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diff --git a/Assets/MyGame/aa/Game/XJMH/Boss/XingJiXunHang/XingJiXunHangEvent.cs b/Assets/MyGame/aa/Game/XJMH/Boss/XingJiXunHang/XingJiXunHangEvent.cs
new file mode 100644
index 000000000..e83b2927e
--- /dev/null
+++ b/Assets/MyGame/aa/Game/XJMH/Boss/XingJiXunHang/XingJiXunHangEvent.cs
@@ -0,0 +1,854 @@
+using Newtonsoft.Json.Linq;
+using System;
+using System.Collections;
+using UnityEngine;
+
+///
+/// 星际巡航 Boss 爆奖事件(继承 BJEventBase)。
+///
+/// ==================== 美术规格(4种形态) ====================
+///
+/// 形态一(富甲天下,无道具武器):
+/// Settle: PW_Effect_Settle_FuJiaTianXia (Node子物体指认Source Image为tj_fcboss_0)
+///
+/// 形态二(铁拳 IronFist, weaponID=6):
+/// 1. FullScreen(PW_Effect_FullScreen_IronFist): 依次激活 tap_tip → knock_tip(Source Image=Prop_Poster_IronFist) → 隐藏Tip
+/// 2. Prop(PW_Prop_IronFist): 激活Hole子对象 → Hole从死亡位置移动到屏幕左下角 → 隐藏Hole → 激活Hand
+/// 3. TextCrit: PW_Effect_TextCrit_Other / PW_Effect_TextCrit_Self (满屏暴击)
+/// 4. AwardFrame: PW_Effect_AwardFrame_IronFist
+/// 5. Settle: PW_Effect_Settle_IronFist_Other
+///
+/// 形态三(光子 Symmetra, weaponID=8):
+/// 1. FullScreen(PW_Effect_FullScreen_Symmetra): 依次激活 tap_tip → knock_tip(Source Image=Prop_Poster_Symmetra) → 隐藏Tip
+/// 2. Prop(PW_Prop_Symmetra): 从死亡位置移动到屏幕中心 → 隐藏Lock → PropL和PropR分别移动到屏幕两边 → 激活laser子物体
+/// 3. AwardFrame: PW_Effect_AwardFrame_Symmetra
+/// 4. Settle: PW_Effect_Settle_Symmetra_Other / PW_Effect_Settle_Symmetra_Self
+///
+/// 形态四(伽马风暴 GammaStorm, weaponID=7):
+/// 1. FullScreen(PW_Effect_FullScreen_GammaStorm): 依次激活 tap_tip → knock_tip(Source Image=Prop_Poster_GammaStorm) → 隐藏Tip
+/// 2. Prop(PW_Prop_GammaStorm): 从死亡位置移动到屏幕中心 → 根据视频内容激活特效
+/// 3. TextCrit: PW_Effect_TextCrit_Other / PW_Effect_TextCrit_Self (满屏暴击)
+/// 4. Crit: PW_Effect_Crit_GammaStorm (暴击倍率)
+/// 5. AwardFrame: PW_Effect_AwardFrame_GammaStorm
+/// 6. Settle: PW_Effect_Settle_GammaStorm_Other
+///
+/// ⭐ 注意: 美术表格中铁拳写的是"PW_Effect_FullScreen_Symmetra",但根据Lua逻辑
+/// (PW_EffectMgr.CreateEffect("FullScreen", "PW_Effect_FullScreen_" .. flag))
+/// 应该是 PW_Effect_FullScreen_IronFist,此处按Lua逻辑处理。
+///
+/// ==================== 完整流程 ====================
+///
+/// Init → 解析 weaponID → 道具出场 → 全屏特效(tap_tip/knock_tip序列) → 道具动画
+/// → 奖励框 → CallBJ发红包 → 暴击文字 → 结算特效 → EffEnd
+/// → DelayThenScore → StartAddScore → MoveToSit → OnScoreEnd → JiaFen → die
+///
+public class XingJiXunHangEvent : BJEventBase
+{
+ // ==================== 形态一:富甲天下(无道具武器) ====================
+
+ [Header("形态一 - 富甲天下")]
+ [Tooltip("富甲天下结算特效(PW_Effect_Settle_FuJiaTianXia_XingJiXunHang)")]
+ public GameObject settleFuJiaTianXia;
+
+ // ==================== 形态二:铁拳 (weaponID=6) ====================
+
+ [Header("形态二 - 铁拳 IronFist")]
+ [Tooltip("铁拳道具预制体(PW_Prop_IronFist Variant)")]
+ public GameObject propIronFist;
+ [Tooltip("铁拳全屏特效(PW_Effect_FullScreen_IronFist_XingJiXunHang)")]
+ public GameObject fullScreenIronFist;
+ [Tooltip("铁拳奖励框(PW_Effect_AwardFrame_IronFist_XingJiXunHang)")]
+ public GameObject awardFrameIronFist;
+ [Tooltip("铁拳结算特效-自己(PW_Effect_Settle_IronFist_Self_XingJiXunHang)")]
+ public GameObject settleIronFistSelf;
+ [Tooltip("铁拳结算特效-他人(PW_Effect_Settle_IronFist_Other_XingJiXunHang)")]
+ public GameObject settleIronFistOther;
+ [Tooltip("铁拳海报Sprite(Prop_Poster_IronFist),设置到FullScreen的knock_tip上")]
+ public Sprite posterIronFist;
+
+ // ==================== 形态三:光子 (weaponID=8) ====================
+
+ [Header("形态三 - 光子 Symmetra")]
+ [Tooltip("光子道具预制体(PW_Prop_Symmetra Variant)")]
+ public GameObject propSymmetra;
+ [Tooltip("光子全屏特效(PW_Effect_FullScreen_Symmetra_XingJiXunHang)")]
+ public GameObject fullScreenSymmetra;
+ [Tooltip("光子奖励框(PW_Effect_AwardFrame_Symmetra_XingJiXunHang)")]
+ public GameObject awardFrameSymmetra;
+ [Tooltip("光子结算特效-自己(PW_Effect_Settle_Symmetra_Self_XingJiXunHang)")]
+ public GameObject settleSymmetraSelf;
+ [Tooltip("光子结算特效-他人(PW_Effect_Settle_Symmetra_Other_XingJiXunHang)")]
+ public GameObject settleSymmetraOther;
+ [Tooltip("光子海报Sprite(Prop_Poster_Symmetra),设置到FullScreen的knock_tip上")]
+ public Sprite posterSymmetra;
+
+ // ==================== 形态四:伽马风暴 (weaponID=7) ====================
+
+ [Header("形态四 - 伽马风暴 GammaStorm")]
+ [Tooltip("伽马风暴道具预制体(PW_Prop_GammaStorm Variant)")]
+ public GameObject propGammaStorm;
+ [Tooltip("伽马风暴全屏特效(PW_Effect_FullScreen_GammaStorm_XingJiXunHang)")]
+ public GameObject fullScreenGammaStorm;
+ [Tooltip("伽马风暴奖励框(PW_Effect_AwardFrame_GammaStorm_XingJiXunHang)")]
+ public GameObject awardFrameGammaStorm;
