: 0
yzID:
colliderList: []
lockPoint: {fileID: 0}
bingDongEffect: {fileID: 0}
bingDongEffect:
- {fileID: 0}
needLockEvent: 0
createVideoClip: {fileID: 0}
rotationPY: 60
useMirrorCompensate: 1
useRollSignFlip: 0
useRouteFlipX: 1
baseMmove: 0
isRotate: 0
isNot1: 0
@@ -111077,6 +111082,9 @@ MonoBehaviour:
depthOffset: 0
is2DFish: 1
sortOrder2D: 116
drawMoveLine: 0
drawLineSegments: 60
drawLineColor: {r: 1, g: 0.92156863, b: 0.015686275, a: 1}
bossName: "\u661F\u9645\u5DE1\u822A"
isToUI: 1
tMP_CurrBossScore: {fileID: 0}
@@ -131,7 +131,7 @@ Transform:
m_GameObject: {fileID: 1763460844219721}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -5.2, y: 1.38, z: 0}
m_LocalPosition: {x: -5.2, y: 1.38, z: 3000}
m_LocalScale: {x: 9, y: 9, z: 9}
m_ConstrainProportionsScale: 1
m_Children:
@@ -189,6 +189,7 @@ MonoBehaviour:
forwordXYZ: Z
fishenum: 1
moveTime: 0
yzGroupTimeOffset: 0
isyz: 1
yzID:
colliderList: []
@@ -54241,7 +54241,7 @@ Transform:
m_GameObject: {fileID: 1129806422034794}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0.61}
m_LocalPosition: {x: 0, y: 0, z: 3000}
m_LocalScale: {x: 5, y: 5, z: 5}
m_ConstrainProportionsScale: 1
m_Children:
@@ -54299,14 +54299,19 @@ MonoBehaviour:
forwordXYZ:
fishenum: 2
moveTime: 0
yzGroupTimeOffset: 0
isyz: 0
yzID:
colliderList: []
lockPoint: {fileID: 0}
bingDongEffect: {fileID: 0}
bingDongEffect:
- {fileID: 0}
needLockEvent: 0
createVideoClip: {fileID: 0}
rotationPY: 60
useMirrorCompensate: 1
useRollSignFlip: 0
useRouteFlipX: 1
baseMmove: 0
isRotate: 0
isNot1: 0
@@ -54314,6 +54319,9 @@ MonoBehaviour:
depthOffset: -30
is2DFish: 0
sortOrder2D: 0
drawMoveLine: 0
drawLineSegments: 60
drawLineColor: {r: 1, g: 0.92156863, b: 0.015686275, a: 1}
bossName: "\u7834\u574F\u7403"
isToUI: 1
tMP_CurrBossScore: {fileID: 0}
@@ -111,7 +111,7 @@ Transform:
m_GameObject: {fileID: 1697917835105424}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -4.35, y: 1.38, z: 0}
m_LocalPosition: {x: -4.35, y: 1.38, z: 3000}
m_LocalScale: {x: 10, y: 10, z: 10}
m_ConstrainProportionsScale: 1
m_Children:
@@ -169,6 +169,7 @@ MonoBehaviour:
forwordXYZ: Z
fishenum: 1
moveTime: 0
yzGroupTimeOffset: 0
isyz: 1
yzID:
colliderList: []
@@ -173897,7 +173897,7 @@ Transform:
m_GameObject: {fileID: 1854980488060401}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 10}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 6, y: 6, z: 6}
m_ConstrainProportionsScale: 1
m_Children:
@@ -173956,14 +173956,19 @@ MonoBehaviour:
forwordXYZ:
fishenum: 2
moveTime: 0
yzGroupTimeOffset: 0
isyz: 0
yzID:
colliderList: []
lockPoint: {fileID: 0}
bingDongEffect: {fileID: 0}
bingDongEffect:
- {fileID: 0}
needLockEvent: 0
createVideoClip: {fileID: 0}
rotationPY: 60
useMirrorCompensate: 1
useRollSignFlip: 0
useRouteFlipX: 1
baseMmove: 0
isRotate: 0
isNot1: 0
@@ -173971,6 +173976,9 @@ MonoBehaviour:
depthOffset: -50
is2DFish: 0
sortOrder2D: 0
drawMoveLine: 0
drawLineSegments: 60
drawLineColor: {r: 1, g: 0.92156863, b: 0.015686275, a: 1}
bossName: "\u5E78\u8FD0\u8F6E"
isToUI: 1
tMP_CurrBossScore: {fileID: 0}
@@ -26,7 +26,7 @@ Transform:
