743 lines
26 KiB
C#
743 lines
26 KiB
C#
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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/// <summary>炮台控制模式</summary>
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public enum TurretControlMode
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{
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/// <summary>普通模式:动态克隆炮台,显示金币+钻石,按钮打开面板切换</summary>
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Normal = 0,
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/// <summary>星际迷航模式:座位子对象激活/停用,只显示金币,长按炮台弹出扇形切换</summary>
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XJMH = 1
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}
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public class SitPosData : MonoBehaviour
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{
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public bool IsBaoJiangingActive;
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public Transform obj_BaoJiangZhongPanelPosition;
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/// <summary>本地玩家的座位引用(由游戏面板初始化时设置)</summary>
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public static SitPosData localPlayerSit;
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/// <summary>当前房间房主座位(人机请求由房主发送,房主退出后自动继承)</summary>
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public static SitPosData roomOwnerSit;
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// -------------------------
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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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[Tooltip("座位编号 0~3。0,1=下方 2,3=上方")]
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public int posID;
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[Tooltip("是否为人机")]
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public bool isBot = false;
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/// <summary>posID>=2 = 上方,需要翻转(0,1=下方;2,3=上方)</summary>
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public bool IsFlipped => posID >= 2;
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[Header("金币")]
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public long goldNum;
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public long consumeGoldNum;
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public TextMeshProUGUI tMP_GoldNum;
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public TextMeshProUGUI tMP_DiamondNum;
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public TextMeshProUGUI tMP_TurretConsumeNum;
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[Header("翅膀")]
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[Tooltip("翅膀实例化的父节点")]
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public Transform wingParent;
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// -------------------------
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// 炮台管理(动态克隆)
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// -------------------------
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[Header("炮台")]
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[Tooltip("炮台实例化的父节点")]
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public Transform turretParent;
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[Header("炮台控制模式")]
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[Tooltip("Normal=普通模式(动态克隆炮台,显示金币+钻石,按钮切换); XJMH=星际迷航模式(座位子对象激活/停用,只显示金币,长按扇形切换)")]
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public TurretControlMode turretControlMode = TurretControlMode.Normal;
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[Tooltip("炮台锚点位置(相对 turretParent)")]
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public Vector2 turretAnchoredPos = Vector2.zero;
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[Tooltip("当前装备的炮台编号")]
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public int currentTurretNumber;
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/// <summary>当前运行中的炮台实例</summary>
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public TurretData currentTurret;
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// -------------------------
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// XJMH 炮台列表(星际迷航专用)
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// -------------------------
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[Header("XJMH 炮台列表")]
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[Tooltip("XJMH 模式专用:在 Inspector 中拖入座位下的所有炮台子对象(带 TurretData 组件)。" +
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"数量不多,建议按炮台编号升序排列,便于扇形切换按索引选择。")]
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public List<TurretData> xjmhTurretList = new List<TurretData>();
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// 状态机入口(GameMainPanel 调用)
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public Action<TurretState> OnStateChange;
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// -------------------------
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// 炮台旋转
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// -------------------------
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[Header("炮台旋转")]
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public Transform tra_CurrTurret;
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public float currentAngle;
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/// <summary>
