619 lines
22 KiB
C#
619 lines
22 KiB
C#
// ============================================================
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// 文件:MonsterContral.cs
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// 职责:鱼(怪物)实体基类 —— 状态机、路径移动、动画、死亡处理
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// 优化点:
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// 1. 方向朝向逻辑提取为独立方法 ApplyFacingDirection,消除大量重复 switch
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// 2. OnMoveUpdata 按 isyz 分支,各分支内复用 ApplyFacingDirection
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// 3. OnDestroy 统一清理三个字典,去除重复判断
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// 4. 常量命名使用 PascalCase,符合 C# 规范
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// 5. 补充 XML 注释,明确方法职责
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// 6. forwordXYZ 空检查改用 string.IsNullOrEmpty
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// ============================================================
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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 Spine.Unity;
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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 TMPro;
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using UnityEngine;
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using static MonsterMoveLine;
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/// <summary>
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/// 鱼实体基类:封装状态机(移动/待机)、贝塞尔曲线路径跟随、动画播放、死亡逻辑。
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/// 具体鱼类型(Boss等)通过继承重写虚方法扩展行为。
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/// </summary>
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public class MonsterContral : MonoBehaviour
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{
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// ----------------------------------------------------------------
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// 常量
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// ----------------------------------------------------------------
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/// <summary>鱼阵路线 key 前缀</summary>
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private const string YzMoveLineName = "鱼阵";
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/// <summary>普通鱼路线 key 前缀</summary>
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private const string NormalMoveLineName = "曲线";
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// ----------------------------------------------------------------
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// 公开字段(Inspector 可见 / 外部赋值)
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// ----------------------------------------------------------------
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/// <summary>
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/// 基础倍率
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/// </summary>
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public int beilv;
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/// <summary>本鱼唯一标识(服务器下发的 GUID)</summary>
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public string guid;
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/// <summary>当前鱼使用的路线 ID(Init 时保存,用于房主把活鱼广播给新加入玩家)</summary>
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public string lastMoveLineId;
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/// <summary>运行时数据(血量、路径、配置等)</summary>
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public MonsterDataBase monsterData = new MonsterDataBase(new MonsterHealthBase());
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/// <summary>Spine 骨骼动画组件(非 Spine 鱼可为 null)</summary>
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public SkeletonAnimation skeleton;
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/// <summary>是否使用 Spine 骨骼动画</summary>
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public bool isSpine = true;
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/// <summary>鱼类型 ID(对应 FishResourcesData 索引)</summary>
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public int fishTypeID;
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/// <summary>动画状态 → 动画名称 映射</summary>
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public Dictionary<CharacterAnimationType, string> dic_AnimKeyAnimName
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= new Dictionary<CharacterAnimationType, string>();
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/// <summary>当前状态</summary>
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public CharacterStateType currState;
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/// <summary>血量(目前未使用扣血逻辑,保留供扩展)</summary>
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public int HP = 5;
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/// <summary>死亡粒子特效 Prefab(为 null 时使用 Manager 默认值)</summary>
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public GameObject effect_Die;
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/// <summary>死亡金币奖励特效 Prefab</summary>
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public GameObject effect_DieAward;
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public GameObject currEffect_DieAward;
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public Action<GameObject> action_effect_DieAward;
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/// <summary>是否处于移动状态(false 时 Update 跳过移动计算)</summary>
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public bool isMove = true;
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/// <summary>设置冰冻特效激活状态</summary>
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public void SetFreezeEffect(bool active)
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{
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if (bingDongEffect != null)
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bingDongEffect.SetActive(active);
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}
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/// <summary>是否为 3D 鱼(影响朝向轴选取)</summary>
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public bool is3D = false;
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/// <summary>
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/// 前进方向轴,可选 "X" / "-X" / "Y" / "-Y" / "Z" / "-Z"。
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/// 为空时默认使用 up(2D)或 forward(3D)。
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/// </summary>
