902 lines
32 KiB
C#
902 lines
32 KiB
C#
using Assets.MyGame.Scripts.Characters.Monster;
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using Assets.MyGame.Scripts.Net;
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using Assets.MyGame.Scripts.Net.API;
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using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass;
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using Assets.MyGame.Scripts.Net.APIResponses.Enum;
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using Assets.MyGame.Scripts.Net.WebResponses;
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using cfg;
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using Newtonsoft.Json;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Threading;
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using Unity.Collections;
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using Unity.Jobs;
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using UnityEditor;
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using UnityEngine;
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using Random = UnityEngine.Random;
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public class CreateFishManager : MonoSingleton<CreateFishManager>
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{
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#region //这里不用了 但是留着
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/*public CreateFishData createFishData;
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public async void InitCreateFishData(string path)
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{
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createFishData = await Addressables.LoadAssetAsync<CreateFishData>(path).Task;
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}
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public string path;*/
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/// <summary>
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/// 全局配置(外部初始化)
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/// </summary>
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//public GameConfig M_GameConfig { get { return GameManager.Instance.gameConfig; } }
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#endregion
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public GameConfig M_GameConfig => GameManager.Instance.gameConfig;
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// 缓存字段
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private Dictionary<GameTypeEnum, RoomFishConfig> roomFishConfig;
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private Dictionary<GameTypeEnum, Dictionary<string, RoomFishDetailConfig>> createDic;
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private Dictionary<string, FishTypeConfig> fishDatas;
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public Dictionary<string, MonsterContral> fishDatas_hashCodekey = new Dictionary<string, MonsterContral>();
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// ================= 新增缓存字典 =================
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private Dictionary<string, FishArrayConfig> fishArrayConfigDic;
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private Dictionary<string, FishTypeConfig> fishTypeConfigDic;
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private void BuildConfigCache()
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{
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// 构建 fishArrayConfigs 字典缓存
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fishArrayConfigDic = GameManager.Instance.gameConfig.fishArrayConfigs
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.ToDictionary(a => a.fishArrayNumber, a => a);
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// 构建 fishTypeConfigs 字典缓存
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fishTypeConfigDic = GameManager.Instance.gameConfig.fishTypeConfigs
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.ToDictionary(f => f.fishNumber, f => f);
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}
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///// <summary>
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///// 懒加载初始化(只执行一次)
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///// </summary>
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//private void EnsureInit()
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//{
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// if (roomFishConfig != null)
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// return;
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// FishYZ.Init();
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// roomFishConfig = new Dictionary<GameTypeEnum, RoomFishConfig>();
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// createDic = new Dictionary<GameTypeEnum, Dictionary<string, RoomFishDetailConfig>>();
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// var list = GameManager.Instance.gameConfig.roomFishConfigs;
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// if (list == null || list.Count == 0)
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// return;
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// foreach (var item in list)
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// {
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// GameTypeEnum gameType = (GameTypeEnum)item.gameType;
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// // 安全添加(避免重复 key 抛异常)
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// roomFishConfig[gameType] = item;
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// // 初始化子字典
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// var fishDic = new Dictionary<string, RoomFishDetailConfig>();
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// createDic[gameType] = fishDic;
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// // 普通鱼
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// if (item.normalFishList != null)
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// {
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// foreach (var fish in item.normalFishList)
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// fishDic[fish.fishNumber] = fish;
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// }
