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using Assets.MyGame.Scripts.Net.APIResponses.GameConfig_SubClass;
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using DG.Tweening;
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using Newtonsoft.Json.Linq;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public class ChaoNengMoHeEvent : BJEventBase
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{
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/// <summary>Boss 死亡时传来的特殊值(服务端 res 数组),与幸运轮一致</summary>
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private List<BossOptionBaseParam> _cardParams = new List<BossOptionBaseParam>();
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/// <summary>倍数列表(Inspector 拖入,8 个)</summary>
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public List<GameObject> obj_BeiShu = new List<GameObject>();
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/// <summary>展示位置:随机选中的倍数移到这里</summary>
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public Transform beishuweizhi;
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/// <summary>OnEnable 时要写入第一个子对象 Text 的倍数数组</summary>
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private readonly int[] defaultBeishu = { 50, 100, 230, 80, 280, 300, 130, 250 };
|
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public Text txt_FishScore;
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public Text txt_FishBeiShu;
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/// <summary>选中的总倍数(int 存储,供 EndBeiShu 计算)</summary>
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private int _totalBeishu;
|
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|
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/// <summary>显示后等待时间(秒),再飞向展示位置</summary>
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public float showDelay = 1f;
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/// <summary>加分动画时长(秒),移动到指定位置后滚动加分</summary>
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public float scoreDuration = 2f;
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private void OnEnable()
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{
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// 遍历 obj_BeiShu 每个元素,取它的 child(0) 的 Text,按顺序赋默认倍数
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for (int i = 0; i < obj_BeiShu.Count && i < defaultBeishu.Length; i++)
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{
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if (obj_BeiShu[i] == null || obj_BeiShu[i].transform.childCount == 0) continue;
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var textGo = obj_BeiShu[i].transform.GetChild(0);
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var tmp = textGo.GetComponent<TextMeshProUGUI>();
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if (tmp == null) tmp = textGo.GetComponentInChildren<TextMeshProUGUI>();
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var text = textGo.GetComponent<UnityEngine.UI.Text>();
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if (tmp != null)
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tmp.text = defaultBeishu[i].ToString();
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else if (text != null)
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text.text = defaultBeishu[i].ToString();
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}
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}
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public override void Init(long goldCount, int posID, long paobei, long fishScore, int beishu, Action<int> action, Action action1 = null)
|
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{
|
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base.Init(goldCount, posID, paobei, fishScore, beishu, action, action1);
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ParseCardParams();
|
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|
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}
|
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/// <summary>解析服务端传入的 _cardParams(与幸运轮一致)</summary>
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private void ParseCardParams()
