This commit is contained in:
2026-06-08 21:23:40 +08:00
parent 59b6cb9ddd
commit b67f5711b2
180 changed files with 559640 additions and 36581 deletions
@@ -621,7 +621,7 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
}
}
StartCoroutine(buchongfu(bossList, bossCount));
StartCoroutine(buchongfu(bossList, bossCount, fishDatas_hashCodekey_Boss));
}
@@ -646,7 +646,7 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
// item.isCreate = 2;
// }
//}
StartCoroutine(buchongfu(tsbossList, tsbossCount));
StartCoroutine(buchongfu(tsbossList, tsbossCount, fishDatas_hashCodekey_TS_Boss));
}
@@ -707,13 +707,13 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
return result;
}
IEnumerator buchongfu(List<RoomFishDetailConfig> bossList, int count)
IEnumerator buchongfu(List<RoomFishDetailConfig> bossList, int count, Dictionary<string, MonsterContral> targetDict)
{
for (int j = 0; j < count; j++)
{
// 1. 先筛选出未重复的候选集合
// 1. 先筛选出未重复的候选集合(排除场上已存在的同 fishNumber 的鱼)
var candidates = bossList
.Where(b => !fishDatas_hashCodekey_Boss.Values
.Where(b => !targetDict.Values
.Any(existing => existing.fishTypeID.ToString() == b.fishNumber))
.ToList();
@@ -727,6 +727,8 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
// 3. 标记激活
chosen.isCreate = 2;
yield return null; // 每帧只激活一条,避免同帧生成过多
}
}
+8 -2
View File
@@ -5,6 +5,7 @@ using CameraShake;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Rendering;
@@ -48,11 +49,12 @@ public class GameManager : MonoSingleton<GameManager>
}
}
protected override async void Awake()
protected override void Awake()
{
AudioResourcesData audioResourcesData=new AudioResourcesData();
InItLoad();
//TurretResourcesData turretResourcesData = new TurretResourcesData();
Application.runInBackground = true;
base.Awake();
@@ -68,6 +70,10 @@ public class GameManager : MonoSingleton<GameManager>
});
}
public async Task InItLoad()
{
await TurretResourcesData.LoadTurretAssetsData();
}
public void StartGame(Action action)
{
@@ -1,140 +1,140 @@
using System;
using System;
namespace Assets.MyGame.Scripts.Net.APIRequest.Params
{
/// <summary>
/// 存入保险箱请求参数
/// 存入保险箱请求参数
/// </summary>
[Serializable]
public class SaveSafeBoxParam : RequestParamBase
{
public int amount; // 存入金额
public int amount; // 存入金额
}
/// <summary>
/// 设置保险箱密码请求参数
/// 设置保险箱密码请求参数
/// </summary>
[Serializable]
public class SetSafeBoxPasswordParam : RequestParamBase
{
public string newPwd; // 新密码
public string newPwd; // 新密码
}
/// <summary>
/// 重置保险箱密码请求参数
/// 重置保险箱密码请求参数
/// </summary>
[Serializable]
public class ResetSafeBoxPasswordParam : RequestParamBase
{
public string code; // 验证码
public string code; // 验证码
}
/// <summary>
/// 合成碎片请求参数
/// 合成碎片请求参数
/// </summary>
[Serializable]
public class SynthesisFragmentParam : RequestParamBase
{
public int fragmentId; // 碎片ID
public int count; // 数量
public int fragmentId; // 碎片ID
public int count; // 数量
}
/// <summary>
/// 购买月卡请求参数(GET)
/// 购买月卡请求参数(GET)
/// Swagger: GET /api/Hall/BuyMonthCard
/// </summary>
[Serializable]
public class BuyMonthCardParam : RequestParamBase
{
/// <summary>月卡类型 1=周卡 2=月卡 3=年卡</summary>
/// <summary>月卡类型 1=周卡 2=月卡 3=年卡</summary>
public int type;
/// <summary>金币价格(用于校验)</summary>
/// <summary>金币价格(用于校验)</summary>
public int gold;
/// <summary>现金价格</summary>
/// <summary>现金价格</summary>
public double money;
}
/// <summary>
/// 购买道具请求参数(GET)
/// 购买道具请求参数(GET)
/// Swagger: GET /api/Hall/BuyProp
/// </summary>
[Serializable]
public class BuyPropParam : RequestParamBase
{
/// <summary>道具编号</summary>
/// <summary>道具编号</summary>
public string propNumber;
/// <summary>购买数量</summary>
/// <summary>购买数量</summary>
public int count;
}
/// <summary>
/// 购买金币请求参数(GET)
/// 购买金币请求参数(GET)
/// Swagger: GET /api/Hall/BuyGold
/// </summary>
[Serializable]
public class BuyGoldParam : RequestParamBase
{
/// <summary>商品编号(GoldShopConfig.number)</summary>
/// <summary>商品编号(GoldShopConfig.number)</summary>
public string number;
/// <summary>购买数量</summary>
/// <summary>购买数量</summary>
public int count;
}
/// <summary>
/// 购买钻石请求参数(GET)
/// 购买钻石请求参数(GET)
/// Swagger: GET /api/Hall/BuyDiamond
/// </summary>
[Serializable]
public class BuyDiamondParam : RequestParamBase
{
/// <summary>商品编号(DiamondShopConfig.number)</summary>
/// <summary>商品编号(DiamondShopConfig.number)</summary>
public string number;
/// <summary>购买数量</summary>
/// <summary>购买数量</summary>
public int count;
}
/// <summary>
/// 切换炮台请求参数
/// 切换炮台请求参数