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// // 等级鱼(若与基础鱼相同素材替换基础的)
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// if (item.roomFishLevelList != null)
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// {
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// foreach (var fish in item.roomFishLevelList)
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// fishDic[fish.fishNumber] = fish;
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// }
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// }
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//}
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private void EnsureInit()
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{
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if (roomFishConfig != null)
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return;
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FishYZ.Init();
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roomFishConfig = new Dictionary<GameTypeEnum, RoomFishConfig>();
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createDic = new Dictionary<GameTypeEnum, Dictionary<string, RoomFishDetailConfig>>();
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var list = GameManager.Instance.gameConfig.roomFishConfigs;
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if (list == null || list.Count == 0)
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return;
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// 初始化缓存字典
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BuildConfigCache();
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foreach (var item in list)
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{
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GameTypeEnum gameType = (GameTypeEnum)item.gameType;
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roomFishConfig[gameType] = item;
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var fishDic = new Dictionary<string, RoomFishDetailConfig>();
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createDic[gameType] = fishDic;
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if (item.normalFishList != null)
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{
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foreach (var fish in item.normalFishList)
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fishDic[fish.fishNumber] = fish;
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}
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if (item.roomFishLevelList != null)
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{
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foreach (var fish in item.roomFishLevelList)
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fishDic[fish.fishNumber] = fish;
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}
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}
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}
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public Dictionary<string, FishTypeConfig> FishDatas
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{
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get
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{
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if (fishDatas != null)
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return fishDatas;
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fishDatas = new Dictionary<string, FishTypeConfig>();
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foreach (var item in M_GameConfig.fishTypeConfigs)
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{
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fishDatas.Add(item.fishNumber, item);
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}
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return fishDatas;
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}
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}
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#region 初始化鱼生成配置
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/// <summary>
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/// 房间鱼配置(按游戏类型)
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/// </summary>
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public Dictionary<GameTypeEnum, RoomFishConfig> RoomFishConfig
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{
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get
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{
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EnsureInit();
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return roomFishConfig;
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}
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}
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/// <summary>
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/// 鱼号 → 鱼配置(按游戏类型)
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/// </summary>
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public Dictionary<GameTypeEnum, Dictionary<string, RoomFishDetailConfig>> CreateDic
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{
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get
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{
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EnsureInit();
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return createDic;
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}
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}
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#endregion
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#region // 鱼生成计时器相关
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private NativeArray<float> timers;
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private NativeArray<float> frequencies;
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private NativeArray<int> shouldSpawn;
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public GameObject dieFXPrefab;
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private List<RoomFishDetailConfig> spawnList; // 当前房间的鱼配置
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private Dictionary<string, RoomFishDetailConfig> spawnDic; // 当前房间的鱼配置
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Dictionary<FishTypeEnum, List<RoomFishDetailConfig>> fishTypeConfig;//当前房间鱼类型配置列表
