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This commit is contained in:
@@ -642,65 +642,137 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
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if (data == null || data.fish == null || data.fish.Count == 0) return;
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if (isFrozen) return; // 冰冻中不创建鱼
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if (spawnDic == null) return; // 场景卸载后忽略
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// ⭐ 分帧出鱼:普通鱼/黄金鱼分批生成(每帧5条),其他类型立即全出
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// 避免一次出大量普通鱼导致单帧卡顿
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var batchedQueue = new List<OnFishSpawnFishItem>(data.fish.Count);
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foreach (var item in data.fish)
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{
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if (item == null) continue;
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//BeijingTimeManager.Instance.SyncBeijingTime(() =>
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//{
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// Debug.Log("差值:" + (BeijingTimeManager.Instance.CurrentTimestampMs - item.createdAt) / 1000);
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// Debug.Log("差值:" + (BeijingTimeManager.Instance.CurrentTimestampMs - item.createdAt));
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// Debug.Log("差值:" + BeijingTimeManager.Instance.CurrentTimestampMs + "创建\n" + item.createdAt);
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//});
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Debug.Log("差值:" + (BeijingTimeManager.Instance.CurrentTimestampMs - item.createdAt) / 1000);
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Debug.Log("差值:" + (BeijingTimeManager.Instance.CurrentTimestampMs - item.createdAt));
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Debug.Log("差值:" + BeijingTimeManager.Instance.CurrentTimestampMs + "创建\n" + item.createdAt);
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// ⭐ 鱼阵时 fishNumber 为空,用 fishArrayNumber 作为配置 key;
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// 单体鱼时 fishNumber 非空,直接用 fishNumber
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string cfgKey = string.IsNullOrEmpty(item.fishNumber) ? item.fishArrayNumber : item.fishNumber;
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if (string.IsNullOrEmpty(cfgKey)) continue;
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// guid 用服务端 fishId
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string guid = item.fishId.ToString();
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// 判断是否需要分帧:普通鱼(1)和黄金鱼(3)且非鱼阵 → 分帧
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bool shouldBatch = ShouldBatchSpawn(item);
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// guid 去重:已有此 guid 的鱼跳过
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// ⭐ 鱼阵鱼的 guid 是 baseGuid_pathId_i 格式,字典里没有 baseGuid 本身,
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// 所以要额外检查是否有以 baseGuid+"_" 开头的 key,防止 sync 模式重复出鱼
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// 导致 guid 冲突覆盖(旧鱼变野鱼无法销毁)
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if (!string.IsNullOrEmpty(guid) &&
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fishDatas_hashCodekey != null &&
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(fishDatas_hashCodekey.ContainsKey(guid) ||
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fishDatas_hashCodekey.Keys.Any(k => k.StartsWith(guid + "_"))))
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continue;
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// 构造 FrameData_CreateFish 复用 SpawnFishMainThread
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var createFishData = new FrameData_CreateFish
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if (shouldBatch)
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{
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fishNumber = cfgKey,
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guid = guid,
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moveLineId = item.routeId.ToString()
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};
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// ⭐ 根据 type 决定 moveTime:
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// - spawn/init:新鱼,传当前时间 → moveTime≈0,鱼从曲线起点开始游
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// (避免服务端/客户端时间差导致 moveTime>0,鱼瞬间出现在曲线中间)
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// - sync:同步已有鱼,传 createdAt → moveTime=时间差,鱼出现在路径正确位置
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long spawnTime;
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//if (data.type == "sync")
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spawnTime = item.createdAt;
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//else
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// spawnTime = BeijingTimeManager.Instance.CurrentTimestampMs;
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SpawnFishMainThread(createFishData, spawnTime);