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/// 炮台在世界坐标(Z=0平面)的位置缓存。
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/// 因为炮台是 UGUI 元素,tra_CurrTurret.position 是 Canvas 坐标,不能直接和鱼的世界坐标比较距离。
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/// 这里用和子弹起点(GetBulletStartWorldPos)相同的转换方式,把 UI 坐标转成世界坐标。
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/// 由 LoadTurret 加载完炮台后计算并缓存,bot AI/锁定检测距离时用此字段。
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/// </summary>
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[System.NonSerialized]
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public Vector3 turretWorldPos;
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// -------------------------
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// 锁定系统
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// -------------------------
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[Header("锁定系统")]
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public MonsterContral monCotl_Lock;
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public Transform monCotl_Lock_Position;
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public bool isLock = false;
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public GameObject lockFX; // 主锁定图标(单发/双倍用)
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public List<GameObject> lockFX_Triple = new List<GameObject>(); // 三发锁定额外2个图标
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public List<MonsterContral> tripleLockTargets = new List<MonsterContral>();
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public List<Transform> tripleLockPositions = new List<Transform>();
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// -------------------------
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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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private void Awake()
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{
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if (btn_TurretAdd != null)
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btn_TurretAdd.onClick.AddListener(() => ChangeTurretAddConsumeNum());
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if (btn_TurretMinus != null)
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btn_TurretMinus.onClick.AddListener(() => ChangeTurretMinusConsumeNum());
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// XJMH 模式:隐藏钻石显示(只显示金币)
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if (turretControlMode == TurretControlMode.XJMH && tMP_DiamondNum != null)
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tMP_DiamondNum.gameObject.SetActive(false);
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// XJMH 模式:炮台是座位自带子对象,预制体里已摆好,不需要加载。
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// 这里只做引用初始化,不做激活/停用。
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if (turretControlMode == TurretControlMode.XJMH)
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InitXJMHTurret();
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}
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/// <summary>
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/// XJMH 模式:炮台是座位自带子对象,预制体里已摆好激活状态,不需要 LoadTurret 加载。
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/// 此方法只做引用初始化:从 <see cref="xjmhTurretList"/> 取第一个激活的炮台赋给 currentTurret,
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/// 并绑定旋转节点、状态机入口、世界坐标缓存。不做任何激活/停用操作。
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/// </summary>
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private void InitXJMHTurret()
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{
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if (xjmhTurretList == null || xjmhTurretList.Count == 0)
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{
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Debug.LogWarning($"[SitPosData] XJMH 炮台列表未配置,座位 {posID} 无炮台可用");
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return;
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}
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// 优先取列表中第一个激活的炮台;若全部未激活,取 list[0]
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TurretData found = null;
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foreach (var td in xjmhTurretList)
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{
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if (td == null) continue;
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if (td.gameObject.activeSelf)
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{
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found = td;
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break;
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}
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}
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if (found == null)
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{
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found = xjmhTurretList[0];
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found.gameObject.SetActive(true);
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}
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currentTurret = found;
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currentTurretNumber = found.turretNumber;
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// 缓存旋转节点:优先用 TurretData.tra_RotationPivot,否则回退父节点
