2332 lines
103 KiB
C#
2332 lines
103 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Spine.Unity;
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using TMPro;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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/// <summary>炮台控制模式</summary>
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public enum TurretControlMode
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{
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/// <summary>普通模式:动态克隆炮台,显示金币+钻石,按钮打开面板切换</summary>
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Normal = 0,
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/// <summary>星际迷航模式:座位子对象激活/停用,只显示金币,长按炮台弹出扇形切换</summary>
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XJMH = 1
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}
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public class SitPosData : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
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{
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public GameObject spineObj;//他的子对象child0带SkeletonGraphic
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public GameObject ziObj;//他的子对象child0带textmeshprougui
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public Button btn_SelectPaoBei; //点击打开关闭选择面板
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public GameObject selectPaoBeiPanel; //他的出现效果是从上往下滑动的动画效果 关闭是从下往上滑动的动画效果 所称height变成0和还原那种的时间0.5s
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public GameObject paobeiItemPrefab;//自己的gameobject上面有image组件和button组件 选择后直接关闭 然后他的getchild0上有个textmeshprougui 5000以下的炮倍是蓝色的 5000-10000是紫色 10000以上是红色的 黄色是选中状态的
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public Transform paobeiItemParent;
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public Sprite redBG;
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public Sprite purpleBG;
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public Sprite blueBG;
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public Sprite yellowBG;
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[Tooltip("自动攻击开关(由 GameMainPanel 的 toggle_SkillAuto 移植):开着=自动扫射+自动开火;关闭时本地座位炮台切回 Idle 并触发 OnAutoAttackOff")]
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public Toggle toggle_AutoAttack;
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/// <summary>自动攻击从开→关时触发一次(GameMainPanel 订阅后广播 Idle 状态给其他客户端,仅本地玩家座位会触发)</summary>
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public event Action OnAutoAttackOff;
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/// <summary>自动攻击是否开启(toggle 没拖引用时恒为 false,等同未开自动攻击)</summary>
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public bool IsAutoAttackOn => toggle_AutoAttack != null && toggle_AutoAttack.isOn;
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[Tooltip("长按判定时间(秒):按住 img_OpenPT 超过此时间触发 OnOpenPTLongPress")]
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public float openPTLongPressTime = 0.5f;
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public Image img_OpenPT;
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/// <summary>长按 img_OpenPT 触发一次(GameMainPanel 订阅后用它开关炮台面板,仅本地玩家座位有意义)</summary>
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public event Action OnOpenPTLongPress;
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private bool _openPTPressing;
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private float _openPTPressTimer;
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public bool IsBaoJiangingActive;
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public Transform obj_BaoJiangZhongPanelPosition;
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/// <summary>本地玩家的座位引用(由游戏面板初始化时设置)</summary>
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public static SitPosData localPlayerSit;
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/// <summary>当前房间房主座位(人机请求由房主发送,房主退出后自动继承)</summary>
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public static SitPosData roomOwnerSit;
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[Tooltip("座位编号 0~3。0,1=下方 2,3=上方")]
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public int posID;
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[Tooltip("是否为人机")]
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public bool isBot = false;
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/// <summary>posID>=2 = 上方,需要翻转(0,1=下方;2,3=上方)</summary>
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public bool IsFlipped => posID >= 2;
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// -------------------------
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// 玩家基础信息
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// -------------------------
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[Header("玩家信息")]
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public string user;//玩家唯一ID
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public TextMeshProUGUI tmp_UserNumber;//ID:玩家编号
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public TextMeshProUGUI tmp_UserName;//名字
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public TextMeshProUGUI tmp_UserLevel;//LV:等级
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public Slider slider_UserLevelEXP;//EXP:经验条
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public Image img_Head;//头像
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public Image img_Vip;
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public List<GameObject> sprite_VipList;//这里一共有11个正好对应0-10级vip
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public List<GameObject> sprite_VipLevelBG; //这里有5个 每两级对应一个0级用最基础的
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[Header("金币")]
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public long goldNum;
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public long consumeGoldNum;
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public TextMeshProUGUI tMP_GoldNum;
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public TextMeshProUGUI tMP_DiamondNum;
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public TextMeshProUGUI tMP_TurretConsumeNum;
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[Header("翅膀")]
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[Tooltip("翅膀实例化的父节点")]
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public Transform wingParent;
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[Header("战神")]
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[Tooltip("战神实例化的父节点")]
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public Transform zhanShenParent;
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[Tooltip("当前装备的战神编号(0=无战神)。炮台/战神显示二选一:有战神时 turretParent 隐藏")]
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public int currentZhanShenNumber;
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[Header("特殊鱼炮台")]
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[Tooltip("特殊鱼炮台实例化的父节点")]
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public Transform tSYPTParent;
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[Tooltip("特殊鱼炮台(钻头)是否正在使用:true=期间禁用普通开火,点击只发射钻头")]
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public bool isDrillActive;
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[Tooltip("激光锁定:true=激光发射期间炮台锁定方向,SetRotation 不生效(原方向打到爆奖结束)")]
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public bool isLaserLocked;
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/// <summary>
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/// 散射激光模式中(GameMainPanel 每帧刷新:三发+锁定+已锁目标)。
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/// ⭐ 激活左右起点球父对象用这个标记,不依赖实际锁定点数量(目标不足2个时散射模式开着也要显示起点球)
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/// </summary>
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[System.NonSerialized]
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public bool isScatterLaserOn;
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// -------------------------
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// 炮台管理(动态克隆)
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// -------------------------
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[Header("炮台")]
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[Tooltip("炮台实例化的父节点")]
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public Transform turretParent;
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public Transform turretRotate;
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[Header("炮台控制模式")]
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[Tooltip("Normal=普通模式(动态克隆炮台,显示金币+钻石,按钮切换); XJMH=星际迷航模式(座位子对象激活/停用,只显示金币,长按扇形切换)")]
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public TurretControlMode turretControlMode = TurretControlMode.Normal;
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[Tooltip("炮台锚点位置(相对 turretParent)")]
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public Vector2 turretAnchoredPos = Vector2.zero;
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[Tooltip("当前装备的炮台编号")]
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public int currentTurretNumber;
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/// <summary>
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/// 当前 XJMH 炮台在 <see cref="xjmhTurretList"/> 中的索引(-1=未初始化)。
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/// ⭐ XJMH 四把炮台的 turretNumber 全是 0(不对接后端、没有编号),
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/// 炮台身份只能用列表索引表示:切换按钮、帧同步广播/接收统一都用索引。
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/// </summary>
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[System.NonSerialized]
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public int currentTurretIndex = -1;
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/// <summary>当前运行中的炮台实例</summary>
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public TurretData currentTurret;
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/// <summary>当前运行中的战神实例(null=未显示)。炮台/战神显示二选一:有战神时 turretParent 隐藏</summary>
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[System.NonSerialized]
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public GameObject currentZhanShen;
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/// <summary>特殊炮台(钻头/激光)期间切换翅膀的暂存引用:只切换不显示,等 RestoreTurretVisual 恢复显示</summary>
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private GameObject _pendingShowWing;
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/// <summary>战神实例上的 TurretData/ZhanShenTurretData(开火时优先取战神的子弹预制体,null=无战神或未挂组件)</summary>
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[System.NonSerialized]
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public TurretData currentZhanShenData;
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// -------------------------
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// 战神激光(锁定时显示):两种形态
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// - laserPrefab 非空 → 预制体形态:JiGuangControl 工具类驱动(克隆激光预制体,方向/长度每帧刷新)
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// - laserPrefab 为空 → LineRenderer 兜底形态:直接新建 GameObject + LineRenderer
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// -------------------------
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/// <summary>LineRenderer 形态激光列表。三发锁定=3条。起点:0=主激光(座位点+selfOffsetJGStart),1/2=散射左右(JGFX父对象位置)</summary>
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private readonly List<LineRenderer> _zhanShenLasers = new List<LineRenderer>();