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public string forwordXYZ;
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/// <summary>鱼类型枚举(缓存,避免反复类型转换)</summary>
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public FishTypeEnum fishenum;
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/// <summary>路径已行进的时间(秒),用于贝塞尔曲线插值;可由外部预设偏移实现同步追帧。</summary>
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public float moveTime = 0f;
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/// <summary>是否为鱼阵成员</summary>
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public bool isyz = false;
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/// <summary>所属鱼阵 ID(空字符串表示普通鱼)</summary>
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public string yzID = "";
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// ----------------------------------------------------------------
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// 私有字段
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// ----------------------------------------------------------------
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/// <summary>受击闪烁特效对象(在子物体中查找 "HitEffect")</summary>
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private GameObject hurt;
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/// <summary>UI 根节点 RectTransform(坐标转换用)</summary>
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protected RectTransform uirootRect;
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/// <summary>主相机缓存</summary>
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protected Camera mainCamera;
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public List<Transform> colliderList;
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/// <summary>锁定点(colliderList 为空时使用,null 则用自身坐标)</summary>
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public Transform lockPoint;
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/// <summary>手动锁定时记录被点击的碰撞器,用于锁定锚点优先级(运行时赋值,不序列化)</summary>
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[System.NonSerialized]
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public Transform hitCollider;
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/// <summary>冰冻特效(预制体内子物体,null 则跳过)</summary>
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public GameObject bingDongEffect;
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[Header("创建视频(可选)")]
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[Tooltip("鱼创建时播放的入场视频片段,播放结束后才开始移动。为空则无入场视频。播放控件由 GameMainPanel_FishBase 提供")]
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public UnityEngine.Video.VideoClip createVideoClip;
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/// <summary>createVideoClip 实际播放时长(秒),用于计算 moveTime 偏移。<=0 表示未播放/无视频</summary>
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protected float _createVideoDuration = 0f;
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/// <summary>当前是否正在播放创建视频(由外部播放器 isPlaying 判断)</summary>
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protected bool _isPlayingCreateVideo = false;
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/// <summary>是否存活(活跃且未被回收)</summary>
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public bool IsAlive => gameObject.activeInHierarchy;
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public int rotationPY = 60;
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// ================================================================
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// Unity 生命周期
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// ================================================================
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public bool baseMmove;
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public virtual void Awake()
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{
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LoadHitEffect();
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baseMmove = isMove;
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}
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public async void LoadHitEffect()
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{
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// 查找受击特效子物体并默认隐藏
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var hitTra = FindDeepChild(transform, "HitEffect");
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if (hitTra != null)
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{
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hurt = hitTra.gameObject;
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hurt.SetActive(false);
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}
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}
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public virtual void OnEnable()
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{
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// ⭐ 用 baseMmove 恢复 isMove:Awake 时记录预制体原始 isMove 状态。
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// - 普通鱼预制体 isMove=true → 池回收后恢复 true,正常游动
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// (之前被注释导致:冰冻时 FreezeAllFish 设 isMove=false → 鱼回收 →
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// 重新生成后残留 false → 鱼永远不动)
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// - 爆奖 Boss 预制体 isMove=false → 恢复 false,固定在 (0,0,0) 播放动画
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// (金龙/雷龙/玉龙等不走路径,直到爆奖结束销毁)
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// - 冰冻中重新激活的鱼,末尾会覆盖为 false,安全
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isMove = baseMmove;
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fishenum = (FishTypeEnum)monsterData.fishTypeConfig.fishType;
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uirootRect = UIManager.Instance.uiRoot.GetComponent<RectTransform>();
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mainCamera = Camera.main;
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moveTime = 0f;
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// ⭐ 重置创建视频状态:池回收的鱼 _isPlayingCreateVideo 可能残留 true,
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// 重新生成时重置,由 Init 决定是否重新播放
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_createVideoDuration = 0f;
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_isPlayingCreateVideo = false;
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InitAnimList();
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ChangeState(CharacterStateType.move);
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// ⭐ 同步冰冻特效状态:池回收的鱼 bingDongEffect 可能残留激活状态,