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// ⭐ expireAt 过期自动移除暂不启用:
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// - 走路线的鱼:OnMoveUpdata 里 moveTime>=moveLine.moveTime 时自动 Id_DieFish_NotFX
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// - 原点不动的鱼(Boss):正常播放结束动画后销毁
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// 后续若需要服务端强制过期销毁,再启用此协程
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// if (item.remainingSeconds > 0)
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// StartCoroutine(ExpireFishCoroutine(guid, item.remainingSeconds));
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batchedQueue.Add(item);
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}
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else
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{
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// Boss/特殊鱼/鱼阵等:立即生成
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TrySpawnSingleFish(item);
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}
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}
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Debug.Log($"[CreateFishManager] OnFishSpawn type={data.type}, count={data.fish.Count}");
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// 分帧组:启动协程逐帧生成
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if (batchedQueue.Count > 0)
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{
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StartCoroutine(SpawnFishBatchedCoroutine(batchedQueue));
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}
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NetLog.Log($"[CreateFishManager] OnFishSpawn type={data.type}, count={data.fish.Count}, batched={batchedQueue.Count}");
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}
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/// <summary>
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/// 判断该鱼是否需要分帧生成。
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/// 普通鱼(1)和黄金鱼(3)且非鱼阵 → 分帧;其他(Boss/特殊鱼/特殊Boss/鱼阵) → 立即出。
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/// </summary>
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private bool ShouldBatchSpawn(OnFishSpawnFishItem item)
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{
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// 鱼阵一次性全出(fishArrayNumber 非空表示鱼阵)
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if (!string.IsNullOrEmpty(item.fishArrayNumber)) return false;
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// 通过 fishNumber 查 FishTypeConfig 判断鱼类型
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if (string.IsNullOrEmpty(item.fishNumber)) return false;
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if (FishDatas != null && FishDatas.TryGetValue(item.fishNumber, out var cfg))
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{
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int ft = cfg.fishType;
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// 普通鱼=1, 黄金鱼=3 → 分帧
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return ft == (int)FishTypeEnum.普通鱼 || ft == (int)FishTypeEnum.黄金鱼;
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}
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// 查不到配置,默认分帧(保守处理,避免未知类型一次大量生成)
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return true;
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}
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/// <summary>
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/// 分帧出鱼协程:每帧生成 batchSize 条,避免单帧卡顿。
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/// </summary>
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private IEnumerator SpawnFishBatchedCoroutine(List<OnFishSpawnFishItem> queue)
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{
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const int batchSize = 5; // 每帧生成5条
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int index = 0;
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while (index < queue.Count)
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{
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// 冰冻中持续等待解冻,避免冰冻期间继续生成鱼
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while (isFrozen) yield return null;
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int end = Mathf.Min(index + batchSize, queue.Count);
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for (int i = index; i < end; i++)
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{
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TrySpawnSingleFish(queue[i]);
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}
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index = end;
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yield return null; // 等待下一帧
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}
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}
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/// <summary>
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/// 尝试生成单条鱼(含去重检查)。返回是否成功生成。