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{
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_cardParams.Clear();
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if (txt_FishScore!=null)
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{
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txt_FishScore.text = "x" + fishScore;
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}
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if (obj == null) return;
|
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|
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try
|
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{
|
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JToken rootToken = obj is JToken t ? t : JToken.Parse(obj.ToString());
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||||
JToken resToken = rootToken["res"] ?? rootToken;
|
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if (resToken is JArray jarr)
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_cardParams = jarr.ToObject<List<BossOptionBaseParam>>() ?? new List<BossOptionBaseParam>();
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else if (resToken is JObject jobj)
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_cardParams = new List<BossOptionBaseParam> { jobj.ToObject<BossOptionBaseParam>() };
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else
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_cardParams = new List<BossOptionBaseParam>();
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}
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catch (Exception e)
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{
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Debug.LogError($"[ChaoNengMoHe] 解析参数失败:{e.Message}; 原始={obj}");
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_cardParams = new List<BossOptionBaseParam>();
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}
|
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Debug.Log($"[ChaoNengMoHe] 解析到 {_cardParams.Count} 个选项: [{string.Join(", ", _cardParams.Select(p => p.Score))}]");
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}
|
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public void TimeLineEnd()
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{
|
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ManualFinishBJ();
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}
|
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/// <summary>移动动画时长(秒)</summary>
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public float moveDuration = 2f;
|
||||
|
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/// <summary>
|
||||
/// 用 Timeline 触发的事件:
|
||||
/// 1. 随机选 _cardParams.Count 个 obj_BeiShu,赋随机值
|
||||
/// 2. DOTween 移动到 beishuweizhi(展示位置),然后设 false
|
||||
/// 3. 设 false 后恢复到原位置,保证下次正常使用
|
||||
/// </summary>
|
||||
public void TriggerRandomizeBeishu()
|
||||
{
|
||||
if (obj_BeiShu == null || obj_BeiShu.Count == 0)
|
||||
{
|
||||
Debug.LogWarning("[ChaoNengMoHe] obj_BeiShu 为空");
|
||||
return;
|
||||
}
|
||||
obj_BeiShu[0].transform.parent.gameObject.SetActive(true);
|
||||
// 如果没有服务端数据,用默认倍数兜底
|
||||
var sourceScores = _cardParams != null && _cardParams.Count > 0
|
||||
? _cardParams.Select(p => (int)p.Score).ToList()
|
||||
: defaultBeishu.ToList();
|
||||
|
||||
// 随机打乱源数据
|
||||
var shuffled = sourceScores.OrderBy(_ => UnityEngine.Random.value).ToList();
|
||||
|
||||
// 随机打乱 obj_BeiShu 索引,取前 count 个
|
||||
var shuffledIndices = Enumerable.Range(0, obj_BeiShu.Count)
|
||||
.OrderBy(_ => UnityEngine.Random.value).ToList();
|
||||
|
||||
int count = _cardParams != null && _cardParams.Count > 0 ? _cardParams.Count : obj_BeiShu.Count;
|
||||
count = Mathf.Clamp(count, 1, obj_BeiShu.Count);
|
||||
|
||||
Debug.Log($"[ChaoNengMoHe] 触发,随机选 {count} 个,源数据=[{string.Join(", ", sourceScores)}]");
|
||||
|
||||
// 先全部隐藏(保证干净状态)
|
||||
for (int i = 0; i < obj_BeiShu.Count; i++)
|
||||
{
|
||||
if (obj_BeiShu[i] == null) continue;
|
||||
obj_BeiShu[i].SetActive(false);
|
||||
}
|
||||
|
||||
_totalBeishu = 0;
|
||||
List<GameObject> selected = new List<GameObject>();
|
||||
|
||||
for (int k = 0; k < count; k++)
|
||||
{
|
||||
int idx = shuffledIndices[k];
|
||||