m_GameObject: {fileID: 1476298559599357}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -3.4, y: 1.38, z: 0}
m_LocalPosition: {x: -3.4, y: 1.38, z: 3000}
m_LocalScale: {x: 10, y: 10, z: 10}
m_ConstrainProportionsScale: 1
m_Children:
@@ -84,6 +84,7 @@ MonoBehaviour:
forwordXYZ: Z
fishenum: 1
moveTime: 0
yzGroupTimeOffset: 0
isyz: 1
yzID:
colliderList: []
@@ -216,7 +216,7 @@ Transform:
m_GameObject: {fileID: 1589144302589410}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -2.53, y: 1.38, z: 0}
m_LocalPosition: {x: -2.53, y: 1.38, z: 3000}
m_LocalScale: {x: 10, y: 10, z: 10}
m_ConstrainProportionsScale: 1
m_Children:
@@ -274,6 +274,7 @@ MonoBehaviour:
forwordXYZ: Z
fishenum: 1
moveTime: 0
yzGroupTimeOffset: 0
isyz: 1
yzID:
colliderList: []
@@ -2529,7 +2529,7 @@ Transform:
m_GameObject: {fileID: 1740222003437572}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -1.57, y: 1.38, z: 0}
m_LocalPosition: {x: -1.57, y: 1.38, z: 3000}
m_LocalScale: {x: 10, y: 10, z: 10}
m_ConstrainProportionsScale: 1
m_Children:
@@ -2587,6 +2587,7 @@ MonoBehaviour:
forwordXYZ: Z
fishenum: 1
moveTime: 0
yzGroupTimeOffset: 0
isyz: 1
yzID:
colliderList: []
+1 -1
View File
@@ -4289,7 +4289,7 @@ MonoBehaviour:
spawnList: []
isCreateFish: 0
isFrozen: 0
debugSpawnFishNumber: 12025
debugSpawnFishNumber: 11029
isleft: 0
debugSpawnAllLines: 0
fishList_All: []
+4 -4
View File
@@ -245,7 +245,7 @@ Transform:
m_GameObject: {fileID: 814180750}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 1000}
m_LocalPosition: {x: 0, y: 0, z: 9000}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
@@ -266,10 +266,10 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 2b9ab2bdb337a1342bb39163aba2f3eb, type: 3}
m_Name:
m_EditorClassIdentifier:
upV3: {x: 0, y: 0, z: 0}
centerV3: {x: 0, y: 0, z: 0}
downV3: {x: 0, y: 0, z: 0}
speed: 3
overlapPixels: 2
bottomMargin: 0.05
snapToPixel: 1
height: 0
--- !u!1 &1115207330
GameObject:
@@ -158,10 +158,22 @@ public class TurretData : MonoBehaviour
private void OnEnable()
{
// ⭐ 状态缓存必须跟着 OnEnable 实际播的动画走:这里直接播 Idle(不走 ChangeState),
// 所以必须手动把 currState 一起重置。否则反复激活(切炮台/座位隐藏恢复/对象池复用)后
// currState 会停在 Attack,之后真正的 ChangeState(Attack) 被"同状态早退"吃掉 →
// 炮台停在错误状态(表现为该攻击时不出手 / 不该攻击时一直在攻击状态)。
currState = TurretState.Idle;
PlayState(TurretState.Idle);
BindAddDownButtons(); // ⭐ XJMH 加减炮倍:炮台上的 +/- 绑定点击(每次激活重绑,幂等)
}
/// <summary>
/// 当前动画状态(只读)。调用方(GameMainPanel)用它在"这一帧没开火"时判断要不要补发 Idle,
/// 避免每帧重复广播状态。注意:状态由 OnStateChange 指向的那个 TurretData 接收
/// (战神装备中指向战神,见 SitPosData.LoadZhanShen)。
/// </summary>
public TurretState CurrState => currState;
// ==================== XJMH 加减炮倍按钮绑定 ====================
// 炮台上的 obj_Add / obj_Down(物体名 Up / Down)在预制体里没有 Button 组件、也没有任何代码绑定
// → 点击无反应。这里在炮台激活时统一补 Button + 绑定:
@@ -20,7 +20,9 @@ public class CoinScript : BJBase
public override void SetCoinCount()
{
tMP_CoinCount.text = NumAdd(coinCount.ToString());
var v3 = transform.position;
v3.z = 0;
transform.position = v3;
// 自己爆奖显示金,别人显示银(由 Ws_DieFish 在创建时设置 isLocalCoin)
if (isLocalCoin)
{
@@ -428,6 +428,31 @@ PrefabInstance:
propertyPath: m_TagString
