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This commit is contained in:
@@ -2074,6 +2074,11 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
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// ⭐ 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)
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monster.isDead = true;
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// ⭐ 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),
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// 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)
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if (sitData != null)
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sitData.SetUserExp(killFish.level, killFish.exp, killFish.expMax);
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// ⭐ 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)
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OnFishKilled?.Invoke(monster, sitData);
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@@ -54,6 +54,26 @@ namespace Assets.MyGame.Scripts.Net.WebResponses
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/// </summary>
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public RoomKillNoticeDrop drop;
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/// <summary>
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/// 本次击杀获得的经验
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/// </summary>
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public long gainExp;
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/// <summary>
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/// 击杀后当前经验
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/// </summary>
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public long exp;
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/// <summary>
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/// 击杀后当前等级
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/// </summary>
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public int level;
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/// <summary>
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/// 当前等级升级所需最大经验
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/// </summary>
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public long expMax;
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}
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/// <summary>
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@@ -1348,6 +1348,23 @@ public class SitPosData : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
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}
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}
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/// <summary>
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/// 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)。
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/// 数据为服务端权威绝对值(非累加),重复调用安全:
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/// level → tmp_UserLevel("LV:xx"),exp/expMax → slider_UserLevelEXP 进度。
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/// </summary>
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/// <param name="level">击杀后当前等级</param>
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/// <param name="exp">击杀后当前经验(原始值)</param>
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/// <param name="maxExp">当前等级升级所需最大经验(经验条满值,0 时进度归零)</param>
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public void SetUserExp(int level, long exp, long maxExp)
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{
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if (tmp_UserLevel != null && level > 0)
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tmp_UserLevel.text = "LV:" + level;
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if (slider_UserLevelEXP != null)
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slider_UserLevelEXP.value = maxExp > 0 ? Mathf.Clamp01((float)exp / maxExp) : 0f;
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}
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/// <summary>
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/// 非本人昵称打码:保留前 2 位和后 2 位,中间用 *** 代替。
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/// 例:123456789 → 12***89;12345 → 12***45。不足 5 位原样显示。
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: c7695f283538ef94d9bf83d5f02e0e0c
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 66a522cc17f463849b6e3e3408b023de
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,163 @@
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using System.Collections;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// 数字持续递增滚动组件(计数器效果,无最终值,一直递增)
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/// 挂在 Text / TextMeshProUGUI 所在物体上:
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/// - 面板上可设置显示位数(digitCount)
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/// - 基础值随机:第一位 2~9,其余位全部随机
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/// - 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
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/// - 满位后重新随机一个基础值继续递增
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/// 同时支持 UnityEngine.UI.Text 和 TextMeshProUGUI,二选一,留空自动从自身/子物体查找。
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/// </summary>
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public class TextNumRander : MonoBehaviour
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{
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[Header("目标文本(二选一,留空自动从自身/子物体查找)")]
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[SerializeField] private Text text;
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[SerializeField] private TextMeshProUGUI tmpText;
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[Header("配置")]
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[Tooltip("显示位数(面板上设置几位数)")]
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[SerializeField] private int digitCount = 6;
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[Tooltip("递增跳变间隔(秒),越小递增越快")]
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[SerializeField] private float jumpInterval = 0.05f;
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[Tooltip("启用时自动开始递增")]
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[SerializeField] private bool autoStart = true;
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[Header("递增规则")]
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[Tooltip("每次增加的基础量(按 2000 的倍数)")]
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[SerializeField] private long baseStep = 2000;
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[Tooltip("随机倍数的上限(1 ~ maxMultiplier,越大概率越小)")]
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[SerializeField] private int maxMultiplier = 500;
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// ---- 运行时 ----
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private Coroutine rollCoroutine;
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private bool isRolling;
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private long currentValue;
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/// <summary>当前数值</summary>
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public long CurrentValue => currentValue;
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private void Awake()
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{
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// 自动查找文本组件:自身优先,其次子物体
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if (text == null) text = GetComponent<Text>();
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if (text == null) text = GetComponentInChildren<Text>();
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if (tmpText == null) tmpText = GetComponent<TextMeshProUGUI>();
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if (tmpText == null) tmpText = GetComponentInChildren<TextMeshProUGUI>();
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}
