This commit is contained in:
2026-09-01 21:19:15 +08:00
parent 935a106434
commit 40e6bf26bc
32 changed files with 8306 additions and 235682 deletions
-26
View File
@@ -2534,7 +2534,6 @@ GameObject:
serializedVersion: 6
m_Component:
- component: {fileID: 1713512242956466463}
- component: {fileID: 1368362090332294987}
m_Layer: 24
m_Name: eff_baodian (1)
m_TagString: Untagged
@@ -2564,18 +2563,6 @@ Transform:
- {fileID: 8388603944346395357}
m_Father: {fileID: 4707313352719104336}
m_LocalEulerAnglesHint: {x: -23.976986, y: 8.456316e-14, z: 3.9823163e-13}
--- !u!114 &1368362090332294987
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1314472588275934322}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: ae9b70ba4e2aa2329407c722b6c5a5fd, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!1 &1381193625469632634
GameObject:
m_ObjectHideFlags: 0
@@ -8483,7 +8470,6 @@ GameObject:
serializedVersion: 6
m_Component:
- component: {fileID: 2845755247183784446}
- component: {fileID: 964401055899020792}
m_Layer: 24
m_Name: 1507
m_TagString: Untagged
@@ -8517,18 +8503,6 @@ Transform:
- {fileID: 1273126720854675855}
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: -0, z: -0}
--- !u!114 &964401055899020792
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3388978822492800134}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b1da46fdf22b89e849e79a29aaf7c290, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!1 &3598375946817598561
GameObject:
m_ObjectHideFlags: 0
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -2406,6 +2406,29 @@ MonoBehaviour:
m_Markers:
m_Objects: []
m_PostPlaybackState: 3
--- !u!114 &-2327353614116724397
MonoBehaviour:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b46e36075dd1c124a8422c228e75e1fb, type: 3}
m_Name: Signal Track
m_EditorClassIdentifier:
m_Version: 3
m_AnimClip: {fileID: 0}
m_Locked: 0
m_Muted: 0
m_CustomPlayableFullTypename:
m_Curves: {fileID: 0}
m_Parent: {fileID: 11400000}
m_Children: []
m_Clips: []
m_Markers:
m_Objects: []
--- !u!114 &-2150227897329542303
MonoBehaviour:
m_ObjectHideFlags: 1
@@ -2757,6 +2780,7 @@ MonoBehaviour:
- {fileID: 4621470011924840542}
- {fileID: -1936646652492250195}
- {fileID: 5900732669244478740}
- {fileID: -2327353614116724397}
m_FixedDuration: 0
m_EditorSettings:
m_Framerate: 60
@@ -229061,6 +229061,7 @@ GameObject:
m_Component:
- component: {fileID: 3635606249739242833}
- component: {fileID: 690084694559714674}
- component: {fileID: 3653689207835401041}
m_Layer: 21
m_Name: 4022_B
m_TagString: Untagged
@@ -229201,6 +229202,8 @@ PlayableDirector:
value: {fileID: 0}
- key: {fileID: -1936646652492250195, guid: 2faaacb77d06466438cd84ad12bbf14a, type: 2}
value: {fileID: 0}
- key: {fileID: -2327353614116724397, guid: 2faaacb77d06466438cd84ad12bbf14a, type: 2}
value: {fileID: 3653689207835401041}
m_ExposedReferences:
m_References:
- ae6cfbdce685f80499a3044f3a9c7247: {fileID: 2295987339802166869}
@@ -229425,6 +229428,21 @@ PlayableDirector:
- 8bfbbbbfd4e30f643a9994d4609a717a: {fileID: 2295987339802166869}
- 530f7817b1e490b42b43e489158150ca: {fileID: 2295987339802166869}
- 2fead6fdfc29b2f4c8dad31cef20ee4d: {fileID: 2295987339802166869}
--- !u!114 &3653689207835401041
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5485079200766063859}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: e52de21a22b6dd44c9cc19f810c65059, type: 3}
m_Name:
m_EditorClassIdentifier:
m_Events:
m_Signals: []
m_Events: []
--- !u!1 &5493668169004643466
GameObject:
m_ObjectHideFlags: 0
@@ -2354,6 +2354,22 @@ MonoBehaviour:
m_OpenClipOffsetRotation: {x: 0, y: 0, z: 0, w: 1}
m_Rotation: {x: 0, y: 0, z: 0, w: 1}
m_ApplyOffsets: 0
--- !u!114 &-5572515123281206766
MonoBehaviour:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 15c38f6fa1940124db1ab7f6fe7268d1, type: 3}
m_Name: Signal Emitter
m_EditorClassIdentifier:
m_Time: 0
m_Retroactive: 0
m_EmitOnce: 0
m_Asset: {fileID: 11400000, guid: 344d1087c2077664ebcfebc51d6cf167, type: 2}
--- !u!114 &-5528392336609758472
MonoBehaviour:
m_ObjectHideFlags: 1
@@ -3113,6 +3129,22 @@ MonoBehaviour:
m_Loop: 0
m_Version: 1
m_Rotation: {x: 0, y: 0, z: 0, w: 1}
--- !u!114 &-3830697984569849049
MonoBehaviour:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 15c38f6fa1940124db1ab7f6fe7268d1, type: 3}
m_Name: Signal Emitter
m_EditorClassIdentifier:
m_Time: 11.066666666666666
m_Retroactive: 0
m_EmitOnce: 0
m_Asset: {fileID: 11400000, guid: 344d1087c2077664ebcfebc51d6cf167, type: 2}
--- !u!114 &-2683036787068001421
MonoBehaviour:
m_ObjectHideFlags: 1
@@ -3281,6 +3313,22 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: fde0d25a170598d46a0b9dc16b4527a5, type: 3}
m_Name: ActivationPlayableAsset
m_EditorClassIdentifier:
--- !u!114 &-1325041780112933042
MonoBehaviour:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 15c38f6fa1940124db1ab7f6fe7268d1, type: 3}
m_Name: Signal Emitter
m_EditorClassIdentifier:
m_Time: 5.533333333333333
m_Retroactive: 0
m_EmitOnce: 0
m_Asset: {fileID: 11400000, guid: 344d1087c2077664ebcfebc51d6cf167, type: 2}
--- !u!114 &-1128838470591122709
MonoBehaviour:
m_ObjectHideFlags: 1
@@ -3651,7 +3699,25 @@ MonoBehaviour:
m_BlendOutDuration: -1
m_MixInCurve:
serializedVersion: 2
m_Curve: []
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 1
value: 1
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
@@ -5179,7 +5245,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 15c38f6fa1940124db1ab7f6fe7268d1, type: 3}
m_Name: Signal Emitter
m_EditorClassIdentifier:
m_Time: 20.483333333333334
m_Time: 20
m_Retroactive: 0
m_EmitOnce: 0
m_Asset: {fileID: 11400000, guid: 27ead056a3555a449b1c33be851ca0c5, type: 2}
@@ -5464,6 +5530,9 @@ MonoBehaviour:
m_Markers:
m_Objects:
- {fileID: 3363584869114406868}
- {fileID: -5572515123281206766}
- {fileID: -1325041780112933042}
- {fileID: -3830697984569849049}
--- !u!114 &4936197656522684982
MonoBehaviour:
m_ObjectHideFlags: 1
@@ -5658,7 +5727,25 @@ MonoBehaviour:
m_RotationOrder: 4
m_MixOutCurve:
serializedVersion: 2
m_Curve: []
m_Curve:
- serializedVersion: 3
time: 0
value: 1
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 1
value: 0
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
@@ -5685,7 +5772,25 @@ MonoBehaviour:
m_BlendOutDuration: -1
m_MixInCurve:
serializedVersion: 2
m_Curve: []
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 1
value: 1
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
@@ -5784,7 +5889,25 @@ MonoBehaviour:
m_BlendOutDuration: -1
m_MixInCurve:
serializedVersion: 2
m_Curve: []
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 1
value: 1
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
@@ -5856,7 +5979,25 @@ MonoBehaviour:
m_RotationOrder: 4
m_MixOutCurve:
serializedVersion: 2
m_Curve: []
m_Curve:
- serializedVersion: 3
time: 0
value: 1
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 1
value: 0
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
@@ -6047,25 +6188,7 @@ MonoBehaviour:
m_RotationOrder: 4
m_MixOutCurve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 1
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 1
value: 0
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
@@ -6092,25 +6215,7 @@ MonoBehaviour:
m_BlendOutDuration: -1
m_MixInCurve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 1
value: 1
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
@@ -1,6 +1,7 @@
fileFormatVersion: 2
guid: e938db170868d3a4b9f0bec21500e1a6
PrefabImporter:
guid: aea8ee3332113e345b39035fab28c936
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 6bac26f79fb7db24381d8d1f9fab586b
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,308 @@
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
public class MissingScriptRemover : EditorWindow
{
private readonly List<Object> targetObjects = new List<Object>();
private readonly List<string> prefabPaths = new List<string>();
private bool includeSubFolders = true;
private bool includeScene = false;
private bool dryRun = true;
private bool lastRunWasScan = true;
private readonly Dictionary<string, int> scanResults = new Dictionary<string, int>();
private int totalMissing;
private int fileCount;
private Vector2 scrollPos;
private bool hasScanned = false;
[MenuItem("Tools/预制体丢失脚本清理工具")]
public static void ShowWindow()
{
GetWindow<MissingScriptRemover>("丢失脚本清理");
}
private void OnGUI()
{
EditorGUILayout.HelpBox(
"拖入 Prefab 或文件夹 → 扫描 → 清理\n" +
"扫描模式只统计不修改;确认无误后取消勾选「仅扫描」再点清理", MessageType.Info);
EditorGUILayout.Space(4);
EditorGUILayout.LabelField("目标(Prefab / 文件夹,可多选拖入)", EditorStyles.boldLabel);
Rect dropRect = GUILayoutUtility.GetRect(0, 40, GUILayout.ExpandWidth(true));
GUI.Box(dropRect, targetObjects.Count == 0
? "拖入 Prefab 或文件夹到此处"
: string.Join(", ", targetObjects.ConvertAll(o => o.name).ToArray()),
EditorStyles.helpBox);
Event evt = Event.current;
if ((evt.type == EventType.DragUpdated || evt.type == EventType.DragPerform) && dropRect.Contains(evt.mousePosition))
{
DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
if (evt.type == EventType.DragPerform)
{
DragAndDrop.AcceptDrag();
if (DragAndDrop.objectReferences.Length > 0)
{
targetObjects.Clear();
targetObjects.AddRange(DragAndDrop.objectReferences);
hasScanned = false;
}
}
evt.Use();
}
if (GUILayout.Button("使用 Project 当前选中", GUILayout.Height(22)))
{
Object[] sel = Selection.objects;
if (sel != null && sel.Length > 0)
{
targetObjects.Clear();
targetObjects.AddRange(sel);
hasScanned = false;
}
else