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tra_CurrTurret = GetTurretRotationPivot(currentTurret);
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OnStateChange = currentTurret.ChangeState;
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UpdateTurretWorldPos();
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Debug.Log($"[SitPosData] XJMH 炮台引用已初始化: #{currentTurretNumber}");
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}
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private void OnEnable()
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{
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// 默认显示等待界面
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ShowWaiting();
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}
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private void OnDisable()
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{
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if (localPlayerSit == this)
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localPlayerSit = null;
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// 房主退出 → 自动继承给第一个非人机玩家
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if (roomOwnerSit == this)
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{
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roomOwnerSit = null;
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TransferRoomOwner();
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}
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}
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/// <summary>
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/// 玩家加入 → 显示玩家 UI(child0),隐藏等待界面(child1)。
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/// </summary>
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public void ShowPlayer()
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{
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if (transform.childCount > 0)
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transform.GetChild(0).gameObject.SetActive(true);
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if (transform.childCount > 1)
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transform.GetChild(1).gameObject.SetActive(false);
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// 如果是本地玩家的座位,自动注册并加载装备
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if (user == GameManager.Instance?.user?.id)
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{
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localPlayerSit = this;
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// XJMH 模式:炮台是座位自带子对象,Awake 已初始化引用,不需要加载
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if (turretControlMode != TurretControlMode.XJMH)
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{
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var cannonUsing = GameManager.Instance.user.cannonUsing;
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if (cannonUsing != null && int.TryParse(cannonUsing.number, out int num))
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LoadTurret(num);
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var wingUsing = GameManager.Instance.user.wingUsing;
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if (wingUsing != null && int.TryParse(wingUsing.number, out int wingNum))
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LoadWing(wingNum);
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}
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}
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// 非人机玩家加入时,自动分配为首个房主
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if (!isBot)
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AssignRoomOwner(this);
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}
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/// <summary>
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/// 玩家退出/等待 → 显示等待界面(child1),隐藏玩家 UI(child0)。
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/// </summary>
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public void ShowWaiting()
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{
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if (transform.childCount > 0)
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transform.GetChild(0).gameObject.SetActive(false);
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if (transform.childCount > 1)
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transform.GetChild(1).gameObject.SetActive(true);
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}
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/// <summary>房主退出后,将房主身份转移给第一个活跃的非人机玩家</summary>
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/// <remarks>鱼创建已由服务端 OnFishSpawn 统一下发,此处仅维护 roomOwnerSit 标识(用于 bot 控制/AFK 等场景)。</remarks>
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public static void TransferRoomOwner()
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{
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var list = FindObjectsOfType<SitPosData>();
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foreach (var sit in list)
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{
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if (!sit.isBot && sit.gameObject.activeInHierarchy && sit != roomOwnerSit)
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{
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roomOwnerSit = sit;
