1854 lines
62 KiB
C#
1854 lines
62 KiB
C#
/*
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======================== GameMainPanel_FishBase ========================
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【主控制层职责】
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负责:输入 → 旋转 → 攻击 → 子弹 → 锁定 → 网络同步 → 广播处理
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不负责:动画(TurretData)、发射点(TurretData)、金币(SitPosData)
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=======================================================================
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① InputModule(输入系统)
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├── HandleInput() 主入口
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├── 按下(PressDown)
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├── 长按(PressHold)
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├── 松开(PressUp)
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├── CheckTouchIsChangeTurret() 判断是否点到“换炮台按钮”
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└── HandleChangeTurretHold() 长按换炮台按钮 → 打开换炮台面板
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-----------------------------------------------------------------------
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② RotateModule(旋转系统)
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├── HandleRotate() 手动旋转入口
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├── RotateToTouch() 朝触摸点旋转
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├── RotateToLockTarget() 朝锁定目标旋转
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├── HandleAutoRotate() 自动开火时的自动旋转
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└── AutoSweepRotate() 自动扫射(左右摆动)
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-----------------------------------------------------------------------
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③ FireModule(攻击系统)
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├── TryFire() 长按触发攻击(冷却计时)
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├── FireBullet() 发射子弹(普通/三射/双倍/锁定)
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├── StartLaser() 激光开始(LaserStart)
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├── LoopLaser() 激光持续(LaserLoop)
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└── StopLaser() 激光结束(LaserEnd)
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-----------------------------------------------------------------------
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④ BulletModule(子弹系统)
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├── CreateBullet() 创建子弹实例
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-----------------------------------------------------------------------
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⑤ LockModule(锁定系统)
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├── HandleLock() 点击锁定
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├── 自动锁定(AutoLock) 可选扩展
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├── CancelLock() 取消锁定
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├── UpdateLockFX() 锁定特效跟随目标
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└── SyncLock() 网络同步锁定状态
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-----------------------------------------------------------------------
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⑥ NetSyncModule(网络同步)
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├── SyncRotate() 同步旋转
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├── SyncFire() 同步发射
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├── SyncLock() 同步锁定
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├── SyncTurretState() 同步激光状态
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└── SyncChangeTurret() 同步炮台切换(可选)
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-----------------------------------------------------------------------
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⑦ NetReceiveModule(服务器广播处理)
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├── SyncGameData_Rotate() 广播旋转
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├── SyncGameData_FireBullet() 广播发射
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├── SyncGameData_ChangeTarget() 广播锁定
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├── SyncGameData_ChangeTurret() 广播炮台切换(可选)
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└── SyncGameData_LaserState() 广播激光状态(可选)
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-----------------------------------------------------------------------
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⑧ ResourceModule(资源加载)
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├── LoadResources() 加载音频/鱼资源/路线
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└── UnLoadResources() 卸载资源
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-----------------------------------------------------------------------
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⑨ PlayerJoinModule(玩家加入/退出)
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├── JoinGame() 玩家加入房间
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└── ExitGame() 玩家退出房间
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=======================================================================
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*/
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using Assets.MyGame.Scripts.Net;
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using Assets.MyGame.Scripts.Net.API;
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using Assets.MyGame.Scripts.Net.APIResponses.Enum;
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using Assets.MyGame.Scripts.Net.WebResponses;
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using DG.Tweening;
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using Newtonsoft.Json;
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using Spine.Unity;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Security.Cryptography;
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using System.Text;
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using System.Threading.Tasks;
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using TMPro;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.EventSystems;
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using UnityEngine.InputSystem;
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using UnityEngine.Playables;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class GameMainPanel_FishBase : GameMainPanel_Base
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{
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[Header("游戏场景")]
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public string sceneName;
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public GameTypeEnum gameType;
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[Header("设置")]
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protected bool isOpenSetting;
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public Button btn_SettingList;
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public Transform SittingListParent;
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public Button btn_TuJian;
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public Button btn_ChangeTurret;
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public Button btn_TuiChu;
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public Button btn_Setting;
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[Header("我在这")]
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public GameObject mySitAnim;
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[Header("Skill")]
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public Dictionary<string, Toggle> dic_Skill_Toggle = new Dictionary<string, Toggle>();//开关型技能
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public Toggle toggle_SkillAuto;
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public Toggle toggle_Lock;
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public Toggle toggle_Three;
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public Toggle toggle_Shuang;
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public Toggle toggle_BaoZou;
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public Image img_BaoZou;
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public float frenzyDuration = 5f; // 疯狂状态持续时间
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public float currFrenzyTime = 0f;
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public Toggle toggle_BingFeng;
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public Image img_BingFeng;
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public GameObject bingFengEffect; // 冰封特效预制体(首次Instantiate,之后激活/隐藏)