{
EditorUtility.DisplayDialog("提示", "请先在 Project 窗口选中 Prefab 或文件夹", "确定");
}
}
EditorGUILayout.Space(6);
includeSubFolders = EditorGUILayout.ToggleLeft("包含子文件夹", includeSubFolders);
includeScene = EditorGUILayout.ToggleLeft("同时处理当前打开的场景", includeScene);
dryRun = EditorGUILayout.ToggleLeft("仅扫描(不修改任何文件)", dryRun);
EditorGUILayout.Space(6);
EditorGUILayout.BeginHorizontal();
GUI.enabled = targetObjects.Count > 0 || includeScene;
if (GUILayout.Button("扫描", GUILayout.Height(28)))
{
ScanOrClean(true);
}
GUI.enabled = true;
GUI.enabled = (targetObjects.Count > 0 || includeScene) && !dryRun;
string cleanLabel = dryRun ? "清理(已禁用:勾选了仅扫描)" : "清理";
if (GUILayout.Button(cleanLabel, GUILayout.Height(28)))
{
if (EditorUtility.DisplayDialog("确认清理",
$"将永久删除丢失的脚本组件(不可撤销,建议先提交或备份)。\n目标: {(targetObjects.Count > 0 ? string.Join(", ", targetObjects.ConvertAll(o => o.name).ToArray()) : "")}{(includeScene ? " + 当前场景" : "")}\n\n确认继续?",
"确认清理", "取消"))
{
ScanOrClean(false);
}
}
GUI.enabled = true;
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(8);
if (hasScanned)
{
string modeText = lastRunWasScan ? "[扫描结果]" : "[清理结果]";
EditorGUILayout.LabelField($"{modeText} 共 {fileCount} 个文件,丢失脚本组件 {totalMissing} 处", EditorStyles.boldLabel);
scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
foreach (var kv in scanResults)
{
if (kv.Value > 0)
{
Color old = GUI.color;
GUI.color = new Color(1f, 0.75f, 0.45f);
EditorGUILayout.LabelField($"{kv.Key} ({kv.Value})");
GUI.color = old;
}
}
EditorGUILayout.EndScrollView();
if (scanResults.Count > 0 && GUILayout.Button("定位选中第一个文件"))
{
foreach (var kv in scanResults)
{
if (kv.Value > 0 && kv.Key.EndsWith(".prefab"))
{
var obj = AssetDatabase.LoadMainAssetAtPath(kv.Key);
if (obj != null)
{
Selection.activeObject = obj;
EditorGUIUtility.PingObject(obj);
}
break;
}
}
}
}
}
private void ScanOrClean(bool scanOnly)
{
lastRunWasScan = scanOnly;
prefabPaths.Clear();
prefabPaths.AddRange(CollectPrefabPaths(targetObjects.ToArray()));
scanResults.Clear();
totalMissing = 0;
fileCount = 0;
int sceneMissing = 0;
bool cancelled = false;
try
{
for (int i = 0; i < prefabPaths.Count; i++)
{
string path = prefabPaths[i];
if (EditorUtility.DisplayCancelableProgressBar(
scanOnly ? "扫描丢失脚本" : "清理丢失脚本",
path, (float)i / prefabPaths.Count))
{
cancelled = true;
break;
}
int removed = ProcessPrefab(path, !scanOnly);
scanResults[path] = removed;
totalMissing += removed;
fileCount++;
}
if (includeScene)
{
sceneMissing = ProcessOpenScene(!scanOnly);
if (sceneMissing > 0)
{
scanResults["[当前场景]"] = sceneMissing;
totalMissing += sceneMissing;
}
fileCount++;
}
}
finally
{
EditorUtility.ClearProgressBar();
}
if (!scanOnly && totalMissing > 0)
{
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
hasScanned = true;
string summary = cancelled
? $"已取消。处理到第 {fileCount} 个,共发现 {totalMissing} 处丢失脚本"
: (scanOnly
? $"扫描完成: {fileCount} 个文件,共 {totalMissing} 处丢失脚本"
: $"清理完成: 处理 {fileCount} 个文件,删除 {totalMissing} 个丢失脚本组件");
if (scanOnly && totalMissing > 0)
summary += "\n取消勾选「仅扫描」后点击「清理」即可删除";
Debug.Log($"[MissingScriptRemover] {summary}");
EditorUtility.DisplayDialog(scanOnly ? "扫描完成" : "清理完成", summary, "确定");
}
private IEnumerable<string> CollectPrefabPaths(Object[] objects)
{
var result = new List<string>();
foreach (var obj in objects)
{
if (obj == null) continue;
string path = AssetDatabase.GetAssetPath(obj);
if (string.IsNullOrEmpty(path)) continue;
if (Directory.Exists(path))
{
if (includeSubFolders)
{
foreach (string guid in AssetDatabase.FindAssets("t:Prefab", new[] { path }))
{
string p = AssetDatabase.GUIDToAssetPath(guid);
if (!result.Contains(p)) result.Add(p);
}
}
else
{
foreach (string file in Directory.GetFiles(path, "*.prefab"))
{
string p = file.Replace('\\', '/');
if (!result.Contains(p)) result.Add(p);
}
}
}
else if (path.EndsWith(".prefab", System.StringComparison.OrdinalIgnoreCase))
{
if (!result.Contains(path)) result.Add(path);
}
}
result.Sort();
return result;
}
private int ProcessPrefab(string path, bool clean)
{
GameObject root = PrefabUtility.LoadPrefabContents(path);
int total = 0;
try
{
total = ProcessGameObjectTree(root, clean);
if (clean && total > 0)
{
PrefabUtility.SaveAsPrefabAsset(root, path);
}
}
finally
{
PrefabUtility.UnloadPrefabContents(root);
}
return total;
}
private int ProcessGameObjectTree(GameObject root, bool clean)
{
int total = 0;
total += HandleGameObject(root, clean);
Transform[] children = root.GetComponentsInChildren<Transform>(true);
foreach (Transform t in children)
{
if (t.gameObject == root) continue;
total += HandleGameObject(t.gameObject, clean);
}
return total;
}
private int HandleGameObject(GameObject go, bool clean)
{
if (clean)
{
return GameObjectUtility.RemoveMonoBehavioursWithMissingScript(go);
