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type: 3}
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||||
@@ -6302,7 +6302,6 @@ MonoBehaviour:
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
_isTimeSynced: 0
|
||||
_timeSinceLastSync: 0
|
||||
--- !u!114 &2075409203
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
|
||||
@@ -145,7 +145,7 @@ public class MonsterControl_BossBase : MonsterContral
|
||||
if (tMP_CurrBossScore != null) return;
|
||||
var prefab = CreateFishManager.Instance.dieFXPrefabAwardTmp;
|
||||
if (prefab == null) return;
|
||||
var parent = CreateFishManager.Instance.bjEffectRoot;
|
||||
var parent = CreateFishManager.Instance.currGameType.subPanelParent;
|
||||
if (parent == null) return;
|
||||
|
||||
var board = Instantiate(prefab, parent);
|
||||
|
||||
@@ -90,9 +90,17 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
public Transform poolRoot;
|
||||
|
||||
/// <summary>
|
||||
/// 爆奖特效统一父节点(Boss 分数版/加分弹出/BJEndUI/特殊爆奖等)。
|
||||
/// EnterRoom 时创建挂在 UIManager.uiRoot 下,ExitRoom 时整节点销毁,
|
||||
/// 避免爆奖残留特效在退出房间后仍挂在 subPanelParent.parent 上造成内存泄漏。
|
||||
/// 非 UI 爆奖特效统一父节点。
|
||||
/// 仅装载那些"原本挂在 UIManager.uiRoot 下(不会随房间退出自动销毁)"
|
||||
/// 或"原本无父对象(世界空间特效)"的爆奖特效:
|
||||
/// - BJEndUI 系列(BJEventBase/GSL/FLXJ 的 EndBJ)
|
||||
/// - DieEffect_TSY / EffectZuanTouDie 的 baoJiangEffectPrefab
|
||||
/// - HHWK_SDY_DieEvent 的 explosionPrefab
|
||||
/// - HHWK_ZDX_DieEvent 的 bombPrefab / explosionPrefab
|
||||
/// - Boss鱼/特殊Boss isToUI=false 分支的 currEffect_DieAward
|
||||
/// UI 爆奖(挂在 subPanelParent/subPanelParent.parent 下的金币飞、分数版等)
|
||||
/// 不挂这里,由 UIManager 卸载游戏主面板时自动清理。
|
||||
/// EnterRoom 时创建挂在 UIManager.uiRoot 下,ExitRoom 时整节点销毁。
|
||||
/// </summary>
|
||||
public Transform bjEffectRoot;
|
||||
|
||||
@@ -1765,7 +1773,7 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
{
|
||||
var award = Instantiate(
|
||||
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAward,
|
||||
bjEffectRoot);
|
||||
currGameType.subPanelParent.parent);
|
||||
|
||||
award.GetComponent<RectTransform>().anchoredPosition =
|
||||
CoordinateTransformation.WorldPos_ToCanvas(
|
||||
@@ -1804,7 +1812,7 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
// 3. 实例化金币特效(沿用你原来的 award 逻辑)
|
||||
var award = Instantiate(
|
||||
dieFXPrefabAward, // 或者用某个专门的"掉金币" prefab
|
||||
bjEffectRoot);
|
||||
currGameType.subPanelParent.parent);
|
||||
|
||||
var rect = award.GetComponent<RectTransform>();
|
||||
rect.anchoredPosition = canvasPos;
|
||||
@@ -1875,7 +1883,7 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
// 普通鱼:金币飞向炮台
|
||||
var award = Instantiate(
|
||||
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAward,
|
||||
bjEffectRoot);
|
||||
currGameType.subPanelParent.parent);
|
||||
try
|
||||
{
|
||||
award.GetComponent<RectTransform>().anchoredPosition =
|
||||
@@ -1916,12 +1924,14 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
{
|
||||
bossCtrl.currEffect_DieAward = Instantiate(
|
||||
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAwardTmp,
|
||||
bjEffectRoot);
|
||||
currGameType.subPanelParent.parent);
|
||||
}
|
||||
else
|
||||
{
|
||||
// isToUI=false:世界空间特效,无 UI 父对象 → 挂 bjEffectRoot 统一管理
|
||||
bossCtrl.currEffect_DieAward = Instantiate(