/// </summary>
[Serializable]
public class ChangeCannonParam : RequestParamBase
{
public int cannonId; // 炮台ID
public string number; // 炮台编号
}
/// <summary>
/// 切换翅膀请求参数
/// 切换翅膀请求参数
/// </summary>
[Serializable]
public class ChangeWingParam : RequestParamBase
{
public int wingId; // 翅膀ID
public string number; // 翅膀编号
}
/// <summary>
/// 切换战神请求参数
/// 切换战神请求参数
/// </summary>
[Serializable]
public class ChangeGodWarParam : RequestParamBase
{
public int godWarId; // 战神ID
public string number; // 战神编号
}
/// <summary>
/// 发放奖励请求参数
/// 发放奖励请求参数
/// </summary>
[Serializable]
public class DistributeRewardsParam : RequestParamBase
{
public int rewardId; // 奖励ID
public int rewardId; // 奖励ID
}
}
@@ -19,6 +19,7 @@ namespace Assets.MyGame.Scripts.Net.API
/// </summary>
public string token;
}
[Serializable]
public class UserData
{
/// <summary>
+97 -320
View File
@@ -1,275 +1,15 @@
////using Assets.MyGame.Scripts.Net.API;
////using Spine.Unity;
////using System;
////using System.Collections;
////using System.Collections.Generic;
////using System.Linq;
////using TMPro;
////using Unity.VisualScripting;
////using UnityEngine;
////using UnityEngine.UI;
////public class SitPosData : MonoBehaviour
////{
//// [Header("用户id")]
//// public string user;
//// [Header("座位id")]
//// public int posID;
//// [Header("金币")]
//// public TextMeshProUGUI tMP_TurretConsumeNum;
//// public TextMeshProUGUI tMP_GoldNum;
//// public Button btn_TurretAdd;
//// public Button btn_TurretMinus;
//// public long goldNum;
//// public long consumeGoldNum;
//// [Header("炮台")]
//// public Dictionary<string, TurretData> dic_Turrets=new Dictionary<string, TurretData>();
//// public List<TurretData> list_Turrets=new List<TurretData>();
//// public int currentTurretIndex = 0;
//// public string currentTurretID = "";
//// public TurretData currentTurret;
//// [Header("锁定")]
//// public MonsterContral monCotl_Lock;
//// public Transform monCotl_Lock_Position;
//// public bool isLock=false;
//// public GameObject lockFX;
//// [Header("当前炮塔")]
//// public Transform tra_CurrTurret;
//// public Transform tra_CurrFly; //星际迷航特有
//// public GameObject changeTurretList;
//// public Action<TurretState> OnStateChange;
//// public void ChangeState(TurretState state)
//// {
//// OnStateChange?.Invoke(state);
//// }
//// public void Awake()
//// {
//// //list_Turrets.Sort((td1,td2) =>
//// //{
//// // return td1.turretID.CompareTo(td2.turretLevel);
//// //});
//// dic_Turrets = list_Turrets.ToDictionary(td => td.turretID);
//// btn_TurretAdd.onClick.AddListener(() =>
//// {
//// ChangeTurretAddConsumeNum(1000);
//// });
//// btn_TurretMinus.onClick.AddListener(() =>
//// {
//// ChangeTurretMinusConsumeNum(1000);
//// });
//// }
//// public void Update()
//// {
//// }
//// public void ChangeTurret(int n=0)
//// {
//// if (currentTurretIndex>list_Turrets.Count|| currentTurretIndex<0)
//// {
//// //currentTurretIndex = currentTurretIndex;
//// }
//// else
//// {
//// currentTurretIndex = n;
//// }
//// if (currentTurret != null)
//// {
//// currentTurret.gameObject.SetActive(false);
//// }
//// currentTurretID = list_Turrets[currentTurretIndex].turretID; //dic_Turrets[currentTurretID];
//// currentTurret=dic_Turrets[currentTurretID];
//// currentTurret.gameObject.SetActive(true);
//// // ⭐ 关键:把状态机入口绑定到当前炮台
//// OnStateChange = currentTurret.ChangeState;
//// gameObject.SetActive(true);
//// tra_CurrTurret =currentTurret.transform.GetChild(0);
//// tra_CurrFly = currentTurret.transform.GetChild(1);
//// }
//// public void ChangeTurretConsumeNum(int n = 0)
//// {
//// consumeGoldNum = n;
//// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
//// }
//// public void ChangeTurretAddConsumeNum(int n = 0)
//// {
//// consumeGoldNum += n;
//// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
//// }
//// public void ChangeTurretMinusConsumeNum(int n = 0)
//// {
//// consumeGoldNum -= n;
//// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
//// }
//// public bool ConsumeGold(int bl=1)
//// {
//// long temp = goldNum - consumeGoldNum*bl;
//// if (temp > 0)
//// {
//// goldNum = temp;
//// tMP_GoldNum.text = goldNum.ToString();
//// return true;
//// }
//// return false;
//// }
////}
//using System;
//using System.Collections.Generic;
//using System.Linq;
//using TMPro;
//using UnityEngine;
//using UnityEngine.UI;
//public class SitPosData : MonoBehaviour
//{
// // -------------------------
