From 74fbc76d230be2d906b9ee70892df2d5756e7bf3 Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?=E5=A3=AE2003?= <2384017988@qq.com>
Date: Thu, 1 Oct 2026 17:02:05 +0800
Subject: [PATCH] 1
---
.../Characters/Monster/MonsterContral.cs | 16 +++
.../Scripts/Manager/CreateFishManager.cs | 32 ++---
.../aa/UI/Game/XJMH/GameMainPanelXJMH.prefab | 126 +-----------------
3 files changed, 40 insertions(+), 134 deletions(-)
diff --git a/Assets/MyGame/Scripts/Characters/Monster/MonsterContral.cs b/Assets/MyGame/Scripts/Characters/Monster/MonsterContral.cs
index 35ea47fc7..89c4bb3db 100644
--- a/Assets/MyGame/Scripts/Characters/Monster/MonsterContral.cs
+++ b/Assets/MyGame/Scripts/Characters/Monster/MonsterContral.cs
@@ -228,6 +228,9 @@ public class MonsterContral : MonoBehaviour
/// 扇形(700)/圈(701)分布角方向:Init时按轴读生成姿态前方的XY投影,每条鱼各自不同
private Vector2 _yzMoveDir = Vector2.zero;
+ /// 阵鱼定位数值是否已打日志(一次性诊断用,池复用重置)
+ private bool _yzPosLogged;
+
///
/// yzID 前3字符前缀缓存(Init 时 Substring 一次)。
/// 避免 UpdateYZMovement 每帧每鱼 yzID.Substring(0,3) 产生字符串 GC 分配。
@@ -405,6 +408,7 @@ public class MonsterContral : MonoBehaviour
mainCamera = Camera.main;
moveTime = 0f;
yzGroupTimeOffset = 0f; // 池复用清掉上次的阵鱼创建偏移
+ _yzPosLogged = false; // 池复用重置一次性定位日志
// ⭐ 重置创建视频状态:池回收的鱼 _isPlayingCreateVideo 可能残留 true,
// 重新生成时重置,由 Init 决定是否重新播放
_createVideoDuration = 0f;
@@ -731,6 +735,18 @@ public class MonsterContral : MonoBehaviour
// ⭐ 加上创建时刻偏移:先创建的组已经游出去,后创建的从出生点出发,避免重合在同一点
Vector2 pos = (Vector2)_yzStartWorld + lineDir * (moveTime + yzGroupTimeOffset) * monsterData.moveLine.moveTime;
+ // ⭐ 一次性诊断日志:输出阵鱼定位的各项数值(排查"偏移距离太小")
+ if (!_yzPosLogged)
+ {
+ _yzPosLogged = true;
+ var cam = mainCamera != null ? mainCamera : Camera.main;
+ float worldW = cam != null ? cam.orthographicSize * 2f * cam.aspect : 0f;
+ Debug.Log($"[阵鱼定位] guid={guid} yzID={yzID} prefix={_yzPrefix} " +
+ $"start={_yzStartWorld.ToString("F2")} dir={_yzMoveDir.ToString("F3")} " +
+ $"moveTime={moveTime:F3} offset={yzGroupTimeOffset:F3} speed={monsterData.moveLine.moveTime:F2} " +
+ $"pos={pos.ToString("F2")} 屏幕世界宽={worldW:F2} isMove={isMove} isyz={isyz}");
+ }
+
// ⭐ 朝向保持生成姿态(分布角)不转——不调 ApplyFacingDirection:
// 它会覆盖根的分布角,把扇形/圈抹成一列竖队
// ⭐ 保留根节点当前 z(2D 小鱼 z 一直为 0,行为不变)
diff --git a/Assets/MyGame/Scripts/Manager/CreateFishManager.cs b/Assets/MyGame/Scripts/Manager/CreateFishManager.cs
index baabf3f2c..901951e66 100644
--- a/Assets/MyGame/Scripts/Manager/CreateFishManager.cs
+++ b/Assets/MyGame/Scripts/Manager/CreateFishManager.cs
@@ -222,9 +222,11 @@ public class CreateFishManager : MonoSingleton
// fangzhu 字段已删除:鱼创建改由服务端 OnFishSpawn 统一下发,客户端无需房主出鱼
public bool isResources = false;
- [Header("扇形阵(700)")]
- [Tooltip("同一扇内相邻两条鱼之间的生成间隔(秒),避免17条鱼同帧出生叠在一起")]
- public float shanXingFishInterval = 0.05f;