var go = obj_BeiShu[idx];
|
||||
if (go == null) continue;
|
||||
selected.Add(go);
|
||||
|
||||
// 赋值随机倍数(从打乱后的源数据取,够则按序,不够则循环)
|
||||
int score = k < shuffled.Count ? (int)shuffled[k] : (int)shuffled[k % shuffled.Count];
|
||||
_totalBeishu += score;
|
||||
|
||||
var tmp = go.GetComponent<TextMeshProUGUI>();
|
||||
if (tmp == null) tmp = go.GetComponentInChildren<TextMeshProUGUI>();
|
||||
var text = go.GetComponent<UnityEngine.UI.Text>();
|
||||
if (tmp != null) tmp.text = score.ToString();
|
||||
else if (text != null) text.text = score.ToString();
|
||||
|
||||
// 移动原位置缓存(记录)
|
||||
if (!_originPositions.ContainsKey(go))
|
||||
_originPositions[go] = go.transform.position;
|
||||
|
||||
// 先显示在原始位置
|
||||
go.SetActive(true);
|
||||
}
|
||||
|
||||
// 启动完整流程:等1秒 → 飞向展示位置 → 2秒内加分
|
||||
StartCoroutine(FlowShowMoveScore(selected));
|
||||
}
|
||||
|
||||
/// <summary>完整流程:显示后等1秒 → 飞到展示位置 → 2秒内加分 → 隐藏恢复原位置</summary>
|
||||
private System.Collections.IEnumerator FlowShowMoveScore(List<GameObject> selected)
|
||||
{
|
||||
// 1. 显示后等 1 秒
|
||||
yield return new WaitForSeconds(showDelay);
|
||||
|
||||
// 2. 飞向展示位置
|
||||
foreach (var go in selected)
|
||||
{
|
||||
if (go == null) continue;
|
||||
go.transform.DOKill();
|
||||
if (beishuweizhi != null)
|
||||
go.transform.DOMove(beishuweizhi.position, moveDuration).SetEase(Ease.OutBack);
|
||||
}
|
||||
yield return new WaitForSeconds(moveDuration);
|
||||
|
||||
// 3. 移动到位置后,直接隐藏并恢复原位置(不等加分过程)
|
||||
foreach (var go in selected)
|
||||
{
|
||||
if (go == null) continue;
|
||||
go.transform.DOKill();
|
||||
go.SetActive(false);
|
||||
if (_originPositions.TryGetValue(go, out var origin))
|
||||
go.transform.position = origin;
|
||||
}
|
||||
|
||||
// 4. 加分到 txt_FishBeiShu(0 → _totalBeishu),独立进行
|
||||
if (txt_FishBeiShu != null)
|
||||
{
|
||||
float t = 0f;
|
||||
while (t < 1f)
|
||||
{
|
||||
t += Time.deltaTime / scoreDuration;
|
||||
txt_FishBeiShu.text = Mathf.RoundToInt(Mathf.Lerp(0f, _totalBeishu, t)).ToString();
|
||||
yield return null;
|
||||
}
|
||||
txt_FishBeiShu.text = _totalBeishu.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>处理最后的倍数:倍数 × 底分(用 int 值,不读 text)</summary>
|
||||
public void EndBeiShu()
|
||||
{
|
||||
int final = _totalBeishu * (int)fishScore;
|
||||
Debug.Log($"[ChaoNengMoHe] EndBeiShu: {_totalBeishu} × {fishScore} = {final}");
|
||||
|
||||
if (txt_FishBeiShu != null)
|
||||
txt_FishBeiShu.text = final.ToString();
|
||||
}
|
||||
/// <summary>记录各 obj_BeiShu 的原始位置</summary>
|
||||
private readonly Dictionary<GameObject, Vector3> _originPositions = new Dictionary<GameObject, Vector3>();
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8c5b82c39084bc9439b496746b982370
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 21ef9231636f9a54db92906fdf378052
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 002cfd0466a4eca419b34849bf3002b3
|
||||
PrefabImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0b4464068efc67941b623a4c074c1ca1
|
||||
PrefabImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -2,6 +2,7 @@ using Assets.MyGame.Scripts.Net.APIResponses.Enum;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
/// <summary>
|
||||
/// 烈焰风暴 Boss 爆奖事件(双重爆炸模式)。
|
||||
@@ -75,13 +76,27 @@ public class LieYanFengBaoEvent : BJEventBase
|
||||
{
|
||||
Debug.Log($"[LieYanFengBao] 第 {i + 1}/{explodeCount} 次爆炸 位置={explosionCenter} maxScore={maxScore} layeredPool={layeredPool != null}");
|
||||
|
||||
// 0. 重新播放爆炸特效(粒子系统只在首次激活时播放,后续循环需手动重播)
|
||||
// 0. 第一次爆炸播放相机震动+死亡音效(替代 base.DieFish 里的效果)
|
||||
if (i == 0)
|
||||
{
|
||||
GameManager.Instance.cameraShake.ShakePresets.Explosion2D(3f, 4f, 1f);
|
||||
if (bossCtrl != null)
|
||||
{
|
||||
var res = FishResourcesData.fishResourcesDatasDic.ContainsKey(bossCtrl.fishTypeID)
|
||||
? FishResourcesData.fishResourcesDatasDic[bossCtrl.fishTypeID]
|
||||
: null;
|
||||
if (res != null && res.dieAudio != null && res.dieAudio.Count > 0)
|
||||
AudioManager.Instance.PlayerFX(res.dieAudio[Random.Range(0, res.dieAudio.Count)]);
|
||||
}
|
||||
}
|
||||
|
||||
// 1. 重新播放爆炸特效(粒子系统只在首次激活时播放,后续循环需手动重播)
|
||||
if (i > 0) ReplayExplosionEffect();
|
||||
|
||||
// 1. 范围杀鱼(每次爆炸独立检测,可炸到新出现的鱼)
|
||||
// 2. 范围杀鱼(每次爆炸独立检测,可炸到新出现的鱼)
|
||||
ExplodeAt(explosionCenter);
|
||||