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/// <summary>预制体形态激光实例列表(世界空间,由 JiGuangControl.JiGuangCreate 按目标数量重建)</summary>
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private readonly List<Transform> _laserFx = new List<Transform>();
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/// <summary>激光起点特效实例(UI 层:0=挂 turretRotate 下 selfOffsetJGStart 处,1/2=挂 JGFX 左右父对象下,跟随父节点)</summary>
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private readonly List<GameObject> _laserStartFx = new List<GameObject>();
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/// <summary>激光命中特效实例(与 _laserFx 一一对应,世界空间 Z=-50 层,跟随锁定目标)</summary>
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private readonly List<GameObject> _laserHitFx = new List<GameObject>();
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/// <summary>激光准备等待剩余秒数:锁定刚建立时读 ZhanShenTurretData.laserFXDelay,>0 期间激光及特效隐藏(等准备动画播完)</summary>
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private float _laserPrepWait;
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/// <summary>激光等待默认兜底秒数:prefab 未配 laserFXDelay(=0) 时使用——门不再默认敞开,特效显示必须等 SMB 动画事件放行(事件来提前开门,超时强制显示)</summary>
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private const float LaserFXWaitFallback = 2f;
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/// <summary>上一帧是否有锁定点(检测锁定建立沿,触发准备等待)</summary>
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private bool _laserLockActive;
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/// <summary>激光循环音效是否正在播放(跟随激光实际显示状态起停,避免每帧重复触发)</summary>
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private bool _laserSoundOn;
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/// <summary>激光循环音效当前播放速度(1=正常,2=狂暴2倍速),用于边沿比较避免每帧重复调用</summary>
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private float _laserSoundPitch = 1f;
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/// <summary>预制体形态激光的基准缩放(重建时取自 laserPrefab.transform.localScale)</summary>
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private Vector3 _laserFxBaseScale = Vector3.one;
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/// <summary>预制体形态激光的角度偏移:激光预制体自带的 Z 轴旋转(重建时缓存,绕世界 Z 叠加在计算朝向上)</summary>
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private float _laserFxRotZOffset;
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/// <summary>每条激光的起点缓存(索引与 _laserTargets 对齐,每帧复用避免 GC)</summary>
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private readonly List<Vector3> _laserStarts = new List<Vector3>();
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// -------------------------
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// XJMH 炮台列表(星际迷航专用)
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// -------------------------
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[Header("XJMH 炮台列表")]
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[Tooltip("XJMH 模式专用:在 Inspector 中拖入座位下的所有炮台子对象(带 TurretData 组件)。" +
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"数量不多,建议按炮台编号升序排列,便于扇形切换按索引选择。")]
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public List<TurretData> xjmhTurretList = new List<TurretData>();
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// 状态机入口(GameMainPanel 调用)
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public Action<TurretState> OnStateChange;
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// -------------------------
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// 炮台旋转
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// -------------------------
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[Header("炮台旋转")]
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public Transform tra_CurrTurret;
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public float currentAngle;
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[Tooltip("炮口最大偏转角度(度),相对基准方向:下方座位(0,1)基准=朝上0°,上方座位(2,3)基准=朝下180°。" +
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"超出范围的角度会被钳制回边界(本地玩家/远程同步/bot 全部生效)。<=0 或 >=180 表示不限制")]
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public float maxRotationAngle = 90f;
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/// <summary>
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/// 炮台在世界坐标(Z=0平面)的位置缓存。
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/// 因为炮台是 UGUI 元素,tra_CurrTurret.position 是 Canvas 坐标,不能直接和鱼的世界坐标比较距离。
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/// 这里用和子弹起点(GetBulletStartWorldPos)相同的转换方式,把 UI 坐标转成世界坐标。
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/// 由 LoadTurret 加载完炮台后计算并缓存,bot AI/锁定检测距离时用此字段。
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/// </summary>
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[System.NonSerialized]
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public Vector3 turretWorldPos;
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// -------------------------
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// 锁定系统
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// -------------------------
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[Header("锁定系统")]
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public MonsterContral monCotl_Lock;
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public Transform monCotl_Lock_Position;
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public bool isLock = false;
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/// <summary>
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/// ⭐ 当前锁定是否为玩家手动锁定。
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/// - true:玩家点击锁定的鱼 → 不受路径进度(0.1~0.9)限制,鱼离场前一直锁定
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/// - false:自动锁定/三发查找/bot → 受路径进度限制
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/// 由 GameMainPanel_FishBase 在 SetLockTarget 前设置
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/// </summary>
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[System.NonSerialized]
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public bool isManualLock = false;
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public GameObject lockFX; // 主锁定图标(单发/双倍用)
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public List<GameObject> lockFX_Triple = new List<GameObject>(); // 三发锁定额外2个图标
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public List<MonsterContral> tripleLockTargets = new List<MonsterContral>();
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public List<Transform> tripleLockPositions = new List<Transform>();
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/// <summary>
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/// ⭐ 三发锁位是否处于"空置等手动点击"状态(索引与 tripleLockTargets 对齐)。
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/// true = 该锁位打死后自动检测没找到鱼 → 保持空着,不再自动补位,必须玩家手动点击才锁。
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/// </summary>
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private readonly List<bool> tripleSlotIdle = new List<bool>();
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/// <summary>
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/// ⭐ 该锁位是否由玩家手动点选(索引与 tripleLockTargets 对齐)。
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/// true = 玩家自己点的鱼 → 离场前一直跟,死了才换;手动身份会跟着鱼一起移入子锁位。
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/// </summary>
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private readonly List<bool> tripleSlotManual = new List<bool>();
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// -------------------------
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// UI
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// -------------------------
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[Header("UI")]
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public Button btn_TurretAdd;
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public Button btn_TurretMinus;
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[Header("激光效果父对象")]
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[Tooltip("散射激光左起点球的父对象:出场/换战神时克隆 ZhanShenTurretData.JGQiuStartPrefab 到它下面,散射激光激活时显示。不拖也没关系:Awake 会自动创建兜底节点")]
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public Transform JGFXLeftParent;
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[Tooltip("散射激光右起点球的父对象:出场/换战神时克隆 ZhanShenTurretData.JGQiuStartPrefab 到它下面,散射激光激活时显示。不拖也没关系:Awake 会自动创建兜底节点")]
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public Transform JGFXRightParent;
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private void Awake()
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{
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if (btn_TurretAdd != null)
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btn_TurretAdd.onClick.AddListener(() => ChangeTurretAddConsumeNum());
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if (btn_TurretMinus != null)
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btn_TurretMinus.onClick.AddListener(() => ChangeTurretMinusConsumeNum());
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// ⭐ 自动攻击开关:关闭时本地座位炮台切回 Idle(原 GameMainPanel 的 toggle_SkillAuto 监听逻辑)
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if (toggle_AutoAttack != null)
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toggle_AutoAttack.onValueChanged.AddListener(OnAutoAttackToggleChanged);
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// ⭐ 炮倍选择面板:按钮开/关;Awake 记录面板原始高度(动画还原目标值,之后会被压到 0)
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if (btn_SelectPaoBei != null)
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btn_SelectPaoBei.onClick.AddListener(OnClickSelectPaoBei);
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EnsurePaoBeiPanelHeight();
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// ⭐ 散射起点球父对象兜底:预制体没拖引用就自动创建(挂 beij 下,炮台两侧),
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// 保证 UpdateJGFXParentsActive 永远有对象可激活,不依赖 Inspector 配置。
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// XJMH(星际迷航)没有战神/激光概念,跳过不给它加节点。
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if (turretControlMode != TurretControlMode.XJMH)
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EnsureJGFXParents();
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// XJMH 模式:隐藏钻石显示(只显示金币)
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if (turretControlMode == TurretControlMode.XJMH && tMP_DiamondNum != null)
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tMP_DiamondNum.gameObject.SetActive(false);
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// XJMH 模式:炮台是座位自带子对象,不需要从资源加载,只做初始化
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// (整理炮台列表 + 激活默认炮台 = 列表索引 0)
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if (turretControlMode == TurretControlMode.XJMH)
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InitXJMHTurret();
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}
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/// <summary>
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/// 自动攻击开关变化:关闭时本地座位炮台立即切回 Idle(自动开火停止)。
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/// ⭐ 只对本地玩家座位生效:同一个 toggle 被拖到多个座位时,非本地座位不响应,
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/// 避免远程座位的状态机被本地点击误切。
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/// </summary>
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private void OnAutoAttackToggleChanged(bool on)
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{