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break;
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}
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}
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}
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/// <summary>分配房主(首个非人机玩家)</summary>
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/// <remarks>鱼创建已由服务端 OnFishSpawn 统一下发,此处仅维护 roomOwnerSit 标识(用于 bot 控制/AFK 等场景)。</remarks>
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public static void AssignRoomOwner(SitPosData sit)
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{
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if (roomOwnerSit == null && !sit.isBot)
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{
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roomOwnerSit = sit;
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}
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}
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// ==================== 炮台加载 ====================
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/// <summary>
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/// 获取炮台的旋转节点。
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/// - 若 TurretData.tra_RotationPivot 已赋值 → 用它(精确指定旋转中心)
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/// - 否则回退旧逻辑:炮台父节点(Normal 克隆的中间容器 / XJMH 子对象的父节点)
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/// </summary>
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private Transform GetTurretRotationPivot(TurretData turret)
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{
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if (turret == null) return null;
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// 优先用 TurretData 上配置的旋转节点
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if (turret.tra_RotationPivot != null)
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return turret.tra_RotationPivot;
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// 回退:用父节点(兼容旧逻辑)
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Transform parent = turret.transform.parent;
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return parent != null ? parent : turret.transform;
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}
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/// <summary>
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/// 根据炮台编号加载炮台。
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/// Normal 模式:从 Addressables 加载预制体并克隆到 turretParent。
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/// XJMH 模式:炮台是座位子对象,激活对应编号子对象、停用其他。
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/// </summary>
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public void LoadTurret(int turretNumber)
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{
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if (turretControlMode == TurretControlMode.XJMH)
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{
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SwitchTurretChild(turretNumber);
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return;
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}
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LoadTurretNormal(turretNumber);
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}
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/// <summary>
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/// 普通模式:从 Addressables 加载预制体并克隆到 turretParent。
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/// 位置/旋转/缩放保持预制体原始值,不动。
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/// </summary>
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private void LoadTurretNormal(int turretNumber)
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{
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// ⭐ 换炮台时只清活跃子弹(清屏),保留池缓存(同 prefab 能复用)
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// 用 ClearActive 而非 ClearAll:ClearAll 会清池导致永远不复用
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BulletPool.Instance.ClearActive();
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if (currentTurret != null)
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{
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Destroy(currentTurret.gameObject);
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currentTurret = null;
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}
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currentTurretNumber = turretNumber;
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// 从 TurretResourcesData 拿预制体
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GameObject prefab = TurretResourcesData.GetTurretPrefab(turretNumber);
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if (prefab == null)
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{
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Debug.LogWarning($"[SitPosData] 炮台预制体未加载: #{turretNumber}");
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return;
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}
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// 克隆到父节点
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GameObject instance = Instantiate(prefab, turretParent, false);
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instance.SetActive(true);
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// 固定位置归零,由外部父节点定位
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var rt = instance.GetComponent<RectTransform>();