value: Fish
objectReference: {fileID: 0}
- target: {fileID: 1023180166179066019, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_LocalScale.x
value: 0.3
objectReference: {fileID: 0}
- target: {fileID: 1023180166179066019, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_LocalScale.y
value: 0.3
objectReference: {fileID: 0}
- target: {fileID: 1023180166179066019, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_LocalScale.z
value: 0.3
objectReference: {fileID: 0}
- target: {fileID: 1023180166179066019, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_AnchoredPosition.x
value: -1628
objectReference: {fileID: 0}
- target: {fileID: 1023180166179066019, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_ConstrainProportionsScale
value: 1
objectReference: {fileID: 0}
- target: {fileID: 1030285415092834215, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_Layer
@@ -633,6 +658,26 @@ PrefabInstance:
propertyPath: m_TagString
value: Fish
objectReference: {fileID: 0}
- target: {fileID: 1889981257584575367, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_LocalScale.x
value: 0.98265
objectReference: {fileID: 0}
- target: {fileID: 1889981257584575367, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_LocalScale.y
value: 0.98265
objectReference: {fileID: 0}
- target: {fileID: 1889981257584575367, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_LocalScale.z
value: 0.98265
objectReference: {fileID: 0}
- target: {fileID: 1889981257584575367, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_AnchoredPosition.y
value: 0.3470459
objectReference: {fileID: 0}
- target: {fileID: 1963472460635600091, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_Layer
@@ -688,6 +733,31 @@ PrefabInstance:
propertyPath: m_Layer
value: 6
objectReference: {fileID: 0}
- target: {fileID: 2314438954505263539, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_LocalScale.x
value: 0.3
objectReference: {fileID: 0}
- target: {fileID: 2314438954505263539, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_LocalScale.y
value: 0.3
objectReference: {fileID: 0}
- target: {fileID: 2314438954505263539, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_LocalScale.z
value: 0.3
objectReference: {fileID: 0}
- target: {fileID: 2314438954505263539, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_AnchoredPosition.y
value: 773
objectReference: {fileID: 0}
- target: {fileID: 2314438954505263539, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_ConstrainProportionsScale
value: 1
objectReference: {fileID: 0}
- target: {fileID: 2318183124294262580, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_Layer
@@ -1193,6 +1263,31 @@ PrefabInstance:
propertyPath: m_Layer
value: 6
objectReference: {fileID: 0}
- target: {fileID: 4025161831505289402, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_LocalScale.x
value: 0.3
objectReference: {fileID: 0}
- target: {fileID: 4025161831505289402, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_LocalScale.y
value: 0.3
objectReference: {fileID: 0}
