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b/Assets/MyGame/Scripts/Net/WebResponses/RoomChangeResponse.cs index f71099300..63aa6a5bc 100644 --- a/Assets/MyGame/Scripts/Net/WebResponses/RoomChangeResponse.cs +++ b/Assets/MyGame/Scripts/Net/WebResponses/RoomChangeResponse.cs @@ -91,6 +91,12 @@ public class RoomPlayerInfo /// VIP 等级 public int vipLevel; + /// 玩家等级(后端 RoomInfo 下发) + public int level; + + /// 玩家经验(0~1,后端暂未下发,字段先占位等补充) + public float exp; + /// 卡牌等级 public int userCardLevel; diff --git a/Assets/MyGame/Scripts/Net/WebResponses/RoomJoinNotice.cs b/Assets/MyGame/Scripts/Net/WebResponses/RoomJoinNotice.cs index c368f3c4d..95ee1179f 100644 --- a/Assets/MyGame/Scripts/Net/WebResponses/RoomJoinNotice.cs +++ b/Assets/MyGame/Scripts/Net/WebResponses/RoomJoinNotice.cs @@ -38,6 +38,11 @@ namespace Assets.MyGame.Scripts.Net.WebResponses /// public int Level { get; set; } = 0; + /// + /// 玩家经验(0~1,后端暂未下发,字段先占位等补充) + /// + public float Exp { get; set; } = 0f; + /// /// Vip等级 /// diff --git a/Assets/MyGame/Scripts/Turret/SitPosData.cs b/Assets/MyGame/Scripts/Turret/SitPosData.cs index 246521f27..2e9307167 100644 --- a/Assets/MyGame/Scripts/Turret/SitPosData.cs +++ b/Assets/MyGame/Scripts/Turret/SitPosData.cs @@ -69,10 +69,12 @@ public class SitPosData : MonoBehaviour, IPointerDownHandler, IPointerUpHandler // 玩家基础信息 // ------------------------- [Header("玩家信息")] - public string user; - public TextMeshProUGUI tmp_UserNumber; - public TextMeshProUGUI tmp_UserName; - public Image img_Head; + public string user;//玩家唯一ID + public TextMeshProUGUI tmp_UserNumber;//ID:玩家编号 + public TextMeshProUGUI tmp_UserName;//名字 + public TextMeshProUGUI tmp_UserLevel;//LV:等级 + public Slider slider_UserLevelEXP;//EXP:经验条 + public Image img_Head;//头像 public Image img_Vip; public List sprite_VipList;//这里一共有11个正好对应0-10级vip public List sprite_VipLevelBG; //这里有5个 每两级对应一个0级用最基础的 @@ -978,14 +980,16 @@ public class SitPosData : MonoBehaviour, IPointerDownHandler, IPointerUpHandler /// 头像名/URL(走 GameManager 头像缓存,找不到回退默认头像) /// VIP 等级 0~10 /// 玩家编号(短ID,显示在 tmp_UserNumber;空则回退显示 userId) - public void SetUserInfo(string userId, string userName, string avatar, int vipLevel, string userNumber = null) + /// 玩家等级(显示在 tmp_UserLevel) + /// 玩家经验 0~1(显示在 slider_UserLevelEXP;后端暂未下发,先占位) + public void SetUserInfo(string userId, string userName, string avatar, int vipLevel, string userNumber = null, int level = 0, float exp = 0f) { - // 玩家 ID:优先显示后端下发的短编号 UserNumber,没有再用 userId + // 玩家 ID:优先显示后端下发的短编号 UserNumber,没有再用 userId。