This commit is contained in:
2026-08-16 00:38:45 +08:00
parent 7d911a9c2e
commit cf53476c44
11 changed files with 469 additions and 713 deletions
+81 -2
View File
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@@ -6398,7 +6398,7 @@ MonoBehaviour:
spawnList: []
isCreateFish: 0
isFrozen: 0
debugSpawnFishNumber: 12032
debugSpawnFishNumber: 12029
fishList_All: []
fishList_Small: []
fishList_Boss: []
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@@ -289,7 +289,12 @@ public class MonsterContral : MonoBehaviour
LoadHitEffect();
baseMmove = isMove;
}
public async void LoadHitEffect()
/// <summary>
/// 查找受击特效子物体并强制隐藏。
/// 原为 async void(无 await 实际同步执行),现改为普通方法;
/// Awake 和每次 OnEnable 都会调用,保证池回收后不残留激活状态。
/// </summary>
public void LoadHitEffect()
{
// 查找受击特效子物体并默认隐藏
var hitTra = FindDeepChild(transform, "HitEffect");
@@ -301,6 +306,14 @@ public class MonsterContral : MonoBehaviour
}
public virtual void OnEnable()
{
// ⭐ 每次 OnEnable 重新查找并强制隐藏受击特效。
// 根因:HurtCoroutine 激活 hurt 后等 0.2s 再关闭,若鱼在这期间被
// 击杀回收(GO 停用 → 协程中断),hurt 会残留激活状态;
// 而 LoadHitEffect 原来只在 Awake 调用一次(池化对象不重跑 Awake),
// 重新生成时不会恢复 → 鱼带着受击特效出场。
// 另外池回收的鱼 transform 可能更换子层级,重新查找更稳妥。
LoadHitEffect();
// ⭐ 用 baseMmove 恢复 isMove:Awake 时记录预制体原始 isMove 状态。
// - 普通鱼预制体 isMove=true → 池回收后恢复 true,正常游动
// (之前被注释导致:冰冻时 FreezeAllFish 设 isMove=false → 鱼回收 →
@@ -1,588 +0,0 @@
using System.Collections.Generic;
using System.Linq;
// ============================================================
// 文件:BossConfig.cs
// 职责:Boss 各种死亡爆奖配置(幸运轮盘/小丑扑克/幸运飞碟/破坏球/烈焰风暴/星际巡航/神龙转盘 等)
// - 服务端下发配置,客户端解析后用 GetResponse() 取随机结果
// - 已将服务端依赖(GlobalRandom/RandomBossOption/BsonIgnoreExtraElements)
// 替换为 Unity 客户端兼容实现
// ============================================================
namespace Assets.MyGame.Scripts.Net.APIResponses.GameConfig_SubClass
{
/// <summary>
/// Boss设定配置信息
/// </summary>
public class BossConfig
{
/// <summary>幸运轮盘配置信息</summary>
public List<LuckWheelConfig> LuckWheel { get; set; } = new List<LuckWheelConfig>();
/// <summary>小丑扑克</summary>
public LuckPokerConfig LuckPoker { get; set; } = new LuckPokerConfig();
/// <summary>幸运飞碟</summary>
public List<LuckFlyDiskConfig> LuckFlyDisk { get; set; } = new List<LuckFlyDiskConfig>();
/// <summary>全屏秒怪</summary>
public BaseBossConfig FullScreen { get; set; } = new BaseBossConfig();
/// <summary>范围秒怪</summary>
public BaseBossConfig Range { get; set; } = new BaseBossConfig();
/// <summary>弹药箱配置</summary>
public AmmunitionBoxConfig AmmunitionBox { get; set; } = new AmmunitionBoxConfig();
/// <summary>星际巡航配置</summary>
public InterstellarCruiseConfig InterstellarCruise { get; set; } = new InterstellarCruiseConfig();
/// <summary>烈焰风暴-死亡配置</summary>
public BossFlameStormConfig FlameStorm { get; set; } = new BossFlameStormConfig();
/// <summary>破坏球-死亡配置</summary>
public BossBombConfig Bomb { get; set; } = new BossBombConfig();
/// <summary>概率击杀</summary>
public List<BossProbabilityConfig> Probability { get; set; } = new List<BossProbabilityConfig>();
/// <summary>神龙转盘</summary>
public List<LuckDragonConfig> LuckDragon { get; set; } = new List<LuckDragonConfig>();
/// <summary>
/// 根据权重随机获取一个 Boss 选项
/// </summary>
public static int GetBossProbabilityConfigResponse(List<BossProbabilityConfigParam> configParams)
{
if (configParams == null || configParams.Count == 0) return 0;
int totalWeight = configParams.Sum(p => p.TriggerRate);
if (totalWeight <= 0) return 0;
int randomValue = GlobalRandom.Next(0, totalWeight);
int currentWeightSum = 0;
foreach (var param in configParams)
{
currentWeightSum += param.TriggerRate;
if (randomValue < currentWeightSum)
{
return GlobalRandom.NextInclusive(param.Min, param.Max);
}
}
return 0;
}
/// <summary>
/// 根据权重随机获取一个死亡次数配置
/// </summary>
public static CruiseConfigCount GetRandomCountConfigOption(List<CruiseConfigCount> options)
{
if (options == null || !options.Any()) return null;
long totalWeight = options.Sum(o => (long)o.TriggerRate);
if (totalWeight <= 0) return null;
long randomValue = GlobalRandom.NextInt64(0, totalWeight);
long currentWeightSum = 0;
foreach (var option in options)
{
currentWeightSum += option.TriggerRate;
if (randomValue < currentWeightSum)
{
return option;
}
}
return options.FirstOrDefault(o => o.TriggerRate > 0);
}
/// <summary>死亡次数配置参数</summary>
public class CruiseConfigCount
{
/// <summary>死亡次数</summary>
public int Count { get; set; }
/// <summary>触发权重</summary>
public int TriggerRate { get; set; } = 0;
/// <summary>击杀权重</summary>
public int KillRate { get; set; } = 0;
}
/// <summary>神龙转盘</summary>
public class LuckDragonConfig : BaseBossConfig
{
/// <summary>外圈配置 下一个配置为-1</summary>
public List<BossProbabilityConfigParam> OuterConfig { get; set; } = new List<BossProbabilityConfigParam>();
/// <summary>中圈配置 下一个配置为-1</summary>
public List<BossProbabilityConfigParam> MiddleConfig { get; set; } = new List<BossProbabilityConfigParam>();
/// <summary>内圈配置 下一个配置为-1</summary>
public List<BossProbabilityConfigParam> InnerConfig { get; set; } = new List<BossProbabilityConfigParam>();
/// <summary>获取结果</summary>
public (List<int> option, int beizhu) GetResponse()
{
int beishu = 1;
var result = new List<int>();
int outerResult = GetBossProbabilityConfigResponse(OuterConfig);
result.Add(outerResult);
if (outerResult == -1)
{
int middleResult = GetBossProbabilityConfigResponse(MiddleConfig);
result.Add(middleResult);
if (outerResult == -1)
{
int innerResult = GetBossProbabilityConfigResponse(InnerConfig);
result.Add(innerResult);
beishu = innerResult;
}
else
{
beishu = middleResult;
}
}
else
{
beishu = outerResult;
}