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Dictionary<string, List<RoomFishDetailConfig>> yz_FishConfig_Line;//当前房间鱼路线列表
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Dictionary<string, List<RoomFishDetailConfig>> yz_FishConfig_LineTree;//当前房间鱼路线列表
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Dictionary<string, List<RoomFishDetailConfig>> yz_FishConfig_LineFalse;//当前房间鱼路线列表
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public void InitSpawnSystem(GameTypeEnum gameType)
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{
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EnsureInit();
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fishTypeConfig = new Dictionary<FishTypeEnum, List<RoomFishDetailConfig>>();
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yz_FishConfig_Line = new Dictionary<string, List<RoomFishDetailConfig>>();
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var config = RoomFishConfig[gameType];
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spawnList = new List<RoomFishDetailConfig>();
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spawnDic = new Dictionary<string, RoomFishDetailConfig>();
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// 合并普通鱼 + 等级鱼
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//spawnList.AddRange(config.normalFishList);
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//spawnList.AddRange(config.roomFishLevelList);
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GameConfig gameConfig = GameManager.Instance.gameConfig;
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foreach (var item in config.normalFishList)
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{
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spawnDic.Add(item.fishNumber, item);
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spawnDic[item.fishNumber] = item;
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spawnList.Add(item);
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if (item.type == 1)
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{
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FishTypeEnum typeEnum = (FishTypeEnum)FishDatas[item.fishNumber].fishType;
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if (!fishTypeConfig.ContainsKey(typeEnum))
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{
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fishTypeConfig[typeEnum] = new List<RoomFishDetailConfig>();
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}
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fishTypeConfig[typeEnum].Add(item);
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// yz_FishTypeConfig.Add
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}
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if (item.type == 2)
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{
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//var yz = GameManager.Instance.gameConfig.fishArrayConfigs.Find(a => a.fishArrayNumber == item.fishNumber);
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//if (!yz_FishConfig_Line.ContainsKey(yz.arrayNumber))
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//{
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// yz_FishConfig_Line[yz.arrayNumber] = new List<RoomFishDetailConfig>();
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//}
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//yz_FishConfig_Line[yz.arrayNumber].Add(item);
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// ====== 修改点:用字典替代 List.Find ======
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if (fishArrayConfigDic.TryGetValue(item.fishNumber, out var yz))
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{
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if (!yz_FishConfig_Line.ContainsKey(yz.arrayNumber))
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{
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yz_FishConfig_Line[yz.arrayNumber] = new List<RoomFishDetailConfig>();
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}
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yz_FishConfig_Line[yz.arrayNumber].Add(item);
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}
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}
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}
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foreach (var item in config.roomFishLevelList)
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{
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if (item.roomLevel == GameManager.Instance.gameData.currRoomData.roomLevel)
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{
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if (item.type == 2)
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{
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spawnDic.Add(item.fishNumber, item);
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spawnList.Add(item);
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//var yz = GameManager.Instance.gameConfig.fishArrayConfigs.Find(a => a.fishArrayNumber == item.fishNumber);
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//if (!yz_FishConfig_Line.ContainsKey(yz.arrayNumber))
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//{
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// yz_FishConfig_Line[yz.arrayNumber] = new List<RoomFishDetailConfig>();
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//}
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//yz_FishConfig_Line[yz.arrayNumber].Add(item);
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// ====== 修改点:用字典替代 List.Find ======
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if (fishArrayConfigDic.TryGetValue(item.fishNumber, out var yz))
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{
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if (!yz_FishConfig_Line.ContainsKey(yz.arrayNumber))
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{
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yz_FishConfig_Line[yz.arrayNumber] = new List<RoomFishDetailConfig>();
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}
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yz_FishConfig_Line[yz.arrayNumber].Add(item);
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}
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}