|
||||
// 2. 爆奖红包(CallBJ 内部启动 CoinArrivalRoutine 逐个累分)
|
||||
// 3. 爆奖红包(CallBJ 内部启动 CoinArrivalRoutine 逐个累分)
|
||||
// 最后一次 CallBJ 后,CoinArrivalRoutine 检测 currBJCount >= totalBJCount 自动 EffEnd
|
||||
CallBJ();
|
||||
|
||||
|
||||
@@ -4,63 +4,194 @@ using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 烈焰风暴 Boss。
|
||||
/// 死亡流程:正常打死 → 在死亡位置爆炸 → 范围内普通鱼死亡 → 加分滚动。
|
||||
/// 死亡流程(两阶段):
|
||||
/// 第一次打死 → 显示 bjEndUI 即可,Boss 不消失,不触发爆炸
|
||||
/// 第二次打死 → 触发爆炸杀鱼 + 爆奖红包,完整死亡流程
|
||||
///
|
||||
/// ⭐ 特殊:爆奖分两次(爆炸杀鱼 + 爆奖红包各 2 次)。
|
||||
/// 第一次死亡时【不从鱼列表删除 Boss】,等爆奖流程(LieYanFengBaoEvent)全部结束后,
|
||||
/// 由 Event 通知 Boss 回收并从字典移除,避免爆奖过程中 Boss 被提前移除导致后续逻辑找不到。
|
||||
/// ⭐ 第一次死亡时不从鱼列表删除 Boss,等第二次死亡爆奖流程结束后,
|
||||
/// 由 LieYanFengBaoEvent 通知 Boss 回收。
|
||||
/// </summary>
|
||||
public class LieYanFengBao_BOSS : MonsterControl_BossBase
|
||||
{
|
||||
[Header("两阶段死亡")]
|
||||
[Tooltip("第一阶段死亡后,自动触发第二阶段的延迟(秒)")]
|
||||
public float secondDeathDelay = 1.5f;
|
||||
[Tooltip("第一阶段显示的 bjEndUI 预制体")]
|
||||
public BJEndUI firstDeathBjEndUI;
|
||||
|
||||
/// <summary>爆奖事件引用(死亡时赋值,供外部检查爆奖是否结束)</summary>
|
||||
[System.NonSerialized]
|
||||
public LieYanFengBaoEvent currEvent;
|
||||
|
||||
/// <summary>第一次死亡已完成</summary>
|
||||
private bool _firstDeathDone = false;
|
||||
/// <summary>缓存第一次死亡的击杀数据(供第二阶段使用)</summary>
|
||||
private RoomKillNotice _cachedKillNotice;
|
||||
|
||||
public override void OnEnable()
|
||||
{
|
||||
base.OnEnable();
|
||||
_firstDeathDone = false;
|
||||
_cachedKillNotice = null;
|
||||
currEvent = null;
|
||||
}
|
||||
|
||||
public override void DieFish(RoomKillNotice obj = null)
|
||||
{
|
||||
base.DieFish(obj);
|
||||
|
||||
// 标准爆奖事件初始化
|
||||
action_effect_DieAward = (o) =>
|
||||
if (!_firstDeathDone)
|
||||
{
|
||||
// 爆奖预制体已由 CreateFishManager 在 monster.transform.position(死亡位置)创建
|
||||
Vector3 diePos = transform.position;
|
||||
Debug.Log($"[LieYanFengBao] action_effect_DieAward: 鱼位置={diePos} 爆奖预制体位置={o.transform.position}");
|
||||
// ===== 第一次死亡:只显示 bjEndUI,Boss 不消失 =====
|
||||
_firstDeathDone = true;
|
||||
_cachedKillNotice = obj;
|
||||
|
||||
// ⭐ 不在这里调用 Id_DieFish_NotFX 回收 Boss!
|
||||
// 烈焰风暴爆奖分两次,爆奖过程中 Boss 必须保留在鱼列表里,
|
||||
// 否则爆奖协程还在跑时 Boss 被移除会出很多问题(锁定、显示等都找不到)。
|
||||
// Boss 的回收由 LieYanFengBaoEvent.die() 时回调通知。
|
||||
Debug.Log($"[LieYanFengBao] 第一次死亡:显示 bjEndUI,Boss 保留");
|
||||
|
||||
if (obj == null) return;
|
||||
foreach (var item in CreateFishManager.Instance.currGameType.list_Sits)
|
||||
// 显示 bjEndUI
|
||||
ShowFirstDeathBjEndUI(obj);
|
||||
|
||||
// ⭐ 不设置 isDieFish,不调用 base.DieFish,不从鱼列表删除
|
||||
// 把 action_effect_DieAward 设为空操作(因为 CreateFishManager 仍会创建 effect_DieAward)
|
||||
action_effect_DieAward = (o) =>
|
||||
{
|
||||
if (item.user == obj.userId)
|
||||
Debug.Log("[LieYanFengBao] 第一次死亡:跳过爆奖特效初始化");
|
||||
// 销毁 CreateFishManager 创建的空 effect(它没有被初始化)
|
||||
if (o != null) Destroy(o);
|
||||
};
|
||||
|
||||
// 延迟触发第二次死亡
|
||||
StartCoroutine(DelayedSecondDeath());
|
||||
}
|
||||
else
|
||||
{
|
||||
// ===== 第二次死亡:完整爆炸 + 爆奖流程 =====
|
||||
isDieFish = true;
|
||||
if (obj != null)
|
||||
poolNum = (int)obj.gold;
|
||||
|
||||
Debug.Log($"[LieYanFengBao] 第二次死亡:触发完整爆炸 + 爆奖");
|
||||
|
||||
action_effect_DieAward = (o) =>
|
||||
{
|
||||
Vector3 diePos = transform.position;
|
||||
Debug.Log($"[LieYanFengBao] action_effect_DieAward(第二阶段): 鱼位置={diePos}");
|
||||
|
||||
if (_cachedKillNotice == null) return;
|
||||
|
||||
foreach (var item in CreateFishManager.Instance.currGameType.list_Sits)
|
||||
{
|
||||
var v = o.GetComponent<BJEventBase>();
|
||||
|
||||
// 先设置死亡位置,再 Init(Init 里会用 explosionCenter 恢复位置)
|
||||
var evt = v as LieYanFengBaoEvent;
|
||||
if (evt != null)
|
||||
if (item.user == _cachedKillNotice.userId)
|
||||
{
|
||||
evt.explosionCenter = diePos;
|
||||
// ⭐ 把 Boss 引用交给 Event,爆奖结束时由 Event 通知 Boss 回收
|
||||
evt.bossCtrl = this;
|
||||
currEvent = evt;
|
||||
Debug.Log($"[LieYanFengBao] 设置爆炸中心(死亡位置)={diePos}");
|
||||
}
|
||||
var v = o.GetComponent<BJEventBase>();
|
||||
var evt = v as LieYanFengBaoEvent;
|
||||
if (evt != null)
|
||||
{
|
||||
evt.explosionCenter = diePos;
|
||||
evt.bossCtrl = this;
|
||||
currEvent = evt;
|
||||
Debug.Log($"[LieYanFengBao] 设置爆炸中心(死亡位置)={diePos}");
|
||||
}
|
||||
|
||||
v.Init(