// // 玩家信息
// // -------------------------
// public string user;
// public int posID;
// [Header("金币")]
// public long goldNum;
// public long consumeGoldNum;
// public TextMeshProUGUI tMP_TurretConsumeNum;
// public TextMeshProUGUI tMP_GoldNum;
// // -------------------------
// // 炮台管理
// // -------------------------
// public List<TurretData> list_Turrets = new List<TurretData>();
// public Dictionary<string, TurretData> dic_Turrets = new Dictionary<string, TurretData>();
// public int currentTurretIndex = 0;
// public TurretData currentTurret;
// // 状态机入口(GameMainPanel 调用)
// public Action<TurretState> OnStateChange;
// // -------------------------
// // 炮台旋转
// // -------------------------
// public Transform tra_CurrTurret;
// public float currentAngle;
// // -------------------------
// // 锁定系统
// // -------------------------
// public MonsterContral monCotl_Lock;
// public Transform monCotl_Lock_Position;
// public bool isLock;
// public GameObject lockFX;
// // -------------------------
// // UI
// // -------------------------
// public Button btn_TurretAdd;
// public Button btn_TurretMinus;
// public GameObject changeTurretList;
// private void Awake()
// {
// dic_Turrets = list_Turrets.ToDictionary(t => t.turretID);
// btn_TurretAdd.onClick.AddListener(() => ChangeTurretAddConsumeNum(1000));
// btn_TurretMinus.onClick.AddListener(() => ChangeTurretMinusConsumeNum(1000));
// }
// // -------------------------
// // 切换炮台
// // -------------------------
// public void ChangeTurret(int index)
// {
// if (currentTurret != null)
// currentTurret.gameObject.SetActive(false);
// currentTurretIndex = Mathf.Clamp(index, 0, list_Turrets.Count - 1);
// currentTurret = list_Turrets[currentTurretIndex];
// currentTurret.gameObject.SetActive(true);
// // 绑定状态机入口
// OnStateChange = currentTurret.ChangeState;
// // 缓存旋转点
// tra_CurrTurret = currentTurret.transform.GetChild(0);
// }
// // -------------------------
// // 切换状态(GameMainPanel 调用)
// // -------------------------
// public void ChangeState(TurretState state)
// {
// OnStateChange?.Invoke(state);
// }
// // -------------------------
// // 炮台旋转
// // -------------------------
// public void SetRotation(float angle)
// {
// currentAngle = angle;
// tra_CurrTurret.rotation = Quaternion.Euler(0, 0, angle);
// }
// // -------------------------
// // 获取发射点(给 GameMainPanel)
// // -------------------------
// public Vector2 GetBulletStartPos()
// {
// return currentTurret.GetBulletStartWorldPos();
// }
// // -------------------------
// // 金币消耗
// // -------------------------
// public bool ConsumeGold(int mul = 1)
// {
// long temp = goldNum - consumeGoldNum * mul;
// if (temp < 0) return false;
// goldNum = temp;
// tMP_GoldNum.text = goldNum.ToString();
// return true;
// }
// public void ChangeTurretAddConsumeNum(int n)
// {
// consumeGoldNum += n;
// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
// }
// public void ChangeTurretMinusConsumeNum(int n)
// {
// consumeGoldNum -= n;
// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
// }
//}
using System;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UI;
public class SitPosData : MonoBehaviour
{
/// <summary>本地玩家的座位引用(由游戏面板初始化时设置)</summary>
public static SitPosData localPlayerSit;
// -------------------------
// 玩家基础信息
// -------------------------
@@ -284,14 +24,19 @@ public class SitPosData : MonoBehaviour
public TextMeshProUGUI tMP_TurretConsumeNum;
// -------------------------
// 炮台管理
// 炮台管理(动态克隆)
// -------------------------
[Header("炮台")]
public List<TurretData> list_Turrets = new List<TurretData>();
public Dictionary<string, TurretData> dic_Turrets = new Dictionary<string, TurretData>();
[Tooltip("炮台实例化的父节点")]
public Transform turretParent;
public int currentTurretIndex = 0;
public string currentTurretID = "";
[Tooltip("炮台锚点位置(相对 turretParent)")]
public Vector2 turretAnchoredPos = Vector2.zero;
[Tooltip("当前装备的炮台编号")]
public int currentTurretNumber;
/// <summary>当前运行中的炮台实例</summary>
public TurretData currentTurret;
// 状态机入口(GameMainPanel 调用)
@@ -319,48 +64,90 @@ public class SitPosData : MonoBehaviour
[Header("UI")]
public Button btn_TurretAdd;
public Button btn_TurretMinus;
public GameObject changeTurretList;
private void Awake()
{
btn_TurretAdd.onClick.AddListener(() => ChangeTurretAddConsumeNum());
btn_TurretMinus.onClick.AddListener(() => ChangeTurretMinusConsumeNum());
// 构建字典
