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mipMapMode: 0
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enableMipMap: 0
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sRGBTexture: 0
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mipMapMode: 0
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enableMipMap: 0
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sRGBTexture: 0
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linearTexture: 1
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mipMapMode: 0
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enableMipMap: 0
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sRGBTexture: 0
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mipMapsPreserveCoverage: 0
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@@ -1148,9 +1148,9 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
StartCoroutine(IeShanXing(createFishData, yz, pos, prefab, pathList, time, yz.fishCount, arraySeq));
|
||||
break;
|
||||
|
||||
case "701": // 环形阵:同帧同路径全部生成
|
||||
foreach (int pathId in pathList)
|
||||
Quan(createFishData, yz, pos, prefab, pathId, yz.fishCount, time, arraySeq);
|
||||
case "701": // 环形阵:同帧同路径全部生成(无延迟)
|
||||
for (int li = 0; li < pathList.Count; li++)
|
||||
Quan(createFishData, yz, pos, prefab, pathList[li], yz.fishCount, time, arraySeq, li);
|
||||
break;
|
||||
|
||||
case "702":
|
||||
@@ -1179,23 +1179,23 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
// 鱼阵生成协程 / 方法
|
||||
// ================================================================
|
||||
|
||||
/// <summary>扇形阵:按路线列表逐条延迟 0.8s 生成一扇。</summary>
|
||||
/// <summary>扇形阵:按路线列表逐条延迟 1s 生成一扇。</summary>
|
||||
private IEnumerator IeShanXing(FrameData_CreateFish createFishData, FishArrayConfig yz,
|
||||
Vector3 pos, GameObject prefab, List<int> pathList, long time, int count, int arraySeq)
|
||||
{
|
||||
foreach (int pathId in pathList)
|
||||
for (int lineIndex = 0; lineIndex < pathList.Count; lineIndex++)
|
||||
{
|
||||
if (!isResources)
|
||||
{
|
||||
yield break;
|
||||
}
|
||||
ShanXing(createFishData, yz, pos, prefab, pathId, count, time, arraySeq);
|
||||
yield return new WaitForSeconds(0.8f);
|
||||
ShanXing(createFishData, yz, pos, prefab, pathList[lineIndex], count, time, arraySeq, lineIndex);
|
||||
yield return new WaitForSeconds(1f);
|
||||
}
|
||||
}
|
||||
|
||||
private void ShanXing(FrameData_CreateFish createFishData, FishArrayConfig yz,
|
||||
Vector3 pos, GameObject prefab, int pathId, int count, long time, int arraySeq)
|
||||
Vector3 pos, GameObject prefab, int pathId, int count, long time, int arraySeq, int lineIndex)
|
||||
{
|
||||
var cfg = spawnDic[createFishData.fishNumber];
|
||||
|
||||
@@ -1223,9 +1223,9 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
var mc = fish.GetComponent<MonsterContral>();
|
||||
|
||||
mc.monsterData.fishTypeConfig = FishDatas[yz.fishNumber];
|
||||
// ⭐ guid 用 arraySeq 替代 pathId:arraySeq 每次鱼阵递增,全局唯一,
|
||||
// 防止 pathList 重复 pathId 或同 fishId 多次推送导致 guid 冲突
|
||||
mc.guid = createFishData.guid + "_" + arraySeq + "_" + i;
|
||||
// ⭐ guid 用 arraySeq + lineIndex 替代 pathId:arraySeq 每次鱼阵递增,lineIndex 为线列表下标,
|
||||
// 两者组合全局唯一,防止 pathList 重复 pathId(如[1,1,1,1,1])导致 guid 冲突旧鱼被回收
|
||||
mc.guid = createFishData.guid + "_" + arraySeq + "_" + lineIndex + "_" + i;
|
||||
RegisterFishInstance(mc, FishDatas[yz.fishNumber].fishType);
|
||||
|
||||
mc.moveTime = (BeijingTimeManager.Instance.CurrentTimestampMs - time) / 1000f;
|
||||
@@ -1242,7 +1242,7 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
/// 环形阵:在同一路径上生成 count 条鱼,角度均匀分布(360/count)。
|
||||
/// </summary>
|
||||
private void Quan(FrameData_CreateFish createFishData, FishArrayConfig yz,
|
||||
Vector3 pos, GameObject prefab, int pathId, int count, long time, int arraySeq)
|
||||
Vector3 pos, GameObject prefab, int pathId, int count, long time, int arraySeq, int lineIndex)
|
||||
{
|
||||
if (count <= 0) return;
|
||||
var cfg = spawnDic[createFishData.fishNumber];
|
||||
@@ -1261,9 +1261,9 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
var mc = fish.GetComponent<MonsterContral>();
|
||||
|
||||
mc.monsterData.fishTypeConfig = FishDatas[yz.fishNumber];
|
||||
// ⭐ guid 用 arraySeq 替代 pathId:arraySeq 每次鱼阵递增,全局唯一,
|
||||
// 防止 pathList 重复 pathId 或同 fishId 多次推送导致 guid 冲突
|
||||
mc.guid = createFishData.guid + "_" + arraySeq + "_" + i;
|
||||
// ⭐ guid 用 arraySeq + lineIndex 替代 pathId:arraySeq 每次鱼阵递增,lineIndex 为线列表下标,
|
||||
// 两者组合全局唯一,防止 pathList 重复 pathId(如[1,1,1,1,1])导致 guid 冲突旧鱼被回收
|
||||
mc.guid = createFishData.guid + "_" + arraySeq + "_" + lineIndex + "_" + i;
|
||||
RegisterFishInstance(mc, FishDatas[yz.fishNumber].fishType);
|
||||
|
||||
mc.moveTime = (BeijingTimeManager.Instance.CurrentTimestampMs - time) / 1000f;
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
using Assets.MyGame.Scripts.Net.APIResponses.Enum;