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// 重新生成时会显示白色冰冻蒙皮。根据当前是否冰冻中决定显隐
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bool frozen = CreateFishManager.Instance != null && CreateFishManager.Instance.isFrozen;
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SetFreezeEffect(frozen);
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if (frozen)
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{
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// 冰冻中重新生成的鱼也要被冻结
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isMove = false;
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ChangeState(CharacterStateType.idle);
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}
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}
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private void Update()
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{
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OnUpdate(currState);
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}
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/// <summary>
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/// 销毁时自动从 CreateFishManager 的三个字典中移除自身,避免野指针。
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/// </summary>
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public virtual void OnDisable()
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{
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if (CreateFishManager.Instance == null) return;
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}
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// ================================================================
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// 初始化
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// ================================================================
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/// <summary>注册动画名称(子类可 override 扩展)。</summary>
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public void InitAnimList()
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{
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dic_AnimKeyAnimName[CharacterAnimationType.move] = "stand2";
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}
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/// <summary>
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/// 初始化路径并启动自动销毁计时。
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/// </summary>
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/// <param name="pathId">路线编号(与路线 key 前缀拼接)</param>
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/// <param name="time">路径持续时间(秒)</param>
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/// <param name="isyuzhen">是否为鱼阵成员</param>
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/// <param name="yzID">鱼阵 ID(isyuzhen==true 时有效)</param>
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public virtual void Init(string pathId, float time, bool isyuzhen = false, string yzID = "")
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{
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// ⭐ 保存 pathId,用于房主把活鱼广播给新加入玩家
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lastMoveLineId = pathId;
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// 根据是否为鱼阵选择路线 key
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string lineKey = isyuzhen
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? YzMoveLineName + pathId
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: NormalMoveLineName + pathId;
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if (!MonsterMoveLine.dic_BezierCurveDatas.TryGetValue(lineKey, out var bezierData))
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{
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Debug.LogError($"[MonsterContral] 找不到路线: {lineKey}");
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return;
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}
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monsterData.moveLine.Init(bezierData, time);
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isyz = isyuzhen;
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this.yzID = yzID;
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// 鱼阵特殊处理:700 系扇形阵根据起点 y 值翻转朝向
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if (isyuzhen && yzID.Length >= 3 && yzID.Substring(0, 3) == "700")
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{
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if (bezierData.start.y < 0)
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{
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var scale = transform.localScale;
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scale.y *= -1f;
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transform.localScale = scale;
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}
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}
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fishenum = (FishTypeEnum)monsterData.fishTypeConfig.fishType;
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// isMove=false 的鱼不需要移动路线,直接归位到 (0,0,0)
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if (!isMove)
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transform.position = Vector3.zero;
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// ⭐ 创建视频启动逻辑由子类负责:
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// - MonsterControl_BossBase 在自己 Init 里启动 createVideo
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// - 普通鱼走父类 Init,但普通鱼一般不配 createVideo
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// OnMoveUpdata 会检测 createVideo.isPlaying,视频播放期间不移动
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// 路径结束后自动销毁
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//StartCoroutine(yanchi(gameObject, time, isyuzhen));
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}
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public IEnumerator yanchi(GameObject obj, float time, bool isyuzhen)
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{
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yield return new WaitForSeconds(time);
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CreateFishManager.Instance.Id_DieFish_NotFX(guid);
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}
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// ================================================================
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// 状态机
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// ================================================================
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/// <summary>切换到新状态(先触发旧状态 Exit,再触发新状态 Enter)。</summary>
