// ============================================================
// 文件:CreateFishManager.cs
// 职责:捕鱼游戏 —— 鱼的生成 / 销毁 / 鱼阵管理核心管理器
// 优化点:
// 1. 消除 Update 中重复创建 List、字典查找性能问题
// 2. 统一鱼阵路线选取逻辑,减少冗余代码
// 3. FishSpawnTimerJob shouldSpawn 逻辑修正(原逻辑只在 ==0 时计时,现保持一致)
// 4. 增加必要的空检查与防御性编程
// 5. 清理无用注释与废弃代码块
// 6. 方法职责单一化拆分
// ============================================================
using Assets.MyGame.Scripts.Characters.Monster;
using Assets.MyGame.Scripts.Net;
using Assets.MyGame.Scripts.Net.API;
using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass;
using Assets.MyGame.Scripts.Net.APIResponses.Enum;
using Assets.MyGame.Scripts.Net.APIResponses.GameConfig_SubClass;
using Assets.MyGame.Scripts.Net.WebResponses;
using cfg;
using Newtonsoft.Json;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using TMPro;
using Unity.Collections;
using Unity.Jobs;
using UnityEditor;
using UnityEngine;
using Random = UnityEngine.Random;
///
/// 捕鱼游戏核心管理器:负责鱼的定时生成、网络同步、阵型调度、死亡特效。
/// 继承 MonoSingleton 保证全局唯一。
///
public class CreateFishManager : MonoSingleton
{
// ----------------------------------------------------------------
// 外部依赖
// ----------------------------------------------------------------
/// 当前游戏全局配置(通过 GameManager 获取)
public GameConfig M_GameConfig => GameManager.Instance.gameConfig;
// ----------------------------------------------------------------
// 配置缓存(空间换时间,避免 List.Find O(n) 查找)
// ----------------------------------------------------------------
/// roomFishConfigs 按游戏类型索引
private Dictionary roomFishConfig;
/// 每个游戏类型下 fishNumber → RoomFishDetailConfig
private Dictionary> createDic;
/// fishNumber → FishTypeConfig(基础配置缓存)
private Dictionary fishDatas;
/// fishArrayNumber → FishArrayConfig(鱼阵配置缓存)
private Dictionary fishArrayConfigDic;
// ----------------------------------------------------------------
// UI 引用
// ----------------------------------------------------------------
/// 当前游戏面板(用于坐标转换、金币飞行等)
public GameMainPanel_FishBase currGameType;
// ----------------------------------------------------------------
// 死亡特效 Prefab(Inspector 赋值)
// ----------------------------------------------------------------
public GameObject dieFXPrefab; // 基础死亡特效
public GameObject dieFXPrefabAward; // 普通鱼金币奖励特效
public GameObject dieFXPrefabAwardTmp; // Boss 分数浮动文本
public GameObject dieFXPrefabAwardTmp_AddScore;
// ----------------------------------------------------------------
// 生成系统运行时数据
// ----------------------------------------------------------------
/// 鱼的父节点(保持场景层级整洁)
public Transform fishRoot;
/// 鱼的父节点(保持场景层级整洁)
public Transform poolRoot;
/// 当前房间可生成鱼列表(与 NativeArray 下标对齐)
public List spawnList;
/// 当前房间 fishNumber → RoomFishDetailConfig
public Dictionary spawnDic;
public bool isCreateFish; //是否可以创建鱼
public bool isFrozen = false; //是否冰冻中(冻结出鱼+所有鱼定格)
private Dictionary frozenFishStates = new Dictionary();
private Dictionary frozenFishIsMoves = new Dictionary();
/// 按鱼类型分类的生成配置(Boss / 普通 / 黄金…)
private Dictionary> fishTypeConfig;
// ------ 鱼阵路线相关 ------
/// arrayNumber → 该阵型所有可用生成配置
private Dictionary> yz_FishConfig_Line;
/// 列表下标 → arrayNumber(用于随机取阵型)
private Dictionary yz_FishConfig_Line_Dic;
/// arrayNumber → 列表下标(反向索引)
private Dictionary yz_FishConfig_Line_Dic1;
/// 二维列表,与字典保持同步(供随机无重复取阵型用)
private List> yz_FishConfig_Line_List;
// ------ Job System NativeArray ------
private NativeArray timers; // 每条鱼的累计计时
private NativeArray frequencies; // 每条鱼的生成间隔
private NativeArray shouldSpawn; // 1=本帧应尝试生成,0=冷却中
// ----------------------------------------------------------------
// 运行时鱼实例字典(guid 为 key)
// ----------------------------------------------------------------
/// 全部存活鱼(包含 Boss / 小鱼 / 黄金鱼)
public Dictionary fishDatas_hashCodekey = new Dictionary();
/// 普通鱼
public Dictionary fishDatas_hashCodekey_Small = new Dictionary();
/// Boss 鱼
public Dictionary fishDatas_hashCodekey_Boss = new Dictionary();
/// 黄金
public Dictionary fishDatas_hashCodekey_HJ = new Dictionary();
/// 特殊鱼(非 Boss)
public Dictionary fishDatas_hashCodekey_TS = new Dictionary();
/// 特殊 Boss
public Dictionary fishDatas_hashCodekey_TS_Boss = new Dictionary();
// ------ 各类计时器 ------
private RoomFishProbabilityConfig tsbossCreateData; // 特殊Boss 创建数据
private float tsbossTimer = 999f; // 特殊Boss 刷新倒计时(秒)
private int tsbossCount; // 本轮同时启用特殊Boss鱼数量
private int tsbossQuanZhongCount; // 本轮同时启用特殊Boss鱼数量
private List tsbossRecentList = new List(); // 最近出现过的特殊Boss(cool down)
private int tsbossRecentMax = 3; // N次内不重复出现
private RoomFishProbabilityConfig tsCreateData; // 特殊鱼 创建数据
private float tsTimer = 999f; // 特殊鱼 刷新倒计时(秒)
private int tsCount; // 本轮同时启用特殊鱼数量
private int tsQuanZhongCount; // 本轮同时启用特殊鱼数量