|
||||
using Assets.MyGame.Scripts.Net.WebResponses;
|
||||
using DG.Tweening;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
@@ -34,6 +36,102 @@ public class JiXieXie_BOSS : MonsterControl_BossBase
|
||||
private Tween _attackTween;
|
||||
private bool _attackRunning;
|
||||
|
||||
// ================================================================
|
||||
// 本体特效(预制体 PW_Enemy_3000 里已作为子物体挂好、默认隐藏,由代码按 lua 时序激活)
|
||||
// lua 对应(pw_enemy/PW_Scorpion.txt,原版用 MonentaryEffect 临时创建,time 到就销毁):
|
||||
// PW_Effect_Scorpion_Born → 出场那一帧(dotIndex ≥ showDotIndex)创建,time=3
|
||||
// PW_Effect_Scorpion_Attack → 进入攻击动作时创建(原版还要求"出场倒计时>5"),time=3.5
|
||||
// PW_Effect_Scorpion_Out → 到点离场 OnMoveFinish 时创建,time=2(与本类 AutoExit 的 2s 延迟一致)
|
||||
// PW_Effect_Explosion_Scorpion → 被击杀 OnExplosion 时创建,time=1(本类 DieFish)
|
||||
// ⚠️ 四个子物体在 PW_Enemy_3000.prefab 里 m_IsActive=0,不激活就看不到;这里只在对应时机 SetActive。
|
||||
// ================================================================
|
||||
[Header("本体特效(留空则按名字自动查找子物体)")]
|
||||
[Tooltip("出场特效 PW_Effect_Scorpion_Born(激活后 3s 自动隐藏,对齐 lua time=3)")]
|
||||
public GameObject bornEffect;
|
||||
[Tooltip("攻击特效 PW_Effect_Scorpion_Attack(激活后 3.5s 自动隐藏,对齐 lua time=3.5)")]
|
||||
public GameObject attackEffect;
|
||||
[Tooltip("离场特效 PW_Effect_Scorpion_Out(激活后一直显示到本体回收,对齐 lua time=2)")]
|
||||
public GameObject outEffect;
|
||||
[Tooltip("被杀爆炸特效 PW_Effect_Explosion_Scorpion(激活后 1s 自动隐藏,对齐 lua time=1)")]
|
||||
public GameObject explosionEffect;
|
||||
|
||||
private const string BornEffectName = "PW_Effect_Scorpion_Born";
|
||||
private const string AttackEffectName = "PW_Effect_Scorpion_Attack";
|
||||
private const string OutEffectName = "PW_Effect_Scorpion_Out";
|
||||
private const string ExplosionEffectName = "PW_Effect_Explosion_Scorpion";
|
||||
private const float BornEffectTime = 3f; // lua MonentaryEffect time=3
|
||||
private const float AttackEffectTime = 3.5f; // lua MonentaryEffect time=3.5
|
||||
private const float ExplosionEffectTime = 1f; // lua MonentaryEffect time=1
|
||||
|
||||
private bool _bornEffectPlayed; // 出场特效只播一次(防 OnMoveEnter 重复触发)
|
||||
private Tween _bornEffectTween; // 出场特效自动隐藏计时
|
||||
private Tween _attackEffectTween; // 攻击特效自动隐藏计时
|
||||
|
||||
// 爆炸特效脱离本体时的原父节点 + 原始局部变换(1s 后挂回时还原,保证对象池复用结构完整)
|
||||
private Tween _explosionEffectTween;
|
||||
private Transform _explosionEffectParent;
|
||||
private Vector3 _explosionEffectLocalPos;
|
||||
private Quaternion _explosionEffectLocalRot;
|
||||
private Vector3 _explosionEffectLocalScale;
|
||||
|
||||
// ================================================================
|
||||
// 退场倒计时 UI(对齐 lua pw_view/PW_ScorpionTimerView.txt)
|
||||
// lua:OnCreate → ScorpionCountDown(ratio) 打开视图 + SetTimerText(秒数) + EnterAction()
|
||||
// 每秒 TimerUpdate() 递减;attack 需 scorepionTimerNum > 5 才播表现
|
||||
// OnMoveFinish / OnExplosion → ExitAction()(从右侧滑出)
|
||||
// ⚠️ 原预制体的文字/背景组件是缺失脚本(原版自定义组件未导入本项目),
|
||||
// 所以这里运行时给 mTextName / mTextTimer 补上 TMP 组件再填字。
|
||||
// ================================================================
|
||||
[Header("退场倒计时 UI(留空则不显示倒计时,攻击表现也不受 5 秒门限限制)")]
|
||||
[Tooltip("退场倒计时 UI 预制体(Art/XJMH/pw/pw_prefab/view/PW_ScorpionTimerView)")]
|
||||
public GameObject timerViewPrefab;
|
||||
[Tooltip("倒计时文字字体(留空用 TMP_Settings.defaultFontAsset)")]
|
||||
public TMPro.TMP_FontAsset timerFont;
|
||||
[Tooltip("“退场倒计时”标题字号")]
|
||||
public float timerLabelFontSize = 22f;
|
||||
[Tooltip("倒计时数字字号(MM : SS)")]
|
||||
public float timerValueFontSize = 26f;
|
||||
|
||||
private const string TimerViewNodeName = "mGONode";
|
||||
private const string TimerViewLabelName = "mTextName";
|
||||
private const string TimerViewTextName = "mTextTimer";
|
||||
private const string TimerViewLabel = "退场倒计时"; // 原版取 GC.Config.DialWeapon.Text12
|
||||
private const float TimerViewStartX = 0f; // lua EnterAction: localPosition = (0, 50)
|
||||
private const float TimerViewStartY = 50f;
|
||||
private const float TimerViewEnterDeltaX = -250f; // lua EnterAction: localMoveBy(-250, 50, 0.5, EOutBack)
|
||||
private const float TimerViewEnterDeltaY = 50f;
|
||||
private const float TimerViewEnterTime = 0.5f;
|
||||
private const float TimerViewExitDeltaX = 250f; // lua ExitAction: localMoveBy(250, 50, 0.3, EInBack)
|
||||
private const float TimerViewExitDeltaY = 50f;
|
||||
private const float TimerViewExitTime = 0.3f;
|
||||
private const int AttackVisualMinSeconds = 5; // lua:倒计时 > 5 才播攻击动画/特效/音效
|
||||
|
||||
private GameObject _timerView; // 倒计时 UI 实例
|
||||
private RectTransform _timerGONode; // 参与滑入/滑出的节点(mGONode)
|
||||
private TMPro.TextMeshProUGUI _timerText;
|
||||
private int _timerSeconds; // 当前倒计时秒数(= 距离自动离场的剩余秒数)
|
||||
private bool _timerActive; // 倒计时是否生效(决定攻击表现的 5 秒门限)
|
||||
private bool _timerExiting; // 正在播滑出动画(此时不要立刻销毁,等回调)
|
||||
private Tween _timerTickTween; // 每秒递减计时
|
||||
