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first: {fileID: 1107386386589132418} + second: + - {fileID: 1109294262637612309} + m_StateMachineBehaviours: [] + m_AnyStatePosition: {x: 0, y: -100, z: 0} + m_EntryPosition: {x: 250, y: -100, z: 0} + m_ExitPosition: {x: 500, y: -100, z: 0} + m_ParentStateMachinePosition: {x: 0, y: -200, z: 0} + m_DefaultState: {fileID: 1102576693374580535} --- !u!1109 &1109089921127702195 AnimatorTransition: m_ObjectHideFlags: 1 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: + m_Name: m_Conditions: - m_ConditionMode: 2 m_ConditionEvent: PlayFire @@ -634,13 +627,28 @@ AnimatorTransition: m_Solo: 0 m_Mute: 0 m_IsExit: 1 ---- !u!1109 &1109485448914599082 + serializedVersion: 1 +--- !u!1109 &1109294262637612309 AnimatorTransition: m_ObjectHideFlags: 1 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: + m_Name: + m_Conditions: [] + m_DstStateMachine: {fileID: 1107058171320156754} + m_DstState: {fileID: 0} + m_Solo: 0 + m_Mute: 0 + m_IsExit: 0 + serializedVersion: 1 +--- !u!1109 &1109308842003191360 +AnimatorTransition: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: m_Conditions: - m_ConditionMode: 6 m_ConditionEvent: FireIndex @@ -650,29 +658,31 @@ AnimatorTransition: m_Solo: 0 m_Mute: 0 m_IsExit: 0 ---- !u!1109 &1109987611724976417 + serializedVersion: 1 +--- !u!1109 &1109485448914599082 AnimatorTransition: m_ObjectHideFlags: 1 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: + m_Name: m_Conditions: - - m_ConditionMode: 2 - m_ConditionEvent: PlayFire - m_EventTreshold: 0 - m_DstStateMachine: {fileID: 0} + - m_ConditionMode: 6 + m_ConditionEvent: FireIndex + m_EventTreshold: 1 + m_DstStateMachine: {fileID: 1107141658647961963} m_DstState: {fileID: 0} m_Solo: 0 m_Mute: 0 - m_IsExit: 1 + m_IsExit: 0 + serializedVersion: 1 --- !u!1109 &1109621476171100876 AnimatorTransition: m_ObjectHideFlags: 1 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: + m_Name: m_Conditions: - m_ConditionMode: 6 m_ConditionEvent: FireIndex @@ -682,16 +692,21 @@ AnimatorTransition: m_Solo: 0 m_Mute: 0 m_IsExit: 0 ---- !u!1109 &1109294262637612309 + serializedVersion: 1 +--- !u!1109 &1109987611724976417 AnimatorTransition: m_ObjectHideFlags: 1 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: - m_Conditions: [] - m_DstStateMachine: {fileID: 1107058171320156754} + m_Name: + m_Conditions: + - m_ConditionMode: 2 + m_ConditionEvent: PlayFire + m_EventTreshold: 0 + m_DstStateMachine: {fileID: 0} m_DstState: {fileID: 0} m_Solo: 0 m_Mute: 0 - m_IsExit: 0 + m_IsExit: 1 + serializedVersion: 1 diff --git a/Assets/MyGame/Scripts/Manager/CreateFishManager.cs b/Assets/MyGame/Scripts/Manager/CreateFishManager.cs index 68039eeda..7d4eac28d 100644 --- a/Assets/MyGame/Scripts/Manager/CreateFishManager.cs +++ b/Assets/MyGame/Scripts/Manager/CreateFishManager.cs @@ -1513,8 +1513,11 @@ public class CreateFishManager : MonoSingleton { if (sit.monCotl_Lock != null && sit.monCotl_Lock.guid == fishId) { - sit.monCotl_Lock = null; - sit.monCotl_Lock_Position = null; + // ⭐ 必须完整清锁(ClearLock 置 isLock=false/隐藏锁定圈/重置 isManualLock/炮台回Idle), + // 不能只清两个引用:isLock 残留 true 会让 GameMainPanel_FishBase.HandleAutoRotate + // 对空 monCotl_Lock_Position 取 .position 每帧抛 NRE, + // 排在其后的 CheckLockTargetValid/HandleAutoLock 永远执行不到 → 锁定系统卡死 + sit.ClearLock(); } } } diff --git a/Assets/MyGame/Scripts/Turret/SitPosData.cs b/Assets/MyGame/Scripts/Turret/SitPosData.cs index 8d738ffe2..0676b1f27 100644 --- a/Assets/MyGame/Scripts/Turret/SitPosData.cs +++ b/Assets/MyGame/Scripts/Turret/SitPosData.cs @@ -85,6 +85,12 @@ public class SitPosData : MonoBehaviour [System.NonSerialized] public TurretData currentZhanShenData; + // ------------------------- + // 战神激光(锁定时显示) + // ------------------------- + /// 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 + private readonly List _zhanShenLasers = new List(); + // ------------------------- // XJMH 炮台列表(星际迷航专用) // ------------------------- @@ -214,6 +220,142 @@ public class SitPosData : MonoBehaviour roomOwnerSit = null; TransferRoomOwner(); } + // 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) ==================== + + /// + /// 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)。 + /// + 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; + } + + // 起点:创建子弹的位置(世界坐标 Z=0 平面,和 FireBullet 的 startPos 一致) + Vector3 start = GetBulletStartPos(); + start.z = 0f; + + // 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); + + // 终点:该条锁定鱼的位置 + Vector3 end = _laserTargets[i].position; + end.z = 0f; + 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); + } + } + + /// 激光终点缓存列表(每帧复用,避免 GC) + private readonly List _laserTargets = new List(); + + /// + /// 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)。 + /// + private LineRenderer CreateZhanShenLaser(int index) + { + var zsData = currentZhanShenData; + GameObject laserGo; + LineRenderer line; + + if (zsData.laserPrefab != null) + { + laserGo = Instantiate(zsData.laserPrefab); + laserGo.name = $"ZhanShenLaser_{index}"; + line = laserGo.GetComponent(); + if (line == null) + line = laserGo.AddComponent(); + } + else + { + // ⭐ prefab 为空:直接新建对象 + LineRenderer + laserGo = new GameObject($"ZhanShenLaser_{index}"); + line = laserGo.AddComponent(); + } + + // 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; + } + + /// 销毁所有战神激光对象(清战神/座位禁用时调用) + private void DestroyZhanShenLaser() + { + for (int i = 0; i < _zhanShenLasers.Count; i++) + { + if (_zhanShenLasers[i] != null) + Destroy(_zhanShenLasers[i].gameObject); + } + _zhanShenLasers.Clear(); } /// @@ -645,6 +787,7 @@ public class SitPosData : MonoBehaviour if (zsData != null) { zsData.turretNumber = zhanShenNumber; + 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 OnStateChange = zsData.ChangeState; } @@ -692,6 +835,8 @@ public class SitPosData : MonoBehaviour } currentZhanShen = null; currentZhanShenData = null; + // 战神清了激光也没了 + DestroyZhanShenLaser(); } // ------------------------- // 切换状态(GameMainPanel 调用) diff --git a/Assets/MyGame/Scripts/Turret/TurretData.cs b/Assets/MyGame/Scripts/Turret/TurretData.cs index e59eb25d0..56a8e62da 100644 --- a/Assets/MyGame/Scripts/Turret/TurretData.cs +++ b/Assets/MyGame/Scripts/Turret/TurretData.cs @@ -34,6 +34,14 @@ public class TurretData : MonoBehaviour public GameObject bulletPrefab_Two; public GameObject bulletPrefab; + [Header("战神激光(锁定时显示,普通炮台不配置即无此效果)")] + [Tooltip("激光预制体(带 LineRenderer)。为空时自动创建一个 GameObject 并加 LineRenderer")] + public GameObject laserPrefab; + [Tooltip("自动创建激光时的线宽")] + public float laserWidth = 0.3f; + [Tooltip("自动创建激光时的颜色")] + public Color laserColor = new Color(1f, 0.3f, 0.3f, 0.9f); + [Header("UI面板属性")] [Tooltip("炮台编号,对应 TurretResourcesData.turretNumber")] public int turretNumber; @@ -77,11 +85,11 @@ public class TurretData : MonoBehaviour [Tooltip("战神状态机开火参数名(Bool:Idle0 --PlayFire--> Fire状态机,Fire --PlayFire=false--> Exit回Idle)。" + "检测到此参数自动启用战神模式,无需手动配置")] public string playFireParam = "PlayFire"; - [Tooltip("开火动画变体参数名(Int:FireIndex=0选Fire0,=1选Fire1...)")] + [Tooltip("开火动画变体参数名(Int):0=Fire0(正常子弹) 1=Fire1(激光)。