+ [Header("鱼阵(700/701)组偏移")]
+ [Tooltip("每组(每条线)相对上一组多走的秒数。屏幕上组间距 ≈(该值 - 每组出鱼间隔)×moveLine.moveTime。\n" +
+ "扇形每组间隔 1 秒,所以该值必须>1 才拉得开(如 3 → 组间距≈(3-1)×15=30 世界单位);\n" +
+ "圈没有间隔,组间距≈该值×15")]
+ public float yzGroupStaggerTime = 3f;
[Header("鱼阵路线撞车")]
[Tooltip("同一条路线被鱼阵占用后,其他鱼阵再用到同一条线需要等待的秒数(避免同一出生点同帧重叠)")]
@@ -1208,7 +1210,8 @@ public class CreateFishManager : MonoSingleton
}
// ⭐ 同线撞车:这条线刚被别的鱼阵用过时先等一会,避免同一出生点同帧叠一起
yield return WaitLineFree(pathList[lineIndex]);
- yield return ShanXing(createFishData, yz, pos, prefab, pathList[lineIndex], count, time, arraySeq, lineIndex);
+ // ⭐ 一扇内部一次性全部创建(不再逐条延迟);组与组之间靠 1s 等待 + 创建时间偏移拉开
+ ShanXing(createFishData, yz, pos, prefab, pathList[lineIndex], count, time, arraySeq, lineIndex);
yield return new WaitForSeconds(1f);
}
}
@@ -1230,8 +1233,8 @@ public class CreateFishManager : MonoSingleton
_lineBusyTime[pathId] = Time.time;
}
- /// 扇形阵:一条线的17条鱼按 shanXingFishInterval 逐条延迟生成(避免同帧出生叠在一起)。
- private IEnumerator ShanXing(FrameData_CreateFish createFishData, FishArrayConfig yz,
+ /// 扇形阵:一条线(一扇)的17条鱼一次性全部创建,不再逐条延迟。
+ private void ShanXing(FrameData_CreateFish createFishData, FishArrayConfig yz,
Vector3 pos, GameObject prefab, int pathId, int count, long time, int arraySeq, int lineIndex)
{
var cfg = spawnDic[createFishData.fishNumber];
@@ -1265,20 +1268,18 @@ public class CreateFishManager : MonoSingleton
mc.guid = createFishData.guid + "_" + arraySeq + "_" + lineIndex + "_" + i;
RegisterFishInstance(mc, FishDatas[yz.fishNumber].fishType);
- // ⭐ moveTime 归零(存活时长从本条鱼自己出生算起),
- // "创建时刻偏移"单独放进 yzGroupTimeOffset:它只进位移公式,
- // 让先出的那一组已经沿分布方向游出去、后出的从出生点出发,避免整组重叠在同一点
+ // ⭐ 创建时间偏移:每往下一组(每条线)+yzGroupStaggerTime 秒,
+ // 位移公式用 (moveTime + yzGroupTimeOffset) 定位,把各组沿分布方向拉开、不再重合。
+ // 注意:偏移必须大于"每组出鱼间隔(1s)",否则会精确抵消(半径完全相同,看着还是重合)
+ // moveTime 本身保持 0:存活时长仍从本条鱼自己出生算起,不受偏移影响
mc.moveTime = 0f;
- mc.yzGroupTimeOffset = (BeijingTimeManager.Instance.CurrentTimestampMs - time) / 1000f;
+ mc.yzGroupTimeOffset = lineIndex * yzGroupStaggerTime;
mc.Init(pathId.ToString(), cfg.times, true, yz.arrayNumber);
// ⭐ 鱼阵调试日志:输出每条子鱼生成后的旋转与缩放(排查"有的正有的反")
Debug.Log($"[鱼阵调试] 阵={yz.arrayNumber}(扇形700) pathId={pathId} 第{i}/{16}条 guid={mc.guid} " +
$"rotation={fish.transform.eulerAngles.ToString("F1")} localScale={fish.transform.localScale.ToString("F3")}");
-
- // ⭐ 同一扇内逐条延迟:避免17条鱼同帧出生全叠在出生点
- yield return new WaitForSeconds(shanXingFishInterval);
}
}
@@ -1331,9 +1332,10 @@ public class CreateFishManager : MonoSingleton
mc.guid = createFishData.guid + "_" + arraySeq + "_" + lineIndex + "_" + i;
RegisterFishInstance(mc, FishDatas[yz.fishNumber].fishType);
- // ⭐ moveTime 归零 + 创建时刻偏移进 yzGroupTimeOffset(说明同扇形)
+ // ⭐ 创建时间偏移:每往下一组(每条线)+yzGroupStaggerTime 秒,位移定位用 (moveTime + yzGroupTimeOffset)
+ // (说明同扇形;圈本身同帧出,靠这个偏移把各圈沿分布方向拉开,不必加延迟)