+ [Tooltip("伽马风暴结算特效-自己(PW_Effect_Settle_GammaStorm_Self_XingJiXunHang)")]
+ public GameObject settleGammaStormSelf;
+ [Tooltip("伽马风暴结算特效-他人(PW_Effect_Settle_GammaStorm_Other_XingJiXunHang)")]
+ public GameObject settleGammaStormOther;
+ [Tooltip("伽马风暴暴击框(PW_Effect_Crit_GammaStorm_XingJiXunHang)")]
+ public GameObject critFrameGammaStorm;
+ [Tooltip("伽马风暴海报Sprite(Prop_Poster_GammaStorm),设置到FullScreen的knock_tip上")]
+ public Sprite posterGammaStorm;
+
+ // ==================== 满屏暴击文字(铁拳/伽马风暴共用) ====================
+
+ [Header("满屏暴击文字")]
+ [Tooltip("满屏暴击-自己(PW_Effect_TextCrit_Self_XingJiXunHang)")]
+ public GameObject textCritSelf;
+ [Tooltip("满屏暴击-他人(PW_Effect_TextCrit_Other_XingJiXunHang)")]
+ public GameObject textCritOther;
+
+ // ==================== 道具出场特效 ====================
+
+ [Header("道具出场")]
+ [Tooltip("道具出场特效(三种武器共用,PW_Effect_Appear_Prop)")]
+ public GameObject appearPropEffect;
+
+ // ==================== FullScreen 子物体名称配置 ====================
+
+ [Header("FullScreen 子物体名称")]
+ [Tooltip("tap_tip 子物体名(点击提示)")]
+ public string tapTipName = "tap_tip";
+ [Tooltip("knock_tip 子物体名(敲击提示,需设置海报Sprite)")]
+ public string knockTipName = "knock_tip";
+
+ // ==================== Prop 子物体名称配置 ====================
+
+ [Header("铁拳 Prop 子物体名称")]
+ [Tooltip("铁拳-Hole子物体名(从死亡位置移到屏幕左下角)")]
+ public string ironFistHoleName = "Hole";
+ [Tooltip("铁拳-Hand子物体名(Hole隐藏后激活)")]
+ public string ironFistHandName = "Hand";
+
+ [Header("光子 Prop 子物体名称")]
+ [Tooltip("光子-Lock子物体名(到屏幕中心后隐藏)")]
+ public string symmetraLockName = "Lock";
+ [Tooltip("光子-PropL子物体名(移到屏幕左边)")]
+ public string symmetraPropLName = "PropL";
+ [Tooltip("光子-PropR子物体名(移到屏幕右边)")]
+ public string symmetraPropRName = "PropR";
+ [Tooltip("光子-laser子物体名(PropL/PropR到位后激活)")]
+ public string symmetraLaserName = "laser";
+
+ // ==================== 爆奖配置 ====================
+
+ [Header("爆奖配置")]
+ [Tooltip("爆奖红包次数(CallBJ 调用次数)")]
+ public int bjCount = 1;
+ [Tooltip("每次 CallBJ 最小红包数")]
+ public int bjMinCount = 10;
+ [Tooltip("每次 CallBJ 最大红包数")]
+ public int bjMaxCount = 15;
+
+ [Header("时间配置")]
+ [Tooltip("道具出场特效持续时间")]
+ public float appearDuration = 1f;
+ [Tooltip("tap_tip 显示持续时间")]
+ public float tapTipDuration = 0.5f;
+ [Tooltip("knock_tip 显示持续时间")]
+ public float knockTipDuration = 0.8f;
+ [Tooltip("全屏特效总持续时间")]
+ public float fullScreenDuration = 2f;
+ [Tooltip("道具动画持续时间(Hole移动/Prop移动等)")]
+ public float propAnimDuration = 1.5f;
+ [Tooltip("结算特效持续时间")]
+ public float settleDuration = 3f;
+
+ // ==================== 运行时状态 ====================
+
+ /// Boss 引用(爆奖结束时通知 Boss 回收)
+ [System.NonSerialized]
+ public XingJiXunHang_BOSS bossCtrl;
+
+ /// Boss 死亡位置(世界坐标,由 Boss 传入)
+ [HideInInspector]
+ public Vector3 diePos = Vector3.zero;
+
+ /// 服务端返回的武器 ID(6=IronFist, 7=GammaStorm, 8=Symmetra, 0=富甲天下)
+ private int _weaponId = 0;
+
+ /// 武器标签(GammaStorm / IronFist / Symmetra / FuJiaTianXia)
+ private string _weaponTag = "";
+
+ /// 当前选中的结算预制体
+ private GameObject _settlePrefab;
+
+ /// 当前选中的奖励框预制体
+ private GameObject _awardFramePrefab;
+
+ /// 当前选中的全屏特效预制体
+ private GameObject _fullScreenPrefab;
+
+ /// 当前选中的道具预制体
+ private GameObject _propPrefab;
+
+ /// 当前选中的海报Sprite
+ private Sprite _posterSprite;
+
+ // ==================== 初始化 ====================
+
+ public override void Init(long goldCount, int posID, long paobei, long fishScore, int beishu,
+ Action action, Action action1 = null)
+ {
+ base.Init(goldCount, posID, paobei, fishScore, beishu, action, action1);
+
+ // 恢复位置到 Boss 死亡位置
+ transform.position = diePos;
+
+ // 设置爆奖次数
+ scoreCount = bjCount;
+ totalBJCount = bjCount;
+
+ // 解析武器 ID
+ ParseWeaponId();
+
+ // 根据武器 ID 选择预制体
+ SelectWeaponPrefabs();
+
+ // 启动完整爆奖流程
+ StartCoroutine(PropWeaponFlow());
+ }
+
+ /// 重写:不移动到屏幕中心,但缓存座位引用
+ protected override void ApplySeatOffset()
+ {
+ GetSeatPosition();
+ }
+
+ /// 重置子类运行时状态
+ protected override void ResetState()
+ {
+ base.ResetState();
+ _weaponId = 0;
+ _weaponTag = "";
+ _settlePrefab = null;
+ _awardFramePrefab = null;
+ _fullScreenPrefab = null;
+ _propPrefab = null;
+ _posterSprite = null;
+ bossCtrl = null;
+ diePos = Vector3.zero;
+ }
+
+ // ==================== 武器 ID 解析 ====================
+
+ private void ParseWeaponId()
+ {
+ if (obj == null)
+ {
+ Debug.LogWarning("[XingJiXunHang] obj 为 null,无法解析 weaponID,走富甲天下");
+ _weaponId = 0;
+ return;
+ }
+
+ try
+ {
+ JToken root = obj is JToken t ? t : JToken.Parse(obj.ToString());
+
+ _weaponId = root["weaponID"]?.Value()
+ ?? root["weaponId"]?.Value()