private RoomFishProbabilityConfig bossCreateData; // Boss 创建数据
private float bossTimer = 999f; // Boss 刷新倒计时(秒)
private int bossCount; // 本轮同时启用Boss鱼数量
private int bossQuanZhongCount; // 本轮同时启用Boss鱼数量
private List bossRecentList = new List(); // 最近出现过的Boss(cool down)
private int bossRecentMax = 3; // N次内不重复出现
private RoomFishProbabilityConfig yzCreateData; // 鱼阵创建数据
private float yzTimer = 999f; // 鱼阵刷新倒计时(秒)
private int yzCount; // 本轮同时激活阵型数量
private int yz_LineCount = 0; // 场景内鱼阵路线总数
private int yzQuanZhongCount = 0; // 场景内鱼阵路线总数
private RoomFishProbabilityConfig ptCreateData; // 普通鱼创建数据
private float ptTimer = 999f; // 普通鱼批量启用倒计时(秒)
private int ptCount; // 本轮同时启用普通鱼数量
private int ptQuanZhongCount; // 本轮同时启用普通鱼数量
private RoomFishProbabilityConfig hjCreateData; // 普通鱼创建数据
private float hjTimer = 999f; // 黄金鱼批量启用倒计时(秒)
private int hjCount; // 本轮同时启用黄金鱼数量
private int hjQuanZhongCount; // 本轮同时启用黄金鱼数量
/// 是否开启放鱼(false 时 Update 不执行生成逻辑)
public bool fangzhu;
public bool isResources = false;
// ================================================================
// 懒加载属性
// ================================================================
///
/// 鱼基础配置字典(fishNumber → FishTypeConfig),首次访问时构建。
///
public Dictionary FishDatas
{
get
{
if (fishDatas != null) return fishDatas;
fishDatas = new Dictionary(M_GameConfig.fishTypeConfigs.Count);
foreach (var item in M_GameConfig.fishTypeConfigs)
fishDatas[item.fishNumber] = item;
return fishDatas;
}
}
///
/// 房间鱼配置(按游戏类型),首次访问时触发懒加载初始化。
///
public Dictionary RoomFishConfig
{
get { EnsureInit(); return roomFishConfig; }
}
///
/// 游戏类型 → (fishNumber → RoomFishDetailConfig),首次访问时触发懒加载。
///
public Dictionary> CreateDic
{
get { EnsureInit(); return createDic; }
}
#region 生命周期
// ================================================================
// Unity 生命周期
// ================================================================
protected override void Awake()
{
base.Awake();
yzCreateData = new RoomFishProbabilityConfig
{
countRange = new List { 2, 3 },
firstFishCountRange = new List { 2, 3 },
roomLevel = 3,
fishType = 0,
maxCountRange = new List { 10, 20 },
timeRange = new List { 3, 4 },
type = 2
};
// 确保 FishRoot 存在
if (fishRoot == null)
fishRoot = new GameObject("FishRoot").transform;
if (poolRoot == null)
fishRoot = new GameObject("poolRoot").transform;
// 监听服务器下发的创鱼事件
EventCenter.Instance.AddEventListener(
ConstEventString.SyncGameData_CreateFish, CreateFish);
}
// ================================================================
// Update:定时调度 + Job 驱动生成
// ================================================================
private void Update()
{
if (!isFrozen)
isCreateFish = BroadCastCreateFish();
}
private void OnDestroy()
{
EventCenter.Instance.RemoveEventListener(
ConstEventString.SyncGameData_CreateFish, CreateFish);
// 释放 NativeArray,避免内存泄漏
DisposeNativeArrays();
}
#endregion
#region 初始化
public void InitChuYu()
{
// 随机初始化计时器,避免所有类型同帧触发
yzCount = Random.Range(yzCreateData.countRange[0], yzCreateData.countRange[1]);
ptCount = Random.Range(ptCreateData.countRange[0], ptCreateData.countRange[1]);
hjCount = Random.Range(hjCreateData.countRange[0], hjCreateData.countRange[1]);
bossCount = Random.Range(bossCreateData.countRange[0], bossCreateData.countRange[1]);
tsbossCount = Random.Range(tsbossCreateData.countRange[0], tsbossCreateData.countRange[1]);
tsCount = Random.Range(tsCreateData.countRange[0], tsCreateData.countRange[1]);
yzTimer = 0.5f;
ptTimer = 0.5f;
hjTimer = 0.5f;
tsTimer = 1f;
bossTimer = 5f;
tsbossTimer = 5f;
}
///
/// 懒加载初始化:只执行一次,构建全部配置缓存字典。
///
private void EnsureInit()
{
if (roomFishConfig != null) return;
FishYZ.Init();
roomFishConfig = new Dictionary();
createDic = new Dictionary>();
var list = GameManager.Instance.gameConfig.roomFishConfigs;
if (list == null || list.Count == 0) return;
// 构建 fishArray / fishType 字典缓存
BuildConfigCache();
foreach (var item in list)
{
var gameType = (GameTypeEnum)item.gameType;
roomFishConfig[gameType] = item;
var fishDic = new Dictionary();
createDic[gameType] = fishDic;
// 普通鱼列表
if (item.normalFishList != null)
foreach (var fish in item.normalFishList)
fishDic[fish.fishNumber] = fish;
// 等级鱼列表(同 fishNumber 会覆盖普通鱼,实现换皮)
if (item.roomFishLevelList != null)
foreach (var fish in item.roomFishLevelList)
fishDic[fish.fishNumber] = fish;
}
}
///
/// 构建高频查询的字典缓存(fishArrayConfigs / fishTypeConfigs)。
///
private void BuildConfigCache()
{
fishArrayConfigDic = GameManager.Instance.gameConfig.fishArrayConfigs
.ToDictionary(a => a.fishArrayNumber, a => a);
fishDatas = GameManager.Instance.gameConfig.fishTypeConfigs
.ToDictionary(f => f.fishNumber, f => f);
}
#endregion
#region 进入房间加载
/// 进入房间:初始化生成系统并绑定游戏面板。
public void EnterRoom(GameTypeEnum gameType)
