This commit is contained in:
2026-09-15 16:30:20 +08:00
parent c69946e68c
commit a1a4beac5b
20 changed files with 1500 additions and 553 deletions
+1 -297
View File
@@ -7416,7 +7416,7 @@ MonoBehaviour:
spawnList: []
isCreateFish: 0
isFrozen: 0
debugSpawnFishNumber: 11024
debugSpawnFishNumber: 11028
isleft: 1
fishList_All: []
fishList_Small: []
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@@ -8834,7 +8542,3 @@ SceneRoots:
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@@ -91,6 +91,12 @@ public class RoomPlayerInfo
/// <summary>VIP 等级</summary>
public int vipLevel;
/// <summary>玩家等级(后端 RoomInfo 下发)</summary>
public int level;
/// <summary>玩家经验(0~1,后端暂未下发,字段先占位等补充)</summary>
public float exp;
/// <summary>卡牌等级</summary>
public int userCardLevel;
@@ -38,6 +38,11 @@ namespace Assets.MyGame.Scripts.Net.WebResponses
/// </summary>
public int Level { get; set; } = 0;
/// <summary>
/// 玩家经验(0~1,后端暂未下发,字段先占位等补充)
/// </summary>
public float Exp { get; set; } = 0f;
/// <summary>
/// Vip等级
/// </summary>
+58 -7
View File
@@ -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<GameObject> sprite_VipList;//这里一共有11个正好对应0-10级vip
public List<GameObject> 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
/// <param name="avatar">头像名/URL(走 GameManager 头像缓存,找不到回退默认头像)</param>
/// <param name="vipLevel">VIP 等级 0~10</param>
/// <param name="userNumber">玩家编号(短ID,显示在 tmp_UserNumber;空则回退显示 userId)</param>
public void SetUserInfo(string userId, string userName, string avatar, int vipLevel, string userNumber = null)
/// <param name="level">玩家等级(显示在 tmp_UserLevel)</param>
/// <param name="exp">玩家经验 0~1(显示在 slider_UserLevelEXP;后端暂未下发,先占位)</param>
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);
}
/// <summary>
/// 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)
/// </summary>
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<TurretData>());
}
}
/// <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>
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)
@@ -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
@@ -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 };
@@ -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
@@ -143,10 +143,13 @@ MonoBehaviour:
yzID:
colliderList: []
lockPoint: {fileID: 0}
bingDongEffect: {fileID: 0}
bingDongEffect:
- {fileID: 0}
needLockEvent: 0
createVideoClip: {fileID: 0}
rotationPY: 60
useMirrorCompensate: 1
useRouteFlipX: 1
baseMmove: 0
isRotate: 0
isNot1: 0
@@ -167,6 +170,7 @@ MonoBehaviour:
v3: {x: 0, y: 0, z: 0}
isLocalCoin: 0
killerSitPos: -1
bossLifeTime: 30
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@@ -181,6 +181,11 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
public Toggle toggle_Lock;
public Toggle 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;
}
}
}
/// <summary>toggle_Shuang.child0 的环形填充图(Image Filled 360°),首次调用懒获取并缓存</summary>
private Image GetShuangFillImage()
{
if (_shuangFillImage == null && toggle_Shuang != null && toggle_Shuang.transform.childCount > 0)
_shuangFillImage = toggle_Shuang.transform.GetChild(0).GetComponent<Image>();
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, playerInfo?.avatar, playerInfo?.vipLevel ?? 0,
playerInfo?.userNumber, playerInfo?.level ?? 0, playerInfo?.exp ?? 0f);
// ⭐ 记录金币流水:已加钱(进房设置初始金币,本地已执行)
GameManager.LogGoldFlowAppliedGain("JoinGame", $"座位={sitNum} 初始金币={goldNum} 钻石={diamondNum} 炮台消耗={consumeGold} 房间={GameManager.Instance.gameData?.currRoomData?.roomId}");
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