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private GameObject _bingFengInstance; // 克隆出来的实例
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public float bingFengDuration = 5f; // 冰封状态持续时间
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public float currBingFengTime = 0f;
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private Dictionary<Component, float> _frozenAnimSpeeds = new Dictionary<Component, float>();
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public List<SitPosData> list_Sits = new List<SitPosData>();
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public SitPosData currSitData;
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[Header("攻击参数")]
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public float attackTime = 0.5f;
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float clickTime = 0;
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private Dictionary<int, float> botFireTimer = new Dictionary<int, float>(); // 人机开火计时
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public GameObject bullet_Test;
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public GameObject bulletParent;
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float changeTurretTime = 0f;
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bool isChangingTurret = false;
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int bulletCount = 0;
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public GameObject boardCast_Boss;
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AudioClip bulletClip;
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public List<int> paoBeiList = new List<int>();
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public ProgressBar JinDuTiao;
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#region UI
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bool isfirstShow = true;
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protected override void OnShow(object args = null)
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{
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base.OnShow(args);
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LoadResources();
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//UIManager.Instance.ShowBoard("太好看了");
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var v = JsonConvert.DeserializeObject<WebSocketResponseBase<RoomJoinNotice>>(args.ToString());
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if (v.arguments.Count > 0)
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{
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RoomJoinNotice roomJoinNotice = v.arguments[0];
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if (isfirstShow)
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{
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int t = GameManager.Instance.gameData.currRoomData.gameType;
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int l = GameManager.Instance.gameData.currRoomData.roomLevel;
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foreach (var item in GameManager.Instance.gameConfig.roomConfigs)
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{
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if (item.gameType == t && l == GameManager.Instance.gameData.currRoomData.roomLevel)
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{
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paoBeiList = item.cannonMultipleList;
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}
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}
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string roomId = GameManager.Instance.gameData.currRoomData.roomId;
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//string roomId = GameManager.Instance.gameData.currRoomData;
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foreach (var item in GameManager.Instance.gameData.currRoomData.players)
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{
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JoinGame(item.position, item.gold, item.diamond, item.cannonMultiple, 0, item.userId, item.cannonId);
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}
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// 生成人机:倒着填空余座位
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int botCount = GameManager.Instance.gameData.currRoomData.robotCount;
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if (botCount > 0 && GameManager.Instance.enableBot)
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{
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var usedPositions = new HashSet<int>();
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foreach (var p in GameManager.Instance.gameData.currRoomData.players)
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usedPositions.Add(p.position);
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// 第一个普通炮台的编号作为默认
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int defaultTurret = 1;
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var turretList = TurretResourcesData.GetTurretDataByType(1);
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if (turretList != null && turretList.Count > 0)
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defaultTurret = turretList[0].turretNumber;
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int botGold = 100000;
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int botDiamond = 500;
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int botMultiple = paoBeiList != null && paoBeiList.Count > 0 ? paoBeiList[0] : 100;
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for (int pos = list_Sits.Count - 1; pos >= 0 && botCount > 0; pos--)
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{
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if (usedPositions.Contains(pos)) continue;
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JoinGame(pos, botGold, botDiamond, botMultiple, 0, "bot_" + pos, defaultTurret.ToString());
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var botSit = list_Sits[pos];
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if (botSit != null) botSit.isBot = true;
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botCount--;
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}
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}
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GameManager.Instance.gameData.roomJoinNotice = v.arguments[0];
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isfirstShow = false;
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foreach (var item in list_Sits)
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{
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if (item.posID == roomJoinNotice.position)
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{
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currSitData = item;
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}
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else
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{
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item.btn_TurretAdd.gameObject.SetActive(false);
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item.btn_TurretMinus.gameObject.SetActive(false);
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}
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}
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//// currSitData.ChangeTurret(1); — 已由 SitPosData.OnEnable 自动加载
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if (currSitData.currentTurret != null)
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SyncChangeTurret(currSitData.currentTurret.turretNumber);
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currSitData.lockFX.transform.GetChild(0).gameObject.SetActive(false);
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currSitData.lockFX.transform.GetChild(1).gameObject.SetActive(true);
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if (mySitAnim != null && currSitData.turretParent != null)
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mySitAnim.transform.position = currSitData.turretParent.position;
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}
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else
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{
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// 玩家加入 → 如果座位被bot占用则替换
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var targetSit = list_Sits.Find(s => s.posID == roomJoinNotice.position);
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if (targetSit != null && targetSit.isBot)
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{
