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// ============================================================
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// 文件:FishOutOfScreenDetector.cs
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// 职责:出界检测(第二层)——挂在比屏幕大一圈的大 Box2D 触发器上,
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// 统一收所有鱼的 OnTriggerEnter2D / OnTriggerExit2D,
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// 当一条"沿路线移动(isMove=true)"的鱼的所有碰撞器都离开触发区、
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// 且路线进度 > progressThreshold 时,静默回收这条鱼。
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//
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// 场景布置(两层):
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// 第一层:贴屏幕四边的 4 个碰撞器 → 挡/反弹子弹(本脚本不管)
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// 第二层:比屏幕大一圈的一个 BoxCollider2D(IsTrigger=true) → 本脚本挂它上面
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//
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// 使用前提:
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// 1. 第二层触发器所在物体需要一个 Kinematic 或 Dynamic 的 Rigidbody2D,
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// 否则 Trigger 事件不会触发(Static 的 Rigidbody2D 不算)
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// 2. Physics2D 层碰撞矩阵里,第二层所在层必须与 Fish 层勾选
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// 3. 鱼身上的碰撞器 tag / layer 都是 Fish(可在 Inspector 里改过滤值)
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// ============================================================
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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||||
/// 出界检测:鱼离开"比屏幕大一圈"的触发器,且路线走过一半以上时,静默回收这条鱼。
|
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/// </summary>
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public class FishOutOfScreenDetector : MonoBehaviour
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{
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[Header("鱼碰撞器过滤")]
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[Tooltip("鱼的 tag,留空表示不按 tag 过滤")]
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public string fishTag = "Fish";
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[Tooltip("鱼所在的 layer 名,留空表示不按 layer 过滤")]
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public string fishLayer = "Fish";
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[Header("出界判定")]
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[Tooltip("路线进度必须超过这个值才允许出界回收(0~1)。\n" +
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"防止出生点在屏外、正往屏内游的鱼被误删")]
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[Range(0f, 1f)]
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public float progressThreshold = 0.5f;
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[Header("调试")]
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public bool enableLog = false;
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/// <summary>鱼 → 当前仍在触发区内的碰撞器集合(一条鱼可能有多个碰撞器)</summary>
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private readonly Dictionary<MonsterContral, HashSet<Collider2D>> _tracked =
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new Dictionary<MonsterContral, HashSet<Collider2D>>();
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|
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/// <summary>碰撞器 → 所属鱼(Exit 时快速反查,避免再 GetComponentInParent)</summary>
|
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private readonly Dictionary<Collider2D, MonsterContral> _colliderOwner =
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new Dictionary<Collider2D, MonsterContral>();
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private int _fishLayerId = -1;
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private void Awake()
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{
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_fishLayerId = string.IsNullOrEmpty(fishLayer) ? -1 : LayerMask.NameToLayer(fishLayer);
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if (!string.IsNullOrEmpty(fishLayer) && _fishLayerId < 0)
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Debug.LogWarning($"[出界检测] 找不到 layer: {fishLayer},请检查 Layer 配置");
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}
|
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|
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/// <summary>这个碰撞器是不是"要检测的鱼"(tag + layer 都符合才受理)</summary>
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private bool IsFishCollider(Collider2D col)
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{
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if (col == null) return false;
|
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// ⭐ 用字符串比较而不是 CompareTag:tag 未在 Tag Manager 里定义时 CompareTag 会抛异常
|
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if (!string.IsNullOrEmpty(fishTag) && col.gameObject.tag != fishTag) return false;
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if (_fishLayerId >= 0 && col.gameObject.layer != _fishLayerId) return false;
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return true;
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}
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/// <summary>进入触发区:登记这条鱼(开始出发时存起来)</summary>
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private void OnTriggerEnter2D(Collider2D other)
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{
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if (!IsFishCollider(other)) return;
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|
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// 鱼脚本挂在根节点,碰撞器可能是子物体 → 往上找
|
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var monster = other.GetComponentInParent<MonsterContral>();
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if (monster == null) return;
|
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// ⭐ 只处理沿路线移动的怪
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if (!monster.isMove) return;
|
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|
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// 同一个碰撞器重复进入(池复用/漏收 Exit):先清掉旧登记再重新登记
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if (_colliderOwner.TryGetValue(other, out var oldOwner) && oldOwner != null)
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{
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if (_tracked.TryGetValue(oldOwner, out var oldSet)) oldSet.Remove(other);
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}
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_colliderOwner.Remove(other);
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|
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if (!_tracked.TryGetValue(monster, out var set))
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{
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set = new HashSet<Collider2D>();