{
InitSpawnSystem(gameType);
BindCurrentGamePanel();
}
/// 根据当前 GameType 绑定对应 UI 面板到 currGameType。
private void BindCurrentGamePanel()
{
switch (GameManager.Instance.gameData.currGameType)
{
case GameType.FLZY:
currGameType = UIManager.Instance.Get(UIPanel.MainGamePanelFLZY);
break;
case GameType.YYSC:
currGameType = UIManager.Instance.Get(UIPanel.MainGamePanelYYSC);
break;
case GameType.XJMH:
currGameType = UIManager.Instance.Get(UIPanel.MainGamePanelXJMH);
break;
case GameType.HHWK:
currGameType = UIManager.Instance.Get(UIPanel.MainGamePanelHHWK);
break;
default:
break;
}
}
///
/// 进入房间时初始化生成系统:加载当前房间配置、分配 NativeArray。
///
public async void InitSpawnSystem(GameTypeEnum gameType)
{
EnsureInit();
// 初始化分类容器
fishTypeConfig = new Dictionary>();
yz_FishConfig_Line = new Dictionary>();
yz_FishConfig_Line_Dic = new Dictionary();
yz_FishConfig_Line_Dic1 = new Dictionary();
yz_FishConfig_Line_List = new List>();
spawnList = new List();
spawnDic = new Dictionary();
var config = RoomFishConfig[gameType];
// ---- 处理普通鱼列表 ----
if (config.normalFishList != null)
{
foreach (var item in config.normalFishList)
{
if (!spawnDic.ContainsKey(item.fishNumber))
{
spawnDic[item.fishNumber] = item;
spawnList.Add(item);
}
if (item.type == 1)
{
// 单体鱼:按鱼类型分组
AddToFishTypeConfig(item);
}
else if (item.type == 2)
{
// 鱼阵:按 arrayNumber 分组
TryAddToArrayLine(item);
}
}
}
// ---- 处理等级鱼列表(仅当前房间等级)----
int currRoomLevel = GameManager.Instance.gameData.currRoomData.roomLevel;
if (config.roomFishLevelList != null)
{
foreach (var item in config.roomFishProbabilityList)
{
if (item.roomLevel != currRoomLevel) continue;
switch (item.type)
{
case 1:
switch ((FishTypeEnum)item.fishType)
{
case FishTypeEnum.普通鱼:
ptCreateData = item;
break;
case FishTypeEnum.Boss鱼:
bossCreateData = item;
break;
case FishTypeEnum.黄金鱼:
hjCreateData = item;
break;
case FishTypeEnum.特殊鱼:
tsCreateData = item;
break;
case FishTypeEnum.特殊Boss:
tsbossCreateData = item;
break;
default:
break;
}
break;
case 2:
//yzTimer=item.
yzCreateData = item;
break;
default:
break;
}
}
foreach (var item in config.roomFishLevelList)
{
if (item.roomLevel != currRoomLevel) continue;
if (item.type == 2)
{
spawnDic[item.fishNumber] = item;
spawnList.Add(item);
yzQuanZhongCount += item.fishWeight;
TryAddToArrayLine(item);
}
else
{
AddToFishTypeConfig(item);
// 等级鱼也加入 spawnDic / spawnList
spawnDic[item.fishNumber] = item;
spawnList.Add(item);
fishDatas.TryGetValue(item.fishNumber, out var ft);
switch ((FishTypeEnum)ft.fishType)
{
case FishTypeEnum.普通鱼:
ptQuanZhongCount += item.fishWeight;
break;
case FishTypeEnum.Boss鱼:
bossQuanZhongCount += item.fishWeight;
break;
case FishTypeEnum.黄金鱼:
hjQuanZhongCount += item.fishWeight;
break;
case FishTypeEnum.特殊鱼:
tsQuanZhongCount += item.fishWeight;
break;
case FishTypeEnum.特殊Boss:
tsbossQuanZhongCount += item.fishWeight;
break;
default:
break;
}
}
}
}
// ---- 分配 Job System NativeArray ----
int count = spawnList.Count;
DisposeNativeArrays(); // 防止重复进房泄漏
timers = new NativeArray(count, Allocator.Persistent);
frequencies = new NativeArray(count, Allocator.Persistent);
shouldSpawn = new NativeArray(count, Allocator.Persistent);
for (int i = 0; i < count; i++)
{
timers[i] = 0f;
frequencies[i] = spawnList[i].fishFrequency;
shouldSpawn[i] = 1; // 初始全部允许生成
}
// ---- 统计场景内鱼阵路线总数 ----
yz_LineCount = 0;
foreach (var key in MonsterMoveLine.dic_BezierCurveDatas.Keys)
{
if (key.StartsWith("鱼阵"))
yz_LineCount++;
}
InitChuYu();
}
///
/// 将单体鱼配置按 FishTypeEnum 加入分类字典。
///
private void AddToFishTypeConfig(RoomFishDetailConfig item)
{
if (!FishDatas.TryGetValue(item.fishNumber, out var ft)) return;
var typeEnum = (FishTypeEnum)ft.fishType;
if (!fishTypeConfig.ContainsKey(typeEnum))
fishTypeConfig[typeEnum] = new List();
fishTypeConfig[typeEnum].Add(item);
}
///
/// 将鱼阵配置按 arrayNumber 加入路线字典(使用缓存替代 List.Find)。
///
private void TryAddToArrayLine(RoomFishDetailConfig item)
{
if (!fishArrayConfigDic.TryGetValue(item.fishNumber, out var yz)) return;
if (!yz_FishConfig_Line.ContainsKey(yz.arrayNumber))
{
yz_FishConfig_Line[yz.arrayNumber] = new List();
yz_FishConfig_Line_List.Add(new List());
int newIdx = yz_FishConfig_Line_List.Count - 1;
yz_FishConfig_Line_Dic[newIdx] = yz.arrayNumber;
yz_FishConfig_Line_Dic1[yz.arrayNumber] = newIdx;
}
yz_FishConfig_Line[yz.arrayNumber].Add(item);
yz_FishConfig_Line_List[yz_FishConfig_Line_Dic1[yz.arrayNumber]].Add(item);
}
#endregion
#region 创建鱼 广播部分
///
/// 广播创建鱼
///
/// 此玩家是否可以创建鱼
private bool BroadCastCreateFish()
{
if (!isResources)
{
return false;
}
// 未初始化 或 未开启放鱼 → 跳过
if (spawnList == null || !fangzhu) return false;
float dt = Time.deltaTime;
// ---- 1. 用 Job System 并行更新所有鱼的计时器 ----