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targetSit.isBot = false;
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targetSit.gameObject.SetActive(false);
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}
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JoinGame(roomJoinNotice.position, roomJoinNotice.gold, roomJoinNotice.diamond, roomJoinNotice.cannonMultiple, 0, roomJoinNotice.userId, roomJoinNotice.cannonId);
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}
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}
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else
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{
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UIManager.Instance.ShowBoardError("获取信息失败");
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}
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}
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protected override void OnHide()
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{
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base.OnHide();
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UnLoadResources();
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SceneManager.UnloadSceneAsync(sceneName);
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WebSocketManager.Instance.Close(SocketType.game);
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}
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#endregion
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#region 生命周期
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private float baseAttackTime;
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public override void Awake()
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{
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base.Awake();
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baseAttackTime = attackTime;
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btn_ChangeTurret.onClick.AddListener(() =>
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{
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var panel = subUIManager.Get<SubUIBase>(UIPanel.TurretPanel);
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if (panel != null && panel.gameObject.activeSelf)
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subUIManager.Hide(UIPanel.TurretPanel);
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else
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{
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subUIManager.ShowAsync(UIPanel.TurretPanel, (ItemPanelSelect.Turrect, true));
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StartCoroutine(CloseSettingList());
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}
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});
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btn_Setting.onClick.AddListener(() => {subUIManager.ShowAsync(UIPanel.SettingPanel); });
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btn_TuiChu.onClick.AddListener(() =>
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{
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WebSocketSendList.LeaveRoom(GameManager.Instance.gameData.currRoomData.roomId, currSitData.user);
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CreateFishManager.Instance.fangzhu = false;
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});
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// 服务器广播监听
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EventCenter.Instance.AddEventListener<SyncGameData>(ConstEventString.SyncGameData_Rotate, SyncGameData_Rotate);
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EventCenter.Instance.AddEventListener<FireCannonSendData>(ConstEventString.SyncGameData_FireBullet, SyncGameData_FireBullit);
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EventCenter.Instance.AddEventListener<SyncGameData>(ConstEventString.SyncGameData_ChangeTargetMonster, SyncGameData_ChangeTargetMonster);
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EventCenter.Instance.AddEventListener<SyncGameData>(ConstEventString.SyncGameData_RendromDieFish, SyncGameData_RendromDieFish);
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EventCenter.Instance.AddEventListener<SyncGameData>(ConstEventString.SyncGameData_TurretState, SyncGameData_TurretState);
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EventCenter.Instance.AddEventListener<SyncGameData>(ConstEventString.SyncGameData_ChangeTurret, SyncGameData_ChangeTurret);
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EventCenter.Instance.AddEventListener<SyncGameData>(ConstEventString.SyncGameData_ChangeCannonMultiple, SyncGameData_ChangeCannonMultiple);
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EventCenter.Instance.AddEventListener<SyncGameData>(ConstEventString.SyncGameData_FreezeFish, SyncGameData_FreezeFish);
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btn_TuJian.onClick.AddListener(() =>
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{
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subUIManager.ShowAsync(UIPanel.GameTuJian);
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StartCoroutine(CloseSettingList());
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});
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}
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public virtual void OnDestroy()
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{
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EventCenter.Instance.RemoveEventListener<SyncGameData>(ConstEventString.SyncGameData_Rotate, SyncGameData_Rotate);
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EventCenter.Instance.RemoveEventListener<FireCannonSendData>(ConstEventString.SyncGameData_FireBullet, SyncGameData_FireBullit);
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EventCenter.Instance.RemoveEventListener<SyncGameData>(ConstEventString.SyncGameData_ChangeTargetMonster, SyncGameData_ChangeTargetMonster);
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EventCenter.Instance.RemoveEventListener<SyncGameData>(ConstEventString.SyncGameData_RendromDieFish, SyncGameData_RendromDieFish);
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EventCenter.Instance.RemoveEventListener<SyncGameData>(ConstEventString.SyncGameData_TurretState, SyncGameData_TurretState);
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EventCenter.Instance.RemoveEventListener<SyncGameData>(ConstEventString.SyncGameData_ChangeTurret, SyncGameData_ChangeTurret);
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EventCenter.Instance.RemoveEventListener<SyncGameData>(ConstEventString.SyncGameData_ChangeCannonMultiple, SyncGameData_ChangeCannonMultiple);
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EventCenter.Instance.RemoveEventListener<SyncGameData>(ConstEventString.SyncGameData_FreezeFish, SyncGameData_FreezeFish);
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}
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public virtual void Start()
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{
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btn_SettingList.onClick.AddListener(() =>
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{
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if (isOpenSetting) StartCoroutine(CloseSettingList());
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else StartCoroutine(OpenSettingList());
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});
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if (toggle_Lock != null)
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{
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toggle_Lock.onValueChanged.AddListener(on =>
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{
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if (!on)
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{
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// 本地清理锁定
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if (currSitData != null)
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{
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currSitData.ClearLock();
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SyncTurretState(TurretState.Idle);
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}
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// 同步给服务器:取消锁定
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SyncGameData sgd = new SyncGameData
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{
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sitPos = currSitData.posID,
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frameType = FrameDataType.changeAutoTarget,