}
int count = 0;
foreach (Component c in go.GetComponents<Component>())
{
if (c == null) count++;
}
return count;
}
private int ProcessOpenScene(bool clean)
{
int total = 0;
var scene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
foreach (GameObject rootObj in scene.GetRootGameObjects())
{
total += ProcessGameObjectTree(rootObj, clean);
}
if (clean && total > 0)
{
EditorSceneManager.MarkSceneDirty(scene);
}
return total;
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e7d4b6c4f253fee4983cd2c93bf82849
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+74
View File
@@ -6493,6 +6493,79 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1969162102}
m_CullTransparentMesh: 1
--- !u!1001 &1999203650
PrefabInstance:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Modification:
serializedVersion: 3
m_TransformParent: {fileID: 0}
m_Modifications:
- target: {fileID: 3635606249739242833, guid: 965597318af75eb4b9f2af433facf3d4,
type: 3}
propertyPath: m_LocalPosition.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 3635606249739242833, guid: 965597318af75eb4b9f2af433facf3d4,
type: 3}
propertyPath: m_LocalPosition.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 3635606249739242833, guid: 965597318af75eb4b9f2af433facf3d4,
type: 3}
propertyPath: m_LocalPosition.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 3635606249739242833, guid: 965597318af75eb4b9f2af433facf3d4,
type: 3}
propertyPath: m_LocalRotation.w
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// 克隆到 zhanShenParent,保持预制体原始位置/旋转/缩放
GameObject instance = Instantiate(prefab, zhanShenParent, false);
instance.SetActive(true);
currentZhanShen = instance;
currentZhanShenNumber = zhanShenNumber;
// 绑定状态机入口:战神接管开火/待机动画(PlayFire 约定,见 TurretData.PlayWarGodAnimator)
// 同时缓存 TurretData:开火时优先用战神的子弹预制体(bulletPrefab/bulletPrefab_Two)
var zsData = instance.GetComponent<TurretData>();
// ⭐ 战神初始旋转偏移:从 ZhanShenTurretData 读取(每个战神角度不一样,跟战神预制体配置)。
// 上/下座位视角不一样分开配置(IsFlipped=上方);直接设置欧拉角(覆盖预制体原始旋转);全0=保持默认朝向。
var zsDataEx = zsData as ZhanShenTurretData;
if (zsDataEx != null)
{
Vector3 zsRotateInit = IsFlipped ? zsDataEx.topOffsetZSRotateInit : zsDataEx.buttomOffsetZSRotateInit;
if (zsRotateInit != Vector3.zero)
instance.transform.localEulerAngles = zsRotateInit;
}
currentZhanShen = instance;
currentZhanShenNumber = zhanShenNumber;
currentZhanShenData = zsData;
if (zsData != null)
{
@@ -300,6 +300,17 @@
"boardText": "",
"dieEffectAssets": ""
},
{
"fishNumber": 11028,
"prefabFishResourcesPath": "1507",
"showAudio": [],
"moveAudio": [],
"dieAudio": [],
"dieGlodAduio": {},
"layer": 30140,
"boardText": "",
"dieEffectAssets": ""
},
{
"fishNumber": 11029,
"prefabFishResourcesPath": "1595",
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m_Name: 4022
m_TagString: Untagged
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m_Father: {fileID: 0}
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m_MethodName: TimeDieFish
m_Mode: 1
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createVideoClip: {fileID: 0}
rotationPY: 60
baseMmove: 0
isRotate: 0
isRotate: 1
isNot1: 0
ischild0: 0
depthOffset: 0
is2DFish: 0
sortOrder2D: 0
bossName:
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isToUI: 1
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currBossScoreValue: 0
bossScoreValue: 0
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isLocalCoin: 0
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File diff suppressed because it is too large Load Diff
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if (director == null) return;
JumpToCountFrame();
}
public void BJ()
{
CallBJ();
}
}
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bigPrizeFishMode: 0
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moveDuration: 0.5
moveEase: 6
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coinArrivalInterval: 0.1
showAddScoreFX: 1
autoFinishOnScoreFull: 1
totalBJCount: 0
currBJCount: 0
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isGoldEffectStart: 0
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spinRounds: 5
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waiDir: -1
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idleSpinDuration: 3
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@@ -26,19 +26,16 @@ public class FLZY_SLZP_BOSS : MonsterControl_BossBase
{
if (item.user == obj.userId)
{
var v = o.GetComponent<BJEventBase>();
v.Init(
obj.gold, // goldCount
item.posID, // posID
obj.skillsGold, // paobei
obj.fishScore, // fishScore
obj.beishu, // beishu
JiaFen // action<int>
obj.gold, // goldCount(最终回加金币)
item.posID, // posID(击杀者座位)
obj.skillsGold, // paobei(炮倍)
obj.fishScore, // fishScore(底分)
