diff --git a/Assets/MyGame/Scripts/Characters/Monster/MonsterContral.cs b/Assets/MyGame/Scripts/Characters/Monster/MonsterContral.cs index a2ce48ec7..dff6f7cbc 100644 --- a/Assets/MyGame/Scripts/Characters/Monster/MonsterContral.cs +++ b/Assets/MyGame/Scripts/Characters/Monster/MonsterContral.cs @@ -242,14 +242,23 @@ public class MonsterContral : MonoBehaviour [Header("锁定控制(可选)")] [Tooltip("是否需要锁定事件控制。默认false=一直可锁定;true=出场/切换状态期间不可锁定,需调用 NotifyLockable() 后才可锁定")] public bool needLockEvent = false; - /// - /// 当前是否可锁定。 + /// 当前是否可锁定。 /// - needLockEvent=false → 一直 true /// - needLockEvent=true → 初始 false,等 NotifyLockable() 调用后变 true /// ⭐ 用于嫦娥(出场→移动两步)和小白龙(多动画片段切换)等特殊鱼 /// [System.NonSerialized] public bool isLockable = true; + + /// + /// ⭐ 鱼是否已死亡(收到服务端击杀通知/离场销毁后为 true)。 + /// 死亡后到回收前有特效播放窗口期,此期间: + /// - 子弹(BullitMove)不再命中它(碰撞/锁定追踪都跳过) + /// - 不再被锁定(GameMainPanel_FishBase.IsMonsterLockable 返回 false) + /// OnEnable 池复用时重置为 false。 + /// + [System.NonSerialized] + public bool isDead = false; /// 可锁定事件:needLockEvent=true 的鱼首次可锁定时触发,GameMainPanel 订阅用于自动锁定 public event Action OnLockable; @@ -356,6 +365,8 @@ public class MonsterContral : MonoBehaviour // ⭐ 重置可锁定状态:needLockEvent=true 的鱼每次重新生成都需等 NotifyLockable() // needLockEvent=false 的鱼一直可锁定 isLockable = !needLockEvent; + // ⭐ 重置死亡标记:池回收复用的鱼重新激活时是活鱼 + isDead = false; fishenum = (FishTypeEnum)monsterData.fishTypeConfig.fishType; uirootRect = UIManager.Instance.uiRoot.GetComponent(); mainCamera = Camera.main; @@ -940,9 +951,12 @@ public class MonsterContral : MonoBehaviour /// /// 执行死亡:播放音效并销毁 GameObject。 /// 子类可 override 添加额外逻辑(如 Boss 爆炸动画)。 + /// ⭐ 统一设置 isDead=true:死亡后子弹不再命中、不再被锁定。 + /// (不调 base 的子类由 CreateFishManager.Ws_DieFish 入口统一标记) /// public virtual void DieFish(RoomKillNotice obj = null) { + isDead = true; if (FishResourcesData.fishResourcesDatasDic.TryGetValue(fishTypeID, out var res) && res.dieAudio != null && res.dieAudio.Count > 0) { diff --git a/Assets/MyGame/Scripts/Items/Bullits/BullitMove.cs b/Assets/MyGame/Scripts/Items/Bullits/BullitMove.cs index 1e8c2a109..d3eb2d94c 100644 --- a/Assets/MyGame/Scripts/Items/Bullits/BullitMove.cs +++ b/Assets/MyGame/Scripts/Items/Bullits/BullitMove.cs @@ -125,8 +125,8 @@ public class BullitMove : MonoBehaviour if (isLock) { - // 目标无效 → 解除锁定 - if (target == null || targetTra == null || !target.gameObject.activeInHierarchy || !targetTra.gameObject.activeInHierarchy) + // 目标无效或已死亡 → 解除锁定 + if (target == null || target.isDead || targetTra == null || !target.gameObject.activeInHierarchy || !targetTra.gameObject.activeInHierarchy) { NotLock(); return; @@ -175,6 +175,10 @@ public class BullitMove : MonoBehaviour { if (collision.transform.tag == "Fish") { + // ⭐ 已死亡的鱼(死亡特效播放窗口期)不可被命中,子弹穿透继续飞 + var hitMonster = collision.transform.GetComponentInParent(); + if (hitMonster != null && hitMonster.isDead) return; + isTriggerFirst = false; if (effectPrefab != null) { @@ -183,9 +187,8 @@ public class BullitMove : MonoBehaviour if (userid == GameManager.Instance.user.id) { - var