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time = BeijingTimeManager.Instance.CurrentTimestampMs,
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frameData = new FrameData_ChangeAutoTarget { targetGuid = null }
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};
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WebSocketSendList.SyncGameData(sgd);
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}
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});
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}
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toggle_BaoZou.onValueChanged.AddListener(on =>
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{
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// UI 开关只是触发,但最终状态以 currGameType 为准
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CreateFishManager.Instance.currGameType.isFrenzy = on;
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SetFrenzy(on);
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if (on) currFrenzyTime = frenzyDuration;
|
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});
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toggle_SkillAuto.onValueChanged.AddListener(on =>
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{
|
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if (!on)
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{
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// 自动开火关闭 → 立即切回 Idle
|
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currSitData.ChangeState(TurretState.Idle);
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SyncTurretState(TurretState.Idle);
|
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}
|
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});
|
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toggle_BingFeng.onValueChanged.AddListener(on => {
|
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if (on)
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{
|
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// 开始冰冻
|
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currBingFengTime = bingFengDuration;
|
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if (bingFengEffect != null)
|
||
{
|
||
if (_bingFengInstance == null)
|
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_bingFengInstance = Instantiate(bingFengEffect);
|
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_bingFengInstance.SetActive(true);
|
||
}
|
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CreateFishManager.Instance.FreezeAllFish();
|
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PauseAllFishAnimations();
|
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SyncFreeze(true);
|
||
}
|
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else
|
||
{
|
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// 手动关闭 → 解冻
|
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if (_bingFengInstance != null)
|
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_bingFengInstance.SetActive(false);
|
||
if (CreateFishManager.Instance.isFrozen)
|
||
{
|
||
CreateFishManager.Instance.UnfreezeAllFish();
|
||
ResumeAllFishAnimations();
|
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SyncFreeze(false);
|
||
}
|
||
}
|
||
});
|
||
|
||
|
||
|
||
}
|
||
public bool isFrenzy;
|
||
public void SetFrenzy(bool on)
|
||
{
|
||
bool frenzy = CreateFishManager.Instance.currGameType.isFrenzy;
|
||
|
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// 攻击速度翻倍
|
||
attackTime = frenzy ? baseAttackTime * 0.5f : baseAttackTime;
|
||
|
||
// 动画倍速
|
||
if (currSitData != null && currSitData.currentTurret != null)
|
||
currSitData.currentTurret.SetFrenzy(frenzy);
|
||
}
|
||
|
||
|
||
|
||
public void OnEnable()
|
||
{
|
||
|
||
}
|
||
int ina = 0;
|
||
protected virtual void Update()
|
||
{
|
||
|
||
|
||
|
||
HandleAutoRotate();
|
||
HandleInput();
|
||
CheckLockTargetValid();//锁定目标失效自动清除
|
||
|
||
|
||
HandleAutoFire(); // 自动开火真正发射
|
||
HandleLock();
|
||
UpdateLockFX();
|
||
|
||
HandleAutoLock();
|
||
LoopLaser();
|
||
SettingClose();
|
||
DaoJiShi();
|
||
HandleBotAI();
|
||
WebSocketSendList.FlushSyncQueues(Time.deltaTime);
|
||
|
||
}
|
||
float sittingTime = 10;
|
||
float currSittingTime;
|
||
|
||
/// <summary>
|
||
/// 等待10秒未操作关闭设置面板
|
||
/// </summary>
|
||
public void SettingClose()
|
||
{
|
||
//if (isOpenSetting) StartCoroutine(CloseSettingList());
|
||
//else StartCoroutine(OpenSettingList());
|
||
if (isOpenSetting)
|
||
{
|
||
currSittingTime -= Time.deltaTime;
|
||
if (currSittingTime <= 0)
|
||
{
|
||
StartCoroutine(CloseSettingList());
|
||
}
|
||
}
|
||
else
|
||
{
|
||
currSittingTime = 10;
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
#endregion
|
||
|
||
#region 资源加载模块
|
||
public async void LoadResources()
|
||
{
|
||
CreateFishManager.Instance.isResources = false;
|
||
await AudioResourcesData.LoadAudioGame();
|
||
|
||
JinDuTiao.SetProgress(0.2f);
|
||
await MonsterMoveLine.LoadBezier();
|
||
|
||
JinDuTiao.SetProgress(0.4f);
|
||
await FishResourcesData.LoadFishAssetsData();
|
||
|
||
JinDuTiao.SetProgress(0.6f);
|
||
|
||
await Addressables.LoadAssetsAsync<AudioClip>("Audio", clip =>
|
||
{
|
||
if (clip.name == "PW_Shoot")
|
||
bulletClip = clip;
|
||
}).Task;
|
||
|
||
JinDuTiao.SetProgress(0.8f);
|
||
await Task.Delay(100);
|
||
|
||
|
||
CreateFishManager.Instance.EnterRoom(gameType);
|
||
CreateFishManager.Instance.isResources = true;
|
||
JinDuTiao.SetProgress(0.9f);
|
||
|
||
await Task.Delay(2000);
|
||
|
||
JinDuTiao.SetProgress(1);
|
||
await Task.Delay(300);
|
||
|
||
JinDuTiao.Hide();
|
||
}
|
||
|
||
public async void UnLoadResources()
|
||
{
|
||
CreateFishManager.Instance.ExitRoom();
|
||
CreateFishManager.Instance.isResources = false;
|
||
await FishResourcesData.UnLoadFishAssetsData();
|
||
await AudioResourcesData.UnLoadAudioGame();
|
||
await MonsterMoveLine.UnLoadBezier();
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 输入系统(InputModule)
|
||
private bool IsPointerOverUI(Vector2 pos)
|
||
{
|
||
PointerEventData eventData = new PointerEventData(EventSystem.current);
|
||
eventData.position = pos;
|
||
|
||
List<RaycastResult> results = new List<RaycastResult>();
|
||
EventSystem.current.RaycastAll(eventData, results);
|
||
|
||
return results.Count > 0;
|
||
}
|
||
|
||
public struct CrossPlatformInput
|
||
{
|
||
public bool isPressed;
|
||
public bool wasPressedThisFrame;
|
||
public bool wasReleasedThisFrame;
|
||
public Vector2 position;
|
||
}
|
||
private CrossPlatformInput GetInput()
|
||
{
|
||
CrossPlatformInput input = new CrossPlatformInput();
|
||
|
||
// ============================
|
||
// PC / Editor → 鼠标输入
|
||
// ============================
|
||
#if UNITY_STANDALONE || UNITY_EDITOR
|
||
if (Mouse.current != null)
|
||
{
|
||
input.isPressed = Mouse.current.leftButton.isPressed;
|
||
input.wasPressedThisFrame = Mouse.current.leftButton.wasPressedThisFrame;
|
||
input.wasReleasedThisFrame = Mouse.current.leftButton.wasReleasedThisFrame;
|
||
input.position = Mouse.current.position.ReadValue();
|
||
}
|
||
#else
|
||
// ============================
|
||
// 移动平台 → 触摸输入
|
||
// ============================
|
||
var touch = Touchscreen.current?.primaryTouch;
|
||
if (touch != null)
|
||
{
|
||
input.isPressed = touch.press.isPressed;
|
||
input.wasPressedThisFrame = touch.press.wasPressedThisFrame;
|
||
input.wasReleasedThisFrame = touch.press.wasReleasedThisFrame;
|
||
input.position = touch.position.ReadValue();
|
||
}
|
||
#endif
|
||
|
||
return input;
|
||
}
|
||
|
||
|
||
private void HandleInput()
|
||
{
|
||
CrossPlatformInput input = GetInput();
|
||
|
||
if (!input.isPressed && !input.wasPressedThisFrame && !input.wasReleasedThisFrame)
|
||
return;
|
||
if (input.wasPressedThisFrame)
|
||
{
|
||
// ⭐ UI 点击过滤
|
||
if (IsPointerOverUI(input.position))
|
||
return;
|
||
}
|
||
|
||
|
||
// 按下
|
||
if (input.wasPressedThisFrame)
|
||
{
|
||
isChangingTurret = CheckTouchIsChangeTurret(input.position);
|
||
clickTime = attackTime;
|
||
|
||
if (mySitAnim != null && mySitAnim.gameObject.activeSelf)
|
||
mySitAnim.gameObject.SetActive(false);
|
||
|
||
if (!isChangingTurret)
|
||
{
|
||
currSitData.ChangeState(TurretState.Attack);
|
||
SyncTurretState(TurretState.Attack);
|
||
}
|
||
}
|
||
|
||
// 长按
|
||
if (input.isPressed)
|
||
{
|
||
if (isChangingTurret)
|
||
{
|
||
HandleChangeTurretHold();
|
||
return;
|
||
}
|
||
|
||
// 锁定模式:不手动旋转/开火,交给 HandleAutoRotate + HandleAutoFire
|
||
if (toggle_Lock.isOn) return;
|
||
|
||
// UI 上不旋转不发射
|
||
if (IsPointerOverUI(input.position)) return;
|
||
|
||
HandleRotate(input.position);
|
||
TryFire();
|
||
}
|
||
|
||
// 松开
|
||
if (input.wasReleasedThisFrame)
|
||
{
|
||
if (isChangingTurret)
|
||
{
|
||
isChangingTurret = false;
|
||
changeTurretTime = 0;
|
||
