384 lines
15 KiB
C#
384 lines
15 KiB
C#
using Assets.MyGame.Scripts.Net.APIResponses.Enum;
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using Assets.MyGame.Scripts.Net.WebResponses;
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using DG.Tweening;
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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 UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using static MonsterMoveLine;
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using Random = UnityEngine.Random;
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public class MonsterControl_BossBase : MonsterContral
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{
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// ==================== 基础 ====================
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public string bossName;
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// ==================== 爆奖 ====================
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[Header("爆奖")]
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public bool isToUI = true; // 爆奖特效是 UI(RectTransform)还是 3D 场景物体
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public LayeredPool layeredPool;
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public TextMeshProUGUI tMP_CurrBossScore; // Boss 分数显示文本
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public long currBossScoreValue; // 当前滚动分数
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public long bossScoreValue; // 累计总分
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public int poolNum; // 奖池金币
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public int prizeCount = 8; // 爆奖红包数量
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public Action<int> JiaFen; // 加分回调
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public List<List<RedPacketRecord>> redPacketRecords = new List<List<RedPacketRecord>>();
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public Camera ZhuCam;
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// ==================== 死亡 ====================
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public bool isDieFish;
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public float dieTime = 3f;
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public Vector3 v3; // 分数飞出目标位置(Inspector 设置)
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private long _turretNum;
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private bool _isJia;
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/// <summary>是否本地玩家击杀(金/银币样式切换用,由 Ws_DieFish 设置)</summary>
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public bool isLocalCoin = false;
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/// <summary>击杀者座位 ID(人机击杀时由房主代发,但 sitPos 应为人机座位,而非房主自己)</summary>
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public int killerSitPos = -1;
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/// <summary>
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/// ⭐ Init 异步防污染令牌:async void Init 里 await Addressables 加载期间,
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/// Boss 可能被回收并重新生成(对象池复用)。若旧 Init 的 await 完成后继续执行,
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/// 会用旧的 pathId 覆盖新 Boss 的 moveLine/位置/isInitialized,导致第二次 Boss 打不死。
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/// 每次 Init 递增此令牌,await 后若令牌已变,说明已被新 Init 覆盖,直接 return。
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/// </summary>
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private int _initToken = 0;
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// ==================== Unity 生命周期 ====================
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public override void Awake()
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{
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base.Awake();
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//isRotate = false;
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ZhuCam = GameManager.Instance.ZhuCam;
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action_effect_DieAward = obj =>
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{
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tMP_CurrBossScore = obj.transform.GetChild(0).GetComponent<TextMeshProUGUI>();
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// ⭐ 按 isLocalCoin 切金/银:自己击杀=金币,他人=银币
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ApplyBossScoreStyle(obj.transform);
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};
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}
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/// <summary>
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/// 按 isLocalCoin 切换 Boss 分数 TMP 的 spriteAsset:
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/// 自己击杀 → goldSprite
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/// 他人击杀 → silverSprite
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/// 优先用 BJImage(新预制体),回退 ScoreNumScrollEvent,再回退直接取 TMP。
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/// 需对应 sprite 已在 Inspector 赋值,否则跳过不影响原显示。
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/// </summary>
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private void ApplyBossScoreStyle(Transform root)
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{
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if (tMP_CurrBossScore == null) return;
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var bjImage = root.GetComponentInChildren<BJImage>();
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if (bjImage != null)
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{
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var spriteAsset = isLocalCoin ? bjImage.goldSprite : bjImage.silverSprite;
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if (spriteAsset != null)
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tMP_CurrBossScore.spriteAsset = spriteAsset;
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return;
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}
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var scrollEvent = root.GetComponentInChildren<ScoreNumScrollEvent>();
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if (scrollEvent != null)
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{
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scrollEvent.SetScoreStyle(isLocalCoin);
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}
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}
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public override void OnEnable()
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{
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base.OnEnable();
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layeredPool = null;