+ ?? root["weapon_id"]?.Value()
+ ?? 0;
+
+ Debug.Log($"[XingJiXunHang] 解析武器 ID: weaponID={_weaponId}");
+ }
+ catch (Exception e)
+ {
+ Debug.LogError($"[XingJiXunHang] 解析 weaponID 失败: {e.Message}; 原始={obj}");
+ _weaponId = 0;
+ }
+ }
+
+ /// 根据武器 ID 选择对应的预制体和标签
+ private void SelectWeaponPrefabs()
+ {
+ switch (_weaponId)
+ {
+ case 0:
+ // 形态一:富甲天下(无道具武器)
+ _weaponTag = "FuJiaTianXia";
+ _settlePrefab = settleFuJiaTianXia;
+ _awardFramePrefab = null;
+ _fullScreenPrefab = null;
+ _propPrefab = null;
+ _posterSprite = null;
+ break;
+
+ case 6:
+ _weaponTag = "IronFist";
+ _settlePrefab = isSelf ? settleIronFistSelf : settleIronFistOther;
+ _awardFramePrefab = awardFrameIronFist;
+ _fullScreenPrefab = fullScreenIronFist;
+ _propPrefab = propIronFist;
+ _posterSprite = posterIronFist;
+ break;
+
+ case 7:
+ _weaponTag = "GammaStorm";
+ _settlePrefab = isSelf ? settleGammaStormSelf : settleGammaStormOther;
+ _awardFramePrefab = awardFrameGammaStorm;
+ _fullScreenPrefab = fullScreenGammaStorm;
+ _propPrefab = propGammaStorm;
+ _posterSprite = posterGammaStorm;
+ break;
+
+ case 8:
+ _weaponTag = "Symmetra";
+ _settlePrefab = isSelf ? settleSymmetraSelf : settleSymmetraOther;
+ _awardFramePrefab = awardFrameSymmetra;
+ _fullScreenPrefab = fullScreenSymmetra;
+ _propPrefab = propSymmetra;
+ _posterSprite = posterSymmetra;
+ break;
+
+ default:
+ Debug.LogWarning($"[XingJiXunHang] 未知 weaponID={_weaponId},走富甲天下");
+ goto case 0;
+ }
+
+ Debug.Log($"[XingJiXunHang] 选择武器: tag={_weaponTag} isSelf={isSelf}" +
+ $" settle={(_settlePrefab != null ? _settlePrefab.name : "null")}" +
+ $" awardFrame={(_awardFramePrefab != null ? _awardFramePrefab.name : "null")}" +
+ $" fullScreen={(_fullScreenPrefab != null ? _fullScreenPrefab.name : "null")}" +
+ $" prop={(_propPrefab != null ? _propPrefab.name : "null")}");
+ }
+
+ // ==================== 爆奖主流程 ====================
+
+ ///
+ /// 道具武器完整流程:
+ /// 1. 道具出场特效 (AppearProp)
+ /// 2. 全屏特效 (FullScreen: tap_tip → knock_tip → 隐藏Tip,仅 isSelf)
+ /// 3. 道具动画 (Prop: 各武器不同的子物体操作)
+ /// 4. 奖励框 (AwardFrame)
+ /// 5. CallBJ 发红包
+ /// 6. 满屏暴击文字 (TextCrit,仅 IronFist/GammaStorm)
+ /// 7. 结算特效 (Settle)
+ /// 8. EffEnd → 标准收尾
+ ///
+ private IEnumerator PropWeaponFlow()
+ {
+ Debug.Log($"[XingJiXunHang] 开始爆奖流程 tag={_weaponTag} isSelf={isSelf} diePos={diePos}");
+
+ // -------- 形态一(富甲天下):直接结算,无道具流程 --------
+ if (_weaponId == 0)
+ {
+ yield return StartCoroutine(FuJiaTianXiaFlow());
+ yield break;
+ }
+
+ // -------- Phase 1: 道具出场特效 --------
+ if (appearPropEffect != null)
+ {
+ var appearObj = Instantiate(appearPropEffect, diePos, Quaternion.identity,
+ CreateFishManager.Instance.bjEffectRoot);
+ Debug.Log("[XingJiXunHang] Phase1: 道具出场特效");
+ yield return new WaitForSeconds(appearDuration);
+ if (appearObj != null) Destroy(appearObj);
+ }
+ else
+ {
+ yield return new WaitForSeconds(appearDuration);
+ }
+
+ // -------- Phase 2: 全屏特效(仅 isSelf) --------
+ GameObject fullScreenObj = null;
+ if (isSelf && _fullScreenPrefab != null)
+ {
+ fullScreenObj = Instantiate(_fullScreenPrefab, Vector3.zero, Quaternion.identity,
+ CreateFishManager.Instance.bjEffectRoot);
+ Debug.Log("[XingJiXunHang] Phase2: 全屏特效(自己)");
+
+ // 执行 tap_tip → knock_tip 序列
+ yield return StartCoroutine(PlayFullScreenTipSequence(fullScreenObj));
+ }
+ else
+ {
+ yield return new WaitForSeconds(0.1f);
+ }
+
+ // -------- Phase 3: 道具动画 --------
+ if (_propPrefab != null)
+ {
+ yield return StartCoroutine(PlayPropAnimation());
+ }
+
+ // -------- Phase 4: 奖励框 --------
+ if (_awardFramePrefab != null)
+ {
+ var awardFrameObj = Instantiate(_awardFramePrefab, diePos, Quaternion.identity,
+ CreateFishManager.Instance.bjEffectRoot);
+ Debug.Log("[XingJiXunHang] Phase4: 奖励框");
+ StartCoroutine(DestroyAfterDelay(awardFrameObj, fullScreenDuration + settleDuration + 2f));
+ }
+
+ // -------- Phase 5: CallBJ 发红包 --------
+ for (int i = 0; i < bjCount; i++)
+ {
+ Debug.Log($"[XingJiXunHang] Phase5: CallBJ {i + 1}/{bjCount}");
+ CallBJ(bjMinCount, bjMaxCount);
+ yield return new WaitForSeconds(0.5f);
+ }
+
+ // -------- Phase 6: 满屏暴击文字(仅 IronFist/GammaStorm) --------
+ if (_weaponId == 6 || _weaponId == 7)
+ {
+ PlayTextCrit();
+ yield return new WaitForSeconds(0.5f);
+ }
+
+ // -------- Phase 6.5: 伽马风暴暴击框 --------
+ if (_weaponId == 7 && critFrameGammaStorm != null)
+ {
+ PlayGammaStormCritFrame();
+ yield return new WaitForSeconds(0.5f);
+ }
+
+ // -------- Phase 7: 等待金币协程完成 --------
+ if (_activeCoinRoutines > 0)
+ {
+ yield return new WaitUntil(() => _activeCoinRoutines <= 0);
