diff --git a/Assets/MyGame/Scripts/Manager/CreateFishManager.cs b/Assets/MyGame/Scripts/Manager/CreateFishManager.cs index 61eb218d4..71aa4acea 100644 --- a/Assets/MyGame/Scripts/Manager/CreateFishManager.cs +++ b/Assets/MyGame/Scripts/Manager/CreateFishManager.cs @@ -2074,6 +2074,11 @@ public class CreateFishManager : MonoSingleton // ⭐ 统一标记死亡:死亡后子弹不再命中、不再被锁定(含不调 base.DieFish 的 Boss 子类) monster.isDead = true; + // ⭐ 实时刷新击杀者座位的等级/经验:RoomKillNotice 每次击杀都下发 exp/level/expMax(绝对值), + // 直接覆盖刷新座位 UI(独立于金币加分动画,鱼一死立即生效) + if (sitData != null) + sitData.SetUserExp(killFish.level, killFish.exp, killFish.expMax); + // ⭐ 击杀广播:任何鱼被击杀(XJMH 免费模式等"按鱼配置"的特性用它,监听方自行过滤鱼号) OnFishKilled?.Invoke(monster, sitData); diff --git a/Assets/MyGame/Scripts/Net/WebResponses/RoomKillNotice.cs b/Assets/MyGame/Scripts/Net/WebResponses/RoomKillNotice.cs index dd40ed85e..4833c89cc 100644 --- a/Assets/MyGame/Scripts/Net/WebResponses/RoomKillNotice.cs +++ b/Assets/MyGame/Scripts/Net/WebResponses/RoomKillNotice.cs @@ -54,6 +54,26 @@ namespace Assets.MyGame.Scripts.Net.WebResponses /// public RoomKillNoticeDrop drop; + /// + /// 本次击杀获得的经验 + /// + public long gainExp; + + /// + /// 击杀后当前经验 + /// + public long exp; + + /// + /// 击杀后当前等级 + /// + public int level; + + /// + /// 当前等级升级所需最大经验 + /// + public long expMax; + } /// diff --git a/Assets/MyGame/Scripts/Turret/SitPosData.cs b/Assets/MyGame/Scripts/Turret/SitPosData.cs index 475ac1e1c..2eafced93 100644 --- a/Assets/MyGame/Scripts/Turret/SitPosData.cs +++ b/Assets/MyGame/Scripts/Turret/SitPosData.cs @@ -1348,6 +1348,23 @@ public class SitPosData : MonoBehaviour, IPointerDownHandler, IPointerUpHandler } } + /// + /// 实时刷新座位玩家的等级/经验(杀鱼 RoomKillNotice 每击杀一条鱼下发一次)。 + /// 数据为服务端权威绝对值(非累加),重复调用安全: + /// level → tmp_UserLevel("LV:xx"),exp/expMax → slider_UserLevelEXP 进度。 + /// + /// 击杀后当前等级 + /// 击杀后当前经验(原始值) + /// 当前等级升级所需最大经验(经验条满值,0 时进度归零) + public void SetUserExp(int level, long exp, long maxExp) + { + if (tmp_UserLevel != null && level > 0) + tmp_UserLevel.text = "LV:" + level; + + if (slider_UserLevelEXP != null) + slider_UserLevelEXP.value = maxExp > 0 ? 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b/Assets/MyGame/aa/UI/EfScripts/Text/TextNumRander.cs new file mode 100644 index 000000000..8468ee9ec --- /dev/null +++ b/Assets/MyGame/aa/UI/EfScripts/Text/TextNumRander.cs @@ -0,0 +1,163 @@ +using System.Collections; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +/// +/// 数字持续递增滚动组件(计数器效果,无最终值,一直递增) +/// 挂在 Text / TextMeshProUGUI 所在物体上: +/// - 面板上可设置显示位数(digitCount) +/// - 基础值随机:第一位 2~9,其余位全部随机 +/// - 每次增加 2000 的倍数:随机倍数 1~500 倍,倍数越大随机到的概率越小 +/// - 满位后重新随机一个基础值继续递增 +/// 同时支持 UnityEngine.UI.Text 和 TextMeshProUGUI,二选一,留空自动从自身/子物体查找。 +/// +public class TextNumRander : MonoBehaviour +{ + [Header("目标文本(二选一,留空自动从自身/子物体查找)")] + [SerializeField] private Text text; + [SerializeField] private TextMeshProUGUI tmpText; + + [Header("配置")] + [Tooltip("显示位数(面板上设置几位数)")] + [SerializeField] private int digitCount = 6; + [Tooltip("递增跳变间隔(秒),越小递增越快")] + [SerializeField] private float jumpInterval = 0.05f; + [Tooltip("启用时自动开始递增")] + [SerializeField] private bool autoStart = true; + + [Header("递增规则")] + [Tooltip("每次增加的基础量(按 2000 的倍数)")] + [SerializeField] private long baseStep = 2000; + [Tooltip("随机倍数的上限(1 ~ maxMultiplier,越大概率越小)")] + [SerializeField] private int maxMultiplier = 