|
||||
obj.gold, // goldCount
|
||||
item.posID, // posID(击杀者座位)
|
||||
obj.skillsGold, // paobei(炮倍)
|
||||
obj.fishScore, // fishScore(底分)
|
||||
obj.beishu, // beishu(总倍数)
|
||||
JiaFen, // action<int>(加分回调)
|
||||
() => { v.obj = obj.param; } // 把服务端爆奖参数交给事件类
|
||||
);
|
||||
v.Init(
|
||||
_cachedKillNotice.gold,
|
||||
item.posID,
|
||||
_cachedKillNotice.skillsGold,
|
||||
_cachedKillNotice.fishScore,
|
||||
_cachedKillNotice.beishu,
|
||||
JiaFen,
|
||||
() => { v.obj = _cachedKillNotice.param; }
|
||||
);
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>第一次死亡:显示 bjEndUI(只显示倍数+分数,不触发爆炸)</summary>
|
||||
private void ShowFirstDeathBjEndUI(RoomKillNotice obj)
|
||||
{
|
||||
if (firstDeathBjEndUI == null || obj == null) return;
|
||||
|
||||
// 计算位置(座位上方)
|
||||
int posID = 0;
|
||||
Vector3 seatPos = transform.position;
|
||||
foreach (var item in CreateFishManager.Instance.currGameType.list_Sits)
|
||||
{
|
||||
if (item.user == obj.userId)
|
||||
{
|
||||
posID = item.posID;
|
||||
if (item.currentTurret != null)
|
||||
seatPos = item.currentTurret.transform.position;
|
||||
else
|
||||
seatPos = item.transform.position;
|
||||
break;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
float y = 150f; // 默认 bjEndUIOffsetY
|
||||
if (posID == 2 || posID == 3) y *= -1f;
|
||||
Vector3 uiPos = seatPos + Vector3.up * y;
|
||||
|
||||
bool isMine = obj.userId == GameManager.Instance.user.id;
|
||||
var endUI = Instantiate(firstDeathBjEndUI, uiPos, Quaternion.identity, CreateFishManager.Instance.bjEffectRoot);
|
||||
endUI.Init(obj.beishu, (int)obj.gold, isMine);
|
||||
|
||||
Debug.Log($"[LieYanFengBao] 第一次死亡: bjEndUI 显示 倍数={obj.beishu} 分数={obj.gold} isMine={isMine}");
|
||||
}
|
||||
|
||||
/// <summary>延迟触发第二次死亡</summary>
|
||||
private System.Collections.IEnumerator DelayedSecondDeath()
|
||||
{
|
||||
yield return new WaitForSeconds(secondDeathDelay);
|
||||
|
||||
if (_cachedKillNotice == null) yield break;
|
||||
|
||||
// ===== 第二阶段:手动创建 effect_DieAward 并触发完整爆炸+爆奖流程 =====
|
||||
isDieFish = true;
|
||||
poolNum = (int)_cachedKillNotice.gold;
|
||||
|
||||
Debug.Log("[LieYanFengBao] 触发第二次死亡流程");
|
||||
|
||||
// 1. 创建爆奖特效(通过 EffectPool)
|
||||
var cfm = CreateFishManager.Instance;
|
||||
var awardPrefab = effect_DieAward != null ? effect_DieAward : (cfm != null ? cfm.dieFXPrefabAwardTmp : null);
|
||||
if (awardPrefab == null)
|
||||
{
|
||||
Debug.LogWarning("[LieYanFengBao] effect_DieAward 预制体为 null,跳过第二次死亡");
|
||||
yield break;
|
||||
}
|
||||
|
||||
var effectObj = EffectPool.Instance.Get(
|
||||
awardPrefab,
|
||||
transform.position, Quaternion.identity,
|
||||
cfm != null ? cfm.bjEffectRoot : transform,
|
||||
autoReturn: false);
|
||||
|
||||
// 2. 初始化爆奖事件
|
||||
foreach (var item in CreateFishManager.Instance.currGameType.list_Sits)
|
||||
{
|
||||
if (item.user == _cachedKillNotice.userId)
|
||||
{
|
||||
var v = effectObj.GetComponent<BJEventBase>();
|
||||
var evt = v as LieYanFengBaoEvent;
|
||||
if (evt != null)
|
||||
{
|
||||
evt.explosionCenter = transform.position;
|
||||
evt.bossCtrl = this;
|
||||
currEvent = evt;
|
||||
Debug.Log($"[LieYanFengBao] 设置爆炸中心={transform.position}");
|
||||
}
|
||||
|
||||
v.Init(
|
||||
_cachedKillNotice.gold,
|
||||
item.posID,
|
||||
_cachedKillNotice.skillsGold,
|
||||
_cachedKillNotice.fishScore,
|
||||
_cachedKillNotice.beishu,
|
||||
JiaFen,
|
||||
() => { v.obj = _cachedKillNotice.param; }
|
||||
);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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@@ -0,0 +1,147 @@
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|
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fishNumber:
|
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fishName:
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fishBrief:
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fishScore: 0
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killWeight: 0
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pathList:
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fishImage:
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effect_Die: {fileID: 0}
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effect_DieAward: {fileID: 0}