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/// </summary>
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private bool TrySpawnSingleFish(OnFishSpawnFishItem item)
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{
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if (item == null) return false;
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NetLog.Log("差值:" + (BeijingTimeManager.Instance.CurrentTimestampMs - item.createdAt) / 1000);
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NetLog.Log("差值:" + (BeijingTimeManager.Instance.CurrentTimestampMs - item.createdAt));
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NetLog.Log("差值:" + BeijingTimeManager.Instance.CurrentTimestampMs + "创建\n" + item.createdAt);
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// ⭐ 鱼阵时 fishNumber 为空,用 fishArrayNumber 作为配置 key;
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// 单体鱼时 fishNumber 非空,直接用 fishNumber
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string cfgKey = string.IsNullOrEmpty(item.fishNumber) ? item.fishArrayNumber : item.fishNumber;
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if (string.IsNullOrEmpty(cfgKey)) return false;
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// guid 用服务端 fishId
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string guid = item.fishId.ToString();
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// guid 去重:已有此 guid 的鱼跳过
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// ⭐ 鱼阵鱼的 guid 是 baseGuid_pathId_i 格式,字典里没有 baseGuid 本身,
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// 所以要额外检查是否有以 baseGuid+"_" 开头的 key,防止 sync 模式重复出鱼
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// 导致 guid 冲突覆盖(旧鱼变野鱼无法销毁)
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// ⭐ 优化:用 foreach 代替 LINQ Any(StartsWith),消除 Lambda 闭包和迭代器 GC
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if (!string.IsNullOrEmpty(guid) && fishDatas_hashCodekey != null)
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{
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if (fishDatas_hashCodekey.ContainsKey(guid)) return false;
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string guidPrefix = guid + "_";
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bool hasPrefixMatch = false;
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foreach (var key in fishDatas_hashCodekey.Keys)
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{
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if (key != null && key.StartsWith(guidPrefix))
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{
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hasPrefixMatch = true;
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break;
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}
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}
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if (hasPrefixMatch) return false;
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}
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// 构造 FrameData_CreateFish 复用 SpawnFishMainThread
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var createFishData = new FrameData_CreateFish
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{
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fishNumber = cfgKey,
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guid = guid,
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moveLineId = item.routeId.ToString()
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};
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// ⭐ 根据 type 决定 moveTime:
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// - spawn/init:新鱼,传当前时间 → moveTime≈0,鱼从曲线起点开始游
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// (避免服务端/客户端时间差导致 moveTime>0,鱼瞬间出现在曲线中间)
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// - sync:同步已有鱼,传 createdAt → moveTime=时间差,鱼出现在路径正确位置
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long spawnTime = item.createdAt;
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SpawnFishMainThread(createFishData, spawnTime);
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return true;
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}
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/// <summary>
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@@ -1203,6 +1275,8 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
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Destroy(bjEffectRoot.gameObject);
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bjEffectRoot = null;
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}
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// ⭐ 清理特效池:bjEffectRoot 销毁后池内对象失效,清空避免复用已销毁对象
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EffectPool.Instance.ClearAll();
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//for (int i = fishDatas_hashCodekey.childCount - 1; i >= 0; i--)
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// Destroy(fishRoot.GetChild(i).gameObject);
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}
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@@ -1221,50 +1295,77 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