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if (on) return;
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if (this != localPlayerSit) return;
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ChangeState(TurretState.Idle);
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OnAutoAttackOff?.Invoke();
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}
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/// <summary>
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/// 散射起点球父对象兜底:Inspector 没拖引用时自动创建两个 RectTransform
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/// (挂在 turretRotate 的父节点 beij 下,炮台左右两侧 ±50),并写回字段。
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/// 拖了引用(预制体配置的座位)则什么都不做。
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/// </summary>
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private void EnsureJGFXParents()
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{
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if (JGFXLeftParent != null && JGFXRightParent != null) return;
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|
||
// 挂载点:turretRotate 的父节点(beij);拿不到就挂座位根
|
||
Transform attach = turretRotate != null && turretRotate.parent != null
|
||
? turretRotate.parent
|
||
: transform;
|
||
|
||
if (JGFXLeftParent == null)
|
||
JGFXLeftParent = CreateJGFXParent(attach, "JGFXLeftParent", -50f);
|
||
if (JGFXRightParent == null)
|
||
JGFXRightParent = CreateJGFXParent(attach, "JGFXRightParent", 50f);
|
||
}
|
||
|
||
/// <summary>创建一个散射起点球父节点(beij 下,x 偏移 ±50、y 100,默认隐藏)</summary>
|
||
private static RectTransform CreateJGFXParent(Transform parent, string name, float xOffset)
|
||
{
|
||
GameObject go = new GameObject(name, typeof(RectTransform));
|
||
RectTransform rt = (RectTransform)go.transform;
|
||
rt.SetParent(parent, false);
|
||
rt.anchorMin = rt.anchorMax = new Vector2(0.5f, 0.5f);
|
||
rt.sizeDelta = new Vector2(44f, 37f);
|
||
rt.anchoredPosition = new Vector2(xOffset, 100f);
|
||
go.SetActive(false);
|
||
return rt;
|
||
}
|
||
|
||
/// <summary>
|
||
/// XJMH 模式:炮台是座位自带子对象,预制体里已摆好,不需要 LoadTurret 加载。
|
||
/// ⭐ 默认炮台 = 排序后索引 0 的那把(对应座位 GetChild(0) 的绿炮台)。
|
||
/// </summary>
|
||
private void InitXJMHTurret()
|
||
{
|
||
if (xjmhTurretList == null || xjmhTurretList.Count == 0)
|
||
{
|
||
Debug.LogWarning($"[SitPosData] XJMH 炮台列表未配置,座位 {posID} 无炮台可用");
|
||
return;
|
||
}
|
||
|
||
NormalizeXJMHTurretList();
|
||
ApplyXJMHTurret(0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 整理 XJMH 炮台列表:剔除空引用,并按座位下的兄弟顺序排序。
|
||
/// ⭐ 排序原因:切换面板的 4 个按钮固定是 绿/蓝/金/VIP(索引 0~3),
|
||
/// 而座位里这四把炮台的兄弟顺序正好就是 绿/蓝/金/VIP。
|
||
/// 不排序的话,Inspector 里拖拽的先后顺序会让按钮和炮台对不上。
|
||
/// </summary>
|
||
private void NormalizeXJMHTurretList()
|
||
{
|
||
xjmhTurretList.RemoveAll(t => t == null);
|
||
xjmhTurretList.Sort((a, b) =>
|
||
a.transform.GetSiblingIndex().CompareTo(b.transform.GetSiblingIndex()));
|
||
}
|
||
|
||
/// <summary>
|
||
/// XJMH:按列表索引激活炮台(只激活目标那把,其余全部停用)。
|
||
/// ⭐ 不能再用 turretNumber 匹配:XJMH 四把炮台的 turretNumber 全是 0,
|
||
/// 按编号匹配会把四把一次全激活,且切换到"同编号"的炮台会被判成无需切换(点按钮没反应)。
|
||
/// </summary>
|
||
private void ApplyXJMHTurret(int index)
|
||
{
|
||
if (xjmhTurretList == null || index < 0 || index >= xjmhTurretList.Count) return;
|
||
|
||
TurretData target = xjmhTurretList[index];
|
||
if (target == null) return;
|
||
|
||
for (int i = 0; i < xjmhTurretList.Count; i++)
|
||
{
|
||
var td = xjmhTurretList[i];
|
||
if (td != null)
|
||
td.gameObject.SetActive(i == index);
|
||
}
|
||
|
||
currentTurretIndex = index;
|
||
currentTurret = target;
|
||
currentTurretNumber = target.turretNumber; // XJMH 下恒为 0,仅保持字段同步
|
||
tra_CurrTurret = GetTurretRotationPivot(target);
|
||
EnsureXJMHTurretMuzzle(target, tra_CurrTurret);
|
||
EnsureXJMHTurretAnim(target, tra_CurrTurret);
|
||
OnStateChange = target.ChangeState;
|
||
UpdateTurretWorldPos();
|
||
target.PlayAppearAnim(); // 出现动画(各 SkeletonGraphic 的 Spine startingAnimation)
|
||
|
||
Debug.Log($"[SitPosData] XJMH 炮台已切换: 索引{index} ({target.name})");
|
||
}
|
||
|
||
/// <summary>
|
||
/// XJMH:修正子弹发射点。
|
||
/// ⭐ 预制体里绿/蓝/金三把炮台的 tra_BulletStartPosition 指到了"炮体美术节点"
|
||
/// (它的 pivot 在炮体盒子底部,相对旋转中心是 -29.8,等于旋转中心后方),子弹会从炮台后面出来。
|
||
/// 真正的炮口是旋转节点下那个空节点 Bullit(相对旋转中心 +50,正前方)——VIP 就是这么配的。
|
||
/// ⭐ 只在当前指向的是「带 Graphic 的美术节点」时才修正:自己拖进来的炮口标记节点(无 Graphic)不动。
|
||
/// </summary>
|
||
private static void EnsureXJMHTurretMuzzle(TurretData turret, Transform pivot)
|
||
{
|
||
if (pivot == null) return;
|
||
|
||
// 当前指向的节点没有 Graphic(是炮口标记节点)→ 说明是手动配好的,不动
|
||
if (turret.tra_BulletStartPosition != null
|
||
&& turret.tra_BulletStartPosition.GetComponent<Graphic>() == null) return;
|
||
|
||
Transform muzzle = pivot.Find("Bullit");
|
||
if (muzzle == null) return;
|
||
|
||
Debug.LogWarning($"[SitPosData] XJMH 炮台 {turret.name} 的 tra_BulletStartPosition 指向了美术节点,已自动改用炮口节点 Bullit");
|
||
turret.tra_BulletStartPosition = muzzle;
|
||
}
|
||
|
||
/// <summary>
|
||
/// XJMH:补上炮台动画组件。
|
||
/// ⭐ 预制体里绿/蓝/金三把炮台的 TurretData.skeletonAnimation 都是空的(只有 VIP 拖了),
|
||
/// 而 TurretData.PlaySkeleton 遇到 null 会直接 return → 这三把炮台动画完全不播。
|
||
/// 这里按 VIP 的同一套结构自动补:旋转节点(炮台本体组)下面那个 SkeletonGraphic 就是炮体动画,
|
||
/// VIP 的 skeletonAnimation 指的正是它。Inspector 里已经拖了的不会被覆盖。
|
||
/// </summary>
|
||
private static void EnsureXJMHTurretAnim(TurretData turret, Transform pivot)
|
||
{
|
||
if (turret.skeletonAnimation != null || pivot == null) return;
|
||
|
||
turret.skeletonAnimation = pivot.GetComponentInChildren<SkeletonGraphic>(true);
|
||
Debug.LogWarning(turret.skeletonAnimation != null
|
||
? $"[SitPosData] XJMH 炮台 {turret.name} 的 TurretData.skeletonAnimation 未配置,已自动取旋转节点下的 {turret.skeletonAnimation.name}"
|
||
: $"[SitPosData] XJMH 炮台 {turret.name} 的 TurretData.skeletonAnimation 未配置,且旋转节点下没找到 SkeletonGraphic,动画不会播放");
|
||
}
|
||
|
||
private void OnEnable()
|
||
{
|
||
// 默认显示等待界面
|
||
ShowWaiting();
|
||
}
|
||
|
||
private void OnDisable()
|
||
{
|
||
if (localPlayerSit == this)
|
||
localPlayerSit = null;
|
||
// 房主退出 → 自动继承给第一个非人机玩家
|
||
if (roomOwnerSit == this)
|
||
{
|
||
roomOwnerSit = null;
|
||
TransferRoomOwner();
|
||
}
|
||
// 座位禁用时清理战神激光(世界空间对象,不随座位隐藏)
|
||
DestroyZhanShenLaser();
|
||
// 散射起点父对象藏起来(子对象保留,下次出场/换战神时重建)
|
||
if (JGFXLeftParent != null)
|
||
JGFXLeftParent.gameObject.SetActive(false);
|
||
if (JGFXRightParent != null)
|
||
JGFXRightParent.gameObject.SetActive(false);
|
||
}
|
||
|
||
private void Update()
|
||
{
|
||
UpdateZhanShenLaser();
|
||
|
||
// ⭐ 长按 img_OpenPT 计时:到达阈值触发一次(提前松手不触发)
|
||
if (_openPTPressing)
|
||
{
|
||
_openPTPressTimer += Time.deltaTime;
|
||
if (_openPTPressTimer >= openPTLongPressTime)
|
||
{
|
||
_openPTPressing = false;
|
||
_openPTPressTimer = 0f;
|
||
OnOpenPTLongPress?.Invoke();
|
||
}
|
||
}
|
||
}
|
||
|
||
// ==================== 长按 img_OpenPT(打开炮台面板) ====================
|
||
|
||
/// <summary>按下:按点落在 img_OpenPT 的屏幕矩形内才开始长按计时(其他区域不响应)</summary>
|
||
public void OnPointerDown(PointerEventData eventData)
|
||
{
|
||
if (!IsPointerOnOpenPT(eventData.position)) return;
|
||
|
||
_openPTPressing = true;
|
||
_openPTPressTimer = 0f;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 按点是否落在 img_OpenPT 的屏幕矩形内。
|
||
/// ⭐ 用坐标矩形判定,而不是比较射线命中的对象:座位下还挂着昵称/表情/炮台等一堆兄弟 UI,
|
||
/// 实际被射线命中的往往是它们而不是 img_OpenPT,但它们同属座位层级,
|
||
/// 按下事件照样会冒泡到本组件,所以只有按坐标判定才可靠。
|
||
/// </summary>
|
||
private bool IsPointerOnOpenPT(Vector2 screenPos)
|
||
{
|
||
if (img_OpenPT == null) return false;
|
||
RectTransform rect = img_OpenPT.rectTransform;
|
||
if (rect == null) return false;
|
||
|
||
Canvas canvas = rect.GetComponentInParent<Canvas>();
|
||
Camera cam = canvas != null && canvas.renderMode != RenderMode.ScreenSpaceOverlay
|
||
? canvas.worldCamera
|
||
: null;
|
||
return RectTransformUtility.RectangleContainsScreenPoint(rect, screenPos, cam);
|
||
}
|
||
|
||
/// <summary>松开:取消长按计时(未达阈值不触发)</summary>
|
||
public void OnPointerUp(PointerEventData eventData)
|
||
{
|
||
_openPTPressing = false;
|
||
_openPTPressTimer = 0f;
|
||
}
|
||
|
||
// ==================== 战神激光(锁定时显示) ====================
|
||
|
||
/// <summary>
|
||
/// 战神锁定时显示激光,Z 统一压到 -50 显示层。
|
||
/// ⭐ 一个锁定点一条激光:单发锁定=1条,三发锁定=3条(主目标+2个三发目标)。
|
||
/// ⭐ 每条激光独立起点:第0条(主锁定)=turretRotate 子对象偏移 selfOffsetJGStart(⭐跟随炮台旋转),
|
||
/// 第1/2条(散射左右)=JGFXLeftParent/JGFXRightParent 的位置(座位 UI 上的起点球父对象)。
|
||
/// ⭐ 使用散射激光时激活 JGFXLeftParent/JGFXRightParent 显示起点球,否则隐藏:
|
||
/// 本地座位=三发+锁定开着(isScatterLaserOn,面板每帧刷新);远程/bot座位=锁定点>1(三发目标凑满)。
|
||
/// ⭐ 两种形态:laserPrefab 非空 → 预制体形态(JiGuangControl 工具类);为空 → LineRenderer 兜底形态。
|
||
/// ⭐ 只是视觉表现:打中鱼仍按正常攻击频率由子弹完成(HandleAutoFire 以 attackTime 发射锁定子弹)。
|
||
/// 普通炮台没有此效果(currentZhanShenData 为 null 时不显示)。
|
||
/// </summary>
|
||
private void UpdateZhanShenLaser()
|
||
{
|
||
// 收集所有有效锁定点:主目标 + 三发锁定的额外目标
|
||
_laserTargets.Clear();
|
||
if (currentZhanShenData != null && isLock)
|
||
{
|
||
if (monCotl_Lock_Position != null && monCotl_Lock_Position.gameObject.activeInHierarchy)
|
||
_laserTargets.Add(monCotl_Lock_Position);
|
||
|
||
// 三发锁定:每个有效目标一条激光(主目标已在上面,这里只补额外的)
|
||
if (tripleLockTargets.Count > 0)
|
||
{
|
||
for (int i = 0; i < tripleLockTargets.Count && i < tripleLockPositions.Count; i++)
|
||
{
|
||
var pos = tripleLockPositions[i];
|
||
var mon = tripleLockTargets[i];
|
||
// 主目标(monCotl_Lock)已在上面加过,跳过避免重复
|
||
if (mon == monCotl_Lock) continue;
|
||
// ⭐ 口径与锁定圈一致:只看是否还在场上(activeInHierarchy)。
|
||
// 之前额外用 isDead 过滤,导致死亡动画期间"圈还在、激光少一条"
|
||
if (mon == null || !mon.gameObject.activeInHierarchy) continue;
|
||
if (pos == null || !pos.gameObject.activeInHierarchy) continue;
|
||
_laserTargets.Add(pos);
|
||
}
|
||
}
|
||
}
|
||
|
||
// ⭐ 准备动画等待:锁定刚建立时读 ZhanShenTurretData.laserFXDelay,等待期间激光及全部特效
|
||
// (光束/起点球/起点特效/命中特效)先不显示,等战神摆姿势动画播完再出现;锁定丢失后重新锁定会重新等待
|
||
// ⭐ 0 视为"未配置"→ 用兜底秒数(原语义 0=锁定立即显示会让特效绕过 SMB 动画事件直接显示)
|
||
bool lockActive = _laserTargets.Count > 0;
|
||
if (lockActive && !_laserLockActive)
|
||
{
|
||
var zsDelay = currentZhanShenData as ZhanShenTurretData;
|
||
_laserPrepWait = zsDelay != null && zsDelay.laserFXDelay > 0f ? zsDelay.laserFXDelay : LaserFXWaitFallback;
|
||
// ⭐ 锁定建立:刷新 FireIndex=1 → Fire0→Fire1 过渡生效,激光动画的 SMB 事件负责开门
|
||
currentZhanShenData?.RefreshWarGodFireMode();
|
||
}
|
||
else if (!lockActive && _laserLockActive)
|
||
{
|
||
// ⭐ 锁定丢失:刷新 FireIndex=0 → 退回 Fire0 子弹动画(过渡条件 FireIndex==0)
|
||
currentZhanShenData?.RefreshWarGodFireMode();
|
||
}
|
||
_laserLockActive = lockActive;
|
||
|
||
if (_laserPrepWait > 0f)
|
||
{
|
||
_laserPrepWait -= Time.deltaTime;
|
||
lockActive = false; // 等待期间当作未锁定:激光和特效全部隐藏
|
||
}
|
||
|
||
// ⭐ 散射激光使用中就激活左右起点父对象显示起点球:
|
||
// isScatterLaserOn=三发+锁定开着(面板每帧刷新,本地座位);锁定点>1=三发目标已凑满(远程/bot座位)
|
||
// 两个条件满足其一即激活——散射模式开着但目标不足时也要显示起点球
|
||
UpdateJGFXParentsActive(lockActive && (_laserTargets.Count > 1 || isScatterLaserOn));
|
||
|
||
// ⭐ 激光循环音效:跟随"激光实际显示"状态起停(激光音效很长,逐发播会重叠,改为循环)
|
||
UpdateZhanShenLaserSound(lockActive);
|
||
|
||
#if UNITY_EDITOR
|
||
DebugJGFXState();
|
||
#endif
|
||
|
||
// 没有锁定点(或准备动画等待中):隐藏所有激光
|
||
if (!lockActive)
|
||
{
|
||
HideZhanShenLasers();
|
||
return;
|
||
}
|
||
|
||
// 按配置走对应形态:laserPrefab 非空=预制体形态,为空=LineRenderer 兜底
|
||
if (currentZhanShenData.laserPrefab != null)
|
||
UpdateZhanShenLaserFx();
|
||
else
|
||
UpdateZhanShenLaserLine();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 战神 loop 动画开始通知(TurretData 转发:ZhanShenLaserLoopSMB 状态机行为 / 剪辑动画事件):
|
||
/// 立即放行激光及全部特效显示(提前结束 laserFXDelay 等待;未在等待中则无副作用)。
|
||
/// </summary>
|
||
public void NotifyZhanShenLaserLoopAnim()
|
||
{
|
||
_laserPrepWait = 0f;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 激光循环音效:跟随"激光实际显示"状态起停(仅本地座位,且战神配置了 laserAudio 才播)。