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private void OnEnable()
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{
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if (autoStart && !isRolling)
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StartRolling();
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}
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private void OnDisable()
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{
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Stop();
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}
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/// <summary>设置显示位数(运行时调用会立即生效)</summary>
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public void SetDigitCount(int count)
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{
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digitCount = Mathf.Max(1, count);
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if (isRolling)
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RefreshText();
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}
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/// <summary>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)</summary>
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public void StartRolling()
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{
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if (isRolling) return;
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// 基础值随机:第一位 2~9,其余位全部随机
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currentValue = RandomBaseValue();
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RefreshText();
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isRolling = true;
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rollCoroutine = StartCoroutine(RollLoop());
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}
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/// <summary>停止递增滚动(保留当前显示值)</summary>
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public void Stop()
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{
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if (rollCoroutine != null)
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{
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StopCoroutine(rollCoroutine);
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rollCoroutine = null;
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}
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isRolling = false;
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}
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/// <summary>设置起始数值(立即显示,不影响递增状态;末三位强制归 000)</summary>
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public void SetStartValue(long value)
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{
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// 与递增规则保持一致:末三位固定为 000
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currentValue = Wrap(System.Math.Max(0L, value) / 1000L * 1000L);
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RefreshText();
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}
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private IEnumerator RollLoop()
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{
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while (isRolling)
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{
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// 每次增加 2000 的倍数:随机倍数 1~500 倍
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currentValue += baseStep * RandomMultiplier();
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if (currentValue > MaxValue())
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currentValue = RandomBaseValue(); // 满位回绕:重新随机一个基础值
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RefreshText();
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yield return new WaitForSeconds(jumpInterval);
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}
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}
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/// <summary>
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/// 基础值随机:第一位 2~9,中间位随机,最后三位固定 000
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/// (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)
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/// </summary>
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private long RandomBaseValue()
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{
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// 位数不足 4 位时,最后三位全是 0 意味着整个数就是 0
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if (digitCount <= 3)
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return 0;
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long val = Random.Range(2, 10); // 第一位 2~9
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for (int i = 1; i < digitCount - 3; i++)
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val = val * 10 + Random.Range(0, 10); // 中间位随机 0~9
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return val * 1000; // 最后三位固定 000
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}
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/// <summary>
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/// 随机倍数 1 ~ maxMultiplier,倍数越大随机到的概率越小。
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/// 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。
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/// </summary>
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private long RandomMultiplier()
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{
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int m = Mathf.Clamp((int)Mathf.Pow(maxMultiplier, Random.value), 1, maxMultiplier);
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return m;
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}
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/// <summary>当前位数能表示的最大值(10^digitCount - 1)</summary>
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private long MaxValue()
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{
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long max = 1;
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for (int i = 0; i < digitCount; i++)
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max *= 10;
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return max - 1;
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}
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/// <summary>数值限制在位数范围内</summary>
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private long Wrap(long value)
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{
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if (value < 0) value = 0;
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return value % (MaxValue() + 1);
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}
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private void RefreshText()
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{
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if (text == null && tmpText == null) return;
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string s = currentValue.ToString().PadLeft(digitCount, '0');
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if (text != null) text.text = s;
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if (tmpText != null) tmpText.text = s;
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: dcb01f4d98cf9a34c9d3053cd67e9d59
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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File diff suppressed because it is too large
Load Diff
@@ -1,5 +1,3 @@
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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@@ -10,4 +8,21 @@ public class SeccionItem : MonoBehaviour
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public Button btn_SelectGameRoom;
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public TextMeshProUGUI txt_VenueInfo; // 场地信息:初级场/中级场/高级场