UnityEngine.Debug.Log($"[BossConfig] LuckDragon.GetResponse 选项=[{string.Join(",", result)}] 倍数={beishu}");
return (result, beishu);
}
}
/// <summary>破坏球配置参数</summary>
public class BossBombConfig : BaseBossConfig
{
/// <summary>死亡次数配置</summary>
public List<CruiseConfigCount> CountConfig { get; set; } = new List<CruiseConfigCount>();
/// <summary>第一次死亡配置</summary>
public List<BossProbabilityConfigParam> OneDeathConfig { get; set; } = new List<BossProbabilityConfigParam>();
/// <summary>第二次死亡配置</summary>
public List<BossProbabilityConfigParam> TwoDeathConfig { get; set; } = new List<BossProbabilityConfigParam>();
/// <summary>获取破坏球配置响应信息</summary>
public (int beishu, int type) GetResponse(string fishId)
{
int beishu = 0;
var countConfig = GetRandomCountConfigOption(CountConfig);
if (countConfig == null)
{
UnityEngine.Debug.Log("[BossConfig] Bomb.GetResponse countConfig为null 返回 (1,1)");
return (1, 1);
}
if (countConfig.Count == 1)
{
beishu = GetBossProbabilityConfigResponse(OneDeathConfig);
UnityEngine.Debug.Log($"[BossConfig] Bomb.GetResponse 死亡次数={countConfig.Count} 倍数={beishu} type=1 fishId={fishId}");
return (beishu, 1);
}
else
{
beishu = GetBossProbabilityConfigResponse(TwoDeathConfig);
UnityEngine.Debug.Log($"[BossConfig] Bomb.GetResponse 死亡次数={countConfig.Count} 倍数={beishu} type=2 fishId={fishId}");
return (beishu, 2);
}
}
}
/// <summary>烈焰风暴配置</summary>
public class BossFlameStormConfig : BaseBossConfig
{
/// <summary>死亡次数配置</summary>
public List<CruiseConfigCount> CountConfig { get; set; } = new List<CruiseConfigCount>();
/// <summary>第一次死亡配置</summary>
public List<BossProbabilityConfigParam> OneDeathConfig { get; set; } = new List<BossProbabilityConfigParam>();
/// <summary>第二次死亡配置</summary>
public List<BossProbabilityConfigParam> TwoDeathConfig { get; set; } = new List<BossProbabilityConfigParam>();
/// <summary>获取烈焰风暴配置响应信息</summary>
public (bool isKill, int beishu, string fishId) GetResponse(string fishId)
{
bool isKill = false;
int beishu = 0;
int count = 1;
int sumcount = 1;
if (!fishId.Contains("-")) // 首次击杀
{
var countConfig = GetRandomCountConfigOption(CountConfig);
if (countConfig == null)
{
UnityEngine.Debug.Log($"[BossConfig] FlameStorm.GetResponse 首击 countConfig为null 返回 (true,1,{fishId})");
return (true, 1, fishId);
}
count = countConfig.Count;
beishu = GetBossProbabilityConfigResponse(OneDeathConfig);
if (count == 1)
{
isKill = true;
UnityEngine.Debug.Log($"[BossConfig] FlameStorm.GetResponse 首击一次死 isKill=true 倍数={beishu} fishId={fishId}-{count}-{sumcount}");
return (isKill, beishu, $"{fishId}-{count}-{sumcount}");
}
else
{
sumcount = countConfig.Count;
}
}
else
{
var parts = fishId.Split('-');
count = int.Parse(parts[1]);
sumcount = int.Parse(parts[2]);
}
if (count == 1)
{
beishu = GetBossProbabilityConfigResponse(TwoDeathConfig);
if (sumcount == 2 && count == 1)
{
UnityEngine.Debug.Log($"[BossConfig] FlameStorm.GetResponse 二击致死 isKill=true 倍数={beishu} fishId={fishId}-{count + 1}-{sumcount}");
return (true, beishu, $"{fishId}-{count + 1}-{sumcount}");
}
else
{
UnityEngine.Debug.Log($"[BossConfig] FlameStorm.GetResponse 二击未死 isKill=false 倍数={beishu} fishId={fishId}-{count + 1}-{sumcount}");
return (false, beishu, $"{fishId}-{count + 1}-{sumcount}");
}
}
UnityEngine.Debug.Log($"[BossConfig] FlameStorm.GetResponse 三击致死 isKill=true 倍数={beishu} fishId={fishId}-{count + 1}-{sumcount}");
return (true, beishu, $"{fishId}-{count + 1}-{sumcount}");
}
}
/// <summary>星际巡航配置</summary>
public class InterstellarCruiseConfig : BaseBossConfig
{
/// <summary>死亡次数配置</summary>
public List<CruiseConfigCount> CountConfig { get; set; } = new List<CruiseConfigCount>();
/// <summary>第一次死亡配置</summary>
public List<BossProbabilityConfigParam> OneDeathConfig { get; set; } = new List<BossProbabilityConfigParam>();
/// <summary>第二次死亡配置</summary>
public List<BossProbabilityConfigParam> TwoDeathConfig { get; set; } = new List<BossProbabilityConfigParam>();
/// <summary>第三次死亡配置</summary>
public List<BossProbabilityConfigParam> ThreeDeathConfig { get; set; } = new List<BossProbabilityConfigParam>();
/// <summary>获取星际巡航配置响应信息</summary>
public (bool isKill, int beishu, string fishId) GetResponse(string fishId)
{
bool isKill = false;
int beishu = 0;
int count = 1;
int sumcount = 1;
if (!fishId.Contains("-")) // 首次击杀
{
var countConfig = GetRandomCountConfigOption(CountConfig);
if (countConfig == null)
{
UnityEngine.Debug.Log($"[BossConfig] Cruise.GetResponse 首击 countConfig为null 返回 (true,1,{fishId})");
return (true, 1, fishId);
}
count = countConfig.Count;
beishu = GetBossProbabilityConfigResponse(OneDeathConfig);
if (count == 1)
{
isKill = true;
UnityEngine.Debug.Log($"[BossConfig] Cruise.GetResponse 首击一次死 isKill=true 倍数={beishu} fishId={fishId}-{count}-{sumcount}");
return (isKill, beishu, $"{fishId}-{count}-{sumcount}");
}
else
{
sumcount = countConfig.Count;
}
}
else
{
var parts = fishId.Split('-');
count = int.Parse(parts[1]);
sumcount = int.Parse(parts[2]);
}
if (count == 1)
{
beishu = GetBossProbabilityConfigResponse(TwoDeathConfig);
if (sumcount == 2 && count == 1)
{
UnityEngine.Debug.Log($"[BossConfig] Cruise.GetResponse 二击致死 isKill=true 倍数={beishu} fishId={fishId}-{count + 1}-{sumcount}");
return (true, beishu, $"{fishId}-{count + 1}-{sumcount}");
}
else
{
UnityEngine.Debug.Log($"[BossConfig] Cruise.GetResponse 二击未死 isKill=false 倍数={beishu} fishId={fishId}-{count + 1}-{sumcount}");
return (false, beishu, $"{fishId}-{count + 1}-{sumcount}");
}
}
beishu = GetBossProbabilityConfigResponse(ThreeDeathConfig);
UnityEngine.Debug.Log($"[BossConfig] Cruise.GetResponse 三击致死 isKill=true 倍数={beishu} fishId={fishId}-{count + 1}-{sumcount}");