锁定时自动切1,非锁定开火用0")] public string fireIndexParam = "FireIndex"; [Tooltip("待机动画变体参数名(Int:IdleIndex=0选Idle0...)")] public string idleIndexParam = "IdleIndex"; - [Tooltip("开火动画变体索引:0=Fire0 1=Fire1...")] + [Tooltip("开火动画变体索引默认值:0=Fire0(正常子弹) 1=Fire1(激光)。运行时按锁定状态自动切换,此值仅为无锁定信息时的兜底")] public int fireIndex = 0; [Tooltip("待机动画变体索引:0=Idle0 1=Idle1...")] public int idleIndex = 0; @@ -446,6 +454,7 @@ public class TurretData : MonoBehaviour /// - Bool 型(标准):Attack 置 true 持续开火,Idle 置 false 停火退出; /// - Trigger 型(兜底):Attack 设触发器,Idle 复位。 /// LaserStart/LaserLoop 视为开火中,None/LaserEnd 视为待机。 + /// ⭐ FireIndex 动态切换:锁定中(激光开启)=1 走 Fire1(激光动画);非锁定=0 走 Fire0(正常子弹动画)。 /// private void PlayWarGodAnimator(TurretState state) { @@ -453,6 +462,10 @@ public class TurretData : MonoBehaviour || state == TurretState.LaserStart || state == TurretState.LaserLoop; + // ⭐ 开火变体:0=正常子弹 1=激光(锁定中)。进 Fire 状态机前先设好值 + if (attacking && _hasFireIndex) + SetNumericParam(fireIndexParam, _fireIndexType, IsLaserActive() ? 1 : 0); + if (_playFireIsTrigger) { if (attacking) new_CurrAnimation.SetTrigger(playFireParam); @@ -464,6 +477,19 @@ public class TurretData : MonoBehaviour } } + /// + /// 激光是否开启:战神锁定中即激光开启(与 SitPosData.UpdateZhanShenLaser 的显示条件一致)。 + /// setPosData 由 SitPosData.LoadZhanShen 注入;远程座位的锁定经 SetLockTarget 同步,同样生效。 + /// + private bool IsLaserActive() + { + var sit = setPosData; + return sit != null + && sit.isLock + && sit.monCotl_Lock_Position != null + && sit.monCotl_Lock_Position.gameObject.activeInHierarchy; + } + /// 按参数实际类型写数值(Int/Bool/Float 通吃) private void SetNumericParam(string paramName, AnimatorControllerParameterType type, int value) { diff --git a/Assets/MyGame/aa/Game/ZhanShen/Game/display_wargod_in_14053_0_dev.prefab b/Assets/MyGame/aa/Game/ZhanShen/Game/display_wargod_in_14053_0_dev.prefab index 5187beb7e..e8af5bcd5 100644 --- a/Assets/MyGame/aa/Game/ZhanShen/Game/display_wargod_in_14053_0_dev.prefab +++ b/Assets/MyGame/aa/Game/ZhanShen/Game/display_wargod_in_14053_0_dev.prefab @@ -931,8 +931,11 @@ MonoBehaviour: tra_BulletStartPosition: {fileID: 0} tra_RotationPivot: {fileID: 0} bulletPrefab_Two: {fileID: 0} - bulletPrefab: {fileID: 1683896124520709, guid: 7285e1bb1bde04640832e1569f3b636c, + bulletPrefab: {fileID: 6300000819753586713, guid: b8f336cf2aed76541ae9e48d99280a5b, type: 3} + laserPrefab: {fileID: 0} + laserWidth: 3 + laserColor: {r: 1, g: 0.3, b: 0.3, a: 0.9} turretNumber: 0 turretType: 1 displayName: diff --git a/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs b/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs index d80dceebe..73b9750fb 100644 --- a/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs +++ b/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs @@ -1290,6 +1290,10 @@ public class GameMainPanel_FishBase : GameMainPanel_Base private void RotateToLockTarget(SitPosData sit) { + // ⭐ 防御:锁定点为空或已被销毁(鱼死亡清锁/小白龙切模型销毁锚点)时直接跳过, + // 否则对空引用取 .position 会抛 NRE 中断整个 Update(锁定/开火/清锁全部卡死) + if (sit == null || sit.monCotl_Lock_Position == null) return; + Vector2 screenPos = Camera.main.WorldToScreenPoint(sit.monCotl_Lock_Position.position); RectTransformUtility.ScreenPointToLocalPointInRectangle( @@ -1443,6 +1447,10 @@ public class GameMainPanel_FishBase : GameMainPanel_Base //FireBullet(currSitData, angle, isSanShe, isDouble, isLock); SyncFire(angle, isSanShe, isDouble, isLock); } + /// 战神激光命中延迟(秒):不开实体子弹,开火后延迟此时间直接发 KillFish 给后端(模拟弹道飞行) + [Tooltip("战神激光命中延迟(秒):不开实体子弹,开火后延迟此时间直接发 KillFish 给后端")] + public float laserHitDelay = 0.2f; + private void FireBullet(SitPosData sit, float angle, bool isSanShe, bool