obj.beishu, // beishu(总倍数)
JiaFen, // action<int>(加分回调)
() => { v.obj = obj.param; } // 把服务端神龙转盘参数交给事件类
);
}
}
};
@@ -1,22 +1,594 @@
using Assets.MyGame.Scripts.Net.WebResponses;
using DG.Tweening;
using Newtonsoft.Json.Linq;
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class SLZPDieEvent : BJRedPacketEvent
/// <summary>
/// 风雷之渊·神龙转盘 Boss 爆奖事件(三层转盘,参照 RotatePan_XJMH)。
///
/// 升级型三层转盘(停靠路径全部由客户端自算,不依赖服务端 option)。
///
/// 最终倍数:服务端 res.beizhu 优先,否则取顶层 RoomKillNotice.beishu(Init 传入)。
///
/// 升级规则:数值表里的 -1 是“升级格”——
/// 外圈停在 -1 → 升级转中圈;中圈停在 -1 → 升级转内圈;内圈直接出最终倍数。
///
/// 路径自算(从内圈往外圈判断):
/// 1. 内圈表里有该倍数(如 10000/20000)→ 外圈、中圈都停 -1,内圈停该倍数;
/// 2. 中圈、外圈表里都有(如 300/500/600)→ 一半概率外圈直接停,一半概率外圈-1升级到中圈停;
/// 3. 仅中圈有(如 800/1000)→ 外圈停 -1,中圈停该倍数;
/// 4. 仅外圈有(如 350/550/650/700)→ 外圈直接停该倍数。
/// 不参与升级链的圈持续慢转(停靠值=0),停 -1 的圈精确停在升级格。
///
/// 显示:txt_BeiShu / tMP_BeiShu 直接输出最终倍数数字,无任何加减计算。
///
/// 流程:
/// Boss 死亡 → Init(定位到击杀者座位上方偏移处 + 读最终倍数)→ 三层转盘按 外→中→内 依次旋转
/// → 参与的圈精确停在对应格子正点(含 -1 升级格,无任何随机偏移)
/// → 不参与的圈持续慢转 → 全部停稳后显示最终倍数
/// → StartAddScore(RollNumber 快速滚动总分,基类逐帧加底分模式滚不完巨量分数)
/// → MoveToSit → OnScoreEnd → JiaFen → die
///
/// ⚠️ waiValues / zhongValues / neiValues 三张数值表必须与转盘美术各圈格子数值
/// 完全一致(-1 为升级格),否则停靠格子会找错。
/// </summary>
public class SLZPDieEvent : BJRedPacketEvent
{
private void Awake()
{
scoreCount = 1;
}
public override void Init(long goldCount, int posID, long paobei, long fishScore, int beishu, Action<int> action, Action action1 = null)
[Header("转盘")]
public Transform wai; // 外圈转盘
public Transform zhong; // 中圈转盘
public Transform nei; // 内圈转盘
[Header("旋转参数")]
public int spinRounds = 5; // 旋转圈数(到达目标前转的圈数)
public float rotateDuration = 2f; // 单圈旋转总时长
public float waiDir = -1f; // 外圈方向(-1逆时针,1顺时针)
public float zhongDir = 1f; // 中圈方向(-1逆时针,1顺时针)
public float neiDir = -1f; // 内圈方向(-1逆时针,1顺时针)
[Tooltip("不参与升级链的圈(停靠值=0)持续慢转一圈的秒数")]
public float idleSpinDuration = 3f; // 不参与升级链的圈的慢转速度
[Header("三圈数值表(-1=升级格,必须与转盘美术格子数值一致)")]
[Tooltip("外圈数值(wai):抽到-1升级到中圈")]
private int[] waiValues = new int[] { -1, 300, 350, 500, 550, 600, 650, 700 };
[Tooltip("中圈数值(zhong):抽到-1升级到内圈")]
private int[] zhongValues = new int[] { -1, 300, 500, 600, 800, 1000 };
[Tooltip("内圈数值(nei):直接出最终倍数")]
private int[] neiValues = new int[] { -1, 10000, 20000 };
[Header("抽中高亮(转盘背后,索引与各数值表一一对应,停哪格亮哪格)")]
[Tooltip("外圈各格抽中效果,索引与 waiValues 一一对应")]
public GameObject[] waiFx;
[Tooltip("中圈各格抽中效果,索引与 zhongValues 一一对应")]
public GameObject[] zhongFx;
[Tooltip("内圈各格抽中效果,索引与 neiValues 一一对应")]
public GameObject[] neiFx;
[Header("座位定位")]
[Tooltip("转盘在座位上方的偏移(UI 大件需要足够偏移避开炮台);2/3号座位在下方,自动翻转向下")]
public float seatOffsetY = 400f;
[Header("转完后加分延迟")]
public float scoreStartDelay = 0.5f; // 转盘停稳后到加分的延迟
[Tooltip("升级链相邻两圈之间的停顿秒数(如外圈停-1后停顿一下再转中圈)")]
public float nextRingDelay = 0.3f; // 升级链圈间停顿
[Header("倍数显示(可选)")]
public TextMeshProUGUI tMP_BeiShu; // 倍数文本(转完后显示最终倍数)
public Text txt_BeiShu; // 倍数文本(转完后显示最终倍数)
private Tween _waiTween;
private Tween _zhongTween;
private Tween _neiTween;
/// <summary>三圈停靠值(0=不参与升级链持续慢转,-1=停在升级格,正值=停在该数值格):0外 1中 2内</summary>
private int[] _stopValues = new int[3];
/// <summary>最终倍数(服务端下发,直接显示,无加减计算)</summary>
private int _totalBeishu;
public override void Init(long goldCount, int posID, long paobei, long fishScore, int beishu,
Action<int> action, Action action1 = null)
{
base.Init(goldCount, posID, paobei, fishScore, beishu, action, action1);
StartCoroutine(yan());
// 座位上方定位(与 BJEndUI / MoveToSit 同一套座位坐标系):
// 转盘是 UI 大件,需要足够偏移避开炮台;2/3号座位在下方,偏移翻转向下
float y = seatOffsetY;
if (posID == 2 || posID == 3) y *= -1f;
transform.position = GetSeatPosition() + Vector3.up * y;
ParseDragonParam();
LogRings("Init");
// 音效:转盘出现(PW_Dial_Appear)
AudioManager.Instance.PlayerFXByName("PW_Dial_Appear");
StartCoroutine(RotateThenScore());
}
public IEnumerator yan()
// ============================================================
#region 解析服务端参数
// ============================================================
/// <summary>
/// 解析最终倍数并自算三圈停靠路径(升级型,不依赖服务端 option)。
/// 最终倍数优先级:服务端 res.beizhu → 顶层 RoomKillNotice.beishu(Init 传入)→ 外圈随机正值兜底。
/// 停靠路径按“从内圈往外圈”规则自算,详见 ComputeStopPath。
/// </summary>
private void ParseDragonParam()
{
yield return new WaitForSeconds(4f);
CallBJ();
int target = 0;
if (obj != null)
{
try
{
JToken rootToken = obj is JToken t ? t : JToken.Parse(obj.ToString());
var dragon = BossKillParamParser.ParseDragon(rootToken);
if (dragon != null && dragon.res != null && dragon.res.beizhu > 0)
target = dragon.res.beizhu;
}
catch (Exception e)
{
Debug.LogError($"[SLZP] 解析神龙转盘参数失败:{e.Message};原始={obj}");
}
}
if (target <= 0)
{
// res 为空或未下发 beizhu:用 Init 传入的顶层 beishu(RoomKillNotice.beishu)
target = bJbeishu;
}
if (target <= 0)
{
// 仍无数据:兜底随机一个外圈正值格