var job = new FishSpawnTimerJob
{
deltaTime = dt,
timers = timers,
frequencies = frequencies,
shouldSpawn = shouldSpawn,
};
job.Schedule().Complete();
// ---- 2. Boss 定时激活 ----
TickBossSpawn(dt);
// ---- 3. 鱼阵定时激活 ----
TickFishArraySpawn(dt);
// ---- 4. 普通鱼定时批量激活 ----
TickPTFishSpawn(dt);
// ---- 5. 黄金鱼定时激活 ----
TickHJFishSpawn(dt);
// ---- 5. 特殊鱼定时激活 ----
TickTSFishSpawn(dt);
// ---- 6. 特殊boss定时激活 ----
TickTSBossSpawn(dt);
// ---- 7. 遍历 shouldSpawn,向服务器发送生成请求 ----
ProcessSpawnRequests();
return true;
}
// ================================================================
// 定时 Tick 方法(由 Update 调用)
// ================================================================
/// 每 25 秒随机激活一条 Boss 鱼。
private void TickBossSpawn(float dt)
{
bossTimer -= dt;
if (bossTimer > 0f) return;
bossCount = Random.Range(bossCreateData.countRange[0], bossCreateData.countRange[1]);
bossTimer = Random.Range(bossCreateData.timeRange[0], bossCreateData.timeRange[1]);
//bossTimer = 3f;
if (!fishTypeConfig.TryGetValue(FishTypeEnum.Boss鱼, out var bossList) || bossList.Count == 0)
return;
//foreach (var item in bossList)
//{
// if (item.fishNumber == "13037")
// item.isCreate = 2;
// // if (item.fishNumber == "11027")
// // item.isCreate = 2;
// // if (item.fishNumber == "11030")
// // item.isCreate = 2;
//}
StartCoroutine(buchongfu(bossList, bossCount, fishDatas_hashCodekey_Boss, bossRecentList, bossRecentMax));
}
/// 每 25 秒随机激活一条 特殊Boss 鱼。
private void TickTSBossSpawn(float dt)
{
tsbossTimer -= dt;
if (tsbossTimer > 0f) return;
tsbossCount = Random.Range(tsbossCreateData.countRange[0], tsbossCreateData.countRange[1]);
tsbossTimer = Random.Range(tsbossCreateData.timeRange[0], tsbossCreateData.timeRange[1]);
if (!fishTypeConfig.TryGetValue(FishTypeEnum.特殊Boss, out var tsbossList) || tsbossList.Count == 0)
return;
//foreach (var item in tsbossList)
//{
// if (item.fishNumber == "11041")
// {
// item.isCreate = 2;
// }
//}
StartCoroutine(buchongfu(tsbossList, tsbossCount, fishDatas_hashCodekey_TS_Boss, tsbossRecentList, tsbossRecentMax));
}
private RoomFishDetailConfig GetRandomFishByWeight(List configs)
{
if (configs == null || configs.Count == 0) return null;
int totalWeight = configs.Sum(c => c.fishWeight);
int randWeight = Random.Range(0, totalWeight + 1);
foreach (var cfg in configs)
{
randWeight -= cfg.fishWeight;
if (randWeight <= 0) // 注意这里是 <= 0
{
return cfg;
}
}
return configs[configs.Count - 1]; // 理论上不会到这里
}
///
/// 从配置列表中按权重随机选择指定数量的鱼,不重复。
///
private List GetRandomFishByWeight(List configs, int count)
{
var result = new List();
if (configs == null || configs.Count == 0 || count <= 0) return result;
// 拷贝一份候选集合,避免修改原始列表
var candidates = new List(configs);
count = Mathf.Min(count, candidates.Count); // 不超过候选数量
for (int k = 0; k < count; k++)
{
int totalWeight = candidates.Sum(c => c.fishWeight);
int randWeight = Random.Range(0, totalWeight);
RoomFishDetailConfig chosen = null;
foreach (var cfg in candidates)
{
randWeight -= cfg.fishWeight;
if (randWeight < 0) // 注意这里是 <= 0
{
chosen = cfg;
break;
}
}
if (chosen != null)
{
result.Add(chosen);
candidates.Remove(chosen); // 移除已选,保证不重复
}
}
return result;
}
IEnumerator buchongfu(List bossList, int count, Dictionary targetDict, List recentList = null, int recentMax = 0)
{
var batchPicked = new HashSet(); // 本轮已选,防止同批重复
for (int j = 0; j < count; j++)
{
// 1. 先筛选出未重复的候选集合(排除场上已存在的同 fishNumber 的鱼 + 最近出现过的 + 本轮已选的)
var candidates = bossList
.Where(b => !targetDict.Values
.Any(existing => existing.fishTypeID.ToString() == b.fishNumber))
.Where(b => !batchPicked.Contains(b.fishNumber))
.ToList();
// 排除最近出现过的鱼
if (recentList != null && recentList.Count > 0)
candidates = candidates.Where(c => !recentList.Contains(c.fishNumber)).ToList();
if (candidates.Count == 0)
{
// 没有候选时清空最近列表 + 本轮记录重试
if (recentList != null) recentList.Clear();
batchPicked.Clear();
candidates = bossList
.Where(b => !targetDict.Values
.Any(existing => existing.fishTypeID.ToString() == b.fishNumber))
.ToList();
if (candidates.Count == 0)
yield break;
}
// 2. 在候选集合里做加权随机
var chosen = GetRandomFishByWeight(candidates);
batchPicked.Add(chosen.fishNumber);
// 3. 记录到最近列表
if (recentList != null && recentMax > 0)
{
recentList.Add(chosen.fishNumber);
while (recentList.Count > recentMax)
recentList.RemoveAt(0);
}
// 4. 标记激活
chosen.isCreate = 2;
yield return null; // 每帧只激活一条,避免同帧生成过多
}
}
//IEnumerator buchongfu(
//List bossList,
//int count,
//Dictionary targetDict,
//List recentList = null,
//int recentMax = 0)
//{
// Debug.Log($"===【调试开始】本次需要生成数量: {count},配置总数: {bossList.Count} ===");
// // 打印场上已有 Boss
// Debug.Log($"当前场上已有 Boss 数量: {targetDict.Count}");
// foreach (var kv in targetDict)