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public void ChangeState(CharacterStateType stateType)
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{
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OnExit(currState);
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currState = stateType;
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OnEnter(currState);
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}
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public void OnEnter(CharacterStateType stateType)
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{
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switch (stateType)
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{
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case CharacterStateType.move: OnMoveEnter(); break;
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case CharacterStateType.idle: break;
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}
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}
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public void OnUpdate(CharacterStateType stateType)
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{
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if (!isMove) return;
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switch (stateType)
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{
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case CharacterStateType.move: OnMoveUpdata(); break;
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case CharacterStateType.idle: break;
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}
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}
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public void OnExit(CharacterStateType stateType)
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{
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// 当前无需处理,保留供子类 override
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}
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// ================================================================
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// 移动逻辑
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// ================================================================
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public virtual void OnMoveEnter()
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{
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PlayAnim(CharacterAnimationType.move);
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}
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public virtual void OnMoveExit() { }
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/// <summary>
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/// 每帧更新鱼的位置(贝塞尔曲线插值)和朝向。
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/// 鱼阵(isyz==true)按阵型 ID 前缀分支,普通鱼走统一逻辑。
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/// </summary>
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public virtual void OnMoveUpdata()
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{
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if (!isMove) return; // 冰冻中不计时
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// ⭐ 创建视频播放期间不移动、不累计 moveTime
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// 视频结束后才开始走路线;视频时长不计入 moveTime(单独累计到 _createVideoDuration)
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// 隐藏控件由 loopPointReached 回调负责(OnCreateVideoFinished)
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if (_isPlayingCreateVideo)
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{
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_createVideoDuration += Time.deltaTime;
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return;
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}
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moveTime += Time.deltaTime;
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if (isyz)
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{
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UpdateYZMovement();
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}
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else
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{
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UpdateNormalMovement();
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}
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if (moveTime>=monsterData.moveLine.moveTime)
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{
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CreateFishManager.Instance.Id_DieFish_NotFX(guid);
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}
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}
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/// <summary>鱼阵移动:按 yzID 前缀选择运动方程。</summary>
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private void UpdateYZMovement()
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{
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if (yzID.Length < 3) return;
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string prefix = yzID.Substring(0, 3);
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switch (prefix)
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{
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// 700 / 701:直线向前移动(沿 up 方向)
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case "700":
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case "701":
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{
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var startWorld = CoordinateTransformation.CanvasToWorld(
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monsterData.moveLine.bezierCurveData.start, uirootRect, mainCamera);
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// 700:根据起点 y 值决定正方向;701:固定向上
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bool goUp = (prefix == "701") || (monsterData.moveLine.bezierCurveData.start.y > 0);
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float dir = goUp ? -1f : 1f;
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Vector2 pos = startWorld + (Vector3)(dir * transform.up * moveTime
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* monsterData.moveLine.moveTime);
|
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transform.position = pos;
|
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break;
|
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}
|
||
|
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// 702 / 710:贝塞尔曲线路径
|
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case "702":