CloseChangeTurretUI();
|
||
return;
|
||
}
|
||
|
||
currSitData.ChangeState(TurretState.Idle);
|
||
SyncTurretState(TurretState.Idle);
|
||
}
|
||
}
|
||
|
||
|
||
private void HandleChangeTurretHold()
|
||
{
|
||
changeTurretTime += Time.deltaTime;
|
||
|
||
if (changeTurretTime > 1f)
|
||
{
|
||
// 长按换炮台:已改为按钮打开 TurretPanel
|
||
}
|
||
}
|
||
private bool CheckTouchIsChangeTurret(Vector2 pos)
|
||
{
|
||
PointerEventData pointerData = new PointerEventData(EventSystem.current);
|
||
pointerData.position = pos;
|
||
|
||
List<RaycastResult> results = new List<RaycastResult>();
|
||
EventSystem.current.RaycastAll(pointerData, results);
|
||
|
||
foreach (var result in results)
|
||
{
|
||
if (result.gameObject.CompareTag("ChangeTurret"))
|
||
{
|
||
SitPosData sit = result.gameObject.GetComponentInParent<SitPosData>();
|
||
if (sit == currSitData)
|
||
return true;
|
||
}
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
|
||
|
||
private void CloseChangeTurretUI()
|
||
{
|
||
// currSitData.changeTurretList.SetActive(false); — 已废弃
|
||
changeTurretTime = 0;
|
||
isChangingTurret = false;
|
||
}
|
||
|
||
|
||
|
||
|
||
#endregion
|
||
|
||
#region 打开关闭右上角设置选项
|
||
public virtual IEnumerator OpenSettingList()
|
||
{
|
||
RectTransform tran = SittingListParent.GetComponent<RectTransform>();
|
||
tran.gameObject.SetActive(true);
|
||
tran.DOSizeDelta(new Vector2(466, 143), 0.2f);
|
||
isOpenSetting = true;
|
||
Vector3 v3 = btn_SettingList.transform.localScale;
|
||
v3.x = Mathf.Abs(v3.x) * -1;
|
||
btn_SettingList.transform.localScale = v3;
|
||
yield break;
|
||
|
||
}
|
||
public virtual IEnumerator CloseSettingList()
|
||
{
|
||
RectTransform tran = SittingListParent.GetComponent<RectTransform>();
|
||
Vector3 v3 = btn_SettingList.transform.localScale;
|
||
v3.x = Mathf.Abs(v3.x);
|
||
btn_SettingList.transform.localScale = v3;
|
||
tran.DOSizeDelta(new Vector2(0, 143), 0.2f).OnComplete(() =>
|
||
{
|
||
tran.gameObject.SetActive(false);
|
||
});
|
||
isOpenSetting = false;
|
||
|
||
yield break;
|
||
}
|
||
#endregion
|
||
|
||
#region ② 炮台旋转系统(RotateModule)
|
||
|
||
|
||
//private void HandleRotate(Vector2 pos)
|
||
//{
|
||
// if (toggle_Lock.isOn && currSitData.monCotl_Lock != null)
|
||
// {
|
||
// RotateToLockTarget(currSitData);
|
||
// }
|
||
// else
|
||
// {
|
||
// RotateToTouch(currSitData, pos);
|
||
// }
|
||
//}
|
||
private void HandleRotate(Vector2 pos)
|
||
{
|
||
// ⭐ 只有真正锁定目标时才自动旋转
|
||
if (toggle_Lock.isOn && currSitData.isLock && currSitData.monCotl_Lock != null)
|
||
{
|
||
RotateToLockTarget(currSitData);
|
||
}
|
||
else
|
||
{
|
||
// 锁定开关开着但没有锁定目标 → 允许手动旋转
|
||
RotateToTouch(currSitData, pos);
|
||
}
|
||
}
|
||
|
||
|
||
private void RotateToTouch(SitPosData sit, Vector2 pos)
|
||
{
|
||
RectTransformUtility.ScreenPointToLocalPointInRectangle(
|
||
sit.tra_CurrTurret.transform.parent as RectTransform,
|
||
pos, null, out Vector2 localPos);
|
||
|
||
Vector2 dir = localPos - sit.tra_CurrTurret.GetComponent<RectTransform>().anchoredPosition;
|
||
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - 90f;
|
||
|
||
// 上方座位(2,3)炮台预制体默认朝上,加180°让它朝下打鱼
|
||
if (sit.IsFlipped) angle = (angle + 180f) % 360f;
|
||
|
||
sit.SetRotation(angle);
|
||
SyncRotate(angle);
|
||
}
|
||
|
||
|
||
private void RotateToLockTarget(SitPosData sit)
|
||
{
|
||
Vector2 screenPos = Camera.main.WorldToScreenPoint(sit.monCotl_Lock_Position.position);
|
||
|
||
RectTransformUtility.ScreenPointToLocalPointInRectangle(
|
||
sit.tra_CurrTurret.transform.parent as RectTransform,
|
||
screenPos, null, out Vector2 localPos);
|
||
|
||
Vector2 dir = localPos - sit.tra_CurrTurret.GetComponent<RectTransform>().anchoredPosition;
|
||
|
||
// ⭐ 鱼太近时 dir 接近零向量,Atan2 会不稳定导致原地转圈 → 跳过
|
||
const float minDistance = 5f;
|
||
if (dir.sqrMagnitude < minDistance * minDistance) return;
|
||
|
||
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - 90f;
|
||
|
||
if (sit.IsFlipped) angle = (angle + 180f) % 360f;
|
||
|
||
sit.SetRotation(angle);
|
||
SyncRotate(angle);
|
||
}
|
||
|
||
private void HandleAutoRotate()
|
||
{
|
||
|
||
|
||
// 锁定模式优先
|
||
if (toggle_Lock.isOn && currSitData.isLock)
|
||
{
|
||
RotateToLockTarget(currSitData);
|
||
return;
|
||
}
|
||
// 自动开火关闭 → 不自动旋转
|
||
if (!toggle_SkillAuto.isOn) return;
|
||
// 自动扫射(左右摆动)
|
||
AutoSweepRotate();
|
||
}
|
||
private float autoRotateAngle = 0;
|
||
private float autoRotateSpeed = 40f;
|
||
private float autoRotateMin = -60f;
|
||
private float autoRotateMax = 60f;
|
||
private int autoRotateDir = 1;
|
||
|
||
private void AutoSweepRotate()
|
||
{
|
||
autoRotateAngle += autoRotateSpeed * autoRotateDir * Time.deltaTime;
|
||
|
||
if (autoRotateAngle > autoRotateMax)
|
||
{
|
||
autoRotateAngle = autoRotateMax;
|
||
autoRotateDir = -1;
|
||
}
|
||
else if (autoRotateAngle < autoRotateMin)
|
||
{
|
||
autoRotateAngle = autoRotateMin;
|
||
autoRotateDir = 1;
|
||
}
|
||
|
||
// 上方座位加180°,炮台朝下打鱼
|
||
float angle = currSitData.IsFlipped ? (autoRotateAngle + 180f) % 360f : autoRotateAngle;
|
||
currSitData.SetRotation(angle);
|
||
}
|
||
private Coroutine rotateCoroutine;
|
||
|
||
private void SmoothRotate(SitPosData sit, float angle)
|
||
{
|
||
sit.SetRotation(angle); // 先立即更新角度(逻辑角度)
|
||
if (rotateCoroutine != null)
|
||
StopCoroutine(rotateCoroutine);
|
||
|
||
rotateCoroutine = StartCoroutine(RotateIE_Angle(sit, Quaternion.Euler(0, 0, angle)));
|
||
}
|
||
|
||
private IEnumerator RotateIE_Angle(SitPosData sit, Quaternion target)
|
||
{
|
||
float angleThreshold = 0.1f;
|
||
|
||
while (true)
|
||
{
|
||
float angleDiff = Quaternion.Angle(sit.tra_CurrTurret.rotation, target);
|
||
if (angleDiff <= angleThreshold)
|
||
{
|
||
sit.tra_CurrTurret.rotation = target;
|
||
yield break;
|
||
}
|
||
|
||
sit.tra_CurrTurret.rotation = Quaternion.Lerp(
|
||
sit.tra_CurrTurret.rotation,
|
||
target,
|
||
0.6f
|
||
);
|
||
|
||
yield return null;
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Skill系统(SkillModule)
|
||
public void DaoJiShi()
|
||
{
|
||
// 暴走倒计时
|
||
if (toggle_BaoZou != null && toggle_BaoZou.isOn && frenzyDuration > 0)
|
||
{
|
||
if (img_BaoZou != null)
|
||
img_BaoZou.fillAmount = Mathf.Clamp01(currFrenzyTime / frenzyDuration);
|
||
|
||
currFrenzyTime -= Time.deltaTime;
|
||
|
||
if (currFrenzyTime <= 0)
|
||
{
|
||
toggle_BaoZou.isOn = false;
|
||
currFrenzyTime = 0f;
|
||
if (img_BaoZou != null) img_BaoZou.fillAmount = 1f;
|
||
}
|
||
}
|
||
|
||
// 冰封倒计时
|
||
if (toggle_BingFeng != null && toggle_BingFeng.isOn && bingFengDuration > 0)
|
||
{
|
||
if (img_BingFeng != null)
|
||
img_BingFeng.fillAmount = Mathf.Clamp01(currBingFengTime / bingFengDuration);
|
||
|
||
currBingFengTime -= Time.deltaTime;
|
||
|
||
if (currBingFengTime <= 0)
|
||
{
|
||
toggle_BingFeng.isOn = false;
|
||
currBingFengTime = 0f;
|
||
if (img_BingFeng != null) img_BingFeng.fillAmount = 1f;
|
||
// 解冻由 toggle.onValueChanged(false) 触发,不在此重复
|
||
}
|
||
}
|
||
}
|
||
#endregion
|
||
|
||
#region ③ 攻击系统(FireModule)
|
||
private void TryFire()
|
||
{
|
||
clickTime += Time.deltaTime;
|
||
if (clickTime < attackTime) return;
|
||
|
||
// ⭐ 子弹上限校验(先于扣费和状态切换)
|
||
if (IsBulletLimitReached(currSitData.user))
|
||
{
|
||
clickTime = 0; // 重置计时,下次再试
|
||
return;
|
||
}
|
||
|
||
clickTime = 0;
|
||
|
||
float angle = currSitData.currentAngle;
|
||
bool isSanShe = toggle_Three.isOn;
|
||
bool isDouble = toggle_Shuang.isOn;
|
||
bool isLock = toggle_Lock.isOn;
|
||
|
||
//FireBullet(currSitData, angle, isSanShe, isDouble, isLock);
|
||
SyncFire(angle, isSanShe, isDouble, isLock);
|
||
}
|
||
private void FireBullet(SitPosData sit, float angle, bool isSanShe, bool isDouble, bool isLock, List<string> bullitIDs,
|
||
List<string> fireTargetMonsterIDs = null)
|
||
{
|
||
Vector2 startPos = sit.GetBulletStartPos();
|
||
|
||
// ⭐ 三发 + 锁定 + 有多目标:每发子弹瞄准不同的目标
|
||
if (isSanShe && isLock && fireTargetMonsterIDs != null && fireTargetMonsterIDs.Count > 0)
|
||
{
|
||
for (int i = 0; i < 3 && i < fireTargetMonsterIDs.Count; i++)
|
||
{
|
||
// 按 GUID 查找目标
|
||
MonsterContral targetMonster = null;
|
||
Transform targetHitPos = null;
|
||
if (CreateFishManager.Instance.fishDatas_hashCodekey.TryGetValue(fireTargetMonsterIDs[i], out var m)
|
||
&& m != null && m.gameObject.activeInHierarchy)
|
||
{
|
||
targetMonster = m;
|
||
targetHitPos = m.transform;
|
||
// 优先用活跃 collider
|
||
if (m.colliderList != null && m.colliderList.Count > 0)
|
||
{
|
||
foreach (var col in m.colliderList)
|
||
{
|
||
if (col.gameObject.activeInHierarchy) { targetHitPos = col; break; }
|
||
}
|
||
}
|
||
}
|
||
|
||
if (targetMonster != null)
|
||
{
|
||
// 计算朝目标的角度
|
||
Vector3 targetWorldPos = targetHitPos.position;
|
||
Vector2 dir = ((Vector2)targetWorldPos - startPos).normalized;
|
||
float targetAngle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - 90f;
