430 lines
12 KiB
C#
430 lines
12 KiB
C#
////using Assets.MyGame.Scripts.Net.API;
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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 TMPro;
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////using Unity.VisualScripting;
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////using UnityEngine;
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////using UnityEngine.UI;
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////public class SitPosData : MonoBehaviour
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////{
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//// [Header("用户id")]
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//// public string user;
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//// [Header("座位id")]
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//// public int posID;
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//// [Header("金币")]
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//// public TextMeshProUGUI tMP_TurretConsumeNum;
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//// public TextMeshProUGUI tMP_GoldNum;
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//// public Button btn_TurretAdd;
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//// public Button btn_TurretMinus;
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//// public long goldNum;
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//// public long consumeGoldNum;
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//// [Header("炮台")]
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//// public Dictionary<string, TurretData> dic_Turrets=new Dictionary<string, TurretData>();
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//// public List<TurretData> list_Turrets=new List<TurretData>();
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//// public int currentTurretIndex = 0;
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//// public string currentTurretID = "";
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//// public TurretData currentTurret;
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//// [Header("锁定")]
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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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//// public GameObject lockFX;
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//// [Header("当前炮塔")]
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//// public Transform tra_CurrTurret;
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//// public Transform tra_CurrFly; //星际迷航特有
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//// public GameObject changeTurretList;
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//// public Action<TurretState> OnStateChange;
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//// public void ChangeState(TurretState state)
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//// {
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//// OnStateChange?.Invoke(state);
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//// }
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//// public void Awake()
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//// {
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//// //list_Turrets.Sort((td1,td2) =>
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//// //{
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//// // return td1.turretID.CompareTo(td2.turretLevel);
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//// //});
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//// dic_Turrets = list_Turrets.ToDictionary(td => td.turretID);
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//// btn_TurretAdd.onClick.AddListener(() =>
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//// {
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//// ChangeTurretAddConsumeNum(1000);
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//// });
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//// btn_TurretMinus.onClick.AddListener(() =>
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//// {
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//// ChangeTurretMinusConsumeNum(1000);
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//// });
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//// }
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//// public void Update()
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//// {
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//// }
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//// public void ChangeTurret(int n=0)
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//// {
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//// if (currentTurretIndex>list_Turrets.Count|| currentTurretIndex<0)
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//// {
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//// //currentTurretIndex = currentTurretIndex;
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//// }
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//// else
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//// {
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//// currentTurretIndex = n;
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//// }
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//// if (currentTurret != null)
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//// {
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//// currentTurret.gameObject.SetActive(false);
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//// }
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//// currentTurretID = list_Turrets[currentTurretIndex].turretID; //dic_Turrets[currentTurretID];
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//// currentTurret=dic_Turrets[currentTurretID];
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//// currentTurret.gameObject.SetActive(true);
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//// // ⭐ 关键:把状态机入口绑定到当前炮台
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//// OnStateChange = currentTurret.ChangeState;
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//// gameObject.SetActive(true);
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//// tra_CurrTurret =currentTurret.transform.GetChild(0);
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//// tra_CurrFly = currentTurret.transform.GetChild(1);
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//// }
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//// public void ChangeTurretConsumeNum(int n = 0)
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//// {
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//// consumeGoldNum = n;
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//// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
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//// }
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//// public void ChangeTurretAddConsumeNum(int n = 0)
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//// {
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//// consumeGoldNum += n;
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//// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
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//// }
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//// public void ChangeTurretMinusConsumeNum(int n = 0)
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//// {
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//// consumeGoldNum -= n;
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//// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
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//// }
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//// public bool ConsumeGold(int bl=1)
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//// {
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//// long temp = goldNum - consumeGoldNum*bl;
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//// if (temp > 0)
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//// {
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//// goldNum = temp;
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//// tMP_GoldNum.text = goldNum.ToString();
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//// return true;
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//// }
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//// return false;
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//// }
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////}
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//using System;
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//using System.Collections.Generic;
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//using System.Linq;
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//using TMPro;
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//using UnityEngine;
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//using UnityEngine.UI;
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//public class SitPosData : MonoBehaviour
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//{
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// // -------------------------
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// // 玩家信息
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// // -------------------------
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// public string user;
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// public int posID;
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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_TurretConsumeNum;
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// public TextMeshProUGUI tMP_GoldNum;
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// // -------------------------
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// // 炮台管理
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// // -------------------------
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// public List<TurretData> list_Turrets = new List<TurretData>();
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// public Dictionary<string, TurretData> dic_Turrets = new Dictionary<string, TurretData>();
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// public int currentTurretIndex = 0;
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// public TurretData currentTurret;
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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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// public Transform tra_CurrTurret;
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// public float currentAngle;
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// // -------------------------
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// // 锁定系统
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// // -------------------------
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// public MonsterContral monCotl_Lock;
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// public Transform monCotl_Lock_Position;
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// public bool isLock;
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// public GameObject lockFX;
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// // -------------------------
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// // UI
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// // -------------------------
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// public Button btn_TurretAdd;
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// public Button btn_TurretMinus;
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// public GameObject changeTurretList;
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// private void Awake()
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// {
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// dic_Turrets = list_Turrets.ToDictionary(t => t.turretID);
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// btn_TurretAdd.onClick.AddListener(() => ChangeTurretAddConsumeNum(1000));
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// btn_TurretMinus.onClick.AddListener(() => ChangeTurretMinusConsumeNum(1000));
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// }
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// // -------------------------
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// // 切换炮台
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// // -------------------------
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// public void ChangeTurret(int index)
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// {
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// if (currentTurret != null)
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// currentTurret.gameObject.SetActive(false);