target = RandomPositiveValue(waiValues);
Debug.LogWarning($"[SLZP] 服务端未下发最终倍数,兜底随机 target={target}");
}
ComputeStopPath(target);
_totalBeishu = target;
Debug.Log($"[SLZP] 最终倍数={_totalBeishu} 停靠:外={_stopValues[0]} 中={_stopValues[1]} 内={_stopValues[2]}");
}
}
/// <summary>
/// 从内圈往外圈自算停靠路径(升级型):
/// 1. 内圈表里有该倍数(如 10000/20000)→ 外圈、中圈都停 -1,内圈停该倍数;
/// 2. 中圈、外圈表里都有(如 300/500/600)→ 一半概率外圈直接停,一半概率外圈-1升级中圈停;
/// 3. 仅中圈有(如 800/1000)→ 外圈停 -1,中圈停该倍数;
/// 4. 仅外圈有(如 350/550/650/700)→ 外圈直接停该倍数。
/// 倍数不在任何表中时兜底随机外圈正值格。
/// </summary>
private void ComputeStopPath(int target)
{
bool inWai = IndexOfValue(waiValues, target) >= 0;
bool inZhong = IndexOfValue(zhongValues, target) >= 0;
bool inNei = IndexOfValue(neiValues, target) >= 0;
if (inNei)
{
_stopValues[0] = -1;
_stopValues[1] = -1;
_stopValues[2] = target;
}
else if (inZhong && inWai)
{
if (UnityEngine.Random.Range(0, 2) == 0)
{
_stopValues[0] = target; _stopValues[1] = 0; _stopValues[2] = 0;
}
else
{
_stopValues[0] = -1; _stopValues[1] = target; _stopValues[2] = 0;
}
}
else if (inZhong)
{
_stopValues[0] = -1; _stopValues[1] = target; _stopValues[2] = 0;
}
else if (inWai)
{
_stopValues[0] = target; _stopValues[1] = 0; _stopValues[2] = 0;
}
else
{
_stopValues[0] = RandomPositiveValue(waiValues);
_stopValues[1] = 0;
_stopValues[2] = 0;
Debug.LogWarning($"[SLZP] 倍数 {target} 不在三圈数值表中,兜底随机外圈停靠 {_stopValues[0]}");
}
}
/// <summary>数值在表中的索引;表为空或不在表中返回 -1</summary>
private int IndexOfValue(int[] table, int value)
{
return table == null || table.Length == 0 ? -1 : Array.IndexOf(table, value);
}
/// <summary>随机取表中一个非 -1(非升级格)的值;先随机试 8 次再线性兜底</summary>
private int RandomPositiveValue(int[] table)
{
if (table == null || table.Length == 0) return 0;
for (int i = 0; i < 8; i++)
{
int v = table[UnityEngine.Random.Range(0, table.Length)];
if (v >= 0) return v;
}
for (int i = 0; i < table.Length; i++)
if (table[i] >= 0) return table[i];
return 0;
}
#endregion
// ============================================================
#region 旋转流程
// ============================================================
/// <summary>
/// 打印三圈关键事实:停靠值、表长、每格角度、初始角度、父级旋转。
/// 用于排查"该停 0° 却停到别的格子"类错位。
/// </summary>
private void LogRings(string tag)
{
Transform[] rings = { wai, zhong, nei };
int[][] tables = { waiValues, zhongValues, neiValues };
string[] names = { "外圈", "中圈", "内圈" };
for (int i = 0; i < rings.Length; i++)
{
var r = rings[i];
if (r == null)
{
Debug.Log($"[SLZP][{tag}] {names[i]}: 未赋值");
continue;
}
int len = tables[i] != null ? tables[i].Length : 0;
float parentZ = r.parent != null ? r.parent.eulerAngles.z : 0f;
Debug.Log($"[SLZP][{tag}] {names[i]}({r.name}): 停靠值={_stopValues[i]} 表长={len} 每格={(len > 0 ? 360f / len : 0f):F1}° 初始localZ={r.localEulerAngles.z:F1}° 世界Z={r.eulerAngles.z:F1}° 父级Z={parentZ:F1}°");
}
}
/// <summary>转盘旋转完成后进入加分滚动</summary>
private IEnumerator RotateThenScore()
{
Transform[] rings = { wai, zhong, nei };
int[][] tables = { waiValues, zhongValues, neiValues };
if (rings[0] == null && rings[1] == null && rings[2] == null)
{
Debug.LogWarning("[SLZP] 三圈转盘均未赋值,跳过旋转直接加分");
yield return new WaitForSeconds(scoreStartDelay);
ShowBeishuUI();
yield return new WaitForSeconds(1f);
StartAddScore();
yield break;
}
// 1. 不停靠的圈(0=未停靠)先开始持续慢转(不停,直到爆奖结束回池)
for (int i = 0; i < rings.Length; i++)
{
if (rings[i] == null) continue;
if (_stopValues[i] == 0)
StartIdleSpin(i);
}
// 2. 参与的圈按 外→中→内 依次精确停靠(正点,无随机;0=不参与慢转,-1=停升级格)
for (int i = 0; i < rings.Length; i++)
{
if (rings[i] == null) continue;
if (_stopValues[i] == 0) continue;
bool done = false;
RotateToValue(i, tables[i], _stopValues[i], () => done = true);
yield return new WaitUntil(() => done);
// 停稳 → 激活该圈对应格的抽中效果(该圈其余格全部关闭)
ShowRingFx(i, tables[i], _stopValues[i]);
// 升级链:该圈停稳后、下一参与圈开转前的停顿(如外圈停-1后顿一下再转中圈)
if (nextRingDelay > 0 && HasLaterStop(rings, i))
yield return new WaitForSeconds(nextRingDelay);
}
// 3. 显示最终倍数
ShowBeishuUI();
// 4. 转完后延迟再加分 → MoveToSit → OnScoreEnd → JiaFen → die
if (scoreStartDelay > 0)
yield return new WaitForSeconds(scoreStartDelay);
StartAddScore();
}
/// <summary>
/// 神龙转盘:总分巨大(如 2000 万),基类 AddScoreRoutine 是逐帧加底分模式
/// (Random.Range(paoBei, paoBei*2)),paoBei 为 0 时直接死循环、分数也永远滚不完,
/// 导致 MoveToSit → OnScoreEnd → ShowBJEndUI 全被卡住(EndUI 出不来)。
/// 改用基类 RollNumber 一秒内快速滚动到总分。
/// </summary>
protected override IEnumerator AddScoreRoutine()
{
if (tMP_Score != null)
{
bool done = false;
RollNumber(v => tMP_Score.text = v.ToString(), 0, maxScore, 1f, () => done = true);
yield return new WaitUntil(() => done);
yield return new WaitForSeconds(0.5f);
}
// 加分完毕 → 分数版飞回座位 → 结束后 JiaFen → ShowBJEndUI → die
MoveToSit();
}
/// <summary>显示最终倍数:直接输出服务端下发的数字,不做任何计算;兼容 TMP 与旧版 UGUI Text</summary>
private void ShowBeishuUI()
{
// 音效:转盘展示(PW_Dial_Show)