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// 随机工具方法
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// ================================================================
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// ⭐ 静态复用 Random 实例,避免每次调用 new System.Random() 产生 GC
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private static readonly System.Random _sharedRand = new System.Random();
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// ⭐ 预分配结果 List,避免调用方反复 new List<int>
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private static readonly List<int> _reusableIntResult = new List<int>(64);
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/// <summary>
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/// 从 [min, max) 区间随机取 count 个不重复整数。
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/// 若 min==max 返回空列表。
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/// ⭐ 优化:复用静态 Random + 预分配 List,零 GC 分配。
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/// 注意:返回的 List 是内部复用对象,调用方用完前不要再次调用本方法。
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/// </summary>
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public static List<int> RandomUniqueNumbers(int count, int min, int max)
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{
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_reusableIntResult.Clear();
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if (min >= max)
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{
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Debug.LogWarning("[CreateFishManager] RandomUniqueNumbers: min >= max,返回空列表");
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return new List<int>();
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return _reusableIntResult;
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}
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count = Mathf.Min(count, max - min); // 不能超过范围
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var result = new HashSet<int>();
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var rand = new System.Random();
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// ⭐ 用 HashSet 去重,但复用静态实例避免每次 new
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_reusableIntSet.Clear();
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while (_reusableIntSet.Count < count)
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_reusableIntSet.Add(_sharedRand.Next(min, max));
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foreach (var v in _reusableIntSet)
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_reusableIntResult.Add(v);
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return _reusableIntResult;
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}
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private static readonly HashSet<int> _reusableIntSet = new HashSet<int>(64);
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while (result.Count < count)
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result.Add(rand.Next(min, max));
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return result.ToList();
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// ⭐ 预分配 string 结果 List,避免每次调用 new List<string>
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private static readonly List<string> _reusableStrResult = new List<string>(64);
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// ⭐ 预分配 key 缓冲,避免 keyCollection.ToList() 产生 GC
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private static readonly List<string> _reusableKeyBuf = new List<string>(128);
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// ⭐ 预分配索引 HashSet,避免每次 new HashSet
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private static readonly HashSet<int> _reusableIdxSet = new HashSet<int>(64);
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// ⭐ 缓存 uiRoot.Canvas,避免每次杀鱼特效都 GetComponent<Canvas>()(5处复用)
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private static Canvas _cachedUiCanvas;
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private static Canvas GetUiCanvas()
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{
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if (_cachedUiCanvas == null && UIManager.Instance != null && UIManager.Instance.uiRoot != null)
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_cachedUiCanvas = UIManager.Instance.uiRoot.GetComponent<Canvas>();
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return _cachedUiCanvas;
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}
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/// <summary>
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/// 从 KeyCollection 中随机取 count 个不重复的 string key。
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/// ⭐ 优化:复用静态 Random + 预分配缓冲,零 GC 分配。
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/// 注意:返回的 List 是内部复用对象,调用方用完前不要再次调用本方法。
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/// </summary>
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public static List<string> RandomUniqueNumbers(int count, int min, int max,
