ai前存档

This commit is contained in:
2026-05-27 19:47:06 +08:00
parent a73b4c7dd9
commit ecff13130f
37 changed files with 8434 additions and 1248 deletions
@@ -114,8 +114,9 @@ public class MonsterContral : MonoBehaviour
/// <summary>主相机缓存</summary>
protected Camera mainCamera;
public List<Transform> colliderList;
// ================================================================
// Unity 生命周期
@@ -213,15 +214,8 @@ public class MonsterContral : MonoBehaviour
}
public IEnumerator yanchi(GameObject obj,float time, bool isyuzhen)
{
if (isyuzhen)
{
Debug.Log($"[MonsterContral] 鱼阵 {yzID} 路线结束,等待 {time} 秒后销毁"+ guid);
}
yield return new WaitForSeconds(time);
if (isyuzhen)
{
Debug.Log($"[MonsterContral] 鱼阵 {yzID} 路线结束,销毁对象" + guid);
}
CreateFishManager.Instance.Id_DieFish_NotFX(guid);
}
@@ -352,34 +346,40 @@ public class MonsterContral : MonoBehaviour
/// <param name="nextPos">下一帧目标位置</param>
private void ApplyFacingDirection(Vector2 nextPos)
{
if (!isRotate)
{
return;
}
Vector2 toNext = nextPos - (Vector2)transform.position;
Vector2 fromNext = (Vector2)transform.position - nextPos;
if (!isRotate) return;
Vector2 toNext = nextPos - (Vector2)transform.position;
if (toNext.sqrMagnitude < 0.0001f) return; // 避免零向量
if (string.IsNullOrEmpty(forwordXYZ))
{
// 默认:2D 用 up,3D 用 forward
if (!is3D)
transform.up = fromNext.normalized;
{
// 2D 用 up,推荐用 Quaternion.AngleAxis
float angle = Mathf.Atan2(toNext.y, toNext.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.AngleAxis(angle - 90f, Vector3.forward);
}
else
transform.forward = toNext.normalized;
{
// 3D 用 forward,推荐用 LookRotation
transform.rotation = Quaternion.LookRotation(toNext.normalized, Vector3.up);
}
return;
}
switch (forwordXYZ)
{
case "X": transform.right = toNext.normalized; break;
case "-X": transform.right = fromNext.normalized; break;
case "Y": transform.up = toNext.normalized; break;
case "-Y": transform.up = fromNext.normalized; break;
case "Z": transform.forward = toNext.normalized; break;
case "-Z": transform.forward = fromNext.normalized; break;
case "X": transform.right = toNext.normalized; break;
case "-X": transform.right = -toNext.normalized; break;
case "Y": transform.up = toNext.normalized; break;
case "-Y": transform.up = -toNext.normalized; break;
case "Z": transform.forward = toNext.normalized; break;
case "-Z": transform.forward = -toNext.normalized; break;
}
}
// ================================================================
// 动画
// ================================================================
@@ -25,6 +25,7 @@ public class MonsterControl_BossBase : MonsterContral
public Action<int> JiaFen;
public List<List<RedPacketRecord>> redPacketRecords = new List<List<RedPacketRecord>>();
public Camera ZhuCam;
public override void Awake()
{
base.Awake();
@@ -3,6 +3,7 @@ using Assets.MyGame.Scripts.Net.API;
using Assets.MyGame.Scripts.Net.WebResponses;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
@@ -19,6 +20,7 @@ public class BullitMove : MonoBehaviour
Vector3 vector3_startPosition;
public bool isTriggerFirst = true;
MonsterContral target;
public Transform targetTra;
public string bulletID;
// Start is called before the first frame update
void Awake()
@@ -27,7 +29,7 @@ public class BullitMove : MonoBehaviour
//Destroy(gameObject, desTime);
}
bool isLock = false;
public void Lock(MonsterContral monsterContral)
public void Lock(MonsterContral monsterContral,Transform endTra)
{
foreach (var item in GetComponents<Collider2D>())
{
@@ -35,6 +37,7 @@ public class BullitMove : MonoBehaviour
}
isLock = true;
target = monsterContral;
targetTra = endTra;
}
public void NotLock()
{
@@ -51,9 +54,13 @@ public class BullitMove : MonoBehaviour
public void Init()
{
vector3_startPosition = transform.position;
vector3_startPosition.z = -400;
transform.position = vector3_startPosition;
}
//子弹同步分为两种一种是锁定目标一种是不锁定目标
// Update is called once per frame
float ABdistanceTemp=999999999;
public float a = 0.1f;
void Update()
{
if (isLock)
@@ -62,24 +69,35 @@ public class BullitMove : MonoBehaviour