return (true, beishu, $"{fishId}-{count + 1}-{sumcount}");
}
}
/// <summary>概率击杀</summary>
public class BossProbabilityConfig : BaseBossConfig
{
public List<BossProbabilityConfigParam> configParams { get; set; } = new List<BossProbabilityConfigParam>();
public int GetResponse()
{
int beishu = GetBossProbabilityConfigResponse(configParams);
UnityEngine.Debug.Log($"[BossConfig] Probability.GetResponse 倍数={beishu}");
return beishu;
}
}
/// <summary>弹药箱配置</summary>
public class AmmunitionBoxConfig : BaseBossConfig
{
/// <summary>3个一样的</summary>
public List<BossOptionBaseParam> OptionList { get; set; } = new List<BossOptionBaseParam>();
/// <summary>获取随机结果</summary>
public List<BossOptionBaseParam> GetResponse()
{
var opt = RandomBossOption.GetRandomBossOption(OptionList);
if (opt == null)
{
UnityEngine.Debug.LogWarning("[BossConfig] AmmunitionBox.GetResponse 选中为null");
return null;
}
UnityEngine.Debug.Log($"[BossConfig] AmmunitionBox.GetResponse 选项Id={opt.OptionId} 倍数/分值={opt.Score}");
return new List<BossOptionBaseParam>() { opt };
}
}
/// <summary>幸运飞碟配置信息</summary>
public class LuckFlyDiskConfig : BaseBossConfig
{
/// <summary>内层配置选项列表</summary>
public List<BossOptionBaseParam> InnerOptionList { get; set; } = new List<BossOptionBaseParam>();
/// <summary>外层配置选项列表</summary>
public List<BossOptionBaseParam> OuterOptionList { get; set; } = new List<BossOptionBaseParam>();
/// <summary>获取随机结果</summary>
public List<BossOptionBaseParam> GetResponse()
{
List<BossOptionBaseParam> result = new List<BossOptionBaseParam>();
var opt = RandomBossOption.GetRandomBossOption(InnerOptionList);
result.Add(opt);
var opt1 = RandomBossOption.GetRandomBossOption(OuterOptionList);
result.Add(opt1);
UnityEngine.Debug.Log($"[BossConfig] FlyDisk.GetResponse 内层={(opt?.OptionId.ToString() ?? "null")} 外层={(opt1?.OptionId.ToString() ?? "null")}");
return result;
}
}
/// <summary>小丑扑克</summary>
public class LuckPokerConfig : BaseBossConfig
{
/// <summary>配置选项列表</summary>
public List<BossOptionBaseParam> OptionList { get; set; } = new List<BossOptionBaseParam>();
/// <summary>获取随机结果</summary>
public List<BossOptionBaseParam> GetResponse()
{
var opt = RandomBossOption.GetRandomBossOption(OptionList);
if (opt == null)
{
UnityEngine.Debug.LogWarning("[BossConfig] Poker.GetResponse 选中为null");
return null;
}
UnityEngine.Debug.Log($"[BossConfig] Poker.GetResponse 选项Id={opt.OptionId} 倍数/分值={opt.Score}");
return new List<BossOptionBaseParam>() { opt };
}
}
/// <summary>幸运轮盘配置信息</summary>
public class LuckWheelConfig : BaseBossConfig
{
/// <summary>配置选项列表</summary>
public List<BossOptionBaseParam> OptionList { get; set; } = new List<BossOptionBaseParam>();
/// <summary>配置项数量配置列表</summary>
public List<BossOptionBaseParam> CountList { get; set; } = new List<BossOptionBaseParam>();
/// <summary>获取随机结果</summary>
public List<BossOptionBaseParam> GetResponse()
{
List<double> count = new List<double>();
List<BossOptionBaseParam> option = new List<BossOptionBaseParam>();
foreach (var item in CountList)
{
if (item.TriggerRate >= 100)
{
count.Add(item.OptionId);
continue;
}
if (GlobalRandom.Next(100) < item.TriggerRate)
{
count.Add(item.OptionId);
continue;
}
break;
}
foreach (var item in count)
{
var opt = RandomBossOption.GetRandomBossOption(OptionList);
if (opt == null) continue;
option.Add(opt);
}
UnityEngine.Debug.Log($"[BossConfig] Wheel.GetResponse 触发次数={count.Count} 选项Ids=[{string.Join(",", option.Select(o => o.OptionId))}]");
return option;
}
}
/// <summary>Boss配置基类</summary>
public class BaseBossConfig
{
/// <summary>鱼编号</summary>
public List<string> FishNumber { get; set; } = new List<string>();
}
/// <summary>boss 概率配置参数</summary>
public class BossProbabilityConfigParam
{
public BossProbabilityConfigParam() { }
public BossProbabilityConfigParam(int min, int max, int triggerRate)
{
Min = min;
Max = max;
TriggerRate = triggerRate;
}
/// <summary>最小值</summary>
public int Min { get; set; }
/// <summary>最大值</summary>
public int Max { get; set; }
/// <summary>触发权重</summary>
public int TriggerRate { get; set; } = 0;
}
}
/// <summary>Boss道具掉落配置项</summary>
public class BossDropItemConfig
{
/// <summary>道具编号</summary>
public string PropNumber { get; set; } = string.Empty;
/// <summary>道具名称</summary>
public string PropName { get; set; } = string.Empty;
/// <summary>掉落数量</summary>
public int Count { get; set; } = 1;
/// <summary>掉落权重(概率 = Weight / 10000)</summary>
public int Weight { get; set; } = 0;
}
/// <summary>Boss道具掉落配置</summary>
public class BossDropConfig
{
/// <summary>不掉落权重(概率 = NoDropWeight / 总权重和)</summary>
public int NoDropWeight { get; set; } = 5000;
/// <summary>掉落道具列表</summary>
public List<BossDropItemConfig> DropItems { get; set; } = new List<BossDropItemConfig>();
}
/// <summary>公共选项配置</summary>
public class BossOptionBaseParam
{
public BossOptionBaseParam() { }
public BossOptionBaseParam(double optionId, int triggerRate, double score = 0)
{
OptionId = optionId;
TriggerRate = triggerRate;
Score = score;
}
/// <summary>选项编号</summary>
public double OptionId { get; set; }
/// <summary>触发权重</summary>
public int TriggerRate { get; set; } = 0;
/// <summary>分值</summary>
public double Score { get; set; } = 0;
}
// ============================================================
// 服务端依赖的 Unity 客户端兼容实现
// ============================================================
/// <summary>
/// 线程安全的随机数工具(替代服务端的 GlobalRandom)。
/// 全部走 UnityEngine.Random,保证客户端单线程主逻辑使用。
/// </summary>
public static class GlobalRandom
{
/// <summary>[min, max) 的随机整数</summary>
