This commit is contained in:
2026-09-30 05:32:40 +08:00
parent e7a685a6d1
commit c978257ae8
10 changed files with 1682 additions and 403 deletions
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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)
{
_timerText.text = "00 : 00";
return;
}
int m = seconds / 60;
int s = seconds % 60;
_timerText.text = (m < 10 ? "0" + m : m.ToString()) + " : " + (s < 10 ? "0" + s : s.ToString());
}
/// <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>
private TMPro.TextMeshProUGUI EnsureTmpText(Transform tf, float fontSize, string text)
{
if (tf == null) return null;
var tmp = tf.GetComponent<TMPro.TextMeshProUGUI>();
if (tmp == null)
{
var legacy = tf.GetComponent<UnityEngine.UI.Text>(); // 兜底:万一节点上是 UGUI Text,先关掉避免叠字
if (legacy != null) legacy.enabled = false;
tmp = tf.gameObject.AddComponent<TMPro.TextMeshProUGUI>();
}
// ⭐ 铁律:运行时 AddComponent 的文本必须显式设字体,否则不显示
tmp.font = timerFont != null ? timerFont : TMPro.TMP_Settings.defaultFontAsset;
tmp.fontSize = fontSize;
tmp.alignment = TMPro.TextAlignmentOptions.Center;
tmp.color = Color.white;
tmp.raycastTarget = false;
if (!string.IsNullOrEmpty(text)) tmp.text = text;
return tmp;
}
/// <summary>倒计时 UI 的父节点:游戏主 UI 面板层 → UIManager.uiRoot 兜底</summary>
private Transform ResolveTimerUiParent()
{
if (CreateFishManager.Instance != null && CreateFishManager.Instance.currGameType != null
&& CreateFishManager.Instance.currGameType.subPanelParent != null)
return CreateFishManager.Instance.currGameType.subPanelParent.parent;
if (UIManager.Instance != null) return UIManager.Instance.uiRoot;
return null;
}
/// <summary>复位本体特效:停掉隐藏计时 + 全部隐藏(回池/复用/离场时调用;爆炸特效单独收尾)</summary>
private void ResetBodyEffects()
{
KillTween(ref _bornEffectTween);
KillTween(ref _attackEffectTween);
if (bornEffect != null) bornEffect.SetActive(false);
if (attackEffect != null) attackEffect.SetActive(false);
if (outEffect != null) outEffect.SetActive(false);
}
/// <summary>安全停掉一个 DOTween 计时(防止对已销毁对象触发回调)</summary>
private static void KillTween(ref Tween tween)
{
if (tween != null && tween.IsActive()) tween.Kill();
tween = null;
}
/// <summary>Spine 动画是否存在(动画名或 Skeleton 缺失时返回 false)。</summary>
private bool HasSpineAnim(string name)
{
@@ -241,4 +797,25 @@ public class JiXieXie_BOSS : MonsterControl_BossBase
if (data == null || data.FindAnimation(name) == null) return;
skeleton.AnimationState.SetAnimation(0, name, loop);
}
/// <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>
private void OnDestroy()
{
StopAllCoroutines();
StopHitJitter();
KillTween(ref _timerTickTween);
KillTween(ref _timerMoveTween);
KillTween(ref _attackSoundTween);
KillTween(ref _bornEffectTween);
KillTween(ref _attackEffectTween);
KillTween(ref _explosionEffectTween);
if (_timerView != null)
{
Destroy(_timerView);
_timerView = null;
_timerGONode = null;
_timerText = null;
}
_timerActive = false;
}
}
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