AudioManager.Instance.PlayerFXByName("PW_Dial_Show");
if (tMP_BeiShu != null)
{
tMP_BeiShu.text = _totalBeishu.ToString();
tMP_BeiShu.gameObject.SetActive(true);
}
if (txt_BeiShu != null)
{
txt_BeiShu.text = _totalBeishu.ToString();
txt_BeiShu.gameObject.SetActive(true);
}
Debug.Log($"[SLZP] 显示最终倍数:{_totalBeishu}");
}
/// <summary>
/// 按数值停靠指定圈:数值 → 格子索引 → 精确角度(索引 × 360/格子数),无随机。
/// </summary>
private void RotateToValue(int ringIndex, int[] table, int value, Action onComplete)
{
Transform circle = GetRing(ringIndex);
if (circle == null)
{
onComplete?.Invoke();
return;
}
float dir = GetDir(ringIndex);
int slot = FindSlotIndex(table, value);
// 正点停靠:格子中心角度 = 索引 × 每格角度,精确无随机
float targetAngle = slot * (360f / (table.Length > 0 ? table.Length : 1));
string ringName = ringIndex == 0 ? "外圈" : ringIndex == 1 ? "中圈" : "内圈";
float curr = circle.localRotation.eulerAngles.z;
Debug.Log($"[SLZP] {ringName} 开始旋转: value={value} slot={slot} 当前={curr:F1}° 目标={targetAngle}° dir={dir} 表长={table.Length} 每格={(360f / (table.Length > 0 ? table.Length : 1)):F1}°");
// 音效:转盘旋转(PW_Dial_Rotate)
AudioManager.Instance.PlayerFXByName("PW_Dial_Rotate");
// 同向到目标的角度差(已带方向符号)
float deltaToTarget = AngleDiff(curr, targetAngle, dir);
// 总增量 = N圈 + 到目标的差值,保证转 N 圈再停在目标
float totalDelta = dir * spinRounds * 360f + deltaToTarget;
// LocalAxisAdd 增量旋转,不取最短路径,保证圈数和方向
Tween tween = circle.DOLocalRotate(new Vector3(0, 0, totalDelta), rotateDuration, RotateMode.LocalAxisAdd);
tween.SetEase(Ease.OutCubic);
tween.OnComplete(() =>
{
// 强制校正到精确目标角度,消除浮点误差
circle.localRotation = Quaternion.Euler(0, 0, targetAngle);
float actual = circle.localRotation.eulerAngles.z;
Debug.Log($"[SLZP] {ringName} 停靠完成: 实际={actual}° 目标={targetAngle}°");
SetTween(ringIndex, null);
onComplete?.Invoke();
});
SetTween(ringIndex, tween);
}
/// <summary>判断 ringIndex 之后是否还有参与停靠的圈(用于升级链圈间停顿)</summary>
private bool HasLaterStop(Transform[] rings, int ringIndex)
{
for (int i = ringIndex + 1; i < rings.Length; i++)
{
if (rings[i] != null && _stopValues[i] != 0) return true;
}
return false;
}
/// <summary>未停靠的圈持续慢转(线性循环,直到销毁清理)</summary>
private void StartIdleSpin(int ringIndex)
{
Transform circle = GetRing(ringIndex);
if (circle == null) return;
KillTween(ringIndex);
Debug.Log($"[SLZP] 圈{ringIndex} 慢转启动: localZ={circle.localEulerAngles.z:F1}° 世界Z={circle.eulerAngles.z:F1}°");
Tween tween = circle.DOLocalRotate(new Vector3(0, 0, GetDir(ringIndex) * 360f), idleSpinDuration, RotateMode.LocalAxisAdd);
tween.SetEase(Ease.Linear);
tween.SetLoops(-1, LoopType.Restart);
SetTween(ringIndex, tween);
}
/// <summary>
/// 停稳后激活该圈对应格的抽中效果(纯 SetActive 切换);
/// 该圈其余格全部关闭。路径上的升级格(-1)同样会亮,展示完整中奖路径。
/// </summary>
private void ShowRingFx(int ringIndex, int[] table, int value)
{
var fx = GetRingFx(ringIndex);
if (fx == null || fx.Length == 0) return;
int slot = FindSlotIndex(table, value);
for (int i = 0; i < fx.Length; i++)
{
if (fx[i] == null) continue;
fx[i].SetActive(i == slot);
}
string ringName = ringIndex == 0 ? "外圈" : ringIndex == 1 ? "中圈" : "内圈";
Debug.Log($"[SLZP] {ringName} 亮格: slot={slot} value={value}");
}
/// <summary>圈索引 → 抽中效果数组</summary>
private GameObject[] GetRingFx(int ringIndex)
{
switch (ringIndex)
{
case 0: return waiFx;
case 1: return zhongFx;
default: return neiFx;
}
}
/// <summary>关闭三圈全部抽中效果</summary>
private void HideAllRingFx()
{
HideRingFx(waiFx);
HideRingFx(zhongFx);
HideRingFx(neiFx);
}
private void HideRingFx(GameObject[] fx)
{
if (fx == null) return;
for (int i = 0; i < fx.Length; i++)
if (fx[i] != null) fx[i].SetActive(false);
}
/// <summary>数值 → 格子索引;找不到返回 0 并警告(兜底停第一格)</summary>
private int FindSlotIndex(int[] table, int value)
{
if (table == null || table.Length == 0) return 0;
int idx = Array.IndexOf(table, value);
if (idx < 0)
{
Debug.LogWarning($"[SLZP] 数值 {value} 不在数值表中,兜底停索引0");
idx = 0;
}
return idx;
}
/// <summary>圈索引 → Transform</summary>
private Transform GetRing(int ringIndex)
{
switch (ringIndex)
{
case 0: return wai;
case 1: return zhong;
default: return nei;
}
}
/// <summary>圈索引 → 旋转方向</summary>
private float GetDir(int ringIndex)
{
switch (ringIndex)
{
case 0: return waiDir;
case 1: return zhongDir;
default: return neiDir;
}
}
/// <summary>圈索引 → Tween</summary>
private void SetTween(int ringIndex, Tween tween)
{
switch (ringIndex)
{
case 0: _waiTween = tween; break;
case 1: _zhongTween = tween; break;
default: _neiTween = tween; break;
}
}
/// <summary>圈索引 → 杀掉残留 Tween</summary>
private void KillTween(int ringIndex)
{
switch (ringIndex)
{
case 0: _waiTween?.Kill(); _waiTween = null; break;
case 1: _zhongTween?.Kill(); _zhongTween = null; break;
default: _neiTween?.Kill(); _neiTween = null; break;
}
}
/// <summary>
/// 计算从 curr 到 target 的同向最短角度差。