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if (rt != null)
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rt.anchoredPosition = turretAnchoredPos;
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currentTurret = instance.GetComponent<TurretData>();
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if (currentTurret == null)
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{
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Debug.LogError($"[SitPosData] 预制体上未找到 TurretData 组件: #{turretNumber}");
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Destroy(instance);
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return;
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}
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currentTurret.turretNumber = turretNumber;
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// 缓存旋转节点:优先用 TurretData.tra_RotationPivot,否则回退父节点
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tra_CurrTurret = GetTurretRotationPivot(currentTurret);
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// 绑定状态机入口
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OnStateChange = currentTurret.ChangeState;
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// ⭐ 缓存炮台在世界坐标(Z=0平面)的位置,bot AI/锁定检测距离时用
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UpdateTurretWorldPos();
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Debug.Log($"[SitPosData] 炮台已加载(Normal): #{turretNumber}");
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}
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/// <summary>
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/// XJMH 模式:炮台都是座位的子对象,激活对应编号的炮台、停用其他。
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/// 不需要 Instantiate/Destroy,只做激活/停用,无需额外处理。
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/// 优先从 <see cref="xjmhTurretList"/> 查找,列表为空时回退遍历子对象。
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/// </summary>
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private void SwitchTurretChild(int turretNumber)
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{
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BulletPool.Instance.ClearActive();
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// 炮台挂载根:turretParent 优先,否则用座位自身
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Transform parent = turretParent != null ? turretParent : transform;
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// 优先用 Inspector 配置的炮台列表
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TurretData found = null;
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if (xjmhTurretList != null && xjmhTurretList.Count > 0)
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{
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foreach (var td in xjmhTurretList)
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{
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if (td == null) continue;
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bool active = td.turretNumber == turretNumber;
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td.gameObject.SetActive(active);
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if (active) found = td;
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}
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}
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else
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{
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// 回退:列表未配置时遍历子对象
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for (int i = 0; i < parent.childCount; i++)
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{
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var child = parent.GetChild(i);
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var td = child.GetComponent<TurretData>();
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if (td == null) continue;
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if (td.turretNumber == turretNumber)
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{
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child.gameObject.SetActive(true);
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found = td;
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}
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else
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{
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child.gameObject.SetActive(false);
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}
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}
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}
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if (found == null)
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{
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Debug.LogWarning($"[SitPosData] XJMH 子对象中未找到炮台 #{turretNumber}");
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return;
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}
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currentTurretNumber = turretNumber;
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currentTurret = found;
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// 缓存旋转节点:优先用 TurretData.tra_RotationPivot,否则回退父节点
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tra_CurrTurret = GetTurretRotationPivot(currentTurret);
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OnStateChange = currentTurret.ChangeState;