+ }
+
+ // -------- Phase 8: 结算特效 --------
+ if (_settlePrefab != null)
+ {
+ Vector3 settlePos = isSelf ? Vector3.zero : GetSeatPosition();
+ if (!isSelf)
+ settlePos += Vector3.up * 2f;
+
+ var settleObj = Instantiate(_settlePrefab, settlePos, Quaternion.identity,
+ CreateFishManager.Instance.bjEffectRoot);
+
+ if (!isSelf)
+ settleObj.transform.localScale = Vector3.one * 0.6f;
+
+ Debug.Log($"[XingJiXunHang] Phase8: 结算特效 pos={settlePos} scale={settleObj.transform.localScale}");
+ }
+ else
+ {
+ Debug.LogWarning($"[XingJiXunHang] 结算预制体为空 tag={_weaponTag}");
+ }
+
+ // -------- Phase 9: 清理全屏特效 --------
+ if (fullScreenObj != null)
+ StartCoroutine(DestroyAfterDelay(fullScreenObj, 1f));
+
+ yield return new WaitForSeconds(settleDuration);
+
+ // -------- Phase 10: 触发 EffEnd → 标准收尾 --------
+ if (!isEffEnd && !isScoreEnd)
+ {
+ Debug.Log("[XingJiXunHang] Phase10: 触发 EffEnd");
+ isGoldEffectStart = false;
+ EffEnd();
+ }
+ }
+
+ // ==================== 形态一:富甲天下流程 ====================
+
+ ///
+ /// 富甲天下流程:无道具武器,直接 CallBJ → 结算。
+ /// Settle: PW_Effect_Settle_FuJiaTianXia (Node子物体指认Source Image为tj_fcboss_0)
+ ///
+ private IEnumerator FuJiaTianXiaFlow()
+ {
+ Debug.Log("[XingJiXunHang] 富甲天下流程开始");
+
+ // CallBJ 发红包
+ for (int i = 0; i < bjCount; i++)
+ {
+ CallBJ(bjMinCount, bjMaxCount);
+ yield return new WaitForSeconds(0.5f);
+ }
+
+ // 等待金币协程完成
+ if (_activeCoinRoutines > 0)
+ {
+ yield return new WaitUntil(() => _activeCoinRoutines <= 0);
+ }
+
+ // 结算特效
+ if (settleFuJiaTianXia != null)
+ {
+ Vector3 settlePos = isSelf ? Vector3.zero : GetSeatPosition();
+ if (!isSelf)
+ settlePos += Vector3.up * 2f;
+
+ var settleObj = Instantiate(settleFuJiaTianXia, settlePos, Quaternion.identity,
+ CreateFishManager.Instance.bjEffectRoot);
+
+ if (!isSelf)
+ settleObj.transform.localScale = Vector3.one * 0.6f;
+
+ Debug.Log($"[XingJiXunHang] 富甲天下结算 pos={settlePos}");
+ }
+
+ yield return new WaitForSeconds(settleDuration);
+
+ // 触发 EffEnd
+ if (!isEffEnd && !isScoreEnd)
+ {
+ isGoldEffectStart = false;
+ EffEnd();
+ }
+ }
+
+ // ==================== FullScreen tap_tip/knock_tip 序列 ====================
+
+ ///
+ /// 全屏特效的 tap_tip → knock_tip 序列(美术规格要求)。
+ /// 1. 激活 tap_tip
+ /// 2. 等待 tapTipDuration
+ /// 3. 激活 knock_tip(设置海报Sprite)
+ /// 4. 等待 knockTipDuration
+ /// 5. 隐藏 tap_tip 和 knock_tip
+ ///
+ private IEnumerator PlayFullScreenTipSequence(GameObject fullScreenObj)
+ {
+ if (fullScreenObj == null) yield break;
+
+ // 查找子物体
+ Transform tapTip = FindChildRecursive(fullScreenObj.transform, tapTipName);
+ Transform knockTip = FindChildRecursive(fullScreenObj.transform, knockTipName);
+
+ // 初始隐藏
+ if (tapTip != null) tapTip.gameObject.SetActive(false);
+ if (knockTip != null) knockTip.gameObject.SetActive(false);
+
+ // 1. 激活 tap_tip
+ if (tapTip != null)
+ {
+ tapTip.gameObject.SetActive(true);
+ Debug.Log($"[XingJiXunHang] FullScreen: 激活 {tapTipName}");
+ }
+
+ yield return new WaitForSeconds(tapTipDuration);
+
+ // 2. 激活 knock_tip(设置海报Sprite)
+ if (knockTip != null)
+ {
+ knockTip.gameObject.SetActive(true);
+
+ // 设置海报Sprite到 knock_tip 的 Image 组件
+ if (_posterSprite != null)
+ {
+ var img = knockTip.GetComponent();
+ if (img == null)
+ img = knockTip.GetComponentInChildren();
+ if (img != null)
+ {
+ img.sprite = _posterSprite;
+ Debug.Log($"[XingJiXunHang] FullScreen: 设置 {knockTipName} 海报={_posterSprite.name}");
+ }
+ }
+
+ Debug.Log($"[XingJiXunHang] FullScreen: 激活 {knockTipName}");
+ }
+
+ yield return new WaitForSeconds(knockTipDuration);
+
+ // 3. 隐藏 Tip
+ if (tapTip != null) tapTip.gameObject.SetActive(false);
+ if (knockTip != null) knockTip.gameObject.SetActive(false);
+
+ Debug.Log("[XingJiXunHang] FullScreen: 隐藏 Tip");
+ }
+
+ // ==================== 道具动画(各武器不同) ====================
+
+ ///
+ /// 道具动画,根据武器类型执行不同的子物体操作。
+ ///
+ private IEnumerator PlayPropAnimation()
+ {
+ GameObject propObj = Instantiate(_propPrefab, diePos, Quaternion.identity,
+ CreateFishManager.Instance.bjEffectRoot);
+
+ Debug.Log($"[XingJiXunHang] Phase3: 道具动画 tag={_weaponTag} pos={diePos}");
+
+ switch (_weaponId)
+ {
+ case 6:
+ yield return StartCoroutine(IronFistPropAnim(propObj));
+ break;
+ case 7:
+ yield return StartCoroutine(GammaStormPropAnim(propObj));
+ break;
+ case 8:
+ yield return StartCoroutine(SymmetraPropAnim(propObj));
+ break;
+ }
+
+ // 道具完成后延迟销毁
+ StartCoroutine(DestroyAfterDelay(propObj, settleDuration + 1f));
+ }
+
+ ///
+ /// 铁拳道具动画(美术规格):
+ /// 1. 激活 Hole 子对象
+ /// 2. Hole 从死亡位置移动到屏幕左下角