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else
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{
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var typeEnum = (FishTypeEnum)FishDatas[item.fishNumber].fishType;
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if (!fishTypeConfig.ContainsKey(typeEnum))
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{
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fishTypeConfig[typeEnum] = new List<RoomFishDetailConfig>();
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}
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fishTypeConfig[typeEnum].Add(item);
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if (item.roomLevel == GameManager.Instance.gameData.currRoomData.roomLevel)
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{
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spawnDic.Add(item.fishNumber, item);
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spawnList.Add(item);
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}
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}
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}
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}
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int count = spawnList.Count;
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timers = new NativeArray<float>(count, Allocator.Persistent);
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frequencies = new NativeArray<float>(count, Allocator.Persistent);
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shouldSpawn = new NativeArray<int>(count, Allocator.Persistent);
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for (int i = 0; i < count; i++)
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{
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timers[i] = 0;
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frequencies[i] = spawnList[i].fishFrequency;
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shouldSpawn[i] = 1;
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//shouldSpawn[i] = spawnList[i].isCreate;
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}
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yz_FishConfig_LineTree = yz_FishConfig_Line;
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yz_FishConfig_LineFalse = new Dictionary<string, List<RoomFishDetailConfig>>();
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foreach (var item in MonsterMoveLine.dic_BezierCurveDatas.Keys)
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{
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if (item.Substring(0, 2) == "鱼阵")
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{
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yz_LineCount++;
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}
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}
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}
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int yz_LineCount = 0;
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public void CloseSpawnSystem()
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{
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spawnList = null;
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for (int i = 0; i < fishRoot.childCount; i++)
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{
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Destroy(fishRoot.GetChild(i).gameObject);
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}
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}
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#endregion
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/// <summary>
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/// 鱼的父节点(用于层级管理)
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/// </summary>
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public Transform fishRoot;
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protected override void Awake()
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{
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base.Awake();
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if (fishRoot == null)
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{
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fishRoot = new GameObject("FishRoot").transform;
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}
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// CreateSingleFish();
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EventCenter.Instance.AddEventListener<SyncGameData>(ConstEventString.SyncGameData_CreateFish, CreateFish);
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yz_Time = (int)Random.Range(2, 6);//2-4鱼阵
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yzCount = Random.Range(2, 5);//2-4鱼阵
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ptCount = Random.Range(1, 4);//1-3个
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}
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private void OnDestroy()
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{
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EventCenter.Instance.RemoveEventListener<SyncGameData>(ConstEventString.SyncGameData_CreateFish, CreateFish);
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}
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public bool fangzhu;
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float boss = 1;
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//float boss = 25;
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float yz_Time;
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int yzCount;
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Dictionary<RoomFishDetailConfig, bool> isyzCreate = new Dictionary<RoomFishDetailConfig, bool>();
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float pt = 3;//1-3个
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int ptCount;
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public static List<int> RandomUniqueNumbers(int count, int min, int max)
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{
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HashSet<int> result = new HashSet<int>();
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System.Random rand = new System.Random();
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while (result.Count < count)