|
||
/// ⭐ 用 AudioManager.PlayFXLoop 走专用循环 AudioSource——激光音效很长,逐发 PlayOneShot 会重叠;
|
||
/// 起停走状态边沿,锁定期间不重复触发;激光消失/清战神/座位禁用时由 DestroyZhanShenLaser 停止。
|
||
/// ⭐ 狂暴(暴走道具,开火速度翻倍)时同步把激光音效提到 2 倍速。
|
||
/// </summary>
|
||
private void UpdateZhanShenLaserSound(bool laserVisible)
|
||
{
|
||
var zsData = currentZhanShenData as ZhanShenTurretData;
|
||
bool shouldPlay = laserVisible && this == localPlayerSit && zsData != null && zsData.laserAudio != null;
|
||
|
||
if (!shouldPlay)
|
||
{
|
||
// 激光消失/非本地/未配置音效:停止循环(仅本座位在播时才停,避免误停他人座位)
|
||
if (_laserSoundOn)
|
||
{
|
||
_laserSoundOn = false;
|
||
AudioManager.Instance.StopFXLoop();
|
||
}
|
||
return;
|
||
}
|
||
|
||
// ⭐ 狂暴:激光音效同步 2 倍速(与开火速度翻倍一致)
|
||
float pitch = IsFrenzyNow() ? 2f : 1f;
|
||
if (_laserSoundOn && Mathf.Approximately(pitch, _laserSoundPitch)) return; // 已在播且速度未变 → 无需处理
|
||
_laserSoundOn = true;
|
||
_laserSoundPitch = pitch;
|
||
AudioManager.Instance.PlayFXLoop(zsData.laserAudio, pitch); // 已在播同一条时只变速,不重头播
|
||
}
|
||
|
||
/// <summary>本地座位当前是否狂暴(开火速度翻倍):狂暴标志由面板 SetFrenzy 维护在炮台/战神数据上</summary>
|
||
private bool IsFrenzyNow()
|
||
{
|
||
if (currentZhanShenData != null && currentZhanShenData.isFrenzy) return true;
|
||
return currentTurret != null && currentTurret.isFrenzy;
|
||
}
|
||
|
||
/// <summary>隐藏全部战神激光(两种形态都处理)</summary>
|
||
private void HideZhanShenLasers()
|
||
{
|
||
for (int i = 0; i < _zhanShenLasers.Count; i++)
|
||
{
|
||
if (_zhanShenLasers[i] != null && _zhanShenLasers[i].gameObject.activeSelf)
|
||
_zhanShenLasers[i].gameObject.SetActive(false);
|
||
}
|
||
for (int i = 0; i < _laserFx.Count; i++)
|
||
{
|
||
if (_laserFx[i] != null && _laserFx[i].gameObject.activeSelf)
|
||
_laserFx[i].gameObject.SetActive(false);
|
||
}
|
||
// 起点/命中特效一并隐藏
|
||
for (int i = 0; i < _laserStartFx.Count; i++)
|
||
{
|
||
if (_laserStartFx[i] != null && _laserStartFx[i].activeSelf)
|
||
_laserStartFx[i].SetActive(false);
|
||
}
|
||
for (int i = 0; i < _laserHitFx.Count; i++)
|
||
{
|
||
if (_laserHitFx[i] != null && _laserHitFx[i].activeSelf)
|
||
_laserHitFx[i].SetActive(false);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 预制体形态(laserPrefab 非空):JiGuangControl 工具类驱动。
|
||
/// 目标数量变化时全量重建(JiGuangCreate),每帧刷新位置/朝向/长度(JiGuangDirection/JiGuangLength,Z 强制 -50)。
|
||
/// ⭐ 每条激光独立起点(多起点重载):0=主锁定(座位点+偏移),1/2=散射左右(JGFX父对象位置)。
|
||
/// </summary>
|
||
private void UpdateZhanShenLaserFx()
|
||
{
|
||
var zsData = currentZhanShenData;
|
||
|
||
// 收集每条激光的起点(与 _laserTargets 一一对应)
|
||
_laserStarts.Clear();
|
||
for (int i = 0; i < _laserTargets.Count; i++)
|
||
_laserStarts.Add(GetZhanShenLaserStart(i));
|
||
|
||
// 目标数量变化时全量重建(锁定建立/解除/三发目标增减时触发),并刷新基准缩放 + 预制体初始旋转偏移
|
||
if (_laserFx.Count != _laserTargets.Count)
|
||
{
|
||
_laserFxBaseScale = zsData.laserPrefab.transform.localScale;
|
||
// ⭐ 预制体自带的 Z 轴旋转:在激光预制体上转 Z = 激光平面内旋转(X/Y 不参与,防止甩出平面)
|
||
_laserFxRotZOffset = zsData.laserPrefab.transform.localEulerAngles.z;
|
||
JiGuangControl.JiGuangCreate(zsData.laserPrefab, _laserStarts, _laserTargets, _laserFx, null, -50f);
|
||
// ⭐ 起点/命中特效随激光全量重建(ZhanShenTurretData 上没拖预制体则不生成)
|
||
RebuildZhanShenLaserPointFx();
|
||
}
|
||
|
||
// 起点需每帧同步(座位布局/起点球位置变化);隐藏中的重新激活
|
||
for (int i = 0; i < _laserFx.Count; i++)
|
||
{
|
||
if (_laserFx[i] == null) continue;
|
||
if (!_laserFx[i].gameObject.activeSelf)
|
||
_laserFx[i].gameObject.SetActive(true);
|
||
if (i < _laserStarts.Count)
|
||
_laserFx[i].position = _laserStarts[i];
|
||
}
|
||
|
||
// 朝向 + 长度(多起点重载:起终点同层 Z=-50;朝向绕世界 Z 叠加预制体 Z 轴旋转偏移)
|
||
JiGuangControl.JiGuangDirection(_laserStarts, _laserTargets, _laserFx, -50f, _laserFxRotZOffset);
|
||
JiGuangControl.JiGuangLength(_laserStarts, _laserTargets, _laserFx, _laserFxBaseScale, zsData.laserLengthCorrect, -50f);
|
||
|
||
// ⭐ 起点特效挂 UI 起点节点下(位置由父节点决定自动跟随,无需刷),这里只负责重新激活;命中特效每帧跟随目标
|
||
for (int i = 0; i < _laserStartFx.Count; i++)
|
||
{
|
||
if (_laserStartFx[i] == null) continue;
|
||
if (!_laserStartFx[i].activeSelf)
|
||
_laserStartFx[i].SetActive(true);
|
||
}
|
||
for (int i = 0; i < _laserHitFx.Count; i++)
|
||
{
|
||
if (_laserHitFx[i] == null) continue;
|
||
if (!_laserHitFx[i].activeSelf)
|
||
_laserHitFx[i].SetActive(true);
|
||
if (i < _laserTargets.Count && _laserTargets[i] != null)
|
||
{
|
||
Vector3 hitPos = _laserTargets[i].position;
|
||
hitPos.z = -50f;
|
||
_laserHitFx[i].transform.position = hitPos;
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>LineRenderer 兜底形态(laserPrefab 为空):按需创建、多余的隐藏。每条激光独立起点</summary>
|
||
private void UpdateZhanShenLaserLine()
|
||
{
|
||
// 需要几条就创建几条(三发=3个 LineRenderer),多余的隐藏
|
||
for (int i = 0; i < _laserTargets.Count; i++)
|
||
{
|
||
var line = i < _zhanShenLasers.Count ? _zhanShenLasers[i] : CreateZhanShenLaser(i);
|
||
if (line == null) continue;
|
||
if (!line.gameObject.activeSelf)
|
||
line.gameObject.SetActive(true);
|
||
|
||
// 起点:第0条=主锁定(座位点+偏移),1/2=散射左右(JGFX父对象位置),Z=-50
|
||
Vector3 start = GetZhanShenLaserStart(i);
|
||
// 终点:该条锁定鱼的位置(Z=-50,与起点同层)
|
||
Vector3 end = _laserTargets[i].position;
|
||
end.z = -50f;
|
||
line.SetPosition(0, start);
|
||
line.SetPosition(1, end);
|
||
}
|
||
for (int i = _laserTargets.Count; i < _zhanShenLasers.Count; i++)
|
||
{
|
||
if (_zhanShenLasers[i] != null && _zhanShenLasers[i].gameObject.activeSelf)
|
||
_zhanShenLasers[i].gameObject.SetActive(false);
|
||
}
|
||
}
|
||
|
||
/// <summary>激光终点缓存列表(每帧复用,避免 GC)</summary>
|
||
private readonly List<Transform> _laserTargets = new List<Transform>();
|
||
|
||
/// <summary>
|
||
/// 创建一条 LineRenderer 形态的战神激光(第 index 条)。
|
||
/// 仅 laserPrefab 为空时使用:直接创建一个新 GameObject 并加上 LineRenderer(用 TurretData 上的宽度/颜色)。
|
||
/// </summary>
|
||
private LineRenderer CreateZhanShenLaser(int index)
|
||
{
|
||
var zsData = currentZhanShenData;
|
||
|
||
GameObject laserGo = new GameObject($"ZhanShenLaser_{index}");
|
||
LineRenderer line = laserGo.AddComponent<LineRenderer>();
|
||
line.positionCount = Mathf.Max(line.positionCount, 2);
|
||
laserGo.transform.SetParent(null); // 世界空间,不随座位/炮台旋转
|
||
|
||
// 应用 TurretData 上的宽度/颜色/材质
|
||
line.startWidth = zsData.laserWidth;
|
||
line.endWidth = zsData.laserWidth;
|
||
line.startColor = zsData.laserColor;
|
||
line.endColor = zsData.laserColor;
|
||
var shader = Shader.Find("Sprites/Default");
|
||
if (shader != null)
|
||
line.material = new Material(shader) { color = Color.white };
|
||
line.useWorldSpace = true;
|
||
|
||
_zhanShenLasers.Add(line);
|
||
return line;
|
||
}
|
||
|
||
/// <summary>销毁所有战神激光对象(两种形态都清,清战神/座位禁用时调用)</summary>
|
||
private void DestroyZhanShenLaser()
|
||
{
|
||
for (int i = 0; i < _zhanShenLasers.Count; i++)
|
||
{
|
||
if (_zhanShenLasers[i] != null)
|
||
Destroy(_zhanShenLasers[i].gameObject);
|
||
}
|
||
_zhanShenLasers.Clear();
|
||
|
||
for (int i = 0; i < _laserFx.Count; i++)
|
||
{
|
||
if (_laserFx[i] != null)
|
||
Destroy(_laserFx[i].gameObject);
|
||
}
|
||
_laserFx.Clear();
|
||
|
||
// 起点/命中特效一并销毁
|
||
ClearZhanShenLaserPointFx();
|
||
|
||
// 准备动画等待状态复位(下次锁定重新计时)
|
||
_laserPrepWait = 0f;
|
||
_laserLockActive = false;
|
||
// 激光循环音效停止(仅本座位在播时才停,避免误停他人座位)
|
||
if (_laserSoundOn)
|
||
{
|
||
_laserSoundOn = false;
|
||
AudioManager.Instance.StopFXLoop();
|
||
}
|
||
}
|
||
|
||
// ==================== 激光起点/命中特效(三发+锁定) ====================
|
||
|
||
/// <summary>
|
||
/// 激光全量重建时同步重建起点/命中特效(数量与激光一一对应)。
|
||
/// 起点=UI 层挂起点节点下(0=turretRotate 的 selfOffsetJGStart 处,1/2=JGFX 左右父对象);命中=世界层 Z=-50 跟随锁定目标。
|
||
/// ZhanShenTurretData 上对应预制体没拖(为空)时不生成。
|
||
/// </summary>
|
||
private void RebuildZhanShenLaserPointFx()
|
||
{
|
||
ClearZhanShenLaserPointFx();
|
||
|
||
var zsDataEx = currentZhanShenData as ZhanShenTurretData;
|
||
if (zsDataEx == null) return;
|
||
if (zsDataEx.JGStartFXPrefab == null && zsDataEx.JGHitFXPrefab == null) return;
|
||
|
||
for (int i = 0; i < _laserTargets.Count; i++)
|
||
{
|
||
if (_laserTargets[i] == null) continue;
|
||
|
||
// ⭐ 起点特效(UI 层):挂到该条激光的起点节点下,位置由父节点决定(自动跟随,无需每帧刷)
|
||
// 0=主激光 turretRotate 下 selfOffsetJGStart 处(子对象语义,跟随炮台旋转);1/2=JGFX 左右父对象下
|
||
if (zsDataEx.JGStartFXPrefab != null)
|
||
{
|
||
Transform startParent = null;
|
||
Vector3 startLocal = Vector3.zero;
|
||
if (i == 0 && turretRotate != null)
|
||
{
|
||
startParent = turretRotate;
|
||
startLocal = new Vector3(zsDataEx.selfOffsetJGStart.x, zsDataEx.selfOffsetJGStart.y, 0f);
|
||
}
|
||
else if (i == 1 && JGFXLeftParent != null)
|
||
{
|
||
startParent = JGFXLeftParent;
|
||
}
|
||
else if (i == 2 && JGFXRightParent != null)
|
||
{
|
||
startParent = JGFXRightParent;
|
||
}
|
||
|
||
if (startParent != null)
|
||
{
|
||
GameObject startGo = Instantiate(zsDataEx.JGStartFXPrefab, startParent, false);
|
||
startGo.transform.localPosition = startLocal;
|
||
_laserStartFx.Add(startGo);
|
||
}
|
||
}
|
||
|
||
// 命中特效:克隆到该条激光的终点(锁定目标身上,Z 压 -50 与激光同层)
|
||
if (zsDataEx.JGHitFXPrefab != null)
|
||
{
|
||
Vector3 hitPos = _laserTargets[i].position;
|
||
hitPos.z = -50f;
|
||
_laserHitFx.Add(Instantiate(zsDataEx.JGHitFXPrefab, hitPos, Quaternion.identity));
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>销毁全部起点/命中特效实例(激光重建/销毁时调用)</summary>
|
||
private void ClearZhanShenLaserPointFx()
|
||
{
|
||
for (int i = 0; i < _laserStartFx.Count; i++)
|
||
{
|
||
if (_laserStartFx[i] != null)
|
||
Destroy(_laserStartFx[i]);
|
||
}
|
||
_laserStartFx.Clear();
|
||
|
||
for (int i = 0; i < _laserHitFx.Count; i++)
|
||
{
|
||
if (_laserHitFx[i] != null)
|
||
Destroy(_laserHitFx[i]);
|
||
}
|
||
_laserHitFx.Clear();
|
||
}
|
||
|
||
// ==================== 战神激光起点(每条激光独立起点) ====================
|
||
|
||
/// <summary>
|
||
/// 战神激光第 index 条的起点(鱼群世界坐标,Z=-50 显示层):
|
||
/// - 第 0 条(主锁定):turretRotate 子对象偏移(selfOffsetJGStart 是 turretRotate 的本地偏移,
|
||
/// ⭐ 跟随炮台旋转:炮口转向时起点绕炮台中心跟着转)
|
||
/// - 第 1 条(散射左):JGFXLeftParent 的位置
|
||
/// - 第 2 条(散射右):JGFXRightParent 的位置
|
||
/// - 越界/未配置:回退子弹炮口位置(旧版行为)
|
||
/// </summary>
|
||
private Vector3 GetZhanShenLaserStart(int index)
|
||
{
|
||
var zs = currentZhanShenData as ZhanShenTurretData;
|
||
|
||
// 主起点:turretRotate 的子对象偏移(炮台旋转时该点跟着转,TransformPoint 含旋转+缩放)
|
||
if (index == 0 && zs != null)
|
||
{
|
||
Vector3 offset = new Vector3(zs.selfOffsetJGStart.x, zs.selfOffsetJGStart.y, 0f);
|
||
Vector3 startPoint = turretRotate != null
|
||
? turretRotate.TransformPoint(offset)
|
||
: transform.position + offset;
|
||
return SeatUIToFishWorld(startPoint, -50f);
|
||
}
|
||
// 散射左右起点:座位上左右两个起点球父对象的位置
|
||
if (index == 1 && JGFXLeftParent != null)
|
||
return SeatUIToFishWorld(JGFXLeftParent.position, -50f);
|
||
if (index == 2 && JGFXRightParent != null)
|
||
return SeatUIToFishWorld(JGFXRightParent.position, -50f);
|
||
|
||
// 回退:子弹炮口(旧版行为,未配置左右父对象/未挂 ZhanShenTurretData 时)
|
||
Vector3 fallback = GetBulletStartPos();
|
||
fallback.z = -50f;
|
||
return fallback;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 座位 UI 上的世界坐标(座位根节点/座位子节点位置)→ 鱼群世界坐标(子弹/激光所在空间)。
|
||
/// 与 TurretData.GetBulletStartWorldPos 同一套换算(UI→屏幕→世界),Z 压到指定显示层。
|
||
/// </summary>
|
||
private Vector3 SeatUIToFishWorld(Vector3 uiWorldPos, float z)
|
||
{
|
||
Canvas canvas = UIManager.Instance != null && UIManager.Instance.uiRoot != null
|
||
? UIManager.Instance.uiRoot.GetComponent<Canvas>()
|
||
: null;
|
||
Camera cam = Camera.main;
|
||
if (canvas == null || cam == null)
|
||
{
|
||
// 编辑器没跑起来时兜底:直接用 UI 坐标压 Z
|
||
Vector3 fallback = uiWorldPos;
|
||
fallback.z = z;
|
||
return fallback;
|
||
}
|
||
|
||
Vector3 screenPos = RectTransformUtility.WorldToScreenPoint(
|
||
canvas.renderMode == RenderMode.ScreenSpaceOverlay ? null : canvas.worldCamera,
|
||
uiWorldPos);
|
||