dic_Turrets = list_Turrets.ToDictionary(t => t.turretID);
// 炮台倍率按钮
}
// -------------------------
// 切换炮台
// -------------------------
public void ChangeTurret(int index)
private void OnEnable()
{
// 如果是本地玩家的座位,自动注册为 localPlayerSit
if (user == GameManager.Instance?.user?.id)
{
localPlayerSit = this;
// 加载玩家当前装备的炮台
var cannonUsing = GameManager.Instance.user.cannonUsing;
if (cannonUsing != null && int.TryParse(cannonUsing.number, out int num))
LoadTurret(num);
}
}
private void OnDisable()
{
if (localPlayerSit == this)
localPlayerSit = null;
}
// ==================== 炮台加载(动态克隆) ====================
/// <summary>
/// 根据炮台编号,从 Addressables 加载预制体并克隆到 turretParent。
/// 位置/旋转/缩放保持预制体原始值,不动。
/// </summary>
public void LoadTurret(int turretNumber)
{
// 关闭旧炮台
if (currentTurret != null)
currentTurret.gameObject.SetActive(false);
{
Destroy(currentTurret.gameObject);
currentTurret = null;
}
// 计算新索引
currentTurretIndex = Mathf.Clamp(index, 0, list_Turrets.Count - 1);
currentTurretNumber = turretNumber;
// 获取新炮台
currentTurret = list_Turrets[currentTurretIndex];
currentTurretID = currentTurret.turretID;
currentTurret.gameObject.SetActive(true);
// 从 TurretResourcesData 拿预制体
GameObject prefab = TurretResourcesData.GetTurretPrefab(turretNumber);
if (prefab == null)
{
Debug.LogWarning($"[SitPosData] 炮台预制体未加载: #{turretNumber}");
return;
}
// 绑定状态机入口
// 克隆到父节点
GameObject instance = Instantiate(prefab, turretParent, false);
instance.SetActive(true);
// 固定位置归零,由外部父节点定位
var rt = instance.GetComponent<RectTransform>();
if (rt != null)
rt.anchoredPosition = turretAnchoredPos;
currentTurret = instance.GetComponent<TurretData>();
if (currentTurret == null)
{
Debug.LogError($"[SitPosData] 预制体上未找到 TurretData 组件: #{turretNumber}");
Destroy(instance);
return;
}
currentTurret.turretNumber = turretNumber;
// 缓存旋转节点
tra_CurrTurret = currentTurret.transform.GetChild(0);
// 绑定状态机入口
OnStateChange = currentTurret.ChangeState;
// 缓存旋转点
tra_CurrTurret = currentTurret.transform.GetChild(0);
if (CreateFishManager.Instance.currGameType != null)
{
// 如果当前处于狂暴状态,切换炮台后也要继续倍速
bool frenzy = CreateFishManager.Instance.currGameType.isFrenzy;
currentTurret.SetFrenzy(frenzy);
}
Debug.Log($"[SitPosData] 炮台已加载: #{turretNumber}");
}
/// <summary>根据炮台编号字符串加载。</summary>
public void LoadTurret(string turretNumberStr)
{
if (int.TryParse(turretNumberStr, out int num))
LoadTurret(num);
}
// -------------------------
@@ -386,61 +173,53 @@ public class SitPosData : MonoBehaviour
// -------------------------
public Vector2 GetBulletStartPos()
{
return currentTurret.GetBulletStartWorldPos();
return currentTurret != null
? currentTurret.GetBulletStartWorldPos()
: Vector2.zero;
}
// -------------------------
// 金币消耗
// -------------------------
// ==================== 金币消耗 ====================
public bool ConsumeGold(int mul = 1)
{
long temp = goldNum - consumeGoldNum * mul;
if (temp < 0) return false;
goldNum = temp;
tMP_GoldNum.text = goldNum.ToString();
return true;
}
int indexConsume=0;
int indexConsume = 0;
public void ChangeTurretAddConsumeNum()
{
if (CreateFishManager.Instance.currGameType.paoBeiList.Count-1> indexConsume)
{
if (CreateFishManager.Instance.currGameType.paoBeiList.Count - 1 > indexConsume)
indexConsume++;
}
else
{
indexConsume = 0;
}
consumeGoldNum = CreateFishManager.Instance.currGameType.paoBeiList[indexConsume];
tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
}
public void ChangeTurretMinusConsumeNum()
{
if (indexConsume>0)
{
if (indexConsume > 0)
indexConsume--;
}
else
{
indexConsume = CreateFishManager.Instance.currGameType.paoBeiList.Count - 1;
}
consumeGoldNum = CreateFishManager.Instance.currGameType.paoBeiList[indexConsume];
tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
}
// -------------------------
// 锁定系统(本地)
// -------------------------
// ==================== 锁定系统 ====================
public void SetLockTarget(MonsterContral monster, Transform hitPos)
{
monCotl_Lock = monster;
monCotl_Lock_Position = hitPos;
isLock = monster != null;
lockFX.SetActive(isLock);
}
@@ -449,9 +228,7 @@ public class SitPosData : MonoBehaviour
monCotl_Lock = null;
monCotl_Lock_Position = null;
isLock = false;
lockFX.SetActive(false);
ChangeState(TurretState.Idle);
}
}
+55 -2
View File
@@ -1,4 +1,5 @@
using Spine.Unity;
using Spine.Unity;
using System.Collections.Generic;
using UnityEngine;
public enum TurretAnimType
@@ -31,6 +32,29 @@ public class TurretData : MonoBehaviour
