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@@ -44,7 +44,7 @@ namespace Assets.MyGame.Scripts.Net.WebResponses
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none = 0,
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rotateTurrect=1,
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fireBullet=2,
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createFish=3,
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// createFish=3 已废弃:鱼创建改由服务端 OnFishSpawn 事件下发
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changeAutoTarget=4,
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randomDieFish=5,
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changeTurretState=6,
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@@ -52,8 +52,7 @@ namespace Assets.MyGame.Scripts.Net.WebResponses
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freezeFish=8,
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changeCannonMultiple=9,
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changeWing=10,
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/// <summary>新玩家资源加载完成,请求房主广播场上活鱼</summary>
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requestSyncFish=11
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// requestSyncFish=11 已废弃:鱼同步改由服务端 OnFishSpawn(type=sync) 事件下发
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}
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[Serializable]
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public class FireCannonSendData
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@@ -145,4 +144,93 @@ namespace Assets.MyGame.Scripts.Net.WebResponses
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{
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public int cannonMultiple;
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}
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// ================================================================
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// OnFishSpawn 事件数据结构 (服务端出鱼,破坏性替代 createFish 帧同步)
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// ================================================================
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/// <summary>
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/// 服务端出鱼事件 OnFishSpawn 的数据载体。
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/// type:
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/// "init" - 首次出鱼(玩家进入房间后服务端推送初始鱼)
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/// "spawn" - 定时出鱼(游戏中持续刷怪)
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/// "sync" - 重连/取消挂机同步(把当前场上活鱼推送给回归玩家)
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/// </summary>
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[Serializable]
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public class OnFishSpawnData
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{
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/// <summary>"init" | "spawn" | "sync"</summary>
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public string type;
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/// <summary>服务器当前时间戳(毫秒)</summary>
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public long timestamp;
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/// <summary>本批次出鱼列表</summary>
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public List<OnFishSpawnFishItem> fish;
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}
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/// <summary>
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/// OnFishSpawn 单条鱼描述。
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/// 客户端据此调用 SpawnFishMainThread 生成鱼实例。
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/// </summary>
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[Serializable]
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public class OnFishSpawnFishItem
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{
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/// <summary>服务端分配的全局唯一鱼 ID(作为 guid 使用)</summary>
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public long fishId;
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/// <summary>鱼编号(配置 fishNumber)</summary>
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public string fishNumber;
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/// <summary>路径编号</summary>
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public int routeId;
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/// <summary>鱼阵编号(非鱼阵时为空字符串)</summary>
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public string fishArrayNumber;
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/// <summary>鱼阵的 Boss 鱼编号</summary>
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public string bossFishNumber;
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/// <summary>鱼阵普通鱼数量</summary>
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public int fishCount;
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/// <summary>鱼阵 Boss 数量</summary>
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public int bossCount;
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/// <summary>鱼过期时间戳(毫秒),到期自动移除</summary>
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public long expireAt;
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/// <summary>鱼剩余存活秒数(客户端做倒计时用)</summary>
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public int remainingSeconds;
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}
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/// <summary>
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/// 机器人退出房间通知数据 BotLeaveRoomNotice: { userId }
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/// </summary>
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[Serializable]
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public class BotLeaveRoomNoticeData
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{
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public string userId;
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}
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/// <summary>
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/// 玩家挂机/取消挂机通知数据: { userId }
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/// </summary>
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[Serializable]
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public class PlayerAfkNoticeData
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{
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public string userId;
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}
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/// <summary>
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/// 全局击杀公告 KillNotice 数据。
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/// 真人击杀时只填基础字段;机器人模拟时额外填 fishName/multiplier/sceneName。
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/// </summary>
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[Serializable]
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public class KillNoticeData
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{
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/// <summary>鱼编号</summary>
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public string FishId;
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/// <summary>玩家名</summary>
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public string userName;
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/// <summary>金币</summary>
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public long gold;
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// —— 机器人模拟时额外字段 ——
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/// <summary>鱼名(机器人模拟时填充)</summary>
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public string fishName;
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/// <summary>倍数(机器人模拟时填充)</summary>
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public int? multiplier;
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/// <summary>场景名(机器人模拟时填充)</summary>
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public string sceneName;
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}
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}
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