monster = collision.transform.GetComponentInParent(); - monster.monsterData.charactersHealth.OnHurt(10, CharacterHurtType.none); - Destroy(monster.gameObject); + hitMonster.monsterData.charactersHealth.OnHurt(10, CharacterHurtType.none); + Destroy(hitMonster.gameObject); } BulletPool.Instance.Return(gameObject); } @@ -209,8 +212,11 @@ public class BullitMove : MonoBehaviour { if (collision.tag == "Fish") { - isTriggerFirst = false; + // ⭐ 已死亡的鱼(死亡特效播放窗口期)不可被命中,子弹穿透继续飞 var monster = collision.transform.GetComponentInParent(); + if (monster != null && monster.isDead) return; + + isTriggerFirst = false; AttackFish(monster); } else if (collision.tag == "Wall") @@ -242,6 +248,13 @@ public class BullitMove : MonoBehaviour private void AttackFish(MonsterContral monster) { + // ⭐ 兜底:已死亡的鱼(死亡特效播放窗口期)不可被命中,子弹回池不结算 + if (monster == null || monster.isDead) + { + BulletPool.Instance.Return(gameObject); + return; + } + if (effectPrefab != null) { EffectPool.Instance.Get(effectPrefab, transform.position, Quaternion.identity, transform.parent); diff --git a/Assets/MyGame/Scripts/Manager/CreateFishManager.cs b/Assets/MyGame/Scripts/Manager/CreateFishManager.cs index 51038b2a8..3c5960f5c 100644 --- a/Assets/MyGame/Scripts/Manager/CreateFishManager.cs +++ b/Assets/MyGame/Scripts/Manager/CreateFishManager.cs @@ -1503,6 +1503,22 @@ public class CreateFishManager : MonoSingleton WebSocketSendList.SyncGameData(sgd); } + /// + /// 清除所有座位对此鱼的锁定引用(鱼死亡/离场时调用,避免炮台继续对着死鱼/已回收鱼空转)。 + /// + private void ClearLockOnFish(string fishId) + { + if (currGameType == null || currGameType.list_Sits == null) return; + foreach (var sit in currGameType.list_Sits) + { + if (sit.monCotl_Lock != null && sit.monCotl_Lock.guid == fishId) + { + sit.monCotl_Lock = null; + sit.monCotl_Lock_Position = null; + } + } + } + /// /// 鱼离场 /// @@ -1530,6 +1546,10 @@ public class CreateFishManager : MonoSingleton #endif return; } + // ⭐ 标记死亡:离场回收的鱼同样不可被命中/锁定(回池 OnEnable 会重置) + monster.isDead = true; + // ⭐ 清除座位锁定引用:炮台不再对着已离场的鱼 + ClearLockOnFish(fishId); Pool.Instance.Return(monster.gameObject); switch (monster.fishenum) { @@ -1591,6 +1611,11 @@ public class CreateFishManager : MonoSingleton $"fishNumber={monster.monsterData?.fishTypeConfig?.fishNumber} isyz={monster.isyz} yzID={monster.yzID} dictCount={fishDatas_hashCodekey.Count}", monster.GetInstanceID()); + // ⭐ 统一标记死亡:死亡后子弹不再命中、不再被锁定 + monster.isDead = true; + // ⭐ 清除座位锁定引用:炮台不再对着死亡的鱼 + ClearLockOnFish(fishId); + // 👁 调试:记录每架掉金币飞机的实际坐标,便于对比"其他位置掉金币"来源 Debug.Log($"[掉金币坐标] fishId={fishId} 飞机坐标={monster.transform.position} 金币飞向={v3Point} isLocal={isLocal} 调用栈={System.Environment.StackTrace}"); @@ -1721,17 +1746,18 @@ public class CreateFishManager : MonoSingleton { if (item.user == killFish.userId) { - // 只有死的鱼正好是当前锁定目标时才清除 - if (item.monCotl_Lock != null && item.monCotl_Lock.guid == killFish.fishId) - item.monCotl_Lock = null; //item.lockFX.gameObject.SetActive(false); sitData = item; } } + // ⭐ 死鱼清除所有座位的锁定引用(原逻辑只清击杀者座位,其他座位锁同一条鱼时不清) + ClearLockOnFish(killFish.fishId); if (!fishDatas_hashCodekey.TryGetValue(killFish.fishId, out var monster)) return; + // ⭐ 统一标记死亡:死亡后子弹不再命中、不再被锁定(含不调 base.DieFish 的 Boss 子类) + monster.isDead = true; // 死亡粒子特效(池化,粒子播完自动回池) EffectPool.Instance.Get( diff --git a/Assets/MyGame/aa/Game/FLZY/BOSS/YGLG/6005.prefab b/Assets/MyGame/aa/Game/FLZY/BOSS/YGLG/6005.prefab index 4ca8c476b..21d54b16c 100644 --- a/Assets/MyGame/aa/Game/FLZY/BOSS/YGLG/6005.prefab +++ b/Assets/MyGame/aa/Game/FLZY/BOSS/YGLG/6005.prefab @@ -1034,6 +1034,11 @@ PrefabInstance: propertyPath: m_Layer value: 6 objectReference: {fileID: 0} + - target: {fileID: 2609102468816383823, guid: 24f1136b5772c7a428221f9ea1e47092, + type: 3} + propertyPath: m_TagString + value: Fish + objectReference: {fileID: 0} - target: {fileID: 2616212808995824677, guid: 24f1136b5772c7a428221f9ea1e47092, type: 3} propertyPath: m_Layer @@ -1329,6 +1334,11 @@ PrefabInstance: propertyPath: m_Layer value: 6 objectReference: {fileID: 0} + - target: {fileID: 5452515438488886489, guid: 24f1136b5772c7a428221f9ea1e47092, + type: 3} + propertyPath: m_TagString + value: Fish + objectReference: {fileID: 0} - target: {fileID: 5490589684991037899, guid: 24f1136b5772c7a428221f9ea1e47092, type: 3} propertyPath: m_Layer @@ -1709,6 +1719,11 @@ PrefabInstance: propertyPath: m_Layer value: 6 objectReference: {fileID: 0} + - target: {fileID: 8505571146582596367, guid: 24f1136b5772c7a428221f9ea1e47092, + type: 3} + propertyPath: m_TagString + value: Fish + objectReference: {fileID: 0} - target: {fileID: 8561627270065939038, guid: 24f1136b5772c7a428221f9ea1e47092, type: 3} propertyPath: m_Layer @@ -1838,7 +1853,7 @@ BoxCollider2D: m_CallbackLayers: serializedVersion: 2 m_Bits: 4294967295 - m_IsTrigger: 0 + m_IsTrigger: 1 m_UsedByEffector: 0 m_UsedByComposite: 0 m_Offset: {x: 0.9495852, y: 0.019144058} @@ -1909,7 +1924,7 @@ MonoBehaviour: currEffect_DieAward: {fileID: 0} isMove: 1 is3D: 0 - forwordXYZ: X + forwordXYZ: fishenum: 0 moveTime: 0 isyz: 0 @@ -1976,7 +1991,7 @@ BoxCollider2D: m_CallbackLayers: serializedVersion: 2 m_Bits: 4294967295 - m_IsTrigger: 0 + m_IsTrigger: 1 m_UsedByEffector: 0 m_UsedByComposite: 0 m_Offset: {x: 0.8961026, y: -0.38048768} @@ -2027,7 +2042,7 @@ BoxCollider2D: m_CallbackLayers: serializedVersion: 2 m_Bits: 4294967295 - m_IsTrigger: 0 + m_IsTrigger: 1 m_UsedByEffector: 0 m_UsedByComposite: 0 m_Offset: {x: -1.3747451, y: 0} diff --git a/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs b/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs index 0b907fe90..0b4d7ef9c 100644 --- a/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs +++ b/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs @@ -1681,11 +1681,14 @@ public class GameMainPanel_FishBase : GameMainPanel_Base /// ⭐ 判断鱼是否可锁定。 /// - needLockEvent=false 的鱼:一直可锁定(只要 activeInHierarchy) /// - needLockEvent=true 的鱼:出场/状态切换期间 isLockable=false,等 NotifyLockable() 后才可锁定 + /// - 已死亡的鱼(isDead=true,死亡特效播放窗口期)不可锁定 /// 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