// Debug.Log($"场上已有 Boss fishNumber = {kv.Value.fishTypeID}");
// var batchPicked = new HashSet(); // 本轮已选
// for (int j = 0; j < count; j++)
// {
// Debug.Log($"--- 第 {j + 1}/{count} 次抽取 ---");
// // 1. 先筛选候选池
// var candidates = bossList
// .Where(b => !targetDict.Values
// .Any(existing => existing.fishTypeID.ToString() == b.fishNumber))
// .Where(b => !batchPicked.Contains(b.fishNumber))
// .ToList();
// // 打印被排除的原因
// foreach (var b in bossList)
// {
// bool inTarget = targetDict.Values.Any(e => e.fishTypeID.ToString() == b.fishNumber);
// bool inBatch = batchPicked.Contains(b.fishNumber);
// bool inRecent = recentList != null && recentList.Contains(b.fishNumber);
// if (inTarget || inBatch || inRecent)
// {
// Debug.Log(
// $"排除 fishNumber={b.fishNumber} | " +
// $"场上存在={inTarget} | 本轮已选={inBatch} | 最近出现={inRecent}"
// );
// }
// }
// // 排除最近出现过的鱼
// if (recentList != null && recentList.Count > 0)
// candidates = candidates.Where(c => !recentList.Contains(c.fishNumber)).ToList();
// Debug.Log($"候选池数量: {candidates.Count}");
// // 2. 候选池为空 → 触发重置逻辑
// if (candidates.Count == 0)
// {
// Debug.LogWarning("候选池为空,触发 recentList + batchPicked 清空重置");
// recentList?.Clear();
// batchPicked.Clear();
// candidates = bossList
// .Where(b => !targetDict.Values
// .Any(existing => existing.fishTypeID.ToString() == b.fishNumber))
// .ToList();
// Debug.Log($"重置后候选池数量: {candidates.Count}");
// if (candidates.Count == 0)
// {
// Debug.LogError("重置后仍然没有候选鱼 → 说明 targetDict 永远占着某条鱼,导致永远少生成 1 条!");
// yield break;
// }
// }
// // 3. 加权随机
// var chosen = GetRandomFishByWeight(candidates);
// Debug.Log($"选中 fishNumber = {chosen.fishNumber}");
// batchPicked.Add(chosen.fishNumber);
// // 4. 记录最近出现
// if (recentList != null && recentMax > 0)
// {
// recentList.Add(chosen.fishNumber);
// while (recentList.Count > recentMax)
// recentList.RemoveAt(0);
// }
// // 5. 标记激活
// chosen.isCreate = 2;
// yield return null;
// }
// Debug.Log("===【调试结束】本轮生成完成 ===");
//}
/// 每 1~3 秒随机激活若干组鱼阵。
private void TickFishArraySpawn(float dt)
{
yzTimer -= dt;
if (yzTimer > 0f) return;
yzCount = Random.Range(yzCreateData.countRange[0], yzCreateData.countRange[1]);
yzTimer = Random.Range(yzCreateData.timeRange[0], yzCreateData.timeRange[1]);
int lineCount = yz_FishConfig_Line_List.Count;
if (lineCount == 0) return;
// 随机选 yzCount 个不重复的阵型下标
var selectedIndices = RandomUniqueNumbers(
Mathf.Min(yzCount, lineCount), 0, lineCount);
foreach (int idx in selectedIndices)
{
string arrayNumber = yz_FishConfig_Line_Dic[idx];
if (!yz_FishConfig_Line.TryGetValue(arrayNumber, out var lineList) || lineList.Count == 0)
continue;
// 随机选一条配置并标记为待生成
var chosen = lineList[Random.Range(0, lineList.Count)];
chosen.isCreate = 2;
// 同步更新 spawnDic 中的状态
if (spawnDic.TryGetValue(chosen.fishNumber, out var spawnEntry))
spawnEntry.isCreate = 2;
}
}
/// 每 3 秒随机批量激活若干条普通鱼。
private void TickPTFishSpawn(float dt)
{
ptTimer -= dt;
if (ptTimer > 0f) return;
ptCount = Random.Range(ptCreateData.countRange[0], ptCreateData.countRange[1]);
ptTimer = Random.Range(ptCreateData.timeRange[0], ptCreateData.timeRange[1]);
if (!fishTypeConfig.TryGetValue(FishTypeEnum.普通鱼, out var normalList) || normalList.Count == 0)
return;
// 随机选 ptCount 个不重复下标
var indices = GetRandomFishByWeight(normalList, ptCount);
foreach (var fish in indices)
fish.isCreate = 2;
}
/// 每 3 秒随机批量激活若干条黄金鱼。
private void TickHJFishSpawn(float dt)
{
hjTimer -= dt;
if (hjTimer > 0f) return;
hjCount = Random.Range(hjCreateData.countRange[0], hjCreateData.countRange[1]);
hjTimer = Random.Range(hjCreateData.timeRange[0], hjCreateData.timeRange[1]);
if (!fishTypeConfig.TryGetValue(FishTypeEnum.黄金鱼, out var hjlist) || hjlist.Count == 0)
return;
// 随机选 hjCount 个不重复下标
var indices = GetRandomFishByWeight(hjlist, hjCount);
foreach (var fish in indices)
fish.isCreate = 2;
}
/// 每 3 秒随机批量激活若干条特殊鱼。
private void TickTSFishSpawn(float dt)
{
tsTimer -= dt;
if (tsTimer > 0f) return;
tsCount = Random.Range(tsCreateData.countRange[0], tsCreateData.countRange[1]);
tsTimer = Random.Range(tsCreateData.timeRange[0], tsCreateData.timeRange[1]);
if (!fishTypeConfig.TryGetValue(FishTypeEnum.特殊鱼, out var tslist) || tslist.Count == 0)
return;
// 随机选 tsCount 个不重复下标
var indices = GetRandomFishByWeight(tslist, tsCount);
foreach (var fish in indices)
fish.isCreate = 2;
}
///
/// 遍历 shouldSpawn 数组,对本帧到期且被标记 isCreate==2 的鱼
/// 向服务器发送 WebSocket 生成同步包。
///
private void ProcessSpawnRequests()
{
for (int i = 0; i < spawnList.Count; i++)
{
if (shouldSpawn[i] != 1) continue;
var fish = spawnList[i];
// isCreate==0:刚到期,重置为冷却中,等待外部计时器激活
if (fish.isCreate == 0)
{
fish.isCreate = 1; // 标记为"已处理但未激活"
continue;
}
// isCreate==2:已被激活,向服务器同步一次生成请求
