飞机场存档2
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@@ -159,10 +159,8 @@ public class SitPosData : MonoBehaviour
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currentTurret = found;
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currentTurretNumber = found.turretNumber;
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Transform parent = turretParent != null ? turretParent : transform;
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tra_CurrTurret = currentTurret.transform.parent != parent
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? currentTurret.transform.parent
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: currentTurret.transform;
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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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@@ -259,6 +257,24 @@ public class SitPosData : MonoBehaviour
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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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@@ -319,8 +335,8 @@ public class SitPosData : MonoBehaviour
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currentTurret.turretNumber = turretNumber;
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// 缓存旋转节点
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tra_CurrTurret = currentTurret.transform.parent;
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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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@@ -384,10 +400,8 @@ public class SitPosData : MonoBehaviour
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currentTurretNumber = turretNumber;
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currentTurret = found;
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// 炮台若挂在中间旋转容器下,用容器作为旋转节点;否则用炮台自身
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tra_CurrTurret = currentTurret.transform.parent != parent
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? currentTurret.transform.parent
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: currentTurret.transform;
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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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@@ -29,6 +29,8 @@ public class TurretData : MonoBehaviour
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public string turretID;
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public SitPosData setPosData;
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public Transform tra_BulletStartPosition;
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[Tooltip("炮台旋转节点。拖入后 SitPosData.tra_CurrTurret 用此节点旋转;不拖则用炮台自身的父节点(兼容旧逻辑)")]
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public Transform tra_RotationPivot;
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public GameObject bulletPrefab_Two;
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public GameObject bulletPrefab;
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@@ -330,6 +330,7 @@ MonoBehaviour:
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turretID: 4
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turretID: 3
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skeletonAnimation: {fileID: 0}
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old_CurrAnimation: {fileID: 0}
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new_CurrAnimation: {fileID: 0}
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currTurretType: 0
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currTurretType: 1
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isFrenzy: 0
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idleAnim:
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attackAnim:
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attackAnim: shot
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frenzyAttackAnim:
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laserStartAnim:
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laserLoopAnim:
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currTurretType: 0
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currTurretType: 1
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isFrenzy: 0
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idleAnim:
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attackAnim:
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attackAnim: shot
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frenzyAttackAnim:
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laserStartAnim:
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laserLoopAnim:
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turretID: 4
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old_CurrAnimation: {fileID: 0}
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new_CurrAnimation: {fileID: 0}
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currTurretType: 0
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currTurretType: 1
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isFrenzy: 0
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idleAnim:
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attackAnim:
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attackAnim: shot
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frenzyAttackAnim:
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laserStartAnim:
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laserLoopAnim:
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@@ -5362,6 +5366,7 @@ MonoBehaviour:
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turretID: 3
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setPosData: {fileID: 0}
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turretID: 2
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setPosData: {fileID: 0}
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skeletonAnimation: {fileID: 0}
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old_CurrAnimation: {fileID: 0}
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new_CurrAnimation: {fileID: 0}
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currTurretType: 0
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currTurretType: 1
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isFrenzy: 0
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idleAnim:
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attackAnim:
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attackAnim: shot
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frenzyAttackAnim:
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laserStartAnim:
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laserLoopAnim:
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@@ -9089,6 +9095,7 @@ MonoBehaviour:
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turretID: 2
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@@ -10922,6 +10929,7 @@ MonoBehaviour:
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turretID: 1
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setPosData: {fileID: 0}
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