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b/Assets/MyGame/aa/Game/XJMH/Boss/LieYanFengBao/Editor/FlameStrikeVariantBuilder.cs new file mode 100644 index 000000000..84316044f --- /dev/null +++ b/Assets/MyGame/aa/Game/XJMH/Boss/LieYanFengBao/Editor/FlameStrikeVariantBuilder.cs @@ -0,0 +1,694 @@ +#if UNITY_EDITOR +using System; +using System.Collections.Generic; +using System.IO; +using System.Text; +using Coffee.UIExtensions; +using TMPro; +using UnityEditor; +using UnityEngine; + +/// +/// 烈焰风暴「结算面板(Settle)」/「奖励框(AwardFrame)」的 UI 化变体生成器。 +/// +/// 背景:XJMH 的爆奖面板都是「Art 源预制体 → MyGame 变体」两层。Art 源是给 3D 场景用的, +/// 直接当 UI 用会有三个问题:粒子不在 Canvas 里渲染、卡面数字没接、没有 BJEndUI 写分数。 +/// 同门 Boss(铁拳 / 伽马风暴 / 破坏球 / 幸运轮 …)都在 +/// Assets/MyGame/aa/Game/XJMH/Boss/BJ/BJEnd 下留了做好的变体,本脚本就是照抄它们的做法。 +/// +/// 从已有变体(PW_Effect_Settle_IronFist_Self_XingJiXunHang)反解出来的加工步骤: +/// 1. 所有 ParticleSystemRenderer:m_Enabled = 0(改由 UIParticle 渲染) +/// 2. 所有 ParticleSystemRenderer:m_SortingLayer = 0(对齐 Default 层) +/// 3. 根下新增 UIParticle 子节点:UIParticle 组件 + m_Particles 收全所有粒子 +/// + m_Scale3D = (10,10,10) +/// ⚠ 这个节点自己的 localScale 在运行时会被 UIParticle 覆盖掉 +/// (AutoScalingMode.Transform → UpdateTransformScale() 把它设成 1/parentLossyScale), +/// 所以模板里写 0 也只是"随便写";真正决定大小的是「各粒子节点 localScale × m_Scale3D」。 +/// 3b. 各粒子节点 localScale 归一化:模板把源里的 30 / 46.176 / 48.395 统一改成 5 +/// (配 m_Scale3D=10,等效放大 ≈1.67×,是同门统一口径) +/// 4. 根 RectTransform:anchor/pivot = 0.5,sizeDelta = 100×100,位置归零 +/// 5. 分数文本(Node/Textparent/Node):字体换 SourceHanSans、spriteAsset 换金币图 +/// 6. Textparent 下新增 Node (1) 文本(倍数用),scale 0.7 / 位置 (0,8) / 字号 36 +/// 7. 根上挂 BJEndUI:tMP_score = 源里的分数文本,tMP_beishu = 新增的 Node (1) +/// +/// 奖励框(AwardFrame)另走一条:不碰粒子,只在根上挂 BJImage(tmp_CoinNum = Num 文本)。 +/// +/// ⚠️ 本脚本不会去改 Art 源预制体(除非你点「就地补齐选中预制体」)。生成的是变体, +/// 这样以后美术更新 Art 源,MyGame 变体还能跟着走。 +/// +public class FlameStrikeVariantBuilder : EditorWindow +{ + // ---------------------------------------------------------------- 路径常量 + private const string ArtEffectDir = "Assets/Art/XJMH/pw/pw_prefab/game/effect"; + private const string BJEndDir = "Assets/MyGame/aa/Game/XJMH/Boss/BJ/BJEnd"; + private const string BJScoreDir = "Assets/MyGame/aa/Game/XJMH/Boss/BJ/BJScore"; + + /// 变体文件名后缀(与同门 _XingJiXunHang / _XieZi 一致) + private const string Suffix = "_LieYanFengBao"; + + // ---------------------------------------------------------------- 资源 guid(与同门变体完全一致) + private const string GoldSpriteGuid = "b5a3b539bfcb41e46ad594b9b14d7732"; + private const string SilverSpriteGuid = "e034cf5e78470b44f8a1c4d42d5039d6"; + private const string FontGuid = "fdd40eef2e75f6d46b51c289c46fe60b"; + + // ---------------------------------------------------------------- 模板参考值(从 BJEnd 已有变体抄的) + private const float TemplateParticleNodeScale = 5f; // 粒子节点 localScale(源里是 30 / 46.176 / 48.395) + private const float TemplateBeishuScale = 0.7f; // 倍数文本 localScale + private static readonly Vector2 TemplateBeishuPos = new Vector2(0f, 8f); + private static readonly Vector2 TemplateBeishuSize = new Vector2(200f, 50f); + private const float TemplateBeishuFontSize = 36f; + private static readonly Vector3 TemplateUiParticleScale3D = new Vector3(10f, 10f, 10f); + + // ---------------------------------------------------------------- 选项 + private bool _addUiParticle = true; + private bool _disableParticleRenderers = true; + private bool _resetSortingLayer = true; + private bool _scaleParticleNodes = true; // 模板口径:粒子节点归一化到 5 + private bool _proportionalScale = true; // 按比例归一化(保留节点之间的相对大小) + private float _particleNodeScale = TemplateParticleNodeScale; + private bool _fixRootRect = true; + private bool _applyTextStyle = true; + private bool _addBjEndUI = true; + private bool _createBeishuNode = true; + private bool _addBjImage = true; + private bool _overwrite; + private Vector2 _scroll; + + [MenuItem("Tools/烈焰风暴/结算面板 & 奖励框 变体生成器")] + private static void Open() + { + var w = GetWindow(false, "烈焰风暴变体", true); + w.minSize = new Vector2(460f, 520f); + w.Show(); + } + + private void OnGUI() + { + _scroll = EditorGUILayout.BeginScrollView(_scroll); + + EditorGUILayout.LabelField("数据源(Art 源预制体)", EditorStyles.boldLabel); + EditorGUILayout.HelpBox( + "源都在 Assets/Art/XJMH/pw/pw_prefab/game/effect 下:\n" + + " · PW_Effect_Settle_FlameStrike_Self → " + BJEndDir + "\n" + + " · PW_Effect_Settle_FlameStrike_Other → " + BJEndDir + "\n" + + " · PW_Effect_AwardFrame_FlameStrike → " + BJScoreDir + "\n" + + "生成的变体名会带后缀 " + Suffix, MessageType.None); + + EditorGUILayout.Space(); + EditorGUILayout.LabelField("加工步骤(对齐 BJEnd 里已有变体)", EditorStyles.boldLabel); + + _disableParticleRenderers = EditorGUILayout.ToggleLeft( + "关闭所有 ParticleSystemRenderer(改由 UIParticle 渲染)", _disableParticleRenderers); + _resetSortingLayer = EditorGUILayout.ToggleLeft( + "所有粒子 Renderer 的 SortingLayer 归零(Default)", _resetSortingLayer); + _addUiParticle = EditorGUILayout.ToggleLeft( + "添加 / 复用 UIParticle 节点,并自动收全所有粒子(Scale3D = 10,10,10)", _addUiParticle); + _fixRootRect = EditorGUILayout.ToggleLeft( + "修正根 RectTransform(anchor/pivot 0.5、sizeDelta 100×100、位置归零)", _fixRootRect); + _applyTextStyle = EditorGUILayout.ToggleLeft( + "分数文本套用模板样式(SourceHanSans + 金币 spriteAsset)", _applyTextStyle); + + using (new EditorGUI.IndentLevelScope()) + { + _scaleParticleNodes = EditorGUILayout.ToggleLeft( + $"把各粒子节点的 localScale 归一化到 {TemplateParticleNodeScale}(模板口径)", _scaleParticleNodes); + using (new EditorGUI.DisabledScope(!