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{
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result.Add(rand.Next(min, max)); // max 是开区间
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}
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return result.ToList();
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}
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private void Update()
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{
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if (spawnList == null)
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return;
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if (!fangzhu)
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{
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return;
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}
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var job = new FishSpawnTimerJob
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{
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deltaTime = Time.deltaTime,
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timers = timers,
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frequencies = frequencies,
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shouldSpawn = shouldSpawn,
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//keyValues
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};
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JobHandle handle = job.Schedule();
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handle.Complete();
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float deltatime = Time.deltaTime;
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boss -= deltatime;
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yz_Time -= deltatime;
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pt -= deltatime;
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if (boss <= 0)
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{
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if (fishTypeConfig.ContainsKey(FishTypeEnum.Boss鱼))
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{
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List<RoomFishDetailConfig> list = new List<RoomFishDetailConfig>();
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foreach (var item in fishTypeConfig[FishTypeEnum.Boss鱼])
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{
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list.Add(item);
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}
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//list[Random.Range(0, c.Count)].isCreate = 2;
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foreach (var item in list)
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{
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if (item.fishNumber == 13033.ToString())
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{
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item.isCreate = 2;
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}
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}
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}
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boss = 25;
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}
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if (yz_Time <= 0)
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{
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var list = RandomUniqueNumbers(yzCount, 0, FishYZ.dicfishYZ.Count);
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for (int i = 0; i < yzCount; i++)
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{
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string str = FishYZ.dicfishYZ_list[list[i]].ToString();
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if (yz_FishConfig_LineTree.ContainsKey(str))
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{
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//yz_FishConfig_LineTree[str] = new List<RoomFishDetailConfig>();
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if (yz_FishConfig_LineTree[str].Count > 0)
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{
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var va = yz_FishConfig_LineTree[str][Random.Range(0, yz_FishConfig_LineTree[str].Count)];
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va.isCreate = 2;
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//yz_FishConfig_LineTree[str].Remove(va);
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if (!yz_FishConfig_LineFalse.ContainsKey(str))
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{
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yz_FishConfig_LineFalse[str] = new List<RoomFishDetailConfig>();
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}
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yz_FishConfig_LineFalse[str].Add(va);
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}
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}
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}
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yz_Time = Random.Range(1, 6);
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yzCount = Random.Range(1, 5);
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}
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if (pt <= 0)
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{
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List<RoomFishDetailConfig> list = new List<RoomFishDetailConfig>();
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foreach (var item in fishTypeConfig[FishTypeEnum.普通鱼])
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{
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list.Add(item);
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}
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var va = RandomUniqueNumbers(ptCount, 0, fishTypeConfig[FishTypeEnum.普通鱼].Count);
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foreach (var item in va)
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{
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list[item].isCreate = 2;
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}
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pt = 3;
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ptCount = Random.Range(1, 4);