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Dictionary<string, List<RoomFishDetailConfig>>.KeyCollection keyCollection)
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{
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if (min >= max) return new List<string>();
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_reusableStrResult.Clear();
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if (min >= max) return _reusableStrResult;
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count = Mathf.Min(count, max - min);
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var keyList = keyCollection.ToList();
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var indices = new HashSet<int>();
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var rand = new System.Random();
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var result = new List<string>(count);
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// ⭐ 用 foreach 拷贝到复用缓冲,避免 keyCollection.ToList() 的 GC
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_reusableKeyBuf.Clear();
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foreach (var k in keyCollection) _reusableKeyBuf.Add(k);
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_reusableIdxSet.Clear();
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while (indices.Count < count)
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while (_reusableIdxSet.Count < count)
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{
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int idx = rand.Next(min, max);
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if (indices.Add(idx))
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result.Add(keyList[idx]);
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int idx = _sharedRand.Next(min, max);
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if (_reusableIdxSet.Add(idx))
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_reusableStrResult.Add(_reusableKeyBuf[idx]);
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}
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return result;
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return _reusableStrResult;
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}
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#endregion
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@@ -1312,20 +1413,28 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
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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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// ⭐ 优化:用 Fisher-Yates 洗牌索引代替 Keys.ToList()+RemoveAt,零 GC
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// 将 keys 拷贝到复用缓冲
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_reusableKeyBuf.Clear();
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foreach (var k in fishDatas_hashCodekey_Small.Keys) _reusableKeyBuf.Add(k);
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// 若存活鱼不足 count,全部选取
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if (tempKeys.Count <= count)
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int keyCount = _reusableKeyBuf.Count;
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if (keyCount <= count)
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{
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guids.AddRange(tempKeys);
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// 若存活鱼不足 count,全部选取
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for (int i = 0; i < keyCount; i++) guids.Add(_reusableKeyBuf[i]);
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}
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else
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{
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// ⭐ Fisher-Yates 洗牌:只洗前 count 个位置,避免全量洗牌
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for (int i = 0; i < count; i++)
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{
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int idx = Random.Range(0, tempKeys.Count);
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guids.Add(tempKeys[idx]);
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tempKeys.RemoveAt(idx);
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int j = Random.Range(i, keyCount);
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// 交换 i 和 j
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var tmp = _reusableKeyBuf[i];
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_reusableKeyBuf[i] = _reusableKeyBuf[j];
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_reusableKeyBuf[j] = tmp;
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guids.Add(_reusableKeyBuf[i]);
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}
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}
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@@ -1359,13 +1468,24 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
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{