|
||||
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAwardTmp);
|
||||
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAwardTmp,
|
||||
bjEffectRoot);
|
||||
}
|
||||
bossCtrl.action_effect_DieAward?.Invoke(bossCtrl.currEffect_DieAward);
|
||||
|
||||
@@ -1933,7 +1943,7 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
// 普通鱼:金币飞向炮台
|
||||
var award = Instantiate(
|
||||
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAward,
|
||||
bjEffectRoot);
|
||||
currGameType.subPanelParent.parent);
|
||||
try
|
||||
{
|
||||
award.GetComponent<RectTransform>().anchoredPosition =
|
||||
@@ -1970,7 +1980,7 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
CoordinateTransformation.WorldPos_ToCanvas(
|
||||
monster.transform.position,
|
||||
UIManager.Instance.uiRoot.GetComponent<Canvas>());
|
||||
award.transform.SetParent(bjEffectRoot);
|
||||
award.transform.SetParent(currGameType.subPanelParent.parent);
|
||||
}
|
||||
catch
|
||||
{
|
||||
@@ -2024,12 +2034,14 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
{
|
||||
bossCtrl.currEffect_DieAward = Instantiate(
|
||||
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAwardTmp,
|
||||
bjEffectRoot);
|
||||
currGameType.subPanelParent.parent);
|
||||
}
|
||||
else
|
||||
{
|
||||
// isToUI=false:世界空间特效,无 UI 父对象 → 挂 bjEffectRoot 统一管理
|
||||
bossCtrl.currEffect_DieAward = Instantiate(
|
||||
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAwardTmp);
|
||||
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAwardTmp,
|
||||
bjEffectRoot);
|
||||
}
|
||||
bossCtrl.action_effect_DieAward?.Invoke(bossCtrl.currEffect_DieAward);
|
||||
|
||||
@@ -2095,6 +2107,10 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
/// </summary>
|
||||
public void FreezeAllFish()
|
||||
{
|
||||
// ⭐ 守卫:已冻结时直接返回,避免重复调用覆盖已记录的状态
|
||||
// (其他客户端会先后被 OnUsePropNotice 和 SyncGameData_FreezeFish 触发两次)
|
||||
if (isFrozen) return;
|
||||
|
||||
isFrozen = true;
|
||||
// ⭐ 两个字典必须同步清空,否则 frozenFishIsMoves 残留旧数据
|
||||
// 会导致下次解冻时用旧值覆盖 isMove 但不恢复 currState
|
||||
@@ -2134,19 +2150,24 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||||
MonsterContral m = kv.Value;
|
||||
if (m == null || !m.gameObject.activeInHierarchy) continue;
|
||||
|
||||
// ⭐ 只恢复本次冰冻记录的鱼(frozenFishStates 有记录才恢复)
|
||||
// 避免用 frozenFishIsMoves 的旧数据覆盖未冻结鱼的 isMove
|
||||
if (!frozenFishStates.TryGetValue(m.guid, out var prevState))
|
||||
continue;
|
||||
|
||||
// 恢复冰冻前的 isMove 和 currState
|
||||
if (frozenFishIsMoves.TryGetValue(m.guid, out var prevIsMove))
|
||||
m.isMove = prevIsMove;
|
||||
else
|
||||
m.isMove = true; // 兜底:没记录就恢复为可移动
|
||||
|
||||
m.SetFreezeEffect(false);
|
||||
m.ChangeState(prevState);
|
||||
|
||||
if (frozenFishStates.TryGetValue(m.guid, out var prevState))
|
||||
{
|
||||
// 被本次冰冻冻结的鱼:恢复冰冻前的 isMove 和 currState
|
||||
m.isMove = frozenFishIsMoves.TryGetValue(m.guid, out var prevIsMove)
|
||||
? prevIsMove
|
||||
: m.baseMmove;
|
||||
m.ChangeState(prevState);
|
||||
}
|
||||
else
|
||||
{
|
||||
// ⭐ 不在冰冻记录里的鱼(冰冻期间新激活的,OnEnable 把 isMove 设成了 false)
|
||||
// 用 baseMmove 恢复预制体默认状态,避免解冻后永远不动
|
||||
m.isMove = m.baseMmove;
|
||||
if (m.baseMmove)
|
||||