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currEffect_DieAward: {fileID: 0}
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forwordXYZ:
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isyz: 0
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yzID:
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isRotate: 1
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isNot1: 0
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ischild0: 0
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depthOffset: 0
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bossName:
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isToUI: 1
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tMP_CurrBossScore: {fileID: 0}
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currBossScoreValue: 0
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bossScoreValue: 0
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poolNum: 0
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prizeCount: 8
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ZhuCam: {fileID: 0}
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isDieFish: 0
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v3: {x: 0, y: 0, z: 0}
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userData:
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rotateDuration: 1.5
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slotAngles:
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- 0
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- 180
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- 270
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explosionCenter: {x: 0, y: 0, z: 0}
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seatUpOffset: 10
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worldUpOffset: 16
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scorePanelOffset: {x: 0, y: 0}
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flyDuration: 0.8
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@@ -0,0 +1,10 @@
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using System.Collections;
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||||
using System.Collections.Generic;
|
||||
using UnityEngine;
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||||
|
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public class LunItem : MonoBehaviour
|
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{
|
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public List<GameObject> objs_IEffect;
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public List<GameObject> objs_REffect;
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public GameObject obj_XuanZhuanEffect;
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}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -91155,7 +91154,7 @@ RectTransform:
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--- !u!223 &1823158357025483371
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@@ -5,6 +5,7 @@ using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using TMPro;
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using UnityEngine;
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/// <summary>
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@@ -59,9 +60,12 @@ public class XingYunLunEvent : BJEventBase
|
||||
public float seatUpOffset = 150f;
|
||||
[Tooltip("3D item 在世界坐标中向上偏移,微调位置用")]
|
||||
public float worldUpOffset = 1f;
|
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[Tooltip("分数面板相对最后一个item的偏移(Canvas坐标,x=水平偏移 y=垂直偏移)")]
|
||||
public Vector2 scorePanelOffset = new Vector2(0f, 200f);
|
||||
[Tooltip("第一个 item 飞到座位上方时长(秒)")]
|
||||
public float flyDuration = 0.8f;
|
||||
|
||||
|
||||
public override void Init(long goldCount, int posID, long paobei, long fishScore, int beishu,
|
||||
Action<int> action, Action action1 = null)
|
||||
{
|
||||
@@ -250,6 +254,18 @@ public class XingYunLunEvent : BJEventBase
|
||||
yield break;
|
||||
}
|
||||
|
||||
// 计算所有 item 的倍数总和(给中间转轮的 BJEndLabel 用)
|
||||
int totalScoreSum = 0;
|
||||
for (int s = 0; s < _targetSlots.Count; s++)
|
||||
{
|
||||
int si = _targetSlots[s];
|
||||
totalScoreSum += (si < slotScores.Length) ? slotScores[si] : 0;
|
||||
}
|
||||
|
||||