_scaleParticleNodes)) + { + _proportionalScale = EditorGUILayout.ToggleLeft( + "按比例归一化(保留节点之间的相对大小,推荐)", _proportionalScale); + _particleNodeScale = EditorGUILayout.FloatField( + _proportionalScale ? "主缩放归一化到" : "所有节点统一改成", _particleNodeScale); + } + EditorGUILayout.HelpBox( + "源里各粒子节点的 localScale 是 30(12 个)+ 1(2 个)。模板把 30 归一化成 5," + + "再配 m_Scale3D = 10 → 等效 50,与其它 Boss 面板同一口径。\n" + + "「按比例」= 30→5、1→0.1667(推荐,不会把原本小的节点放大 5 倍);\n" + + "关掉则所有节点都写 " + _particleNodeScale + "。\n" + + "⚠ UIParticle 节点自己的 scale 运行时会被强制改成 1/parentLossyScale(AutoScalingMode.Transform)," + + "在预制体里调它是没用的,别白费功夫。", MessageType.Info); + } + + EditorGUILayout.Space(); + EditorGUILayout.LabelField("挂脚本", EditorStyles.boldLabel); + _addBjEndUI = EditorGUILayout.ToggleLeft( + "BJEndUI(结算面板:写倍数 + 最终分数)", _addBjEndUI); + using (new EditorGUI.IndentLevelScope()) + { + _createBeishuNode = EditorGUILayout.ToggleLeft( + "在 Textparent 下新建 Node (1) 作为倍数文本", _createBeishuNode); + } + _addBjImage = EditorGUILayout.ToggleLeft( + "BJImage(奖励框:写金币数)", _addBjImage); + + EditorGUILayout.Space(); + _overwrite = EditorGUILayout.ToggleLeft("允许覆盖已存在的变体文件", _overwrite); + + EditorGUILayout.Space(); + if (GUILayout.Button("生成:结算面板 Self + Other", GUILayout.Height(30f))) + { + BuildSettlePanel(true); + BuildSettlePanel(false); + } + if (GUILayout.Button("生成:结算面板 Self", GUILayout.Height(24f))) BuildSettlePanel(true); + if (GUILayout.Button("生成:结算面板 Other", GUILayout.Height(24f))) BuildSettlePanel(false); + EditorGUILayout.Space(); + if (GUILayout.Button("生成:奖励框 AwardFrame", GUILayout.Height(24f))) BuildAwardFrame(); + + EditorGUILayout.Space(); + EditorGUILayout.LabelField("备用", EditorStyles.boldLabel); + if (GUILayout.Button("就地补齐选中的预制体(不生成变体,直接改它自己)", GUILayout.Height(24f))) + { + PatchSelectedInPlace(); + } + + EditorGUILayout.Space(); + if (GUILayout.Button("检查资源到位情况", GUILayout.Height(24f))) ReportAssets(); + + EditorGUILayout.EndScrollView(); + } + + // ================================================================ 生成入口 + + private void BuildSettlePanel(bool isSelf) + { + string srcName = isSelf ? "PW_Effect_Settle_FlameStrike_Self" : "PW_Effect_Settle_FlameStrike_Other"; + string srcPath = ArtEffectDir + "/" + srcName + ".prefab"; + string dstPath = BJEndDir + "/" + srcName + Suffix + ".prefab"; + + CreateVariant(srcPath, dstPath, root => ModifySettlePanel(root, isSelf)); + } + + private void BuildAwardFrame() + { + const string srcName = "PW_Effect_AwardFrame_FlameStrike"; + string srcPath = ArtEffectDir + "/" + srcName + ".prefab"; + string dstPath = BJScoreDir + "/" + srcName + Suffix + ".prefab"; + + CreateVariant(srcPath, dstPath, ModifyAwardFrame); + } + + // ================================================================ 变体创建 + + /// 把 Art 源实例化成变体并保存到目标路径(SaveAsPrefabAsset 作用在预制体实例上 → 生成变体)。 + private void CreateVariant(string srcPath, string dstPath, Action modify) + { + var src = AssetDatabase.LoadAssetAtPath(srcPath); + if (src == null) + { + Debug.LogError($"[烈焰风暴变体] 找不到源预制体:{srcPath}"); + return; + } + + EnsureFolder(Path.GetDirectoryName(dstPath).Replace('\\', '/')); + + if (File.Exists(dstPath) && !_overwrite) + { + Debug.LogError($"[烈焰风暴变体] {dstPath} 已存在。要覆盖请先勾选「允许覆盖已存在的变体文件」," + + "或直接在 Project 里改名后再生成。"); + return; + } + + var inst = PrefabUtility.InstantiatePrefab(src) as GameObject; + if (inst == null) + { + Debug.LogError($"[烈焰风暴变体] 实例化失败:{srcPath}"); + return; + } + + try + { + inst.name = Path.GetFileNameWithoutExtension(dstPath); + modify?.Invoke(inst); + + PrefabUtility.SaveAsPrefabAsset(inst, dstPath, out bool success); + if (!success) + { + Debug.LogError($"[烈焰风暴变体] 保存失败:{dstPath}"); + return; + } + AssetDatabase.SaveAssets(); + + var saved = AssetDatabase.LoadAssetAtPath(dstPath); + var type = PrefabUtility.GetPrefabAssetType(saved); + if (type == PrefabAssetType.Variant) + Debug.Log($"[烈焰风暴变体] ✔ 已生成变体:{dstPath}"); + else + Debug.LogWarning($"[烈焰风暴变体] {dstPath} 已生成,但类型是 {type} 而不是 Variant " + + "(说明它没继承 Art 源,请检查)"); + + if (saved != null) EditorGUIUtility.PingObject(saved); + } + finally + { + DestroyImmediate(inst); + } + } + + // ================================================================ 结算面板加工 + + /// 结算面板(Settle_FlameStrike_Self / _Other)的 UI 化 + BJEndUI。 + private void ModifySettlePanel(GameObject root, bool isSelf) + { + var sb = new StringBuilder(); + sb.AppendLine($"[烈焰风暴变体] 处理 {(isSelf ? "Self" : "Other")} 结算面板:{root.name}"); + + // ---- 1/2. 粒子 Renderer:关掉自带渲染 + 层归零 + var psList = root.GetComponentsInChildren(true); + int rendererCount = 0; + foreach (var ps in psList) + { + var psr = ps.GetComponent(); + if (psr == null) continue; + if (_disableParticleRenderers) psr.enabled = false; + if (_resetSortingLayer) psr.sortingLayerID = 0; + rendererCount++; + } + sb.AppendLine($" 粒子系统 {psList.Length} 个,Renderer 处理 {rendererCount} 个" + + $"(enabled={!_disableParticleRenderers}、sortingLayer 归零={_resetSortingLayer})"); + + // ---- 3. UIParticle 节点 + if (_addUiParticle) + { + bool created = EnsureUiParticle(root, psList, out int particleCount); + sb.AppendLine(created + ? $" 新建 UIParticle 节点,收粒子 {particleCount} 个,Scale3D={TemplateUiParticleScale3D}" + : $" 复用已有 UIParticle 节点,刷新粒子列表 {particleCount} 个,Scale3D={TemplateUiParticleScale3D}"); + + // 粒子节点缩放归一化:模板把源里的 30 / 46.176 / 48.395 统一改成 5,配 m_Scale3D=10 用。 + // ⚠ 这一步与 UIParticle 是新建还是复用无关 —— 真正决定大小的是「粒子节点 scale × m_Scale3D」, + // UIParticle 节点自己的 scale 运行时会被 AutoScalingMode.Transform 覆盖,两种情况都要归一化。 + if (_scaleParticleNodes) + sb.AppendLine(NormalizeParticleNodeScales(psList)); + else + sb.AppendLine(" 粒子节点缩放:保持源里的原值(未归一化 —— 与其它 Boss 面板口径不一致,请预览确认)"); + } + + // ---- 4. 根 RectTransform + if (_fixRootRect) + { + var rt = root.GetComponent(); + if (rt != null) + { + rt.anchorMin = new Vector2(0.5f, 0.5f); + rt.anchorMax = new Vector2(0.5f, 0.5f); + rt.pivot = new Vector2(0.5f, 0.5f); + rt.sizeDelta = new Vector2(100f, 100f); + rt.anchoredPosition = Vector2.zero; + rt.localPosition = Vector3.zero; + rt.localRotation = Quaternion.identity; + sb.AppendLine(" 根 RectTransform:anchor/pivot 0.5、sizeDelta 100×100、位置归零"); + } + } + + // ---- 5. 分数文本样式 + var scoreTmp = FindScoreTmp(root); + if (scoreTmp == null) + { + Debug.LogError($"[烈焰风暴变体] {root.name} 里找不到分数文本(预期路径 Node/Textparent/Node),BJEndUI 未挂"); + } + else if (_applyTextStyle) + { + var font = LoadAsset(FontGuid); + var gold = LoadAsset(GoldSpriteGuid); + if (font != null) scoreTmp.font = font; + if (gold != null) scoreTmp.spriteAsset = gold; + sb.AppendLine($" 分数文本 {GetPath(scoreTmp.transform)}:字体=" + + $"{(font != null ? font.name : "未改")}、spriteAsset={(gold != null ? gold.name : "未改")}"); + } + + // ---- 6/7. 倍数文本 + BJEndUI + if (_addBjEndUI) + { + if (scoreTmp == null) + { + sb.AppendLine(" 跳过 BJEndUI(没有分数文本可接)"); + } + else + { + TextMeshProUGUI beishuTmp = null; + if (_createBeishuNode) + { + beishuTmp = EnsureBeishuNode(scoreTmp); + sb.AppendLine($" 倍数文本:{GetPath(beishuTmp.transform)}(scale {TemplateBeishuScale}," + + $"pos {TemplateBeishuPos},字号 {TemplateBeishuFontSize})"); + } + + var endUI = root.GetComponent(); + if (endUI == null) endUI = root.AddComponent(); + endUI.tMP_score = scoreTmp; + endUI.tMP_beishu = beishuTmp; + endUI.goldSprite = LoadAsset(GoldSpriteGuid); + endUI.SilverSprite = LoadAsset(SilverSpriteGuid); + endUI.img_BaoJiangZhong = null; + endUI.useScoreAnim = false; + endUI.autoDestroyDelay = 5f; + + sb.AppendLine($" 已挂 BJEndUI(tMP_score={scoreTmp.name}、" + + $"tMP_beishu={(beishuTmp != null ? beishuTmp.name : "空")}," + + $"gold/SilverSprite 已接,autoDestroyDelay=5)"); + } + } + + Debug.Log(sb.ToString()); + } + + // ================================================================ 奖励框加工 + + /// 奖励框(AwardFrame_FlameStrike):不碰粒子,只挂 BJImage(写金币数)。 + private void ModifyAwardFrame(GameObject root) + { + var sb = new StringBuilder(); + sb.AppendLine($"[烈焰风暴变体] 处理奖励框:{root.name}"); + + if (_fixRootRect) + { + var rt = root.GetComponent(); + if (rt != null) + { + rt.anchorMin = new Vector2(0.5f, 0.5f); + rt.anchorMax = new Vector2(0.5f, 0.5f); + rt.pivot = new Vector2(0.5f, 0.5f); + rt.sizeDelta = new Vector2(100f, 100f); + rt.anchoredPosition = Vector2.zero; + rt.localPosition = Vector3.zero; + rt.localRotation = Quaternion.identity; + sb.AppendLine(" 根 RectTransform:anchor/pivot 0.5、sizeDelta 100×100、位置归零"); + } + } + + if (_addBjImage) + { + var coinTmp = FindCoinNumTmp(root); + if (coinTmp == null) + { + Debug.LogError($"[烈焰风暴变体] {root.name} 里找不到金币数字文本(预期在 Num 节点下),BJImage 未挂"); + } + else + { + var bjImage = root.GetComponent(); + if (bjImage == null) bjImage = root.AddComponent(); + bjImage.tmp_CoinNum = coinTmp; + bjImage.goldSprite = LoadAsset(GoldSpriteGuid); + bjImage.silverSprite = LoadAsset(SilverSpriteGuid); + sb.AppendLine($" 已挂 BJImage(tmp_CoinNum={GetPath(coinTmp.transform)},gold/silverSprite 已接)"); + } + } + + Debug.Log(sb.ToString()); + } + + // ================================================================ 就地补齐(改选中预制体本身) + + private void PatchSelectedInPlace() + { + var path = AssetDatabase.GetAssetPath(Selection.activeObject); + if (string.IsNullOrEmpty(path) || !path.EndsWith(".prefab", StringComparison.OrdinalIgnoreCase)) + { + Debug.LogError("[烈焰风暴变体] 请先在 Project 窗口里选中一个 .prefab 再点这个按钮"); + return; + } + if (PrefabUtility.GetPrefabAssetType(Selection.activeObject) == PrefabAssetType.Variant) + { + Debug.LogError($"[烈焰风暴变体] {path} 是变体,请直接在变体上改;就地补齐只支持普通预制体"); + return; + } + + var contents = PrefabUtility.LoadPrefabContents(path); + if (contents == null) return; + try + { + bool isAwardFrame = contents.name.IndexOf("AwardFrame", StringComparison.OrdinalIgnoreCase) >= 0; + if (isAwardFrame) ModifyAwardFrame(contents); + else ModifySettlePanel(contents, contents.name.IndexOf("Self", StringComparison.OrdinalIgnoreCase) >= 0); + + PrefabUtility.SaveAsPrefabAsset(contents, path, out bool ok); + if (ok) Debug.Log($"[烈焰风暴变体] ✔ 已就地补齐:{path}"); + else Debug.LogError($"[烈焰风暴变体] 就地保存失败:{path}"); + } + finally + { + PrefabUtility.UnloadPrefabContents(contents); + } + AssetDatabase.SaveAssets(); + } + + // ================================================================ 资源检查 + + private void ReportAssets() + { + var sb = new StringBuilder("[烈焰风暴] 资源到位检查\n"); + + CheckPrefab(sb, ArtEffectDir + "/PW_Effect_Settle_FlameStrike_Self.prefab"); + CheckPrefab(sb, ArtEffectDir + "/PW_Effect_Settle_FlameStrike_Other.prefab"); + CheckPrefab(sb, ArtEffectDir + "/PW_Effect_AwardFrame_FlameStrike.prefab"); + CheckPrefab(sb, ArtEffectDir + "/PW_Effect_Wheel.prefab"); + + CheckPrefab(sb, BJEndDir + "/PW_Effect_Wheel_LieYanFengBao.prefab"); + CheckPrefab(sb, BJEndDir + "/PW_Effect_Settle_FlameStrike_Self" + Suffix + ".prefab"); + CheckPrefab(sb, BJEndDir + "/PW_Effect_Settle_FlameStrike_Other" + Suffix + ".prefab"); + CheckPrefab(sb, BJScoreDir + "/PW_Effect_AwardFrame_FlameStrike" + Suffix + ".prefab"); + + CheckPrefab(sb, "Assets/MyGame/aa/Game/XJMH/Boss/LieYanFengBao/PW_Enemy_115.prefab"); + CheckPrefab(sb, "Assets/MyGame/aa/Game/XJMH/Prefabs/Bullit/PW_Bullet_FlameRound.prefab"); + CheckPrefab(sb, "Assets/Art/XJMH/pw/pw_spine/pw_spine_plane/pw_spine_plane_lyfb/PW_Spine_Plane_LYFB_SkeletonData.asset"); + + sb.AppendLine(); + sb.AppendLine("音效(tbaudio.json 里应为 69009-69012):"); + foreach (var n in new[] { "PW_FlameStrike_Explosion", "PW_FlameStrike_Die", + "PW_FlameStrike_WheelExplosion", "PW_FlameStrike_WheelFly" }) + { + var p = "Assets/Audios/XJMH/" + n + ".ogg"; + sb.AppendLine(" " + (File.Exists(p) ? "✔" : "✘") + " " + p); + } + + sb.AppendLine(); + sb.AppendLine("挂脚本可用性:"); + sb.AppendLine(" " + (LoadAsset(GoldSpriteGuid) != null ? "✔" : "✘") + " 金币 spriteAsset"); + sb.AppendLine(" " + (LoadAsset(SilverSpriteGuid) != null ? "✔" : "✘") + " 银币 spriteAsset"); + sb.AppendLine(" " + (LoadAsset(FontGuid) != null ? "✔" : "✘") + " SourceHanSans 字体"); + + Debug.Log(sb.ToString()); + } + + private static void CheckPrefab(StringBuilder sb, string path) + { + bool exists = File.Exists(path); + sb.AppendLine((exists ? "✔ " : "✘ ") + path + (exists ? "" : " ← 缺失")); + } + + // ================================================================ 工具方法 + + /// 确保根下有一个 UIParticle 节点,并把所有粒子收进 m_Particles。 + private static bool EnsureUiParticle(GameObject root, ParticleSystem[] psList, out int particleCount) + { + var ui = root.GetComponentInChildren(true); + bool created = false; + + if (ui == null) + { + var go = new GameObject("UIParticle", typeof(RectTransform), typeof(CanvasRenderer), typeof(UIParticle)); + var rt = (RectTransform)go.transform; + rt.SetParent(root.transform, false); + rt.anchorMin = new Vector2(0.5f, 0.5f); + rt.anchorMax = new Vector2(0.5f, 0.5f); + rt.pivot = new Vector2(0.5f, 0.5f); + rt.anchoredPosition = Vector2.zero; + rt.sizeDelta = Vector2.zero; + rt.localScale = Vector3.one; // 运行时会被 UIParticle 覆盖成 1/parentLossyScale,这里给 1 只是编辑器里好看 + ui = go.GetComponent(); + created = true; + } + + // UIParticle 的序列化字段都是 private → 用 SerializedObject 写 + var so = new SerializedObject(ui); + var arr = so.FindProperty("m_Particles"); + if (arr != null) + { + arr.arraySize = psList.Length; + for (int i = 0; i < psList.Length; i++) + arr.GetArrayElementAtIndex(i).objectReferenceValue = psList[i]; + } + var scale3D = so.FindProperty("m_Scale3D"); + if (scale3D != null) scale3D.vector3Value = TemplateUiParticleScale3D; + so.ApplyModifiedPropertiesWithoutUndo(); + + particleCount = psList.Length; + if (arr == null) + Debug.LogWarning("[烈焰风暴变体] 没找到 UIParticle.m_Particles 字段(插件版本可能不同),请手动拖粒子列表"); + return created; + } + + /// + /// 把各粒子节点的 localScale 归一化到模板口径(源里的 30 → 5,配 m_Scale3D=10 使用)。 + /// + /// 按比例模式:取出现次数最多的缩放当「主缩放」,factor = 目标 / 主缩放,所有节点乘同一倍率 + /// → 30→5、1→0.1667,不会把原本就小的节点放大 5 倍(烈焰风暴源里正好是 12 个 30 + 2 个 1)。 + /// 非按比例:所有节点直接写死目标值(模板做法的字面复刻)。 + /// + private string NormalizeParticleNodeScales(ParticleSystem[] psList) + { + if (psList == null || psList.Length == 0) return " 粒子节点缩放:没有粒子系统,跳过"; + + var counts = new Dictionary(); + foreach (var ps in psList) + { + float v = ps.transform.localScale.x; + counts.TryGetValue(v, out int c); + counts[v] = c + 1; + } + float dominant = 1f; + int best = -1; + foreach (var kv in counts) + { + if (kv.Value > best) { best = kv.Value; dominant = kv.Key; } + } + if (Mathf.Approximately(dominant, 0f)) dominant = 1f; + + float factor = _proportionalScale ? _particleNodeScale / dominant : 0f; + + var sb = new StringBuilder(); + sb.Append(_proportionalScale + ? $" 粒子节点归一化:主缩放 {dominant}({best}/{psList.Length} 个)→ {_particleNodeScale},倍率 {factor:0.####}" + : $" 粒子节点归一化:全部统一写成 {_particleNodeScale}"); + + int shown = 0; + foreach (var ps in psList) + { + var old = ps.transform.localScale; + var nv = _proportionalScale ? old * factor : Vector3.one * _particleNodeScale; + ps.transform.localScale = nv; + SetConstrainProportionsScale(ps.transform, true); + if (shown++ < 16) + sb.Append($"\n {GetPath(ps.transform)}: {old.x:0.####} → {nv.x:0.####}"); + } + return sb.ToString(); + } + + /// 在 Textparent 下确保存在倍数文本节点(模板里叫 Node (1))。 + private static TextMeshProUGUI EnsureBeishuNode(TextMeshProUGUI scoreTmp) + { + var parent = scoreTmp.transform.parent; + if (parent == null) + { + Debug.LogWarning("[烈焰风暴变体] 分数文本没有父节点,倍数文本挂在它自己下面"); + parent = scoreTmp.transform; + } + + var exist = parent.Find("Node (1)"); + if (exist != null) + { + var t = exist.GetComponent(); + if (t != null) return t; + } + + var go = new GameObject("Node (1)", typeof(RectTransform)); + var rt = (RectTransform)go.transform; + rt.SetParent(parent, false); + rt.anchorMin = new Vector2(0.5f, 0.5f); + rt.anchorMax = new Vector2(0.5f, 0.5f); + rt.pivot = new Vector2(0.5f, 0.5f); + rt.anchoredPosition = TemplateBeishuPos; + rt.sizeDelta = TemplateBeishuSize; + rt.localScale = Vector3.one * TemplateBeishuScale; + + var tmp = go.AddComponent(); + tmp.font = scoreTmp.font; // 运行时 AddComponent 的文本必须显式给字体,否则不显示 + tmp.spriteAsset = scoreTmp.spriteAsset; + tmp.fontSize = TemplateBeishuFontSize; + tmp.alignment = TextAlignmentOptions.Center; + tmp.color = Color.white; + tmp.raycastTarget = false; + tmp.text = "225"; // 占位,运行时由 BJEndUI.Init 覆写 + return tmp; + } + + /// 分数文本:优先 Node/Textparent/Node,再退到 Textparent 下的第一个 TMP。 + private static TextMeshProUGUI FindScoreTmp(GameObject root) + { + var t = root.transform.Find("Node/Textparent/Node") ?? root.transform.Find("Textparent/Node"); + if (t != null) + { + var tmp = t.GetComponent(); + if (tmp != null) return tmp; + } + + var tp = FindDeep(root.transform, "Textparent"); + if (tp != null) + { + var tmp = tp.GetComponentInChildren(true); + if (tmp != null) return tmp; + } + + Debug.LogWarning($"[烈焰风暴变体] {root.name}:没找到 Textparent,退用整棵树里第一个 TMP"); + return root.GetComponentInChildren(true); + } + + /// 奖励框的金币数字文本(Num 节点下的 TMP)。 + private static TextMeshProUGUI FindCoinNumTmp(GameObject root) + { + var num = FindDeep(root.transform, "Num"); + if (num != null) + { + var tmp = num.GetComponentInChildren(true); + if (tmp != null) return tmp; + } + return root.GetComponentInChildren(true); + } + + private static Transform FindDeep(Transform root, string name) + { + if (root == null) return null; + if (string.Equals(root.name, name, StringComparison.OrdinalIgnoreCase)) return root; + for (int i = 0; i < root.childCount; i++) + { + var r = FindDeep(root.GetChild(i), name); + if (r != null) return r; + } + return null; + } + + private static string GetPath(Transform t) + { + if (t == null) return "?"; + var s = t.name; + var p = t.parent; + while (p != null) { s = p.name + "/" + s; p = p.parent; } + return s; + } + + private static void SetConstrainProportionsScale(Transform t, bool value) + { + var so = new SerializedObject(t); + var p = so.FindProperty("m_ConstrainProportionsScale"); + if (p != null) + { + p.boolValue = value; + so.ApplyModifiedPropertiesWithoutUndo(); + } + } + + private static T LoadAsset(string guid) where T : UnityEngine.Object + { + var path = AssetDatabase.GUIDToAssetPath(guid); + if (string.IsNullOrEmpty(path)) + { + Debug.LogWarning($"[烈焰风暴变体] guid 解析不到资源:{guid}"); + return null; + } + return AssetDatabase.LoadAssetAtPath(path); + } + + private static void EnsureFolder(string folder) + { + if (AssetDatabase.IsValidFolder(folder)) return; + var parts = folder.Split('/'); + var cur = parts[0]; + for (int i = 1; i < parts.Length; i++) + { + var next = cur + "/" + parts[i]; + if (!AssetDatabase.IsValidFolder(next)) AssetDatabase.CreateFolder(cur, parts[i]); + cur = next; + } + } +} +#endif diff --git a/Assets/MyGame/aa/Game/XJMH/Boss/LieYanFengBao/Editor/FlameStrikeVariantBuilder.cs.meta b/Assets/MyGame/aa/Game/XJMH/Boss/LieYanFengBao/Editor/FlameStrikeVariantBuilder.cs.meta new file mode 100644 index 000000000..598cea1fb --- /dev/null +++ b/Assets/MyGame/aa/Game/XJMH/Boss/LieYanFengBao/Editor/FlameStrikeVariantBuilder.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 78f5c1faa544d2744847c98f0a61cc94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/MyGame/aa/Game/XJMH/Boss/LieYanFengBao/LieYanFengBao_BOSS.cs b/Assets/MyGame/aa/Game/XJMH/Boss/LieYanFengBao/LieYanFengBao_BOSS.cs index 58cd2eca3..1630a5677 100644 --- a/Assets/MyGame/aa/Game/XJMH/Boss/LieYanFengBao/LieYanFengBao_BOSS.cs +++ b/Assets/MyGame/aa/Game/XJMH/Boss/LieYanFengBao/LieYanFengBao_BOSS.cs @@ -1,14 +1,34 @@ using Assets.MyGame.Scripts.Net.WebResponses; +using Newtonsoft.Json.Linq; +using Spine.Unity; +using System; +using System.Collections; +using System.Collections.Generic; using UnityEngine; /// -/// 烈焰风暴 Boss(精简版:只根据服务端 param 判定死亡/未死亡)。 +/// 烈焰风暴 Boss(对齐 lua:pw_enemy/PW_FlameStrike.txt + pw_bullet/PW_BulletFlameStrike.txt)。 +/// +/// 本体结构(Art/XJMH/pw/pw_prefab/game/enemy/XJMHEnemy/PW_Enemy_115.prefab): +/// root(PW_Enemy_115, isSpine=1) → Body → Bone → { Stand(待机特效) / Die(死亡特效) / Explosion(爆炸特效) } +/// Wheel(轮盘,4 个子节点 = 火球弹发射点) +/// Spine 动画名:stand01(待机) / stand02(受击死亡) —— 与 lua SetAnimation(1)/(2) 一致。 +/// +/// 表现流程(lua): +/// OnCreate → ActiveCollider(true) + SetAnimation(1)(stand01 + 待机特效) +/// 被击中(未死亡) → isSelf 播 PW_FlameStrike_Explosion;ShowEffect(Explosion) → 0.3s 播爆奖 +/// → 0.8s 关掉全部特效(回到待机特效)→ 恢复游动 +/// 被打死 → SetAnimation(2)(stand02 + 死亡特效);isSelf 播 Explosion/Die 两个音效 +/// · Free 子弹:ShowEffect(Explosion) → 0.3s 爆奖 → 0.8s 销毁本体 +/// · 普通子弹:等 1.8s(Timer)→ 从 Wheel 的 4 个子节点朝外生成火球弹 +/// (BulletType.FlameRound)→ 销毁本体 +/// 黑洞吸收 → 原版显式免疫(本项目黑洞只吸“普通鱼”,Boss 天然不受影响,无需处理) /// /// param: { "isKill": bool, "beishu": int, "fishId": "...", "animId": int } -/// animId==1 / isKill=false → 未死亡:炸一下 + bjEndUI,Boss 不消失,爆奖结束恢复游动 -/// animId>=2 / isKill=true → 死亡:炸一下 + bjEndUI,Boss 消失 -/// -/// 无死鱼、无红包、无中间过程。 +/// animId==1 / isKill=false → 未死亡(Boss 保留,爆奖结束恢复游动) +/// animId>=2 / isKill=true → 死亡(Boss 消失) +/// (可选)param.flameInfo = { originUID, ratio, sourceUIDList:[...] }:火球弹来源列表 +/// param.bulletType = 1(Free) 时走"免费子弹"分支 /// public class LieYanFengBao_BOSS : MonsterControl_BossBase { @@ -16,22 +36,49 @@ public class LieYanFengBao_BOSS : MonsterControl_BossBase [Tooltip("是否从 param 解析 isKill/animId(关闭则每次死亡都按死亡处理)")] public bool useServerParam = true; - /// 爆奖事件引用 + [Header("火球弹(lua BulletType.FlameRound,从 Wheel 子节点发射)")] + [Tooltip("火球弹预制体(Assets/MyGame/aa/Game/XJMH/Prefabs/Bullit/PW_Bullet_FlameRound.prefab)")] + public GameObject flameRoundBulletPrefab; + [Tooltip("火球弹飞行速度(lua speed=30,按本项目世界比例可调)")] + public float flameRoundSpeed = 30f; + [Tooltip("火球弹存活时长(秒,兜底回收,防飞出屏外不回收)")] + public float flameRoundLifeTime = 4f; + [Tooltip("param 里没有 flameInfo 时的默认发射数量(最多 = Wheel 子节点数)")] + public int flameRoundFallbackCount = 4; + + [Header("时序(对齐 lua 硬编码值)")] + [Tooltip("爆炸特效 → 播爆奖的延迟(lua 0.3s)")] + public float explosionToRewardDelay = 0.3f; + [Tooltip("未死亡:爆奖 → 关掉全部特效恢复待机的延迟(lua 0.8s)")] + public float rewardToResetDelay = 0.8f; + [Tooltip("死亡:爆炸 → 生成火球弹 + 销毁本体的延迟(lua Timer 1.8s)")] + public float dieToFlameRoundDelay = 1.8f; + + /// 爆奖事件引用(死亡时赋值,供外部检查爆奖是否结束) [System.NonSerialized] public LieYanFengBaoEvent currEvent; - /// 当前死亡次数(仅日志用) - private int _deathCount = 0; + // ---- 与 lua 对齐的常量 ---- + private const string AnimNormal = "stand01"; // lua SetAnimation(1) + private const string AnimHit = "stand02"; // lua SetAnimation(2) + private const int EffectStand = 1; // lua effectTab[1] + private const int EffectDie = 2; // lua effectTab[2] + private const int EffectExplosion = 3; // lua effectTab[3] + private const string BonePath = "Body/Bone"; + private const string WheelName = "Wheel"; + private static readonly string[] EffectNodeNames = { "Stand", "Die", "Explosion" }; // 下标 0/1/2 + private const int BulletTypeFree = 1; // lua GC.Config.BulletType.Free - /// 缓存死亡位置(删除 Boss 后 transform 不可靠) + // ---- 运行时状态 ---- + private int _deathCount = 0; private Vector3 _diePos; private bool _diePosCached = false; - - /// Boss 是否已从鱼列表回收(防重复回收) private bool _removed = false; - - /// 爆奖事件是否已 Init(决定特效实例由谁回收) private bool _awardInitCalled = false; + private SkeletonAnimation _spine; // 预制体 skeleton 字段为空 → 运行时自动解析 + private readonly GameObject[] _effects = new GameObject[3]; + private Transform _wheel; // 轮盘(火球弹发射点父节点) + private Coroutine _flowRoutine; // 表现流程协程(死亡/未死亡共用) public override void OnEnable() { @@ -41,8 +88,83 @@ public class LieYanFengBao_BOSS : MonsterControl_BossBase _removed = false; _awardInitCalled = false; currEvent = null; + _flowRoutine = null; + + ResolveNodes(); + + // lua OnCreate:ActiveCollider(true) + SetAnimation(1) + SetAnimation(EffectStand); } + public override void OnDisable() + { + StopFlow(); + base.OnDisable(); + } + + // ================================================================ + // 节点解析 & 表现(对齐 lua SetAnimation / ShowEffect) + // ================================================================ + + /// + /// 解析本体节点:Bone 下三个特效(Stand/Die/Explosion)+ Wheel + SkeletonAnimation。 + /// ⭐ 预制体 PW_Enemy_115 的 skeleton 字段为空,这里自动 GetComponentInChildren 兜底。 + /// + private void ResolveNodes() + { + Transform bone = FindByPath(BonePath); + for (int i = 0; i < EffectNodeNames.Length; i++) + { + _effects[i] = FindEffectNode(bone, EffectNodeNames[i]); + } + + _wheel = FindChildRecursive(transform, WheelName); + + if (_spine == null) + _spine = GetComponentInChildren(true); + + if (bone == null) + Debug.LogWarning($"[LieYanFengBao] 找不到 {BonePath},待机/死亡/爆炸特效无法切换"); + if (_wheel == null) + Debug.LogWarning($"[LieYanFengBao] 找不到 {WheelName},死亡时无法生成火球弹"); + } + + /// lua SetAnimation(type):切 Spine 动画(stand01/stand02,循环)+ ShowEffect(type) + private void SetAnimation(int type) + { + PlaySpineSafe(type == EffectDie ? AnimHit : AnimNormal, true); + ShowEffect(type); + } + + /// lua ShowEffect(type):只激活 effectTab[type],type=0 时全部关闭 + private void ShowEffect(int type) + { + for (int i = 0; i < _effects.Length; i++) + { + if (_effects[i] == null) continue; + bool on = (i + 1) == type; // effectTab[1..3] ↔ _effects[0..2] + if (_effects[i].activeSelf != on) + _effects[i].SetActive(on); + } + } + + /// 安全播放 Spine 动画(骨架/动画名缺失时静默跳过) + private void PlaySpineSafe(string animName, bool loop) + { + if (_spine == null || string.IsNullOrEmpty(animName)) return; + var data = _spine.SkeletonDataAsset != null ? _spine.SkeletonDataAsset.GetSkeletonData(false) : null; + if (data == null || data.FindAnimation(animName) == null) + { + Debug.LogWarning($"[LieYanFengBao] Spine 动画 {animName} 不存在,跳过"); + return; + } + _spine.AnimationState.SetAnimation(0, animName, loop); + } + + // ================================================================ + // 死亡 / 被击(对齐 lua OnExplosion,两种分支) + // ================================================================ + public override void DieFish(RoomKillNotice obj = null) { _deathCount++; @@ -50,10 +172,11 @@ public class LieYanFengBao_BOSS : MonsterControl_BossBase // ===== 解析服务端 param:animId 优先于 isKill ===== bool isKill; int beishu; + JToken param = obj?.param; - if (useServerParam && obj?.param != null) + if (useServerParam && param != null) { - var p = BossKillParamParser.ParseMultiDeath(obj.param); + var p = BossKillParamParser.ParseMultiDeath(param); if (p != null) { isKill = p.isKill; @@ -64,7 +187,6 @@ public class LieYanFengBao_BOSS : MonsterControl_BossBase } else { - // param 解析失败:按死亡处理 isKill = true; beishu = obj.beishu > 0 ? (int)obj.beishu : 1; Debug.LogWarning($"[LieYanFengBao] param 解析失败,按死亡处理 beishu={beishu}"); @@ -72,37 +194,179 @@ public class LieYanFengBao_BOSS : MonsterControl_BossBase } else { - // 老消息无 param:按死亡处理 isKill = true; beishu = obj?.beishu > 0 ? (int)obj.beishu : 1; Debug.Log($"[LieYanFengBao] DieFish 第{_deathCount}次(无param,按死亡) beishu={beishu}"); } - // 缓存死亡位置(供爆奖特效定位) + // 缓存死亡位置(Boss 删除后 transform 不可靠) _diePos = transform.position; _diePosCached = true; - // 炸一下 + bjEndUI(爆奖特效初始化回调,死亡/未死亡都播) + // 爆奖特效初始化回调(CreateFishManager 在死亡位置创建 effect_DieAward 后回调) action_effect_DieAward = (o) => InitAwardEffect(o, obj, beishu); + bool isSelfKill = obj != null && GameManager.Instance != null && obj.userId == GameManager.Instance.user.id; + if (isKill) { - // ===== 死亡:Boss 消失 ===== + // ===== 死亡:死亡动画 + 死亡特效 + 音效 → 延迟生成火球弹 → 回收本体 ===== isDieFish = true; if (obj != null) poolNum = (int)obj.gold; - StartCoroutine(RemoveBossNextFrame()); + + SetAnimation(EffectDie); + + // 音效 + 震屏(lua:只有自己击杀才播 PW_FlameStrike_Explosion/Die + 震屏/震手机) + if (isSelfKill) + { + AudioManager.Instance.PlayerFXByName("PW_FlameStrike_Explosion"); + AudioManager.Instance.PlayerFXByName("PW_FlameStrike_Die"); + // ⭐ 震屏对齐 lua explosionShakeScreen(CameraShaker,参数与其它 Boss 死亡一致) + if (GameManager.Instance != null && GameManager.Instance.cameraShake != null) + GameManager.Instance.cameraShake.ShakePresets.Explosion2D(3f, 4f, 1f); + } + else + { + AudioManager.Instance.PlayerFXByName("PW_FlameStrike_Explosion"); + } + + bool isFreeBullet = ReadBulletType(param) == BulletTypeFree; + StopFlow(); + _flowRoutine = StartCoroutine(DeadFlow(isFreeBullet, param)); + } + else + { + // ===== 未死亡:爆炸特效一下 + 播爆奖 → 关全部特效 → 恢复游动 ===== + // ⭐ 不再调 base.DieFish():原版未死亡时不震屏、不标 isDieFish(否则每次命中都会震屏) + if (isSelfKill) + AudioManager.Instance.PlayerFXByName("PW_FlameStrike_Explosion"); + + StopFlow(); + _flowRoutine = StartCoroutine(NotDeadFlow()); + } + } + + /// 未死亡流程(lua OnExplosion 的 else 分支):爆炸特效 → 0.3s 爆奖 → 0.8s 关特效 → 恢复游动 + private IEnumerator NotDeadFlow() + { + ShowEffect(EffectExplosion); + + Debug.Log($"[LieYanFengBao] 未死亡:播放爆奖({explosionToRewardDelay}s 后)"); + + yield return new WaitForSeconds(explosionToRewardDelay); + // 爆奖特效由 CreateFishManager 生成的 effect_DieAward(LieYanFengBaoEvent)负责 + + yield return new WaitForSeconds(rewardToResetDelay); + + // 回到待机:关掉全部特效(lua ShowEffect(0)) + ShowEffect(0); + + _flowRoutine = null; + OnAwardFinished(); // 恢复游动(lua:Boss 继续走) + } + + /// 死亡流程(lua OnExplosion 的 isDead 分支):爆炸特效 → 爆奖 → 1.8s 火球弹 → 回收 + private IEnumerator DeadFlow(bool isFreeBullet, JToken param) + { + ShowEffect(EffectExplosion); + + yield return new WaitForSeconds(explosionToRewardDelay); + // 爆奖特效(effect_DieAward + 事件)由 CreateFishManager 负责 + + if (isFreeBullet) + { + // lua:Free 子弹打死 → 0.8s 后直接销毁本体(不生成火球弹) + yield return new WaitForSeconds(rewardToResetDelay); + } + else + { + // lua:Timer 1.8s → 生成火球弹 + 销毁本体 + yield return new WaitForSeconds(dieToFlameRoundDelay - explosionToRewardDelay > 0f + ? dieToFlameRoundDelay - explosionToRewardDelay + : 0f); + SpawnFlameRounds(param); + } + + _flowRoutine = null; + RemoveBoss(); + } + + /// + /// 生成火球弹(lua:从 Wheel 的第 i 个子节点朝外发射 BulletType.FlameRound)。 + /// sourceUIDList 来自 param.flameInfo;缺失时按 flameRoundFallbackCount 逐个 Wheel 子节点发射。 + /// + private void SpawnFlameRounds(JToken param) + { + if (flameRoundBulletPrefab == null) + { + Debug.LogWarning("[LieYanFengBao] flameRoundBulletPrefab 未赋值,跳过火球弹生成"); + return; + } + if (_wheel == null) + { + Debug.LogWarning("[LieYanFengBao] Wheel 节点缺失,跳过火球弹生成"); + return; + } + if (CreateFishManager.Instance == null || CreateFishManager.Instance.currGameType == null) + return; + + // 发射数量:优先用服务端 sourceUIDList;缺失则回退配置数量 + var uidList = ReadSourceUIDList(param); + int count = uidList != null && uidList.Count > 0 ? uidList.Count : Mathf.Max(0, flameRoundFallbackCount); + count = Mathf.Min(count, _wheel.childCount); + if (count <= 0) + { + Debug.LogWarning($"[LieYanFengBao] 火球弹数量为 0(Wheel 子节点={_wheel.childCount}),跳过"); + return; + } + + Transform bulletParent = CreateFishManager.Instance.bjEffectRoot != null + ? CreateFishManager.Instance.bjEffectRoot + : null; + + for (int i = 0; i < count; i++) + { + Transform point = _wheel.GetChild(i); + if (point == null) continue; + + Vector3 spawnPos = point.position; + // ⭐ 方向 = Wheel 子节点相对本体的方向(lua:dir = point - self.pos,再取角度) + Vector3 dir = spawnPos - transform.position; + float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg; + + // BullitMove 的飞行方向是 transform.up → 角度要 -90° 才是 Z 旋转 + var bulletGo = BulletPool.Instance.Get(flameRoundBulletPrefab, spawnPos, + Quaternion.Euler(0f, 0f, angle - 90f), bulletParent); + if (bulletGo == null) continue; + + bulletGo.name = $"FlameRound_{guid}_{i}"; + + var bullet = bulletGo.GetComponent(); + if (bullet != null) + { + bullet.Init(); // ⭐ 池化复用必须重新对齐起点 + bullet.moveSpeed = flameRoundSpeed; + bullet.desTime = flameRoundLifeTime; + bullet.userid = null; + bullet.playerID = null; + bullet.bulletID = bulletGo.name; + Debug.Log($"[LieYanFengBao] 火球弹[{i}] 发射 从{spawnPos} 角度={angle:0.0}(sourceUID={(uidList != null && i < uidList.Count ? uidList[i].ToString() : "-")})"); + } + else + { + Debug.LogWarning($"[LieYanFengBao] 火球弹预制体上没有 BullitMove,无法控制飞行"); + } } - // 未死亡:不删除,等爆奖结束 OnAwardFinished 恢复游动 } /// 初始化爆奖事件(炸一下 + bjEndUI) private void InitAwardEffect(GameObject o, RoomKillNotice obj, int beishu) { - Vector3 diePos = _diePosCached ? _diePos : transform.position; - if (obj == null) return; + Vector3 diePos = _diePosCached ? _diePos : transform.position; + foreach (var item in CreateFishManager.Instance.currGameType.list_Sits) { if (item.user == obj.userId) @@ -117,6 +381,10 @@ public class LieYanFengBao_BOSS : MonsterControl_BossBase evt.bossCtrl = this; currEvent = evt; } + else + { + Debug.LogError("[LieYanFengBao] 爆奖预制体上没有 LieYanFengBaoEvent!