+ /// 3. 隐藏 Hole
+ /// 4. 激活 Hand
+ ///
+ private IEnumerator IronFistPropAnim(GameObject propObj)
+ {
+ Transform hole = FindChildRecursive(propObj.transform, ironFistHoleName);
+ Transform hand = FindChildRecursive(propObj.transform, ironFistHandName);
+
+ // 初始状态
+ if (hole != null) hole.gameObject.SetActive(false);
+ if (hand != null) hand.gameObject.SetActive(false);
+
+ // 1. 激活 Hole
+ if (hole != null)
+ {
+ hole.gameObject.SetActive(true);
+ hole.position = diePos;
+ Debug.Log("[XingJiXunHang] 铁拳: 激活Hole");
+ }
+
+ yield return new WaitForSeconds(0.2f);
+
+ // 2. Hole 移动到屏幕左下角
+ Vector3 bottomLeft = GetScreenBottomLeft();
+ if (hole != null)
+ {
+ yield return StartCoroutine(MoveTo(hole, bottomLeft, propAnimDuration));
+ Debug.Log("[XingJiXunHang] 铁拳: Hole移动到左下角");
+ }
+
+ // 3. 隐藏 Hole
+ if (hole != null) hole.gameObject.SetActive(false);
+
+ // 4. 激活 Hand
+ if (hand != null)
+ {
+ hand.gameObject.SetActive(true);
+ hand.position = bottomLeft;
+ Debug.Log("[XingJiXunHang] 铁拳: 激活Hand");
+ }
+
+ yield return new WaitForSeconds(0.3f);
+ }
+
+ ///
+ /// 光子道具动画(美术规格):
+ /// 1. Prop 从死亡位置移动到屏幕中心
+ /// 2. 隐藏 Lock
+ /// 3. PropL 和 PropR 分别移动到屏幕两边
+ /// 4. 激活 laser 子物体
+ ///
+ private IEnumerator SymmetraPropAnim(GameObject propObj)
+ {
+ Transform lockObj = FindChildRecursive(propObj.transform, symmetraLockName);
+ Transform propL = FindChildRecursive(propObj.transform, symmetraPropLName);
+ Transform propR = FindChildRecursive(propObj.transform, symmetraPropRName);
+ Transform laser = FindChildRecursive(propObj.transform, symmetraLaserName);
+
+ // 初始状态
+ if (lockObj != null) lockObj.gameObject.SetActive(true);
+ if (propL != null) propL.gameObject.SetActive(false);
+ if (propR != null) propR.gameObject.SetActive(false);
+ if (laser != null) laser.gameObject.SetActive(false);
+
+ // 1. Prop 移动到屏幕中心
+ propObj.transform.position = diePos;
+ yield return StartCoroutine(MoveTo(propObj.transform, Vector3.zero, propAnimDuration));
+ Debug.Log("[XingJiXunHang] 光子: 移动到屏幕中心");
+
+ // 2. 隐藏 Lock
+ if (lockObj != null)
+ {
+ lockObj.gameObject.SetActive(false);
+ Debug.Log("[XingJiXunHang] 光子: 隐藏Lock");
+ }
+
+ // 3. PropL/PropR 移动到屏幕两边
+ Vector3 leftPos = GetScreenLeft();
+ Vector3 rightPos = GetScreenRight();
+
+ if (propL != null && propR != null)
+ {
+ propL.gameObject.SetActive(true);
+ propR.gameObject.SetActive(true);
+ propL.position = Vector3.zero;
+ propR.position = Vector3.zero;
+
+ StartCoroutine(MoveTo(propL, leftPos, propAnimDuration * 0.5f));
+ yield return StartCoroutine(MoveTo(propR, rightPos, propAnimDuration * 0.5f));
+ Debug.Log("[XingJiXunHang] 光子: PropL/PropR移动到两边");
+ }
+
+ // 4. 激活 laser
+ if (laser != null)
+ {
+ laser.gameObject.SetActive(true);
+ Debug.Log("[XingJiXunHang] 光子: 激活laser");
+ }
+
+ yield return new WaitForSeconds(0.3f);
+ }
+
+ ///
+ /// 伽马风暴道具动画(美术规格):
+ /// 1. Prop 从死亡位置移动到屏幕中心
+ /// 2. 根据视频内容激活特效(由动画事件或Timeline驱动)
+ ///
+ private IEnumerator GammaStormPropAnim(GameObject propObj)
+ {
+ // 1. 移动到屏幕中心
+ propObj.transform.position = diePos;
+ yield return StartCoroutine(MoveTo(propObj.transform, Vector3.zero, propAnimDuration));
+ Debug.Log("[XingJiXunHang] 伽马风暴: 移动到屏幕中心");
+
+ // 2. 特效由预制体自身的动画/Timeline驱动,这里只等待
+ yield return new WaitForSeconds(0.5f);
+ }
+
+ // ==================== 满屏暴击文字 ====================
+
+ ///
+ /// 播放满屏暴击文字(IronFist/GammaStorm 用)。
+ /// 自己看 TextCrit_Self,他人看 TextCrit_Other。
+ ///
+ private void PlayTextCrit()
+ {
+ GameObject critPrefab = isSelf ? textCritSelf : textCritOther;
+ if (critPrefab == null)
+ {
+ Debug.LogWarning("[XingJiXunHang] 暴击文字预制体为空");
+ return;
+ }
+
+ Vector3 critPos = isSelf ? Vector3.zero : GetSeatPosition() + Vector3.up * 2f;
+ var critObj = Instantiate(critPrefab, critPos, Quaternion.identity,
+ CreateFishManager.Instance.bjEffectRoot);
+
+ if (!isSelf)
+ critObj.transform.localScale = Vector3.one * 0.6f;
+
+ Debug.Log($"[XingJiXunHang] 播放满屏暴击 isSelf={isSelf}");
+ StartCoroutine(DestroyAfterDelay(critObj, 2f));
+ }
+
+ // ==================== 伽马风暴暴击框 ====================
+
+ ///
+ /// 播放伽马风暴暴击框(PW_Effect_Crit_GammaStorm)。
+ /// 仅 weaponID=7 (GammaStorm) 有效。
+ ///
+ public void PlayGammaStormCritFrame()
+ {
+ if (_weaponTag != "GammaStorm" || critFrameGammaStorm == null) return;
+
+ var critObj = Instantiate(critFrameGammaStorm, diePos, Quaternion.identity,
+ CreateFishManager.Instance.bjEffectRoot);
+ Debug.Log("[XingJiXunHang] 播放伽马风暴暴击框");
+ StartCoroutine(DestroyAfterDelay(critObj, 2f));
+ }
+
+ // ==================== 辅助方法 ====================