// 存储每个 item 的原始位置,供 shift 后恢复
|
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var originalPositions = new Dictionary<GameObject, Vector3>();
|
||||
float shiftAmount = itemGapX * 0.3f;
|
||||
|
||||
for (int i = 0; i < totalItems; i++)
|
||||
{
|
||||
// 创建 item
|
||||
@@ -259,7 +275,20 @@ public class XingYunLunEvent : BJEventBase
|
||||
clone.SetActive(true);
|
||||
_items.Add(clone);
|
||||
|
||||
LunItem lunItem = clone.GetComponent<LunItem>();
|
||||
|
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// 初始关闭所有特效
|
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if (lunItem != null)
|
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{
|
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if (lunItem.obj_XuanZhuanEffect != null) lunItem.obj_XuanZhuanEffect.SetActive(false);
|
||||
if (lunItem.objs_IEffect != null)
|
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foreach (var e in lunItem.objs_IEffect) if (e != null) e.SetActive(false);
|
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if (lunItem.objs_REffect != null)
|
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foreach (var e in lunItem.objs_REffect) if (e != null) e.SetActive(false);
|
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}
|
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|
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Vector3 targetPos = modelBaseTarget + new Vector3(itemGapX * i, 0f, 0f);
|
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originalPositions[clone] = targetPos;
|
||||
|
||||
// 第一个 item:移动到目标位置(有移动效果)
|
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if (i == 0)
|
||||
@@ -276,6 +305,28 @@ public class XingYunLunEvent : BJEventBase
|
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clone.transform.position = targetPos;
|
||||
}
|
||||
|
||||
// === 当前轮子放大到当前大小的1.5倍,其他轮子往旁边移动 ===
|
||||
Vector3 originalScale = clone.transform.localScale;
|
||||
Vector3 targetScale = originalScale * 1.5f;
|
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bool scaleUpDone = false;
|
||||
clone.transform.DOScale(targetScale, 0.2f).SetEase(Ease.OutBack)
|
||||
.OnComplete(() => scaleUpDone = true);
|
||||
yield return new WaitUntil(() => scaleUpDone);
|
||||
|
||||
// 其他已存在的轮子往旁边移动
|
||||
for (int j = 0; j < _items.Count; j++)
|
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{
|
||||
if (_items[j] == clone) continue;
|
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int dir = (j < i) ? -1 : 1;
|
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Vector3 shifted = originalPositions[_items[j]] + new Vector3(dir * shiftAmount, 0f, 0f);
|
||||
_items[j].transform.DOMove(shifted, 0.2f).SetEase(Ease.OutCubic);
|
||||
}
|
||||
yield return new WaitForSeconds(0.2f);
|
||||
|
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// 激活旋转特效
|
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if (lunItem != null && lunItem.obj_XuanZhuanEffect != null)
|
||||
lunItem.obj_XuanZhuanEffect.SetActive(true);
|
||||
|
||||
// 旋转(用固定角度数组,不用公式计算)
|
||||
int slotIdx = (i < _targetSlots.Count) ? _targetSlots[i] : 0;
|
||||
float slotAngle = (slotIdx < slotAngles.Length) ? slotAngles[slotIdx] : 0f;
|
||||
@@ -286,15 +337,45 @@ public class XingYunLunEvent : BJEventBase
|
||||
|
||||
bool rotateDone = false;
|
||||
clone.transform.DOKill();
|
||||
// WorldAxisAdd: 增量旋转,确保 extraSpins*360 完整旋转,不会被吃掉
|
||||
clone.transform.DORotate(
|
||||
new Vector3(totalAngle, 0f, 0f),
|
||||
rotateDuration,
|
||||
RotateMode.WorldAxisAdd
|
||||
).SetEase(Ease.OutCubic)
|
||||
.OnComplete(() => rotateDone = true);
|
||||
.OnComplete(() =>
|
||||
{
|
||||
rotateDone = true;
|
||||
// 旋转完成:关闭旋转特效,激活对应格子的 IEffect 和 REffect
|
||||
if (lunItem != null)
|
||||
{
|
||||
if (lunItem.obj_XuanZhuanEffect != null) lunItem.obj_XuanZhuanEffect.SetActive(false);
|
||||
if (lunItem.objs_IEffect != null && slotIdx < lunItem.objs_IEffect.Count && lunItem.objs_IEffect[slotIdx] != null)
|
||||
lunItem.objs_IEffect[slotIdx].SetActive(true);
|
||||
if (lunItem.objs_REffect != null && slotIdx < lunItem.objs_REffect.Count && lunItem.objs_REffect[slotIdx] != null)
|
||||
lunItem.objs_REffect[slotIdx].SetActive(true);
|
||||
}
|
||||
});
|
||||
|
||||
yield return new WaitUntil(() => rotateDone);