mc.moveTime = 0f;
- mc.yzGroupTimeOffset = (BeijingTimeManager.Instance.CurrentTimestampMs - time) / 1000f;
+ mc.yzGroupTimeOffset = lineIndex * yzGroupStaggerTime;
mc.Init(pathId.ToString(), cfg.times, true, yz.arrayNumber);
diff --git a/Assets/MyGame/aa/UI/Game/XJMH/GameMainPanelXJMH.prefab b/Assets/MyGame/aa/UI/Game/XJMH/GameMainPanelXJMH.prefab
index 9597df7c0..8b7219798 100644
--- a/Assets/MyGame/aa/UI/Game/XJMH/GameMainPanelXJMH.prefab
+++ b/Assets/MyGame/aa/UI/Game/XJMH/GameMainPanelXJMH.prefab
@@ -3181,7 +3181,7 @@ MonoBehaviour:
unlockLevel: 0
uiIconSprite: {fileID: 0}
description:
- skeletonAnimation: {fileID: 0}
+ skeletonAnimation: {fileID: 5979669743258872926}
old_CurrAnimation: {fileID: 0}
new_CurrAnimation: {fileID: 0}
currTurretType: 1
@@ -5257,7 +5257,6 @@ GameObject:
- component: {fileID: 5781209983944085165}
- component: {fileID: 4035888545790914838}
- component: {fileID: 5984365130024130571}
- - component: {fileID: 5722126414559939294}
- component: {fileID: 3682759961943257957}
m_Layer: 0
m_Name: SkeletonGraphic_VIP
@@ -5265,7 +5264,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
- m_IsActive: 1
+ m_IsActive: 0
--- !u!224 &5781209983944085165
RectTransform:
m_ObjectHideFlags: 0
@@ -5343,61 +5342,6 @@ MonoBehaviour:
calculateTangents: 0
addNormals: 0
immutableTriangles: 0
---- !u!114 &5722126414559939294
-MonoBehaviour:
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- m_Script: {fileID: 11500000, guid: e2fbda49303fb1543a68b553ec721872, type: 3}
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- tra_BulletStartPosition: {fileID: 490001299791756420}
- tra_RotationPivot: {fileID: 2752274170600578251}
- bulletPrefab_Two: {fileID: 0}
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- laserPrefab: {fileID: 0}
- laserWidth: 0.3
- laserColor: {r: 1, g: 0.3, b: 0.3, a: 0.9}
- laserLengthCorrect: 1
- turretNumber: 0
- turretType: 1
- displayName:
- quality: 1
- unlockLevel: 0
- uiIconSprite: {fileID: 0}
- description:
- skeletonAnimation: {fileID: 3094521970018869135}
- old_CurrAnimation: {fileID: 0}
- new_CurrAnimation: {fileID: 0}
- currTurretType: 1
- isFrenzy: 0
- idleAnim:
- attackAnim:
- frenzyAttackAnim:
- laserStartAnim:
- laserLoopAnim:
- laserEndAnim:
- playFireParam: PlayFire
- fireIndexParam: FireIndex
- idleIndexParam: IdleIndex
- fireIndex: 0
- idleIndex: 0
- obj_Add: {fileID: 0}
- obj_Down: {fileID: 0}
- takeoffAnim:
- flyLoopAnim:
- flyDuration: 0.6
- flySmooth: 1
- edgePadding: 60
- upFireInterval: 0.4
- upFireDuration: 0
- upFireDelay: 0
--- !u!114 &3682759961943257957
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -8325,7 +8269,6 @@ GameObject:
- component: {fileID: 2487576147542109954}
- component: {fileID: 2841934294963690504}
- component: {fileID: 1256237870015243263}