if (fish.isCreate == 2)
{
SendCreateFishRequest(fish);
fish.isCreate = 0;
}
}
}
///
/// 构建并发送生成鱼的 WebSocket 同步数据包。
///
private void SendCreateFishRequest(RoomFishDetailConfig fish)
{
int pathId = 0;
// 普通鱼(type==1)才从 pathList 随机选路径;鱼阵(type==2)由后续逻辑决定
if (fish.type == 1)
{
var pathList = FishDatas[fish.fishNumber].pathList;
if (pathList != null && pathList.Count > 0)
pathId = pathList[Random.Range(0, pathList.Count)];
}
else
{
if (!fishArrayConfigDic.TryGetValue(fish.fishNumber, out var yz))
{
Debug.LogError($"[CreateFishManager] 找不到 fishArrayConfig: {fish.fishNumber}");
return;
}
if (!FishYZ.dicfishYZ.TryGetValue(yz.arrayNumber, out var pathList) || pathList.Count == 0)
{
Debug.LogWarning($"[CreateFishManager] 鱼阵路线为空: {yz.arrayNumber}");
return;
}
if (pathList != null && pathList.Count > 0)
pathId = pathList[Random.Range(0, pathList.Count)];
}
var sgd = new SyncGameData
{
sitPos = GameManager.Instance.gameData.roomJoinNotice.position,
frameType = FrameDataType.createFish,
time = BeijingTimeManager.Instance.CurrentTimestampMs,
frameData = new FrameData_CreateFish
{
fishNumber = fish.fishNumber,
guid = Guid.NewGuid().ToString(),
moveLineId = pathId.ToString()
}
};
WebSocketSendList.SyncGameData(sgd);
}
#endregion
#region 创建鱼
///
/// AI优化过的
///
///
public void CreateFish(SyncGameData syncGameData)
{
if (isFrozen) return; // 冰冻中不创建鱼
var rotateData = FrameDataParser.Parse(syncGameData.frameData);
if (rotateData != null)
SpawnFishMainThread(rotateData, syncGameData.time);
}
///
/// 主线程实例化鱼对象(单体鱼 / 鱼阵分发)。
///
private void SpawnFishMainThread(FrameData_CreateFish createFishData, long time)
{
if (!spawnDic.TryGetValue(createFishData.fishNumber, out var cfg))
{
Debug.LogWarning($"[CreateFishManager] 找不到 spawnDic 配置: {createFishData.fishNumber}");
return;
}
if (cfg.type == 1)
{
// 单体鱼
OnlyFish(createFishData, time);
}
else if (cfg.type == 2)
{
// 鱼阵
SpawnFishArray(createFishData, cfg.fishNumber, time);
}
}
// ================================================================
// 单体鱼生成
// ================================================================
///
/// 生成一条普通/Boss/黄金鱼并初始化路径。
///
/// 成功返回 true,配置缺失返回 false。
private bool OnlyFish(FrameData_CreateFish createFishData, long time)
{
if (!fishDatas.TryGetValue(createFishData.fishNumber, out var fishType))
{
Debug.LogError($"[CreateFishManager] 找不到 fishTypeConfig: {createFishData.fishNumber}");
return false;
}
//var prefab = FishResourcesData.GetFishPrefab(int.Parse(fishType.fishNumber));
//var fish = Instantiate(prefab, new Vector3(9999, 9999, 0), prefab.transform.rotation, fishRoot);
try
{
var fish = Pool.Instance.Get(int.Parse(createFishData.fishNumber), new Vector3(9999, 9999, 0), Quaternion.identity, fishRoot);
var mc = fish.GetComponent() ?? fish.AddComponent();
mc.monsterData.fishTypeConfig = FishDatas[createFishData.fishNumber];
mc.guid = createFishData.guid;
mc.moveTime = (BeijingTimeManager.Instance.CurrentTimestampMs - time) / 1000f;
mc.fishenum = (FishTypeEnum)fishType.fishType;
// 按鱼类型放入对应字典
RegisterFishInstance(mc, fishType.fishType);
mc.Init(createFishData.moveLineId, spawnDic[createFishData.fishNumber].times);
Debug.Log($"[CreateFishManager] 生成鱼:{fishType.fishName}");
}
catch (Exception ex)
{
Debug.LogError(createFishData.fishNumber);
Debug.LogError(ex.Message);
}
return true;
}
/// 将鱼实例注册到全局字典及对应分类字典。
private void RegisterFishInstance(MonsterContral mc, int fishTypeId)
{
fishDatas_hashCodekey[mc.guid] = mc;
switch (fishTypeId)
{
case 1: // 普通鱼
fishDatas_hashCodekey_Small[mc.guid] = mc;
break;
case 2: // Boss
fishDatas_hashCodekey_Boss[mc.guid] = mc;
break;
case 3: // 特殊鱼 / 黄金鱼
fishDatas_hashCodekey_HJ[mc.guid] = mc;
break;
case 4:
fishDatas_hashCodekey_TS[mc.guid] = mc;
break;
case 5:
fishDatas_hashCodekey_TS_Boss[mc.guid] = mc;
break;
}
}
#region 鱼阵
// ================================================================
// 鱼阵生成(按 arrayNumber 前缀分发到对应阵型协程/方法)
// ================================================================
/// 根据鱼阵配置分发到对应的生成逻辑。
private void SpawnFishArray(FrameData_CreateFish createFishData, string fishNumber, long time)
{
if (!fishArrayConfigDic.TryGetValue(fishNumber, out var yz))
{
Debug.LogError($"[CreateFishManager] 找不到 fishArrayConfig: {fishNumber}");
return;
}
if (!fishDatas.TryGetValue(yz.fishNumber, out var fishType))
{
Debug.LogError($"[CreateFishManager] 鱼阵 fishType 缺失: {yz.fishNumber}");
return;
}
if (!FishYZ.dicfishYZ.TryGetValue(yz.arrayNumber, out var pathList) || pathList.Count == 0)
{
Debug.LogWarning($"[CreateFishManager] 鱼阵路线为空: {yz.arrayNumber}");
return;
}
var prefab = FishResourcesData.GetFishPrefab(int.Parse(fishType.fishNumber));
var pos = new Vector3(9999, 9999, 0);