public static int Next(int min, int max)
{
return UnityEngine.Random.Range(min, max);
}
/// <summary>[0, max) 的随机整数</summary>
public static int Next(int max)
{
return UnityEngine.Random.Range(0, max);
}
/// <summary>[min, max] 闭区间的随机整数(含两端)</summary>
public static int NextInclusive(int min, int max)
{
// Range 的整数重载是 [min, max) 上界开,这里补 1 实现闭区间
if (min > max) return min;
return UnityEngine.Random.Range(min, max + 1);
}
/// <summary>[min, max) 的随机 long</summary>
public static long NextInt64(long min, long max)
{
if (min >= max) return min;
// UnityEngine.Random 无 long 重载,用 double 映射
double t = UnityEngine.Random.value;
return (long)(min + (max - min) * t);
}
}
/// <summary>
/// Boss 选项权重随机工具(替代服务端的 RandomBossOption)。
/// </summary>
public static class RandomBossOption
{
/// <summary>
/// 按权重随机选中一个 Boss 选项。
/// </summary>
public static BossOptionBaseParam GetRandomBossOption(List<BossOptionBaseParam> options)
{
if (options == null || options.Count == 0) return null;
long totalWeight = options.Sum(o => (long)o.TriggerRate);
if (totalWeight <= 0) return null;
long randomValue = GlobalRandom.NextInt64(0, totalWeight);
long currentWeightSum = 0;
foreach (var option in options)
{
currentWeightSum += option.TriggerRate;
if (randomValue < currentWeightSum)
{
return option;
}
}
return options.FirstOrDefault(o => o.TriggerRate > 0);
}
}
}
@@ -0,0 +1,288 @@
using Newtonsoft.Json.Linq;
using System;
using System.Collections.Generic;
// ============================================================
// 文件:BossKillParam.cs
// 职责:Boss 爆奖(击杀奖励)param 的客户端专用解析模型。
// 对应《Boss爆浆数据前端对接文档》第三节各 Boss 的 param 结构。
// 所有数据由服务端 RoomKillNotice.param 直接下发,客户端只负责
// 解析和渲染,不做任何随机计算(旧 BossConfig 的 GetResponse 已全部删除)。
//
// param 结构速查(按 Boss 类型):
// 1. 幸运轮盘/小丑扑克/弹药箱 → { res:[{optionId,triggerRate,score}], count } 总倍数=score之和
// 2. 幸运飞碟 → { res:[内层,外层], count:2 } 总倍数=内层×外层
// 3. 星际巡航/烈焰风暴 → { isKill, beishu, fishId } 多次死亡
// 4. 破坏球 → { beishu, type } type=2 为最终死亡
// 5. 神龙转盘 → { res:{ option:[...], beizhu } } beizhu=最终倍数
// 6. 概率击杀 → param 直接是整数(倍数)
// 7. 全屏/范围秒怪 → param = null
// ============================================================
namespace Assets.MyGame.Scripts.Net.WebResponses
{
/// <summary>Boss 爆奖 param 类型(由 BossKillParamParser.DetectType 判定)</summary>
public enum BossKillParamType
{
/// <summary>无 param(普通鱼 / 全屏秒怪 / 范围秒怪)</summary>
None = 0,
/// <summary>选项数组类:幸运轮盘 / 小丑扑克 / 幸运飞碟 / 弹药箱(res 是数组)</summary>
Options = 1,
/// <summary>多次死亡:星际巡航 / 烈焰风暴(含 isKill + fishId)</summary>
MultiDeath = 2,
/// <summary>破坏球(含 type,无 isKill)</summary>
Bomb = 3,
/// <summary>神龙转盘(res 是对象,含 option 数组)</summary>
Dragon = 4,
/// <summary>概率击杀(param 直接是整数倍数)</summary>
Probability = 5,
}
/// <summary>
/// 选项数组项:幸运轮盘/小丑扑克/幸运飞碟/弹药箱的 res 数组元素。
/// JSON: { "optionId": 2, "triggerRate": 30, "score": 3 }
/// </summary>
[Serializable]
public class BossKillOption
{
/// <summary>选项编号(转盘位置/扑克牌编号/飞碟内外层索引)</summary>
public double optionId;
/// <summary>触发权重(客户端一般用不到,仅透传)</summary>
public int triggerRate;
/// <summary>该项倍数/分值</summary>
public double score;
public BossKillOption() { }
public BossKillOption(double optionId, int triggerRate, double score = 0)
{
this.optionId = optionId;
this.triggerRate = triggerRate;
this.score = score;
}
}
/// <summary>
/// 选项数组类 param:幸运轮盘/小丑扑克/幸运飞碟/弹药箱。
/// JSON: { "res": [...], "count": N }
/// </summary>
[Serializable]
public class BossOptionsParam
{
/// <summary>选中的选项数组(长度=转动/抽取次数;飞碟固定2:res[0]=内层 res[1]=外层)</summary>
public List<BossKillOption> res = new List<BossKillOption>();
/// <summary>选项个数(= res.Length)</summary>
public int count;
}
/// <summary>
/// 多次死亡 param:星际巡航(最多3次)/ 烈焰风暴(最多2次)。
/// JSON: { "isKill": true, "beishu": 155, "fishId": "13009-3-3" }
/// </summary>
[Serializable]
public class BossMultiDeathParam
{
/// <summary>true=最终击杀(鱼死亡爆炸);false=未死(鱼复活继续打)</summary>
public bool isKill;
/// <summary>本次奖励倍数</summary>
public int beishu;
/// <summary>鱼ID,格式:原ID-总次数-当前次数(如 13009-3-2)</summary>
public string fishId = "";
/// <summary>从 fishId 解析总死亡次数(解析失败返回 0)</summary>
public int TotalCount
{
get
{
var parts = fishId?.Split('-');
return parts != null && parts.Length >= 3 && int.TryParse(parts[1], out int v) ? v : 0;
}
}
/// <summary>从 fishId 解析当前第几次死亡(解析失败返回 0)</summary>
public int CurrentCount
{
get
{
var parts = fishId?.Split('-');
return parts != null && parts.Length >= 3 && int.TryParse(parts[2], out int v) ? v : 0;
}
}
}
/// <summary>
/// 破坏球 param。
/// JSON: { "beishu": 420, "type": 1 }
/// </summary>
[Serializable]
public class BossBombParam
{
/// <summary>本次奖励倍数</summary>
public int beishu;
/// <summary>死亡类型:1=第一次死亡(鱼继续存活),2=第二次死亡(最终死亡,鱼爆炸)</summary>
public int type;
/// <summary>是否最终死亡(type==2)</summary>
public bool IsFinalKill => type >= 2;
}
/// <summary>
/// 神龙转盘 param。
/// JSON: { "res": { "option": [80, 160], "beizhu": 160 } }
/// option 数组长度=停靠圈数(1~3):外圈先判定,-1 则继续中圈,再 -1 判定内圈。
/// </summary>
[Serializable]
public class BossDragonParam
{
/// <summary>转盘结果(内层结构)</summary>
public DragonRes res = new DragonRes();
[Serializable]
public class DragonRes
{
/// <summary>各圈数值结果(外→中→内,-1 表示未停靠该圈)</summary>
public List<int> option = new List<int>();
/// <summary>最终倍数(取最内层已停靠圈的数值)</summary>
public int beizhu;
}
}
// ============================================================
// 解析器
// ============================================================
/// <summary>
/// BossKillNotice.param 解析器(客户端专用,只解析不随机)。
/// 用法:
/// var type = BossKillParamParser.DetectType(notice.param);
/// switch (type) {
/// case BossKillParamType.MultiDeath: var p = BossKillParamParser.ParseMultiDeath(notice.param); ...