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// currentTurretIndex = Mathf.Clamp(index, 0, list_Turrets.Count - 1);
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// currentTurret = list_Turrets[currentTurretIndex];
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// currentTurret.gameObject.SetActive(true);
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// // 绑定状态机入口
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// OnStateChange = currentTurret.ChangeState;
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// // 缓存旋转点
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// tra_CurrTurret = currentTurret.transform.GetChild(0);
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// }
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// // -------------------------
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// // 切换状态(GameMainPanel 调用)
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// // -------------------------
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// public void ChangeState(TurretState state)
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// {
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// OnStateChange?.Invoke(state);
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// }
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// // -------------------------
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// // 炮台旋转
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// // -------------------------
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// public void SetRotation(float angle)
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// {
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// currentAngle = angle;
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// tra_CurrTurret.rotation = Quaternion.Euler(0, 0, angle);
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// }
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// // -------------------------
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// // 获取发射点(给 GameMainPanel)
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// // -------------------------
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// public Vector2 GetBulletStartPos()
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// {
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// return currentTurret.GetBulletStartWorldPos();
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// }
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// // -------------------------
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// // 金币消耗
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// // -------------------------
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// public bool ConsumeGold(int mul = 1)
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// {
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// long temp = goldNum - consumeGoldNum * mul;
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// if (temp < 0) return false;
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// goldNum = temp;
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// tMP_GoldNum.text = goldNum.ToString();
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// return true;
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// }
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// public void ChangeTurretAddConsumeNum(int n)
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// {
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// consumeGoldNum += n;
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// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
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// }
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// public void ChangeTurretMinusConsumeNum(int n)
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// {
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// consumeGoldNum -= n;
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// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
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// }
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//}
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public class SitPosData : MonoBehaviour
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{
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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;
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public int posID;
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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_TurretConsumeNum;
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// -------------------------
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// 炮台管理
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// -------------------------
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[Header("炮台")]
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public List<TurretData> list_Turrets = new List<TurretData>();
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public Dictionary<string, TurretData> dic_Turrets = new Dictionary<string, TurretData>();
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public int currentTurretIndex = 0;
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public string currentTurretID = "";
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public TurretData currentTurret;
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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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// -------------------------
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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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public GameObject lockFX;
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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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public GameObject changeTurretList;
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private void Awake()
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{
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// 构建字典
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dic_Turrets = list_Turrets.ToDictionary(t => t.turretID);
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// 炮台倍率按钮
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btn_TurretAdd.onClick.AddListener(() => ChangeTurretAddConsumeNum(1000));
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btn_TurretMinus.onClick.AddListener(() => ChangeTurretMinusConsumeNum(1000));
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}
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// -------------------------
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// 切换炮台
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// -------------------------
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public void ChangeTurret(int index)
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{
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// 关闭旧炮台
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if (currentTurret != null)
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currentTurret.gameObject.SetActive(false);
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// 计算新索引
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currentTurretIndex = Mathf.Clamp(index, 0, list_Turrets.Count - 1);
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// 获取新炮台
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currentTurret = list_Turrets[currentTurretIndex];
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currentTurretID = currentTurret.turretID;
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currentTurret.gameObject.SetActive(true);
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// 绑定状态机入口
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OnStateChange = currentTurret.ChangeState;
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// 缓存旋转点
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tra_CurrTurret = currentTurret.transform.GetChild(0);
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}
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// -------------------------
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// 切换状态(GameMainPanel 调用)
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// -------------------------
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public void ChangeState(TurretState state)
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{
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OnStateChange?.Invoke(state);
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}
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// -------------------------
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// 炮台旋转(GameMainPanel 调用)
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// -------------------------
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public void SetRotation(float angle)
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{
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currentAngle = angle;
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if (tra_CurrTurret != null)
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tra_CurrTurret.rotation = Quaternion.Euler(0, 0, angle);
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}
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// -------------------------
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// 获取发射点(给 GameMainPanel)
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// -------------------------
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public Vector2 GetBulletStartPos()
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{
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return currentTurret.GetBulletStartWorldPos();
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}
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// -------------------------
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// 金币消耗
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// -------------------------
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public bool ConsumeGold(int mul = 1)
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{
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long temp = goldNum - consumeGoldNum * mul;
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if (temp < 0) return false;
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goldNum = temp;
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tMP_GoldNum.text = goldNum.ToString();
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return true;
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}
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public void ChangeTurretAddConsumeNum(int n)
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{
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consumeGoldNum += n;
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tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
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}
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public void ChangeTurretMinusConsumeNum(int n)
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{
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consumeGoldNum -= n;
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tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
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}
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// -------------------------
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// 锁定系统(本地)
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// -------------------------
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public void SetLockTarget(MonsterContral monster, Transform hitPos)
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{
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monCotl_Lock = monster;
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monCotl_Lock_Position = hitPos;
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isLock = monster != null;
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lockFX.SetActive(isLock);
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}
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public void ClearLock()
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{
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monCotl_Lock = null;
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monCotl_Lock_Position = null;
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isLock = false;
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lockFX.SetActive(false);
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}
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}
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