- target: {fileID: 4025161831505289402, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_LocalScale.z
value: 0.3
objectReference: {fileID: 0}
- target: {fileID: 4025161831505289402, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_AnchoredPosition.y
value: -733
objectReference: {fileID: 0}
- target: {fileID: 4025161831505289402, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_ConstrainProportionsScale
value: 1
objectReference: {fileID: 0}
- target: {fileID: 4027612976084653271, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_Layer
@@ -1353,6 +1448,31 @@ PrefabInstance:
propertyPath: m_Layer
value: 5
objectReference: {fileID: 0}
- target: {fileID: 4605851393792301454, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_LocalScale.x
value: 0.3
objectReference: {fileID: 0}
- target: {fileID: 4605851393792301454, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_LocalScale.y
value: 0.3
objectReference: {fileID: 0}
- target: {fileID: 4605851393792301454, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_LocalScale.z
value: 0.3
objectReference: {fileID: 0}
- target: {fileID: 4605851393792301454, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_AnchoredPosition.x
value: 1582
objectReference: {fileID: 0}
- target: {fileID: 4605851393792301454, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_ConstrainProportionsScale
value: 1
objectReference: {fileID: 0}
- target: {fileID: 4615874818981895372, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_Layer
@@ -2098,6 +2218,11 @@ PrefabInstance:
propertyPath: m_TagString
value: Fish
objectReference: {fileID: 0}
- target: {fileID: 7019837981395474506, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_LocalPosition.y
value: 631
objectReference: {fileID: 0}
- target: {fileID: 7024333102479470366, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_LocalRotation.w
@@ -2443,6 +2568,26 @@ PrefabInstance:
propertyPath: m_LocalEulerAnglesHint.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 7563543857993696468, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_LocalScale.x
value: 0.34603
objectReference: {fileID: 0}
- target: {fileID: 7563543857993696468, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_LocalScale.y
value: 0.34603
objectReference: {fileID: 0}
- target: {fileID: 7563543857993696468, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_LocalScale.z
value: 0.34603
objectReference: {fileID: 0}
- target: {fileID: 7563543857993696468, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_AnchoredPosition.y
value: 0.000030517578
objectReference: {fileID: 0}
- target: {fileID: 7623169449076234796, guid: cf762c0a6428e1c42b456cb87803660f,
type: 3}
propertyPath: m_Layer
@@ -8,13 +8,153 @@ PrefabInstance:
serializedVersion: 3
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@@ -258,6 +258,12 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
[Header("攻击参数")]
public float attackTime = 0.5f;
[Tooltip("远端座位攻击状态看门狗(秒):最后收到某座位的攻击状态/开火消息后,超过这个时间还没有新消息," +
"就判定这个座位已经不在攻击(典型:攻击中直接退出/掉线,永远不会再发待机包)→ 本地收回待机。\n" +
"实际等待时间 = max(本值, attackTime×3),避免开火间隔比看门狗还长的配置被误判")]