private Tween _timerMoveTween; // 滑入/滑出动画
|
||||
private Tween _attackSoundTween; // 攻击音效(动作结束前 1 秒播)
|
||||
|
||||
// ================================================================
|
||||
// 受击抖动(对齐 lua Scorpion:OnHit + HitUpdate)
|
||||
// OnHit:置 beHit 标记(防重入);HitUpdate:0.2s 内每帧把 body 的 localPosition
|
||||
// 随机偏移 x=rand(-100,100)*0.0003、y=rand(-50,50)*0.0006,结束后还原。
|
||||
// C# 侧由 MonsterContral.OnHurt()(子弹命中时调用,virtual 可 override)驱动,不用改公共代码。
|
||||
// ================================================================
|
||||
private const string BodyNodeName = "Body";
|
||||
private const float HitJitterDuration = 0.2f; // lua beHitT >= 0.2
|
||||
private const float HitJitterScaleX = 0.0003f; // lua math.random(-100,100) * 0.0003
|
||||
private const float HitJitterScaleY = 0.0006f; // lua math.random(-50,50) * 0.0006
|
||||
|
||||
private Transform _bodyTf; // Body 节点(抖动对象,缓存原始 localPosition)
|
||||
private Vector3 _bodyOriginLocalPos;
|
||||
private bool _hitJittering; // 正在抖动(= lua beHit)
|
||||
private Coroutine _hitJitterRoutine;
|
||||
|
||||
// ---- 自动退出(对齐 lua OnMoveFinish:未被击杀也到点离场)----
|
||||
// ⚠️ 机械蝎 isMove=false 固定停在 (0,0,0),不走路线、OnMoveUpdata 永不触发路线终点检测,
|
||||
// 且服务端 SyncGameData.remainingSeconds 未接上销毁逻辑 → 不被打死就永远不消失。
|
||||
@@ -51,6 +149,19 @@ public class JiXieXie_BOSS : MonsterControl_BossBase
|
||||
{
|
||||
base.OnEnable();
|
||||
_attackRunning = false;
|
||||
_bornEffectPlayed = false;
|
||||
_timerSeconds = 0;
|
||||
_timerActive = false;
|
||||
_timerExiting = false;
|
||||
|
||||
// ⭐ 对象池复用:先解析三个本体特效子物体,再统一复位为隐藏(避免上次残留一直亮着)
|
||||
ResolveBodyEffects();
|
||||
ResetBodyEffects();
|
||||
|
||||
// ⭐ 受击抖动:先还原上一轮残留,再缓存 Body 原始 localPosition
|
||||
StopHitJitter();
|
||||
ResolveBodyTransform();
|
||||
|
||||
// 音效:蝎子语音(PW_TextScorpion)
|
||||
AudioManager.Instance.PlayerFXByName("PW_TextScorpion");
|
||||
}
|
||||
@@ -61,6 +172,12 @@ public class JiXieXie_BOSS : MonsterControl_BossBase
|
||||
StopExitTimer(); // 取消自动退出计时,避免击杀回收后定时器再触发一次回收
|
||||
base.DieFish(obj);
|
||||
|
||||
// ⭐ 被杀爆炸特效(lua OnExplosion 第一步:爆点创建 PW_Effect_Explosion_Scorpion,time=1)
|
||||
PlayExplosionEffect();
|
||||
|
||||
// ⭐ 倒计时 UI 滑出(lua OnExplosion → ScorpionTimer:ExitAction)
|
||||
CloseTimerView(false);
|
||||
|
||||
// 离场/死亡动画(对齐 lua out;非 Spine 或无 out 动画时自动跳过)
|
||||
PlaySpineSafe(AnimOut, false);
|
||||
|
||||
@@ -112,6 +229,71 @@ public class JiXieXie_BOSS : MonsterControl_BossBase
|
||||
};
|
||||
}
|
||||
|
||||
// ================================================================
|
||||
// 受击抖动(对齐 lua Scorpion:OnHit / HitUpdate)
|
||||
// ================================================================
|
||||
|
||||
/// <summary>子弹命中回调(MonsterContral.OnHurt,由 BullitMove 命中鱼时调用,virtual 可直接 override)。</summary>
|
||||
public override void OnHurt()
|
||||
{
|
||||
base.OnHurt(); // 保留基类受击表现(hurt 子物体闪一下)
|
||||
|
||||
// lua HitUpdate:isOut(离场中)不抖 → 这里死亡/离场中同样跳过
|
||||
if (isDieFish || _isExiting) return;
|
||||
if (_hitJittering) return; // lua: if self.beHit then return(0.2s 内不重复触发)
|
||||
|
||||
if (_bodyTf == null) ResolveBodyTransform();
|
||||
if (_bodyTf == null) return;
|
||||
|
||||
_hitJitterRoutine = StartCoroutine(HitJitterRoutine());
|
||||
}
|
||||
|
||||
/// <summary>0.2s 内每帧随机偏移 Body 的 localPosition,结束后还原(对齐 lua Scorpion:HitUpdate)</summary>
|
||||
private IEnumerator HitJitterRoutine()
|
||||
{
|
||||
_hitJittering = true;
|
||||
float t = 0f;
|
||||
while (t < HitJitterDuration)
|
||||
{
|
||||
if (_bodyTf == null) break;
|
||||
t += Time.deltaTime;
|
||||
_bodyTf.localPosition = _bodyOriginLocalPos + new Vector3(
|
||||
UnityEngine.Random.Range(-100f, 100f) * HitJitterScaleX,
|
||||
UnityEngine.Random.Range(-50f, 50f) * HitJitterScaleY,
|
||||
0f);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
if (_bodyTf != null) _bodyTf.localPosition = _bodyOriginLocalPos; // 还原(预制体 Body.y=0.74,不能写死 0)
|
||||
_hitJittering = false;
|
||||
_hitJitterRoutine = null;
|
||||
}
|
||||
|
||||
/// <summary>解析 Body 节点并缓存其原始 localPosition(预制体里 Body 带偏移,还原必须用原值)</summary>
|
||||
private void ResolveBodyTransform()
|
||||
{
|
||||
Transform t = transform.Find(BodyNodeName);
|
||||
if (t == null) t = FindChildRecursive(transform, BodyNodeName);
|
||||
_bodyTf = t;
|
||||
if (_bodyTf != null)
|
||||
_bodyOriginLocalPos = _bodyTf.localPosition;
|
||||
else
|
||||
Debug.LogWarning($"[JiXieXie] 找不到 {BodyNodeName} 节点,受击抖动跳过");
|
||||
}
|
||||
|
||||
/// <summary>停止受击抖动并把 Body 位置还原(回池/销毁时调用,防抖动残留)</summary>
|
||||
private void StopHitJitter()
|
||||
{
|
||||
if (_hitJitterRoutine != null)
|
||||
{
|
||||
StopCoroutine(_hitJitterRoutine);
|
||||
_hitJitterRoutine = null;
|
||||
}
|
||||
if (_hitJittering && _bodyTf != null)
|
||||
_bodyTf.localPosition = _bodyOriginLocalPos;
|
||||
_hitJittering = false;
|
||||
}
|
||||
|
||||
// ================================================================