/// }
/// </summary>
public static class BossKillParamParser
{
/// <summary>
/// 判定 param 类型(对齐文档第四节 JS 判定逻辑)。
/// </summary>
public static BossKillParamType DetectType(JToken param)
{
if (param == null || param.Type == JTokenType.Null)
return BossKillParamType.None;
// 整数 = 概率击杀
if (param.Type == JTokenType.Integer || param.Type == JTokenType.Float)
return BossKillParamType.Probability;
if (param is JObject obj)
{
// 多次死亡:isKill + fishId
if (obj["isKill"] != null && obj["fishId"] != null)
return BossKillParamType.MultiDeath;
// 破坏球:type
if (obj["type"] != null)
return BossKillParamType.Bomb;
// 神龙转盘:res 是对象且含 option
if (obj["res"] is JObject resObj && resObj["option"] != null)
return BossKillParamType.Dragon;
// 选项数组类:res 是数组
if (obj["res"] is JArray)
return BossKillParamType.Options;
}
return BossKillParamType.None;
}
/// <summary>解析选项数组类(幸运轮盘/小丑扑克/幸运飞碟/弹药箱),失败返回空对象</summary>
public static BossOptionsParam ParseOptions(JToken param)
{
try
{
if (param is JObject obj)
{
var result = obj.ToObject<BossOptionsParam>();
if (result != null) return result;
}
}
catch (Exception e)
{
UnityEngine.Debug.LogWarning($"[BossKillParam] ParseOptions 失败: {e.Message}");
}
return new BossOptionsParam();
}
/// <summary>解析多次死亡(星际巡航/烈焰风暴),失败返回 null</summary>
public static BossMultiDeathParam ParseMultiDeath(JToken param)
{
try
{
if (param is JObject obj)
return obj.ToObject<BossMultiDeathParam>();
}
catch (Exception e)
{
UnityEngine.Debug.LogWarning($"[BossKillParam] ParseMultiDeath 失败: {e.Message}");
}
return null;
}
/// <summary>解析破坏球,失败返回 null</summary>
public static BossBombParam ParseBomb(JToken param)
{
try
{
if (param is JObject obj)
return obj.ToObject<BossBombParam>();
}
catch (Exception e)
{
UnityEngine.Debug.LogWarning($"[BossKillParam] ParseBomb 失败: {e.Message}");
}
return null;
}
/// <summary>解析神龙转盘,失败返回 null</summary>
public static BossDragonParam ParseDragon(JToken param)
{
try
{
if (param is JObject obj)
return obj.ToObject<BossDragonParam>();
}
catch (Exception e)
{
UnityEngine.Debug.LogWarning($"[BossKillParam] ParseDragon 失败: {e.Message}");
}
return null;
}
/// <summary>解析概率击杀(param 直接是整数倍数),失败返回 0</summary>
public static int ParseProbability(JToken param)
{
try
{
if (param != null && (param.Type == JTokenType.Integer || param.Type == JTokenType.Float))
return (int)param.Value<double>();
}
catch (Exception e)
{
UnityEngine.Debug.LogWarning($"[BossKillParam] ParseProbability 失败: {e.Message}");
}
return 0;
}
}
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 69ace07c67208384189ccb057cbecba5
guid: 46b52b22a0770114bbc78dada374f6fe
MonoImporter:
externalObjects: {}
serializedVersion: 2
@@ -38,12 +38,14 @@ namespace Assets.MyGame.Scripts.Net.WebResponses
public long fishScore;
/// <summary>
/// Boss 爆奖结果(服务端按 Boss 类型下发不同结构)。
/// 调用方按鱼类型用 ToObject&lt;T&gt;() 解析为具体结构:
/// - LuckDragon: 取 option(int 数组)、beishu
/// - Bomb: 取 beishu、type
/// - FlameStorm/Cruise: 取 isKill、beishu、fishId
/// - 选项类(Wheel/Poker/FlyDisk/AmmunitionBox): List&lt;BossOptionBaseParam&gt;
/// Boss 爆奖结果(服务端按 Boss 类型下发不同结构,客户端只解析不随机)。
/// 用 BossKillParamParser.DetectType(param) 判定类型后按结构解析:
/// - Options : ParseOptions → BossOptionsParam(幸运轮盘/小丑扑克/幸运飞碟/弹药箱)
/// - MultiDeath : ParseMultiDeath → BossMultiDeathParam(星际巡航/烈焰风暴 isKill/beishu/fishId)
/// - Bomb : ParseBomb → BossBombParam(破坏球 beishu/type)
/// - Dragon : ParseDragon → BossDragonParam(神龙转盘 res.option/res.beizhu)
/// - Probability : ParseProbability → int(概率击杀,param 直接是倍数)
/// - None : 普通鱼 / 全屏秒怪 / 范围秒怪
/// </summary>
public JToken param;
@@ -1,4 +1,4 @@
using Assets.MyGame.Scripts.Net.APIResponses.GameConfig_SubClass;
using Assets.MyGame.Scripts.Net.WebResponses;
using DG.Tweening;
using Newtonsoft.Json.Linq;
using System;
@@ -11,7 +11,7 @@ using UnityEngine.UI;
public class ChaoNengMoHeEvent : BJEventBase
{
/// <summary>Boss 死亡时传来的特殊值(服务端 res 数组),与幸运轮一致</summary>
private List<BossOptionBaseParam> _cardParams = new List<BossOptionBaseParam>();
private List<BossKillOption> _cardParams = new List<BossKillOption>();
/// <summary>倍数列表(Inspector 拖入,8 个)</summary>
public List<GameObject> obj_BeiShu = new List<GameObject>();
@@ -73,19 +73,19 @@ public class ChaoNengMoHeEvent : BJEventBase
JToken resToken = rootToken["res"] ?? rootToken;
if (resToken is JArray jarr)
_cardParams = jarr.ToObject<List<BossOptionBaseParam>>() ?? new List<BossOptionBaseParam>();
_cardParams = jarr.ToObject<List<BossKillOption>>() ?? new List<BossKillOption>();
else if (resToken is JObject jobj)
_cardParams = new List<BossOptionBaseParam> { jobj.ToObject<BossOptionBaseParam>() };
_cardParams = new List<BossKillOption> { jobj.ToObject<BossKillOption>() };
else
_cardParams = new List<BossOptionBaseParam>();