public float remoteAttackIdleTimeout = 1.5f;
/// <summary>远端座位最近一次"还在攻击"的心跳时间:收到该座位的攻击状态广播或开火消息时刷新</summary>
private readonly Dictionary<int, float> remoteAttackHeartbeat = new Dictionary<int, float>();
[Header("人机参数")]
public float botRotateSpeed = 80f; // 兜底旋转速度(BotConfig 为空时用)
float clickTime = 0;
@@ -1197,6 +1203,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
UpdateLockFX(); // 锁定图标跟随目标
RefreshTripleLockIcons();
// ⭐ 远端攻击状态看门狗:对方攻击中退出/掉线时不会再发待机包,本地按"还有没有攻击心跳"收回待机
UpdateRemoteTurretAttackTimeout();
LoopLaser();
SettingClose();
DaoJiShi();
@@ -3029,6 +3038,10 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
CrossPlatformInput input = GetInput();
// ⭐ 记录"开火键是否按住":手动开火是"按下进 Attack、松手回 Idle",
// 自动开火回收状态时要靠它区分"自动开火没开火"和"玩家正按住手动开火"(见 EnsureTurretIdle)
_firePointerDown = input.isPressed;
if (!input.isPressed && !input.wasPressedThisFrame && !input.wasReleasedThisFrame)
return;
if (input.wasPressedThisFrame)
@@ -3518,6 +3531,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
if (sit == null || bullitIDs == null || bullitIDs.Count == 0)
{
Debug.LogWarning("[FireBullet] sit 或 bullitIDs 为空,跳过本次开火");
// ⭐ 服务端这一发没回子弹(拒绝/异常)→ 本地不能再停在 Attack 空转:
// 攻击状态是开火请求发出前就切好的,不回滚就会一直循环攻击动画但一颗子弹都没有
if (sit == currSitData) EnsureTurretIdle();
return;
}
@@ -3785,6 +3801,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
bool needAutoFire = currSitData.IsAutoAttackOn || (toggle_Lock.isOn && currSitData.isLock && currSitData.lockFX.gameObject.activeSelf);
if (!needAutoFire)
{
// ⭐ 自动开火条件不再满足(关自动攻击/松开锁定目标):把还卡在 Attack 的炮台收回 Idle,
// 否则攻击动画一直循环但一颗子弹都不发射
EnsureTurretIdle();
autoFireTimer = 0f;
return;
}
@@ -3795,11 +3814,15 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
// ⭐ 本地金币校验:没钱直接返回,不切换攻击状态、不发送开炮请求
// autoFireTimer 保持满,金币恢复后立即开火
if (!HasEnoughGoldToFire(toggle_Three.isOn, toggle_Shuang != null && toggle_Shuang.isOn))
{
EnsureTurretIdle(); // 打不出去就别停在攻击状态
return;
}
// ⭐ 子弹上限校验(先于状态切换和扣费)
if (IsBulletLimitReached(currSitData.user))
{
EnsureTurretIdle(); // 子弹已满打不出去,回收攻击状态(金币恢复/上限解除后下一轮会重新进 Attack)
autoFireTimer = 0f; // 重置计时,下次再试
return;
}
@@ -3819,6 +3842,85 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
SyncFire(angle, isSanShe, isDouble, isLock);
}
/// <summary>
/// ⭐ 打不出去时把炮台从 Attack 收回 Idle(只处理 Attack,不碰 LaserStart/LaserLoop)。
/// 背景:攻击状态是在"按下/自动开火"那一刻就切好的(也要先把状态广播出去给其他客户端),
/// 但真正出弹要等服务端 RoomFireNotice 回来。中间任何一环被跳过——自动开火条件不再满足、
/// 金币不足、子弹上限、服务端没回子弹——以前都只 return 不收回状态,炮台就停在 Attack:
/// 攻击动画一直循环、一颗子弹都不发射(远端视角同样跟着卡住,因为状态是同步过去的)。
/// 🔁 只在"当前不是 Idle"时切一次:ChangeState 同状态早退 + 这里的判断,保证不会每帧刷广播。
/// </summary>
private void EnsureTurretIdle()
{
if (currSitData == null) return;
// ⚠ 玩家正按住手动开火时不能抢:手动开火的状态是"按下进 Attack、松手才回 Idle",
// 此时自动开火这一帧不开火(needAutoFire=false)不代表炮台不该是攻击状态。
// 少了这道判断会在按下同一帧把手动 Attack 顶回 Idle → 表现为"根本切不到攻击状态"。
if (IsManualFireActive) return;
// 状态由 OnStateChange 指向的那个 TurretData 接收:战神装备中指向战神(见 SitPosData.LoadZhanShen)
var turret = currSitData.currentZhanShenData != null ? currSitData.currentZhanShenData : currSitData.currentTurret;
if (turret == null || turret.CurrState != TurretState.Attack) return;