只走基类流程"); + } v.Init( obj.gold, @@ -132,30 +400,6 @@ public class LieYanFengBao_BOSS : MonsterControl_BossBase } } - /// - /// 下一帧删除 Boss:Ws_DieFish 在 DieFish 返回后同帧会实例化爆奖特效并触发回调。 - /// 等到下一帧:Boss 被删除;爆奖事件没初始化(座位没找到)则把特效实例回池。 - /// - private System.Collections.IEnumerator RemoveBossNextFrame() - { - yield return null; - - if (!_removed) - { - _removed = true; - - if (!_awardInitCalled && currEffect_DieAward != null) - { - var effect = currEffect_DieAward; - currEffect_DieAward = null; - EffectPool.Instance.Return(effect); - } - - CreateFishManager.Instance.Id_DieFish_NotFX(guid); - Debug.Log($"[LieYanFengBao] Boss 已删除 guid={guid}"); - } - } - /// 爆奖流程结束回调(Event 调用):未死亡时恢复游动 public void OnAwardFinished() { @@ -163,16 +407,126 @@ public class LieYanFengBao_BOSS : MonsterControl_BossBase { ChangeState(CharacterStateType.move); isMove = true; - // ⭐ 复位死亡标记(同 XingJiXunHang):非最终死亡 Boss 不回池, - // isDead 卡 true 会让锁定子弹被 BullitMove 判 target.isDead 立即 NotLock + // ⭐ 复位死亡标记:非最终死亡 Boss 不回池,isDead 卡 true 会让锁定子弹立即 NotLock isDead = false; Debug.Log("[LieYanFengBao] 未死亡爆奖结束,恢复游动"); } currEvent = null; } + /// 回收本体(等火球弹生成后再删,保证发射点位置正确) + private void RemoveBoss() + { + if (_removed) return; + _removed = true; + + // 兜底:爆奖事件没初始化(击杀者不在座位列表)→ 把爆奖特效实例回池 + if (!_awardInitCalled && currEffect_DieAward != null) + { + var effect = currEffect_DieAward; + currEffect_DieAward = null; + EffectPool.Instance.Return(effect); + } + + if (CreateFishManager.Instance != null) + CreateFishManager.Instance.Id_DieFish_NotFX(guid); + Debug.Log($"[LieYanFengBao] Boss 已回收 guid={guid}"); + } + + private void StopFlow() + { + if (_flowRoutine != null) + { + StopCoroutine(_flowRoutine); + _flowRoutine = null; + } + } + + // ================================================================ + // param 辅助解析(原版数据在 data.flameInfo / data.bulletType 上) + // ================================================================ + + /// 读 param.bulletType(原版 data.bulletType,1=Free) + private static int ReadBulletType(JToken param) + { + if (param is JObject o && o["bulletType"] != null) + { + try { return o["bulletType"].Value(); } catch { } + } + return 0; + } + + /// 读 param.flameInfo.sourceUIDList(火球弹来源列表) + private static List ReadSourceUIDList(JToken param) + { + try + { + if (param is JObject o) + { + var info = o["flameInfo"] as JObject; + if (info != null && info["sourceUIDList"] is JArray arr) + return new List(arr); + } + } + catch (Exception e) + { + Debug.LogWarning($"[LieYanFengBao] 解析 flameInfo 失败: {e.Message}"); + } + return null; + } + + // ================================================================ + // 查找工具 + // ================================================================ + + /// 按 "Body/Bone" 这类路径逐级查找(忽略大小写) + private Transform FindByPath(string path) + { + if (string.IsNullOrEmpty(path)) return null; + Transform cur = transform; + foreach (var part in path.Split('/')) + { + Transform next = null; + for (int i = 0; i < cur.childCount; i++) + { + if (string.Equals(cur.GetChild(i).name, part, StringComparison.OrdinalIgnoreCase)) + { + next = cur.GetChild(i); + break; + } + } + if (next == null) return null; + cur = next; + } + return cur; + } + + /// 在 Bone 下找特效节点,找不到再全树递归兜底 + private GameObject FindEffectNode(Transform bone, string name) + { + Transform t = bone != null ? bone.Find(name) : null; + if (t == null) t = FindChildRecursive(transform, name); + if (t == null) Debug.LogWarning($"[LieYanFengBao] 找不到特效节点 {name}"); + return t != null ? t.gameObject : null; + } + + /// 递归查找子物体(忽略大小写) + private static Transform FindChildRecursive(Transform root, string name) + { + if (root == null) return null; + for (int i = 0; i < root.childCount; i++) + { + Transform c = root.GetChild(i); + if (string.Equals(c.name, name, StringComparison.OrdinalIgnoreCase)) return c; + Transform r = FindChildRecursive(c, name); + if (r != null) return r; + } + return null; + } + private void OnDestroy() { StopAllCoroutines(); + _flowRoutine = null; } } diff --git a/Assets/MyGame/aa/Game/XJMH/Boss/LieYanFengBao/PW_Enemy_115.prefab b/Assets/MyGame/aa/Game/XJMH/Boss/LieYanFengBao/PW_Enemy_115.prefab index b20f012b6..29f2b13c9 100644 --- a/Assets/MyGame/aa/Game/XJMH/Boss/LieYanFengBao/PW_Enemy_115.prefab +++ b/Assets/MyGame/aa/Game/XJMH/Boss/LieYanFengBao/PW_Enemy_115.prefab @@ -174,3 +174,11 @@ MonoBehaviour: isLocalCoin: 0 killerSitPos: -1 useServerParam: 1 + flameRoundBulletPrefab: {fileID: 2628375401523424628, guid: 9ed49cd2acc114b4d839b06e3766ccaf, + type: 3} + flameRoundSpeed: 30 + flameRoundLifeTime: 4 + flameRoundFallbackCount: 4 + explosionToRewardDelay: 0.3 + rewardToResetDelay: 0.8 + dieToFlameRoundDelay: 1.8