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currBossScoreValue = 0;
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bossScoreValue = 0;
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redPacketRecords.Clear();
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_isJia = false;
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isDieFish = false;
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isLocalCoin = false;
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killerSitPos = -1;
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var res = FishResourcesData.fishResourcesDatasDic[fishTypeID];
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if (res.showAudio != null && res.showAudio.Count > 0)
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AudioManager.Instance.PlayerFX(res.showAudio[Random.Range(0, res.showAudio.Count)]);
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}
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public override void OnDisable()
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{
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base.OnDisable();
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if (isDieFish)
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GameManager.Instance.StartCoroutine(YanChiDie());
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}
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// ==================== 初始化 ====================
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public async override void Init(string pathId, float time, bool isyuzhen = false, string yzID = "")
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{
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// ⭐ 递增令牌:await 后检查此令牌,若已变说明被新 Init 覆盖(对象池复用),直接 return
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int token = ++_initToken;
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isyz = isyuzhen;
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this.yzID = yzID;
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// ⭐ 缓存 yzID 前缀(Boss 未调 base.Init,需单独缓存)
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// 避免 UpdateYZMovement 里 _yzPrefix 为空导致鱼阵 Boss 不移动
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SetYzPrefix(yzID);
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// ⭐ 缓存路线编号(Boss 未调 base.Init,lastMoveLineId 需单独保存,
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// ApplyFacingDirection 的双数路线镜像 routeFlipMirror 按它判定奇偶)
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lastMoveLineId = pathId;
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// ⭐ Boss朝向:不随路线切线旋转,按路线编号奇偶翻转X轴
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// (单数路线=左→右保持预制体正向,双数路线=右→左翻转X轴为负)
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if (isMove && IsRouteFlipBoss)
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ApplyBossRouteFlip(pathId);
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// ⭐ 创建视频处理:配置了 createVideoClip 时通过 GameMainPanel 的播放器播放
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// 播放期间 OnMoveUpdata 会跳过移动,视频结束后才开始走路线
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_createVideoDuration = 0f;
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_isPlayingCreateVideo = false;
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var videoPlayer = CreateFishManager.Instance?.currGameType?.createVideoPlayer;
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if (createVideoClip != null && videoPlayer != null)
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{
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// 显示视频控件
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videoPlayer.gameObject.SetActive(true);
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videoPlayer.Stop();
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videoPlayer.clip = createVideoClip;
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// ⭐ 注册播放结束回调:视频播完自动隐藏控件 + 重置状态
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videoPlayer.loopPointReached -= OnCreateVideoFinished;
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videoPlayer.loopPointReached += OnCreateVideoFinished;
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videoPlayer.Play();
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_isPlayingCreateVideo = true;
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}
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// Boss 进场播报
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if (GameManager.Instance.gameData.currGameType == GameType.XJMH)
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{
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var handle = Addressables.LoadAssetAsync<Sprite>($"Assets/Art/XJMH/pw/pw_sprite/handbook/{bossName}.png");
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await handle.Task;
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// ⭐ async void Init 防污染:await 期间 Boss 可能被回收(对象池复用)或销毁(退出房间)。
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// 检查顺序很重要:先 this == null(被 Destroy),再 activeInHierarchy(被回收),最后令牌
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// Unity 重写 == 运算符:被 Destroy 的 MonoBehaviour 比较 == null 返回 true
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if (this == null || token != _initToken || !gameObject.activeInHierarchy)
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{
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if (this != null)
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Debug.Log($"[MonsterControl_BossBase] Init await 完成,但令牌已变或 Boss 已回收/销毁,跳过: {bossName} token={token} curr={_initToken} active={gameObject.activeInHierarchy}");
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return;
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}
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if (CreateFishManager.Instance != null && CreateFishManager.Instance.currGameType != null
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&& CreateFishManager.Instance.currGameType.subUIManager != null)
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{
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CreateFishManager.Instance.currGameType.subUIManager.ShowBoardBoss(handle.Result, bossName);
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}
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}
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if (isMove)
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{
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var bezierData = MonsterMoveLine.dic_BezierCurveDatas[bossName + pathId];
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monsterData.moveLine.Init(bezierData, time);
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// ⭐ isMove=true 的 Boss 初始位置设为曲线起点,
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// 避免在 moveTime 更新前卡在生成时的 (9999,9999,0)
