diff --git a/Assets/MyGame/Scripts/Characters/Monster/MonsterContral.cs b/Assets/MyGame/Scripts/Characters/Monster/MonsterContral.cs index 683fc14c1..65fea85de 100644 --- a/Assets/MyGame/Scripts/Characters/Monster/MonsterContral.cs +++ b/Assets/MyGame/Scripts/Characters/Monster/MonsterContral.cs @@ -294,6 +294,14 @@ public class MonsterContral : MonoBehaviour } } + /// + /// ⭐ 本次服务端击杀通知是否需要清除各座位对该鱼的锁定引用(默认 true:死了就清锁)。 + /// 多次死亡的 Boss(星际巡航/烈焰风暴)重写:非最终死亡(爆奖不死)时返回 false, + /// 此时鱼既没死也不回收,保持锁定,玩家不用重新点一次锁定。 + /// + /// 本次击杀通知(子类据此判断是否最终死亡) + public virtual bool ShouldClearLockOnKill(RoomKillNotice killNotice) => true; + /// /// ⭐ 是否延迟注册入鱼列表(子类控制,默认false=OnlyFish 创建时立即注册,现有鱼零影响)。 /// true=CreateFishManager.OnlyFish 跳过 RegisterFishInstance, diff --git a/Assets/MyGame/Scripts/Manager/CreateFishManager.cs b/Assets/MyGame/Scripts/Manager/CreateFishManager.cs index 7f4de7dca..79491ab6e 100644 --- a/Assets/MyGame/Scripts/Manager/CreateFishManager.cs +++ b/Assets/MyGame/Scripts/Manager/CreateFishManager.cs @@ -2055,10 +2055,14 @@ public class CreateFishManager : MonoSingleton } } // ⭐ 死鱼清除所有座位的锁定引用(原逻辑只清击杀者座位,其他座位锁同一条鱼时不清) - ClearLockOnFish(killFish.fishId); + // ⭐ 例外:多次死亡 Boss(星际巡航/烈焰风暴)"爆奖不死"(非最终死亡)时不清锁 —— + // 鱼既没死也不回收,保持锁定,玩家不用重新点一次;是否清锁由 Boss 自己判定 + bool killedFound = fishDatas_hashCodekey.TryGetValue(killFish.fishId, out var monster); + if (!killedFound || monster.ShouldClearLockOnKill(killFish)) + ClearLockOnFish(killFish.fishId); - if (!fishDatas_hashCodekey.TryGetValue(killFish.fishId, out var monster)) return; + if (!killedFound) return; // ⭐ 统一标记死亡:死亡后子弹不再命中、不再被锁定(含不调 base.DieFish 的 Boss 子类) monster.isDead = true; diff --git a/Assets/MyGame/aa/Game/FLZY/BOSS/RYGZ/6004.prefab b/Assets/MyGame/aa/Game/FLZY/BOSS/RYGZ/6004.prefab index d565546a8..d1838e934 100644 --- a/Assets/MyGame/aa/Game/FLZY/BOSS/RYGZ/6004.prefab +++ b/Assets/MyGame/aa/Game/FLZY/BOSS/RYGZ/6004.prefab @@ -1,5 +1,105 @@ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: 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223778281884576079, guid: 785eace5f6a2fa64d90ef0be4ea4a15a, + type: 3} + propertyPath: m_SortingOrder + value: 20 + objectReference: {fileID: 0} - target: {fileID: 224076189845488788, guid: 785eace5f6a2fa64d90ef0be4ea4a15a, type: 3} propertyPath: m_Pivot.x diff --git a/Assets/MyGame/aa/Game/XJMH/Boss/BJ/BJEnd/PW_Effect_Wheel_LieYanFengBao.prefab b/Assets/MyGame/aa/Game/XJMH/Boss/BJ/BJEnd/PW_Effect_Wheel_LieYanFengBao.prefab index e7c2aa0ff..6331ccd9b 100644 --- a/Assets/MyGame/aa/Game/XJMH/Boss/BJ/BJEnd/PW_Effect_Wheel_LieYanFengBao.prefab +++ b/Assets/MyGame/aa/Game/XJMH/Boss/BJ/BJEnd/PW_Effect_Wheel_LieYanFengBao.prefab @@ -249,6 +249,11 @@ PrefabInstance: propertyPath: m_SortingLayer value: 0 objectReference: {fileID: 0} + - target: {fileID: 223170139096826373, guid: 27bc2d5066725f74fb3b5cdcf7a505e9, + type: 3} + propertyPath: m_SortingOrder + value: 20 + objectReference: {fileID: 0} - target: {fileID: 224502639086961523, guid: 27bc2d5066725f74fb3b5cdcf7a505e9, type: 3} propertyPath: m_SizeDelta.x diff --git a/Assets/MyGame/aa/Game/XJMH/Boss/JiJiaLeiTing/Z_4030.prefab b/Assets/MyGame/aa/Game/XJMH/Boss/JiJiaLeiTing/Z_4030.prefab index 2d9dfae62..d00ed266f 100644 --- a/Assets/MyGame/aa/Game/XJMH/Boss/JiJiaLeiTing/Z_4030.prefab +++ b/Assets/MyGame/aa/Game/XJMH/Boss/JiJiaLeiTing/Z_4030.prefab @@ -2822,7 +2822,7 @@ MonoBehaviour: drawLineSegments: 60 drawLineColor: {r: 1, g: 0.92156863, b: 0.015686275, a: 1} bossName: - isToUI: 1 + isToUI: 0 tMP_CurrBossScore: {fileID: 0} currBossScoreValue: 