|
||||
// Spine 动画切换(对齐 lua PW_Scorpion.txt 的 SkeletonAnimation 状态机)
|
||||
// 全部经 PlaySpineSafe / HasSpineAnim 守卫:动画名缺失或 isSpine=0 时自动跳过
|
||||
@@ -135,6 +317,16 @@ public class JiXieXie_BOSS : MonsterControl_BossBase
|
||||
}
|
||||
StartAttackCycle();
|
||||
StartExitTimer();
|
||||
|
||||
// ⭐ 出场特效(lua:出现在路线点那一帧创建 PW_Effect_Scorpion_Born,time=3)
|
||||
if (!_bornEffectPlayed)
|
||||
{
|
||||
_bornEffectPlayed = true;
|
||||
PlayBornEffect();
|
||||
}
|
||||
|
||||
// ⭐ 退场倒计时 UI(lua OnCreate → ScorpionCountDown:开视图 + EnterAction + 每秒递减)
|
||||
OpenTimerView();
|
||||
}
|
||||
|
||||
/// <summary>对象回收/离场时停止攻击与退出计时,避免对已销毁对象触发(DOTween 回调安全守卫)。</summary>
|
||||
@@ -142,6 +334,13 @@ public class JiXieXie_BOSS : MonsterControl_BossBase
|
||||
{
|
||||
StopAttackCycle();
|
||||
StopExitTimer();
|
||||
ResetBodyEffects(); // ⭐ 回池时把三个本体特效连同计时一起复位,防复用残留
|
||||
StopHitJitter(); // ⭐ 受击抖动协程 + Body 位置还原
|
||||
|
||||
// ⭐ 倒计时 UI:若没走 DieFish/AutoExit 的滑出(例如房间关闭被动回收)就立即销毁,防残留
|
||||
if (_timerView != null && !_timerExiting) CloseTimerView(true);
|
||||
KillTween(ref _attackSoundTween);
|
||||
|
||||
base.OnDisable();
|
||||
}
|
||||
|
||||
@@ -171,6 +370,13 @@ public class JiXieXie_BOSS : MonsterControl_BossBase
|
||||
PlaySpineSafe(AnimOut, false);
|
||||
delay = 2f; // 对齐 lua PW_Effect_Scorpion_Out 的 time=2
|
||||
}
|
||||
|
||||
// ⭐ 离场特效(lua OnMoveFinish:创建 PW_Effect_Scorpion_Out,time=2,播完 DestroyEnemy)
|
||||
PlayOutEffect();
|
||||
|
||||
// ⭐ 倒计时 UI 滑出(lua OnMoveFinish → ScorpionTimer:ExitAction)
|
||||
CloseTimerView(false);
|
||||
|
||||
DOVirtual.DelayedCall(delay, () =>
|
||||
{
|
||||
if (this == null) return;
|
||||
@@ -208,7 +414,25 @@ public class JiXieXie_BOSS : MonsterControl_BossBase
|
||||
private void PlayAttackOnce()
|
||||
{
|
||||
if (!_attackRunning) return;
|
||||
PlaySpineSafe(AnimAttack, false);
|
||||
|
||||
// ⭐ 原版(PW_Scorpion.txt):只有"出场倒计时 > 5"时才播 attack 动画 + 攻击特效 + 攻击音效;
|
||||
// 倒计时 ≤5 时只走状态记账(isAttack / actionChangeTime),不做任何表现
|
||||
if (CanAttackVisual)
|
||||
{
|
||||
PlaySpineSafe(AnimAttack, false);
|
||||
|
||||
// ⭐ 攻击特效(lua:进入攻击动作时创建 PW_Effect_Scorpion_Attack,time=3.5)
|
||||
PlayAttackEffect();
|
||||
|
||||
// 原版:isAttackSound && actionChangeTime <= 1 时补播攻击音效(= 动作结束前 1 秒)
|
||||
KillTween(ref _attackSoundTween);
|
||||
_attackSoundTween = DOVirtual.DelayedCall(Mathf.Max(0f, AttackDuration - 1f), PlayAttackSound);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"[JiXieXie] 退场倒计时 {_timerSeconds}s ≤ {AttackVisualMinSeconds}s:本次攻击不播表现(对齐 lua)");
|
||||
}
|
||||
|
||||
_attackTween = DOVirtual.DelayedCall(AttackDuration, () =>
|
||||
{
|
||||
if (!_attackRunning) return;
|
||||
@@ -217,6 +441,17 @@ public class JiXieXie_BOSS : MonsterControl_BossBase
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>是否允许攻击表现:有倒计时时需 > 5 秒(对齐 lua scorepionTimerNum > 5);无倒计时时始终允许</summary>
|
||||
private bool CanAttackVisual => !_timerActive || _timerSeconds > AttackVisualMinSeconds;
|
||||
|
||||
/// <summary>攻击音效(对齐 lua ScorpionAttack + ScorpionAttackVoice,动作结束前 1 秒播)</summary>
|
||||
private void PlayAttackSound()
|
||||
{
|
||||
_attackSoundTween = null;
|
||||
AudioManager.Instance.PlayerFXByName("PW_ScorpionAttack");
|
||||
AudioManager.Instance.PlayerFXByName("PW_ScorpionAttackVoice");
|
||||
}
|
||||
|
||||
private void StopAttackCycle()
|
||||
{
|
||||
_attackRunning = false;
|
||||
@@ -225,6 +460,327 @@ public class JiXieXie_BOSS : MonsterControl_BossBase
|
||||
_attackTween = null;
|
||||
}
|
||||
|
||||
// ================================================================
|
||||
// 本体特效(Born / Attack / Out)
|
||||
// 预制体 PW_Enemy_3000 里三个特效已作为根节点子物体挂好(默认 m_IsActive=0),
|
||||
// 代码只负责在 lua 对应的时机 SetActive + 到点隐藏。
|
||||
// ================================================================
|
||||
|
||||
/// <summary>
|
||||
/// 解析三个本体特效子物体:Inspector 没拖时按名字查找(先根节点直接找,再递归忽略大小写兜底)。
|
||||
/// </summary>
|
||||
private void ResolveBodyEffects()
|
||||
{
|
||||
if (bornEffect == null) bornEffect = FindEffectByName(BornEffectName);
|
||||
if (attackEffect == null) attackEffect = FindEffectByName(AttackEffectName);
|
||||
if (outEffect == null) outEffect = FindEffectByName(OutEffectName);
|
||||
if (explosionEffect == null) explosionEffect = FindEffectByName(ExplosionEffectName);
|
||||
|
||||
if (bornEffect == null && attackEffect == null && outEffect == null && explosionEffect == null)
|
||||
Debug.LogWarning("[JiXieXie] 四个本体特效都没找到" +
|
||||
"(预制体应含 PW_Effect_Scorpion_Born/Attack/Out 与 PW_Effect_Explosion_Scorpion 子物体)");
|
||||
}
|
||||
|
||||
/// <summary>按名字查找特效子物体(找不到返回 null)</summary>
|
||||
private GameObject FindEffectByName(string effectName)
|
||||
{
|
||||
if (string.IsNullOrEmpty(effectName)) return null;
|
||||
Transform t = transform.Find(effectName);
|
||||
if (t == null) t = FindChildRecursive(transform, effectName);
|
||||