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UpdateTurretWorldPos();
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Debug.Log($"[SitPosData] 炮台已切换(XJMH): #{turretNumber}");
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}
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/// <summary>
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/// XJMH 模式:按列表索引直接切换炮台。
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/// 用于扇形切换 UI 中按位置选择炮台,避免再做编号匹配。
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/// </summary>
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/// <param name="index">xjmhTurretList 中的索引</param>
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/// <returns>切换成功返回 true;索引越界或列表为空返回 false</returns>
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public bool SwitchTurretByIndex(int index)
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{
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if (turretControlMode != TurretControlMode.XJMH) return false;
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||
if (xjmhTurretList == null || index < 0 || index >= xjmhTurretList.Count) return false;
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var td = xjmhTurretList[index];
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if (td == null) return false;
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// 命中当前炮台则无需切换
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if (td.turretNumber == currentTurretNumber) return true;
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SwitchTurretChild(td.turretNumber);
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return true;
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}
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/// <summary>
|
||
/// XJMH 模式:根据当前炮台在 xjmhTurretList 中的索引返回下一个炮台编号。
|
||
/// 用于"切换到下一把"的快捷操作。循环切换,列表为空返回 -1。
|
||
/// </summary>
|
||
public int GetNextTurretNumber()
|
||
{
|
||
if (turretControlMode != TurretControlMode.XJMH) return -1;
|
||
if (xjmhTurretList == null || xjmhTurretList.Count == 0) return -1;
|
||
|
||
int currIdx = xjmhTurretList.FindIndex(td => td != null && td.turretNumber == currentTurretNumber);
|
||
if (currIdx < 0) return xjmhTurretList[0].turretNumber;
|
||
|
||
int nextIdx = (currIdx + 1) % xjmhTurretList.Count;
|
||
return xjmhTurretList[nextIdx].turretNumber;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取当前可用的炮台编号列表。
|
||
/// Normal 模式:从资源表按类型查询。
|
||
/// XJMH 模式:优先从 <see cref="xjmhTurretList"/> 读取,列表为空时回退扫描座位子对象。
|
||
/// </summary>
|
||
public List<int> GetAvailableTurretNumbers()
|
||
{
|
||
var result = new List<int>();
|
||
if (turretControlMode == TurretControlMode.XJMH)
|
||
{
|
||
// 优先用配置的炮台列表
|
||
if (xjmhTurretList != null && xjmhTurretList.Count > 0)
|
||
{
|
||
foreach (var td in xjmhTurretList)
|
||
if (td != null) result.Add(td.turretNumber);
|
||
}
|
||
else
|
||
{
|
||
// 回退:扫描座位子对象
|
||
Transform parent = turretParent != null ? turretParent : transform;
|
||
for (int i = 0; i < parent.childCount; i++)
|
||
{
|
||
var td = parent.GetChild(i).GetComponent<TurretData>();
|
||
if (td != null)
|
||
result.Add(td.turretNumber);
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
var list = TurretResourcesData.GetTurretDataByType(1);
|
||
if (list != null)
|
||
result = list.ConvertAll(d => d.turretNumber);
|
||
}
|
||
return result;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 把炮台 UI 坐标转换成世界坐标(Z=0平面)并缓存到 turretWorldPos。
|
||
/// 转换方式和 TurretData.GetBulletStartWorldPos 一致。
|
||
/// </summary>
|
||
public void UpdateTurretWorldPos()
|
||
{
|
||
if (tra_CurrTurret == null)
|
||
{
|
||
turretWorldPos = Vector3.zero;
|
||
return;
|
||
}
|
||
|
||
RectTransform rect = tra_CurrTurret.GetComponent<RectTransform>();
|
||
if (rect != null && UIManager.Instance != null && UIManager.Instance.uiRoot != null)
|
||
{
|
||
Canvas canvas = UIManager.Instance.uiRoot.GetComponent<Canvas>();
|
||
Camera cam = Camera.main;
|
||
|
||
Vector3 screenPos = RectTransformUtility.WorldToScreenPoint(
|
||
canvas.renderMode == RenderMode.ScreenSpaceOverlay ? null : canvas.worldCamera,
|
||
rect.position
|
||
);
|
||
float distance = Mathf.Abs(cam.transform.position.z - 0f);
|
||
Vector3 worldPos = cam.ScreenToWorldPoint(new Vector3(screenPos.x, screenPos.y, distance));
|
||
worldPos.z = 0f;
|
||
turretWorldPos = worldPos;
|
||
}
|
||
else
|
||
{
|
||
// 非 UI(3D 物体)直接用 position
|
||
turretWorldPos = tra_CurrTurret.position;
|
||
}
|
||
}
|
||
|
||
/// <summary>根据炮台编号字符串加载。</summary>
|
||
public void LoadTurret(string turretNumberStr)
|
||
{
|
||
if (int.TryParse(turretNumberStr, out int num))
|
||
LoadTurret(num);
|
||
}
|
||
// ==================== 翅膀加载(动态克隆) ====================
|
||
|
||
/// <summary>
|
||
/// 根据炮台编号,从 Addressables 加载预制体并克隆到 turretParent。
|
||
/// 位置/旋转/缩放保持预制体原始值,不动。
|
||
/// </summary>
|
||
public void LoadWing(int turretNumber)
|
||
{
|
||
// XJMH 模式没有翅膀概念,直接跳过
|
||
if (turretControlMode == TurretControlMode.XJMH) return;
|
||
|
||
// 先清理已有翅膀(保留预设的 Camera,它是用来渲染翅膀到 RawImage 的)
|
||
for (int i = wingParent.childCount - 1; i >= 0; i--)
|
||
{
|
||
var child = wingParent.GetChild(i);
|
||
if (child.GetComponent<Camera>() != null)
|
||
continue; // 保留 Camera
|
||
Destroy(child.gameObject);
|
||
}
|
||
|
||
// 从 TurretResourcesData 拿预制体
|
||
GameObject prefab = TurretResourcesData.GetTurretPrefab(turretNumber);
|
||
if (prefab == null)
|
||
{
|
||
Debug.LogWarning($"[SitPosData] 翅膀预制体未加载: #{turretNumber}");
|
||
return;
|
||
}
|
||