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if (!fishDatas_hashCodekey.TryGetValue(fishId, out var monster))
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{
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#if UNITY_EDITOR
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// ⭐ 优化:调试日志用 #if UNITY_EDITOR 包裹,Release 包零 GC
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// 原代码 Where().Take().ToList() + string.Join + $"" 每次 NotFound 都产生大量 GC
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Debug.LogWarning($"[CreateFishManager] Id_DieFish_NotFX 找不到鱼: fishId={fishId}, 字典数量={fishDatas_hashCodekey.Count}");
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// ⭐ 记录找不到鱼日志:这是bug的核心症状。附带 baseGuid 前缀匹配,看是否存在 guid 格式不一致
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string baseGuid = fishId.Contains("_") ? fishId.Split('_')[0] : fishId;
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var similarKeys = fishDatas_hashCodekey.Keys.Where(k => k.StartsWith(baseGuid)).Take(10).ToList();
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string similarStr = similarKeys.Count > 0 ? string.Join(",", similarKeys) : "(无)";
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GameManager.LogFishFlow("NOT_FOUND", fishId,
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$"dictCount={fishDatas_hashCodekey.Count} baseGuid={baseGuid} 相似key={similarStr}");
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int matchCount = 0;
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foreach (var k in fishDatas_hashCodekey.Keys)
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{
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if (k.StartsWith(baseGuid))
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{
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matchCount++;
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if (matchCount <= 10) GameManager.LogFishFlow("NOT_FOUND", fishId, $"similarKey={k}");
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}
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}
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if (matchCount == 0) GameManager.LogFishFlow("NOT_FOUND", fishId, "(无相似key)");
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#else
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GameManager.LogFishFlow("NOT_FOUND", fishId, fishDatas_hashCodekey.Count.ToString());
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#endif
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return;
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}
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Pool.Instance.Return(monster.gameObject);
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@@ -1435,22 +1555,24 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
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}
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// 死亡粒子特效
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Instantiate(
|
||||
// 死亡粒子特效(池化,粒子播完自动回池)
|
||||
EffectPool.Instance.Get(
|
||||
monster.effect_Die != null ? monster.effect_Die : dieFXPrefab,
|
||||
monster.transform.position, Quaternion.identity, transform.parent);
|
||||
|
||||
// 非 Boss 鱼:金币飞向炮台
|
||||
if (monster.fishenum != FishTypeEnum.Boss鱼 && monster.fishenum != FishTypeEnum.特殊Boss)
|
||||
{
|
||||
var award = Instantiate(
|
||||
// ⭐ 池化:动画事件(coinEvent/ScoreNumScrollEvent)播完手动回池
|
||||
var award = EffectPool.Instance.Get(
|
||||
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAward,
|
||||
currGameType.subPanelParent.parent);
|
||||
monster.transform.position, Quaternion.identity, currGameType.subPanelParent.parent,
|
||||
autoReturn: false);
|
||||
|
||||
award.GetComponent<RectTransform>().anchoredPosition =
|
||||
CoordinateTransformation.WorldPos_ToCanvas(
|
||||
monster.transform.position,
|
||||
UIManager.Instance.uiRoot.GetComponent<Canvas>());
|
||||
GetUiCanvas());
|
||||
|
||||
var coinScript = award.GetComponent<BJBase>();
|
||||
if (coinScript != null)
|
||||
@@ -1518,12 +1640,13 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
// 2. 屏幕坐标 → Canvas 坐标(跟你原来金币飞行逻辑保持一致)
|
||||
Vector2 canvasPos = CoordinateTransformation.ScreenPoint_ToCanvas(
|
||||
screenPos,
|
||||
UIManager.Instance.uiRoot.GetComponent<Canvas>());
|
||||
GetUiCanvas());
|
||||
|
||||
// 3. 实例化金币特效(沿用你原来的 award 逻辑)
|
||||
var award = Instantiate(
|
||||
dieFXPrefabAward, // 或者用某个专门的"掉金币" prefab
|
||||
currGameType.subPanelParent.parent);
|
||||
// 3. 实例化金币特效(池化,动画事件播完手动回池)
|
||||
var award = EffectPool.Instance.Get(
|
||||
dieFXPrefabAward,
|
||||
targetWorldPos, Quaternion.identity, currGameType.subPanelParent.parent,
|
||||
autoReturn: false);
|
||||
|
||||
var rect = award.GetComponent<RectTransform>();
|
||||
rect.anchoredPosition = canvasPos;
|
||||
@@ -1547,7 +1670,7 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
var killFish = JsonConvert.DeserializeObject<WebSocketResponseBase<RoomKillNotice>>(msg)
|
||||
.arguments[0];
|
||||
|
||||
Debug.Log($"[CreateFishManager] 杀鱼延迟:{DateTimeOffset.Now.ToUnixTimeSeconds() - killFish.timespan}s");
|
||||
NetLog.Log($"[CreateFishManager] 杀鱼延迟:{DateTimeOffset.Now.ToUnixTimeSeconds() - killFish.timespan}s");