public GameObject bulletPrefab_Two;
public GameObject bulletPrefab;
[Header("UI面板属性")]
[Tooltip("炮台编号,对应 TurretResourcesData.turretNumber")]
public int turretNumber;
[Tooltip("1=普通炮台 2=战神 3=翅膀")]
public int turretType = 1;
[Tooltip("UI 展示名称")]
public string displayName;
[Tooltip("品质 1=普通 2=稀有 3=史诗 4=传说")]
[Range(1, 5)]
public int quality = 1;
[Tooltip("解锁所需等级(0=默认拥有)")]
public int unlockLevel;
[Tooltip("UI 列表/详情用的缩略图")]
public Sprite uiIconSprite;
[TextArea(2, 4)]
[Tooltip("描述文字")]
public string description;
// ---- 运行时状态(由服务器/UI面板读写) ----
[System.NonSerialized] public bool isUnlocked;
[System.NonSerialized] public bool isEquipped;
[System.NonSerialized] public int ownStarLevel;
[Header("动画组件")]
public SkeletonGraphic skeletonAnimation;
public Animation old_CurrAnimation;
@@ -51,6 +75,35 @@ public class TurretData : MonoBehaviour
private TurretState currState;
/// <summary>
/// 从资源表查询 TurretResourcesData。表里没有则返回 null,调用方应使用 TurretData 自身的 Inspector 默认值。
/// </summary>
public TurretResourcesData GetResourcesData()
{
return TurretResourcesData.GetTurretData(turretNumber);
}
/// <summary>安全获取攻击音效 ID:表里有就用,没有则返回 0(静音)。</summary>
public int GetAttackAudioID()
{
var res = GetResourcesData();
return res != null ? res.attackAudioID : 0;
}
/// <summary>安全获取子弹 ID 列表:表里有就用,没有则返回空列表。</summary>
public List<int> GetBulletIDs()
{
var res = GetResourcesData();
return res?.bulletID ?? new List<int>();
}
/// <summary>安全获取动画类型:表里有就用,没有则用 Inspector 配置的 currTurretType。</summary>
public TurretAnimType GetAnimationType()
{
var res = GetResourcesData();
return res != null ? (TurretAnimType)res.animationType : currTurretType;
}
private void Awake()
{
//if (setPosData != null)
@@ -213,4 +266,4 @@ public class TurretData : MonoBehaviour
}
}
}
}
@@ -0,0 +1,830 @@
[
{
"turretNumber": 11001,
"turretName": "深海之眼",
"turretType": 1,
"prefabTurretResourcesPath": "paotai11001",
"animationType": 1,
"attackAudioID": 0,
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},
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"turretName": "天下无极",
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"animationType": 1,
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"bulletID": []
},
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"turretName": "战魂之刃",
"turretType": 1,
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"animationType": 1,
"attackAudioID": 0,
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},
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"turretName": "战神之怒",
"turretType": 1,
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"turretName": "醒狮纳吉",
"turretType": 1,
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"animationType": 1,
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"bulletID": []
},
{
"turretNumber": 11045,
"turretName": "裂魂之刃",
"turretType": 1,
"prefabTurretResourcesPath": "paotai11045",
"animationType": 1,
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"turretName": "自由之翼",
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"turretName": "紫晶龙翼",
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"turretName": "风暴之心",
"turretType": 3,
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"turretName": "堕天使之翼",
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"turretName": "血翼狂潮",
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"turretName": "幽冥飞刃",
"turretType": 3,
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"turretName": "战旗之翼",
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"turretName": "三昧真火",
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},
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"turretName": "永冻领域",
"turretType": 3,
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"animationType": 1,
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"bulletID": []
},
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"turretName": "蚩尤虎魄",
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"turretName": "流光祥翼",
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"turretName": "流光华彩",
"turretType": 3,
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"animationType": 2,
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"turretName": "焰翎之翼",
"turretType": 3,
"prefabTurretResourcesPath": "chibang17025",
"animationType": 2,
"attackAudioID": 0,
"bulletID": []
},
{
"turretNumber": 17026,
"turretName": "天机神鹰",