float distance = Mathf.Abs(cam.transform.position.z - 0f);
|
||
Vector3 worldPos = cam.ScreenToWorldPoint(new Vector3(screenPos.x, screenPos.y, distance));
|
||
worldPos.z = z;
|
||
return worldPos;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 散射激光激活/隐藏左右起点父对象(JGFXLeftParent/JGFXRightParent):
|
||
/// 使用散射激光(三发+锁定开着,或锁定点>1)时激活显示起点球,关闭/单发时隐藏。
|
||
/// </summary>
|
||
private void UpdateJGFXParentsActive(bool scatterActive)
|
||
{
|
||
if (JGFXLeftParent != null && JGFXLeftParent.gameObject.activeSelf != scatterActive)
|
||
JGFXLeftParent.gameObject.SetActive(scatterActive);
|
||
if (JGFXRightParent != null && JGFXRightParent.gameObject.activeSelf != scatterActive)
|
||
JGFXRightParent.gameObject.SetActive(scatterActive);
|
||
}
|
||
|
||
#if UNITY_EDITOR
|
||
/// <summary>散射起点诊断计时器(编辑器排查用,3秒一条,只在战神+锁定期间打印)</summary>
|
||
private float _jgfxLogTimer = -99f;
|
||
|
||
/// <summary>
|
||
/// 编辑器诊断:锁定期间每3秒打印散射起点球的判定条件。
|
||
/// 用来定位「三发+锁定开了但左右父对象不激活」断在哪个环节:
|
||
/// 三发目标数 / 激光条数 / 散射标记 / 左右父对象引用是否拖了 / 当前激活状态。
|
||
/// </summary>
|
||
private void DebugJGFXState()
|
||
{
|
||
if (currentZhanShenData == null || !isLock) return;
|
||
if (Time.unscaledTime - _jgfxLogTimer < 3f) return;
|
||
_jgfxLogTimer = Time.unscaledTime;
|
||
|
||
Debug.Log($"[SitPosData] 座位{posID} 散射起点诊断: " +
|
||
$"三发目标数={tripleLockTargets.Count} 激光条数={_laserTargets.Count} " +
|
||
$"散射标记={isScatterLaserOn} " +
|
||
$"左父对象={(JGFXLeftParent != null ? "已拖" : "NULL!")} " +
|
||
$"右父对象={(JGFXRightParent != null ? "已拖" : "NULL!")} " +
|
||
$"左激活={(JGFXLeftParent != null && JGFXLeftParent.gameObject.activeSelf)} " +
|
||
$"左子对象数={(JGFXLeftParent != null ? JGFXLeftParent.childCount : -1)}");
|
||
}
|
||
#endif
|
||
|
||
/// <summary>
|
||
/// 出场/换战神时刷新散射激光起点球:
|
||
/// 先清空 JGFXLeftParent/JGFXRightParent 的旧子对象,再各自克隆一份
|
||
/// ZhanShenTurretData.JGQiuStartPrefab(保持预制体原始位置/旋转/缩放)。
|
||
/// 没配置 JGQiuStartPrefab/组件就只清空并打警告;父对象默认隐藏,散射激光激活时由 UpdateZhanShenLaser 打开。
|
||
/// </summary>
|
||
private void RefreshJGQiuStartFX()
|
||
{
|
||
var zs = currentZhanShenData as ZhanShenTurretData;
|
||
|
||
ClearJGFXParents();
|
||
|
||
if (zs == null)
|
||
{
|
||
Debug.LogWarning($"[SitPosData] 战神 #{currentZhanShenNumber} 未挂 ZhanShenTurretData 组件,散射起点球无法创建(座位 {posID})");
|
||
return;
|
||
}
|
||
if (zs.JGQiuStartPrefab == null)
|
||
{
|
||
Debug.LogWarning($"[SitPosData] 战神 #{currentZhanShenNumber} 的 ZhanShenTurretData.JGQiuStartPrefab 未配置,散射起点球无法创建(座位 {posID})——请在战神预制体上拖入起点球预制体");
|
||
return;
|
||
}
|
||
|
||
// 未配置父对象就不克隆(避免起点球落到场景根下),并提示去座位预制体上拖引用
|
||
if (JGFXLeftParent == null || JGFXRightParent == null)
|
||
Debug.LogWarning($"[SitPosData] 座位{posID} 的 JGFXLeftParent/JGFXRightParent 未拖引用——散射起点球无处挂载,请在座位预制体上把左右起点球父对象拖进 SitPosData(座位 {posID} 战神 #{currentZhanShenNumber})");
|
||
if (JGFXLeftParent != null)
|
||
Instantiate(zs.JGQiuStartPrefab, JGFXLeftParent, false);
|
||
if (JGFXRightParent != null)
|
||
Instantiate(zs.JGQiuStartPrefab, JGFXRightParent, false);
|
||
}
|
||
|
||
/// <summary>清空左右起点父对象的子对象并隐藏(清战神/重装起点球前调用)</summary>
|
||
private void ClearJGFXParents()
|
||
{
|
||
ClearChildren(JGFXLeftParent);
|
||
ClearChildren(JGFXRightParent);
|
||
if (JGFXLeftParent != null)
|
||
JGFXLeftParent.gameObject.SetActive(false);
|
||
if (JGFXRightParent != null)
|
||
JGFXRightParent.gameObject.SetActive(false);
|
||
}
|
||
|
||
/// <summary>清空一个父节点下的所有子对象</summary>
|
||
private static void ClearChildren(Transform parent)
|
||
{
|
||
if (parent == null) return;
|
||
for (int i = parent.childCount - 1; i >= 0; i--)
|
||
Destroy(parent.GetChild(i).gameObject);
|
||
}
|
||
|
||
#if UNITY_EDITOR
|
||
/// <summary>
|
||
/// 编辑器可视化:战神主激光起点(turretRotate 子对象偏移 selfOffsetJGStart,⭐ 跟随炮台旋转)。
|
||
/// 运行中加载战神后在 Scene 视图可见(旋转炮台时球会绕炮台中心跟着转):
|
||
/// 黄色小球=turretRotate 位置(偏移基准),洋红线框球=主激光起点,连线=偏移方向。
|
||
/// </summary>
|
||
private void OnDrawGizmos()
|
||
{
|
||
var zs = currentZhanShenData as ZhanShenTurretData;
|
||
if (zs == null) return;
|
||
|
||
// 主起点:turretRotate 的本地偏移(跟随旋转,与 GetZhanShenLaserStart(0) 同一套计算)
|
||
Vector3 offset = new Vector3(zs.selfOffsetJGStart.x, zs.selfOffsetJGStart.y, 0f);
|
||
Vector3 basePoint = turretRotate != null ? turretRotate.position : transform.position;
|
||
Vector3 startPoint = turretRotate != null
|
||
? turretRotate.TransformPoint(offset)
|
||
: basePoint + offset;
|
||
|
||
// turretRotate 位置(偏移基准)
|
||
Gizmos.color = Color.yellow;
|
||
Gizmos.DrawSphere(basePoint, 8f);
|
||
|
||
// 主激光起点 + 基准点连线(显示偏移关系)
|
||
Gizmos.color = Color.magenta;
|
||
Gizmos.DrawWireSphere(startPoint, 20f);
|
||
Gizmos.DrawLine(basePoint, startPoint);
|
||
UnityEditor.Handles.Label(startPoint + Vector3.up * 25f, "主激光起点(跟随炮台旋转)");
|
||
}
|
||
#endif
|
||
|
||
/// <summary>
|
||
/// 玩家加入 → 显示玩家 UI(child0),隐藏等待界面(child1)。
|
||
/// ⭐ XJMH 座位没有"玩家界面/等待界面"这一对子节点(child0~3 是四把炮台),
|
||
/// 不能在这里动子对象显隐,否则会把炮台当等待界面切来切去,和切换炮台的激活状态互相打架。
|
||
/// </summary>
|
||
public void ShowPlayer()
|
||
{
|
||
if (turretControlMode != TurretControlMode.XJMH)
|
||
{
|
||
if (transform.childCount > 0)
|
||
transform.GetChild(0).gameObject.SetActive(true);
|
||
if (transform.childCount > 1)
|
||
transform.GetChild(1).gameObject.SetActive(false);
|
||
}
|
||
|
||
// 如果是本地玩家的座位,自动注册并加载装备
|
||
if (user == GameManager.Instance?.user?.id)
|
||
{
|
||
localPlayerSit = this;
|
||
|
||
// XJMH 模式:炮台是座位自带子对象,Awake 已初始化引用,不需要加载
|
||
if (turretControlMode != TurretControlMode.XJMH)
|
||
{
|
||
var cannonUsing = GameManager.Instance.user.cannonUsing;
|
||
if (cannonUsing != null && int.TryParse(cannonUsing.number, out int num))
|
||
LoadTurret(num);
|
||
|
||
var wingUsing = GameManager.Instance.user.wingUsing;
|
||
if (wingUsing != null && int.TryParse(wingUsing.number, out int wingNum))
|
||
LoadWing(wingNum);
|
||
|
||
var godWarUsing = GameManager.Instance.user.godWarUsing;
|
||
if (godWarUsing != null && int.TryParse(godWarUsing.number, out int zsNum))
|
||
LoadZhanShen(zsNum);
|
||
}
|
||
}
|
||
|
||
// 非人机玩家加入时,自动分配为首个房主
|
||
if (!isBot)
|
||
AssignRoomOwner(this);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 玩家退出/等待 → 显示等待界面(child1),隐藏玩家 UI(child0)。
|
||
/// ⭐ XJMH 座位没有这一对子节点(child0~3 是四把炮台),跳过(原因见 ShowPlayer)。
|
||
/// </summary>
|
||
public void ShowWaiting()
|
||
{
|
||
if (turretControlMode == TurretControlMode.XJMH) return;
|
||
|
||
if (transform.childCount > 0)
|
||
transform.GetChild(0).gameObject.SetActive(false);
|
||
if (transform.childCount > 1)
|
||
transform.GetChild(1).gameObject.SetActive(true);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 设置座位上玩家的显示信息(进房时由 GameMainPanel.JoinGame 调用,
|
||
/// 数据来自服务端下发的 RoomInfo.players / RoomJoinNotice):
|
||
/// 玩家ID、昵称、头像、VIP 图标(0~10 级一一对应)、VIP 等级背景(每两级一个)。
|
||
/// </summary>
|
||
/// <param name="userId">玩家唯一 ID(用于判断是否本人)</param>
|
||
/// <param name="userName">玩家昵称(显示在 tmp_UserName)</param>
|
||
/// <param name="avatar">头像名/URL(走 GameManager 头像缓存,找不到回退默认头像)</param>
|
||
/// <param name="vipLevel">VIP 等级 0~10</param>
|
||
/// <param name="userNumber">玩家编号(短ID,显示在 tmp_UserNumber;空则回退显示 userId)</param>
|
||
/// <param name="level">玩家等级(显示在 tmp_UserLevel)</param>
|
||
/// <param name="exp">玩家当前经验(原始值)</param>
|
||
/// <param name="maxExp">升级所需总经验(经验条进度 = exp / maxExp)</param>
|
||
public void SetUserInfo(string userId, string userName, string avatar, int vipLevel, string userNumber = null, int level = 0, long exp = 0, long maxExp = 0)
|
||
{
|
||
// 玩家 ID:优先显示后端下发的短编号 UserNumber,没有再用 userId。带 "ID:" 前缀
|
||
if (tmp_UserNumber != null)
|
||
{
|
||
string displayId = string.IsNullOrEmpty(userNumber) ? userId : userNumber;
|
||
if (!string.IsNullOrEmpty(displayId))
|
||
tmp_UserNumber.text = "ID:" + displayId;
|
||
}
|
||
|
||
// 昵称:非本人的名字打码(前2后2保留,中间***),自己原样显示
|
||
if (tmp_UserName != null && !string.IsNullOrEmpty(userName))
|
||
tmp_UserName.text = userId == GameManager.Instance?.user?.id
|
||
? userName
|
||
: MaskUserName(userName);
|
||
|
||
// 等级:带 "LV:" 前缀显示玩家等级
|
||
if (tmp_UserLevel != null && level > 0)
|
||
tmp_UserLevel.text = "LV:" + level;
|
||
|
||
// 经验条:后端下发原始经验值 + 升级所需总经验,换算成 0~1 进度
|
||
if (slider_UserLevelEXP != null)
|
||
slider_UserLevelEXP.value = maxExp > 0 ? Mathf.Clamp01((float)exp / maxExp) : 0f;
|
||
|
||
// 头像:优先 GameManager 头像缓存(Resources/Avatar),查不到用默认头像
|
||
if (img_Head != null)
|
||
{
|
||
Sprite head = GameManager.Instance.GetAvatarSprite(avatar);
|
||
if (head != null)
|
||
img_Head.sprite = head;
|
||
}
|
||
|
||
// VIP 图标:sprite_VipList 共 11 个正好对应 0~10 级,越界取两端,只激活对应的一个
|
||
if (sprite_VipList != null && sprite_VipList.Count > 0)
|
||
{
|
||
int vipIndex = Mathf.Clamp(vipLevel, 0, sprite_VipList.Count - 1);
|
||
for (int i = 0; i < sprite_VipList.Count; i++)
|
||
{
|
||
if (sprite_VipList[i] != null && sprite_VipList[i].activeSelf != (i == vipIndex))
|
||
sprite_VipList[i].SetActive(i == vipIndex);
|
||
}
|
||
}
|
||
|
||
// VIP 等级背景:sprite_VipLevelBG 共 5 个,每两级对应一个(0 级用最基础的),只激活对应的一个
|
||
if (sprite_VipLevelBG != null && sprite_VipLevelBG.Count > 0)
|
||
{
|
||
int bgIndex = Mathf.Clamp(vipLevel / 2, 0, sprite_VipLevelBG.Count - 1);
|
||
for (int i = 0; i < sprite_VipLevelBG.Count; i++)
|
||
{
|
||
if (sprite_VipLevelBG[i] != null && sprite_VipLevelBG[i].activeSelf != (i == bgIndex))
|
||
sprite_VipLevelBG[i].SetActive(i == bgIndex);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 非本人昵称打码:保留前 2 位和后 2 位,中间用 *** 代替。
|
||
/// 例:123456789 → 12***89;12345 → 12***45。不足 5 位原样显示。
|
||
/// </summary>
|
||
private static string MaskUserName(string name)
|
||
{
|
||
if (string.IsNullOrEmpty(name) || name.Length < 5)
|
||
return name;
|
||
return name.Substring(0, 1) + "***" + name.Substring(name.Length - 1);
|
||
}
|
||
|
||
#region 表情包显示(spineObj / ziObj)
|
||
|
||
/// <summary>表情显示时长(秒),超时自动隐藏</summary>
|
||
public float biaoQingDuration = 3f;
|
||
/// <summary>正在运行的表情隐藏协程(新表情顶掉旧表情)</summary>
|
||
private Coroutine _biaoQingCoroutine;
|
||
|
||
/// <summary>
|
||
/// 显示 Spine 动画表情:spineObj 的 child0(SkeletonGraphic)换骨骼资源并播放动画,
|
||
/// biaoQingDuration 秒后自动隐藏。与文字表情互斥(同时只显示一种)。
|
||
/// </summary>
|
||
/// <param name="asset">spine 骨骼资源</param>
|
||
/// <param name="animName">动画名</param>
|
||
public void ShowBiaoQingSpine(SkeletonDataAsset asset, string animName)
|
||
{
|
||
if (spineObj == null || asset == null || string.IsNullOrEmpty(animName)) return;
|
||
// child0 = SkeletonGraphic
|
||
var sg = spineObj.transform.childCount > 0
|
||
? spineObj.transform.GetChild(0).GetComponent<SkeletonGraphic>()
|
||
: null;
|
||
if (sg == null) return;
|
||
|
||
if (ziObj != null) ziObj.SetActive(false);
|
||
if (_biaoQingCoroutine != null) { StopCoroutine(_biaoQingCoroutine); _biaoQingCoroutine = null; }
|
||
|
||
sg.skeletonDataAsset = asset;
|
||
sg.Initialize(false);
|
||
sg.AnimationState.SetAnimation(0, animName, true);
|
||
spineObj.SetActive(true);
|
||
_biaoQingCoroutine = StartCoroutine(HideBiaoQingAfter(spineObj));
|
||
}
|
||
|
||
/// <summary>
|
||
/// 显示文字表情:先设置文字再激活 ziObj,激活后立即强制刷新两级 ContentSizeFitter
|
||
/// (child0 的 TMP 自身 + 父物体),避免宽度延迟一帧才更新。
|
||
/// biaoQingDuration 秒后自动隐藏。与 spine 表情互斥(同时只显示一种)。
|
||
/// </summary>
|
||
/// <param name="text">文字内容</param>
|
||
public void ShowBiaoQingZi(string text)
|
||
{
|
||
if (ziObj == null || string.IsNullOrEmpty(text)) return;
|
||
// child0 = TextMeshProUGUI
|
||
var tmp = ziObj.transform.childCount > 0
|
||
? ziObj.transform.GetChild(0).GetComponent<TextMeshProUGUI>()
|
||
: null;
|
||
if (tmp == null) return;
|
||
|
||
if (spineObj != null) spineObj.SetActive(false);
|
||
if (_biaoQingCoroutine != null) { StopCoroutine(_biaoQingCoroutine); _biaoQingCoroutine = null; }
|
||
|
||