{
NotLock();
}
var ABdistance = Vector3.Distance(transform.position, target.transform.position);
var rotateSpeed = 1/ABdistance;
Vector3 targetPoint = (target.transform.position-transform.position).normalized * moveSpeed*Time.deltaTime;
transform.up = Vector3.Lerp(transform.up, targetPoint, rotateSpeed);
Vector3 v3bullet = transform.position;
v3bullet.z = 0;
Vector3 v3target = targetTra.transform.position;
v3target.z = 0;
var ABdistance = Vector3.Distance(v3bullet, v3target);
var rotateSpeed = 1/(ABdistance/3);
Vector3 targetPoint = (targetTra.transform.position-transform.position).normalized * moveSpeed*Time.deltaTime;
targetPoint.z = transform.position.z;
//transform.up = Vector2.Lerp(transform.up, targetPoint, rotateSpeed);
transform.up = Vector2.Lerp(transform.up, targetPoint, a);
targetPoint = transform.up.normalized * moveSpeed * Time.deltaTime;
targetPoint.z = 0;
transform.position+= targetPoint;
if (ABdistance <= 2)
//if (ABdistance <= 2)
if (ABdistance > ABdistanceTemp)
{
AttackFish(target);
}
ABdistanceTemp = ABdistance;
}
else
{
//方便帧同步
currShowTime += Time.deltaTime;
Vector3 targetPoint = transform.up.normalized * currShowTime * moveSpeed;
targetPoint.z = 0;
transform.position = vector3_startPosition + targetPoint;
}
@@ -176,13 +194,15 @@ public class BullitMove : MonoBehaviour
var v2 = GameManager.Instance.gameData.currRoomData;
if (true)
{
WebSocketSendList.KillFish(v2.roomId, userid,monster.monsterData.fishTypeConfig.fishNumber, monster.guid, (int)CreateFishManager.Instance.currGameType.currSitData.consumeGoldNum);
//WebSocketSendList.KillFish(v2.roomId, userid,monster.monsterData.fishTypeConfig.fishNumber, monster.guid, (int)CreateFishManager.Instance.currGameType.currSitData.consumeGoldNum);
WebSocketSendList.KillFish(v2.roomId, userid, monster.monsterData.fishTypeConfig.fishNumber, monster.guid, (int)CreateFishManager.Instance.currGameType.currSitData.consumeGoldNum, bulletID, "63215f0afa3f5b25");
}
//受激
//monster.monsterData.charactersHealth.OnHurt(10, CharacterHurtType.none);
//monster.HP--;
//if (monster.HP == 0)
@@ -610,7 +610,13 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
//bossTimer = 3f;
if (!fishTypeConfig.TryGetValue(FishTypeEnum.Boss鱼, out var bossList) || bossList.Count == 0)
return;
//foreach (var item in bossList)
//{
// if (item.fishNumber == "13030")
// {
// item.isCreate = 2;
// }
//}
StartCoroutine(buchongfu(bossList, bossCount));
@@ -675,7 +681,7 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
foreach (var cfg in candidates)
{
randWeight -= cfg.fishWeight;
if (randWeight <= 0) // 注意这里是 <= 0
if (randWeight < 0) // 注意这里是 <= 0
{
chosen = cfg;
break;
+3 -1
View File
@@ -18,7 +18,9 @@ namespace Assets.MyGame.Scripts.Net
public static Dictionary<APIType, string> dic_API = new Dictionary<APIType, string>();
//public const string baseURL = "http://game5241.wzaxr.top";
#if UNITY_EDITOR
public const string baseURL = "http://8.137.163.153";
//public const string baseURL = "http://8.137.163.153";
public const string baseURL = "http://8.137.8.46";
#else
public const string baseURL = "http://8.137.8.46";
@@ -25,12 +25,13 @@ namespace Assets.MyGame.Scripts.Net.WebResponses
/// 获得金币
/// </summary>
public int gold;
public int beishu;
/// <summary>
/// 鱼的唯一实例 ID
/// </summary>
public string fishId;
public int timespan;
public long timespan;
public int killtime;
public string msg;
public JObject param;
@@ -51,6 +51,15 @@ namespace Assets.MyGame.Scripts.Net.WebResponses
changeTurret=7
}
[Serializable]
public class FireCannonSendData
{
public string userId;
public List<string> bulletIds;
public long gold;
public int count;
public SyncGameData extra;
}
/// <summary>
/// 同步游戏数据
/// </summary>
@@ -95,8 +104,8 @@ namespace Assets.MyGame.Scripts.Net.WebResponses
[Serializable]
public class FrameData_ChangeAutoTarget : FrameData
{
public string targetGuid;
public string targetPostName;
public List< string> targetGuid;
public int colliderIndex;
}
[Serializable]
public class FrameData_RandomDieFish : FrameData