+
+ /// 递归查找子物体
+ private Transform FindChildRecursive(Transform parent, string name)
+ {
+ if (parent.name == name) return parent;
+
+ for (int i = 0; i < parent.childCount; i++)
+ {
+ var result = FindChildRecursive(parent.GetChild(i), name);
+ if (result != null) return result;
+ }
+ return null;
+ }
+
+ /// 物体移动协程
+ private IEnumerator MoveTo(Transform target, Vector3 destination, float duration)
+ {
+ if (target == null) yield break;
+
+ Vector3 start = target.position;
+ float elapsed = 0f;
+
+ while (elapsed < duration)
+ {
+ elapsed += Time.deltaTime;
+ float t = elapsed / duration;
+ target.position = Vector3.Lerp(start, destination, t);
+ yield return null;
+ }
+
+ target.position = destination;
+ }
+
+ /// 获取屏幕左下角世界坐标
+ private Vector3 GetScreenBottomLeft()
+ {
+ var cam = Camera.main;
+ if (cam != null)
+ return cam.ScreenToWorldPoint(new Vector3(0, 0, cam.transform.position.z * -1f));
+ return new Vector3(-5, -3, 0);
+ }
+
+ /// 获取屏幕左边世界坐标
+ private Vector3 GetScreenLeft()
+ {
+ var cam = Camera.main;
+ if (cam != null)
+ return cam.ScreenToWorldPoint(new Vector3(0, Screen.height * 0.5f, cam.transform.position.z * -1f));
+ return new Vector3(-5, 0, 0);
+ }
+
+ /// 获取屏幕右边世界坐标
+ private Vector3 GetScreenRight()
+ {
+ var cam = Camera.main;
+ if (cam != null)
+ return cam.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height * 0.5f, cam.transform.position.z * -1f));
+ return new Vector3(5, 0, 0);
+ }
+
+ /// 延迟销毁辅助协程
+ private IEnumerator DestroyAfterDelay(GameObject obj, float delay)
+ {
+ if (obj == null) yield break;
+ yield return new WaitForSeconds(delay);
+ if (obj != null) Destroy(obj);
+ }
+
+ // ==================== 销毁 ====================
+
+ ///
+ /// 回收爆奖预制体 + 回收 Boss 本体。
+ ///
+ public override void die()
+ {
+ CleanupBeforeDie();
+
+ if (bossCtrl != null)
+ {
+ // ⭐ Boss 本体已在最终死亡(isKill=true)时由 XingJiXunHang_BOSS 直接删除,
+ // 这里不需要再调 Id_DieFish_NotFX(重复调用会报"找不到鱼"警告)
+ bossCtrl.NotifyBossRemoved();
+ bossCtrl = null;
+ }
+
+ EffectPool.Instance.Return(gameObject);
+ }
+
+ private void OnDestroy()
+ {
+ StopAllCoroutines();
+ }
+}
diff --git a/Assets/MyGame/aa/Game/XJMH/Boss/XingJiXunHang/XingJiXunHangEvent.cs.meta b/Assets/MyGame/aa/Game/XJMH/Boss/XingJiXunHang/XingJiXunHangEvent.cs.meta
new file mode 100644
index 000000000..2b171dfb3
--- /dev/null
+++ b/Assets/MyGame/aa/Game/XJMH/Boss/XingJiXunHang/XingJiXunHangEvent.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 2200aa315d66d464780f758b386a448e
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/MyGame/aa/Game/XJMH/Boss/XingJiXunHang/XingJiXunHang_BOSS.cs b/Assets/MyGame/aa/Game/XJMH/Boss/XingJiXunHang/XingJiXunHang_BOSS.cs
new file mode 100644
index 000000000..f2a3b30ab
--- /dev/null
+++ b/Assets/MyGame/aa/Game/XJMH/Boss/XingJiXunHang/XingJiXunHang_BOSS.cs
@@ -0,0 +1,392 @@
+using Assets.MyGame.Scripts.Net.APIResponses.GameConfig_SubClass;
+using Assets.MyGame.Scripts.Net.WebResponses;
+using Newtonsoft.Json.Linq;
+using System;
+using System.Collections;
+using UnityEngine;
+
+///
+/// 星际巡航 Boss(继承 MonsterControl_BossBase)。
+///
+/// 支持多次死亡(1~3次,服务端配置决定):
+/// 非最终死亡 → 显示 BJEndUI(倍数+分数),Boss 不消失,等待下次击杀
+/// 最终死亡 → 触发完整爆奖流程 + 道具武器掉落
+///
+/// 死亡判定来源:
+/// 方式1(优先):从 RoomKillNotice.param 解析 isKill/beishu/fishId(服务端下发)
+/// 方式2(兜底):调用 InterstellarCruiseConfig.GetResponse(fishId) 客户端计算
+///
+/// fishId 格式:原ID-总次数-当前次数(由 InterstellarCruiseConfig.GetResponse 管理)
+/// 例:4000-3-2 表示总共3次,当前第2次
+///
+/// ⭐ 非最终死亡时不从鱼列表删除 Boss,等最终死亡爆奖流程结束后,
+/// 由 XingJiXunHangEvent.die() 通知 Boss 回收。
+///
+public class XingJiXunHang_BOSS : MonsterControl_BossBase
+{
+ // ==================== Inspector 字段 ====================
+
+ [Header("星际巡航 - 多次死亡")]
+ [Tooltip("非最终死亡时显示的 BJEndUI 预制体(只显示倍数+分数,Boss 不消失)")]
+ public BJEndUI nonFinalDeathBjEndUI;
+
+ [Tooltip("非最终死亡后,Boss 恢复游动的延迟(秒)")]
+ public float resumeMoveDelay = 2f;
+
+ [Header("星际巡航 - 服务端参数解析")]
+ [Tooltip("是否从 param 解析 isKill(关闭则用客户端配置计算)")]
+ public bool useServerParam = true;
+
+ [Header("星际巡航 - 客户端兜底配置")]
+ [Tooltip("星际巡航死亡配置(兜底用,服务端未下发 param 时使用)。留空则按 maxDeathCount 简单判定。")]
+ public BossConfig.InterstellarCruiseConfig cruiseConfig;
+
+ [Tooltip("最大死亡次数(cruiseConfig 为空时生效,默认2次)")]
+ public int maxDeathCount = 2;
+
+ // ==================== 运行时状态 ====================
+
+ /// 爆奖事件引用(死亡时赋值,供外部检查爆奖是否结束)
+ [System.NonSerialized]
+ public XingJiXunHangEvent currEvent;
+
+ /// 当前死亡次数(从 1 开始)
+ private int _deathCount = 0;
+
+ /// 星际巡航专用 fishId(带次数后缀,由 GetResponse 返回)
