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SMB 事件负责开门 + currentZhanShenData?.RefreshWarGodFireMode(); + } + else if (!lockActive && _laserLockActive) + { + // ⭐ 锁定丢失:刷新 FireIndex=0 → 退回 Fire0 子弹动画(过渡条件 FireIndex==0) + currentZhanShenData?.RefreshWarGodFireMode(); } _laserLockActive = lockActive; diff --git a/Assets/MyGame/Scripts/Turret/TurretData.cs b/Assets/MyGame/Scripts/Turret/TurretData.cs index 3b1c22101..20b9157c5 100644 --- a/Assets/MyGame/Scripts/Turret/TurretData.cs +++ b/Assets/MyGame/Scripts/Turret/TurretData.cs @@ -492,6 +492,22 @@ public class TurretData : MonoBehaviour && sit.monCotl_Lock_Position.gameObject.activeInHierarchy; } + /// + /// 锁定状态变化瞬间刷新 FireIndex(0=子弹 Fire0 / 1=激光 Fire1): + /// ChangeState 同状态早退不会重跑 PlayWarGodAnimator,边开火边锁定时 FireIndex 会停在旧值, + /// 动画不切 Fire1、SMB 事件永不触发,特效只能等 laserFXDelay 兜底定时器“直接激活”。 + /// 锁定建立/丢失时调用本方法刷新参数 → Fire0↔Fire1 过渡(FireIndex 条件)立即生效, + /// 特效显示由此完全交给 Fire1 上的 ZhanShenLaserLoopSMB 动画事件开门。 + /// + public void RefreshWarGodFireMode() + { + if (!_warGodAnimMode || !_hasFireIndex) return; + if (currState != TurretState.Attack + && currState != TurretState.LaserStart + && currState != TurretState.LaserLoop) return; + SetNumericParam(fireIndexParam, _fireIndexType, IsLaserActive() ? 1 : 0); + } + /// /// 战神激光 loop 动画开始通知(ZhanShenLaserLoopSMB 状态机行为 / 剪辑动画事件殊途同归): /// 通知座位立即显示激光及全部特效(提前结束 laserFXDelay 等待)。 diff --git a/Assets/MyGame/aa/UI/Game/Sub/HHWKTuJianPanel.cs b/Assets/MyGame/aa/UI/Game/Sub/HHWKTuJianPanel.cs index 669524874..895f69a29 100644 --- a/Assets/MyGame/aa/UI/Game/Sub/HHWKTuJianPanel.cs +++ b/Assets/MyGame/aa/UI/Game/Sub/HHWKTuJianPanel.cs @@ -28,7 +28,7 @@ public class HHWKTuJianPanel : SubUIBase var v = CreateFishManager.Instance.spawnList; foreach (var item in v) { - if (!GameManager.Instance.dic_fishTypeConfigs.TryGetValue(item.fishNumber, out var cfg)) + if (!GameManager.Instance.dic_fishTypeConfigs.TryGetValue(item.fishNumber, out var cfg)) continue; TuJianItem prefabToUse; diff --git a/Assets/MyGame/aa/UI/Game/XJMH/GameMainPanelXJMH.prefab b/Assets/MyGame/aa/UI/Game/XJMH/GameMainPanelXJMH.prefab index e0468fa22..87d006a3b 100644 --- a/Assets/MyGame/aa/UI/Game/XJMH/GameMainPanelXJMH.prefab +++ b/Assets/MyGame/aa/UI/Game/XJMH/GameMainPanelXJMH.prefab @@ -3865,7 +3865,7 @@ MonoBehaviour: subPanelParent: {fileID: 1078076760308578925} textMeshProUGUI_RoomID: {fileID: 222610915537559086} obj_DJSPanel: {fileID: 5476404289453217958} - tmp_DJS: {fileID: 2479921937008509017} + tmp_DJS: {fileID: 7541570264601691626} btn_QueRen: {fileID: 4624491302151963912} btn_QuXiao: {fileID: 2238313060525282867} sceneName: XJMH @@ -4163,7 +4163,7 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5} - m_AnchoredPosition: {x: 0, y: 66} + m_AnchoredPosition: {x: 0, y: 0} m_SizeDelta: {x: 256, y: 256} m_Pivot: {x: 0.5, y: 0.5} --- !u!222 &45333424778729664 @@ -5384,7 +5384,7 @@ MonoBehaviour: m_faceColor: serializedVersion: 2 rgba: 4294967295 - m_fontSize: 45.25 + m_fontSize: 59.65 m_fontSizeBase: 37.07 m_fontWeight: 400 m_enableAutoSizing: 1 @@ -7855,9 +7855,9 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 1, y: 1} - m_AnchoredPosition: {x: -405.93396, y: -281.78986} + m_AnchoredPosition: {x: -342.40753, y: -181.04694} m_SizeDelta: {x: -811.868, y: -563.5797} - m_Pivot: {x: 0.5, y: 0.5} + m_Pivot: {x: 0.4217527, y: 0.32124478} --- !u!114 &5812222518583518 MonoBehaviour: m_ObjectHideFlags: 0 @@ -8050,7 +8050,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 0 + m_IsActive: 1 --- !u!224 &4415992113508979064 RectTransform: m_ObjectHideFlags: 0 @@ -8075,9 +8075,9 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 1, y: 1} - m_AnchoredPosition: {x: 418, y: -281.78986} + m_AnchoredPosition: {x: 482.52466, y: -187.01053} m_SizeDelta: {x: -811.868, y: -563.5797} - m_Pivot: {x: 0.5, y: 0.5} + m_Pivot: {x: 0.42052296, y: 0.3318262} --- !u!114 &3631726351435843207 MonoBehaviour: m_ObjectHideFlags: 0