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_tracked[monster] = set;
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}
|
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set.Add(other);
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_colliderOwner[other] = monster;
|
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|
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if (enableLog)
|
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Debug.Log($"[出界检测] 进入触发区 guid={monster.guid} collider={other.name} 该鱼碰撞器数={set.Count}");
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}
|
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|
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/// <summary>离开触发区:全部碰撞器都离开后,再按路线进度决定是否回收</summary>
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private void OnTriggerExit2D(Collider2D other)
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{
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if (other == null) return;
|
||||
// 没登记过的碰撞器(不是鱼/被过滤/没收到 Enter):忽略
|
||||
if (!_colliderOwner.TryGetValue(other, out var monster)) return;
|
||||
|
||||
_colliderOwner.Remove(other);
|
||||
|
||||
if (monster == null || !_tracked.TryGetValue(monster, out var set)) return;
|
||||
set.Remove(other);
|
||||
|
||||
// ⭐ 这条鱼还有别的碰撞器贴着触发区 → 不回收,继续等
|
||||
if (set.Count > 0)
|
||||
{
|
||||
if (enableLog)
|
||||
Debug.Log($"[出界检测] 离开触发区 guid={monster.guid} collider={other.name} 剩余碰撞器={set.Count}");
|
||||
return;
|
||||
}
|
||||
|
||||
// 所有碰撞器都离开了 → 先把这条鱼从列表里删掉
|
||||
_tracked.Remove(monster);
|
||||
|
||||
TryRecycle(monster);
|
||||
}
|
||||
|
||||
/// <summary>所有碰撞器都出界后:路线进度超过阈值才回收</summary>
|
||||
private void TryRecycle(MonsterContral monster)
|
||||
{
|
||||
if (monster == null || monster.gameObject == null) return;
|
||||
// 已被击杀/回池(池对象会失活)→ 不做
|
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if (!monster.gameObject.activeInHierarchy) return;
|
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if (!monster.isMove) return;
|
||||
|
||||
var line = monster.monsterData != null ? monster.monsterData.moveLine : null;
|
||||
if (line == null || line.moveTime <= 0f) return; // 没有路线时长的(非路线鱼)不处理
|
||||
|
||||
float progress = monster.moveTime / line.moveTime;
|
||||
if (progress <= progressThreshold)
|
||||
{
|
||||
if (enableLog)
|
||||
Debug.Log($"[出界检测] 已出界但进度不足({progress:F2} <= {progressThreshold:F2}),只清列表不回收 guid={monster.guid}");
|
||||
return;
|
||||
}
|
||||
|
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var mgr = CreateFishManager.Instance;
|
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if (mgr == null || mgr.fishDatas_hashCodekey == null) return;
|
||||
// 已经不在鱼列表里(被击杀/已回收)→ 不做,避免刷 NOT_FOUND
|
||||
if (!mgr.fishDatas_hashCodekey.ContainsKey(monster.guid))
|
||||
{
|
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if (enableLog)
|
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Debug.Log($"[出界检测] 出界但已不在鱼列表(可能已被击杀) guid={monster.guid}");
|
||||
return;
|
||||
}
|
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if (enableLog)
|
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Debug.Log($"[出界检测] 出界回收 guid={monster.guid} 进度={progress:F2} 位置={monster.transform.position}");
|
||||
|
||||
// 静默回收:无死亡粒子/无金币特效,直接从鱼列表移除并回池
|
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mgr.Id_DieFish_NotFX(monster.guid);
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int count = gift.isRandom ? gift.minCount : gift.count;
|
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var data = new BackPackPropItemData { count = count, giftType = gift.type };
|
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|
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// 道具(type==3)才需要查道具表拿图标与子类型;金币/钻石用本地 sprite
|
||||
if (gift.type == 3 && !string.IsNullOrEmpty(gift.otherId))
|
||||
// 服务端排行奖励items实际下发type=0(非约定值3),只要带otherId就按道具处理;金币(1)/钻石(2)用本地sprite
|
||||
bool isProp = gift.type != 1 && gift.type != 2 && !string.IsNullOrEmpty(gift.otherId);
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{
|
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data.giftType = 3;
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// 图标来源优先级:本地道具表propConfig → 后端下发的product → 固定结构/uploads/编号.png兜底
|
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var match = GameManager.Instance?.gameConfig?.propConfig?.Find(p => p.number == gift.otherId);
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else if (gift.product != null && !string.IsNullOrEmpty(gift.product.imageUrl))
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|
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@@ -175,14 +175,22 @@ public class UIHome_BY_RankPanel : SubUIBase
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return gold.ToString("N0");
|
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}
|
||||
|
||||
/// <summary>根据排行类型和排名查找奖励道具</summary>
|
||||
/// <summary>根据排行类型和排名查找奖励道具(服务端gold/diamond在奖励层级而非items里,合成type=1/2条目与items合并显示)</summary>
|
||||
private List<GiftConfig> GetRankRewards(int rank)
|
||||
{
|
||||
if (_rankingRewardConfig == null || !_rankingRewardConfig.isEnabled) return null;
|
||||
var group = _rankingRewardConfig.groups?.Find(g => g.rankingType == _currentRankType);
|
||||
if (group?.rewards == null) return null;
|
||||
var match = group.rewards.Find(r => rank >= r.rankMin && rank <= r.rankMax);
|
||||
return match?.items;
|
||||
if (match == null) return null;
|
||||
|
||||
var list = new List<GiftConfig>();
|
||||
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|
||||
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|
||||
if (match.diamond > 0)
|
||||
list.Add(new GiftConfig { type = 2, isRandom = false, count = match.diamond });
|
||||
if (match.items != null) list.AddRange(match.items);
|
||||
return list.Count > 0 ? list : null;
|
||||
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|
||||
|
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private void ClearRankList()
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|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: iPhone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: WebGL
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Android
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID: 5e97eb03825dee720800000000000000
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
nameFileIdTable: {}
|
||||
mipmapLimitGroupName:
|
||||
pSDRemoveMatte: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -24,7 +24,7 @@ Material:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs:
|
||||
- _MainTex:
|
||||
m_Texture: {fileID: 2800000, guid: 9a2580af97c700b4aa5d000cd64dc98b, type: 3}
|
||||
m_Texture: {fileID: 2800000, guid: 1c8844eb8ed78f24b966cc583ddd425d, type: 3}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Ints: []
|
||||
|
||||
Reference in New Issue
Block a user