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@@ -1174,7 +1174,7 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
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// ? pathList[Random.Range(0, pathList.Count)]
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// : -1;
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StartCoroutine(YZ7007(createFishData, yz, pos, prefab, time));
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StartCoroutine(YZ7007(createFishData, yz, pos, prefab, time, arraySeq));
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//foreach (int pathId in pathList)
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//{
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// int actualPath = (prefix == "710") ? chosen710 : pathId;
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@@ -1348,9 +1348,10 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
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/// <summary>
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/// 顺序阵:每隔 1s 生成一条鱼,共生成 count 条。
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/// guid 与 700/701 保持同一格式:base_阵序号_线下标_第几条(顺序阵只用第0条线,线下标固定0)。
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/// </summary>
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private IEnumerator YZ7007(FrameData_CreateFish createFishData, FishArrayConfig yz,
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Vector3 pos, GameObject prefab, long time)
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Vector3 pos, GameObject prefab, long time, int arraySeq)
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{
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if (!spawnDic.TryGetValue(createFishData.fishNumber, out var cfg))
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{
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@@ -1386,7 +1387,9 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
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mc.monsterData.fishTypeConfig = FishDatas[yz.fishNumber];
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mc.guid = createFishData.guid + i;
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// ⭐ guid 统一成 base_阵序号_线下标_第几条:原来用 base+i(如 113950851),
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// 同一鱼阵被重复推送时 guid 会重复 → 旧鱼被强制回收重建(日志里的 COLLISION)
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mc.guid = createFishData.guid + "_" + arraySeq + "_0_" + i;
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RegisterFishInstance(mc, FishDatas[yz.fishNumber].fishType);
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// 每条鱼额外减去已等待秒数,使路径起点与帧数同步
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mc.moveTime = ((BeijingTimeManager.Instance.CurrentTimestampMs - time) / 1000f) - i;
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