- - component: {fileID: 8670772098217126294}
- component: {fileID: 8318936997404565909}
m_Layer: 0
m_Name: SkeletonGraphic_VIP
@@ -8333,7 +8276,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
- m_IsActive: 1
+ m_IsActive: 0
--- !u!224 &2487576147542109954
RectTransform:
m_ObjectHideFlags: 0
@@ -8411,61 +8354,6 @@ MonoBehaviour:
calculateTangents: 0
addNormals: 0
immutableTriangles: 0
---- !u!114 &8670772098217126294
-MonoBehaviour:
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- m_Enabled: 0
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- m_Script: {fileID: 11500000, guid: e2fbda49303fb1543a68b553ec721872, type: 3}
- m_Name:
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- setPosData: {fileID: 0}
- tra_BulletStartPosition: {fileID: 9009901755340094101}
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- laserLengthCorrect: 1
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- displayName:
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- old_CurrAnimation: {fileID: 0}
- new_CurrAnimation: {fileID: 0}
- currTurretType: 1
- isFrenzy: 0
- idleAnim:
- attackAnim:
- frenzyAttackAnim:
- laserStartAnim:
- laserLoopAnim:
- laserEndAnim:
- playFireParam: PlayFire
- fireIndexParam: FireIndex
- idleIndexParam: IdleIndex
- fireIndex: 0
- idleIndex: 0
- obj_Add: {fileID: 0}
- obj_Down: {fileID: 0}
- takeoffAnim:
- flyLoopAnim:
- flyDuration: 0.6
- flySmooth: 1
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- upFireInterval: 0.4
- upFireDuration: 0
- upFireDelay: 0
--- !u!114 &8318936997404565909
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -9089,7 +8977,7 @@ MonoBehaviour:
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- {fileID: 5064756052779050165}
- {fileID: 8295326240447925651}
- - {fileID: 5722126414559939294}
+ - {fileID: 3682759961943257957}
tra_CurrTurret: {fileID: 0}
currentAngle: 0
maxRotationAngle: 90
@@ -11004,7 +10892,7 @@ MonoBehaviour:
unlockLevel: 0
uiIconSprite: {fileID: 0}
description:
- skeletonAnimation: {fileID: 0}
+ skeletonAnimation: {fileID: 6874186973720068549}
old_CurrAnimation: {fileID: 0}
new_CurrAnimation: {fileID: 0}
currTurretType: 1
@@ -11610,7 +11498,7 @@ MonoBehaviour:
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- {fileID: 5991888581254097079}
- {fileID: 5374006129012476344}
- - {fileID: 8670772098217126294}
+ - {fileID: 8318936997404565909}
tra_CurrTurret: {fileID: 0}
currentAngle: 0
maxRotationAngle: 90
@@ -16056,7 +15944,7 @@ PrefabInstance:
- target: {fileID: 224430927734448352, guid: 66ad8d1d353b35646b885106f966f9bb,
type: 3}
propertyPath: m_AnchoredPosition.x
- value: 6.2788
+ value: 6.2788086
objectReference: {fileID: 0}
- target: {fileID: 224430927734448352, guid: 66ad8d1d353b35646b885106f966f9bb,
type: 3}