// ⭐ 先设置字,再激活:TMP 非激活时改字不会向布局系统注册重建,激活后统一处理
|
||
tmp.text = text;
|
||
ziObj.SetActive(true);
|
||
|
||
// ⭐ 激活后立即按"先子后父"顺序强制刷新两级 ContentSizeFitter:
|
||
// 子级 TMP 先算出新宽度,父级 Fitter 再根据子级新宽度收缩,
|
||
// 否则布局要等帧末才重建,当帧读到的还是旧宽度
|
||
LayoutRebuilder.ForceRebuildLayoutImmediate(tmp.rectTransform);
|
||
LayoutRebuilder.ForceRebuildLayoutImmediate(ziObj.transform as RectTransform);
|
||
Canvas.ForceUpdateCanvases();
|
||
|
||
_biaoQingCoroutine = StartCoroutine(HideBiaoQingAfter(ziObj));
|
||
}
|
||
|
||
/// <summary>表情显示 biaoQingDuration 秒后自动隐藏</summary>
|
||
private IEnumerator HideBiaoQingAfter(GameObject obj)
|
||
{
|
||
yield return new WaitForSeconds(biaoQingDuration);
|
||
if (obj != null) obj.SetActive(false);
|
||
_biaoQingCoroutine = null;
|
||
}
|
||
|
||
#endregion
|
||
|
||
/// <summary>房主退出后,将房主身份转移给第一个活跃的非人机玩家</summary>
|
||
/// <remarks>鱼创建已由服务端 OnFishSpawn 统一下发,此处仅维护 roomOwnerSit 标识(用于 bot 控制/AFK 等场景)。</remarks>
|
||
public static void TransferRoomOwner()
|
||
{
|
||
var list = FindObjectsOfType<SitPosData>();
|
||
foreach (var sit in list)
|
||
{
|
||
if (!sit.isBot && sit.gameObject.activeInHierarchy && sit != roomOwnerSit)
|
||
{
|
||
roomOwnerSit = sit;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>分配房主(首个非人机玩家)</summary>
|
||
/// <remarks>鱼创建已由服务端 OnFishSpawn 统一下发,此处仅维护 roomOwnerSit 标识(用于 bot 控制/AFK 等场景)。</remarks>
|
||
public static void AssignRoomOwner(SitPosData sit)
|
||
{
|
||
if (roomOwnerSit == null && !sit.isBot)
|
||
{
|
||
roomOwnerSit = sit;
|
||
}
|
||
}
|
||
|
||
// ==================== 炮台加载 ====================
|
||
|
||
/// <summary>
|
||
/// 获取炮台的旋转节点。
|
||
/// - 若 TurretData.tra_RotationPivot 已赋值 → 用它(精确指定旋转中心)
|
||
/// - XJMH:自动取"容器里那个炮台本体节点"(见 <see cref="FindXJMHRotationPivot"/>)
|
||
/// - Normal:回退旧逻辑,用炮台父节点(克隆用的中间容器)
|
||
/// </summary>
|
||
private Transform GetTurretRotationPivot(TurretData turret)
|
||
{
|
||
if (turret == null) return null;
|
||
|
||
// ⭐ 已分离旋转(用 turretRotate 旋转)时:tra_CurrTurret 指向 turretRotate 本身。
|
||
// 瞄准代码用 tra_CurrTurret.transform.parent(=beij,固定不转)作为参考系,
|
||
// 上方座位 beij 预设的 180° 翻转与面板 IsFlipped+180 补偿相互抵消,
|
||
// currentAngle 恢复 aim-90 的统一约定(炮口/子弹/激光方向全部一致)。
|
||
// turretRotate.anchoredPosition 与旧 turretParent 同节点同值,瞄准原点不变;
|
||
// beij 不参与旋转,参考系不会抖动。
|
||
if (turretRotate != null)
|
||
return turretRotate;
|
||
|
||
// 优先用 TurretData 上配置的旋转节点
|
||
if (turret.tra_RotationPivot != null)
|
||
return turret.tra_RotationPivot;
|
||
|
||
// ⭐ XJMH:炮台是"容器"(绿=SkeletonGraphic_Green),容器里除了炮台本体,
|
||
// 还挂着加减倍按钮(Up)、飞机(lvptfeiji)等其他子节点。
|
||
// 转容器本身会把它们一起甩着转;转父节点又等于转整个座位(座位就是 XJMH 炮台的父节点)。
|
||
// 真正该转的是容器里那个炮台本体节点 → 自动找。
|
||
if (turretControlMode == TurretControlMode.XJMH)
|
||
{
|
||
Transform pivot = FindXJMHRotationPivot(turret);
|
||
return pivot != null ? pivot : turret.transform;
|
||
}
|
||
|
||
// 回退:用父节点(兼容普通模式旧逻辑)
|
||
Transform parent = turret.transform.parent;
|
||
return parent != null ? parent : turret.transform;
|
||
}
|
||
|
||
/// <summary>
|
||
/// XJMH 炮台的旋转节点 = 炮口所在的、炮台的直接子节点。
|
||
/// ⭐ 从炮口 <see cref="TurretData.tra_BulletStartPosition"/> 往上走,取"炮台的直接子节点":
|
||
/// 炮台容器(SkeletonGraphic_Green / huangjinpaotai_1 / SkeletonGraphic_VIP)
|
||
/// └─ 炮台本体 ← 要转的就是它(lvptpaotai_2 / huangjinpaotai_2 / vippaotai01_2)
|
||
/// └─ …炮口 tra_BulletStartPosition…
|
||
/// 已核对预制体:三种炮台都符合,且与 VIP 上手动填的 TurretData.tra_RotationPivot 完全一致。
|
||
/// </summary>
|
||
private static Transform FindXJMHRotationPivot(TurretData turret)
|
||
{
|
||
Transform muzzle = turret.tra_BulletStartPosition;
|
||
if (muzzle == null) return null;
|
||
|
||
Transform node = muzzle;
|
||
while (node.parent != null && node.parent != turret.transform)
|
||
node = node.parent;
|
||
|
||
return node.parent == turret.transform ? node : null;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 根据炮台编号加载炮台。
|
||
/// Normal 模式:从 Addressables 加载预制体并克隆到 turretParent。
|
||
/// XJMH 模式:炮台是座位自带子对象,传入值按 <see cref="xjmhTurretList"/> 索引解释(XJMH 炮台没有编号)。
|
||
/// </summary>
|
||
public void LoadTurret(int turretNumber)
|
||
{
|
||
if (turretControlMode == TurretControlMode.XJMH)
|
||
{
|
||
SwitchTurretByIndex(turretNumber);
|
||
return;
|
||
}
|
||
LoadTurretNormal(turretNumber);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 普通模式:从 Addressables 加载预制体并克隆到 turretParent。
|
||
/// 位置/旋转/缩放保持预制体原始值,不动。
|
||
/// </summary>
|
||
private void LoadTurretNormal(int turretNumber)
|
||
{
|
||
// ⭐ 装备战神时切炮台不顶掉战神:战神保持显示并继续接管开火状态机,
|
||
// 新炮台照常加载到 turretParent(战神装备中它是隐藏的),卸下战神(ClearZhanShen)后自动显示新炮台
|
||
bool zhanShenActive = currentZhanShenData != null;
|
||
|
||
// ⭐ 换炮台时只清活跃子弹(清屏),保留池缓存(同 prefab 能复用)
|
||
// 用 ClearActive 而非 ClearAll:ClearAll 会清池导致永远不复用
|
||
BulletPool.Instance.ClearActive();
|
||
|
||
if (currentTurret != null)
|
||
{
|
||
Destroy(currentTurret.gameObject);
|
||
currentTurret = null;
|
||
}
|
||
|
||
currentTurretNumber = turretNumber;
|
||
|
||
// 从 TurretResourcesData 拿预制体
|
||
GameObject prefab = TurretResourcesData.GetTurretPrefab(turretNumber);
|
||
if (prefab == null)
|
||
{
|
||
Debug.LogWarning($"[SitPosData] 炮台预制体未加载: #{turretNumber}");
|
||
return;
|
||
}
|
||
|
||
// 克隆到父节点
|
||
GameObject instance = Instantiate(prefab, turretParent, false);
|
||
instance.SetActive(true);
|
||
|
||
// 固定位置归零,由外部父节点定位
|
||
var rt = instance.GetComponent<RectTransform>();
|
||
if (rt != null)
|
||
rt.anchoredPosition = turretAnchoredPos;
|
||
|
||
currentTurret = instance.GetComponent<TurretData>();
|
||
if (currentTurret == null)
|
||
{
|
||
Debug.LogError($"[SitPosData] 预制体上未找到 TurretData 组件: #{turretNumber}");
|
||
Destroy(instance);
|
||
return;
|
||
}
|
||
|
||
currentTurret.turretNumber = turretNumber;
|
||
|
||
// 缓存旋转节点:优先用 TurretData.tra_RotationPivot,否则回退父节点
|
||
tra_CurrTurret = GetTurretRotationPivot(currentTurret);
|
||
|
||
// 绑定状态机入口:战神装备中不抢(保持战神接管开火),无战神时才交给炮台
|
||
if (!zhanShenActive)
|
||
OnStateChange = currentTurret.ChangeState;
|
||
|
||
// 无战神时确保炮台可见;战神装备中保持 turretParent 隐藏(卸下时由 ClearZhanShen 恢复显示)
|
||
if (turretParent != null && !zhanShenActive)
|
||
turretParent.gameObject.SetActive(true);
|
||
|
||
// ⭐ 缓存炮台在世界坐标(Z=0平面)的位置,bot AI/锁定检测距离时用
|
||
UpdateTurretWorldPos();
|
||
|
||
Debug.Log($"[SitPosData] 炮台已加载(Normal): #{turretNumber}" + (zhanShenActive ? "(战神装备中,炮台待命)" : ""));
|
||
}
|
||
|
||
/// <summary>
|
||
/// XJMH 模式:按列表索引切换炮台。
|
||
/// ⭐ 切换面板的 4 个按钮、帧同步接收端都走这里(XJMH 炮台没有编号,只能用索引)。
|
||
/// </summary>
|
||
/// <param name="index"><see cref="xjmhTurretList"/> 中的索引</param>
|
||
/// <returns>切换成功返回 true;索引越界或列表为空返回 false</returns>
|
||
public bool SwitchTurretByIndex(int index)
|
||
{
|
||
if (turretControlMode != TurretControlMode.XJMH) return false;
|
||
if (xjmhTurretList == null || index < 0 || index >= xjmhTurretList.Count) return false;
|
||
if (xjmhTurretList[index] == null) return false;
|
||
|
||
// 已经是这把 → 不重复切换(避免无谓清屏子弹);currentTurret 为空时仍需重新应用一次
|
||
if (index == currentTurretIndex && currentTurret != null) return true;
|
||
|
||
BulletPool.Instance.ClearActive();
|
||
ApplyXJMHTurret(index);
|
||
return true;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取当前可用的炮台编号列表。
|
||
/// Normal 模式:从资源表按类型查询。
|
||
/// XJMH 模式:优先从 <see cref="xjmhTurretList"/> 读取,列表为空时回退扫描座位子对象。
|
||
/// </summary>
|
||
public List<int> GetAvailableTurretNumbers()
|
||
{
|
||
var result = new List<int>();
|
||
if (turretControlMode == TurretControlMode.XJMH)
|
||
{
|
||
// 优先用配置的炮台列表
|
||
if (xjmhTurretList != null && xjmhTurretList.Count > 0)
|
||
{
|
||
foreach (var td in xjmhTurretList)
|
||
if (td != null) result.Add(td.turretNumber);
|
||
}
|
||
else
|
||
{
|
||
// 回退:扫描座位子对象
|
||
Transform parent = turretParent != null ? turretParent : transform;
|
||
for (int i = 0; i < parent.childCount; i++)
|
||
{
|
||
var td = parent.GetChild(i).GetComponent<TurretData>();
|
||
if (td != null)
|
||
result.Add(td.turretNumber);
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
var list = TurretResourcesData.GetTurretDataByType(1);
|
||
if (list != null)
|
||
result = list.ConvertAll(d => d.turretNumber);
|
||
}
|
||
return result;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 把炮台 UI 坐标转换成世界坐标(Z=0平面)并缓存到 turretWorldPos。
|
||
/// 转换方式和 TurretData.GetBulletStartWorldPos 一致。
|
||
/// </summary>
|
||
public void UpdateTurretWorldPos()
|
||
{
|
||
if (tra_CurrTurret == null)
|
||
{
|
||
turretWorldPos = Vector3.zero;
|
||
return;
|
||
}
|
||
|
||
RectTransform rect = tra_CurrTurret.GetComponent<RectTransform>();
|
||
if (rect != null && UIManager.Instance != null && UIManager.Instance.uiRoot != null)
|
||
{
|
||
Canvas canvas = UIManager.Instance.uiRoot.GetComponent<Canvas>();
|
||
Camera cam = Camera.main;
|
||
|
||
Vector3 screenPos = RectTransformUtility.WorldToScreenPoint(
|
||
canvas.renderMode == RenderMode.ScreenSpaceOverlay ? null : canvas.worldCamera,
|
||
rect.position
|
||
);
|
||
float distance = Mathf.Abs(cam.transform.position.z - 0f);
|
||
Vector3 worldPos = cam.ScreenToWorldPoint(new Vector3(screenPos.x, screenPos.y, distance));
|
||
worldPos.z = 0f;
|
||
turretWorldPos = worldPos;
|
||
}
|
||
else
|
||
{
|
||
// 非 UI(3D 物体)直接用 position
|
||
turretWorldPos = tra_CurrTurret.position;
|
||
}
|
||
}
|
||
|
||
/// <summary>根据炮台编号字符串加载。</summary>
|
||
public void LoadTurret(string turretNumberStr)
|
||
{
|
||
if (int.TryParse(turretNumberStr, out int num))
|
||
LoadTurret(num);
|
||
}
|
||
// ==================== 翅膀加载(动态克隆) ====================
|
||
|
||
/// <summary>
|
||
/// 根据炮台编号,从 Addressables 加载预制体并克隆到 turretParent。
|
||
/// 位置/旋转/缩放保持预制体原始值,不动。
|
||
/// </summary>
|
||
public void LoadWing(int turretNumber)
|
||
{
|
||
// XJMH 模式没有翅膀概念,直接跳过
|
||
if (turretControlMode == TurretControlMode.XJMH) return;
|
||
|
||
// turretNumber<=0 = 卸下(与战神同一约定):只清理不加载,不打警告
|
||
if (turretNumber <= 0)
|
||
{
|
||
ClearWing();
|
||
return;
|
||
}
|
||
|
||
// 先清理已有翅膀
|
||
ClearWing();
|
||
|
||
// 从 TurretResourcesData 拿预制体
|
||
GameObject prefab = TurretResourcesData.GetTurretPrefab(turretNumber);
|
||
if (prefab == null)
|
||
{
|
||
Debug.LogWarning($"[SitPosData] 翅膀预制体未加载: #{turretNumber}");
|
||
return;
|
||
}
|
||
|
||
// 克隆到 wingParent,保持预制体原始位置/旋转/缩放
|
||
GameObject instance = Instantiate(prefab, wingParent, false);
|
||
// ⭐ 特殊鱼炮台(钻头/激光)使用中:只切换不显示,等爆奖流程结束由 RestoreTurretVisual 恢复显示
|
||
instance.SetActive(!isDrillActive);
|
||
if (isDrillActive) _pendingShowWing = instance;
|
||
|
||
Debug.Log($"[SitPosData] 翅膀已加载: #{turretNumber}{(isDrillActive ? "(特殊炮台使用中,暂缓显示)" : "")}");
|
||
}
|
||
|
||
/// <summary>卸下翅膀:清空 wingParent 下的翅膀模型(保留预设的 Camera,它是用来渲染翅膀到 RawImage 的)。</summary>
|
||
public void ClearWing()
|
||
{
|
||
if (turretControlMode == TurretControlMode.XJMH) return;
|
||
|
||
for (int i = wingParent.childCount - 1; i >= 0; i--)
|
||
{
|
||
var child = wingParent.GetChild(i);
|
||
if (child.GetComponent<Camera>() != null)
|
||
continue; // 保留 Camera
|
||
Destroy(child.gameObject);
|
||
}
|
||
}
|
||
|
||
/// <summary>根据炮台编号字符串加载。</summary>
|
||
public void LoadWing(string turretNumberStr)
|
||
{
|
||
if (int.TryParse(turretNumberStr, out int num))
|
||
LoadWing(num);
|
||
}
|
||
|
||
// ==================== 战神加载(动态克隆,同翅膀) ====================
|
||
|
||
/// <summary>
|
||
/// 根据战神编号,加载游戏内使用的战神模型(ZSYX 标签的那个)。
|
||
/// 处理方式和翅膀一样:直接克隆到 zhanShenParent、保持预制体原始位置/旋转/缩放,不再管其他的
|
||
/// (渲染由座位预设的 Camera + RawImage 完成,显示节点挂在 turretRotate 下会跟随瞄准旋转)。
|
||
/// ⭐ 炮台/战神显示二选一:加载战神后隐藏 turretParent(仅游戏内,切换面板 UI 不受影响)。
|
||
/// </summary>
|
||
public void LoadZhanShen(int zhanShenNumber)
|
||
{
|
||
// XJMH 模式没有战神概念,直接跳过(和翅膀一致)
|
||
if (turretControlMode == TurretControlMode.XJMH) return;
|
||
|
||