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}
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// 主线程执行生成
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for (int i = 0; i < spawnList.Count; i++)
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{
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if (shouldSpawn[i] == 1)
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{
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var fish = spawnList[i];
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if (fish.isCreate == 0)
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{
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fish.isCreate = 1;
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if (fish.type == 2)
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{
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var yz = GameManager.Instance.gameConfig.fishArrayConfigs.Find(a => a.fishArrayNumber == fish.fishNumber);
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yz_FishConfig_LineFalse[yz.arrayNumber].Remove(fish);
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yz_FishConfig_LineTree[yz.arrayNumber].Add(fish);
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}
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}
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if (fish.isCreate == 2)
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{
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{
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List<int> list;
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int pathId;
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if (fish.type == 2)
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{
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//list = FishYZ.dicfishYZ[GameManager.Instance.gameConfig.fishArrayConfigs. fish.fishNumber];
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pathId = 0;
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}
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else
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{
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list = FishDatas[fish.fishNumber].pathList;
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pathId = list[Random.Range(0, list.Count)];
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}
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SyncGameData sgd = new SyncGameData
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{
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sitPos = GameManager.Instance.gameData.roomJoinNotice.position,
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frameType = FrameDataType.createFish,
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time = BeijingTimeManager.Instance.CurrentTimestampMs,
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frameData = new FrameData_CreateFish
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{
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fishNumber = fish.fishNumber,
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guid = Guid.NewGuid().ToString(),
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moveLineId = pathId.ToString()
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}
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};
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WebSocketSendList.SyncGameData(sgd);
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}
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fish.isCreate = 0;
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shouldSpawn[i] = 0;
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}
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|
||
|
||
//SpawnFishMainThread(fish);
|
||
}
|
||
}
|
||
}
|
||
public void CreateFish(SyncGameData syncGameData)
|
||
{
|
||
//if (syncGameData.sitPos == GameManager.Instance.gameData.roomJoinNotice.position)
|
||
{
|
||
var rotateData = JsonConvert.DeserializeObject<FrameData_CreateFish>(syncGameData.frameData.ToString());
|
||
SpawnFishMainThread(rotateData, syncGameData.time);
|
||
}
|
||
}
|
||
private async void SpawnFishMainThread(FrameData_CreateFish createFishData, long time)
|
||
{
|
||
RoomFishDetailConfig cfg = spawnDic[createFishData.fishNumber];
|
||
if (cfg.type == 1)
|
||
{
|
||
bool flowControl = OnlyFish(createFishData, time);
|
||
if (!flowControl)
|
||
{
|
||
return;
|
||
}
|
||
}
|
||
else if (cfg.type == 2)
|
||
{
|
||
//cfg.fishNumber;3
|
||
if (fishArrayConfigDic.TryGetValue(cfg.fishNumber, out var yz))
|
||
{
|
||
|
||
}
|
||
FishTypeConfig fishType = null;
|
||
if (fishTypeConfigDic.TryGetValue(yz.fishNumber, out var ft))
|
||
{
|
||
fishType = ft;
|
||
}
|
||
// 3. 出生点
|
||
Vector3 pos = new Vector3(
|
||
9999, 9999, 0
|
||
);
|
||
var prefab = FishResourcesData.GetFishPrefab(int.Parse(fishType.fishNumber));
|
||
|
||
int pathId = 0;
|
||
int count = 0;
|
||
count = yz.fishCount;
|
||
List<int> list = new List<int>();
|
||
switch (yz.arrayNumber.Substring(0, 3))
|
||
{
|
||
|
||
case "700":
|
||
list = FishYZ.dicfishYZ[yz.arrayNumber];
|
||
|
||
StartCoroutine(IeShanXing(createFishData, yz, pos, prefab, list, time, count));
|
||
|
||
break;
|
||
case "701":
|
||
list = FishYZ.dicfishYZ[yz.arrayNumber];
|
||
|
||
foreach (var item in list)
|
||
Quan(createFishData, yz, pos, prefab, item, count, time);
|
||
break;
|
||
case "702":
|
||
list = FishYZ.dicfishYZ[yz.arrayNumber];
|
||
|
||
foreach (var item in list)
|
||
{
|
||
StartCoroutine(YZ7007(createFishData, yz, pos, prefab, item, time, count));
|
||
}
|
||
break;
|
||
|
||
case "7007":
|
||
list = FishYZ.dicfishYZ[yz.arrayNumber];
|
||
foreach (var item in list)
|
||
{
|
||
StartCoroutine(YZ7007(createFishData, yz, pos, prefab, item, time, count));
|
||
}
|
||
break;
|
||
case "710":
|
||
list = FishYZ.dicfishYZ[yz.arrayNumber];
|
||
StartCoroutine(YZ7007(createFishData, yz, pos, prefab, list[Random.Range(0, list.Count)], time, count));
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
|
||
//// 4. 实例化
|
||
//GameObject fish = Instantiate(prefab, pos, Quaternion.identity, fishRoot);
|
||
//var v = fish.GetComponent<MonsterContral>();
|
||
}
|
||
|
||
}
|
||
|
||
IEnumerator IeShanXing(FrameData_CreateFish createFishData, FishArrayConfig yz, Vector3 pos, GameObject prefab, List<int> list, long time, int count)
|
||
{
|
