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@@ -69,10 +69,12 @@ public class SitPosData : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
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// 玩家基础信息
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// -------------------------
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[Header("玩家信息")]
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public string user;
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public TextMeshProUGUI tmp_UserNumber;
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public TextMeshProUGUI tmp_UserName;
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public Image img_Head;
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public string user;//玩家唯一ID
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public TextMeshProUGUI tmp_UserNumber;//ID:玩家编号
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public TextMeshProUGUI tmp_UserName;//名字
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public TextMeshProUGUI tmp_UserLevel;//LV:等级
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public Slider slider_UserLevelEXP;//EXP:经验条
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public Image img_Head;//头像
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public Image img_Vip;
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public List<GameObject> sprite_VipList;//这里一共有11个正好对应0-10级vip
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public List<GameObject> sprite_VipLevelBG; //这里有5个 每两级对应一个0级用最基础的
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@@ -978,14 +980,16 @@ public class SitPosData : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
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/// <param name="avatar">头像名/URL(走 GameManager 头像缓存,找不到回退默认头像)</param>
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/// <param name="vipLevel">VIP 等级 0~10</param>
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/// <param name="userNumber">玩家编号(短ID,显示在 tmp_UserNumber;空则回退显示 userId)</param>
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public void SetUserInfo(string userId, string userName, string avatar, int vipLevel, string userNumber = null)
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/// <param name="level">玩家等级(显示在 tmp_UserLevel)</param>
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/// <param name="exp">玩家经验 0~1(显示在 slider_UserLevelEXP;后端暂未下发,先占位)</param>
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public void SetUserInfo(string userId, string userName, string avatar, int vipLevel, string userNumber = null, int level = 0, float exp = 0f)
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{
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// 玩家 ID:优先显示后端下发的短编号 UserNumber,没有再用 userId
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// 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
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if (tmp_UserNumber != null)
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{
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string displayId = string.IsNullOrEmpty(userNumber) ? userId : userNumber;
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if (!string.IsNullOrEmpty(displayId))
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tmp_UserNumber.text = displayId;
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tmp_UserNumber.text = "ID:" + displayId;
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}
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// 昵称:非本人的名字打码(前2后2保留,中间***),自己原样显示
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@@ -994,6 +998,14 @@ public class SitPosData : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
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? userName
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: MaskUserName(userName);
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// 等级:带 "LV:" 前缀显示玩家等级
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if (tmp_UserLevel != null && level > 0)
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tmp_UserLevel.text = "LV:" + level;
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// 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)
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if (slider_UserLevelEXP != null)
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slider_UserLevelEXP.value = Mathf.Clamp01(exp);
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// 头像:优先 GameManager 头像缓存(Resources/Avatar),查不到用默认头像
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if (img_Head != null)
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{
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@@ -1671,6 +1683,45 @@ public class SitPosData : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
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WebSocketSendList.ChangeGunMultiple(roomId, user, newConsume);
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}
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/// <summary>
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/// 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):
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/// - Normal:隐藏座位上的 btn_TurretAdd / btn_TurretMinus(未拖引用为 null 时跳过)
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/// - 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,
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/// 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)
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/// </summary>
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public void HideTurretAddMinusUI()
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{
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if (btn_TurretAdd != null)
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btn_TurretAdd.gameObject.SetActive(false);
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if (btn_TurretMinus != null)
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btn_TurretMinus.gameObject.SetActive(false);
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if (turretControlMode != TurretControlMode.XJMH) return;
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if (xjmhTurretList != null && xjmhTurretList.Count > 0)
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{
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foreach (var td in xjmhTurretList)
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HideTurretAddDown(td);
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}
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else
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{
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// 兜底:列表未配置时扫 turretParent 子对象(与 SwitchTurretChild 回退一致)
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Transform parent = turretParent != null ? turretParent : transform;
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for (int i = 0; i < parent.childCount; i++)
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HideTurretAddDown(parent.GetChild(i).GetComponent<TurretData>());
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}
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}
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/// <summary>隐藏一把 XJMH 炮台上的加减倍对象(obj_Add / obj_Down,未拖引用跳过)</summary>
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private static void HideTurretAddDown(TurretData td)
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{
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if (td == null) return;
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if (td.obj_Add != null)
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td.obj_Add.SetActive(false);
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if (td.obj_Down != null)
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td.obj_Down.SetActive(false);
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}
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public void ChangeTurretMinusConsumeNum()
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{
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// ⭐ 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)
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@@ -96,6 +96,10 @@ public class TurretData : MonoBehaviour
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[Tooltip("待机动画变体索引:0=Idle0 1=Idle1...")]
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public int idleIndex = 0;
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[Header("XJMH加减炮倍")]
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public GameObject obj_Add;
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public GameObject obj_Down;
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// ---- 战神模式运行时缓存(首次 PlayAnimator 时检测)----
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private bool _warGodAnimChecked; // 是否已检测过参数
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private bool _warGodAnimMode; // true=战神 PlayFire 约定
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