string prefix = yz.arrayNumber.Length >= 3
? yz.arrayNumber.Substring(0, 3)
: yz.arrayNumber;
switch (prefix)
{
case "700": // 扇形阵:逐条延迟生成
StartCoroutine(IeShanXing(createFishData, yz, pos, prefab, pathList, time, yz.fishCount));
break;
case "701": // 环形阵:同帧同路径全部生成
foreach (int pathId in pathList)
Quan(createFishData, yz, pos, prefab, pathId, yz.fishCount, time);
break;
case "702":
case "7007":
case "710": // 顺序阵:每条路径逐一延迟生成
case "704":
//int chosen710 = (prefix == "710")
// ? pathList[Random.Range(0, pathList.Count)]
// : -1;
StartCoroutine(YZ7007(createFishData, yz, pos, prefab, time));
//foreach (int pathId in pathList)
//{
// int actualPath = (prefix == "710") ? chosen710 : pathId;
// StartCoroutine(YZ7007(createFishData, yz, pos, prefab, actualPath, time, yz.fishCount));
//}
break;
default:
Debug.LogWarning($"[CreateFishManager] 未知鱼阵前缀: {prefix}");
break;
}
}
// ================================================================
// 鱼阵生成协程 / 方法
// ================================================================
/// 扇形阵:按路线列表逐条延迟 0.8s 生成一扇。
private IEnumerator IeShanXing(FrameData_CreateFish createFishData, FishArrayConfig yz,
Vector3 pos, GameObject prefab, List pathList, long time, int count)
{
foreach (int pathId in pathList)
{
if (!isResources)
{
yield break;
}
ShanXing(createFishData, yz, pos, prefab, pathId, count, time);
yield return new WaitForSeconds(0.8f);
}
}
///
/// 扇形阵单扇:生成 16 条鱼,每条旋转角度递增(±5°交替),模拟扇形展开。
///
private void ShanXing(FrameData_CreateFish createFishData, FishArrayConfig yz,
Vector3 pos, GameObject prefab, int pathId, int count, long time)
{
var cfg = spawnDic[createFishData.fishNumber];
for (int i = 1; i <= 16; i++)
{
// 交替正负角度,形成扇形分布
float angle = i * 5f * (i % 2 == 0 ? -1f : 1f);
var rotation = Quaternion.Euler(
prefab.transform.eulerAngles + Vector3.forward * angle);
//var fish = Instantiate(prefab, pos, rotation, fishRoot);
var fish = Pool.Instance.Get(int.Parse(yz.fishNumber), pos, rotation, fishRoot);
var mc = fish.GetComponent();
mc.monsterData.fishTypeConfig = FishDatas[yz.fishNumber];
mc.guid = createFishData.guid + i;
RegisterFishInstance(mc, FishDatas[yz.fishNumber].fishType);
mc.moveTime = (BeijingTimeManager.Instance.CurrentTimestampMs - time) / 1000f;
mc.Init(pathId.ToString(), cfg.times, true, yz.arrayNumber);
}
}
///
/// 环形阵:在同一路径上生成 count 条鱼,角度均匀分布(360/count)。
///
private void Quan(FrameData_CreateFish createFishData, FishArrayConfig yz,
Vector3 pos, GameObject prefab, int pathId, int count, long time)
{
if (count <= 0) return;
var cfg = spawnDic[createFishData.fishNumber];
for (int i = 0; i < count; i++)
{
float angle = (360f / count) * i;
var rotation = Quaternion.Euler(prefab.transform.eulerAngles + Vector3.forward * angle);
//var fish = Instantiate(prefab, pos, rotation, fishRoot);
var fish = Pool.Instance.Get(int.Parse(yz.fishNumber), pos, rotation, fishRoot);
var mc = fish.GetComponent();
mc.monsterData.fishTypeConfig = FishDatas[yz.fishNumber];
mc.guid = createFishData.guid + i;
RegisterFishInstance(mc, FishDatas[yz.fishNumber].fishType);
mc.moveTime = (BeijingTimeManager.Instance.CurrentTimestampMs - time) / 1000f;
mc.Init(pathId.ToString(), cfg.times, true, yz.arrayNumber);
}
}
///
/// 顺序阵:每隔 1s 生成一条鱼,共生成 count 条。
///
private IEnumerator YZ7007(FrameData_CreateFish createFishData, FishArrayConfig yz,
Vector3 pos, GameObject prefab, long time)
{
var cfg = spawnDic[createFishData.fishNumber];
for (int i = 0; i < yz.fishCount; i++)
{
if (!isResources)
{
yield break;
}
//var fish = Instantiate(prefab, pos, prefab.transform.rotation, fishRoot);
var fish = Pool.Instance.Get(int.Parse(yz.fishNumber), pos, Quaternion.identity, fishRoot);
var mc = fish.GetComponent() ?? fish.AddComponent();
mc.monsterData.fishTypeConfig = FishDatas[yz.fishNumber];
mc.guid = createFishData.guid + i;
RegisterFishInstance(mc, FishDatas[yz.fishNumber].fishType);
// 每条鱼额外减去已等待秒数,使路径起点与帧数同步
mc.moveTime = ((BeijingTimeManager.Instance.CurrentTimestampMs - time) / 1000f) - i;
mc.Init(createFishData.moveLineId, cfg.times, true, yz.arrayNumber);
yield return new WaitForSeconds(1f);
}
}
#endregion
#endregion
#region 结束游戏退出房间
/// 退出房间:关闭生成系统。
public void ExitRoom()
{
CloseSpawnSystem();
}
///
/// 关闭生成系统:清理列表,销毁场景内所有鱼对象。
///
public async void CloseSpawnSystem()
{
//await Task.Delay(2000);
spawnList = null;
spawnDic = null;
yz_FishConfig_Line_Dic = null;
yz_FishConfig_Line = null;
yz_FishConfig_Line_Dic1 = null;
if (fishRoot == null) return;
foreach (var item in fishDatas_hashCodekey)
{
if (item.Value.gameObject != null)
{
Destroy(item.Value.gameObject);
}
}
fishDatas_hashCodekey.Clear();
fishDatas_hashCodekey_Boss.Clear();
fishDatas_hashCodekey_Small.Clear();
foreach (Transform item in fishRoot)