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public TextMeshProUGUI txt_EntryCondition; // 入场条件文字
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[Header("快速进入按钮按下缩放")]
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public float pressScale = 0.95f; // 按下时卡片缩放比例
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public float pressDuration = 0.1f; // 缩放动画时长
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private void Awake()
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{
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if (btn_JoinGame == null) return;
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// 「快速进入」按钮:按下缩小卡片,抬起还原
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// 用只处理按下/抬起、不含拖动接口的 UIPressScale,避免抢走所在 ScrollRect 的滑动
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var effect = btn_JoinGame.gameObject.GetComponent<UIPressScale>();
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if (effect == null) effect = btn_JoinGame.gameObject.AddComponent<UIPressScale>();
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effect.target = transform; // 缩放整个 SeccionItem 卡片
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effect.pressScale = pressScale;
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effect.duration = pressDuration;
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}
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}
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@@ -0,0 +1,50 @@
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using DG.Tweening;
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using UnityEngine;
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using UnityEngine.EventSystems;
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/// <summary>
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/// 按下缩小、抬起还原。
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/// 只实现 IPointerDownHandler / IPointerUpHandler,不实现 IDragHandler 等拖动接口,
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/// 所以挂在 ScrollRect 内的按钮上不会抢走 ScrollRect 的滑动。
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/// </summary>
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public class UIPressScale : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
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||||
{
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[Tooltip("缩放目标,留空则缩放自身")]
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||||
public Transform target;
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||||
public float pressScale = 0.95f; // 按下时缩放比例
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||||
public float duration = 0.1f; // 缩放动画时长
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private Vector3 _standardScale;
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||||
private bool _captured;
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private bool _isPressing;
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||||
private Transform Target => target != null ? target : transform;
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||||
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||||
public void OnPointerDown(PointerEventData eventData) => SetPressing(true);
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||||
public void OnPointerUp(PointerEventData eventData) => SetPressing(false);
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||||
private void SetPressing(bool pressing)
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||||
{
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if (_isPressing == pressing) return;
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_isPressing = pressing;
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||||
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var t = Target;
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||||
if (!_captured)
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||||
{
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_standardScale = t.localScale; // 首次使用时记录原缩放
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_captured = true;
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}
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t.DOKill();
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t.DOScale(pressing ? _standardScale * pressScale : _standardScale, duration)
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.SetEase(Ease.OutQuad);
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}
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||||
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// 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
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||||
private void OnDisable()
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||||
{
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||||
_isPressing = false;
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||||
if (!_captured) return;
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||||
Target.DOKill();
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||||
Target.localScale = _standardScale;
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||||
}
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||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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guid: 1435cae0f5e87f24c9f0c3581b81f36a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -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
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||||
BindRoomLevelItem(HHWKButton1, GameType.HHWK, 1);
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||||
BindRoomLevelItem(HHWKButton2, GameType.HHWK, 2);
|
||||
BindRoomLevelItem(HHWKButton3, GameType.HHWK, 3);
|
||||
// 快速开始:在所有场次中随机进入
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||||
if (btn_KuaiSuKaiShi != null) btn_KuaiSuKaiShi.onClick.AddListener(QuickStartRandom);
|
||||
#endregion
|
||||
|
||||
#region left
|
||||
@@ -341,6 +345,19 @@ public class UIHomeMain : UIBase
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>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</summary>
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>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</summary>
|
||||
private void ManualSelectRoom(GameType gameType, int leave)
|
||||
{
|
||||
|
||||
@@ -587,8 +587,6 @@ GameObject:
|
||||
- component: {fileID: 8853572317385043517}
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- component: {fileID: 9049912857469479422}
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- component: {fileID: 6955909806736836364}
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- component: {fileID: 6754374072825034577}
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||||
- component: {fileID: 4946178425992029769}
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||||
m_Layer: 5
|
||||
m_Name: SelectRoomLV2_FXZY_1
|
||||
m_TagString: Untagged
|
||||
@@ -642,46 +640,8 @@ MonoBehaviour:
|
||||
btn_SelectGameRoom: {fileID: 7142047261565016865}
|
||||
txt_VenueInfo: {fileID: 0}
|
||||
txt_EntryCondition: {fileID: 2928962507984365505}
|
||||
--- !u!223 &6754374072825034577
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Canvas:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1872093705705470253}
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m_Enabled: 1
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serializedVersion: 3
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m_RenderMode: 2
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m_Camera: {fileID: 0}
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m_PlaneDistance: 100
|
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m_PixelPerfect: 0
|
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m_ReceivesEvents: 1
|
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m_OverrideSorting: 0
|
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Reference in New Issue
Block a user