|
||
// 克隆到 wingParent,保持预制体原始位置/旋转/缩放
|
||
GameObject instance = Instantiate(prefab, wingParent, false);
|
||
instance.SetActive(true);
|
||
|
||
Debug.Log($"[SitPosData] 翅膀已加载: #{turretNumber}");
|
||
}
|
||
|
||
/// <summary>根据炮台编号字符串加载。</summary>
|
||
public void LoadWing(string turretNumberStr)
|
||
{
|
||
if (int.TryParse(turretNumberStr, out int num))
|
||
LoadWing(num);
|
||
}
|
||
// -------------------------
|
||
// 切换状态(GameMainPanel 调用)
|
||
// -------------------------
|
||
public void ChangeState(TurretState state)
|
||
{
|
||
OnStateChange?.Invoke(state);
|
||
}
|
||
|
||
// -------------------------
|
||
// 炮台旋转(GameMainPanel 调用)
|
||
// -------------------------
|
||
public void SetRotation(float angle)
|
||
{
|
||
currentAngle = angle;
|
||
if (tra_CurrTurret != null)
|
||
tra_CurrTurret.rotation = Quaternion.Euler(0, 0, angle);
|
||
}
|
||
|
||
// -------------------------
|
||
// 获取发射点(给 GameMainPanel)
|
||
// -------------------------
|
||
public Vector2 GetBulletStartPos()
|
||
{
|
||
return currentTurret != null
|
||
? currentTurret.GetBulletStartWorldPos()
|
||
: Vector2.zero;
|
||
}
|
||
|
||
// ==================== 金币消耗 ====================
|
||
|
||
public bool ConsumeGold(int mul = 1)
|
||
{
|
||
long temp = goldNum - consumeGoldNum * mul;
|
||
if (temp < 0) return false;
|
||
long oldGold = goldNum;
|
||
goldNum = temp;
|
||
tMP_GoldNum.text = goldNum.ToString();
|
||
// ⭐ 记录金币流水:已扣钱(开火消耗,本地已执行)
|
||
GameManager.LogGoldFlowAppliedCost("Fire", $"开火消耗 原有金币={oldGold} 消耗金币=-{consumeGoldNum * mul} 剩余金币={goldNum} 座位={posID} 房间={GameManager.Instance.gameData?.currRoomData?.roomId}");
|
||
return true;
|
||
}
|
||
|
||
int indexConsume = 0;
|
||
|
||
/// <summary>
|
||
/// 根据后端下发的炮倍值同步 indexConsume 到 paoBeiList 对应档位,
|
||
/// 避免加减炮倍时从 0 档开始导致跳变。
|
||
/// </summary>
|
||
public void SyncIndexByConsume(long consumeGold)
|
||
{
|
||
var list = CreateFishManager.Instance?.currGameType?.paoBeiList;
|
||
if (list == null || list.Count == 0) return;
|
||
int idx = list.IndexOf((int)consumeGold);
|
||
indexConsume = idx >= 0 ? idx : 0;
|
||
}
|
||
|
||
public void ChangeTurretAddConsumeNum()
|
||
{
|
||
if (CreateFishManager.Instance.currGameType.paoBeiList.Count - 1 > indexConsume)
|
||
indexConsume++;
|
||
else
|
||
indexConsume = 0;
|
||
AudioManager.Instance.PlayerFX(62011);
|
||
|
||
consumeGoldNum = CreateFishManager.Instance.currGameType.paoBeiList[indexConsume];
|
||
tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
|
||
CreateFishManager.Instance.currGameType?.SyncCannonMultiple((int)consumeGoldNum);
|
||
}
|
||
|
||
public void ChangeTurretMinusConsumeNum()
|
||
{
|
||
if (indexConsume > 0)
|
||
indexConsume--;
|
||
else
|
||
indexConsume = CreateFishManager.Instance.currGameType.paoBeiList.Count - 1;
|
||
AudioManager.Instance.PlayerFX(62010);
|
||
|
||
consumeGoldNum = CreateFishManager.Instance.currGameType.paoBeiList[indexConsume];
|
||
tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
|
||
CreateFishManager.Instance.currGameType?.SyncCannonMultiple((int)consumeGoldNum);
|
||
}
|
||
|
||
// ==================== 锁定系统 ====================
|
||
|
||
public void SetLockTarget(MonsterContral monster, Transform hitPos)
|
||
{
|
||
monCotl_Lock = monster;
|
||
monCotl_Lock_Position = hitPos;
|
||
isLock = monster != null;
|
||
lockFX.SetActive(isLock);
|
||
|
||
// 非三发锁定 → 隐藏额外图标
|
||
if (!isLock) HideTripleLockIcons();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 设置三发锁定目标(3个目标分别追踪)
|
||
/// </summary>
|
||
public void SetTripleLockTargets(List<(MonsterContral monster, Transform hitPos)> targets)
|
||
{
|
||
if (targets == null || targets.Count == 0)
|
||
{
|
||
HideTripleLockIcons();
|
||
return;
|
||
}
|
||
|
||
// 确保 lockFX_Triple 有2个克隆的图标(+主图标=3个)
|
||
EnsureTripleLockIcons();
|
||
|
||
tripleLockTargets.Clear();
|
||
tripleLockPositions.Clear();
|
||
|
||
// 第一个目标用主 lockFX
|
||
var primary = targets[0];
|
||
monCotl_Lock = primary.monster;
|
||
monCotl_Lock_Position = primary.hitPos;
|
||
isLock = true;
|
||
lockFX.SetActive(true);
|
||
tripleLockTargets.Add(primary.monster);
|
||
tripleLockPositions.Add(primary.hitPos);
|
||
|
||
// 第二个和第三个目标用 lockFX_Triple
|
||
for (int i = 1; i < targets.Count && i < 3; i++)
|
||
{
|
||
int idx = i - 1;
|
||
if (idx < lockFX_Triple.Count && lockFX_Triple[idx] != null)
|
||
{
|
||
lockFX_Triple[idx].SetActive(true);
|
||
tripleLockTargets.Add(targets[i].monster);
|
||
tripleLockPositions.Add(targets[i].hitPos);
|
||
}
|
||
}
|
||
|
||
// 隐藏多余的
|
||
for (int i = targets.Count - 1; i < lockFX_Triple.Count; i++)
|
||
{
|
||
if (lockFX_Triple[i] != null)
|
||
lockFX_Triple[i].SetActive(false);
|
||
}
|
||
}
|
||
|
||
private void EnsureTripleLockIcons()
|
||
{
|
||
while (lockFX_Triple.Count < 2 && lockFX != null)
|
||
{
|
||
var clone = GameObject.Instantiate(lockFX, lockFX.transform.parent);
|
||
clone.name = lockFX.name + "_Triple" + (lockFX_Triple.Count + 1);
|
||
clone.transform.localScale = lockFX.transform.localScale * 0.5f;
|
||
lockFX_Triple.Add(clone);
|
||
}
|
||
}
|
||
|
||
public void HideTripleLockIcons()
|
||
{
|
||
foreach (var icon in lockFX_Triple)
|
||
{
|
||
if (icon != null)
|
||
icon.SetActive(false);
|
||
}
|
||
tripleLockTargets.Clear();
|
||
tripleLockPositions.Clear();
|
||
}
|
||
|
||
public void ClearLock()
|
||
{
|
||
monCotl_Lock = null;
|
||
monCotl_Lock_Position = null;
|
||
isLock = false;
|
||
lockFX.SetActive(false);
|
||
HideTripleLockIcons();
|
||
ChangeState(TurretState.Idle);
|
||
}
|
||
}
|