return t != null ? t.gameObject : null;
|
||||
}
|
||||
|
||||
/// <summary>递归查找子物体(忽略大小写,防改名/挪层级后找不到)</summary>
|
||||
private static Transform FindChildRecursive(Transform root, string childName)
|
||||
{
|
||||
if (root == null) return null;
|
||||
for (int i = 0; i < root.childCount; i++)
|
||||
{
|
||||
Transform c = root.GetChild(i);
|
||||
if (string.Equals(c.name, childName, StringComparison.OrdinalIgnoreCase)) return c;
|
||||
Transform r = FindChildRecursive(c, childName);
|
||||
if (r != null) return r;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>出场特效:激活 → BornEffectTime(3s) 后自动隐藏(对齐 lua MonentaryEffect time=3)</summary>
|
||||
private void PlayBornEffect()
|
||||
{
|
||||
if (bornEffect == null) return;
|
||||
KillTween(ref _bornEffectTween);
|
||||
bornEffect.SetActive(true);
|
||||
_bornEffectTween = DOVirtual.DelayedCall(BornEffectTime, () =>
|
||||
{
|
||||
if (bornEffect != null) bornEffect.SetActive(false);
|
||||
_bornEffectTween = null;
|
||||
});
|
||||
Debug.Log($"[JiXieXie] 出场特效 {BornEffectName} 播放({BornEffectTime}s 后隐藏)");
|
||||
}
|
||||
|
||||
/// <summary>攻击特效:激活 → AttackEffectTime(3.5s) 后自动隐藏(对齐 lua MonentaryEffect time=3.5)</summary>
|
||||
private void PlayAttackEffect()
|
||||
{
|
||||
if (attackEffect == null) return;
|
||||
KillTween(ref _attackEffectTween);
|
||||
attackEffect.SetActive(true);
|
||||
_attackEffectTween = DOVirtual.DelayedCall(AttackEffectTime, () =>
|
||||
{
|
||||
if (attackEffect != null) attackEffect.SetActive(false);
|
||||
_attackEffectTween = null;
|
||||
});
|
||||
Debug.Log($"[JiXieXie] 攻击特效 {AttackEffectName} 播放({AttackEffectTime}s 后隐藏)");
|
||||
}
|
||||
|
||||
/// <summary>离场特效:激活后一直显示到本体回收(lua Out time=2,与 AutoExit 的 2s 延迟一致)</summary>
|
||||
private void PlayOutEffect()
|
||||
{
|
||||
if (outEffect == null) return;
|
||||
outEffect.SetActive(true);
|
||||
Debug.Log($"[JiXieXie] 离场特效 {OutEffectName} 播放");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 被杀爆炸特效(lua OnExplosion:在死亡位置创建 PW_Effect_Explosion_Scorpion,time=1)。
|
||||
///
|
||||
/// ⚠️ 它是本体的子物体,而本类 DieFish 里 Boss 当帧就会被回收(回池会连带停掉子物体),
|
||||
/// 所以先把特效脱离父节点(保留世界变换)让它能完整播完 1 秒,
|
||||
/// 1 秒后再挂回本体 + 还原预制体原始局部变换 + 隐藏,保证对象池复用时结构完整。
|
||||
/// 爆炸特效不放进 ResetBodyEffects(),避免回池时把它一起关掉。
|
||||
/// </summary>
|
||||
private void PlayExplosionEffect()
|
||||
{
|
||||
if (explosionEffect == null) return;
|
||||
|
||||
// 上一次爆炸还没收尾(1s 内又死一次)→ 先收尾,避免层级被越挂越上
|
||||
KillTween(ref _explosionEffectTween);
|
||||
RestoreExplosionEffectParent();
|
||||
|
||||
Transform t = explosionEffect.transform;
|
||||
_explosionEffectParent = t.parent; // 原父节点 = 本体根节点
|
||||
_explosionEffectLocalPos = t.localPosition; // 预制体原始局部变换,挂回时还原
|
||||
_explosionEffectLocalRot = t.localRotation;
|
||||
_explosionEffectLocalScale = t.localScale;
|
||||
|
||||
Transform host = _explosionEffectParent != null ? _explosionEffectParent.parent : null;
|
||||
t.SetParent(host, true); // ⭐ 脱离本体:世界变换不变,回池时不被一起停掉
|
||||
explosionEffect.SetActive(true);
|
||||
Debug.Log($"[JiXieXie] 被杀爆炸特效 {ExplosionEffectName} 播放({ExplosionEffectTime}s 后回收)");
|
||||
|
||||
_explosionEffectTween = DOVirtual.DelayedCall(ExplosionEffectTime, () =>
|
||||
{
|
||||
_explosionEffectTween = null;
|
||||
RestoreExplosionEffectParent();
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>爆炸特效收尾:隐藏 + 挂回本体并还原原始局部变换(计时回调/重复触发前共用)</summary>
|
||||
private void RestoreExplosionEffectParent()
|
||||
{
|
||||
if (explosionEffect == null) return;
|
||||
explosionEffect.SetActive(false);
|
||||
|
||||
Transform t = explosionEffect.transform;
|
||||
if (_explosionEffectParent == null)
|
||||
{
|
||||
// 本体已销毁:脱离出来的实例没人回收了,直接删掉防残留
|
||||
Destroy(explosionEffect);
|
||||
return;
|
||||
}
|
||||
if (t.parent == _explosionEffectParent) return;
|
||||
|
||||
t.SetParent(_explosionEffectParent, false);
|
||||
t.localPosition = _explosionEffectLocalPos;
|
||||
t.localRotation = _explosionEffectLocalRot;
|
||||
t.localScale = _explosionEffectLocalScale;
|
||||
}
|
||||
|
||||
// ================================================================
|
||||
// 退场倒计时 UI(对齐 lua pw_view/PW_ScorpionTimerView.txt)
|
||||
// ================================================================
|
||||
|
||||
/// <summary>
|
||||
/// 打开/重建退场倒计时 UI(lua OnCreate → ScorpionCountDown + EnterAction)。
|
||||
/// 倒计时秒数 = 距离自动离场(bossLifeTime)的剩余秒数;bossLifeTime<=0 时不显示。
|
||||
/// </summary>
|
||||
private void OpenTimerView()
|
||||
{
|
||||
if (timerViewPrefab == null)
|
||||
{
|
||||
Debug.LogWarning("[JiXieXie] timerViewPrefab 未赋值(PW_ScorpionTimerView)," +
|
||||
"退场倒计时不显示(攻击表现也不受 5 秒门限限制)");
|
||||
return;
|
||||
}
|
||||
if (bossLifeTime <= 0f)
|
||||
{
|
||||
Debug.LogWarning("[JiXieXie] bossLifeTime<=0(不自动离场),退场倒计时不显示");
|
||||
return;
|
||||
}
|
||||
|
||||
if (_timerView != null) CloseTimerView(true); // 复用残留先清掉
|
||||
|
||||
Transform parent = ResolveTimerUiParent();
|
||||