0 bossScoreValue: 0 diff --git a/Assets/MyGame/aa/Game/XJMH/Boss/LieYanFengBao/LieYanFengBao_BOSS.cs b/Assets/MyGame/aa/Game/XJMH/Boss/LieYanFengBao/LieYanFengBao_BOSS.cs index bcb800f49..ba40ed4bd 100644 --- a/Assets/MyGame/aa/Game/XJMH/Boss/LieYanFengBao/LieYanFengBao_BOSS.cs +++ b/Assets/MyGame/aa/Game/XJMH/Boss/LieYanFengBao/LieYanFengBao_BOSS.cs @@ -210,6 +210,25 @@ public class LieYanFengBao_BOSS : MonsterControl_BossBase _spine.AnimationState.SetAnimation(0, animName, loop); } + // ================================================================ + // 锁定 + // ================================================================ + + /// + /// ⭐ 爆奖不死(非最终死亡)时不影响各座位对该 Boss 的锁定:不清锁,玩家不用重新点一次。 + /// 判定与 DieFish 保持一致:animId 优先于 isKill(animId>=2 才算最终死亡)。 + /// + public override bool ShouldClearLockOnKill(RoomKillNotice killNotice) + { + if (!useServerParam || killNotice?.param == null || killNotice.param.Type == JTokenType.Null) + return true; // 没有 param → 按"会死"处理,走原来的清锁逻辑 + + var p = BossKillParamParser.ParseMultiDeath(killNotice.param); + if (p == null) return true; + + return p.animId >= 1 ? p.animId >= 2 : p.isKill; + } + // ================================================================ // 死亡 / 被击(对齐 lua OnExplosion,两种分支) // ================================================================ diff --git a/Assets/MyGame/aa/Game/XJMH/Boss/XingJiXunHang/XingJiXunHang_BOSS.cs b/Assets/MyGame/aa/Game/XJMH/Boss/XingJiXunHang/XingJiXunHang_BOSS.cs index b8b8d2436..d27b1ed3a 100644 --- a/Assets/MyGame/aa/Game/XJMH/Boss/XingJiXunHang/XingJiXunHang_BOSS.cs +++ b/Assets/MyGame/aa/Game/XJMH/Boss/XingJiXunHang/XingJiXunHang_BOSS.cs @@ -200,6 +200,23 @@ public class XingJiXunHang_BOSS : MonsterControl_BossBase } } + // ==================== 锁定 ==================== + + /// + /// ⭐ 爆奖不死(非最终死亡)时不影响各座位对该 Boss 的锁定:不清锁,玩家不用重新点一次。 + /// 判定与 DieFish 保持一致:animId 优先于 isKill(animId>=2 才算最终死亡)。 + /// + public override bool ShouldClearLockOnKill(RoomKillNotice killNotice) + { + if (!useServerParam || killNotice?.param == null || killNotice.param.Type == JTokenType.Null) + return true; // 没有 param → 按"会死"处理,走原来的清锁逻辑 + + var p = BossKillParamParser.ParseMultiDeath(killNotice.param); + if (p == null) return true; + + return p.animId >= 1 ? p.animId >= 2 : p.isKill; + } + // ==================== 非最终死亡 ==================== /// 非最终死亡:显示 BJEndUI + 播放不死动画,Boss 保留,等待下次击杀 diff --git a/Assets/MyGame/aa/Game/XJMH/Prefabs/Bullit/PW_Bullet_FlameRound.prefab 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a/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs +++ b/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs @@ -2085,8 +2085,10 @@ public class GameMainPanel_FishBase : GameMainPanel_Base { long oldGold = sit.goldNum; sit.goldNum += gold; - if (sit.tMP_GoldNum != null) - sit.tMP_GoldNum.text = sit.goldNum.ToString(); + // ⭐ 刷新走 SetGoldNumText(优先 TMP、回退旧版 UGUI Text): + // 原来这里只刷 tMP_GoldNum,而 XJMH 座位拖的是 goldNum_UGUI(tMP_GoldNum 为空)→ 数字不刷新, + // 表现为"XJMH 刮刮卡金币不实时"(FLZY/HHWK 座位用 TMP 所以正常)。与杀鱼/扣费/后端修正路径统一。 + sit.SetGoldNumText(sit.goldNum); // ⭐ 记录金币流水:已加钱(刮刮卡等途径,本地已执行) GameManager.LogGoldFlowAppliedGain(source, $"加金币=+{gold} 座位={sit.posID} 修正前金币={oldGold} 剩余金币={sit.goldNum} 房间={GameManager.Instance.gameData?.currRoomData?.roomId}"); diff --git a/Assets/MyGame/aa/UI/Game/XJMH/GameMainPanelXJMH.prefab b/Assets/MyGame/aa/UI/Game/XJMH/GameMainPanelXJMH.prefab index e84f9b899..11ea9d5f8 100644 --- a/Assets/MyGame/aa/UI/Game/XJMH/GameMainPanelXJMH.prefab +++ 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