// 先清理已有战神(保留预设的 Camera,它是用来渲染战神到 RawImage 的)
|
||
ClearZhanShenInstance();
|
||
|
||
// 从 TurretResourcesData 拿游戏内使用的战神预制体
|
||
GameObject prefab = TurretResourcesData.GetZhanShenPrefab(zhanShenNumber, ZhanShenUsage.GamePlay);
|
||
if (prefab == null)
|
||
{
|
||
Debug.LogWarning($"[SitPosData] 战神使用预制体未加载: #{zhanShenNumber}(检查 ZSYX 标签配置)");
|
||
return;
|
||
}
|
||
|
||
// 克隆到 zhanShenParent,保持预制体原始位置/旋转/缩放
|
||
GameObject instance = Instantiate(prefab, zhanShenParent, false);
|
||
// ⭐ 特殊鱼炮台(钻头/激光)使用中:只切换不显示,等爆奖流程结束由 RestoreTurretVisual 恢复显示
|
||
instance.SetActive(!isDrillActive);
|
||
|
||
// 绑定状态机入口:战神接管开火/待机动画(PlayFire 约定,见 TurretData.PlayWarGodAnimator)
|
||
// 同时缓存 TurretData:开火时优先用战神的子弹预制体(bulletPrefab/bulletPrefab_Two)
|
||
var zsData = instance.GetComponent<TurretData>();
|
||
|
||
// ⭐ 战神初始旋转偏移:从 ZhanShenTurretData 读取(每个战神角度不一样,跟战神预制体配置)。
|
||
// 上/下座位视角不一样分开配置(IsFlipped=上方);直接设置欧拉角(覆盖预制体原始旋转);全0=保持默认朝向。
|
||
var zsDataEx = zsData as ZhanShenTurretData;
|
||
if (zsDataEx != null)
|
||
{
|
||
Vector3 zsRotateInit = IsFlipped ? zsDataEx.topOffsetZSRotateInit : zsDataEx.buttomOffsetZSRotateInit;
|
||
if (zsRotateInit != Vector3.zero)
|
||
instance.transform.localEulerAngles = zsRotateInit;
|
||
}
|
||
|
||
currentZhanShen = instance;
|
||
currentZhanShenNumber = zhanShenNumber;
|
||
currentZhanShenData = zsData;
|
||
if (zsData != null)
|
||
{
|
||
zsData.turretNumber = zhanShenNumber;
|
||
zsData.setPosData = this; // 注入座位引用:FireIndex 动态切换(锁定=1激光/非锁定=0子弹)需要查锁定状态
|
||
OnStateChange = zsData.ChangeState;
|
||
}
|
||
|
||
// ⭐ 出场/换战神:清空左右起点父对象并重新克隆 JGQiuStartPrefab(当前战神配置的起点球)
|
||
RefreshJGQiuStartFX();
|
||
|
||
// ⭐ 炮台/战神显示二选一:显示战神时隐藏普通炮台
|
||
if (turretParent != null)
|
||
turretParent.gameObject.SetActive(false);
|
||
|
||
Debug.Log($"[SitPosData] 战神已加载: #{zhanShenNumber}");
|
||
}
|
||
|
||
/// <summary>根据战神编号字符串加载。</summary>
|
||
public void LoadZhanShen(string zhanShenNumberStr)
|
||
{
|
||
if (int.TryParse(zhanShenNumberStr, out int num))
|
||
LoadZhanShen(num);
|
||
}
|
||
|
||
/// <summary>清除战神并恢复普通炮台显示(炮台/战神显示二选一的另一半)</summary>
|
||
public void ClearZhanShen()
|
||
{
|
||
ClearZhanShenInstance();
|
||
currentZhanShenNumber = 0;
|
||
|
||
// 恢复普通炮台显示(特殊鱼炮台使用中不显示:等 RestoreTurretVisual 统一恢复)
|
||
if (turretParent != null && !isDrillActive)
|
||
turretParent.gameObject.SetActive(true);
|
||
|
||
// 状态机入口还给普通炮台(若已加载)
|
||
if (currentTurret != null)
|
||
OnStateChange = currentTurret.ChangeState;
|
||
}
|
||
|
||
/// <summary>只清 zhanShenParent 下的战神实例(保留 Camera),不动炮台显隐</summary>
|
||
private void ClearZhanShenInstance()
|
||
{
|
||
if (zhanShenParent != null)
|
||
{
|
||
for (int i = zhanShenParent.childCount - 1; i >= 0; i--)
|
||
{
|
||
var child = zhanShenParent.GetChild(i);
|
||
if (child.GetComponent<Camera>() != null)
|
||
continue; // 保留 Camera
|
||
Destroy(child.gameObject);
|
||
}
|
||
}
|
||
currentZhanShen = null;
|
||
currentZhanShenData = null;
|
||
// 战神清了激光也没了
|
||
DestroyZhanShenLaser();
|
||
// 散射起点球也清掉(下次出场/换战神时重建)
|
||
ClearJGFXParents();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 特殊鱼炮台(钻头/激光)爆奖结束后的统一显示恢复入口(ZuanTouXie_DieEvent 调用)。
|
||
/// ⭐ 炮台/战神二选一按"当前装备"恢复,不依赖爆奖前的记录:
|
||
/// 1. 爆奖期间切换的翅膀(_pendingShowWing) → 恢复显示;
|
||
/// 2. 有战神(含爆奖期间新切的,currentZhanShen!=null) → 显示战神,普通炮台保持隐藏;
|
||
/// 3. 无战神 → 显示普通炮台 turretParent。
|
||
/// 显示后强制 None→Idle 归位:炮台/战神被隐藏期间 Animator 状态会丢失,
|
||
/// 若停在 Attack 状态,下次开火 ChangeState(Attack) 会被同状态短路 → 动画定格不播。
|
||
/// </summary>
|
||
public void RestoreTurretVisual()
|
||
{
|
||
// 挂起的翅膀:恢复显示(引用可能已被 ClearWing/再次切换销毁,Unity 判空天然处理)
|
||
if (_pendingShowWing != null)
|
||
{
|
||
_pendingShowWing.SetActive(true);
|
||
_pendingShowWing = null;
|
||
}
|
||
|
||
if (currentZhanShen != null)
|
||
{
|
||
// 战神出战:普通炮台保持隐藏(炮台/战神二选一)
|
||
if (turretParent != null)
|
||
turretParent.gameObject.SetActive(false);
|
||
currentZhanShen.SetActive(true);
|
||
}
|
||
else if (turretParent != null)
|
||
{
|
||
turretParent.gameObject.SetActive(true);
|
||
}
|
||
|
||
// 动画归位:先 None 再 Idle,强制重进 Idle(避免 Attack 定格)
|
||
ChangeState(TurretState.None);
|
||
ChangeState(TurretState.Idle);
|
||
}
|
||
// -------------------------
|
||
// 切换状态(GameMainPanel 调用)
|
||
// -------------------------
|
||
public void ChangeState(TurretState state)
|
||
{
|
||
OnStateChange?.Invoke(state);
|
||
}
|
||
|
||
// -------------------------
|
||
// 炮台旋转(GameMainPanel 调用)
|
||
// -------------------------
|
||
public void SetRotation(float angle)
|
||
{
|
||
// ⭐ 激光发射期间锁定方向:忽略旋转请求(激光沿原方向打到爆奖结束)
|
||
if (isLaserLocked) return;
|
||
|
||
// ⭐ 最大旋转角度约束:炮口只能偏离基准方向(下方座位朝上=0°,上方座位朝下=180°)±maxRotationAngle
|
||
// - 本地玩家瞄准/远程同步/bot 旋转全部经过这里,统一钳制
|
||
// - 起飞炮台飞行期间豁免(炮口固定朝上,PointUp 传 0° 会被上方座位基准 180° 错误钳制)
|
||
// - maxRotationAngle<=0 或 >=180 表示不限制
|
||
if (maxRotationAngle > 0f && maxRotationAngle < 180f
|
||
&& !(currentTurret is FlyTurretData flyTurret && flyTurret.IsFlying))
|
||
{
|
||
float baseAngle = IsFlipped ? 180f : 0f;
|
||
// DeltaAngle 取 [-180,180] 最短差,正确处理 350°/-10° 等角度回绕
|
||
float delta = Mathf.DeltaAngle(baseAngle, angle);
|
||
delta = Mathf.Clamp(delta, -maxRotationAngle, maxRotationAngle);
|
||
angle = baseAngle + delta;
|
||
}
|
||
|
||
currentAngle = angle;
|
||
|
||
// ⭐ 两个分支(Normal / XJMH)分开处理:
|
||
// - Normal(turretRotate 已配置):旋转只作用于 turretRotate,用【世界旋转】——瞄准参考系是 beij
|
||
// (tra_CurrTurret 的父节点),currentAngle 已是和 beij 翻转抵消后的统一角度(aim-90),
|
||
// 直接写世界旋转炮口即对准目标;若用本地旋转,上方座位 beij 的 180° 翻转会叠加进来导致反向。
|
||
// - XJMH(星际迷航,turretRotate 未配置):保持旧版行为,直接转 tra_CurrTurret(世界旋转),
|
||
// 该分支不动。
|
||
if (turretRotate != null)
|
||
turretRotate.rotation = Quaternion.Euler(0, 0, angle);
|
||
else if (tra_CurrTurret != null)
|
||
tra_CurrTurret.rotation = Quaternion.Euler(0, 0, angle);
|
||
}
|
||
|
||
// -------------------------
|
||
// 获取发射点(给 GameMainPanel)
|
||
// -------------------------
|
||
public Vector2 GetBulletStartPos()
|
||
{
|
||
return currentTurret != null
|
||
? currentTurret.GetBulletStartWorldPos()
|
||
: Vector2.zero;
|
||
}
|
||
|
||
// ==================== 金币消耗 ====================
|
||
|
||
public bool ConsumeGold(int mul = 1, long fireConsumeGold = 0)
|
||
{
|
||
// fireConsumeGold>0: 用服务端返回的该发子弹权威扣费金额
|
||
// fireConsumeGold=0: 回退到本地 consumeGoldNum * mul
|
||
long useConsume = fireConsumeGold > 0 ? fireConsumeGold : consumeGoldNum * mul;
|
||
long temp = goldNum - useConsume;
|
||
if (temp < 0) return false;
|
||
long oldGold = goldNum;
|
||
goldNum = temp;
|
||
tMP_GoldNum.text = goldNum.ToString();
|
||
// ⭐ 记录金币流水:已扣钱(开火消耗,本地已执行)
|
||
GameManager.LogGoldFlowAppliedCost("Fire", $"开火消耗 原有金币={oldGold} 消耗金币=-{useConsume} 剩余金币={goldNum} 座位={posID} 房间={GameManager.Instance.gameData?.currRoomData?.roomId}");
|
||
return true;
|
||
}
|
||
|
||
int indexConsume = 0;
|
||
|
||
/// <summary>
|
||
/// 根据后端下发的炮倍值同步 indexConsume 到 paoBeiList 对应档位,
|
||
/// 避免加减炮倍时从 0 档开始导致跳变。
|
||
/// </summary>
|
||
public void SyncIndexByConsume(long consumeGold)
|
||
{
|
||
var list = CreateFishManager.Instance?.currGameType?.paoBeiList;
|
||
if (list == null || list.Count == 0) return;
|
||
int idx = list.IndexOf((int)consumeGold);
|
||
// ⭐ paoBeiList 为从大到小排列:查不到值时兜底到最小档(列表末尾),避免默认落到最大炮倍
|
||
indexConsume = idx >= 0 ? idx : list.Count - 1;
|
||
}
|
||
|
||
public void ChangeTurretAddConsumeNum()
|
||
{
|
||
// ⭐ paoBeiList 为从大到小排列:加号=更大的炮倍=更小的索引,到头(最大档)回绕到末尾(最小档)
|
||
if (indexConsume > 0)
|
||
indexConsume--;
|
||
else
|
||
indexConsume = CreateFishManager.Instance.currGameType.paoBeiList.Count - 1;
|
||
AudioManager.Instance.PlayerFX(62011);
|
||
|
||
// ⭐ 不立即修改 consumeGoldNum 和 UI,等服务端 ChangeGunMultipleNotice 确认后再应用
|
||
// 避免:客户端先切换炮倍 → 开火按新炮倍扣费 → 服务端还没确认按旧炮倍扣费 → 差值
|
||
int newConsume = CreateFishManager.Instance.currGameType.paoBeiList[indexConsume];
|
||
string roomId = GameManager.Instance.gameData?.currRoomData?.roomId;
|
||
if (!string.IsNullOrEmpty(roomId))
|
||
WebSocketSendList.ChangeGunMultiple(roomId, user, newConsume);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 非本地座位隐藏加减炮倍 UI(GameMainPanel 进房时对自己以外的座位调用):
|
||
/// - Normal:隐藏座位上的 btn_TurretAdd / btn_TurretMinus(未拖引用为 null 时跳过)
|
||
/// - XJMH:加减倍按钮适配在炮台上(TurretData.obj_Add / obj_Down),座位上没有按钮引用,
|
||
/// 把 XJMH 炮台列表里每把炮台的加减倍都隐藏(全部藏,之后切换炮台新炮台的也不会再显示)
|
||
/// </summary>
|
||
public void HideTurretAddMinusUI()
|
||
{
|
||
if (btn_TurretAdd != null)
|
||
btn_TurretAdd.gameObject.SetActive(false);
|
||
if (btn_TurretMinus != null)
|
||
btn_TurretMinus.gameObject.SetActive(false);
|
||
|
||
if (turretControlMode != TurretControlMode.XJMH) return;
|
||
|
||
if (xjmhTurretList != null && xjmhTurretList.Count > 0)
|
||
{
|
||
foreach (var td in xjmhTurretList)
|
||
HideTurretAddDown(td);
|
||
}
|
||
else
|
||
{
|
||
// 兜底:列表未配置时扫 turretParent 子对象
|
||
Transform parent = turretParent != null ? turretParent : transform;
|
||
for (int i = 0; i < parent.childCount; i++)
|
||
HideTurretAddDown(parent.GetChild(i).GetComponent<TurretData>());
|
||
}
|
||
}
|
||
|
||
/// <summary>隐藏一把 XJMH 炮台上的加减倍对象(obj_Add / obj_Down,未拖引用跳过)</summary>
|
||
private static void HideTurretAddDown(TurretData td)
|
||
{
|
||
if (td == null) return;
|
||
if (td.obj_Add != null)
|
||
td.obj_Add.SetActive(false);
|
||
if (td.obj_Down != null)
|
||
td.obj_Down.SetActive(false);
|
||
}
|
||
|
||
public void ChangeTurretMinusConsumeNum()
|
||
{
|
||
// ⭐ paoBeiList 为从大到小排列:减号=更小的炮倍=更大的索引,到尾(最小档)回绕到头部(最大档)
|
||
if (CreateFishManager.Instance.currGameType.paoBeiList.Count - 1 > indexConsume)
|
||
indexConsume++;
|
||
else
|
||
indexConsume = 0;
|
||
AudioManager.Instance.PlayerFX(62010);
|
||
|
||
// ⭐ 不立即修改 consumeGoldNum 和 UI,等服务端 ChangeGunMultipleNotice 确认后再应用
|
||
// 避免:客户端先切换炮倍 → 开火按新炮倍扣费 → 服务端还没确认按旧炮倍扣费 → 差值
|
||
int newConsume = CreateFishManager.Instance.currGameType.paoBeiList[indexConsume];
|
||
string roomId = GameManager.Instance.gameData?.currRoomData?.roomId;
|
||
if (!string.IsNullOrEmpty(roomId))
|
||
WebSocketSendList.ChangeGunMultiple(roomId, user, newConsume);
|
||
}
|
||
|
||
// ==================== 炮倍选择面板 ====================
|
||
|
||
private Coroutine _paoBeiPanelAnim;
|
||
/// <summary>炮倍面板展开时的原始高度(Awake 记录,动画在 0 ↔ 该值之间滑动)</summary>
|
||
private float _paoBeiPanelOpenHeight = -1f;
|
||
|
||
/// <summary>记录炮倍面板的原始高度(Awake 时面板还没被动画改过,rect.height 即还原态高度)</summary>
|
||
private void EnsurePaoBeiPanelHeight()
|
||
{
|
||
if (_paoBeiPanelOpenHeight >= 0f || selectPaoBeiPanel == null) return;
|
||
var rt = selectPaoBeiPanel.GetComponent<RectTransform>();
|
||
if (rt == null) return;
|
||
|
||
_paoBeiPanelOpenHeight = rt.rect.height;
|
||
if (_paoBeiPanelOpenHeight <= 0f)
|
||
Debug.LogWarning("[SitPosData] 炮倍面板初始高度为 0,无法记录展开高度,检查 selectPaoBeiPanel 的 RectTransform 配置");
|
||
}
|
||
|
||
/// <summary>
|
||
/// 点击炮倍按钮:开关选择面板。
|
||
/// ⭐ 只有本地玩家座位可以打开(远程/bot 座位点了没反应,不能替别人换炮倍)。
|
||
/// </summary>
|
||
private void OnClickSelectPaoBei()
|
||
{
|
||
if (this != localPlayerSit) return;
|
||
if (selectPaoBeiPanel == null) return;
|
||
|
||
bool opening = !selectPaoBeiPanel.activeSelf;
|
||
if (opening) RefreshPaoBeiItems();
|
||
SetPaoBeiPanelOpen(opening);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 开/关炮倍面板:height 在 0 ↔ 原始高度之间动画 0.5s。
|
||
/// ⭐ 不改面板 pivot/anchoredPosition,滑动方向完全由预制体里配好的 RectTransform 决定。
|
||
/// </summary>
|
||
private void SetPaoBeiPanelOpen(bool open)
|
||
{
|
||
var rt = selectPaoBeiPanel.GetComponent<RectTransform>();
|
||
if (rt == null)
|
||
{
|
||
selectPaoBeiPanel.SetActive(open);
|
||
return;
|
||
}
|
||
|
||
if (_paoBeiPanelAnim != null)
|
||
{
|
||
StopCoroutine(_paoBeiPanelAnim);
|
||
_paoBeiPanelAnim = null;
|
||
}
|
||
|
||
if (open)
|
||
{
|
||
