This commit is contained in:
2026-10-12 00:37:28 +08:00
parent 20cdf28cfa
commit 32f7a1db7b
25 changed files with 6966 additions and 98 deletions
@@ -36,6 +36,7 @@ public class HuoDe : MonoBehaviour
{
if (skeletonGraphic == null)
skeletonGraphic = GetComponent<SkeletonGraphic>();
UIClickSound.AttachToAll(gameObject); // ⭐ 弹窗是独立预制体(非 UIBase 面板),这里手动补按钮点击音效
if (btn_Close != null)
btn_Close.onClick.AddListener(Close);
}
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@@ -21,6 +21,7 @@ public class TiShi : MonoBehaviour
private void Awake()
{
_standardSize = transform.GetChild(0).localScale;
UIClickSound.AttachToAll(gameObject); // ⭐ 弹窗是独立预制体(非 UIBase 面板),这里手动补按钮点击音效
if (btn_Close != null)
btn_Close.onClick.AddListener(Close);
if (btn_QueRen != null)
@@ -476,6 +476,37 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
}
}
/// <summary>
/// XJMH 进房首帧预热(加载 90%→100% 收尾窗口调用,进度条还显示着玩家看不到):
/// 把本地座位(座位自带炮台随 Awake 一起初始化)与"入场要用的那架完整飞机"提前点亮——
/// 这些 XJMH 独有资产首次初始化(骨架/粒子/贴图首上传)很重,全堆在 100% 那一帧玩家会看到明显卡顿。
/// 入场动画有加载完成门卫(IsGameLoadCompleted),预热不会导致动画提前播放。
/// </summary>
private void PrewarmXJMHForLocalSeat()
{
if (!_pendingFirstShowInit || _pendingRoomJoinNotice == null) return;
if (list_Sits == null || list_Sits.Count == 0) return;
var sit = list_Sits.Find(s => s != null && s.posID == SeatMirror.ToDisplay(_pendingRoomJoinNotice.Position));
if (sit == null || sit.turretControlMode != TurretControlMode.XJMH) return;
StartCoroutine(PrewarmXJMHCoroutine(sit));
}
private IEnumerator PrewarmXJMHCoroutine(SitPosData sit)
{
// ① 提前激活本地座位:Awake → InitXJMHTurret → 激活默认炮台(PW_Battery_x 首次初始化在这里完成,
// 被加载界面遮住)。100% 时 JoinGame 再 SetActive(true) 是幂等的,不影响正常入座流程
if (sit != null && !sit.gameObject.activeSelf)
sit.gameObject.SetActive(true);
yield return null; // 让座位/炮台这帧的重活落在加载画面里
// ② 飞机隐藏预热(座位激活后 currentTurret 已就绪 = 入场会用的那把)
var turret = sit != null ? sit.currentTurret as FlyTurretData : null;
if (turret != null)
turret.PrewarmEnterPlane();
}
private void RefreshGGKCount()
{
var user = GameManager.Instance.user;
@@ -1408,6 +1439,10 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
// ⭐ 90% 确认点:走到这里所有资源加载都已完成(上面全是 await 顺序执行)
SetLoadProgress(0.9f);
// ⭐ XJMH 预热:借 90→100 的收尾窗口(进度条还在走)提前把本地座位/炮台 + 入场飞机点亮。
// 这些 XJMH 独有资产首次初始化(骨架/粒子/贴图)很重,堆到 100% 那帧玩家会看到卡一下
PrewarmXJMHForLocalSeat();
// ⭐ 90→100 平滑收尾:约 1 秒走完,进度条持续在动(替代原 2 秒死等;
// 保留这段缓冲是等出鱼首帧/场景渲染稳定,比原来快 1 秒+)
for (int i = 1; i <= 20; i++)