|
||||
|
||||
// === 旋转完成后:恢复当前轮子大小,恢复其他轮子位置 ===
|
||||
clone.transform.DOScale(originalScale, 0.3f).SetEase(Ease.OutCubic);
|
||||
for (int j = 0; j < _items.Count; j++)
|
||||
{
|
||||
if (_items[j] == clone) continue;
|
||||
if (originalPositions.ContainsKey(_items[j]))
|
||||
_items[j].transform.DOMove(originalPositions[_items[j]], 0.3f).SetEase(Ease.OutCubic);
|
||||
}
|
||||
yield return new WaitForSeconds(0.3f);
|
||||
}
|
||||
|
||||
// 全部转轮转完后:显示总分面板
|
||||
CreateScorePanel(totalScoreSum);
|
||||
|
||||
// 分数面板显示1秒后销毁
|
||||
if (_scoreBoard != null)
|
||||
{
|
||||
StartCoroutine(DelayDestroyScorePanel(1f));
|
||||
}
|
||||
|
||||
// 所有 item 转完后等2秒结束爆奖
|
||||
@@ -345,6 +426,74 @@ public class XingYunLunEvent : BJEventBase
|
||||
|
||||
#endregion
|
||||
|
||||
// ============================================================
|
||||
#region 分数面板
|
||||
// ============================================================
|
||||
|
||||
/// <summary>
|
||||
/// 创建分数面板:用 scorePanelPrefab 显示总分,定位在幸运轮上方。
|
||||
/// </summary>
|
||||
private void CreateScorePanel(int totalScore)
|
||||
{
|
||||
if (scorePanelPrefab == null)
|
||||
{
|
||||
Debug.LogWarning("[XingYunLun] scorePanelPrefab 为 null,跳过分数面板创建");
|
||||
return;
|
||||
}
|
||||
|
||||
if (CreateFishManager.Instance == null || CreateFishManager.Instance.currGameType == null) return;
|
||||
|
||||
var parent = CreateFishManager.Instance.currGameType.subPanelParent;
|
||||
if (parent == null) return;
|
||||
|
||||
var board = Instantiate(scorePanelPrefab, parent);
|
||||
_scoreBoard = board;
|
||||
|
||||
_bjImage = board.GetComponentInChildren<BJImage>();
|
||||
if (_bjImage != null && _bjImage.tmp_CoinNum != null)
|
||||
{
|
||||
tMP_Score = _bjImage.tmp_CoinNum;
|
||||
}
|
||||
else
|
||||
{
|
||||
var tmp = board.GetComponentInChildren<TextMeshProUGUI>();
|
||||
if (tmp != null) tMP_Score = tmp;
|
||||
}
|
||||
|
||||
if (tMP_Score != null)
|
||||
tMP_Score.text = totalScore.ToString();
|
||||
|
||||
// 面板定位:最后一个 item 的位置 + offset(Canvas坐标偏移)
|
||||
Vector3 lastItemPos = _items.Count > 0 ? _items[_items.Count - 1].transform.position : transform.position;
|
||||
Vector3 worldTarget = lastItemPos + Vector3.up * worldUpOffset;
|
||||
|
||||
Canvas canvas = parent.GetComponentInParent<Canvas>();
|
||||
Vector2 canvasPos = CoordinateTransformation.WorldPos_ToCanvas(worldTarget, canvas);
|
||||
canvasPos += scorePanelOffset;
|
||||
RectTransform rt = board.GetComponent<RectTransform>();
|
||||
rt.anchoredPosition = canvasPos;
|
||||
|
||||
Debug.Log($"[XingYunLun] 分数面板创建 总分={totalScore} worldPos={worldTarget} canvasPos={canvasPos}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 延迟销毁分数面板
|
||||
/// </summary>
|
||||
private IEnumerator DelayDestroyScorePanel(float delay)
|
||||
{
|
||||
yield return new WaitForSeconds(delay);
|
||||
if (_scoreBoard != null)
|
||||
{
|
||||
Destroy(_scoreBoard);
|
||||
_scoreBoard = null;
|
||||
tMP_Score = null;
|
||||
_bjImage = null;
|
||||
Debug.Log("[XingYunLun] 分数面板已销毁");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
// ============================================================
|
||||
#region 爆奖结束与回池
|
||||
// ============================================================
|
||||
@@ -371,18 +520,13 @@ public class XingYunLunEvent : BJEventBase
|
||||
endUI.Init(bJbeishu, maxScore, isSelf);
|
||||
}
|
||||
|
||||
// 删除分数面板
|
||||
if (_scoreBoard != null)
|
||||
{
|
||||
Destroy(_scoreBoard);
|
||||
_scoreBoard = null;
|
||||
tMP_Score = null;
|
||||
_bjImage = null;
|
||||
}
|
||||
|
||||
// 回收所有 item
|
||||
ClearAllItems();
|
||||
|
||||
// 分数面板由 DelayDestroyScorePanel 协程在1秒后自动销毁,
|
||||
// 如果协程因 StopAllCoroutines 被中断,这里兜底清理
|
||||
CleanupScoreBoard();
|
||||
|
||||
die();
|
||||
}
|
||||
|
||||
@@ -396,6 +540,19 @@ public class XingYunLunEvent : BJEventBase
|
||||
private void OnDestroy()
|
||||
{
|
||||
StopAllCoroutines();
|
||||
CleanupScoreBoard();
|
||||
}
|
||||
|
||||
/// <summary>清理分数面板(兜底)</summary>
|
||||
private void CleanupScoreBoard()
|
||||
{
|
||||
if (_scoreBoard != null)
|
||||
{
|
||||
Destroy(_scoreBoard);
|
||||
_scoreBoard = null;
|
||||
tMP_Score = null;
|
||||
_bjImage = null;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
Reference in New Issue
Block a user