m.ChangeState(CharacterStateType.move);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -4,6 +4,7 @@ using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass;
|
||||
using CameraShake;
|
||||
using Newtonsoft.Json;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
@@ -326,17 +327,27 @@ public class GameManager : MonoSingleton<GameManager>
|
||||
// Start is called before the first frame update
|
||||
public Button btn_Skip;
|
||||
public VideoClip startVideoClip;
|
||||
|
||||
IEnumerator yanchi(LoadingPanel loadingPanel)
|
||||
{
|
||||
yield return new WaitForSeconds(5);
|
||||
btn_Skip.gameObject.SetActive(true);
|
||||
yield return new WaitForSeconds(23f);
|
||||
loadingPanel.LoadBar(100);
|
||||
}
|
||||
void Start()
|
||||
{
|
||||
btn_Skip.gameObject.SetActive(false);
|
||||
var v = UIManager.Instance.ShowLoadPanel(startVideoClip);
|
||||
UIManager.Instance.ShowAsync(UIPanel.LoginPanel, null, (a) =>
|
||||
{
|
||||
v.LoadBar(100);
|
||||
}, 28);
|
||||
//UIManager.Instance.ShowAsync(UIPanel.LoginPanel, null, (a) =>
|
||||
//{
|
||||
// v.LoadBar(100);
|
||||
//}, 28);
|
||||
StartCoroutine(yanchi(v));
|
||||
btn_Skip.onClick.AddListener(() =>
|
||||
{
|
||||
UIManager.Instance.StopShowPanel();
|
||||
UIManager.Instance.ShowAsync(UIPanel.LoginPanel, null, null, 0);
|
||||
//UIManager.Instance.ShowAsync(UIPanel.LoginPanel, null, null, 0);
|
||||
v.LoadBar(100);
|
||||
});
|
||||
}
|
||||
|
||||
@@ -114,7 +114,7 @@ public class BJEventBase : MonoBehaviour
|
||||
}
|
||||
/// <summary>
|
||||
/// 自动补充分数版:tMP_Score 为空 → 优先用 scorePanelPrefab → 否则用 Manager 的 dieFXPrefabAwardTmp
|
||||
/// 父对象挂在 CreateFishManager.Instance.bjEffectRoot 下
|
||||
/// 父对象挂在 CreateFishManager.Instance.currGameType.subPanelParent 下(随 UI 卸载自动清理)
|
||||
/// </summary>
|
||||
protected virtual void EnsureScoreBoard()
|
||||
{
|
||||
@@ -122,7 +122,7 @@ public class BJEventBase : MonoBehaviour
|
||||
if (!useScorePanel) return;
|
||||
|
||||
if (CreateFishManager.Instance == null || CreateFishManager.Instance.currGameType == null) return;
|
||||
var parent = CreateFishManager.Instance.bjEffectRoot;
|
||||
var parent = CreateFishManager.Instance.currGameType.subPanelParent;
|
||||
if (parent == null) return;
|
||||
|
||||
// 1. 优先用 Inspector 设置的预制体
|
||||
|
||||
@@ -20,6 +20,7 @@ public class LoadingPanel : MonoBehaviour
|
||||
{
|
||||
if (count == 100)
|
||||
{
|
||||
GameManager.Instance.btn_Skip.gameObject.SetActive(false);
|
||||
Destroy(gameObject, fadeTime);
|
||||
if (player.gameObject.activeSelf)
|
||||
{
|
||||
|
||||
@@ -183,6 +183,8 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
private Dictionary<int, string> botTargetGuid = new Dictionary<int, string>();
|
||||
// bot 锁定同步节流:记录上次广播的锁定目标 guid(null 表示未锁定),只有目标变化才广播
|
||||
private Dictionary<int, string> botLastSyncLockGuid = new Dictionary<int, string>();
|
||||
// bot 炮台状态同步节流:记录上次广播的 TurretState,只有状态变化才广播
|
||||
private Dictionary<int, TurretState> botLastSyncTurretState = new Dictionary<int, TurretState>();
|
||||
// bot 状态计时:开火后持续 Attack 动画,空闲 0.3s 切回 Idle
|
||||
private Dictionary<int, float> botIdleTimer = new Dictionary<int, float>();
|
||||
// bot 最近的 FrameData_FireBullet(给其他客户端还原技能状态)
|
||||
@@ -644,10 +646,10 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
|
||||