selectPaoBeiPanel.SetActive(true);
|
||
_paoBeiPanelAnim = StartCoroutine(AnimPaoBeiHeight(rt, rt.rect.height, _paoBeiPanelOpenHeight));
|
||
}
|
||
else
|
||
{
|
||
_paoBeiPanelAnim = StartCoroutine(AnimPaoBeiHeight(rt, rt.rect.height, 0f,
|
||
() => selectPaoBeiPanel.SetActive(false)));
|
||
}
|
||
}
|
||
|
||
/// <summary>height 动画(0.5s);动画结束回调在收起时用于隐藏面板</summary>
|
||
private IEnumerator AnimPaoBeiHeight(RectTransform rt, float from, float to, Action onComplete = null)
|
||
{
|
||
const float duration = 0.1f;
|
||
float t = 0f;
|
||
while (t < duration)
|
||
{
|
||
t += Time.deltaTime;
|
||
rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, Mathf.Lerp(from, to, Mathf.Clamp01(t / duration)));
|
||
yield return null;
|
||
}
|
||
rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, to);
|
||
onComplete?.Invoke();
|
||
_paoBeiPanelAnim = null;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 按配置 paoBeiList 生成炮倍档位 item:
|
||
/// child0 的 TextMeshProUGUI 显示炮倍值;背景按值上色(<5000 蓝 / 5000~10000 紫 / >=10000 红),当前档位黄色。
|
||
/// 点击 item:换到该档位(走 ChangeGunMultiple 服务端确认协议)并直接关闭面板。
|
||
/// </summary>
|
||
private void RefreshPaoBeiItems()
|
||
{
|
||
if (paobeiItemPrefab == null || paobeiItemParent == null) return;
|
||
var list = CreateFishManager.Instance?.currGameType?.paoBeiList;
|
||
if (list == null || list.Count == 0)
|
||
{
|
||
Debug.LogWarning("[SitPosData] paoBeiList 为空,炮倍面板没有可选项");
|
||
return;
|
||
}
|
||
|
||
for (int i = paobeiItemParent.childCount - 1; i >= 0; i--)
|
||
Destroy(paobeiItemParent.GetChild(i).gameObject);
|
||
|
||
for (int i = 0; i < list.Count; i++)
|
||
{
|
||
int index = i;
|
||
GameObject item = Instantiate(paobeiItemPrefab, paobeiItemParent, false);
|
||
item.SetActive(true);
|
||
|
||
var tmp = item.transform.childCount > 0 ? item.transform.GetChild(0).GetComponent<TextMeshProUGUI>() : null;
|
||
if (tmp != null)
|
||
tmp.text = list[i].ToString();
|
||
|
||
var img = item.GetComponent<Image>();
|
||
if (img != null)
|
||
img.sprite = index == indexConsume ? yellowBG : GetPaoBeiSprite(list[i]);
|
||
|
||
var btn = item.GetComponent<Button>();
|
||
if (btn != null)
|
||
btn.onClick.AddListener(() =>
|
||
{
|
||
if (this != localPlayerSit) return; // 只有自己座位可以换炮倍
|
||
SelectPaoBeiByIndex(index);
|
||
SetPaoBeiPanelOpen(false); // 选择后直接关闭
|
||
});
|
||
}
|
||
}
|
||
|
||
/// <summary>炮倍档位背景色:5000 以下蓝,5000~10000 紫,10000 以上红(黄色留给选中态)</summary>
|
||
private Sprite GetPaoBeiSprite(int value)
|
||
{
|
||
if (value >= 10000) return redBG;
|
||
if (value >= 5000) return purpleBG;
|
||
return blueBG;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 选择面板点选档位:本地记录索引并发起 ChangeGunMultiple 请求,
|
||
/// consumeGoldNum 和 UI 等服务端 ChangeGunMultipleNotice 确认后再应用(与加减按钮同一协议,防止扣费差值)。
|
||
/// </summary>
|
||
public void SelectPaoBeiByIndex(int index)
|
||
{
|
||
var list = CreateFishManager.Instance?.currGameType?.paoBeiList;
|
||
if (list == null || index < 0 || index >= list.Count) return;
|
||
|
||
indexConsume = index;
|
||
AudioManager.Instance.PlayerFX(62011);
|
||
|
||
int newConsume = list[index];
|
||
string roomId = GameManager.Instance.gameData?.currRoomData?.roomId;
|
||
if (!string.IsNullOrEmpty(roomId))
|
||
WebSocketSendList.ChangeGunMultiple(roomId, user, newConsume);
|
||
}
|
||
|
||
// ==================== 锁定系统 ====================
|
||
|
||
public void SetLockTarget(MonsterContral monster, Transform hitPos)
|
||
{
|
||
monCotl_Lock = monster;
|
||
monCotl_Lock_Position = hitPos;
|
||
isLock = monster != null;
|
||
lockFX.SetActive(isLock);
|
||
|
||
// 非三发锁定 → 隐藏额外图标
|
||
if (!isLock) HideTripleLockIcons();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 设置三发锁定目标(3个目标分别追踪)
|
||
/// </summary>
|
||
public void SetTripleLockTargets(List<(MonsterContral monster, Transform hitPos)> targets)
|
||
{
|
||
if (targets == null || targets.Count == 0)
|
||
{
|
||
HideTripleLockIcons();
|
||
return;
|
||
}
|
||
|
||
// 确保 lockFX_Triple 有2个克隆的图标(+主图标=3个)
|
||
EnsureTripleLockIcons();
|
||
// ⭐ 固定3个锁位(不足的留空占位,下一帧由锁定系统自动尝试补一次)
|
||
EnsureTripleLockSlots(3);
|
||
|
||
for (int i = 0; i < 3; i++)
|
||
{
|
||
bool has = i < targets.Count;
|
||
tripleLockTargets[i] = has ? targets[i].monster : null;
|
||
tripleLockPositions[i] = has ? targets[i].hitPos : null;
|
||
// ⭐ 自动建位:允许自动补位(补不到会转成"空置等手动点击"),不算玩家手动
|
||
tripleSlotIdle[i] = false;
|
||
tripleSlotManual[i] = false;
|
||
}
|
||
|
||
monCotl_Lock = targets[0].monster;
|
||
monCotl_Lock_Position = targets[0].hitPos;
|
||
isLock = targets[0].monster != null;
|
||
RefreshTripleIconVisibility();
|
||
}
|
||
|
||
private void EnsureTripleLockIcons()
|
||
{
|
||
while (lockFX_Triple.Count < 2 && lockFX != null)
|
||
{
|
||
var clone = GameObject.Instantiate(lockFX, lockFX.transform.parent);
|
||
clone.name = lockFX.name + "_Triple" + (lockFX_Triple.Count + 1);
|
||
clone.transform.localScale = lockFX.transform.localScale * 0.5f;
|
||
lockFX_Triple.Add(clone);
|
||
}
|
||
}
|
||
|
||
/// <summary>把锁位列表补齐到 count 个(用 null 占位,保证三个列表索引对齐)</summary>
|
||
public void EnsureTripleLockSlots(int count)
|
||
{
|
||
while (tripleLockTargets.Count < count)
|
||
{
|
||
tripleLockTargets.Add(null);
|
||
tripleLockPositions.Add(null);
|
||
tripleSlotIdle.Add(false);
|
||
tripleSlotManual.Add(false);
|
||
}
|
||
}
|
||
|
||
public void HideTripleLockIcons()
|
||
{
|
||
foreach (var icon in lockFX_Triple)
|
||
{
|
||
if (icon != null)
|
||
icon.SetActive(false);
|
||
}
|
||
tripleLockTargets.Clear();
|
||
tripleLockPositions.Clear();
|
||
tripleSlotIdle.Clear();
|
||
tripleSlotManual.Clear();
|
||
}
|
||
|
||
// ==================== 三发锁位(每个锁位独立维护) ====================
|
||
// ⭐ index=0 是主锁位(monCotl_Lock + 主 lockFX),1..2 对应 lockFX_Triple[index-1]
|
||
|
||
/// <summary>按每个锁位是否有鱼刷新3个锁定圈显示(有目标才有圈)</summary>
|
||
private void RefreshTripleIconVisibility()
|
||
{
|
||
if (lockFX != null)
|
||
lockFX.SetActive(tripleLockTargets.Count > 0 && tripleLockTargets[0] != null);
|
||
|
||
for (int i = 0; i < lockFX_Triple.Count; i++)
|
||
{
|
||
if (lockFX_Triple[i] == null) continue;
|
||
int slot = i + 1;
|
||
lockFX_Triple[i].SetActive(slot < tripleLockTargets.Count && tripleLockTargets[slot] != null);
|
||
}
|
||
}
|
||
|
||
/// <summary>替换单个三发锁位(自动补位用:锁位独立,只补这一个,其他锁位不动)</summary>
|
||
public void SetTripleLockSlot(int index, MonsterContral monster, Transform hitPos)
|
||
{
|
||
if (index < 0) return;
|
||
EnsureTripleLockSlots(index + 1);
|
||
tripleLockTargets[index] = monster;
|
||
tripleLockPositions[index] = hitPos;
|
||
tripleSlotIdle[index] = false;
|
||
tripleSlotManual[index] = false; // 自动补的位不算玩家手动
|
||
|
||
if (index == 0)
|
||
{
|
||
monCotl_Lock = monster;
|
||
monCotl_Lock_Position = hitPos;
|
||
isLock = monster != null;
|
||
}
|
||
RefreshTripleIconVisibility();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 清空单个三发锁位:该位打死后自动检测没找到鱼 → 保留占位、隐藏该位图标,
|
||
/// 并标记"空置等手动点击"(不再自动补位,必须玩家点击才锁)。
|
||
/// </summary>
|
||
public void ClearTripleLockSlot(int index)
|
||
{
|
||
if (index < 0 || index >= tripleLockTargets.Count) return;
|
||
tripleLockTargets[index] = null;
|
||
tripleLockPositions[index] = null;
|
||
tripleSlotIdle[index] = true;
|
||
tripleSlotManual[index] = false;
|
||
|
||
if (index == 0)
|
||
{
|
||
monCotl_Lock = null;
|
||
monCotl_Lock_Position = null;
|
||
isLock = false;
|
||
}
|
||
RefreshTripleIconVisibility();
|
||
}
|
||
|
||
/// <summary>该锁位是否处于"空置等手动点击"状态(不再自动补位)</summary>
|
||
public bool IsTripleSlotIdle(int index)
|
||
{
|
||
return index >= 0 && index < tripleSlotIdle.Count && tripleSlotIdle[index];
|
||
}
|
||
|
||
/// <summary>
|
||
/// 该锁位是否是玩家手动点选的鱼(手动身份跟着鱼一起移入子锁位)。
|
||
/// true → 离场前一直跟,只有鱼死了才换。
|
||
/// </summary>
|
||
public bool IsTripleSlotManual(int index)
|
||
{
|
||
return index >= 0 && index < tripleSlotManual.Count && tripleSlotManual[index];
|
||
}
|
||
|
||
/// <summary>三个锁位是否还有任意一个有效目标(鱼还活着)</summary>
|
||
public bool HasAnyTripleTarget
|
||
{
|
||
get
|
||
{
|
||
foreach (var m in tripleLockTargets)
|
||
if (m != null && m.gameObject.activeInHierarchy) return true;
|
||
return false;
|
||
}
|
||
}
|
||
|
||
/// <summary>当前三发锁位上有效的鱼 guid 列表(开火同步 monsterIDs 用)</summary>
|
||
public List<string> GetTripleLockGuids()
|
||
{
|
||
var list = new List<string>();
|
||
foreach (var m in tripleLockTargets)
|
||
if (m != null && !m.isDead && m.gameObject.activeInHierarchy)
|
||
list.Add(m.guid);
|
||
return list;
|
||
}
|
||
|
||
/// <summary>该 guid 的鱼是否已经在某个三发锁位上</summary>
|
||
public bool IsFishInTripleSlots(string guid)
|
||
{
|
||
if (string.IsNullOrEmpty(guid)) return false;
|
||
foreach (var m in tripleLockTargets)
|
||
if (m != null && m.guid == guid) return true;
|
||
return false;
|
||
}
|
||
|
||
/// <summary>
|
||
/// ⭐ 手动点击锁鱼(战神+三发+锁定):新点的鱼占主锁位,原来锁位上的鱼依次排到子锁位,
|
||
/// 最多保留3个(超过时最旧的被挤掉)。
|
||
/// 手动身份跟着鱼一起转移(移入子锁位后依然是手动锁定,离场前不会被自动换掉);
|
||
/// 挤位前会先"紧凑化",跳过空位/死鱼,避免有空位时误丢掉还活着的锁定目标。
|
||
/// </summary>
|
||
public void PushTripleLockSlot(MonsterContral monster, Transform hitPos)
|
||
{
|
||
EnsureTripleLockIcons();
|
||
|
||
// ① 收集现有锁位上还活着的鱼(跳过空位和死鱼),按 新→旧 顺序,最多留2个
|
||
var keepMon = new List<MonsterContral>();
|
||
var keepPos = new List<Transform>();
|
||
var keepManual = new List<bool>();
|
||
for (int i = 0; i < tripleLockTargets.Count && keepMon.Count < 2; i++)
|
||
{
|
||
var m = tripleLockTargets[i];
|
||
if (m == null || !m.gameObject.activeInHierarchy) continue;
|
||
if (m == monster) continue; // 同一条鱼不重复占位
|
||
keepMon.Add(m);
|
||
keepPos.Add(i < tripleLockPositions.Count ? tripleLockPositions[i] : null);
|
||
keepManual.Add(i < tripleSlotManual.Count && tripleSlotManual[i]);
|
||
}
|
||
|
||
// ② 新点的鱼占主锁位,其余依次排到子锁位
|
||
EnsureTripleLockSlots(3);
|
||
tripleLockTargets[0] = monster;
|
||
tripleLockPositions[0] = hitPos;
|
||
tripleSlotIdle[0] = false;
|
||
tripleSlotManual[0] = true; // 玩家手动点的
|
||
|
||
for (int i = 1; i < 3; i++)
|
||
{
|
||
int k = i - 1;
|
||
bool has = k < keepMon.Count;
|
||
tripleLockTargets[i] = has ? keepMon[k] : null;
|
||
tripleLockPositions[i] = has ? keepPos[k] : null;
|
||
// ⭐ 空位标记"等手动点击":玩家在自己点选,空位不再自动补
|
||
tripleSlotIdle[i] = !has;
|
||
tripleSlotManual[i] = has && keepManual[k];
|
||
}
|
||
|
||
monCotl_Lock = monster;
|
||
monCotl_Lock_Position = hitPos;
|
||
isLock = true;
|
||
RefreshTripleIconVisibility();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 主锁位空缺时,把其他存活的锁位提升为主锁,避免主锁死掉导致整个三发模式中断。
|
||
/// 提升后原锁位留空并允许自动补一次。成功返回 true。
|
||
/// </summary>
|
||
public bool PromoteTripleLockSlotToMain()
|
||
{
|
||
for (int i = 1; i < tripleLockTargets.Count; i++)
|
||
{
|
||
var mon = tripleLockTargets[i];
|
||
if (mon == null || !mon.gameObject.activeInHierarchy) continue;
|
||
|
||
Transform pos = i < tripleLockPositions.Count ? tripleLockPositions[i] : null;
|
||
tripleLockTargets[0] = mon;
|
||
tripleLockPositions[0] = pos;
|
||
tripleLockTargets[i] = null;
|
||
tripleLockPositions[i] = null;
|
||
if (i < tripleSlotIdle.Count)
|
||
{
|
||
tripleSlotIdle[0] = tripleSlotIdle[i];
|
||
tripleSlotIdle[i] = false; // 让出的位置允许自动补一次
|
||
}
|
||
if (i < tripleSlotManual.Count)
|
||
{
|
||
tripleSlotManual[0] = tripleSlotManual[i]; // 手动身份跟着鱼提升
|
||
tripleSlotManual[i] = false;
|
||
}
|
||
|
||
monCotl_Lock = mon;
|
||
monCotl_Lock_Position = pos;
|
||
isLock = true;
|
||
RefreshTripleIconVisibility();
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
public void ClearLock()
|
||
{
|
||
monCotl_Lock = null;
|
||
monCotl_Lock_Position = null;
|
||
isLock = false;
|
||
// ⭐ 清除锁定时重置手动锁定标记
|
||
isManualLock = false;
|
||
lockFX.SetActive(false);
|
||
HideTripleLockIcons();
|
||
ChangeState(TurretState.Idle);
|
||
}
|
||
}
|