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// z 保留当前值:3D Boss 在预制体上配置的深度不被擦掉
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transform.position = new Vector3(bezierData.start.x, bezierData.start.y, transform.position.z);
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}
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else
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{
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transform.position = new Vector3(0, 0, 0);
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}
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// ⭐ Boss 重写 Init 未调用 base.Init,需手动标记已初始化并切换到 move 状态,
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// 否则 OnMoveUpdata 不会被调用(OnUpdate 里 isInitialized=false 会 return),moveTime 不自增
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isInitialized = true;
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ChangeState(CharacterStateType.move);
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if (transform.childCount == 0) return;
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Transform child = transform.GetChild(0);
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Vector3 localPos = child.localPosition;
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// ⭐ x/y 归零摆正模型;z 深度只在显式配置 depthOffset(≠0)时才覆盖,
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// 否则保留预制体上设置的 3D 深度(3D Boss 用,之前被强制归零导致深度无效)
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localPos.x = 0f;
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if (depthOffset != 0)
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localPos.z = depthOffset;
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child.localPosition = localPos;
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}
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/// <summary>
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/// 创建视频播放结束回调:隐藏视频控件 + 重置播放状态
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/// (用 loopPointReached 事件,比 OnMoveUpdata 检测更可靠,
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/// 因为 isMove=false 的 Boss 不会进入 OnMoveUpdata 的视频检测分支)
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/// </summary>
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private void OnCreateVideoFinished(UnityEngine.Video.VideoPlayer player)
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{
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_isPlayingCreateVideo = false;
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if (player != null)
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{
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player.Stop();
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player.gameObject.SetActive(false);
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}
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}
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// ==================== 爆奖(公共) ====================
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/// <summary>确保分数显示文本存在(自动创建)</summary>
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private void EnsureScorePanel()
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{
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if (tMP_CurrBossScore != null) return;
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var prefab = CreateFishManager.Instance.dieFXPrefabAwardTmp;
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if (prefab == null) return;
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var parent = CreateFishManager.Instance.currGameType.subPanelParent;
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if (parent == null) return;
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var board = Instantiate(prefab, parent);
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tMP_CurrBossScore = board.transform.GetChild(0).GetComponent<TextMeshProUGUI>();
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// ⭐ 按 isLocalCoin 切金/银:自己击杀=金币,他人=银币
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ApplyBossScoreStyle(board.transform);
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}
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/// <summary>初始化红包分层对象池</summary>
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private void EnsureLayeredPool()
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{
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if (layeredPool == null)
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layeredPool = new LayeredPool(poolNum, prizeCount);
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}
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/// <summary>爆奖:随机红包(min~max 个)</summary>
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public void BigPrize(int min = 4, int max = 8)
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{
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EnsureScorePanel();
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EnsureLayeredPool();
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var records = layeredPool.BossGlodCoinRandrom(tMP_CurrBossScore.transform.position, min, max, killerSitPos);
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AddRedPacket(records);
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}
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/// <summary>爆奖:固定数量红包</summary>
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public void BigPrizeNotFish(int count)
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{
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EnsureScorePanel();
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EnsureLayeredPool();
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var records = layeredPool.BossGlodCoinNotFish(count);
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AddRedPacket(records);
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}
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/// <summary>爆奖:全屏小鱼数量红包</summary>
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public void BigPrizeAll()
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{
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int smallFishCount = CreateFishManager.Instance.fishDatas_hashCodekey_Small.Count;
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prizeCount = 1;
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EnsureScorePanel();
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EnsureLayeredPool();
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var records = layeredPool.BossGlodCoin(smallFishCount, tMP_CurrBossScore.transform.position, killerSitPos);
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AddRedPacket(records);
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}