|
||
|
||
string bulletId = i < bullitIDs.Count ? bullitIDs[i] : bullitIDs[0];
|
||
CreateBullet(sit, startPos, targetAngle, isDouble, true, bulletId, targetMonster, targetHitPos);
|
||
}
|
||
}
|
||
}
|
||
else if (isSanShe)
|
||
{
|
||
CreateBullet(sit, startPos, angle - 20, isDouble, isLock, bullitIDs[0]);
|
||
CreateBullet(sit, startPos, angle, isDouble, isLock, bullitIDs[1]);
|
||
CreateBullet(sit, startPos, angle + 20, isDouble, isLock, bullitIDs[2]);
|
||
}
|
||
else
|
||
{
|
||
CreateBullet(sit, startPos, angle, isDouble, isLock, bullitIDs[0]);
|
||
}
|
||
|
||
AudioManager.Instance.PlayFX(bulletClip);
|
||
}
|
||
|
||
private bool isLaser = false;
|
||
|
||
private void StartLaser()
|
||
{
|
||
isLaser = true;
|
||
currSitData.ChangeState(TurretState.LaserStart);
|
||
|
||
SyncTurretState(TurretState.LaserStart);
|
||
}
|
||
private void LoopLaser()
|
||
{
|
||
if (!isLaser) return;
|
||
|
||
// TODO: 激光持续伤害 / 特效
|
||
}
|
||
|
||
|
||
private void StopLaser()
|
||
{
|
||
isLaser = false;
|
||
currSitData.ChangeState(TurretState.LaserEnd);
|
||
|
||
SyncTurretState(TurretState.LaserEnd);
|
||
}
|
||
private float autoFireTimer = 0f;
|
||
|
||
//private void HandleAutoFire()
|
||
//{
|
||
// if (!toggle_SkillAuto.isOn) return;
|
||
// if (currSitData == null) return;
|
||
|
||
// autoFireTimer += Time.deltaTime;
|
||
// if (autoFireTimer < attackTime) return;
|
||
|
||
// autoFireTimer = 0f;
|
||
|
||
// float angle = currSitData.currentAngle;
|
||
// bool isSanShe = toggle_Three.isOn;
|
||
// bool isDouble = toggle_Shuang.isOn;
|
||
// bool isLock = toggle_Lock.isOn;
|
||
|
||
// FireBullet(currSitData, angle, isSanShe, isDouble, isLock);
|
||
// SyncFire(angle, isSanShe, isDouble, isLock);
|
||
//}
|
||
private void HandleAutoFire()
|
||
{
|
||
if (currSitData == null) return;
|
||
|
||
bool needAutoFire = toggle_SkillAuto.isOn || (toggle_Lock.isOn && currSitData.isLock && currSitData.lockFX.gameObject.activeSelf);
|
||
if (!needAutoFire)
|
||
{
|
||
autoFireTimer = 0f;
|
||
return;
|
||
}
|
||
|
||
autoFireTimer += Time.deltaTime;
|
||
if (autoFireTimer < attackTime) return;
|
||
|
||
// ⭐ 子弹上限校验(先于状态切换和扣费)
|
||
if (IsBulletLimitReached(currSitData.user))
|
||
{
|
||
autoFireTimer = 0f; // 重置计时,下次再试
|
||
return;
|
||
}
|
||
|
||
autoFireTimer = 0f;
|
||
|
||
float angle = currSitData.currentAngle;
|
||
bool isSanShe = toggle_Three.isOn;
|
||
bool isDouble = toggle_Shuang.isOn;
|
||
bool isLock = toggle_Lock.isOn;
|
||
|
||
// ⭐ 自动攻击也要播放攻击动画
|
||
currSitData.ChangeState(TurretState.Attack);
|
||
SyncTurretState(TurretState.Attack);
|
||
|
||
//FireBullet(currSitData, angle, isSanShe, isDouble, isLock);
|
||
SyncFire(angle, isSanShe, isDouble, isLock);
|
||
}
|
||
|
||
|
||
|
||
|
||
#endregion
|
||
|
||
#region 多目标查找(TripleLock)
|
||
/// <summary>鱼锁定优先级:特殊Boss(5) > Boss鱼(4) > 特殊鱼(3) > 黄金鱼(2) > 普通鱼(1)</summary>
|
||
private int GetFishLockPriority(MonsterContral monster)
|
||
{
|
||
switch (monster.fishenum)
|
||
{
|
||
case FishTypeEnum.特殊Boss: return 5;
|
||
case FishTypeEnum.Boss鱼: return 4;
|
||
case FishTypeEnum.特殊鱼: return 3;
|
||
case FishTypeEnum.黄金鱼: return 2;
|
||
case FishTypeEnum.普通鱼: return 1;
|
||
default: return 0;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 查找 fire 时的多目标(三发锁定用)。
|
||
/// 第一个目标 = 主锁 monCotl_Lock(打哪锁哪),剩余从 Boss/特殊Boss/特殊鱼/黄金鱼 按优先级补满
|
||
/// </summary>
|
||
private List<(MonsterContral monster, Transform hitPos)> FindFireTargets(int maxCount)
|
||
{
|
||
var result = new List<(MonsterContral monster, Transform hitPos)>();
|
||
var selected = new HashSet<string>();
|
||
|
||
if (CreateFishManager.Instance == null) return result;
|
||
|
||
// ① 主锁目标排第一(打哪锁哪)
|
||
if (currSitData.isLock && currSitData.monCotl_Lock != null &&
|
||
currSitData.monCotl_Lock.gameObject.activeInHierarchy)
|
||
{
|
||
Transform pos = currSitData.monCotl_Lock_Position != null && currSitData.monCotl_Lock_Position.gameObject.activeInHierarchy
|
||
? currSitData.monCotl_Lock_Position
|
||
: currSitData.monCotl_Lock.transform;
|
||
result.Add((currSitData.monCotl_Lock, pos));
|
||
selected.Add(currSitData.monCotl_Lock.guid);
|
||
if (result.Count >= maxCount) return result;
|
||
}
|
||
|
||
// ② 按优先级从分类字典补满剩余位置
|
||
var dicts = new Dictionary<string, MonsterContral>[]
|
||
{
|
||
CreateFishManager.Instance.fishDatas_hashCodekey_TS_Boss,
|
||
CreateFishManager.Instance.fishDatas_hashCodekey_Boss,
|
||
CreateFishManager.Instance.fishDatas_hashCodekey_TS,
|
||
CreateFishManager.Instance.fishDatas_hashCodekey_HJ,
|
||
};
|
||
|
||
foreach (var dict in dicts)
|
||
{
|
||
if (dict == null) continue;
|
||
|
||
foreach (var kv in dict)
|
||
{
|
||
MonsterContral m = kv.Value;
|
||
if (m == null || !m.gameObject.activeInHierarchy) continue;
|
||
if (selected.Contains(m.guid)) continue; // 跳过已选中的
|
||
|
||
Transform pos = m.transform;
|
||
if (m.colliderList != null && m.colliderList.Count > 0)
|
||
{
|
||
foreach (var col in m.colliderList)
|
||
{
|
||
if (col.gameObject.activeInHierarchy) { pos = col; break; }
|
||
}
|
||
}
|
||
|
||
result.Add((m, pos));
|
||
selected.Add(m.guid);
|
||
|
||
if (result.Count >= maxCount) return result;
|
||
}
|
||
}
|
||
|
||
return result;
|
||
}
|
||
#endregion
|
||
|
||
#region 锁定系统(LockModule)
|
||
//private void HandleLock()
|
||
//{
|
||
// CrossPlatformInput input = GetInput();
|
||
|
||
// if (!toggle_Lock.isOn) return;
|
||
|
||
// // 只有按下或抬起的那一帧触发锁定(保留你原来的逻辑)
|
||
// if (!input.wasReleasedThisFrame && !input.wasPressedThisFrame) return;
|
||
|
||
// // UI 点击过滤
|
||
// if (IsPointerOverUI(input.position))
|
||
// return;
|
||
|
||
// // 🔧 修正:屏幕坐标转世界坐标需要指定 Z 轴(2D 正交相机专用)
|
||
// Vector3 mousePos = input.position;
|
||
// mousePos.z = -Camera.main.transform.position.z; // 关键修正
|
||
// Vector2 worldPos = Camera.main.ScreenToWorldPoint(mousePos);
|
||
|
||
// // 🔧 优化:将 LayerMask 缓存为成员变量,避免每次调用 GetMask(非必要,但更好)
|
||
// // 你可以在 Start 中初始化:fishLayerMask = LayerMask.GetMask("Fish");
|
||
// // 这里直接写原方式也可以,但建议如下:
|
||
// int fishLayer = LayerMask.GetMask("Fish");
|
||
// RaycastHit2D hit = Physics2D.Raycast(worldPos, Vector2.zero, 1, fishLayer);
|
||
|
||
// if (hit.collider != null)
|
||
// {
|
||
// MonsterContral monster = hit.collider.GetComponentInParent<MonsterContral>();
|
||
// currSitData.SetLockTarget(monster, hit.collider.transform);
|
||
|
||
// // 保留你原来的调用方式:new List<string> { monster?.guid }
|
||
// SyncLock(new List<string> { monster?.guid }, monster.colliderList.IndexOf(hit.collider.transform));
|
||
// }
|
||
// else
|
||
// {
|
||
// currSitData.ClearLock();
|
||
// SyncTurretState(TurretState.Idle);
|
||
// SyncLock(null); // 保留你原来的重载(可能是 SyncLock(object) 或 SyncLock(string))
|
||
// }
|
||
//}
|
||
private void HandleLock()
|
||
{
|
||
CrossPlatformInput input = GetInput();
|
||
if (!toggle_Lock.isOn) return;
|
||
if (!input.wasPressedThisFrame && !input.wasReleasedThisFrame) return;
|
||
if (IsPointerOverUI(input.position)) return;
|
||
|
||
// 射线从相机出发,指向鼠标点击点
|
||
Vector3 mousePos = input.position;
|
||
mousePos.z = -Camera.main.transform.position.z;
|
||
Vector2 mouseWorld = Camera.main.ScreenToWorldPoint(mousePos);
|
||
//Vector2 origin = Camera.main.transform.position;
|
||
//Vector2 dir = (mouseWorld - origin).normalized;
|
||
Vector2 dir = Vector2.zero;
|
||
float distance = 10000f;
|
||
int fishLayer = LayerMask.GetMask("Fish");
|
||
|
||
// 获取所有命中(可能有多个)
|
||
RaycastHit2D[] hits = Physics2D.RaycastAll(mouseWorld, dir, distance, fishLayer);
|
||
if (hits.Length == 0)
|
||
{
|
||
// 未命中:清除锁定
|
||
currSitData.ClearLock();
|
||
SyncTurretState(TurretState.Idle);
|
||
SyncLock(null);
|
||
return;
|
||
}
|
||
|
||
// 按 Z 轴深度选择最前面的(Z 值最大的,因为相机在负 Z,更大 Z 更近)
|
||
// 如果您的相机在 Z = -10,物体 Z 范围 0 ~ 10,则 Z 越大越靠近相机
|
||
RaycastHit2D bestHit = hits[0];
|
||
float bestDepth = bestHit.collider.transform.position.z;
|
||
foreach (var hit in hits)
|
||
{
|
||
float depth = hit.collider.transform.position.z;
|
||
if (depth > bestDepth) // 更大 Z → 更近
|
||
{
|
||
bestDepth = depth;
|
||
bestHit = hit;
|
||
}
|
||
}
|
||
|
||
// 处理选中的最佳命中
|
||
MonsterContral monster = bestHit.collider.GetComponentInParent<MonsterContral>();
|
||
Transform lockTr = (monster.colliderList == null || monster.colliderList.Count == 0)
|
||
? (monster.lockPoint==null ? bestHit.collider.transform : monster.lockPoint)
|
||
: bestHit.collider.transform;
|
||
currSitData.SetLockTarget(monster, lockTr);
|
||
SyncLock(new List<string> { monster?.guid }, monster.colliderList.IndexOf(bestHit.collider.transform));
|
||
}
|
||
private void UpdateLockFX()
|
||
{
|
||
|
||
foreach (var sit in list_Sits)
|
||
{
|
||
if (!sit.isLock || sit.monCotl_Lock == null) continue;
|
||
Vector3 pos = Vector3.zero;
|
||
|
||
if (!sit.monCotl_Lock_Position.gameObject.activeInHierarchy)
|
||
{
|
||