||
RoomFishDetailConfig cfg = spawnDic[createFishData.fishNumber];
|
||
foreach (var item in list)
|
||
{
|
||
ShanXing(createFishData, yz, pos, prefab, item, count, time);
|
||
yield return new WaitForSeconds(0.8f);
|
||
}
|
||
}
|
||
|
||
private void ShanXing(FrameData_CreateFish createFishData, FishArrayConfig yz, Vector3 pos, GameObject prefab, int pathId, int count, long time)
|
||
{
|
||
RoomFishDetailConfig cfg = spawnDic[createFishData.fishNumber];
|
||
for (int i = 1; i <= 16; i++)
|
||
{
|
||
|
||
// 4. 实例化
|
||
|
||
GameObject fish = Instantiate(prefab, pos, Quaternion.Euler((i * 5 * (i % 2 == 0 ? -1 : 1)) * Vector3.forward + prefab.transform.eulerAngles), fishRoot);
|
||
|
||
|
||
var v = fish.GetComponent<MonsterContral>();
|
||
v.monsterData.fishTypeConfig = FishDatas[yz.fishNumber];
|
||
v.guid = createFishData.guid + i;
|
||
fishDatas_hashCodekey[v.guid] = v;
|
||
v.moveTime = (BeijingTimeManager.Instance.CurrentTimestampMs - time) / 1000;
|
||
//int pathId = list[Random.Range(0, list.Count)];
|
||
v.Init(pathId.ToString(), cfg.times, true, yz.arrayNumber);
|
||
}
|
||
}
|
||
|
||
private void Quan(FrameData_CreateFish createFishData, FishArrayConfig yz, Vector3 pos, GameObject prefab, int pathId, int count, long time)
|
||
{
|
||
RoomFishDetailConfig cfg = spawnDic[createFishData.fishNumber];
|
||
for (int i = 0; i < count; i++)
|
||
{
|
||
|
||
// 4. 实例化
|
||
GameObject fish = Instantiate(prefab, pos, Quaternion.Euler((360 / count) * i * Vector3.forward + prefab.transform.eulerAngles), fishRoot);
|
||
var v = fish.GetComponent<MonsterContral>();
|
||
v.monsterData.fishTypeConfig = FishDatas[yz.fishNumber];
|
||
v.guid = createFishData.guid + i;
|
||
fishDatas_hashCodekey[v.guid] = v;
|
||
v.moveTime = (BeijingTimeManager.Instance.CurrentTimestampMs - time) / 1000;
|
||
|
||
//int pathId = list[Random.Range(0, list.Count)];
|
||
v.Init(pathId.ToString(), cfg.times, true, yz.arrayNumber);
|
||
}
|
||
}
|
||
|
||
//顺序出
|
||
IEnumerator YZ7007(FrameData_CreateFish createFishData, FishArrayConfig yz, Vector3 pos, GameObject prefab, int pathId, long time, int count)
|
||
{
|
||
RoomFishDetailConfig cfg = spawnDic[createFishData.fishNumber];
|
||
List<int> list = FishDatas[yz.fishNumber].pathList;
|
||
for (int i = 0; i < count; i++)
|
||
{
|
||
|
||
//// 4. 实例化
|
||
//GameObject fish = Instantiate(prefab, pos, Quaternion.Euler((360 / 20) * i * Vector3.forward), fishRoot);
|
||
//var v = fish.GetComponent<MonsterContral>();
|
||
//v.monsterData.roomFishDetailConfig = cfg;
|
||
//v.hashCode = v.gameObject.GetHashCode().ToString();
|
||
//fishDatas_hashCodekey[v.hashCode] = v;
|
||
////int pathId = list[Random.Range(0, list.Count)];
|
||
//v.Init(MonsterMoveLine.dic_BezierCurveDatas["鱼阵" + (pathId + 1)], 15, true, cfg.fishNumber);
|
||
//v.fishType = (FishTypeEnum)FishDatas[yz.fishNumber].fishType;
|
||
|
||
// 4. 实例化
|
||
GameObject fish = Instantiate(prefab, pos, prefab.transform.rotation, fishRoot);
|
||
var v = fish.GetComponent<MonsterContral>();
|
||
// 5. 初始化路径
|
||
if (v == null)
|
||
{
|
||
v = fish.AddComponent<MonsterContral>();
|
||
}
|
||
v.monsterData.fishTypeConfig = FishDatas[yz.fishNumber];
|
||
v.guid = createFishData.guid + i;
|
||
v.moveTime = ((BeijingTimeManager.Instance.CurrentTimestampMs - time) / 1000) - i;
|
||
|
||
fishDatas_hashCodekey[v.guid] = v;
|
||
v.Init(pathId.ToString(), cfg.times, true, yz.arrayNumber);
|
||
yield return new WaitForSeconds(1f);
|
||
}
|
||
|
||
}
|
||
private bool OnlyFish(FrameData_CreateFish createFishData, long time)
|
||
{
|
||
RoomFishDetailConfig cfg = spawnDic[createFishData.fishNumber];
|
||
// 1. 找到鱼的基础配置
|
||
//FishTypeConfig fishType = M_GameConfig.fishTypeConfigs
|
||
// .Find(f => f.fishNumber == cfg.fishNumber);
|
||
// ====== 修改点:用字典替代 List.Find ======
|
||
if (!fishTypeConfigDic.TryGetValue(cfg.fishNumber, out var fishType))
|
||
{
|
||
Debug.LogError($"找不到鱼配置:{cfg.fishNumber}");
|
||
return false;
|
||
}
|
||
//if (fishType == null)
|
||
//{
|
||
// Debug.LogError($"找不到鱼配置:{cfg.fishNumber}");
|
||
// return false;
|
||
//}
|
||
|
||
// 2. 加载 Prefab(imageUrl 你可以换成自己的字段)
|
||
//var prefab = await Addressables.LoadAssetAsync<GameObject>(fishType.imageUrl).Task;
|
||
var prefab = FishResourcesData.GetFishPrefab(int.Parse(fishType.fishNumber));
|
||
|
||
// 3. 出生点
|
||
Vector3 pos = new Vector3(
|
||
9999, 9999, 0
|
||
);
|
||
|
||
// 4. 实例化
|
||
GameObject fish = Instantiate(prefab, pos, prefab.transform.rotation, fishRoot);
|
||
var v = fish.GetComponent<MonsterContral>();
|
||
// 5. 初始化路径
|
||
if (v == null)
|
||
{
|
||
v = fish.AddComponent<MonsterContral>();
|
||
}
|
||
v.monsterData.fishTypeConfig = FishDatas[cfg.fishNumber];
|
||
v.guid = createFishData.guid;
|
||
v.moveTime = (BeijingTimeManager.Instance.CurrentTimestampMs - time) / 1000;
|
||
|
||
fishDatas_hashCodekey[v.guid] = v;
|
||
var list = FishDatas[cfg.fishNumber].pathList;
|
||
string pathId = createFishData.moveLineId;
|
||
|
||
v.Init(pathId, cfg.times);
|
||
//v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + Random.Range(1, 4).ToString()], 10);
|
||
////初始化
|
||
//GameObject obj = Instantiate(prefab, Vector3.one * 999, Quaternion.identity);
|
||
//var v = obj.GetComponent<MonsterControl>();
|
||
////v.dic_AnimKeyAnimName.Add(CharacterAnimationType.move, "stand2");
|
||
|
||
//v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + Random.Range(1, 4).ToString()], 10);
|
||
Debug.Log($"生成鱼:{fishType.fishName}");
|
||
return true;
|
||
}
|
||
|
||
public void CreateFishArray(string arrayNumber)
|
||
{
|
||
var array = M_GameConfig.fishArrayConfigs
|
||
.Find(a => a.fishArrayNumber == arrayNumber);
|
||
|
||
if (array == null)
|
||
{
|
||
Debug.LogError($"找不到鱼阵:{arrayNumber}");
|
||
return;
|
||
}
|
||
|
||
// 未来扩展:阵型、路径、Boss、普通鱼
|
||
//// array.ty.fishNumber
|
||
|
||
|
||
|
||
// // 2. 加载 Prefab(imageUrl 你可以换成自己的字段)
|
||
// //var prefab = await Addressables.LoadAssetAsync<GameObject>(fishType.imageUrl).Task;
|
||
// var prefab = FishResourcesData.CreateFishPrefab(fishType.fishNumber);
|
||
|
||
// // 3. 随机出生点
|
||
// Vector3 pos = new Vector3(
|
||
// Random.Range(-8f, 8f),
|
||
// Random.Range(-5f, 5f),
|
||
// 0
|
||
// );
|
||
|
||
// // 4. 实例化
|
||
// GameObject fish = Instantiate(prefab, pos, Quaternion.identity, fishRoot);
|
||
// var v = fish.GetComponent<MonsterContral>();
|
||
// // 5. 初始化路径
|
||
// if (v == null)
|
||
// {
|
||
// v = fish.