if (parent == null)
|
||||
{
|
||||
Debug.LogWarning("[JiXieXie] 找不到 UI 层(subPanelParent / uiRoot),退场倒计时不显示");
|
||||
return;
|
||||
}
|
||||
|
||||
_timerView = Instantiate(timerViewPrefab, parent);
|
||||
_timerView.name = "PW_ScorpionTimerView";
|
||||
|
||||
Transform node = FindChildRecursive(_timerView.transform, TimerViewNodeName);
|
||||
_timerGONode = node as RectTransform;
|
||||
if (_timerGONode == null)
|
||||
Debug.LogWarning($"[JiXieXie] 倒计时 UI 里找不到 {TimerViewNodeName},滑入/滑出动画跳过");
|
||||
|
||||
// ⭐ 原预制体的文字组件是缺失脚本(原版自定义组件未导入本项目),这里运行时补 TMP 再填字
|
||||
Transform labelTf = FindChildRecursive(_timerView.transform, TimerViewLabelName);
|
||||
Transform textTf = FindChildRecursive(_timerView.transform, TimerViewTextName);
|
||||
EnsureTmpText(labelTf, timerLabelFontSize, TimerViewLabel);
|
||||
_timerText = EnsureTmpText(textTf, timerValueFontSize, null);
|
||||
|
||||
_timerSeconds = Mathf.CeilToInt(bossLifeTime);
|
||||
_timerActive = true;
|
||||
_timerExiting = false;
|
||||
SetTimerText(_timerSeconds);
|
||||
ScheduleTimerTick();
|
||||
PlayTimerEnter(); // lua EnterAction
|
||||
|
||||
Debug.Log($"[JiXieXie] 退场倒计时开始:{_timerSeconds}s(剩余 ≤{AttackVisualMinSeconds}s 时不再攻击)");
|
||||
}
|
||||
|
||||
/// <summary>关闭倒计时 UI(lua ExitAction:向右滑出);instant=true 时立即销毁</summary>
|
||||
private void CloseTimerView(bool instant)
|
||||
{
|
||||
KillTween(ref _timerTickTween);
|
||||
KillTween(ref _attackSoundTween);
|
||||
_timerActive = false;
|
||||
|
||||
if (_timerView == null)
|
||||
{
|
||||
_timerGONode = null;
|
||||
_timerText = null;
|
||||
return;
|
||||
}
|
||||
|
||||
if (instant || _timerGONode == null)
|
||||
{
|
||||
KillTween(ref _timerMoveTween);
|
||||
Destroy(_timerView);
|
||||
_timerView = null; _timerGONode = null; _timerText = null;
|
||||
_timerExiting = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_timerExiting) return; // 已在滑出中
|
||||
_timerExiting = true;
|
||||
KillTween(ref _timerMoveTween);
|
||||
_timerMoveTween = _timerGONode
|
||||
.DOAnchorPos(_timerGONode.anchoredPosition + new Vector2(TimerViewExitDeltaX, TimerViewExitDeltaY), TimerViewExitTime)
|
||||
.SetEase(Ease.InBack)
|
||||
.OnComplete(() =>
|
||||
{
|
||||
_timerMoveTween = null;
|
||||
if (_timerView != null) Destroy(_timerView);
|
||||
_timerView = null; _timerGONode = null; _timerText = null;
|
||||
_timerExiting = false;
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>滑入动画(lua EnterAction:先归位 (0,50),再 localMoveBy(-250, 50, 0.5, EOutBack))</summary>
|
||||
private void PlayTimerEnter()
|
||||
{
|
||||
if (_timerGONode == null) return;
|
||||
Vector2 start = new Vector2(TimerViewStartX, TimerViewStartY);
|
||||
_timerGONode.anchoredPosition = start;
|
||||
KillTween(ref _timerMoveTween);
|
||||
_timerMoveTween = _timerGONode
|
||||
.DOAnchorPos(start + new Vector2(TimerViewEnterDeltaX, TimerViewEnterDeltaY), TimerViewEnterTime)
|
||||
.SetEase(Ease.OutBack);
|
||||
}
|
||||
|
||||
/// <summary>每秒递减(lua Update:deltaTimeNum 累积 ≥1 → TimerUpdate)</summary>
|
||||
private void ScheduleTimerTick()
|
||||
{
|
||||
KillTween(ref _timerTickTween);
|
||||
_timerTickTween = DOVirtual.DelayedCall(1f, TimerTick);
|
||||
}
|
||||
|
||||
private void TimerTick()
|
||||
{
|
||||
_timerTickTween = null;
|
||||
if (!_timerActive || _timerView == null) return;
|
||||
|
||||
_timerSeconds--;
|
||||
if (_timerSeconds >= 0) SetTimerText(_timerSeconds);
|
||||
if (_timerSeconds > 0) ScheduleTimerTick();
|
||||
}
|
||||
|
||||
/// <summary>刷新倒计时文本(lua SetTimerText:≤0 → "00 : 00",否则 "MM : SS" 补零)</summary>
|
||||
private void SetTimerText(int seconds)
|
||||
{
|
||||
if (_timerText == null) return;
|
||||
if (seconds <= 0)
|
||||
{
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return;
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int m = seconds / 60;
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int s = seconds % 60;
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/// <summary>给原预制体的文本节点补 TMP 组件(已有 TMP 直接复用),返回该组件</summary>
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private TMPro.TextMeshProUGUI EnsureTmpText(Transform tf, float fontSize, string text)
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if (tf == null) return null;
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if (tmp == null)
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if (legacy != null) legacy.enabled = false;
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// ⭐ 铁律:运行时 AddComponent 的文本必须显式设字体,否则不显示
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tmp.font = timerFont != null ? timerFont : TMPro.TMP_Settings.defaultFontAsset;
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if (!string.IsNullOrEmpty(text)) tmp.text = text;
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return tmp;
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/// <summary>倒计时 UI 的父节点:游戏主 UI 面板层 → UIManager.uiRoot 兜底</summary>