HandleAutoFire(); // 自动开火真正发射
|
||||
HandleLock();
|
||||
UpdateLockFX();
|
||||
HandleAutoLock(); // ⭐ 先切换锁定目标(切换后图标位置同帧更新)
|
||||
UpdateLockFX(); // 锁定图标跟随目标
|
||||
RefreshTripleLockIcons();
|
||||
|
||||
HandleAutoLock();
|
||||
LoopLaser();
|
||||
SettingClose();
|
||||
DaoJiShi();
|
||||
@@ -2116,7 +2118,11 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
{
|
||||
switch (propNumber)
|
||||
{
|
||||
case "40004": // 暴走
|
||||
case "40004": // 暴走 — 个人效果,只有使用者自己生效
|
||||
// ⭐ 狂暴是个人增益(攻速翻倍+炮台动画),不是全房间效果。
|
||||
// 服务器会把 UsePropNotice 广播给房间内所有人,必须判断 userId
|
||||
// 否则别人用狂暴,本地也开了狂暴
|
||||
if (userId != GameManager.Instance.user.id) break;
|
||||
_localBaoZouCount--;
|
||||
UpdateSkillPropsUI();
|
||||
CreateFishManager.Instance.currGameType.isFrenzy = true;
|
||||
@@ -2126,22 +2132,33 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
break;
|
||||
|
||||
case "40003": // 冰封
|
||||
_localBingFengCount--;
|
||||
UpdateSkillPropsUI();
|
||||
currBingFengTime = bingFengDuration;
|
||||
toggle_BingFeng.SetIsOnWithoutNotify(true);
|
||||
if (bingFengEffect != null)
|
||||
{
|
||||
if (_bingFengInstance == null)
|
||||
_bingFengInstance = Instantiate(bingFengEffect);
|
||||
_bingFengInstance.SetActive(true);
|
||||
// ⭐ 个人效果(数量/toggle/倒计时/广播):只有使用者自己执行
|
||||
// 服务器把 UsePropNotice 广播给房间内所有人,不判断 userId 会导致
|
||||
// 别人用冰封,本地数量也减了、toggle 也亮了、倒计时也走了
|
||||
bool isLocalSender = userId == GameManager.Instance.user.id;
|
||||
if (isLocalSender)
|
||||
{
|
||||
_localBingFengCount--;
|
||||
UpdateSkillPropsUI();
|
||||
currBingFengTime = bingFengDuration;
|
||||
toggle_BingFeng.SetIsOnWithoutNotify(true);
|
||||
// ⭐ 只有发起者广播,避免其他客户端重复广播
|
||||
SyncFreeze(true);
|
||||
}
|
||||
// ⭐ 房间效果(冻结鱼/暂停动画/冰冻特效):所有客户端都执行
|
||||
// FreezeAllFish/PauseAllFishAnimations 内部有 isFrozen 守卫,
|
||||
// 重复调用安全(不会覆盖已记录的状态)
|
||||
if (bingFengEffect != null)
|
||||
{
|
||||
if (_bingFengInstance == null)
|
||||
_bingFengInstance = Instantiate(bingFengEffect);
|
||||
_bingFengInstance.SetActive(true);
|
||||
}
|
||||
CreateFishManager.Instance.FreezeAllFish();
|
||||
PauseAllFishAnimations();
|
||||
break;
|
||||
}
|
||||
CreateFishManager.Instance.FreezeAllFish();
|
||||
PauseAllFishAnimations();
|
||||
// ⭐ 广播冰冻给其他客户端(包括人机房主代发的场景)
|
||||
// 之前只走 UsePropNotice 本地冻结,没广播 → 多人房间其他人不冻结
|
||||
SyncFreeze(true);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2168,6 +2185,11 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
|
||||
private void PauseAllFishAnimations()
|
||||
{
|
||||
// ⭐ 守卫:已暂停时直接返回,避免重复调用覆盖已记录的速度
|
||||
// (其他客户端会先后被 OnUsePropNotice 和 SyncGameData_FreezeFish 触发两次,
|
||||
// 第二次会记录 speed=0,解冻时恢复成 0 → 动画永远暂停)
|
||||
if (_frozenAnimSpeeds.Count > 0) return;
|
||||
|
||||
var root = CreateFishManager.Instance.fishRoot;
|
||||
if (root == null) return;
|
||||
_frozenAnimSpeeds.Clear();
|
||||
@@ -2390,10 +2412,12 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
botIdleTimer[sit.posID] = 0f;
|
||||
botIdleTimer[sit.posID] += Time.deltaTime;
|
||||
if (botIdleTimer[sit.posID] > 0.3f)
|
||||
{
|
||||
sit.ChangeState(TurretState.Idle);
|
||||
botIdleTimer[sit.posID] = 0f;
|
||||
}
|
||||
{
|
||||
sit.ChangeState(TurretState.Idle);
|
||||
// ⭐ 广播炮台闲置状态给其他客户端(节流:状态变化才广播)
|
||||