|
||||
SitPosData sitData = null; //击杀玩家座位数据
|
||||
foreach (var item in currGameType.list_Sits)
|
||||
{
|
||||
@@ -1565,8 +1688,8 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
if (!fishDatas_hashCodekey.TryGetValue(killFish.fishId, out var monster)) return;
|
||||
|
||||
|
||||
// 死亡粒子特效
|
||||
Instantiate(
|
||||
// 死亡粒子特效(池化,粒子播完自动回池)
|
||||
EffectPool.Instance.Get(
|
||||
monster.effect_Die != null ? monster.effect_Die : dieFXPrefab,
|
||||
monster.transform.position, Quaternion.identity, transform.parent);
|
||||
int goldToAdd = killFish.gold; // 立即复制需要的数据
|
||||
@@ -1594,16 +1717,17 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
{
|
||||
case FishTypeEnum.普通鱼:
|
||||
{
|
||||
// 普通鱼:金币飞向炮台
|
||||
var award = Instantiate(
|
||||
// 普通鱼:金币飞向炮台(池化,动画事件播完手动回池)
|
||||
var award = EffectPool.Instance.Get(
|
||||
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAward,
|
||||
currGameType.subPanelParent.parent);
|
||||
monster.transform.position, Quaternion.identity, currGameType.subPanelParent.parent,
|
||||
autoReturn: false);
|
||||
try
|
||||
{
|
||||
award.GetComponent<RectTransform>().anchoredPosition =
|
||||
CoordinateTransformation.WorldPos_ToCanvas(
|
||||
monster.transform.position,
|
||||
UIManager.Instance.uiRoot.GetComponent<Canvas>());
|
||||
GetUiCanvas());
|
||||
}
|
||||
catch
|
||||
{
|
||||
@@ -1658,16 +1782,19 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
|
||||
if (bossCtrl.isToUI)
|
||||
{
|
||||
bossCtrl.currEffect_DieAward = Instantiate(
|
||||
// ⭐ 池化:UI 空间 Boss 爆奖,动画事件播完手动回池
|
||||
bossCtrl.currEffect_DieAward = EffectPool.Instance.Get(
|
||||
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAwardTmp,
|
||||
currGameType.subPanelParent.parent);
|
||||
monster.transform.position, Quaternion.identity, currGameType.subPanelParent.parent,
|
||||
autoReturn: false);
|
||||
}
|
||||
else
|
||||
{
|
||||
// isToUI=false:世界空间特效,无 UI 父对象 → 挂 bjEffectRoot 统一管理
|
||||
bossCtrl.currEffect_DieAward = Instantiate(
|
||||
// isToUI=false:世界空间特效,无 UI 父对象 → 挂 bjEffectRoot 统一管理(池化)
|
||||
bossCtrl.currEffect_DieAward = EffectPool.Instance.Get(
|
||||
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAwardTmp,
|
||||
bjEffectRoot);
|
||||
monster.transform.position, Quaternion.identity, bjEffectRoot,
|
||||
autoReturn: false);
|
||||
}
|
||||
bossCtrl.action_effect_DieAward?.Invoke(bossCtrl.currEffect_DieAward);
|
||||
|
||||
@@ -1676,16 +1803,17 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
break;
|
||||
case FishTypeEnum.黄金鱼:
|
||||
{
|
||||
// 普通鱼:金币飞向炮台
|
||||
var award = Instantiate(
|
||||
// 黄金鱼:金币飞向炮台(池化,动画事件播完手动回池)
|
||||
var award = EffectPool.Instance.Get(
|
||||
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAward,
|
||||
currGameType.subPanelParent.parent);
|
||||
monster.transform.position, Quaternion.identity, currGameType.subPanelParent.parent,
|
||||
autoReturn: false);
|
||||
try
|
||||
{
|
||||
award.GetComponent<RectTransform>().anchoredPosition =
|
||||
CoordinateTransformation.WorldPos_ToCanvas(
|
||||
monster.transform.position,
|
||||
UIManager.Instance.uiRoot.GetComponent<Canvas>());
|
||||
GetUiCanvas());
|
||||
}
|
||||
catch
|
||||
{
|
||||
@@ -1741,16 +1869,17 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
}
|
||||
}
|
||||
|
||||
// 普通鱼:金币飞向炮台
|
||||
var award = Instantiate(
|
||||
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAward);
|
||||
// 特殊鱼:金币飞向炮台(池化,动画事件播完手动回池)
|
||||
var award = EffectPool.Instance.Get(
|
||||
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAward,
|
||||
monster.transform.position, Quaternion.identity, currGameType.subPanelParent.parent,
|
||||
autoReturn: false);
|
||||
try
|
||||
{
|
||||
award.GetComponent<RectTransform>().anchoredPosition =
|
||||
CoordinateTransformation.WorldPos_ToCanvas(
|
||||
monster.transform.position,
|
||||
UIManager.Instance.uiRoot.GetComponent<Canvas>());
|
||||
award.transform.SetParent(currGameType.subPanelParent.parent);
|
||||
GetUiCanvas());
|
||||
}
|
||||
catch
|
||||
{
|
||||
@@ -1852,16 +1981,19 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
|
||||
if (bossCtrl.isToUI)
|
||||
{
|
||||
bossCtrl.currEffect_DieAward = Instantiate(
|
||||
// ⭐ 池化:UI 空间 Boss 爆奖,动画事件播完手动回池
|
||||
bossCtrl.currEffect_DieAward = EffectPool.Instance.Get(
|
||||
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAwardTmp,
|
||||
currGameType.subPanelParent.parent);
|
||||
monster.transform.position, Quaternion.identity, currGameType.subPanelParent.parent,
|
||||
autoReturn: false);
|
||||
}
|
||||
else
|
||||
{
|
||||
// isToUI=false:世界空间特效,无 UI 父对象 → 挂 bjEffectRoot 统一管理
|
||||
bossCtrl.currEffect_DieAward = Instantiate(
|
||||
// isToUI=false:世界空间特效,无 UI 父对象 → 挂 bjEffectRoot 统一管理(池化)
|
||||
bossCtrl.currEffect_DieAward = EffectPool.Instance.Get(
|
||||
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAwardTmp,
|
||||
bjEffectRoot);
|
||||
monster.transform.position, Quaternion.identity, bjEffectRoot,
|
||||
autoReturn: false);
|
||||
}
|
||||
bossCtrl.action_effect_DieAward?.Invoke(bossCtrl.currEffect_DieAward);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user