500; + + // ---- 运行时 ---- + private Coroutine rollCoroutine; + private bool isRolling; + private long currentValue; + + /// 当前数值 + public long CurrentValue => currentValue; + + private void Awake() + { + // 自动查找文本组件:自身优先,其次子物体 + if (text == null) text = GetComponent(); + if (text == null) text = GetComponentInChildren(); + if (tmpText == null) tmpText = GetComponent(); + if (tmpText == null) tmpText = GetComponentInChildren(); + } + + private void OnEnable() + { + if (autoStart && !isRolling) + StartRolling(); + } + + private void OnDisable() + { + Stop(); + } + + /// 设置显示位数(运行时调用会立即生效) + public void SetDigitCount(int count) + { + digitCount = Mathf.Max(1, count); + if (isRolling) + RefreshText(); + } + + /// 开始(或继续)递增滚动:先随机一个基础值(第一位 2~9,其余位随机) + public void StartRolling() + { + if (isRolling) return; + // 基础值随机:第一位 2~9,其余位全部随机 + currentValue = RandomBaseValue(); + RefreshText(); + isRolling = true; + rollCoroutine = StartCoroutine(RollLoop()); + } + + /// 停止递增滚动(保留当前显示值) + public void Stop() + { + if (rollCoroutine != null) + { + StopCoroutine(rollCoroutine); + rollCoroutine = null; + } + isRolling = false; + } + + /// 设置起始数值(立即显示,不影响递增状态;末三位强制归 000) + public void SetStartValue(long value) + { + // 与递增规则保持一致:末三位固定为 000 + currentValue = Wrap(System.Math.Max(0L, value) / 1000L * 1000L); + RefreshText(); + } + + private IEnumerator RollLoop() + { + while (isRolling) + { + // 每次增加 2000 的倍数:随机倍数 1~500 倍 + currentValue += baseStep * RandomMultiplier(); + if (currentValue > MaxValue()) + currentValue = RandomBaseValue(); // 满位回绕:重新随机一个基础值 + RefreshText(); + yield return new WaitForSeconds(jumpInterval); + } + } + + /// + /// 基础值随机:第一位 2~9,中间位随机,最后三位固定 000 + /// (递增量为 2000 的倍数,基础值末三位为 000 时,后续所有值末三位始终保持 000) + /// + private long RandomBaseValue() + { + // 位数不足 4 位时,最后三位全是 0 意味着整个数就是 0 + if (digitCount <= 3) + return 0; + + long val = Random.Range(2, 10); // 第一位 2~9 + for (int i = 1; i < digitCount - 3; i++) + val = val * 10 + Random.Range(0, 10); // 中间位随机 0~9 + return val * 1000; // 最后三位固定 000 + } + + /// + /// 随机倍数 1 ~ maxMultiplier,倍数越大随机到的概率越小。 + /// 用 500^u(u∈[0,1))采样:概率密度 ∝ 1/倍数,小倍数高频、大倍数低频。 + /// + private long RandomMultiplier() + { + int m = Mathf.Clamp((int)Mathf.Pow(maxMultiplier, Random.value), 1, maxMultiplier); + return m; + } + + /// 当前位数能表示的最大值(10^digitCount - 1) + private long MaxValue() + { + long max = 1; + for (int i = 0; i < digitCount; i++) + max *= 10; + return max - 1; + } + + /// 数值限制在位数范围内 + private long Wrap(long value) + { + if (value < 0) value = 0; + return value % (MaxValue() + 1); + } + + private void RefreshText() + { + if (text == null && tmpText == null) return; + string s = currentValue.ToString().PadLeft(digitCount, '0'); + if (text != null) text.text = s; + if (tmpText != null) tmpText.text = s; + } +} diff 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UIPressScale,避免抢走所在 ScrollRect 的滑动 + var effect = btn_JoinGame.gameObject.GetComponent(); + if (effect == null) effect = btn_JoinGame.gameObject.AddComponent(); + effect.target = transform; // 缩放整个 SeccionItem 卡片 + effect.pressScale = pressScale; + effect.duration = pressDuration; + } } diff --git a/Assets/MyGame/aa/UI/Home/Sub/SelectGameLeave/UIPressScale.cs b/Assets/MyGame/aa/UI/Home/Sub/SelectGameLeave/UIPressScale.cs new file mode 100644 index 000000000..c9a3ef31f --- /dev/null +++ b/Assets/MyGame/aa/UI/Home/Sub/SelectGameLeave/UIPressScale.cs @@ -0,0 +1,50 @@ +using DG.Tweening; +using UnityEngine; +using UnityEngine.EventSystems; + +/// +/// 按下缩小、抬起还原。 +/// 只实现 IPointerDownHandler / IPointerUpHandler,不实现 IDragHandler 等拖动接口, +/// 所以挂在 ScrollRect 内的按钮上不会抢走 ScrollRect 的滑动。 +/// +public class UIPressScale : MonoBehaviour, IPointerDownHandler, IPointerUpHandler +{ + [Tooltip("缩放目标,留空则缩放自身")] + public Transform target; + public float pressScale = 0.95f; // 按下时缩放比例 + public float duration = 0.1f; // 缩放动画时长 + + private Vector3 _standardScale; + private bool _captured; + private bool _isPressing; + + private Transform Target => target != null ? target : transform; + + public void OnPointerDown(PointerEventData eventData) => SetPressing(true); + public void OnPointerUp(PointerEventData eventData) => SetPressing(false); + + private void SetPressing(bool pressing) + { + if (_isPressing == pressing) return; + _isPressing = pressing; + + var t = Target; + if (!_captured) + { + _standardScale = t.localScale; // 首次使用时记录原缩放 + _captured = true; + } + t.DOKill(); + t.DOScale(pressing ? _standardScale * pressScale : _standardScale, duration) + .SetEase(Ease.OutQuad); + } + + // 被隐藏时立即还原,避免按下瞬间目标被关掉而停在缩小状态 + private void OnDisable() + { + _isPressing = false; + if (!_captured) return; + Target.DOKill(); + Target.localScale = _standardScale; + } +} diff --git a/Assets/MyGame/aa/UI/Home/Sub/SelectGameLeave/UIPressScale.cs.meta b/Assets/MyGame/aa/UI/Home/Sub/SelectGameLeave/UIPressScale.cs.meta new file mode 100644 index 000000000..d9193bb2e --- /dev/null +++ b/Assets/MyGame/aa/UI/Home/Sub/SelectGameLeave/UIPressScale.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1435cae0f5e87f24c9f0c3581b81f36a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/MyGame/aa/UI/Home/UIHomeMain.cs b/Assets/MyGame/aa/UI/Home/UIHomeMain.cs index 7af0d13cb..44867c589 100644 --- a/Assets/MyGame/aa/UI/Home/UIHomeMain.cs +++ b/Assets/MyGame/aa/UI/Home/UIHomeMain.cs @@ -55,6 +55,8 @@ public class UIHomeMain : UIBase public SeccionItem HHWKButton1; public SeccionItem HHWKButton2; public SeccionItem HHWKButton3; + + public Button btn_KuaiSuKaiShi; [Header("中国象棋")] public Button ZGXQBtn; @@ -153,6 +155,8 @@ public class UIHomeMain : UIBase BindRoomLevelItem(HHWKButton1, GameType.HHWK, 1); BindRoomLevelItem(HHWKButton2, GameType.HHWK, 2); BindRoomLevelItem(HHWKButton3, GameType.HHWK, 3); + // 快速开始:在所有场次中随机进入 + if (btn_KuaiSuKaiShi != null) btn_KuaiSuKaiShi.onClick.AddListener(QuickStartRandom); #endregion #region left @@ -341,6 +345,19 @@ public class UIHomeMain : UIBase }); } + /// 快速开始:在所有玩法场次(风雷之渊/星际迷航/黑化悟空 × 初/中/高级场)中随机进入一个 + private void QuickStartRandom() + { + var rooms = new (GameType gameType, int leave)[] + { + (GameType.FLZY, 1), (GameType.FLZY, 2), (GameType.FLZY, 3), + (GameType.XJMH, 1), (GameType.XJMH, 2), (GameType.XJMH, 3), + (GameType.HHWK, 1), (GameType.HHWK, 2), (GameType.HHWK, 3), + }; + var pick = rooms[UnityEngine.Random.Range(0, rooms.Length)]; + QuickJoinRoom(pick.gameType, pick.leave); + } + /// 手动选座:VIP 校验通过后按正常子UI流程打开房间列表面板,并拉取该场次房间列表 private void ManualSelectRoom(GameType gameType, int leave) { diff --git a/Assets/MyGame/aa/UI/Home/homemainsub/SelectRoomLV2_FXZY_1.prefab b/Assets/MyGame/aa/UI/Home/homemainsub/SelectRoomLV2_FXZY_1.prefab 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