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