+ private string _cruiseFishId = "";
+
+ /// 缓存的击杀数据(最终死亡时使用)
+ private RoomKillNotice _cachedKillNotice;
+
+ /// 是否已进入最终死亡流程
+ private bool _isFinalDeath = false;
+
+ /// Boss 是否已从鱼列表回收(防止重复回收)
+ private bool _removed = false;
+
+ /// 死亡位置(删除 Boss 前缓存,供爆奖事件使用)
+ private Vector3 _diePos;
+
+ /// 是否已缓存死亡位置
+ private bool _diePosCached = false;
+
+ /// 爆奖事件是否已 Init(决定特效实例由谁回收)
+ private bool _awardInitCalled = false;
+
+ // ==================== Unity 生命周期 ====================
+
+ public override void OnEnable()
+ {
+ base.OnEnable();
+ _deathCount = 0;
+ _cruiseFishId = "";
+ _cachedKillNotice = null;
+ _isFinalDeath = false;
+ _removed = false;
+ _diePosCached = false;
+ _awardInitCalled = false;
+ currEvent = null;
+ }
+
+ // ==================== 死亡逻辑 ====================
+
+ public override void DieFish(RoomKillNotice obj = null)
+ {
+ _deathCount++;
+
+ // 解析 isKill 和 beishu
+ bool isKill;
+ int beishu;
+
+ if (useServerParam && obj?.param != null)
+ {
+ // 方式1:从服务端 param 解析
+ Debug.Log($"[XingJiXunHang] DieFish 第{_deathCount}次 param原文: {obj.param.ToString(Newtonsoft.Json.Formatting.None)}");
+ (isKill, beishu) = ParseServerParam(obj.param);
+ Debug.Log($"[XingJiXunHang] DieFish 第{_deathCount}次(服务端) isKill={isKill} beishu={beishu} guid={guid}");
+ }
+ else
+ {
+ // 方式2:调用客户端配置计算
+ (isKill, beishu, _cruiseFishId) = GetClientConfigResponse(obj);
+ Debug.Log($"[XingJiXunHang] DieFish 第{_deathCount}次(客户端) isKill={isKill} beishu={beishu} fishId={_cruiseFishId}");
+ }
+
+ if (!isKill)
+ {
+ // ===== 非最终死亡:显示 BJEndUI,Boss 不消失 =====
+ NonFinalDeath(obj, beishu);
+ }
+ else
+ {
+ // ===== 最终死亡:完整爆奖流程 =====
+ FinalDeath(obj, beishu);
+ }
+ }
+
+ // ==================== 非最终死亡 ====================
+
+ /// 非最终死亡:显示 BJEndUI,Boss 保留,等待下次击杀
+ private void NonFinalDeath(RoomKillNotice obj, int beishu)
+ {
+ _cachedKillNotice = obj;
+
+ Debug.Log($"[XingJiXunHang] 非最终死亡:显示 BJEndUI,Boss 保留");
+
+ // 显示 BJEndUI(倍数+分数)
+ ShowNonFinalDeathBjEndUI(obj, beishu);
+
+ // 跳过爆奖特效初始化(CreateFishManager 仍会创建 effect_DieAward)
+ action_effect_DieAward = (o) =>
+ {
+ Debug.Log("[XingJiXunHang] 非最终死亡:跳过爆奖特效");
+ // ⭐ o 是从 EffectPool 取的实例,必须用 Return 回池,不能 Destroy(会破坏对象池)
+ if (o != null) EffectPool.Instance.Return(o);
+ };
+
+ // ⭐ 不设置 isDieFish,不调用 base.DieFish,不从鱼列表删除
+ // 延迟后恢复游动状态
+ StartCoroutine(ResumeMoveAfterDelay());
+ }
+
+ /// 非最终死亡后恢复游动
+ private IEnumerator ResumeMoveAfterDelay()
+ {
+ yield return new WaitForSeconds(resumeMoveDelay);
+
+ // 恢复游动状态(如果 Boss 需要继续移动)
+ if (!_isFinalDeath && isInitialized)
+ {
+ ChangeState(CharacterStateType.move);
+ isMove = true;
+ Debug.Log("[XingJiXunHang] 非最终死亡后恢复游动");
+ }
+ }
+
+ /// 非最终死亡:显示 BJEndUI
+ private void ShowNonFinalDeathBjEndUI(RoomKillNotice obj, int beishu)
+ {
+ if (nonFinalDeathBjEndUI == null || obj == null)
+ {
+ Debug.LogWarning("[XingJiXunHang] nonFinalDeathBjEndUI 或 obj 为 null,跳过 BJEndUI 显示");
+ return;
+ }
+
+ // 计算位置(座位上方)
+ int posID = 0;
+ Vector3 seatPos = transform.position;
+ foreach (var item in CreateFishManager.Instance.currGameType.list_Sits)
+ {
+ if (item.user == obj.userId)
+ {
+ posID = item.posID;
+ seatPos = item.currentTurret != null
+ ? item.currentTurret.transform.position
+ : item.transform.position;
+ break;
+ }
+ }
+
+ float y = 150f; // 默认 bjEndUIOffsetY
+ if (posID == 2 || posID == 3) y *= -1f;
+ Vector3 uiPos = seatPos + Vector3.up * y;
+
+ bool isMine = obj.userId == GameManager.Instance.user.id;
+ var endUI = Instantiate(nonFinalDeathBjEndUI, uiPos, Quaternion.identity,
+ CreateFishManager.Instance.bjEffectRoot);
+ endUI.Init(beishu, (int)obj.gold, isMine);
+
+ Debug.Log($"[XingJiXunHang] 非最终死亡 BJEndUI: 倍数={beishu} 分数={obj.gold} isMine={isMine} posID={posID}");
+ }
+
+ // ==================== 最终死亡 ====================
+
+ /// 最终死亡:⭐ 直接删除 Boss + 初始化爆奖事件
+ private void FinalDeath(RoomKillNotice obj, int beishu)
+ {
+ _isFinalDeath = true;
+ _cachedKillNotice = obj;
+ isDieFish = true;
+
+ // ⭐ 先缓存死亡位置(删除后 transform 位置就不可靠了)
+ _diePos = transform.position;
+ _diePosCached = true;
+
+ if (obj != null)
+ poolNum = (int)obj.gold;
+
+ // 相机震动 + 死亡音效
+ GameManager.Instance.cameraShake.ShakePresets.Explosion2D(3f, 4f, 1f);
+
+ var res = FishResourcesData.fishResourcesDatasDic.ContainsKey(fishTypeID)
+ ? FishResourcesData.fishResourcesDatasDic[fishTypeID]
+ : null;
+ if (res != null && res.dieAudio != null && res.dieAudio.Count > 0)
+ AudioManager.Instance.PlayerFX(res.dieAudio[UnityEngine.Random.Range(0, res.dieAudio.Count)]);
+