@@ -25,7 +25,9 @@ namespace Assets.MyGame.Scripts.Net
//private const string baseUrl = "ws://game5241.wzaxr.top";
#if UNITY_EDITOR
private const string baseUrl = "ws://8.137.163.153";
//private const string baseUrl = "ws://8.137.163.153";
private const string baseUrl = "ws://8.137.8.46";
#else
private const string baseUrl = "ws://8.137.8.46";
#endif
@@ -265,6 +265,7 @@ namespace Assets.MyGame.Scripts.Net
case MessageType.Invocation:
switch (v.target)
{
case "GetRoomListResult":
//UIManager.Instance.Get<UIHome_BY_SelectRoomLevelPanel>(UIPanel.SelectRoomPenel);
WebSocketReponseList.GetRoomListResult(msg);
@@ -275,6 +276,10 @@ namespace Assets.MyGame.Scripts.Net
break;
case "RoomInfo":
WebSocketReponseList.RoomInfo(msg);
break;
case "RoomFireNotice":
WebSocketReponseList.RoomFireNotice(msg);
break;
case "RoomKillNotice":
WebSocketReponseList.RoomKillNotice(msg);
@@ -132,6 +132,14 @@ namespace Assets.MyGame.Scripts.Net
{
CreateFishManager.Instance.Ws_DieFish(msg);
}
public static void RoomFireNotice(string msg)
{
FireCannonSendData fireCannonSendData = JsonConvert.DeserializeObject<WebSocketResponseBase<FireCannonSendData>>(msg).arguments[0];
var syncGameData = fireCannonSendData.extra;
EventCenter.Instance.EventTrigger<FireCannonSendData>(ConstEventString.SyncGameData_FireBullet, fireCannonSendData);
}
public static void SyncPlayerGold(string msg)
{
var gold = JsonConvert.DeserializeObject<WebSocketResponseBase<long>>(msg).arguments[0];
@@ -141,6 +149,7 @@ namespace Assets.MyGame.Scripts.Net
break;
case GameType.defaultPanel:
UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelDefault).currSitData.goldNum = gold;
break;
case GameType.FLZY:
UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelFLZY).currSitData.goldNum = gold;
@@ -182,7 +191,7 @@ namespace Assets.MyGame.Scripts.Net
EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_Rotate, syncGameData);
break;
case FrameDataType.fireBullet:
EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_FireBullet, syncGameData);
//EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_FireBullet, syncGameData);
break;
case FrameDataType.createFish:
EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_CreateFish, syncGameData);
@@ -1,11 +1,58 @@
using Assets.MyGame.Scripts.Net;
using Assets.MyGame.Scripts.Net.WebResponses;
using Assets.MyGame.Scripts.Net.WebResponses.ChineseChess;
using Newtonsoft.Json;
using System;
using System.Text;
using Unity.VisualScripting;
using UnityEngine;
public partial class WebSocketSendList
{
public static string MakeKillFishSign(
string roomId,
string userId,
string fishNumber,
string fishId,
long gold,
long timespan,
string bulletId,
long timestamp,
string signKey
)
{
string rawStr = $"{roomId}|{userId}|{fishNumber}|{fishId}|{gold}|{timespan}|{bulletId}|{timestamp}";
return Sign(rawStr, signKey);
}
public static string MakeFireCannonSign(string roomId, string userId, long gold, int count, long timestamp, string signKey)
{
string rawStr = $"{roomId}|{userId}|{gold}|{count}|{timestamp}";
Debug.Log($"生成签名的原始字符串:{rawStr}");
return Sign(rawStr, signKey);
}
public static string Sign(string rawStr, string signKey)
{
string input = rawStr + "|" + signKey;
using (var md5 = System.Security.Cryptography.MD5.Create())
{
byte[] bytes = Encoding.UTF8.GetBytes(input);
byte[] hash = md5.ComputeHash(bytes);
// 转成 hex 字符串(前 8 位)
StringBuilder sb = new StringBuilder();
for (int i = 0; i < hash.Length; i++)
{
sb.Append(hash[i].ToString("x2"));
}
return sb.ToString().Substring(0, 8);
}
}
/// <summary>
/// 获取房间信息
/// </summary>
@@ -13,7 +60,7 @@ public partial class WebSocketSendList
{
WebSocketManager.Instance.Send(SocketType.room, "{\"type\":1,\"target\":\"GetRoomList\",\"invocationId\":\"1\",\"arguments\":[\"" + GameManager.Instance.user.id + "\"," + (int)GameManager.Instance.gameData.currGameType + "," + leave + ","+ district + "]}");
}
/// <summary>
/// 打中鱼
/// </summary>
@@ -21,11 +68,76 @@ public partial class WebSocketSendList
/// <param name="userId"></param>