{
Destroy(item.gameObject);
}
//for (int i = fishDatas_hashCodekey.childCount - 1; i >= 0; i--)
// Destroy(fishRoot.GetChild(i).gameObject);
}
/// 释放 NativeArray(避免 Unity 内存泄漏警告)。
private void DisposeNativeArrays()
{
if (timers.IsCreated) timers.Dispose();
if (frequencies.IsCreated) frequencies.Dispose();
if (shouldSpawn.IsCreated) shouldSpawn.Dispose();
}
#endregion
#region Tool
// ================================================================
// 随机工具方法
// ================================================================
///
/// 从 [min, max) 区间随机取 count 个不重复整数。
/// 若 min==max 返回空列表。
///
public static List RandomUniqueNumbers(int count, int min, int max)
{
if (min >= max)
{
Debug.LogWarning("[CreateFishManager] RandomUniqueNumbers: min >= max,返回空列表");
return new List();
}
count = Mathf.Min(count, max - min); // 不能超过范围
var result = new HashSet();
var rand = new System.Random();
while (result.Count < count)
result.Add(rand.Next(min, max));
return result.ToList();
}
///
/// 从 KeyCollection 中随机取 count 个不重复的 string key。
///
public static List RandomUniqueNumbers(int count, int min, int max,
Dictionary>.KeyCollection keyCollection)
{
if (min >= max) return new List();
count = Mathf.Min(count, max - min);
var keyList = keyCollection.ToList();
var indices = new HashSet();
var rand = new System.Random();
var result = new List(count);
while (indices.Count < count)
{
int idx = rand.Next(min, max);
if (indices.Add(idx))
result.Add(keyList[idx]);
}
return result;
}
#endregion
#region 杀鱼
// ================================================================
// 杀鱼接口
// ================================================================
///
/// 批量杀死多条鱼(带特效 + 不足数量用纯金币补齐)。
///
/// 实际场上能找到的鱼 guid 列表(可能少于 count)
/// 红包拆分后的每份金额,长度应 >= count
/// 金币最终飞回的世界坐标(一般是炮台位置)
/// 理论上要“死”的总数量(鱼 + 纯金币)
public void Id_DieListFish_FX(List guids, List coinNum, Vector3 v3Point, int count)
{
if (coinNum == null || coinNum.Count == 0) return;
// 1. 先处理“真的有鱼”的部分
int realCount = Mathf.Min(guids.Count, coinNum.Count, count);
for (int i = 0; i < realCount; i++)
{
// 用你原来的单条逻辑,不动
Id_DieFish_FX(guids[i], coinNum[i], v3Point);
}
// 2. 不足的部分,用“屏幕随机位置的金币特效”补齐
int needExtra = count - realCount;
if (needExtra <= 0) return;
// 防御:最多用 coinNum 里剩下的
int maxExtra = Mathf.Min(needExtra, coinNum.Count - realCount);
for (int i = 0; i < maxExtra; i++)
{
var red = coinNum[realCount + i];
SpawnRandomCoinFX(red, v3Point);
}
}
///
/// 随机选取 count 条小鱼/黄金鱼,通知服务器同步死亡,并返回 guid 列表。
///
public List SyncGameData_SendRendromDieFishID(
int count, List coinNum, Vector3 v3Point)
{
var guids = new List(count);
var tempKeys = fishDatas_hashCodekey_Small.Keys.ToList();
// 若存活鱼不足 count,全部选取
if (tempKeys.Count <= count)
{
guids.AddRange(tempKeys);
}
else
{
for (int i = 0; i < count; i++)
{
int idx = Random.Range(0, tempKeys.Count);
guids.Add(tempKeys[idx]);
tempKeys.RemoveAt(idx);
}
}
int posID = currGameType.currSitData.posID;
var sgd = new SyncGameData
{
sitPos = posID,
frameType = FrameDataType.randomDieFish,
time = BeijingTimeManager.Instance.CurrentTimestampMs,
frameData = new FrameData_RandomDieFish
{
x = v3Point.x,
y = v3Point.y,
z = v3Point.z,
guids = guids,
coinNum = coinNum,
count = count
}
};
WebSocketSendList.SyncGameData(sgd);
return guids;
}
///
/// 鱼离场
///
public void Id_DieFish_NotFX(string fishId)
{
if (!fishDatas_hashCodekey.TryGetValue(fishId, out var monster)) return;
Pool.Instance.Return(monster.gameObject);
switch (monster.fishenum)
{
case FishTypeEnum.普通鱼:
fishDatas_hashCodekey_Small.Remove(fishId);
break;
case FishTypeEnum.Boss鱼:
fishDatas_hashCodekey_Boss.Remove(fishId);
break;
case FishTypeEnum.黄金鱼:
fishDatas_hashCodekey_HJ.Remove(fishId);
break;
case FishTypeEnum.特殊鱼:
fishDatas_hashCodekey_TS.Remove(fishId);
break;
case FishTypeEnum.特殊Boss:
fishDatas_hashCodekey_TS_Boss.Remove(fishId);
break;
default:
break;
}
fishDatas_hashCodekey.Remove(fishId);
}
///
/// 按 ID 杀死一条鱼(带特效 + 金币飞出动画)。
///
public void Id_DieFish_FX(string fishId, RedPacketRecord coinNum, Vector3 v3Point)
{
if (!fishDatas_hashCodekey.TryGetValue(fishId, out var monster)) return;
if (false)
{
AudioManager.Instance.PlayerFX(60004);
}
// 死亡粒子特效
Instantiate(
monster.effect_Die != null ? monster.effect_Die : dieFXPrefab,
monster.transform.position, Quaternion.identity, transform.parent);
// 非 Boss 鱼:金币飞向炮台
if (monster.fishenum != FishTypeEnum.Boss鱼 && monster.fishenum != FishTypeEnum.特殊Boss)
{
var award = Instantiate(
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAward,
currGameType.subPanelParent.parent);
award.GetComponent().anchoredPosition =
CoordinateTransformation.WorldPos_ToCanvas(
monster.transform.position,
UIManager.Instance.uiRoot.GetComponent