SyncBotTurretState(sit, TurretState.Idle);
|
||||
botIdleTimer[sit.posID] = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2676,6 +2700,7 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
// 清理记忆
|
||||
botTargetGuid.Remove(sit.posID);
|
||||
botLastSyncLockGuid.Remove(sit.posID);
|
||||
botLastSyncTurretState.Remove(sit.posID);
|
||||
botFireTimer.Remove(sit.posID);
|
||||
botIdleTimer.Remove(sit.posID);
|
||||
botSkills.Remove(sit.posID);
|
||||
@@ -2713,6 +2738,8 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
private void BotFire(SitPosData sit, MonsterContral target, BotSkillRuntime skill, BotBehaviorMode mode, BotConfig cfg, BotBehaviorConfig behavior)
|
||||
{
|
||||
sit.ChangeState(TurretState.Attack);
|
||||
// ⭐ 广播炮台攻击状态给其他客户端(节流:状态变化才广播)
|
||||
SyncBotTurretState(sit, TurretState.Attack);
|
||||
if (!botIdleTimer.ContainsKey(sit.posID))
|
||||
botIdleTimer[sit.posID] = 0f;
|
||||
botIdleTimer[sit.posID] = 0f;
|
||||
@@ -3058,6 +3085,31 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
WebSocketSendList.SyncGameData(sgd);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 机器人炮台状态广播(房主代发,复用 changeTurretState 帧类型)。
|
||||
/// 用 bot 自己的 sitPos,接收端 SyncGameData_TurretState 会根据 sitPos
|
||||
/// 调用 sit.ChangeState(state) 切换炮台动画。
|
||||
/// 内置节流:只有状态变化才广播(避免空闲时每帧广播 Idle)。
|
||||
/// 走 LV2 队列(0.5s flush 一次),对 bot 攻击动画可接受。
|
||||
/// </summary>
|
||||
private void SyncBotTurretState(SitPosData botSit, TurretState state)
|
||||
{
|
||||
if (botSit == null) return;
|
||||
// ⭐ 节流:状态未变化不广播
|
||||
if (botLastSyncTurretState.TryGetValue(botSit.posID, out var lastSynced) && lastSynced == state)
|
||||
return;
|
||||
botLastSyncTurretState[botSit.posID] = state;
|
||||
|
||||
SyncGameData sgd = new SyncGameData
|
||||
{
|
||||
sitPos = botSit.posID,
|
||||
frameType = FrameDataType.changeTurretState,
|
||||
time = BeijingTimeManager.Instance.CurrentTimestampMs,
|
||||
frameData = new FrameData_TurretState { state = state }
|
||||
};
|
||||
WebSocketSendList.SyncGameData(sgd);
|
||||
}
|
||||
|
||||
/// <summary>人机开火同步(房主代发)</summary>
|
||||
private void SyncFire_ForBot(SitPosData botSit, float angle, long gold,
|
||||
bool isSanShe, bool isDouble, bool isLock, List<string> monsterIDs)
|
||||
|
||||
@@ -725,7 +725,7 @@ MonoBehaviour:
|
||||
m_OnCullStateChanged:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
m_Sprite: {fileID: 21300000, guid: 2dae17c3f3238644694b12e66eb98eb6, type: 2}
|
||||
m_Sprite: {fileID: 21300000, guid: bb2d2828634ba0f44b3ec0999df799c1, type: 3}
|
||||
m_Type: 0
|
||||
m_PreserveAspect: 0
|
||||
m_FillCenter: 1
|
||||
|
||||
@@ -3652,7 +3652,7 @@ MonoBehaviour:
|
||||
m_OnCullStateChanged:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
m_Sprite: {fileID: 21300000, guid: 2a96573aa6360c649a6cf0bd081381e4, type: 3}
|
||||
m_Sprite: {fileID: 21300000, guid: bb2d2828634ba0f44b3ec0999df799c1, type: 3}
|
||||
m_Type: 0
|
||||
m_PreserveAspect: 0
|
||||
m_FillCenter: 1
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,23 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f18c58b72bacd904086b0ff2f3c2cb9b
|
||||
AudioImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 7
|
||||
defaultSettings:
|
||||
serializedVersion: 2
|
||||
loadType: 0
|
||||