if (sit.monCotl_Lock.colliderList != null && sit.monCotl_Lock.colliderList.Count > 0)
|
||
{
|
||
foreach (Transform t in sit.monCotl_Lock.colliderList)
|
||
{
|
||
if (t.gameObject.activeInHierarchy)
|
||
{
|
||
sit.monCotl_Lock_Position = t;
|
||
pos = sit.monCotl_Lock_Position.position;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// 无 colliderList: 用 lockPoint 兜底
|
||
sit.monCotl_Lock_Position = sit.monCotl_Lock.lockPoint ?? sit.monCotl_Lock.transform;
|
||
pos = sit.monCotl_Lock_Position.position;
|
||
}
|
||
if (!sit.monCotl_Lock_Position.gameObject.activeInHierarchy)
|
||
{
|
||
if (sit.lockFX.activeSelf)
|
||
|
||
sit.lockFX.SetActive(false);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
pos = sit.monCotl_Lock_Position.position;
|
||
if (!sit.lockFX.activeSelf)
|
||
sit.lockFX.SetActive(true);
|
||
}
|
||
|
||
pos.z = Camera.main.transform.position.z + 1;
|
||
|
||
sit.lockFX.transform.position = pos;
|
||
|
||
|
||
}
|
||
}
|
||
private void CheckLockTargetValid()
|
||
{
|
||
if (!currSitData.isLock) return;
|
||
|
||
var monster = currSitData.monCotl_Lock;
|
||
|
||
// 目标无效:被对象池回收 / 不激活 / 被销毁
|
||
if (monster == null || !monster.gameObject.activeInHierarchy)
|
||
{
|
||
currSitData.ClearLock(); // 清除锁定
|
||
SyncTurretState(TurretState.Idle);
|
||
SyncLock(null); // 同步服务器
|
||
|
||
// ⭐⭐⭐ 关键:怪死了 → 动画回到 Idle ⭐⭐⭐
|
||
currSitData.ChangeState(TurretState.Idle);
|
||
SyncTurretState(TurretState.Idle);
|
||
}
|
||
}
|
||
|
||
private void HandleAutoLock()
|
||
{
|
||
// 自动锁定必须满足:自动开火 + 锁定开关开启
|
||
if (!toggle_SkillAuto.isOn) return;
|
||
if (!toggle_Lock.isOn) return; // ✔ 自动锁定必须在锁定开关开启时才工作
|
||
|
||
// 已经有锁定目标并且还活着,就不重复找
|
||
if (currSitData.isLock &&
|
||
currSitData.monCotl_Lock != null &&
|
||
currSitData.monCotl_Lock.gameObject.activeInHierarchy)
|
||
{
|
||
return;
|
||
}
|
||
|
||
MonsterContral target = FindAutoLockTarget();
|
||
if (target != null)
|
||
{
|
||
currSitData.SetLockTarget(target, target.transform);
|
||
if (target.colliderList.Count > 0)
|
||
{
|
||
for (int i = 0; i < target.colliderList.Count; i++)
|
||
{
|
||
if (target.colliderList[i].gameObject.activeInHierarchy)
|
||
{
|
||
SyncLock(new List<string> { target?.guid }, i);
|
||
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
SyncLock(new List<string> { target?.guid }, -1);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
currSitData.ClearLock();
|
||
SyncTurretState(TurretState.Idle);
|
||
SyncLock(null);
|
||
}
|
||
}
|
||
|
||
private MonsterContral FindAutoLockTarget()
|
||
{
|
||
if (CreateFishManager.Instance == null ||
|
||
CreateFishManager.Instance.fishDatas_hashCodekey == null ||
|
||
CreateFishManager.Instance.fishDatas_hashCodekey.Count == 0)
|
||
return null;
|
||
|
||
MonsterContral best = null;
|
||
float bestSqr = float.MaxValue;
|
||
|
||
Vector3 origin = currSitData.tra_CurrTurret.position;
|
||
|
||
foreach (var kv in CreateFishManager.Instance.fishDatas_hashCodekey)
|
||
{
|
||
MonsterContral m = kv.Value;
|
||
if (m == null || !m.gameObject.activeInHierarchy) continue;
|
||
|
||
float sqr = (m.transform.position - origin).sqrMagnitude;
|
||
if (sqr < bestSqr)
|
||
{
|
||
bestSqr = sqr;
|
||
best = m;
|
||
}
|
||
}
|
||
|
||
return best;
|
||
}
|
||
|
||
//private void HandleAutoLock()
|
||
//{
|
||
// if (!toggle_SkillAuto.isOn) return;
|
||
// if (toggle_Lock.isOn) return;
|
||
// if (currSitData.isLock) return;
|
||
|
||
// MonsterContral nearest = CreateFishManager.Instance;
|
||
// if (nearest != null)
|
||
// {
|
||
// currSitData.SetLockTarget(nearest, nearest.transform);
|
||
// SyncLock(nearest);
|
||
// }
|
||
//}
|
||
|
||
|
||
#endregion
|
||
|
||
#region BulletModule(子弹系统)
|
||
public int sitBulletMaxCount = 100;
|
||
/// <summary>
|
||
/// 检查指定用户是否已达50发子弹上限
|
||
/// </summary>
|
||
private bool IsBulletLimitReached(string userId)
|
||
{
|
||
if (bulletParent == null) return false;
|
||
int count = 0;
|
||
foreach (Transform child in bulletParent.transform)
|
||
{
|
||
if (child.TryGetComponent<BullitMove>(out var bm) && bm.userid == userId)
|
||
count++;
|
||
}
|
||
if (count >= sitBulletMaxCount)
|
||
{
|
||
UIManager.Instance.ShowBoardError("子弹已达上限");
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
private BullitMove CreateBullet(SitPosData sit, Vector2 pos, float angle, bool isDouble, bool isLock, string id,
|
||
MonsterContral lockTarget = null, Transform lockHitPos = null)
|
||
{
|
||
// ⭐ 远程座位炮台未加载时补加载
|
||
if (sit.currentTurret == null)
|
||
{
|
||
sit.LoadTurret(sit.currentTurretNumber);
|
||
if (sit.currentTurret == null) return null;
|
||
}
|
||
|
||
GameObject prefab = isDouble ? sit.currentTurret.bulletPrefab_Two : sit.currentTurret.bulletPrefab;
|
||
|
||
// ⭐ 每座位最多100发子弹(先校验,不扣钱)
|
||
int activeBullets = 0;
|
||
foreach (Transform child in bulletParent.transform)
|
||
{
|
||
if (child.TryGetComponent<BullitMove>(out var bm) && bm.userid == sit.user)
|
||
activeBullets++;
|
||
}
|
||
if (activeBullets >= sitBulletMaxCount)
|
||
{
|
||
UIManager.Instance.ShowBoardError($"[子弹上限] 座位{sit.posID}已达{sitBulletMaxCount}发上限");
|
||
return null;
|
||
}
|
||
|
||
if (!sit.ConsumeGold(isDouble ? 2 : 1))
|
||
return null;
|
||
|
||
var bullet = Instantiate(prefab, pos, Quaternion.Euler(0, 0, angle), bulletParent.transform)
|
||
.GetComponent<BullitMove>();
|
||
|
||
bullet.userid = sit.user;
|
||
bullet.playerID = sit.user;
|
||
bullet.bulletID = id;
|
||
|
||
if (isLock)
|
||
{
|
||
if (lockTarget != null)
|
||
bullet.Lock(lockTarget, lockHitPos);
|
||
else
|
||
bullet.Lock(sit.monCotl_Lock, currSitData.monCotl_Lock_Position);
|
||
}
|
||
|
||
return bullet;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region ⑥ 网络同步(NetSyncModule)
|
||
private void SyncRotate(float angle)
|
||
{
|
||
SyncGameData sgd = new SyncGameData
|
||
{
|
||
sitPos = currSitData.posID,
|
||
frameType = FrameDataType.rotateTurrect,
|
||
time = BeijingTimeManager.Instance.CurrentTimestampMs,
|
||
frameData = new FrameData_Rotate { angle = angle }
|
||
};
|
||
WebSocketSendList.SyncGameData(sgd);
|
||
}
|
||
|
||
private void SyncFire(float angle, bool isSanShe, bool isDouble, bool isLock)
|
||
{
|
||
var fireData = new FrameData_FireBullet
|
||
{
|
||
angle = angle,
|
||
gold = currSitData.goldNum,
|
||
isSanShe = isSanShe,
|
||
twoRTruuect = isDouble,
|
||
isSuoDing = isLock,
|
||
auto = toggle_SkillAuto.isOn
|
||
};
|
||
|
||
// ⭐ 三发 + 锁定:查找 3 个优先级目标,写入 monsterIDs
|
||
if (isSanShe && isLock)
|
||
{
|
||
var targets = FindFireTargets(3);
|
||
if (targets.Count > 0)
|
||
fireData.monsterIDs = targets.Select(t => t.monster.guid).ToList();
|
||
}
|
||
|
||
SyncGameData sgd = new SyncGameData
|
||
{
|
||
sitPos = currSitData.posID,
|
||
frameType = FrameDataType.fireBullet,
|
||
time = BeijingTimeManager.Instance.CurrentTimestampMs,
|
||
frameData = fireData
|
||
};
|
||
//EnqueueSync(sgd);
|
||
var roomdata = GameManager.Instance.gameData.currRoomData;
|
||
var user = GameManager.Instance.user;
|
||
|
||
// 三射 = 3 发,否则 = 1 发
|
||
int count = isSanShe ? 3 : 1;
|
||
|
||
// 新版 FireCannon 不需要 timestamp 和 sign
|
||
WebSocketSendList.FireCannon(
|
||
roomdata.roomId,
|
||
user.id,
|
||
currSitData.consumeGoldNum,
|
||
count,
|
||
sgd,
|
||
"63215f0afa3f5b25"
|
||
);
|
||
|
||
|
||
|
||
|
||
// WebSocketSendList.FireCannon(roomdata.roomId, user.id,currSitData.consumeGoldNum,1,BeijingTimeManager.Instance.CurrentTimestamp, "63215f0afa3f5b25", sgd);
|
||
}
|
||
|
||
|
||
|
||
private void SyncLock(List<string> monsterguid, int index = -1)
|
||
{
|
||
SyncGameData sgd = new SyncGameData
|
||
{
|
||
sitPos = currSitData.posID,
|
||
frameType = FrameDataType.changeAutoTarget,
|
||
time = BeijingTimeManager.Instance.CurrentTimestampMs,
|
||
frameData = new FrameData_ChangeAutoTarget
|
||
{
|
||
targetGuid = monsterguid,
|
||
colliderIndex = index,
|
||
}
|
||
};
|
||
WebSocketSendList.SyncGameData(sgd);
|
||
}
|
||
private void SyncTurretState(TurretState state)
|
||
{
|
||
SyncGameData sgd = new SyncGameData
|
||
{
|
||
sitPos = currSitData.posID,
|
||
frameType = FrameDataType.changeTurretState,
|
||
time = BeijingTimeManager.Instance.CurrentTimestampMs,
|
||
frameData = new FrameData_TurretState { state = state }
|
||
};
|
||
|
||
WebSocketSendList.SyncGameData(sgd);
|
||
}
|
||
public void SyncChangeTurret(int turretNumber)
|
||
{
|
||
SyncGameData sgd = new SyncGameData
|
||
{
|
||
sitPos = currSitData.posID,
|
||
frameType = FrameDataType.changeTurret,
|
||
time = BeijingTimeManager.Instance.CurrentTimestampMs,
|
||
frameData = new FrameData_ChangeTurret { turretIndex = turretNumber }
|
||
};
|
||
|
||
WebSocketSendList.SyncGameData(sgd);
|
||
}
|
||
|
||
private void SyncFreeze(bool isFreeze)
|
||
{
|
||
SyncGameData sgd = new SyncGameData
|
||
{
|
||
sitPos = currSitData.posID,
|
||
frameType = FrameDataType.freezeFish,