"turretType": 3,
"prefabTurretResourcesPath": "chibang17026",
"animationType": 1,
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},
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"turretNumber": 17027,
"turretName": "圣洁之心",
"turretType": 3,
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"animationType": 2,
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"turretNumber": 17028,
"turretName": "刀光剑影",
"turretType": 3,
"prefabTurretResourcesPath": "chibang17028",
"animationType": 2,
"attackAudioID": 0,
"bulletID": []
},
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"turretNumber": 17029,
"turretName": "流火之焰",
"turretType": 3,
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"animationType": 2,
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"turretName": "玄冰烈焰",
"turretType": 3,
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"animationType": 2,
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"turretNumber": 17031,
"turretName": "巨蟹之翼",
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"animationType": 2,
"attackAudioID": 0,
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},
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"turretNumber": 17032,
"turretName": "飞龙在天",
"turretType": 3,
"prefabTurretResourcesPath": "chibang17032",
"animationType": 1,
"attackAudioID": 0,
"bulletID": []
},
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"turretNumber": 17033,
"turretName": "金色童年",
"turretType": 3,
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"animationType": 2,
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"turretName": "虚空之光",
"turretType": 3,
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"animationType": 2,
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"bulletID": []
},
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"turretNumber": 17035,
"turretName": "蜻蜓之夏",
"turretType": 3,
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"animationType": 2,
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},
{
"turretNumber": 17036,
"turretName": "幻蝶彩翼",
"turretType": 3,
"prefabTurretResourcesPath": "chibang17036",
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"bulletID": []
},
{
"turretNumber": 17037,
"turretName": "福狮之翼",
"turretType": 3,
"prefabTurretResourcesPath": "chibang17037",
"animationType": 2,
"attackAudioID": 0,
"bulletID": []
},
{
"turretNumber": 17038,
"turretName": "炽核振羽",
"turretType": 3,
"prefabTurretResourcesPath": "chibang17038",
"animationType": 1,
"attackAudioID": 0,
"bulletID": []
},
{
"turretNumber": 17039,
"turretName": "树影轻舞",
"turretType": 3,
"prefabTurretResourcesPath": "chibang17039",
"animationType": 1,
"attackAudioID": 0,
"bulletID": []
},
{
"turretNumber": 17040,
"turretName": "创世幻翼",
"turretType": 3,
"prefabTurretResourcesPath": "chibang17040",
"animationType": 1,
"attackAudioID": 0,
"bulletID": []
},
{
"turretNumber": 17041,
"turretName": "环游世界",
"turretType": 3,
"prefabTurretResourcesPath": "chibang17041",
"animationType": 1,
"attackAudioID": 0,
"bulletID": []
},
{
"turretNumber": 17042,
"turretName": "音律幻羽",
"turretType": 3,
"prefabTurretResourcesPath": "chibang17042",
"animationType": 1,
"attackAudioID": 0,
"bulletID": []
},
{
"turretNumber": 17043,
"turretName": "洛神云翼",
"turretType": 3,
"prefabTurretResourcesPath": "chibang17043",
"animationType": 1,
"attackAudioID": 0,
"bulletID": []
},
{
"turretNumber": 17044,
"turretName": "五谷丰登",
"turretType": 3,
"prefabTurretResourcesPath": "chibang17044",
"animationType": 1,
"attackAudioID": 0,
"bulletID": []
},
{
"turretNumber": 17045,
"turretName": "次元光翼",
"turretType": 3,
"prefabTurretResourcesPath": "chibang17045",
"animationType": 1,
"attackAudioID": 0,
"bulletID": []
},
{
"turretNumber": 17046,
"turretName": "时空穿梭",
"turretType": 3,
"prefabTurretResourcesPath": "chibang17046",
"animationType": 1,
"attackAudioID": 0,
"bulletID": []
},
{
"turretNumber": 17047,
"turretName": "玄武灵蛇",
"turretType": 3,
"prefabTurretResourcesPath": "chibang17047",
"animationType": 1,
"attackAudioID": 0,
"bulletID": []
}
]
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@@ -1,115 +1,213 @@
using Newtonsoft.Json;
using Spine.Unity;
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using static UnityEngine.AddressableAssets.Addressables;
[Serializable]
public class TurretResourcesData
{
public int turretNumber;
public int turretType; // 1普通炮台 2战神 3翅膀