sampleRateSetting: 0
|
||||
sampleRateOverride: 44100
|
||||
compressionFormat: 1
|
||||
quality: 1
|
||||
conversionMode: 0
|
||||
preloadAudioData: 0
|
||||
platformSettingOverrides: {}
|
||||
forceToMono: 0
|
||||
normalize: 1
|
||||
loadInBackground: 0
|
||||
ambisonic: 0
|
||||
3D: 1
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -14440,6 +14440,7 @@ MonoBehaviour:
|
||||
btn_CloseTiShi: {fileID: 3816178143571972111}
|
||||
btn_QuXiao: {fileID: 6454333256910143079}
|
||||
btn_ChongZhi: {fileID: 440625705587057031}
|
||||
audioClipHHWK: {fileID: 8300000, guid: f18c58b72bacd904086b0ff2f3c2cb9b, type: 3}
|
||||
--- !u!222 &800961214862860709
|
||||
CanvasRenderer:
|
||||
m_ObjectHideFlags: 0
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -237,16 +237,11 @@ public class UIHome_BY_BackPackPanel : SubUIBase
|
||||
Destroy(pageParent.GetChild(j).gameObject);
|
||||
propsObjHashCode_Dic.Clear();
|
||||
|
||||
bool isfirst = true;
|
||||
Toggle firstToggle = null;
|
||||
Toggle savedToggle = null;
|
||||
|
||||
foreach (BaseProductCount product in propsID_Dic.Values)
|
||||
{
|
||||
// 第一项或与保存的选中id匹配 → 设为选中详情
|
||||
if (isfirst || product.number == savedPropID)
|
||||
{
|
||||
ShowPropDetail(product);
|
||||
isfirst = false;
|
||||
}
|
||||
|
||||
GameObject obj = Instantiate(prefabItem.gameObject, pageParent);
|
||||
var tempItem = obj.GetComponent<BackPackPropItem>();
|
||||
tempItem.Init(new BackPackPropItemData
|
||||
@@ -256,17 +251,21 @@ public class UIHome_BY_BackPackPanel : SubUIBase
|
||||
propEnum = (PropEnum)product.type
|
||||
});
|
||||
|
||||
var toggle = obj.GetComponent<Toggle>();
|
||||
propsObjHashCode_Dic[obj.GetHashCode()] = product;
|
||||
string capturedNum = product.number;
|
||||
if (firstToggle == null) firstToggle = toggle;
|
||||
if (!string.IsNullOrEmpty(savedPropID) && product.number == savedPropID)
|
||||
savedToggle = toggle;
|
||||
|
||||
obj.GetComponent<Toggle>().onValueChanged.AddListener((value) =>
|
||||
{
|
||||
if (value) ShowPropDetail(product);
|
||||
});
|
||||
}
|
||||
|
||||
// 默认选中第一项(isOn 触发 onValueChanged 自动显示详情)
|
||||
if (pageParent.childCount > 0)
|
||||
pageParent.GetChild(0).GetComponent<Toggle>().isOn = true;
|
||||
// 优先选中刷新前的道具;若已用完则选中第一个
|
||||
var target = savedToggle ?? firstToggle;
|
||||
if (target != null) target.isOn = true;
|
||||
}
|
||||
|
||||
private void ShowPropDetail(BaseProductCount product)
|
||||
|
||||
@@ -170,6 +170,7 @@ public class UIHome_BY_SelectRoomLevelPanel : SubUIBase
|
||||
|
||||
|
||||
}
|
||||
public AudioClip audioClipHHWK;
|
||||
public override void Show(object args = null)
|
||||
{
|
||||
base.Show(args);
|
||||
@@ -195,6 +196,7 @@ public class UIHome_BY_SelectRoomLevelPanel : SubUIBase
|
||||
break;
|
||||
case GameType.HHWK:
|
||||
AudioManager.Instance.ChangeBG(61001);
|
||||
AudioManager.Instance.ChangeBG(audioClipHHWK);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
|
||||
@@ -76,7 +76,7 @@ phoneLogin1.SetActive(false);
|
||||
public override void Show(object args = null)
|
||||
{
|
||||
base.Show(args);
|
||||
Destroy(GameManager.Instance.btn_Skip.gameObject);
|
||||
|
||||
|
||||
if (loadingParent.activeSelf)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user