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/// <summary>记录红包并开始分数滚动 + 加分</summary>
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private void AddRedPacket(List<RedPacketRecord> records)
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{
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redPacketRecords.Add(records);
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foreach (var r in records)
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bossScoreValue += r.Amount;
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_turretNum = CreateFishManager.Instance.currGameType.currSitData.consumeGoldNum;
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GameManager.Instance.StartCoroutine(ShowBigPrize());
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GameManager.Instance.StartCoroutine(JiaFenRoutine());
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}
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// ==================== 分数滚动 ====================
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private IEnumerator ShowBigPrize()
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{
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if (_isJia) yield break;
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_isJia = true;
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yield return new WaitForSeconds(1f);
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_turretNum = Random.Range((int)(_turretNum / 2), (int)_turretNum + 1);
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while (currBossScoreValue < bossScoreValue)
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{
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currBossScoreValue += _turretNum;
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if (currBossScoreValue > bossScoreValue)
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currBossScoreValue = bossScoreValue;
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tMP_CurrBossScore.text = currBossScoreValue.ToString();
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yield return null;
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}
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_isJia = false;
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}
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private IEnumerator JiaFenRoutine()
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{
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yield return new WaitForSeconds(1.5f);
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Transform parent = tMP_CurrBossScore.transform.parent;
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GameObject addScorePrefab = CreateFishManager.Instance.dieFXPrefabAwardTmp_AddScore;
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var records = redPacketRecords[0];
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redPacketRecords.RemoveAt(0);
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foreach (var item in records)
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{
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yield return new WaitForSeconds(0.15f);
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var inst = Instantiate(addScorePrefab, parent.position + Vector3.up * 60, Quaternion.identity, parent);
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// ⭐ 按 isLocalCoin 切金/银:优先用 ScoreNumScrollEvent,回退直接赋文本
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var scrollEvent = inst.GetComponent<ScoreNumScrollEvent>();
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if (scrollEvent != null)
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{
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scrollEvent.SetScoreStyle(isLocalCoin);
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scrollEvent.SetScoreText(CoinScript.NumAdd(item.Amount.ToString()));
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}
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else
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{
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inst.transform.GetChild(0).GetComponent<TextMeshProUGUI>().text = CoinScript.NumAdd(item.Amount.ToString());
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}
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AudioManager.Instance.PlayerFX(61009);
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}
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}
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// ==================== 死亡 ====================
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public override void DieFish(RoomKillNotice obj = null)
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{
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isDieFish = true;
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GameManager.Instance.cameraShake.ShakePresets.Explosion2D(3f, 4f, 1f);
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if (obj != null)
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poolNum = (int)obj.gold;
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var res = FishResourcesData.fishResourcesDatasDic[fishTypeID];
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if (res.dieAudio != null && res.dieAudio.Count > 0)
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AudioManager.Instance.PlayerFX(res.dieAudio[Random.Range(0, res.dieAudio.Count)]);
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}
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/// <summary>死亡后延迟飞分到座位</summary>
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private IEnumerator YanChiDie()
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{
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yield return new WaitForSeconds(dieTime);
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// not-self 爆奖模式下未实例化分数面板和 effect_DieAward,跳过飞分逻辑
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// (加分由 BaoJiangNotSelfHandler.OnBaoJiangEnd 处理)
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if (tMP_CurrBossScore == null || tMP_CurrBossScore.transform.parent == null)
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yield break;
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tMP_CurrBossScore.transform.parent
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.DOMove(v3, 0.5f)
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.OnComplete(() =>
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{
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JiaFen?.Invoke(0);
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Destroy(tMP_CurrBossScore.transform.parent.gameObject);
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});
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}
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}
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