|
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case "7007":
|
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case "710": // 顺序阵:每条路径逐一延迟生成
|
||
case "704":
|
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{
|
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Vector2 next = monsterData.moveLine.GetBezierPointJob(moveTime);
|
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if (fishenum != FishTypeEnum.Boss鱼)
|
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ApplyFacingDirection(next);
|
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transform.position = next;
|
||
break;
|
||
}
|
||
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
|
||
/// <summary>普通鱼移动:贝塞尔曲线路径 + 自动朝向。</summary>
|
||
private void UpdateNormalMovement()
|
||
{
|
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Vector2 next = monsterData.moveLine.GetBezierPointJob(moveTime);
|
||
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//if (fishenum != FishTypeEnum.Boss鱼)
|
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ApplyFacingDirection(next);
|
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|
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transform.position = next;
|
||
}
|
||
public bool isRotate = true;
|
||
public bool isNot1 = false;
|
||
/// <summary>
|
||
/// 根据 forwordXYZ 字段将物体朝向目标点方向。
|
||
/// 为空时 2D 鱼用 up,3D 鱼用 forward。
|
||
/// </summary>
|
||
/// <param name="nextPos">下一帧目标位置</param>
|
||
private void ApplyFacingDirection(Vector2 nextPos)
|
||
{
|
||
Transform child = transform.GetChild(0);
|
||
Vector3 localPos = Vector3.zero;
|
||
localPos.z = depthOffset;
|
||
child.localPosition = localPos;
|
||
if (!isRotate) return;
|
||
|
||
Vector2 toNext = nextPos - (Vector2)transform.position;
|
||
if (toNext.sqrMagnitude < 0.0001f) return;
|
||
|
||
// 处理未指定朝向轴的情况(默认行为)
|
||
if (string.IsNullOrEmpty(forwordXYZ))
|
||
{
|
||
if (!is3D)
|
||
{
|
||
float angle = Mathf.Atan2(toNext.y, toNext.x) * Mathf.Rad2Deg;
|
||
transform.rotation = Quaternion.AngleAxis(angle - 90f, Vector3.forward);
|
||
}
|
||
else
|
||
{
|
||
transform.rotation = Quaternion.LookRotation(toNext.normalized, Vector3.up);
|
||
}
|
||
return;
|
||
}
|
||
|
||
// 是否为子物体单独控制朝向和深度
|
||
if (ischild0)
|
||
{
|
||
|
||
|
||
//// 父物体朝向
|
||
switch (forwordXYZ)
|
||
{
|
||
case "X":
|
||
{
|
||
transform.GetChild(0).right = toNext.normalized;
|
||
var vv = transform.GetChild(0).eulerAngles;
|
||
|
||
vv.x = rotationPY;
|
||
transform.GetChild(0).eulerAngles = vv;
|
||
}
|
||
break;
|
||
case "-X":
|
||
{
|
||
transform.GetChild(0).right = -toNext.normalized;
|
||
var vv = transform.GetChild(0).eulerAngles;
|
||
vv.x = -rotationPY;
|
||
transform.GetChild(0).eulerAngles = vv;
|
||
}
|
||
|
||
break;
|
||
case "Y":
|
||
{
|
||
|
||
transform.GetChild(0).up = toNext.normalized;
|
||
var vv = transform.GetChild(0).eulerAngles;
|
||
vv.y = rotationPY;
|
||
transform.GetChild(0).eulerAngles = vv;
|
||
}
|
||
break;
|
||
case "-Y":
|
||
{
|
||
transform.GetChild(0).up = -toNext.normalized;
|
||
var vv = transform.GetChild(0).eulerAngles;
|
||
vv.y = -rotationPY;
|
||
transform.GetChild(0).eulerAngles = vv;
|
||
}
|
||
|
||
break;
|
||
case "Z":
|
||
{
|
||
transform.GetChild(0).forward = toNext.normalized;
|
||
var vv = transform.GetChild(0).eulerAngles;
|
||
if (isNot1)
|
||
{
|
||
vv.z = rotationPY;
|
||
|
||
}
|
||
else
|
||
{
|
||
vv.z = rotationPY * (vv.y < 180 ? -1 : 1);
|
||
|
||
}
|
||
transform.GetChild(0).eulerAngles = vv;
|
||
}
|
||
|
||
break;
|
||
case "-Z":
|
||
{
|
||
transform.GetChild(0).forward = -toNext.normalized;
|
||
var vv = transform.GetChild(0).eulerAngles;
|
||
vv.z = -rotationPY * (vv.y < 180 ? -1 : 1);
|
||
transform.GetChild(0).eulerAngles = vv;
|
||
}
|
||
|
||
break;
|
||
}
|
||
|
||
//// 子物体深度偏移:方向正 → 偏移正,方向负 → 偏移负
|
||
//switch (forwordXYZ)
|
||
//{
|
||
// case "X": localPos.z = depthOffset; break;
|
||
// case "-X": localPos.z = -depthOffset; break;
|
||
// case "Y": localPos.x = depthOffset; break;
|
||
// case "-Y": localPos.x = -depthOffset; break;
|
||
// case "Z": localPos.x = depthOffset; break;
|
||
// case "-Z": localPos.x = -depthOffset; break;
|
||
//}
|
||
|
||
}
|
||
else
|
||
{
|
||
// 控制父物体自身朝向
|
||
switch (forwordXYZ)
|
||
{
|
||
case "X": transform.right = toNext.normalized; break;
|
||
case "-X": transform.right = -toNext.normalized; break;
|
||
case "Y": transform.up = toNext.normalized; break;
|
||
case "-Y": transform.up = -toNext.normalized; break;
|
||
case "Z": transform.forward = toNext.normalized; break;
|
||
case "-Z": transform.forward = -toNext.normalized; break;
|
||
}
|
||
}
|
||
}
|
||
public bool ischild0 = false;
|
||
public int depthOffset;
|
||
// ================================================================
|
||
// 动画
|
||
// ================================================================
|
||
|
||
/// <summary>播放指定类型动画(需要先在 dic_AnimKeyAnimName 中注册)。</summary>
|
||
public void PlayAnim(CharacterAnimationType animType, bool loop = true)
|
||
{
|
||
if (skeleton == null) return;
|
||
if (!dic_AnimKeyAnimName.TryGetValue(animType, out var animName)) return;
|
||
|
||
skeleton.AnimationState.SetAnimation(0, animName, loop);
|
||
}
|
||
|
||
// ================================================================
|
||
// 受击 & 死亡
|
||
// ================================================================
|
||
|
||
/// <summary>触发受击闪烁(0.2s 后自动关闭)。</summary>
|
||
public void OnHurt()
|
||
{
|
||
if (hurt != null)
|
||
StartCoroutine(HurtCoroutine());
|
||
}
|
||
|
||
private IEnumerator HurtCoroutine()
|
||
{
|
||
hurt.SetActive(true);
|
||
yield return new WaitForSeconds(0.2f);
|
||
hurt.SetActive(false);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 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)。
|
||
/// </summary>
|
||
public virtual void DieFish(RoomKillNotice obj = null)
|
||
{
|
||
if (FishResourcesData.fishResourcesDatasDic.TryGetValue(fishTypeID, out var res)
|
||
&& res.dieAudio != null && res.dieAudio.Count > 0)
|
||
{
|
||
AudioManager.Instance.PlayerFX(res.dieAudio[0]);
|
||
}
|
||
CreateFishManager.Instance.Id_DieFish_NotFX(guid);
|
||
|
||
//Destroy(gameObject);
|
||
}
|
||
|
||
// ================================================================
|
||
// 工具方法
|
||
// ================================================================
|
||
|
||
/// <summary>递归深度查找子物体(广度优先)。</summary>
|
||
private Transform FindDeepChild(Transform parent, string name)
|
||
{
|
||
foreach (Transform child in parent)
|
||
{
|
||
if (child.name == name) return child;
|
||
var found = FindDeepChild(child, name);
|
||
if (found != null) return found;
|
||
}
|
||
return null;
|
||
}
|
||
}
|