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@@ -1664,8 +1664,10 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
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/// <summary>
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/// 随机选取 count 条小鱼/黄金鱼,通知服务器同步死亡,并返回 guid 列表。
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/// </summary>
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/// <param name="killerSitPos">击杀者座位 ID。Boss 爆奖连锁杀鱼时传 Boss 击杀者座位
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/// (含人机);-1 表示用本地 currSitData.posID(普通玩家直接击杀场景).</param>
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public List<string> SyncGameData_SendRendromDieFishID(
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int count, List<RedPacketRecord> coinNum, Vector3 v3Point)
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int count, List<RedPacketRecord> coinNum, Vector3 v3Point, int killerSitPos = -1)
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{
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var guids = new List<string>(count);
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var tempKeys = fishDatas_hashCodekey_Small.Keys.ToList();
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@@ -1685,7 +1687,9 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
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}
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}
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int posID = currGameType.currSitData.posID;
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// ⭐ sitPos 用击杀者座位(含人机);房主代人机击杀 Boss 时,这里传人机座位,
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// 否则所有客户端都会判定为房主击杀 → 房主自己看金色(错)
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int posID = killerSitPos >= 0 ? killerSitPos : currGameType.currSitData.posID;
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var sgd = new SyncGameData
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{
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sitPos = posID,
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@@ -1903,6 +1907,8 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
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bossCtrl.v3 = sitData.transform.position;
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bossCtrl.JiaFen = onScoreAdd; // 先设置 JiaFen,DieFish 的 lambda 才能捕获到
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bossCtrl.isLocalCoin = sitData.user == GameManager.Instance.user.id; // ⭐ 金/银区分
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bossCtrl.killerSitPos = sitData.posID; // ⭐ 爆奖杀小鱼用击杀者座位(含人机)
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monster.DieFish(killFish); // Boss 重写 action_effect_DieAward,捕获上面的 JiaFen
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dieFishCalled = true;
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@@ -2009,6 +2015,8 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
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bossCtrl.v3 = sitData.transform.position;
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bossCtrl.JiaFen = onScoreAdd; // 先设置 JiaFen
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bossCtrl.isLocalCoin = sitData.user == GameManager.Instance.user.id; // ⭐ 金/银区分
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bossCtrl.killerSitPos = sitData.posID; // ⭐ 爆奖杀小鱼用击杀者座位(含人机)
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monster.DieFish(killFish); // Boss 重写 action_effect_DieAward
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dieFishCalled = true;
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