带 "ID:" 前缀 if (tmp_UserNumber != null) { string displayId = string.IsNullOrEmpty(userNumber) ? userId : userNumber; if (!string.IsNullOrEmpty(displayId)) - tmp_UserNumber.text = displayId; + tmp_UserNumber.text = "ID:" + displayId; } // 昵称:非本人的名字打码(前2后2保留,中间***),自己原样显示 @@ -994,6 +998,14 @@ public class SitPosData : MonoBehaviour, IPointerDownHandler, IPointerUpHandler ? userName : MaskUserName(userName); + // 等级:带 "LV:" 前缀显示玩家等级 + if (tmp_UserLevel != null && level > 0) + tmp_UserLevel.text = "LV:" + level; + + // 经验条:exp 为 0~1 的进度值(后端经验值字段暂未下发,明天补充后直接生效) + if (slider_UserLevelEXP != null) + slider_UserLevelEXP.value = Mathf.Clamp01(exp); + // 头像:优先 GameManager 头像缓存(Resources/Avatar),查不到用默认头像 if (img_Head != null) { @@ -1671,6 +1683,45 @@ public class SitPosData : MonoBehaviour, IPointerDownHandler, IPointerUpHandler WebSocketSendList.ChangeGunMultiple(roomId, user, newConsume); } + /// + /// 非本地座位隐藏加减炮倍 UI(GameMainPanel 进房时对自己以外的座位调用): + /// - Normal:隐藏座位上的 btn_TurretAdd / btn_TurretMinus(未拖引用为 null 时跳过) + /// - XJMH:加减倍按钮适配在炮台上(TurretData.obj_Add / obj_Down),座位上没有按钮引用, + /// 把 XJMH 炮台列表里每把炮台的加减倍都隐藏(全部藏,之后切换炮台新炮台的也不会再显示) + /// + public void HideTurretAddMinusUI() + { + if (btn_TurretAdd != null) + btn_TurretAdd.gameObject.SetActive(false); + if (btn_TurretMinus != null) + btn_TurretMinus.gameObject.SetActive(false); + + if (turretControlMode != TurretControlMode.XJMH) return; + + if (xjmhTurretList != null && xjmhTurretList.Count > 0) + { + foreach (var td in xjmhTurretList) + HideTurretAddDown(td); + } + else + { + // 兜底:列表未配置时扫 turretParent 子对象(与 SwitchTurretChild 回退一致) + Transform parent = turretParent != null ? turretParent : transform; + for (int i = 0; i < parent.childCount; i++) + HideTurretAddDown(parent.GetChild(i).GetComponent()); + } + } + + /// 隐藏一把 XJMH 炮台上的加减倍对象(obj_Add / obj_Down,未拖引用跳过) + private static void HideTurretAddDown(TurretData td) + { + if (td == null) return; + if (td.obj_Add != null) + td.obj_Add.SetActive(false); + if (td.obj_Down != null) + td.obj_Down.SetActive(false); + } + public void ChangeTurretMinusConsumeNum() { // ⭐ paoBeiList 为从大到小排列:减号=更小的炮倍=更大的索引,到尾(最小档)回绕到头部(最大档) diff --git a/Assets/MyGame/Scripts/Turret/TurretData.cs b/Assets/MyGame/Scripts/Turret/TurretData.cs index 20b9157c5..71c954dda 100644 --- a/Assets/MyGame/Scripts/Turret/TurretData.cs +++ b/Assets/MyGame/Scripts/Turret/TurretData.cs @@ -96,6 +96,10 @@ public class TurretData : MonoBehaviour [Tooltip("待机动画变体索引:0=Idle0 1=Idle1...")] public int idleIndex = 0; + [Header("XJMH加减炮倍")] + public GameObject obj_Add; + public GameObject obj_Down; + // ---- 战神模式运行时缓存(首次 PlayAnimator 时检测)---- private bool _warGodAnimChecked; // 是否已检测过参数 private bool _warGodAnimMode; // true=战神 PlayFire 约定 diff --git a/Assets/MyGame/aa/Game/FLZY/BOSS/SLZP/SLZPDieEvent.cs b/Assets/MyGame/aa/Game/FLZY/BOSS/SLZP/SLZPDieEvent.cs index 9ff20fa84..c98386127 100644 --- a/Assets/MyGame/aa/Game/FLZY/BOSS/SLZP/SLZPDieEvent.cs +++ b/Assets/MyGame/aa/Game/FLZY/BOSS/SLZP/SLZPDieEvent.cs @@ -54,9 +54,9 @@ public class SLZPDieEvent : BJRedPacketEvent [Header("三圈数值表(-1=升级格,必须与转盘美术格子数值一致)")] [Tooltip("外圈数值(wai):抽到-1升级到中圈")] - private int[] waiValues = new int[] { -1, 300, 350, 500, 550, 600, 650, 700 }; + private int[] waiValues = new int[] { -1, 50, 100, 200, 300, 400, 500, 600 }; [Tooltip("中圈数值(zhong):抽到-1升级到内圈")] - private int[] zhongValues = new int[] { -1, 300, 500, 600, 800, 1000 }; + private int[] zhongValues = new int[] { -1, 100, 200, 300, 400, 500 }; [Tooltip("内圈数值(nei):直接出最终倍数")] private int[] neiValues = new int[] { -1, 10000, 20000 }; diff --git a/Assets/MyGame/aa/Game/XJMH/Boss/JiXieXie/PW_Effect_Explosion_3 Variant.prefab b/Assets/MyGame/aa/Game/XJMH/Boss/JiXieXie/PW_Effect_Explosion_3 Variant.prefab index a9fefbaa0..02a4238f4 100644 --- a/Assets/MyGame/aa/Game/XJMH/Boss/JiXieXie/PW_Effect_Explosion_3 Variant.prefab +++ b/Assets/MyGame/aa/Game/XJMH/Boss/JiXieXie/PW_Effect_Explosion_3 Variant.prefab @@ -283,35 +283,38 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: bjEndUI: {fileID: -382508373279050920, guid: 17dc9a98813d87f49ba228f1fdb93a53, type: 3} - useScorePanel: 1 - tMP_Score: {fileID: 0} - scorePanelPrefab: {fileID: 0} - currScore: 0 - maxScore: 0 - scoreCount: 0 + bjEndUIOffsetY: 150 posID: 0 paoBei: 0 fishScore: 0 bJbeishu: 0 + maxScore: 0 + startOffset: {x: 0, y: 0, z: -100} + isSelf: 0 + isScoreEnd: 0 + useScorePanel: 0 + tMP_Score: {fileID: 0} + scorePanelPrefab: {fileID: 0} + currScore: 0 + scoreCount: 0 + bigPrizeFishMode: 0 showDelay: 3 moveDuration: 0.5 moveEase: 6 - startOffset: {x: 0, y: 0, z: -100} - bjEndUIOffsetY: 150 coinFlyDuration: 0.5 coinArrivalInterval: 0.1 showAddScoreFX: 1 - isSelf: 0 autoFinishOnScoreFull: 1 totalBJCount: 0 currBJCount: 0 isEffEnd: 0 isScoreStart: 0 - isScoreEnd: 0 isGoldEffectStart: 0 config: {fileID: 11400000, guid: 4adb4d6d53ad6b74cabd5722c72c2d25, type: 2} chipCount: 10 minPartAmount: 1 + purpleBaseBeishu: 300 + splitConcentration: 1.4 gemAppearInterval: 0.03 spawnYRatio: 0.78 flyToCenterDuration: 0.8 @@ -320,6 +323,7 @@ MonoBehaviour: gridSpacingX: 120 gridRowGap: 160 flipInterval: 0.4 + flipEndDelay: 1 flyToSeatDuration: 0.6 gemGreenIndex: 0 gemBlueIndex: 1 diff --git a/Assets/MyGame/aa/Game/XJMH/Boss/JiXieXie/PW_Enemy_3000.prefab b/Assets/MyGame/aa/Game/XJMH/Boss/JiXieXie/PW_Enemy_3000.prefab index dc3161f06..84d557faa 100644 --- a/Assets/MyGame/aa/Game/XJMH/Boss/JiXieXie/PW_Enemy_3000.prefab +++ 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toggle_Three; public Toggle toggle_Shuang; + // ⭐ 双倍开火:toggle_Shuang 开启后计时 shuangDuration 秒自动关闭(DaoJiShi 驱动), + // child0 的 Image(Filled 360°) 做环形倒计时显示(GetShuangFillImage 懒获取) + float shuangDuration = 15f; + public float currShuangTime = 0f; + private Image _shuangFillImage; public Toggle toggle_BaoZou; public TextMeshProUGUI tmp_BaoZouCount; public Image img_BaoZou; @@ -332,11 +337,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base } else { - // ⭐ 各游戏prefab未拖拽加减倍按钮时为null,做保护(XJMH座位没有该按钮) - if (item.btn_TurretAdd != null) - item.btn_TurretAdd.gameObject.SetActive(false); - if (item.btn_TurretMinus != null) - item.btn_TurretMinus.gameObject.SetActive(false); + // ⭐ 非本地座位隐藏加减炮倍:Normal 藏座位按钮(未拖引用为 null 跳过), + // XJMH 藏炮台上的加减倍(TurretData.obj_Add / obj_Down) + item.HideTurretAddMinusUI(); // ⭐ 自动攻击开关与加减倍按钮一样:非本地座位隐藏 if (item.toggle_AutoAttack != null) item.toggle_AutoAttack.gameObject.SetActive(false); @@ -823,6 +826,26 @@ public class GameMainPanel_FishBase : GameMainPanel_Base GameManager.Instance.user.id, "40003", 0); }); + // ⭐ 双倍开火开关:开启(重新)计时 15 秒 + 满环开始倒计时,关闭停表清环。 + // isDouble 不需要同步开关状态:每次开火随 SyncFire 的 twoRTruect 传给服务端, + // 三处开火入口(TryFire/HandleAutoFire/OnFlyTurretUpwardFire)都实时读 isOn + if (toggle_Shuang != null) + { + toggle_Shuang.onValueChanged.AddListener(on => + { + var fill = GetShuangFillImage(); + if (on) + { + currShuangTime = shuangDuration; + if (fill != null) fill.fillAmount = 1f; + } + else + { + currShuangTime = 0f; + if (fill != null) fill.fillAmount = 0f; + } + }); + } @@ -2503,6 +2526,33 @@ public class GameMainPanel_FishBase : GameMainPanel_Base if (_bingFengInstance != null) _bingFengInstance.SetActive(false); } } + + // ⭐ 双倍开火倒计时:child0 的环形填充图(Image Filled 360°)随时间耗尽, + // 15 秒后自动关闭。SetIsOnWithoutNotify 不触发 onValueChanged(避免重置计时逻辑); + // 关闭后三处开火入口读 isOn=false,后续 SyncFire 的 twoRTruect 自动恢复单倍 + if (toggle_Shuang != null && toggle_Shuang.isOn && shuangDuration > 0) + { + var fill = GetShuangFillImage(); + if (fill != null) + fill.fillAmount = Mathf.Clamp01(currShuangTime / shuangDuration); + + currShuangTime -= Time.deltaTime; + + if (currShuangTime <= 0) + { + toggle_Shuang.SetIsOnWithoutNotify(false); + currShuangTime = 0f; + if (fill != null) fill.fillAmount = 0f; + } + } + } + + /// toggle_Shuang.child0 的环形填充图(Image Filled 360°),首次调用懒获取并缓存 + private Image GetShuangFillImage() + { + if (_shuangFillImage == null && toggle_Shuang != null && toggle_Shuang.transform.childCount > 0) + _shuangFillImage = toggle_Shuang.transform.GetChild(0).GetComponent(); + return _shuangFillImage; } #endregion @@ -4152,7 +4202,8 @@ public class GameMainPanel_FishBase : GameMainPanel_Base // (RoomChangeResponse 用户列表,RoomInfo 消息下发),按 userId 查询 var playerInfo = GameManager.Instance.gameData?.currRoomData?.players? .Find(p => p.userId == sit.user); - sit.SetUserInfo(sit.user, playerInfo?.userName, playerInfo?.avatar, playerInfo?.vipLevel ?? 0, playerInfo?.userNumber); + sit.SetUserInfo(sit.user, playerInfo?.userName, 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