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private Transform ResolveTimerUiParent()
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{
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if (CreateFishManager.Instance != null && CreateFishManager.Instance.currGameType != null
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private void ResetBodyEffects()
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KillTween(ref _bornEffectTween);
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KillTween(ref _attackEffectTween);
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if (bornEffect != null) bornEffect.SetActive(false);
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if (attackEffect != null) attackEffect.SetActive(false);
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if (outEffect != null) outEffect.SetActive(false);
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private static void KillTween(ref Tween tween)
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if (tween != null && tween.IsActive()) tween.Kill();
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/// <summary>Spine 动画是否存在(动画名或 Skeleton 缺失时返回 false)。</summary>
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private bool HasSpineAnim(string name)
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{
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@@ -241,4 +797,25 @@ public class JiXieXie_BOSS : MonsterControl_BossBase
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if (data == null || data.FindAnimation(name) == null) return;
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skeleton.AnimationState.SetAnimation(0, name, loop);
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}
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/// <summary>本体被销毁时清理:倒计时 UI 是独立挂 UI 层的对象,必须一起销毁防残留。</summary>
|
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|
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StopAllCoroutines();
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StopHitJitter();
|
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KillTween(ref _timerTickTween);
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KillTween(ref _timerMoveTween);
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KillTween(ref _attackSoundTween);
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KillTween(ref _bornEffectTween);
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KillTween(ref _attackEffectTween);
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KillTween(ref _explosionEffectTween);
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if (_timerView != null)
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{
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Destroy(_timerView);
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_timerGONode = null;
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_timerText = null;
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}
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m_CorrespondingSourceObject: {fileID: 4201081532027877, guid: 2a41a92393764de42aa6da9c2e95c459,
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type: 3}
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m_PrefabInstance: {fileID: 7779933899053436124}
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m_PrefabAsset: {fileID: 0}
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--- !u!1001 &8704159038579725533
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PrefabInstance:
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m_ObjectHideFlags: 0
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@@ -14,7 +676,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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- target: {fileID: 1701611180882936, guid: 75d387735e7c6cb4d806a8603178a855, type: 3}
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propertyPath: m_IsActive
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value: 0
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 4295072223375307, guid: 75d387735e7c6cb4d806a8603178a855, type: 3}
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propertyPath: m_LocalPosition.y
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@@ -74,7 +736,23 @@ PrefabInstance:
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m_RemovedComponents:
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- {fileID: 3657120345667246899, guid: 75d387735e7c6cb4d806a8603178a855, type: 3}
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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m_AddedGameObjects:
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- targetCorrespondingSourceObject: {fileID: 4812045095027171, guid: 75d387735e7c6cb4d806a8603178a855,
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type: 3}