currSitData.ChangeState(TurretState.Idle);
SyncTurretState(TurretState.Idle);
}
/// <summary>开火键是否按住(HandleInput 每帧刷新)</summary>
private bool _firePointerDown;
/// <summary>
/// ⭐ 远端攻击状态看门狗:别的座位停在 Attack 上时,靠"这个座位还在不在发攻击消息"判断它是不是真的在攻击。
/// 为什么会卡:攻击状态是同步过来的,而"收回待机"也要等对方发待机包(changeTurretState=Idle)。
/// 对方攻击中直接退出/掉线/被踢 → 既不会再攻击也不会再发待机包 → 本端炮台永远停在攻击动画。
/// 这里按身份判定:开着战神时状态由战神接收(同 EnsureTurretIdle)。
/// 🔁 只改本地表现,不再广播回去(否则多端会互相刷 Idle 包)。
/// </summary>
private void UpdateRemoteTurretAttackTimeout()
{
if (list_Sits == null || list_Sits.Count == 0) return;
float now = Time.time;
// 等待时间至少是开火间隔的 3 倍:配置把攻击间隔调大时看门狗不能比它短,否则会误收回正在攻击的座位
float timeout = Mathf.Max(remoteAttackIdleTimeout, attackTime * 3f);
foreach (var sit in list_Sits)
{
if (sit == null || sit == currSitData) continue; // 本地座位由本地开火/回收逻辑管
var turret = sit.currentZhanShenData != null ? sit.currentZhanShenData : sit.currentTurret;
if (turret == null || turret.CurrState != TurretState.Attack) continue;
float last;
if (!remoteAttackHeartbeat.TryGetValue(sit.posID, out last))
{
// 没收到过心跳(进房间前的残留状态等)→ 给一个完整等待窗口,不立刻收回
remoteAttackHeartbeat[sit.posID] = now;
continue;
}
if (now - last <= timeout) continue;
// 超过等待时间没有任何"还在攻击"的消息 → 这个座位已经不在攻击了,收回待机
sit.ChangeState(TurretState.Idle);
}
}
/// <summary>
/// 手动开火是否正在生效:手动开火只在"自动攻击关 + 锁定关"时才工作
/// (TryFire 开头被这两个开关提前 return 拦掉,锁定模式下手动按住只旋转不开火),
/// 此时 Attack 状态完全由按下/按住驱动,回收逻辑必须让位。
/// </summary>
private bool IsManualFireActive
{
get
{
if (!_firePointerDown) return false;
if (currSitData != null && currSitData.IsAutoAttackOn) return false;
return toggle_Lock == null || !toggle_Lock.isOn;
}
}
@@ -5095,6 +5197,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
SitPosData sit = list_Sits.Find(s => s.user == sync.userId);
if (sit == null) return;
// ⭐ 攻击心跳:这个座位刚发了开火消息(bot 的状态广播是节流的,只有开火消息每发都来)
remoteAttackHeartbeat[sit.posID] = Time.time;
// ⭐ 座位镜像:botLastAngle/botLastFireData 缓存的是"源角度"(下方座位系);
// 真人兜底用 sit.currentAngle(本端世界角度,无需转换)
bool angleFromBotMemory = botLastAngle.TryGetValue(sync.userId, out float a);
@@ -5135,6 +5240,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
}
var targetSit = list_Sits[dispPos];
// ⭐ 攻击心跳:这个座位刚发了开火消息(真人每发都走这里,等于"还在攻击"的心跳)
remoteAttackHeartbeat[targetSit.posID] = Time.time;
// ⭐⭐ 战神散射(三发+锁定):发送端每发都带 isSanShe/isSuoDing 和3个激光目标GUID(monsterIDs)
// → 其他玩家的座位跟着补齐3个锁位 + 刷新散射标记:3条激光 + 2个散射起点球
// (JGFXLeftParent/JGFXRightParent) 一起显示。
@@ -5276,6 +5384,11 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
var data = FrameDataParser.Parse<FrameData_TurretState>(sync.frameData);
var sit = list_Sits[dispPos];
// ⭐ 攻击心跳:真人每次开火都会广播一次 Attack 状态(SyncTurretState(Attack) 在开火循环里),
// 等于"这个座位还在攻击"的心跳。刷新它,看门狗就不会误收回正在攻击的座位。
if (data.state == TurretState.Attack)
remoteAttackHeartbeat[sit.posID] = Time.time;
sit.ChangeState(data.state);
}
@@ -6115,6 +6228,7 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
botSkills.Remove(sit.posID);
botLastAngle.Remove(sit.user);
botLastFireData.Remove(sit.user);
remoteAttackHeartbeat.Remove(sit.posID); // 攻击心跳(看门狗用)
// ⭐ bot 退出后转移房主,否则房主是已退出的 bot 会导致房主显示异常
// 1) 清除 bot 的房主引用(如果它是房主)