public string prefabTurretResourcesPath;
public int animationType; // 1spine 2animator 3animation
public int attackAudio;
public string turretName; // 中文名称(如"深海之眼")
public int turretType; // 1=普通炮台 2=战神 3=翅膀
public string prefabTurretResourcesPath; // 资源路径(prefab/spine/sprite 共用名)
public int animationType; // 1=spine 2=animator 3=animation
public int attackAudioID; // 攻击音效 ID
public List<int> bulletID; // 子弹 ID 列表
const string prefabTurret_AALabel = "TurretPrefab";
const string turretSpine_AALabel = "TurretSpine";
const string turretSprite_AALabel = "TurretSprite";
// ---- Addressables 标签 ----
const string turret_AALabel = "PT"; // 炮台统一标签
const string defaultSubLabel = "Default"; // 默认子标签
private static Dictionary<string, int> TurretPrefabsDic; // prefabPath -> id
private static Dictionary<string, int> TurretSpineDic; // spinePath -> id
private static Dictionary<string, int> TurretSpriteDic; // spritePath -> id
// ---- 路径→ID 映射(用于 Addressables 加载时反查) ----
private static Dictionary<string, int> turretPrefabPathDic; // prefabPath → turretNumber
private static Dictionary<string, int> turretSpritePathDic; // spritePath → turretNumber
public static Dictionary<int, TurretResourcesData> turretResourcesDatasDic; // id -> data
private static Dictionary<int, GameObject> turretPrefabDic; // id -> prefab
private static Dictionary<int, Sprite> turretSpriteDic; // id -> sprite
// ---- ID→数据/资源 映射 ----
public static Dictionary<int, TurretResourcesData> turretDataDic; // id → data
private static Dictionary<int, GameObject> turretPrefabDic; // id → prefab
private static Dictionary<int, Sprite> turretSpriteDic; // id → sprite
static TurretResourcesData()
{
Init();
}
/// <summary>
/// 从 Resources/tbturretresources.json 加载炮台元数据。
/// 表里没有的 turretNumber,调用方用 TurretData 自身的 Inspector 默认值,不报错。
/// </summary>
async static void Init()
{
string turretPath = Resources.Load<TextAsset>("tbTurretResources").text;
var list = JsonConvert.DeserializeObject<List<TurretResourcesData>>(turretPath);
turretPrefabPathDic = new Dictionary<string, int>();
turretSpritePathDic = new Dictionary<string, int>();
turretDataDic = new Dictionary<int, TurretResourcesData>();
TurretPrefabsDic = new Dictionary<string, int>();
TurretSpineDic = new Dictionary<string, int>();
TurretSpriteDic = new Dictionary<string, int>();
turretResourcesDatasDic = new Dictionary<int, TurretResourcesData>();
foreach (var item in list)
TextAsset jsonAsset = Resources.Load<TextAsset>("tbturretresources");
if (jsonAsset == null)
{
if (!string.IsNullOrEmpty(item.prefabTurretResourcesPath))
Debug.LogWarning("[TurretResourcesData] 资源表 tbturretresources.json 未找到,炮台数据字典为空,将使用 TurretData 默认值");
return;
}
try
{
var list = JsonConvert.DeserializeObject<List<TurretResourcesData>>(jsonAsset.text);
if (list == null)
{
TurretPrefabsDic[item.prefabTurretResourcesPath] = item.turretNumber;
TurretSpriteDic[item.prefabTurretResourcesPath] = item.turretNumber;
turretResourcesDatasDic[item.turretNumber] = item;
Debug.LogWarning("[TurretResourcesData] 资源表解析为空,将使用 TurretData 默认值");
return;
}
foreach (var item in list)
{
if (string.IsNullOrEmpty(item.prefabTurretResourcesPath))
continue;
turretPrefabPathDic[item.prefabTurretResourcesPath] = item.turretNumber;
turretSpritePathDic[item.prefabTurretResourcesPath] = item.turretNumber;
turretDataDic[item.turretNumber] = item;
Debug.Log($"[TurretResourcesData] 加载炮台: ID={item.turretNumber}, Path={item.prefabTurretResourcesPath}, Type={item.turretType}, BulletIDs=[{string.Join(",", item.bulletID)}]");
}
Debug.Log($"[TurretResourcesData] 初始化完成,共 {turretDataDic.Count} 个炮台配置");
}
catch (System.Exception ex)
{
Debug.LogError($"[TurretResourcesData] JSON 解析失败: {ex.Message},炮台数据字典为空,将使用 TurretData 默认值");
}
}
// ==================== 资源加载 ====================
/// <summary>
/// 加载炮台相关 Addressables 资源(PT + Default 标签交集)。
/// </summary>
public static async Task LoadTurretAssetsData()
{
turretPrefabDic = new Dictionary<int, GameObject>();
turretSpriteDic = new Dictionary<int, Sprite>();
var labels = new List<string>
{
prefabTurret_AALabel,
turretSpine_AALabel,
turretSprite_AALabel,
GameManager.Instance.gameData.currGameType.ToString()
};
var labels = new List<string> { turret_AALabel, defaultSubLabel };
Debug.Log("开始预下载炮台资源依赖...");
Debug.Log("[TurretResourcesData] 开始预下载炮台资源依赖 (PT + Default)...");
var depHandle = Addressables.DownloadDependenciesAsync(labels, MergeMode.Intersection);