_cardParams = new List<BossKillOption>();
}
catch (Exception e)
{
Debug.LogError($"[ChaoNengMoHe] 解析参数失败:{e.Message}; 原始={obj}");
_cardParams = new List<BossOptionBaseParam>();
_cardParams = new List<BossKillOption>();
}
Debug.Log($"[ChaoNengMoHe] 解析到 {_cardParams.Count} 个选项: [{string.Join(", ", _cardParams.Select(p => p.Score))}]");
Debug.Log($"[ChaoNengMoHe] 解析到 {_cardParams.Count} 个选项: [{string.Join(", ", _cardParams.Select(p => p.score))}]");
}
/// <summary>Timeline 结束触发:无爆奖,直接播放 bjEndUI 并退出</summary>
public void TimeLineEnd()
@@ -132,7 +132,7 @@ public class ChaoNengMoHeEvent : BJEventBase
obj_BeiShu[0].transform.parent.gameObject.SetActive(true);
// 如果没有服务端数据,用默认倍数兜底
var sourceScores = _cardParams != null && _cardParams.Count > 0
? _cardParams.Select(p => (int)p.Score).ToList()
? _cardParams.Select(p => (int)p.score).ToList()
: defaultBeishu.ToList();
// 随机打乱源数据
@@ -1,4 +1,4 @@
using Assets.MyGame.Scripts.Net.APIResponses.GameConfig_SubClass;
using Assets.MyGame.Scripts.Net.WebResponses;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System;
@@ -57,7 +57,7 @@ public class XiaoChouPuKeEvent : BJEventBase
private const int AWARD_SANPAI = 6; // 散排
/// <summary>服务端下发的奖项数据(通常只有 1 个元素)</summary>
private List<BossOptionBaseParam> _cardParams = new List<BossOptionBaseParam>();
private List<BossKillOption> _cardParams = new List<BossKillOption>();
/// <summary>本次奖项类型(1-6)</summary>
private int _awardType = AWARD_SANPAI;
@@ -105,7 +105,7 @@ public class XiaoChouPuKeEvent : BJEventBase
// ============================================================
/// <summary>
/// 把 obj(RoomKillNotice.param)解析为 List&lt;BossOptionBaseParam&gt;。
/// 把 obj(RoomKillNotice.param)解析为 List&lt;BossKillOption&gt;。
/// 服务端格式:{ "res": [{optionId, triggerRate, score}], "count": 1 }
/// </summary>
private void ParseCardParams()
@@ -113,7 +113,7 @@ public class XiaoChouPuKeEvent : BJEventBase
if (obj == null)
{
Debug.LogWarning("[XiaoChouPuKe] param 为 null,使用默认散排");
_cardParams = new List<BossOptionBaseParam>();
_cardParams = new List<BossKillOption>();
return;
}
@@ -123,23 +123,23 @@ public class XiaoChouPuKeEvent : BJEventBase
JToken resToken = rootToken["res"] ?? rootToken;
if (resToken is JArray)
_cardParams = resToken.ToObject<List<BossOptionBaseParam>>() ?? new List<BossOptionBaseParam>();
_cardParams = resToken.ToObject<List<BossKillOption>>() ?? new List<BossKillOption>();
else if (resToken is JObject jobj)
_cardParams = new List<BossOptionBaseParam> { jobj.ToObject<BossOptionBaseParam>() };
_cardParams = new List<BossKillOption> { jobj.ToObject<BossKillOption>() };
else
_cardParams = new List<BossOptionBaseParam>();
_cardParams = new List<BossKillOption>();
}
catch (Exception e)
{
Debug.LogError($"[XiaoChouPuKe] 解析卡牌数据失败:{e.Message};原始={obj}");
_cardParams = new List<BossOptionBaseParam>();
_cardParams = new List<BossKillOption>();
}
// 读取奖项类型和倍数
if (_cardParams.Count > 0 && _cardParams[0] != null)
{
_awardType = Mathf.Clamp((int)_cardParams[0].OptionId, 1, 6);
_awardScore = (int)_cardParams[0].Score;
_awardType = Mathf.Clamp((int)_cardParams[0].optionId, 1, 6);
_awardScore = (int)_cardParams[0].score;
}
else
{
@@ -1,4 +1,3 @@
using Assets.MyGame.Scripts.Net.APIResponses.GameConfig_SubClass;
using Assets.MyGame.Scripts.Net.WebResponses;
using Newtonsoft.Json.Linq;
using System;
@@ -8,19 +7,16 @@ using UnityEngine;
/// <summary>
/// 星际巡航 Boss(继承 MonsterControl_BossBase)。
///
/// 支持多次死亡(1~3次,服务端配置决定):
/// 支持多次死亡(1~3次,服务端决定):
/// 非最终死亡 → 显示 BJEndUI(倍数+分数),Boss 不消失,等待下次击杀
/// 最终死亡 → 触发完整爆奖流程 + 道具武器掉落
/// 最终死亡 → isKill=true 直接删除 Boss + 触发完整爆奖流程 + 道具武器掉落
///
/// 死亡判定来源:
/// 方式1(优先):从 RoomKillNotice.param 解析 isKill/beishu/fishId(服务端下发)
/// 方式2(兜底):调用 InterstellarCruiseConfig.GetResponse(fishId) 客户端计算
/// 方式1(优先):BossKillParamParser.ParseMultiDeath 解析 RoomKillNotice.param
/// { "isKill": bool, "beishu": int, "fishId": "原ID-总次数-当前次数" }
/// 方式2(兜底):param 缺失时按 maxDeathCount 简单判定死亡次数
///
/// fishId 格式:原ID-总次数-当前次数(由 InterstellarCruiseConfig.GetResponse 管理)
/// 例:4000-3-2 表示总共3次,当前第2次
///
/// ⭐ 非最终死亡时不从鱼列表删除 Boss,等最终死亡爆奖流程结束后,
/// 由 XingJiXunHangEvent.die() 通知 Boss 回收。
/// ⭐ 非最终死亡时不从鱼列表删除 Boss;最终死亡时下一帧直接 Id_DieFish_NotFX 删除。
/// </summary>
public class XingJiXunHang_BOSS : MonsterControl_BossBase
{
@@ -34,15 +30,12 @@ public class XingJiXunHang_BOSS : MonsterControl_BossBase
public float resumeMoveDelay = 2f;
[Header("星际巡航 - 服务端参数解析")]
[Tooltip("是否从 param 解析 isKill(关闭则用客户端配置计算)")]
[Tooltip("是否从 param 解析 isKill(关闭则用 maxDeathCount 客户端兜底判定)")]
public bool useServerParam = true;
[Header("星际巡航 - 客户端兜底配置")]
[Tooltip("星际巡航死亡配置(兜底用,服务端未下发 param 时使用)。留空则按 maxDeathCount 简单判定。")]
public BossConfig.InterstellarCruiseConfig cruiseConfig;
