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@@ -939,6 +939,15 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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// ⭐ 清理未完成的 not-self 爆奖 pending(避免悬空引用)
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BaoJiangNotSelfHandler.ClearAll();
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// ⭐ 清理冰冻特效实例:Instantiate 无父对象 → 挂在场景根,面板销毁不会带走,
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// 冰冻中切房会残留一块冰冻蒙皮,必须手动销毁
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if (_bingFengInstance != null)
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{
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Destroy(_bingFengInstance);
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_bingFengInstance = null;
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}
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_frozenAnimSpeeds.Clear();
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}
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public virtual void Start()
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{
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@@ -3004,8 +3013,11 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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}
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if (sit.posID==currSitData.posID)
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{
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AudioManager.Instance.PlayFX(bulletClip);
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// ⭐ 战神普通开火音效(未锁定):优先读战神配置的 bulletAudio,未配置回退普通炮台音效 bulletClip
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var zsData = sit.currentZhanShenData as ZhanShenTurretData;
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AudioClip clip = (zsData != null && zsData.bulletAudio != null) ? zsData.bulletAudio : bulletClip;
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if (clip != null)
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AudioManager.Instance.PlayFX(clip);
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}
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}
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@@ -3058,12 +3070,16 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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if (sit.posID == currSitData.posID)
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{
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// ⭐ 战神激光音效:激光声音与普通开火不同——直接读战神配置的 laserAudio 播放
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// (AudioManager.PlayFX 的 AudioClip 重载);未配置时回退普通开火音效 bulletClip
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AudioClip laserClip = (sit.currentZhanShenData as ZhanShenTurretData)?.laserAudio;
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if (laserClip == null) laserClip = bulletClip;
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if (laserClip != null)
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AudioManager.Instance.PlayFX(laserClip);
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// ⭐ 战神激光音效:配置了 laserAudio 的战神,激光音效由 SitPosData 用循环 AudioSource 播放
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// (长音频循环,避免逐发播放重叠),此处不再逐发播;
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// 未配置 laserAudio 时逐发回退:优先战神 bulletAudio,再退普通炮台 bulletClip
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var zsData = sit.currentZhanShenData as ZhanShenTurretData;
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if (zsData == null || zsData.laserAudio == null)
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{
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AudioClip clip = (zsData != null && zsData.bulletAudio != null) ? zsData.bulletAudio : bulletClip;
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if (clip != null)
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AudioManager.Instance.PlayFX(clip);
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}
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}
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}
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