await depHandle.Task;
Addressables.Release(depHandle);
Debug.Log("炮台依赖资源预下载完成!");
Debug.Log("[TurretResourcesData] 炮台依赖资源预下载完成!");
// ---------------- 1. 加载炮台 Prefab ----------------
var prefabKeys = new List<string> { prefabTurret_AALabel, GameManager.Instance.gameData.currGameType.ToString() };
var prefabHandle = Addressables.LoadAssetsAsync<GameObject>(prefabKeys, prefab =>
// ---- 加载炮台 Prefab ----
var prefabHandle = Addressables.LoadAssetsAsync<GameObject>(labels, prefab =>
{
if (TurretPrefabsDic.TryGetValue(prefab.name, out int id))
if (turretPrefabPathDic.TryGetValue(prefab.name, out int id))
{
turretPrefabDic[id] = prefab;
Debug.Log($"[TurretResourcesData] 加载 Prefab: {prefab.name} (ID={id})");
}
}, MergeMode.Intersection);
await prefabHandle.Task;
Addressables.Release(prefabHandle);
Debug.Log($"炮台 Prefab 加载完成,共 {turretPrefabDic.Count} 个");
// ---------------- 3. 加载炮台 Sprite ----------------
var spriteKeys = new List<string> { turretSprite_AALabel, GameManager.Instance.gameData.currGameType.ToString() };
var spriteHandle = Addressables.LoadAssetsAsync<Sprite>(spriteKeys, data =>
Debug.Log($"[TurretResourcesData] 炮台 Prefab 加载完成,共 {turretPrefabDic.Count} 个");
// ---- 加载炮台 Sprite ----
var spriteHandle = Addressables.LoadAssetsAsync<Sprite>(labels, data =>
{
if (TurretSpriteDic.TryGetValue(data.name, out int id))
if (turretSpritePathDic.TryGetValue(data.name, out int id))
{
turretSpriteDic[id] = data;
Debug.Log($"[TurretResourcesData] 加载 Sprite: {data.name} (ID={id})");
}
}, MergeMode.Intersection);
await spriteHandle.Task;
Addressables.Release(spriteHandle);
Debug.Log($"炮台 Sprite 加载完成,共 {turretSpriteDic.Count} 个");
Debug.Log($"[TurretResourcesData] 炮台 Sprite 加载完成,共 {turretSpriteDic.Count} 个");
Debug.Log("所有炮台资源加载完毕!");
Debug.Log("[TurretResourcesData] 所有炮台资源加载完毕!");
}
/// <summary>
/// 卸载炮台 Addressables 资源。
/// </summary>
public static async Task UnLoadTurretAssetsData()
{
var labels = new List<string> { turret_AALabel, defaultSubLabel };
// 卸载 Prefab
var prefabHandle = Addressables.LoadAssetsAsync<GameObject>(labels, null, MergeMode.Intersection);
await prefabHandle.Task;
if (prefabHandle.Result != null)
{
foreach (var prefab in prefabHandle.Result)
{
if (turretPrefabPathDic.TryGetValue(prefab.name, out int id))
{
if (turretPrefabDic != null && turretPrefabDic.Remove(id))
Debug.Log($"[TurretResourcesData] 卸载 Prefab: {prefab.name} (ID={id})");
}
}
}
Addressables.Release(prefabHandle);
// 卸载 Sprite
var spriteHandle = Addressables.LoadAssetsAsync<Sprite>(labels, null, MergeMode.Intersection);
await spriteHandle.Task;
if (spriteHandle.Result != null)
{
foreach (var sprite in spriteHandle.Result)
{
if (turretSpritePathDic.TryGetValue(sprite.name, out int id))
{
if (turretSpriteDic != null && turretSpriteDic.Remove(id))
Debug.Log($"[TurretResourcesData] 卸载 Sprite: {sprite.name} (ID={id})");
}
}
}
Addressables.Release(spriteHandle);
Debug.Log($"[TurretResourcesData] 卸载完成,剩余 Prefab: {turretPrefabDic?.Count ?? 0}, Sprite: {turretSpriteDic?.Count ?? 0}");
}
// ==================== 查询接口 ====================
/// <summary>根据 ID 获取炮台数据。</summary>
public static TurretResourcesData GetTurretData(int turretNumber)
{
return turretDataDic != null && turretDataDic.TryGetValue(turretNumber, out var data) ? data : null;
}
/// <summary>根据 ID 获取炮台 Prefab。</summary>
public static GameObject GetTurretPrefab(int turretNumber)
{
return turretPrefabDic.TryGetValue(turretNumber, out var prefab) ? prefab : null;
return turretPrefabDic != null && turretPrefabDic.TryGetValue(turretNumber, out var prefab) ? prefab : null;
}
/// <summary>根据 ID 获取炮台 Sprite。</summary>
public static Sprite GetTurretSprite(int turretNumber)
{
return turretSpriteDic.TryGetValue(turretNumber, out var sprite) ? sprite : null;
return turretSpriteDic != null && turretSpriteDic.TryGetValue(turretNumber, out var sprite) ? sprite : null;
}
/// <summary>获取所有炮台数据列表。</summary>
public static List<TurretResourcesData> GetAllTurretData()
{
return turretDataDic != null ? new List<TurretResourcesData>(turretDataDic.Values) : new List<TurretResourcesData>();
}
/// <summary>根据类型获取炮台数据(1=普通炮台, 2=战神, 3=翅膀)。</summary>
public static List<TurretResourcesData> GetTurretDataByType(int turretType)
{
var result = new List<TurretResourcesData>();
if (turretDataDic == null) return result;
foreach (var kv in turretDataDic)
{
if (kv.Value.turretType == turretType)
result.Add(kv.Value);
}
return result;
}
}