[Tooltip("最大死亡次数(cruiseConfig 为空时生效,默认2次)")]
public int maxDeathCount = 2;
[Tooltip("最大死亡次数(param 缺失时生效,默认3次)")]
public int maxDeathCount = 3;
// ==================== 运行时状态 ====================
@@ -101,16 +94,28 @@ public class XingJiXunHang_BOSS : MonsterControl_BossBase
if (useServerParam && obj?.param != null)
{
// 方式1:从服务端 param 解析
// 方式1:BossKillParamParser 解析服务端 param
Debug.Log($"[XingJiXunHang] DieFish 第{_deathCount}次 param原文: {obj.param.ToString(Newtonsoft.Json.Formatting.None)}");
(isKill, beishu) = ParseServerParam(obj.param);
Debug.Log($"[XingJiXunHang] DieFish 第{_deathCount}次(服务端) isKill={isKill} beishu={beishu} guid={guid}");
var p = BossKillParamParser.ParseMultiDeath(obj.param);
if (p != null)
{
isKill = p.isKill;
beishu = p.beishu;
if (!string.IsNullOrEmpty(p.fishId))
_cruiseFishId = p.fishId;
}
else
{
Debug.LogWarning("[XingJiXunHang] param 解析失败,走客户端兜底");
(isKill, beishu) = GetClientFallback(obj);
}
Debug.Log($"[XingJiXunHang] DieFish 第{_deathCount}次(服务端) isKill={isKill} beishu={beishu} fishId={_cruiseFishId} guid={guid}");
}
else
{
// 方式2:调用客户端配置计算
(isKill, beishu, _cruiseFishId) = GetClientConfigResponse(obj);
Debug.Log($"[XingJiXunHang] DieFish 第{_deathCount}次(客户端) isKill={isKill} beishu={beishu} fishId={_cruiseFishId}");
// 方式2:客户端兜底(param 缺失时按 maxDeathCount 判定)
(isKill, beishu) = GetClientFallback(obj);
Debug.Log($"[XingJiXunHang] DieFish 第{_deathCount}次(客户端兜底) isKill={isKill} beishu={beishu}");
}
if (!isKill)
@@ -329,58 +334,15 @@ public class XingJiXunHang_BOSS : MonsterControl_BossBase
// ==================== 参数解析 ====================
/// <summary>
/// 从服务端 param 解析 isKill 和 beishu。
/// param 结构(JToken):
/// { "isKill": true/false, "beishu": 100, "fishId": "4000-3-2", "weaponID": 6 }
/// 客户端兜底判定(param 缺失或解析失败时使用):
/// 按 maxDeathCount 简单判定死亡次数(类似 LieYanFengBao 模式)。
/// </summary>
private (bool isKill, int beishu) ParseServerParam(JToken param)
private (bool isKill, int beishu) GetClientFallback(RoomKillNotice obj)
{
bool isKill = true;
int beishu = 1;
try
{
JToken root = param is JObject jo ? jo : JObject.Parse(param.ToString());
isKill = root["isKill"]?.Value<bool>() ?? true;
beishu = root["beishu"]?.Value<int>() ?? 1;
// 同步更新 _cruiseFishId(如果服务端返回了)
var fishIdToken = root["fishId"];
if (fishIdToken != null)
_cruiseFishId = fishIdToken.Value<string>();
}
catch (Exception e)
{
Debug.LogWarning($"[XingJiXunHang] 解析 param 失败: {e.Message},使用默认值 isKill=true beishu=1");
}
return (isKill, beishu);
}
/// <summary>
/// 调用客户端 InterstellarCruiseConfig.GetResponse 计算死亡结果。
/// 用于服务端未下发 param 时的兜底方案。
/// </summary>
private (bool isKill, int beishu, string fishId) GetClientConfigResponse(RoomKillNotice obj)
{
// 方式A:使用 Inspector 配置的 InterstellarCruiseConfig
if (cruiseConfig != null)
{
string currentFishId = string.IsNullOrEmpty(_cruiseFishId)
? fishTypeID.ToString()
: _cruiseFishId;
var result = cruiseConfig.GetResponse(currentFishId);
_cruiseFishId = result.fishId;
return result;
}
// 方式B:cruiseConfig 为空,用简单死亡次数判定(类似 LieYanFengBao 模式)
bool kill = _deathCount >= maxDeathCount;
int bs = obj?.beishu > 0 ? (int)obj.beishu : 1;
Debug.Log($"[XingJiXunHang] 客户端兜底(无配置): 第{_deathCount}次/{maxDeathCount}次 isKill={kill} beishu={bs}");
return (kill, bs, _cruiseFishId);
Debug.Log($"[XingJiXunHang] 客户端兜底: 第{_deathCount}次/{maxDeathCount}次 isKill={kill} beishu={bs}");
return (kill, bs);
}
// ==================== 清理 ====================
@@ -1,4 +1,4 @@
using Assets.MyGame.Scripts.Net.APIResponses.GameConfig_SubClass;
using Assets.MyGame.Scripts.Net.WebResponses;
using DG.Tweening;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
@@ -55,9 +55,9 @@ public class RotatePan_XJMH : BJEventBase
private Tween _neiTween;
/// <summary>内层选项(服务端下发,OptionId=索引)</summary>
private BossOptionBaseParam _innerOpt;
private BossKillOption _innerOpt;
/// <summary>外层选项(服务端下发,OptionId=索引)</summary>
private BossOptionBaseParam _outerOpt;
private BossKillOption _outerOpt;
/// <summary>内圈实际倍数(从数组取)</summary>
private float _innerBeishu = 10f;
@@ -85,7 +85,7 @@ public class RotatePan_XJMH : BJEventBase
/// </summary>
private void ParseOptions()
{
List<BossOptionBaseParam> opts = null;
List<BossKillOption> opts = null;
if (obj != null)
{
@@ -95,9 +95,9 @@ public class RotatePan_XJMH : BJEventBase
JToken resToken = rootToken["res"] ?? rootToken;
if (resToken is JArray)
opts = resToken.ToObject<List<BossOptionBaseParam>>();
opts = resToken.ToObject<List<BossKillOption>>();
else if (resToken is JObject jobj)
opts = new List<BossOptionBaseParam> { jobj.ToObject<BossOptionBaseParam>() };
opts = new List<BossKillOption> { jobj.ToObject<BossKillOption>() };
}
catch (Exception e)
{