/// dir>0(顺时针):diff ∈ [0, 360)
/// dir<0(逆时针):diff ∈ (-360, 0]
/// </summary>
private float AngleDiff(float curr, float target, float dir)
{
float diff = (target - curr) % 360f;
if (diff < 0) diff += 360f; // 归一化到 [0, 360)
if (dir < 0 && diff > 0) diff -= 360f; // 逆时针取负值
return diff;
}
#endregion
// ============================================================
#region 定位(重写基类,禁止脱父级)
// ============================================================
/// <summary>
/// 重写基类 ApplySeatOffset:基类在预制体根节点无 RectTransform 时会
/// transform.SetParent(null) 把特效从 UI 下拽到场景根节点,
/// 导致“勾了 isToUI 也没挂在 UI 上”。这里只缓存座位引用,
/// 位置统一由 Init 中座位上方偏移逻辑处理,绝不脱父级。
/// </summary>
protected override void ApplySeatOffset()
{
if (CreateFishManager.Instance == null || CreateFishManager.Instance.currGameType == null) return;
var sits = CreateFishManager.Instance.currGameType.list_Sits;
if (posID >= 0 && posID < sits.Count && sits[posID] != null)
_targetSit = sits[posID];
}
/// <summary>
/// 对象池复用前重置:杀掉三圈残留 Tween(防复用时还在转)。
/// </summary>
protected override void ResetState()
{
base.ResetState();
KillTween(0);
KillTween(1);
KillTween(2);
HideAllRingFx();
_stopValues = new int[3];
_totalBeishu = 0;
}
/// <summary>
/// 结束时播放结算语音(时来运转,PW_Settle_Dial),
/// 其余走基类(回加金币 + bjEndUI + 清面板 + die)。
/// </summary>
protected override void OnScoreEnd()
{
if (isScoreEnd) return;
// 音效:结算转盘——时来运转语音(PW_Settle_Dial)
AudioManager.Instance.PlayerFXByName("PW_Settle_Dial");
base.OnScoreEnd();
}
/// <summary>清理三圈 Tween 后再走基类清理</summary>
protected override void CleanupBeforeDie()
{
KillTween(0);
KillTween(1);
KillTween(2);
base.CleanupBeforeDie();
}
private void OnDestroy()
{
_waiTween?.Kill();
_zhongTween?.Kill();
_neiTween?.Kill();
}
#endregion
}
@@ -154,6 +154,11 @@ PrefabInstance:
propertyPath: m_AnchoredPosition.y
value: 165
objectReference: {fileID: 0}
- target: {fileID: 5627438144398829183, guid: a96966a1d55149a4f83724f224013303,
type: 3}
propertyPath: m_AnchoredPosition.x
value: 51.9
objectReference: {fileID: 0}
m_RemovedComponents: []
m_RemovedGameObjects: []
m_AddedGameObjects: []
@@ -1869,5 +1869,5 @@ MonoBehaviour:
JGQiuStartPrefab: {fileID: 3774533120367730850, guid: 9e114e29415d348448005cf3fcebe71c,
type: 3}
selfOffsetJGStart: {x: 0, y: 0}
selfOffsetZSRotateInit: 0
otherOffsetZSRotateInit: 0
buttomOffsetZSRotateInit: {x: 0, y: 0, z: 0}
topOffsetZSRotateInit: {x: -150, y: 0, z: 0}
@@ -634,5 +634,5 @@ MonoBehaviour:
JGQiuStartPrefab: {fileID: 8826976359845876549, guid: ebdae2574a0ae4a4388300d711901565,
type: 3}
selfOffsetJGStart: {x: 0, y: 0}
selfOffsetZSRotateInit: 0
otherOffsetZSRotateInit: 0
buttomOffsetZSRotateInit: {x: 0, y: 0, z: 0}
topOffsetZSRotateInit: {x: -150, y: 0, z: 0}
@@ -1178,5 +1178,5 @@ MonoBehaviour:
JGQiuStartPrefab: {fileID: 5231972868284677812, guid: 725cdf85f0036814887eb994c5b86e45,
type: 3}
selfOffsetJGStart: {x: 0, y: 0}
selfOffsetZSRotateInit: 0
otherOffsetZSRotateInit: 0
buttomOffsetZSRotateInit: {x: 0, y: 0, z: 0}
topOffsetZSRotateInit: {x: -150, y: 0, z: 0}
@@ -1553,8 +1553,8 @@ MonoBehaviour:
JGQiuStartPrefab: {fileID: 2444395877751059100, guid: 3a10d8f351e3d52489bceee1b4740337,
type: 3}
selfOffsetJGStart: {x: 0, y: 0}
selfOffsetZSRotateInit: 0
otherOffsetZSRotateInit: 0
buttomOffsetZSRotateInit: {x: 0, y: 0, z: 0}
topOffsetZSRotateInit: {x: -150, y: 0, z: 0}
--- !u!95 &8661363738911940257 stripped
Animator:
m_CorrespondingSourceObject: {fileID: 8284544360685858346, guid: ffe5b917cd8f21941adf54c437e9a701,
@@ -3788,8 +3788,8 @@ MonoBehaviour:
JGQiuStartPrefab: {fileID: 437630652280502677, guid: bec236ab3b54823468657c3cc7b0f204,
type: 3}
selfOffsetJGStart: {x: 0, y: 0}
selfOffsetZSRotateInit: 0
otherOffsetZSRotateInit: 0
buttomOffsetZSRotateInit: {x: 0, y: 0, z: 0}
topOffsetZSRotateInit: {x: -150, y: 0, z: 0}
--- !u!95 &3827418405087986554 stripped
Animator:
m_CorrespondingSourceObject: {fileID: 2725459927999047066, guid: 83f830ab856bfc642b235330651c6513,
@@ -964,5 +964,5 @@ MonoBehaviour:
JGQiuStartPrefab: {fileID: 2223497904095183553, guid: 8f9fe68d9da9d29499ea4e12b20da6d4,
type: 3}
selfOffsetJGStart: {x: 0, y: 0}
selfOffsetZSRotateInit: 0
otherOffsetZSRotateInit: 0
buttomOffsetZSRotateInit: {x: 0, y: 0, z: 0}
topOffsetZSRotateInit: {x: -150, y: 0, z: 0}
@@ -8,6 +8,8 @@ public class ZhanShenTurretData : TurretData
public GameObject JGQiuStartPrefab;
[Tooltip("主激光起点偏移:turretRotate 的本地偏移(子对象语义),⭐ 跟随炮台旋转(炮口转向时起点绕炮台中心转)。编辑器运行时用 Gizmo 可视化")]
public Vector2 selfOffsetJGStart;
public float selfOffsetZSRotateInit;
public float otherOffsetZSRotateInit;
[Tooltip("下方座位战神初始旋转(欧拉角,直接设置,覆盖该战神预制体原始旋转)。全0=保持默认朝向")]
public Vector3 buttomOffsetZSRotateInit;
[Tooltip("上方座位战神初始旋转(欧拉角,直接设置,覆盖该战神预制体原始旋转)。上下视角不一样分开设置。全0=保持默认朝向")]
public Vector3 topOffsetZSRotateInit;
}