This commit is contained in:
2026-06-21 00:07:26 +08:00
parent 5f8e596c59
commit cda061be1e
194 changed files with 23731 additions and 5083 deletions
@@ -98,6 +98,7 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
public bool isCreateFish; //是否可以创建鱼
public bool isFrozen = false; //是否冰冻中(冻结出鱼+所有鱼定格)
private Dictionary<string, CharacterStateType> frozenFishStates = new Dictionary<string, CharacterStateType>();
private Dictionary<string, bool> frozenFishIsMoves = new Dictionary<string, bool>();
/// <summary>按鱼类型分类的生成配置(Boss / 普通 / 黄金…)</summary>
private Dictionary<FishTypeEnum, List<RoomFishDetailConfig>> fishTypeConfig;
@@ -619,7 +620,7 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
return;
//foreach (var item in bossList)
//{
// if (item.fishNumber == "13036")
// if (item.fishNumber == "13037")
// item.isCreate = 2;
// // if (item.fishNumber == "11027")
@@ -663,7 +664,7 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
if (configs == null || configs.Count == 0) return null;
int totalWeight = configs.Sum(c => c.fishWeight);
int randWeight = Random.Range(0, totalWeight+1);
int randWeight = Random.Range(0, totalWeight + 1);
foreach (var cfg in configs)
{
@@ -1551,7 +1552,7 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
monster.transform.position, Quaternion.identity, transform.parent);
// 非 Boss 鱼:金币飞向炮台
if (monster.fishenum != FishTypeEnum.Boss鱼&&monster.fishenum!=FishTypeEnum.特殊Boss)
if (monster.fishenum != FishTypeEnum.Boss鱼 && monster.fishenum != FishTypeEnum.特殊Boss)
{
var award = Instantiate(
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAward,
@@ -1770,23 +1771,23 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
coinScript.SetCoinCount();
// // Boss 鱼:显示浮动分数文本
// var bossCtrl = (MonsterControl_BossBase)monster;
// // Boss 鱼:显示浮动分数文本
// var bossCtrl = (MonsterControl_BossBase)monster;
// bossCtrl.v3 = sitData.transform.position;
// if (bossCtrl.isToUI)
// {
// bossCtrl.currEffect_DieAward = Instantiate(
//monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAwardTmp,
//currGameType.subPanelParent.parent);
// }
// else
// {
// bossCtrl.currEffect_DieAward = Instantiate(
//monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAwardTmp);
// }
// bossCtrl.action_effect_DieAward?.Invoke(bossCtrl.currEffect_DieAward);
// bossCtrl.JiaFen = onScoreAdd;
// bossCtrl.v3 = sitData.transform.position;
// if (bossCtrl.isToUI)
// {
// bossCtrl.currEffect_DieAward = Instantiate(
//monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAwardTmp,
//currGameType.subPanelParent.parent);
// }
// else
// {
// bossCtrl.currEffect_DieAward = Instantiate(
//monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAwardTmp);
// }
// bossCtrl.action_effect_DieAward?.Invoke(bossCtrl.currEffect_DieAward);
// bossCtrl.JiaFen = onScoreAdd;
}
break;
case FishTypeEnum.特殊Boss:
@@ -1885,6 +1886,7 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
// 记录原状态
frozenFishStates[m.guid] = m.currState;
frozenFishIsMoves[m.guid] = m.isMove;
// 定格
m.isMove = false;
m.ChangeState(CharacterStateType.idle);
@@ -1907,7 +1909,9 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
MonsterContral m = kv.Value;
if (m == null || !m.gameObject.activeInHierarchy) continue;
m.isMove = true;
if (frozenFishIsMoves.TryGetValue(m.guid, out var prevIsMove))
m.isMove = prevIsMove;
m.SetFreezeEffect(false);
if (frozenFishStates.TryGetValue(m.guid, out var prevState))
m.ChangeState(prevState);
@@ -54,6 +54,18 @@ public class GameManager : MonoSingleton<GameManager>
}
protected override void Awake()
{
// ⭐ 游戏启动时加载已保存的画质和帧率设置
int quality = PlayerPrefs.GetInt("GraphicsQuality", 1);
QualitySettings.SetQualityLevel(quality, true);
int fps = PlayerPrefs.GetInt("TargetFps", 1);
Application.targetFrameRate = fps switch
{
0 => 30,
1 => 60,
2 => -1,
_ => 60
};
AudioResourcesData audioResourcesData=new AudioResourcesData();
InItLoad();
+10
View File
@@ -36,6 +36,16 @@ namespace Assets.MyGame.Scripts.Net
dic_API[APIType.GameConfig_Get] = "/api/GameConfig";
dic_API[APIType.GameConfig_Update] = "/api/GameConfig/Update";
// ---------------- ActivityConfig ----------------
dic_API[APIType.ActivityConfig_Get] = "/api/ActivityConfig";
dic_API[APIType.ActivityConfig_DiamondShopList] = "/api/ActivityConfig/diamondShopList";
dic_API[APIType.ActivityConfig_GoldShopList] = "/api/ActivityConfig/goldShopList";
dic_API[APIType.ActivityConfig_ReliefConfig] = "/api/ActivityConfig/reliefConfig";
dic_API[APIType.ActivityConfig_SignConfigs] = "/api/ActivityConfig/signConfigs";
dic_API[APIType.ActivityConfig_RegisterConfig] = "/api/ActivityConfig/registerConfig";
dic_API[APIType.ActivityConfig_BattleOrderConfig] = "/api/ActivityConfig/battleOrderConfig";
dic_API[APIType.ActivityConfig_FishingReturnConfig] = "/api/ActivityConfig/fishingReturnConfig";
// ---------------- Hall ----------------
dic_API[APIType.Hall_SaveSafeBox] = "/api/Hall/SaveSafeBox";
dic_API[APIType.Hall_GetSafeBox] = "/api/Hall/GetSafeBox";
@@ -1,13 +1,9 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System;
namespace Assets.MyGame.Scripts.Net.APIRequest.Objs
{
[Serializable]
public class GetEmailByPageObj:RequestObjBase
public class GetEmailByPageObj : RequestObjBase
{
public string keyWord;
public int pageIndex;
@@ -1,18 +1,15 @@
using System;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Assets.MyGame.Scripts.Net.APIResponses.HomeMain_User
{
/// <summary>
/// 邮件DTO(对应新 API 的 EmailDto)
/// </summary>
[Serializable]
public class GetEmailByPageResponse
{
public string id;
public bool isDelete;
public CreateInfo createInfo;
public string userId;
public string title;
public string content;
public long sendTime;
@@ -20,7 +17,8 @@ namespace Assets.MyGame.Scripts.Net.APIResponses.HomeMain_User
public bool isRead;
public bool isReward;
public int rewardDiamond;
public int rewardGold;
public long rewardGold;
public long expireTime;
public List<RewardItem> rewardItems;
}
@@ -134,7 +134,7 @@ namespace Assets.MyGame.Scripts.Net.WebResponses
[Serializable]
public class FrameData_FreezeFish : FrameData
{
public bool isFreeze; // true=冰冻开始, false=解冻结束
public bool isFreeze;
}
[Serializable]
public class FrameData_ChangeCannonMultiple : FrameData