@@ -108,22 +108,22 @@ public class RotatePan_XJMH : BJEventBase
if (opts == null || opts.Count == 0)
{
Debug.LogWarning("[XingYunFeiDie] 选项数据为空,使用默认索引 0");
_innerOpt = new BossOptionBaseParam(0, 0, 1);
_outerOpt = new BossOptionBaseParam(0, 0, 1);
_innerOpt = new BossKillOption(0, 0, 1);
_outerOpt = new BossKillOption(0, 0, 1);
}
else
{
_innerOpt = opts.Count > 0 ? opts[0] : new BossOptionBaseParam(0, 0, 1);
_outerOpt = opts.Count > 1 ? opts[1] : new BossOptionBaseParam(0, 0, 1);
_innerOpt = opts.Count > 0 ? opts[0] : new BossKillOption(0, 0, 1);
_outerOpt = opts.Count > 1 ? opts[1] : new BossKillOption(0, 0, 1);
}
// 从数组按 OptionId 索引取实际倍数
_innerBeishu = GetBeishuFromArray(innerBeishus, (int)_innerOpt.OptionId, 10f);
_outerBeishu = GetBeishuFromArray(outerBeishus, (int)_outerOpt.OptionId, 1f);
_innerBeishu = GetBeishuFromArray(innerBeishus, (int)_innerOpt.optionId, 10f);
_outerBeishu = GetBeishuFromArray(outerBeishus, (int)_outerOpt.optionId, 1f);
_totalBeishu = _innerBeishu * _outerBeishu;
Debug.Log($"[XingYunFeiDie] 内层 OptionId={_innerOpt.OptionId} 倍数={_innerBeishu}");
Debug.Log($"[XingYunFeiDie] 外层 OptionId={_outerOpt.OptionId} 倍数={_outerBeishu}");
Debug.Log($"[XingYunFeiDie] 内层 OptionId={_innerOpt.optionId} 倍数={_innerBeishu}");
Debug.Log($"[XingYunFeiDie] 外层 OptionId={_outerOpt.optionId} 倍数={_outerBeishu}");
Debug.Log($"[XingYunFeiDie] 总倍数={_totalBeishu}");
}
@@ -159,17 +159,17 @@ public class RotatePan_XJMH : BJEventBase
int innerCount = innerBeishus != null ? innerBeishus.Length : 1;
Debug.Log($"[XingYunFeiDie] 数组长度: outerBeishus(外圈7项)={outerCount} innerBeishus(内圈10项)={innerCount}");
Debug.Log($"[XingYunFeiDie] 服务端OptionId: 外圈={_outerOpt.OptionId} 内圈={_innerOpt.OptionId}");
Debug.Log($"[XingYunFeiDie] 服务端OptionId: 外圈={_outerOpt.optionId} 内圈={_innerOpt.optionId}");
// 外圈:必须精确停在顶点(中心角度),不随机
float waiTargetAngle = OptionIdToAngle((int)_outerOpt.OptionId, outerCount);
Debug.Log($"[XingYunFeiDie] 外圈目标角度: OptionId={_outerOpt.OptionId} count={outerCount} → {waiTargetAngle}°");
float waiTargetAngle = OptionIdToAngle((int)_outerOpt.optionId, outerCount);
Debug.Log($"[XingYunFeiDie] 外圈目标角度: OptionId={_outerOpt.optionId} count={outerCount} → {waiTargetAngle}°");
// 内圈:可在选项范围内随机偏移(中心角度 ± 半角)
float neiCenterAngle = OptionIdToAngle((int)_innerOpt.OptionId, innerCount);
float neiCenterAngle = OptionIdToAngle((int)_innerOpt.optionId, innerCount);
float neiHalfAngle = (360f / innerCount) / 2f;
float neiTargetAngle = neiCenterAngle + Random.Range(-neiHalfAngle, neiHalfAngle);
Debug.Log($"[XingYunFeiDie] 内圈目标角度: OptionId={_innerOpt.OptionId} count={innerCount} 中心={neiCenterAngle}° 随机后={neiTargetAngle}°");
Debug.Log($"[XingYunFeiDie] 内圈目标角度: OptionId={_innerOpt.optionId} count={innerCount} 中心={neiCenterAngle}° 随机后={neiTargetAngle}°");
// 先转内圈
bool neiDone = false;
@@ -1,4 +1,4 @@
using Assets.MyGame.Scripts.Net.APIResponses.GameConfig_SubClass;
using Assets.MyGame.Scripts.Net.WebResponses;
using DG.Tweening;
using Newtonsoft.Json.Linq;
using System;
@@ -50,7 +50,7 @@ public class XingYunLunEvent : BJEventBase
private List<GameObject> _items = new List<GameObject>();
/// <summary>服务端下发的选项列表(用于映射格子)</summary>
private List<BossOptionBaseParam> _cardParams = new List<BossOptionBaseParam>();
private List<BossKillOption> _cardParams = new List<BossKillOption>();
/// <summary>每个 item 的目标格子索引</summary>
private List<int> _targetSlots = new List<int>();
@@ -111,20 +111,20 @@ public class XingYunLunEvent : BJEventBase
JToken resToken = rootToken["res"] ?? rootToken;
if (resToken is JArray jarr)
_cardParams = jarr.ToObject<List<BossOptionBaseParam>>() ?? new List<BossOptionBaseParam>();
_cardParams = jarr.ToObject<List<BossKillOption>>() ?? new List<BossKillOption>();
else if (resToken is JObject jobj)
_cardParams = new List<BossOptionBaseParam> { jobj.ToObject<BossOptionBaseParam>() };
_cardParams = new List<BossKillOption> { jobj.ToObject<BossKillOption>() };
else
_cardParams = new List<BossOptionBaseParam>();
_cardParams = new List<BossKillOption>();
}
catch (Exception e)
{
Debug.LogError($"[XingYunLun] 解析参数失败:{e.Message};原始={obj}");
_cardParams = new List<BossOptionBaseParam>();
_cardParams = new List<BossKillOption>();
}
Debug.Log($"[XingYunLun] 解析到 {_cardParams.Count} 个选项: " +
$"[{string.Join(", ", _cardParams.Select(p => p.Score))}]");
$"[{string.Join(", ", _cardParams.Select(p => p.score))}]");
}
/// <summary>
@@ -139,7 +139,7 @@ public class XingYunLunEvent : BJEventBase
{
if (_cardParams[i] != null)
{
int score = (int)_cardParams[i].Score;
int score = (int)_cardParams[i].score;
int slotIdx = FindSlotByScore(score);
_targetSlots.Add(slotIdx);
Debug.Log($"[XingYunLun] item[{i}] score={score} → slot={slotIdx}");