isDouble, bool isLock, List bullitIDs, List fireTargetMonsterIDs = null, List bulletGolds = null) { @@ -1452,6 +1460,14 @@ public class GameMainPanel_FishBase : GameMainPanel_Base Debug.LogWarning("[FireBullet] sit 或 bullitIDs 为空,跳过本次开火"); return; } + + // ⭐ 战神激光模式(锁定中):不创建实体子弹,延迟后直接发 KillFish 给后端 + if (sit.currentZhanShenData != null && isLock) + { + FireLaser(sit, isDouble, isSanShe, bullitIDs, fireTargetMonsterIDs, bulletGolds); + return; + } + Vector2 startPos = sit.GetBulletStartPos(); // ⭐ 按索引取该发子弹的服务端权威扣费金额(bullets[i].gold),没有则回退到0(ConsumeGold内部用consumeGoldNum) @@ -1523,6 +1539,100 @@ public class GameMainPanel_FishBase : GameMainPanel_Base } } + /// + /// 战神激光开火(锁定中):不创建实体子弹(视觉就是 LineRenderer 激光线), + /// 每发按正常频率走 FireCannon/广播(频率不变),本地扣费后延迟 laserHitDelay 秒 + /// 直接把 KillFish 发给后端结算(模拟弹道飞行时间)。 + /// 目标:三发=锁定目标列表(与三条激光线一致),单发=主锁定目标。 + /// + private void FireLaser(SitPosData sit, bool isDouble, bool isSanShe, List bullitIDs, + List fireTargetMonsterIDs, List bulletGolds) + { + // ---- 收集激光目标(与激光线一一对应)---- + var targets = new List(); + if (isSanShe) + { + // 三发:优先用开火时随帧同步的目标 GUID + if (fireTargetMonsterIDs != null) + { + foreach (var guid in fireTargetMonsterIDs) + { + if (CreateFishManager.Instance.fishDatas_hashCodekey.TryGetValue(guid, out var m) + && m != null && !m.isDead && m.gameObject.activeInHierarchy) + targets.Add(m); + } + } + // 兜底:座位上的三发锁定列表 + if (targets.Count == 0) + { + foreach (var m in sit.tripleLockTargets) + if (m != null && !m.isDead && m.gameObject.activeInHierarchy) + targets.Add(m); + } + } + // 单发 / 三发兜底:主锁定目标 + if (targets.Count == 0 && sit.monCotl_Lock != null + && !sit.monCotl_Lock.isDead && sit.monCotl_Lock.gameObject.activeInHierarchy) + targets.Add(sit.monCotl_Lock); + + // ---- 每发:扣费 + 延迟发 KillFish(无目标也扣费,与子弹打空一致)---- + for (int i = 0; i < bullitIDs.Count; i++) + { + long gold = bulletGolds != null && i < bulletGolds.Count ? bulletGolds[i] : 0; + if (!sit.ConsumeGold(isDouble ? 2 : 1, gold)) + return; // 没钱,后续不发 + + MonsterContral target = targets.Count > 0 ? targets[Mathf.Min(i, targets.Count - 1)] : null; + StartCoroutine(LaserHitRoutine(sit, target, bullitIDs[i])); + } + + if (sit.posID == currSitData.posID) + AudioManager.Instance.PlayFX(bulletClip); + } + + /// + /// 激光命中协程:延迟 laserHitDelay 后结算(不开实体子弹)。 + /// 结算逻辑与 BullitMove.AttackFish 一致:本人发 KillFish、bot 由房主发 BotKillFish、本地播 OnHurt。 + /// + private System.Collections.IEnumerator LaserHitRoutine(SitPosData sit, MonsterContral target, string bulletId) + { + if (laserHitDelay > 0f) + yield return new WaitForSeconds(laserHitDelay); + else + yield return null; + + // 延迟期间目标死了/失效 → 本发打空(钱已扣,与子弹未命中一致) + if (target == null || target.isDead || !target.gameObject.activeInHierarchy) + yield break; + + if (sit.user == GameManager.Instance.user.id) + { + // 真人玩家击杀:直接发后端 + var v2 = GameManager.Instance.gameData.currRoomData; + WebSocketSendList.KillFish(v2.roomId, sit.user, + target.monsterData.fishTypeConfig.fishNumber, target.guid, + (int)sit.consumeGoldNum, bulletId, "63215f0afa3f5b25"); + } + else if (!string.IsNullOrEmpty(sit.user) && sit.user.StartsWith("bot_")) + { + // 机器人击杀:只有房主客户端发送 BotKillFish + if (SitPosData.roomOwnerSit != null && SitPosData.roomOwnerSit.user == GameManager.Instance.user.id) + { + var v2 = GameManager.Instance.gameData.currRoomData; + WebSocketSendList.BotKillFish( + v2.roomId, + sit.user, + target.monsterData.fishTypeConfig.fishNumber, + target.guid, + sit.consumeGoldNum, + bulletId + ); + } + } + + target.OnHurt(); + } + private bool isLaser = false; private void StartLaser()