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insertIndex: 0
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addedObject: {fileID: 6451818399642952218}
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- targetCorrespondingSourceObject: {fileID: 4812045095027171, guid: 75d387735e7c6cb4d806a8603178a855,
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type: 3}
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insertIndex: 1
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addedObject: {fileID: 7780263531290173241}
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- targetCorrespondingSourceObject: {fileID: 4812045095027171, guid: 75d387735e7c6cb4d806a8603178a855,
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type: 3}
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insertIndex: 2
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addedObject: {fileID: 2593075150859914297}
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- targetCorrespondingSourceObject: {fileID: 4812045095027171, guid: 75d387735e7c6cb4d806a8603178a855,
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type: 3}
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insertIndex: -1
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addedObject: {fileID: 239073573843469664}
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m_AddedComponents:
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- targetCorrespondingSourceObject: {fileID: 1701611180882936, guid: 75d387735e7c6cb4d806a8603178a855,
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type: 3}
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@@ -149,6 +827,7 @@ MonoBehaviour:
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createVideoClip: {fileID: 0}
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rotationPY: 60
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useMirrorCompensate: 1
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useRollSignFlip: 0
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useRouteFlipX: 1
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isRotate: 0
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@@ -157,6 +836,9 @@ MonoBehaviour:
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depthOffset: 0
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is2DFish: 1
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drawMoveLine: 0
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drawLineSegments: 60
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drawLineColor: {r: 1, g: 0.92156863, b: 0.015686275, a: 1}
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bossName: "\u673A\u68B0\u874E"
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isToUI: 1
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tMP_CurrBossScore: {fileID: 0}
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@@ -170,7 +852,22 @@ MonoBehaviour:
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v3: {x: 0, y: 0, z: 0}
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isLocalCoin: 0
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killerSitPos: -1
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bornEffect: {fileID: 6449155735409401437}
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attackEffect: {fileID: 241433428453086857}
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outEffect: {fileID: 7778343596461036924}
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explosionEffect: {fileID: 2588204378588243653}
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timerViewPrefab: {fileID: 1008265999037674, guid: 3bbf915f87644ae4d8850b16bef1c544,
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type: 3}
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timerFont: {fileID: 0}
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timerLabelFontSize: 22
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timerValueFontSize: 26
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bossLifeTime: 30
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--- !u!4 &8708406973743535422 stripped
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Transform:
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m_CorrespondingSourceObject: {fileID: 4812045095027171, guid: 75d387735e7c6cb4d806a8603178a855,
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type: 3}
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m_PrefabInstance: {fileID: 8704159038579725533}
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m_PrefabAsset: {fileID: 0}
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--- !u!114 &8745352577998363756 stripped
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 114517790449158321, guid: 75d387735e7c6cb4d806a8603178a855,
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Reference in New Issue
Block a user