|
||
//
|
||
//
|
||
// <MonsterContral>();
|
||
// }
|
||
// v.monsterData.roomFishDetailConfig = cfg;
|
||
// v.hashCode = v.gameObject.GetHashCode().ToString();
|
||
// fishDatas_hashCodekey[v.hashCode] = v;
|
||
// var list = FishDatas[cfg.fishNumber].pathList;
|
||
// int pathId = list[Random.Range(0, list.Count)];
|
||
// v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + pathId], 10);
|
||
// v.fishType = (FishTypeEnum)FishDatas[cfg.fishNumber].fishType;
|
||
// //v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + Random.Range(1, 4).ToString()], 10);
|
||
// ////初始化
|
||
// //GameObject obj = Instantiate(prefab, Vector3.one * 999, Quaternion.identity);
|
||
// //var v = obj.GetComponent<MonsterControl>();
|
||
// ////v.dic_AnimKeyAnimName.Add(CharacterAnimationType.move, "stand2");
|
||
|
||
// //v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + Random.Range(1, 4).ToString()], 10);
|
||
// Debug.Log($"生成鱼:{fishType.fishName}");
|
||
|
||
|
||
|
||
}
|
||
public void EnterRoom(GameTypeEnum gameType)
|
||
{
|
||
InitSpawnSystem(gameType);
|
||
}
|
||
public void ExitRoom()
|
||
{
|
||
CloseSpawnSystem();
|
||
}
|
||
|
||
// ============================================================
|
||
// 1. 生成单条鱼
|
||
// ============================================================
|
||
public async void CreateSingleFish(string fishNumber, int pathId)
|
||
{
|
||
switch ((GameTypeEnum)GameManager.Instance.gameData.currGameType)
|
||
{
|
||
case GameTypeEnum.风雷之渊:
|
||
|
||
break;
|
||
case GameTypeEnum.太古仙墟:
|
||
break;
|
||
case GameTypeEnum.中国象棋:
|
||
break;
|
||
case GameTypeEnum.星际迷航:
|
||
break;
|
||
case GameTypeEnum.黑神话悟空:
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
public void Id_DieFish_NotFX(string fishId)
|
||
{
|
||
if (fishDatas_hashCodekey.ContainsKey(fishId))
|
||
{
|
||
var monster = fishDatas_hashCodekey[fishId];
|
||
monster.DieFish();
|
||
//Destroy(monster.gameObject);
|
||
fishDatas_hashCodekey.Remove(fishId);
|
||
}
|
||
}
|
||
public void Ws_DieFish(string msg)
|
||
{
|
||
var killFish = JsonConvert.DeserializeObject<WebSocketResponseBase<RoomKillNotice>>(msg).arguments[0];
|
||
Debug.Log("时间123:" + (DateTimeOffset.Now.ToUnixTimeSeconds() - killFish.timespan) + "秒");
|
||
if (fishDatas_hashCodekey.ContainsKey(killFish.fishId))
|
||
{
|
||
AudioManager.Instance.PlayerFX(60004);
|
||
var monster = fishDatas_hashCodekey[killFish.fishId];
|
||
Instantiate(monster.effect_Die == null ? dieFXPrefab : monster.effect_Die, monster.transform.position, Quaternion.identity, transform.parent);
|
||
MonsterDieList.Instance.SmallHuangYiHuang(monster.transform.position, monster.monsterData.fishTypeConfig.fishNumber, 1000);
|
||
//Destroy(monster.gameObject);
|
||
monster.DieFish();
|
||
|
||
fishDatas_hashCodekey.Remove(killFish.fishId);
|
||
|
||
//GameManager.Instance.gameData.roomJoinNotice.gold += killFish.gold;
|
||
var list = UIManager.Instance.Get<GameMainPanel_XJMH>(UIPanel.MainGamePanelXJMH).list_Sits;
|
||
foreach (var item in list)
|
||
{
|
||
if (item.user != null)
|
||
{
|
||
if (item.user == killFish.userId)
|
||
{
|
||
item.goldNum += killFish.gold;
|
||
}
|
||
}
|
||
}
|
||
|
||
}
|
||
}
|
||
|
||
}
|
||
|