|
||
time = BeijingTimeManager.Instance.CurrentTimestampMs,
|
||
frameData = new FrameData_FreezeFish { isFreeze = isFreeze }
|
||
};
|
||
WebSocketSendList.SyncGameData(sgd);
|
||
}
|
||
|
||
|
||
#endregion
|
||
|
||
#region ⑦ 服务器广播处理(NetReceiveModule)
|
||
public void SyncGameData_Rotate(SyncGameData sync)
|
||
{
|
||
if (sync.sitPos == currSitData.posID) return;
|
||
|
||
var data = FrameDataParser.Parse<FrameData_Rotate>(sync.frameData);
|
||
SmoothRotate(list_Sits[sync.sitPos], data.angle);
|
||
}
|
||
|
||
public void SyncGameData_FireBullit(FireCannonSendData sync)
|
||
{
|
||
//if (sync.sitPos == currSitData.posID) return;
|
||
|
||
var data = FrameDataParser.Parse<FrameData_FireBullet>(sync.extra.frameData);
|
||
FireBullet(list_Sits[sync.extra.sitPos], data.angle, data.isSanShe, data.twoRTruuect, data.isSuoDing, sync.bulletIds, data.monsterIDs);
|
||
}
|
||
|
||
public void SyncGameData_ChangeTargetMonster(SyncGameData sync)
|
||
{
|
||
if (sync.sitPos == currSitData.posID) return;
|
||
|
||
var data = FrameDataParser.Parse<FrameData_ChangeAutoTarget>(sync.frameData);
|
||
|
||
if (data.targetGuid == null)
|
||
{
|
||
list_Sits[sync.sitPos].ClearLock();
|
||
return;
|
||
}
|
||
|
||
MonsterContral monster = CreateFishManager.Instance.fishDatas_hashCodekey[data.targetGuid[0]];
|
||
Transform hitPos;
|
||
|
||
|
||
if (monster.colliderList != null && monster.colliderList.Count > 0 && data.colliderIndex != -1)
|
||
hitPos = monster.colliderList[data.colliderIndex];
|
||
else
|
||
hitPos = monster.lockPoint ?? monster.transform;
|
||
|
||
list_Sits[sync.sitPos].SetLockTarget(monster, hitPos);
|
||
}
|
||
|
||
public void SyncGameData_RendromDieFish(SyncGameData sync)
|
||
{
|
||
var data = JsonConvert.DeserializeObject<FrameData_RandomDieFish>(sync.frameData.ToString());
|
||
|
||
CreateFishManager.Instance.Id_DieListFish_FX(
|
||
data.guids,
|
||
data.coinNum,
|
||
new Vector3(data.x, data.y, data.z),
|
||
data.count
|
||
);
|
||
}
|
||
|
||
|
||
public void SyncGameData_TurretState(SyncGameData sync)
|
||
{
|
||
if (sync.sitPos == currSitData.posID) return;
|
||
|
||
var data = FrameDataParser.Parse<FrameData_TurretState>(sync.frameData);
|
||
var sit = list_Sits[sync.sitPos];
|
||
|
||
sit.ChangeState(data.state);
|
||
}
|
||
|
||
public void SyncGameData_ChangeTurret(SyncGameData sync)
|
||
{
|
||
if (sync.sitPos == currSitData.posID) return;
|
||
|
||
var data = FrameDataParser.Parse<FrameData_ChangeTurret>(sync.frameData);
|
||
list_Sits[sync.sitPos].LoadTurret(data.turretIndex);
|
||
}
|
||
|
||
public void SyncGameData_ChangeCannonMultiple(SyncGameData sync)
|
||
{
|
||
if (sync.sitPos == currSitData.posID) return;
|
||
|
||
var data = FrameDataParser.Parse<FrameData_ChangeCannonMultiple>(sync.frameData);
|
||
var sit = list_Sits[sync.sitPos];
|
||
sit.consumeGoldNum = data.cannonMultiple;
|
||
sit.tMP_TurretConsumeNum.text = data.cannonMultiple.ToString();
|
||
}
|
||
|
||
public void SyncCannonMultiple(int consumeGold)
|
||
{
|
||
if (currSitData == null) return;
|
||
SyncGameData sgd = new SyncGameData
|
||
{
|
||
sitPos = currSitData.posID,
|
||
frameType = FrameDataType.changeCannonMultiple,
|
||
time = BeijingTimeManager.Instance.CurrentTimestampMs,
|
||
frameData = new FrameData_ChangeCannonMultiple { cannonMultiple = consumeGold }
|
||
};
|
||
WebSocketSendList.SyncGameData(sgd);
|
||
}
|
||
|
||
public void SyncGameData_FreezeFish(SyncGameData sync)
|
||
{
|
||
if (sync.sitPos == currSitData.posID) return; // 自己发的不管
|
||
|
||
var data = FrameDataParser.Parse<FrameData_FreezeFish>(sync.frameData);
|
||
if (data.isFreeze)
|
||
{
|
||
CreateFishManager.Instance.FreezeAllFish();
|
||
PauseAllFishAnimations();
|
||
}
|
||
else
|
||
{
|
||
CreateFishManager.Instance.UnfreezeAllFish();
|
||
ResumeAllFishAnimations();
|
||
}
|
||
}
|
||
|
||
|
||
#endregion
|
||
#region 冰冻动画暂停/恢复
|
||
|
||
private void PauseAllFishAnimations()
|
||
{
|
||
var root = CreateFishManager.Instance.fishRoot;
|
||
if (root == null) return;
|
||
_frozenAnimSpeeds.Clear();
|
||
|
||
foreach (var s in root.GetComponentsInChildren<Spine.Unity.SkeletonAnimation>(true))
|
||
{
|
||
if (!s.gameObject.activeInHierarchy) continue;
|
||
_frozenAnimSpeeds[s] = s.timeScale;
|
||
s.timeScale = 0f;
|
||
}
|
||
foreach (var a in root.GetComponentsInChildren<Animator>(true))
|
||
{
|
||
if (!a.gameObject.activeInHierarchy) continue;
|
||
_frozenAnimSpeeds[a] = a.speed;
|
||
a.speed = 0f;
|
||
}
|
||
foreach (var an in root.GetComponentsInChildren<Animation>(true))
|
||
{
|
||
if (!an.gameObject.activeInHierarchy || !an.isPlaying) continue;
|
||
foreach (AnimationState state in an) state.speed = 0f;
|
||
_frozenAnimSpeeds[an] = 1f;
|
||
}
|
||
foreach (var pd in root.GetComponentsInChildren<UnityEngine.Playables.PlayableDirector>(true))
|
||
{
|
||
if (!pd.gameObject.activeInHierarchy || pd.state != PlayState.Playing) continue;
|
||
_frozenAnimSpeeds[pd] = 1f;
|
||
pd.Pause();
|
||
}
|
||
}
|
||
|
||
private void ResumeAllFishAnimations()
|
||
{
|
||
if (_frozenAnimSpeeds.Count == 0) return;
|
||
|
||
foreach (var kv in _frozenAnimSpeeds)
|
||
{
|
||
if (kv.Key == null) continue;
|
||
switch (kv.Key)
|
||
{
|
||
case Spine.Unity.SkeletonAnimation s: s.timeScale = kv.Value; break;
|
||
case Animator a: a.speed = kv.Value; break;
|
||
case Animation an:
|
||
foreach (AnimationState state in an) state.speed = 1f;
|
||
break;
|
||
case UnityEngine.Playables.PlayableDirector pd: pd.Resume(); break;
|
||
}
|
||
}
|
||
_frozenAnimSpeeds.Clear();
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 玩家加入/退出(PlayerJoinModule)
|
||
|
||
public void JoinGame(int sitNum, long goldNum, long diamondNum, long consumeGold, int currentTurretIndex, string user = null, string cannonId = null)
|
||
{
|
||
foreach (var sit in list_Sits)
|
||
{
|
||
if (sit.posID != sitNum) continue;
|
||
|
||
sit.user = user ?? GameManager.Instance.user.id;
|
||
sit.goldNum = goldNum;
|
||
sit.consumeGoldNum = consumeGold;
|
||
|
||
sit.tMP_GoldNum.text = goldNum.ToString();
|
||
sit.tMP_DiamondNum.text = diamondNum.ToString();
|
||
sit.tMP_TurretConsumeNum.text = consumeGold.ToString();
|
||
|
||
if (sit.user == GameManager.Instance?.user?.id)
|
||
SitPosData.localPlayerSit = sit;
|
||
|
||
sit.gameObject.SetActive(true);
|
||
|
||
if (!string.IsNullOrEmpty(cannonId) && int.TryParse(cannonId, out int turretNum))
|
||
sit.LoadTurret(turretNum);
|
||
}
|
||
}
|
||
|
||
public void TuiChuHHWK()
|
||
{
|
||
WebSocketSendList.LeaveRoom(GameManager.Instance.gameData.currRoomData.roomId, currSitData.user);
|
||
CreateFishManager.Instance.fangzhu = false;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 人机AI
|
||
private void HandleBotAI()
|
||
{
|
||
// 只有房主控制人机
|
||
if (SitPosData.roomOwnerSit == null || currSitData != SitPosData.roomOwnerSit) return;
|
||
if (!GameManager.Instance.enableBot) return;
|
||
|
||
var fishList = CreateFishManager.Instance;
|
||
if (fishList == null || fishList.fishDatas_hashCodekey == null) return;
|
||
|
||
foreach (var sit in list_Sits)
|
||
{
|
||
if (!sit.isBot || sit.gameObject.activeSelf == false) continue;
|
||
if (sit.tra_CurrTurret == null) continue;
|
||
|
||
// 找最近鱼
|
||
MonsterContral target = null;
|
||
float bestDist = float.MaxValue;
|
||
Vector3 turretPos = sit.tra_CurrTurret.position;
|
||
foreach (var kv in fishList.fishDatas_hashCodekey)
|
||
{
|
||
var m = kv.Value;
|
||
if (m == null || !m.gameObject.activeInHierarchy) continue;
|
||
float d = (m.transform.position - turretPos).sqrMagnitude;
|
||
if (d < bestDist) { bestDist = d; target = m; }
|
||
}
|
||
if (target == null) continue;
|
||
|
||
// 旋转朝向鱼
|
||
Vector3 fishWorldPos = target.transform.position;
|
||
Vector3 screenPos = Camera.main.WorldToScreenPoint(fishWorldPos);
|
||
RotateToTouch(sit, screenPos);
|
||
|
||
// 定时开火
|
||
if (!botFireTimer.ContainsKey(sit.posID))
|
||
botFireTimer[sit.posID] = 0f;
|
||
botFireTimer[sit.posID] += Time.deltaTime;
|
||
if (botFireTimer[sit.posID] >= attackTime)
|
||
{
|
||
botFireTimer[sit.posID] = 0f;
|
||
float angle = sit.currentAngle;
|
||
SyncFire_ForBot(sit, angle);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>人机开火同步(房主代发)</summary>
|
||
private void SyncFire_ForBot(SitPosData botSit, float angle)
|
||
{
|
||
bool isSanShe = toggle_Three.isOn;
|
||
bool isDouble = toggle_Shuang.isOn;
|
||
SyncGameData sgd = new SyncGameData
|
||
{
|
||
sitPos = botSit.posID,
|
||
frameType = FrameDataType.fireBullet,
|
||
time = BeijingTimeManager.Instance.CurrentTimestampMs,
|
||
frameData = new FrameData_FireBullet
|
||
{
|
||
angle = angle,
|
||
gold = botSit.consumeGoldNum,
|
||
isSanShe = isSanShe,
|
||
twoRTruuect = isDouble,
|
||
isSuoDing = false,
|
||
}
|
||
};
|
||
WebSocketSendList.SyncGameData(sgd);
|
||
}
|
||
#endregion
|
||
|
||
}
|