+ Debug.Log($"[XingJiXunHang] 最终死亡 isKill=true:直接删除 Boss beishu={beishu} gold={obj?.gold} guid={guid} pos={_diePos}");
+
+ // 设置爆奖特效初始化回调(爆奖事件用缓存的 _diePos)
+ action_effect_DieAward = (o) => InitAwardEffect(o, beishu);
+
+ // ⭐ isKill=true → 直接从鱼列表删除 Boss(等1帧让 Ws_DieFish 当帧在正确位置创建爆奖特效)
+ StartCoroutine(RemoveBossNextFrame());
+ }
+
+ ///
+ /// 下一帧删除 Boss:Ws_DieFish 在 DieFish 返回后同帧会实例化爆奖特效
+ /// (用 Boss 的 transform 定位)并触发 action_effect_DieAward 回调。
+ /// 等到下一帧:① Boss 一定被删除 ② 此时已知爆奖事件是否初始化成功,
+ /// 没初始化(座位没找到)则把特效实例回池,防止残留在屏幕上。
+ ///
+ private IEnumerator RemoveBossNextFrame()
+ {
+ yield return null;
+
+ if (!_removed)
+ {
+ _removed = true;
+
+ // ⭐ 兜底:爆奖事件没初始化成功(击杀者不在座位列表)→ 特效实例回池
+ // (回调里已 Init 过的不动,由 BJEventBase 自己的流程收尾回收)
+ if (!_awardInitCalled && currEffect_DieAward != null)
+ {
+ Debug.LogError($"[XingJiXunHang] 爆奖事件未初始化(座位未找到 userId={_cachedKillNotice?.userId}),回收特效实例");
+ var effect = currEffect_DieAward;
+ currEffect_DieAward = null;
+ EffectPool.Instance.Return(effect);
+ }
+
+ CreateFishManager.Instance.Id_DieFish_NotFX(guid);
+ Debug.Log($"[XingJiXunHang] Boss 已删除(isKill=true 直接回收)guid={guid}");
+ }
+ }
+
+ /// 初始化爆奖事件(由 action_effect_DieAward 回调触发)
+ private void InitAwardEffect(GameObject o, int beishu)
+ {
+ // ⭐ 用缓存的死亡位置(Boss 下一帧就被删除回池,transform.position 不可靠)
+ Vector3 diePos = _diePosCached ? _diePos : transform.position;
+ Debug.Log($"[XingJiXunHang] action_effect_DieAward: 鱼位置={diePos} guid={guid}");
+
+ if (_cachedKillNotice == null)
+ {
+ Debug.LogWarning("[XingJiXunHang] _cachedKillNotice 为 null,跳过爆奖初始化");
+ return;
+ }
+
+ // 查找击杀者座位,初始化爆奖事件
+ bool seatFound = false;
+ foreach (var item in CreateFishManager.Instance.currGameType.list_Sits)
+ {
+ if (item.user == _cachedKillNotice.userId)
+ {
+ seatFound = true;
+ _awardInitCalled = true; // ⭐ 标记已 Init(特效实例交给 BJEventBase 流程自己回收)
+
+ var v = o.GetComponent();
+ var evt = v as XingJiXunHangEvent;
+ if (evt != null)
+ {
+ evt.bossCtrl = this;
+ evt.diePos = diePos;
+ currEvent = evt;
+ Debug.Log($"[XingJiXunHang] 设置爆奖事件 位置={diePos}");
+ }
+ else
+ {
+ Debug.LogError("[XingJiXunHang] 爆奖预制体上没有 XingJiXunHangEvent 组件!" +
+ "(effect_DieAward 拖的是默认预制体?只走基类 BJEventBase 流程)");
+ }
+
+ v.Init(
+ _cachedKillNotice.gold, // goldCount(最终回加金币)
+ item.posID, // posID(击杀者座位)
+ _cachedKillNotice.skillsGold, // paobei(炮倍)
+ _cachedKillNotice.fishScore, // fishScore(底分)
+ beishu, // beishu(总倍数,BJEndUI 显示)
+ JiaFen, // action(加分回调)
+ () => { v.obj = _cachedKillNotice.param; } // 服务端爆奖参数
+ );
+ break;
+ }
+ }
+
+ if (!seatFound)
+ {
+ Debug.LogError($"[XingJiXunHang] 未找到击杀者座位 userId={_cachedKillNotice.userId},爆奖事件未初始化!" +
+ "(特效实例将由 RemoveBossNextFrame 回收)");
+ }
+ }
+
+ /// 爆奖流程正常结束时调用(XingJiXunHangEvent.die())
+ public void NotifyBossRemoved()
+ {
+ _removed = true;
+ }
+
+ // ==================== 参数解析 ====================
+
+ ///
+ /// 从服务端 param 解析 isKill 和 beishu。
+ /// param 结构(JToken):
+ /// { "isKill": true/false, "beishu": 100, "fishId": "4000-3-2", "weaponID": 6 }
+ ///
+ private (bool isKill, int beishu) ParseServerParam(JToken param)
+ {
+ bool isKill = true;
+ int beishu = 1;
+
+ try
+ {
+ JToken root = param is JObject jo ? jo : JObject.Parse(param.ToString());
+
+ isKill = root["isKill"]?.Value() ?? true;
+ beishu = root["beishu"]?.Value() ?? 1;
+
+ // 同步更新 _cruiseFishId(如果服务端返回了)
+ var fishIdToken = root["fishId"];
+ if (fishIdToken != null)
+ _cruiseFishId = fishIdToken.Value();
+ }
+ catch (Exception e)
+ {
+ Debug.LogWarning($"[XingJiXunHang] 解析 param 失败: {e.Message},使用默认值 isKill=true beishu=1");
+ }
+
+ return (isKill, beishu);
+ }
+
+ ///
+ /// 调用客户端 InterstellarCruiseConfig.GetResponse 计算死亡结果。
+ /// 用于服务端未下发 param 时的兜底方案。
+ ///
+ private (bool isKill, int beishu, string fishId) GetClientConfigResponse(RoomKillNotice obj)
+ {
+ // 方式A:使用 Inspector 配置的 InterstellarCruiseConfig
+ if (cruiseConfig != null)
+ {
+ string currentFishId = string.IsNullOrEmpty(_cruiseFishId)
+ ? fishTypeID.ToString()
+ : _cruiseFishId;
+
+ var result = cruiseConfig.GetResponse(currentFishId);
+ _cruiseFishId = result.fishId;
+ return result;
+ }
+
+ // 方式B:cruiseConfig 为空,用简单死亡次数判定(类似 LieYanFengBao 模式)
+ bool kill = _deathCount >= maxDeathCount;
+ int bs = obj?.beishu > 0 ? (int)obj.beishu : 1;
+ Debug.Log($"[XingJiXunHang] 客户端兜底(无配置): 第{_deathCount}次/{maxDeathCount}次 isKill={kill} beishu={bs}");
+ return (kill, bs, _cruiseFishId);
+ }
+
+ // ==================== 清理 ====================
+
+ private void OnDestroy()
+ {
+ StopAllCoroutines();
+ }
+}
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