/// <param name="fishNumber">配置id</param>
/// <param name="fishId">唯一id</param>
public static void KillFish(string roomId, string userId, string fishNumber, string fishId,int paoBei)
public static void KillFish(
string roomId,
string userId,
string fishNumber,
string fishId,
int paoBei,
string bulletId,
string signKey
)
{
var sendObj = new WebSocketSendList("KillFish", roomId, userId, fishNumber, fishId, paoBei, DateTimeOffset.UtcNow.ToUnixTimeSeconds());
long timespan = BeijingTimeManager.Instance.CurrentTimestampMs; // 毫秒
long timestamp = timespan / 1000; // 秒级
// count 固定为 1
string sign = MakeKillFishSign(roomId, userId, fishNumber, fishId, paoBei, timespan, bulletId, timestamp, signKey);
var sendObj = new WebSocketSendList(
"KillFish",
roomId,
userId,
fishNumber,
fishId,
paoBei,
timespan,
bulletId,
timestamp,
sign
);
WebSocketManager.Instance.Send(SocketType.game, JsonConvert.SerializeObject(sendObj));
}
/// <summary>
/// 发射子弹
/// </summary>
/// <param name="roomId"></param>
/// <param name="userId"></param>
/// <param name="gold">单价</param>
/// <param name="count">数量</param>
/// <summary>
/// 发射子弹(与 KillFish 同结构版本)
/// </summary>
public static void FireCannon(
string roomId,
string userId,
long gold,
int count,
object extra,
string signKey
)
{
long timespan = BeijingTimeManager.Instance.CurrentTimestampMs; // 毫秒
long timestamp = timespan / 1000; // 秒级
// FireCannon 的签名规则与 KillFish 一样:roomId|userId|gold|count|timestamp
string sign = MakeFireCannonSign(roomId, userId, gold, count, timestamp, signKey);
var sendObj = new WebSocketSendList(
"FireCannon",
roomId,
userId,
gold,
count,
timestamp,
sign,
extra
);
WebSocketManager.Instance.Send(SocketType.game, JsonConvert.SerializeObject(sendObj));
}
/// <summary>
/// 发射子弹
/// </summary>
+29 -9
View File
@@ -265,6 +265,7 @@ using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UI;
public class SitPosData : MonoBehaviour
@@ -322,14 +323,14 @@ public class SitPosData : MonoBehaviour
private void Awake()
{
btn_TurretAdd.onClick.AddListener(() => ChangeTurretAddConsumeNum());
btn_TurretMinus.onClick.AddListener(() => ChangeTurretMinusConsumeNum());
// 构建字典
dic_Turrets = list_Turrets.ToDictionary(t => t.turretID);
// 炮台倍率按钮
btn_TurretAdd.onClick.AddListener(() => ChangeTurretAddConsumeNum(1000));
btn_TurretMinus.onClick.AddListener(() => ChangeTurretMinusConsumeNum(1000));
}
}
// -------------------------
// 切换炮台
// -------------------------
@@ -347,7 +348,7 @@ public class SitPosData : MonoBehaviour
currentTurretID = currentTurret.turretID;
currentTurret.gameObject.SetActive(true);
// 绑定状态机入口
// 绑定状态机入口
OnStateChange = currentTurret.ChangeState;
// 缓存旋转点
@@ -400,16 +401,34 @@ public class SitPosData : MonoBehaviour
tMP_GoldNum.text = goldNum.ToString();
return true;
}
public void ChangeTurretAddConsumeNum(int n)
int indexConsume=0;
public void ChangeTurretAddConsumeNum()
{
consumeGoldNum += n;
if (CreateFishManager.Instance.currGameType.paoBeiList.Count-1> indexConsume)
{
indexConsume++;
}
else
{
indexConsume = 0;
}
consumeGoldNum = CreateFishManager.Instance.currGameType.paoBeiList[indexConsume];
tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
}
public void ChangeTurretMinusConsumeNum(int n)
public void ChangeTurretMinusConsumeNum()
{
consumeGoldNum -= n;
if (indexConsume>0)
{
indexConsume--;
}
else
{
indexConsume = CreateFishManager.Instance.currGameType.paoBeiList.Count - 1;
}
consumeGoldNum = CreateFishManager.Instance.currGameType.paoBeiList[indexConsume];
tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
}
@@ -432,6 +451,7 @@ public class SitPosData : MonoBehaviour
isLock = false;
lockFX.SetActive(false);
ChangeState(TurretState.Idle);
}
}
+2 -2
View File
@@ -53,8 +53,8 @@ public class TurretData : MonoBehaviour
private void Awake()
{
if (setPosData != null)
setPosData.OnStateChange = ChangeState;
//if (setPosData != null)
// setPosData.OnStateChange = ChangeState;
// 自动判断:如果狂暴攻击动画名不为空,就启用切换动画模式
useFrenzyAnim = !string.IsNullOrEmpty(frenzyAttackAnim);