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pSDRemoveMatte: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs b/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs index 4092b3bbc..ee108ac9c 100644 --- a/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs +++ b/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs @@ -1964,52 +1964,26 @@ public class GameMainPanel_FishBase : GameMainPanel_Base return 0; } - // ⭐ 三发 + 锁定:每发子弹优先瞄准对应目标,目标不足或失效则按默认角度发射 + // ⭐ 安全取值:bullitIDs 不足3个时复用最后一个,避免越界 + string SafeBid(int i) => i < bullitIDs.Count ? bullitIDs[i] : bullitIDs[bullitIDs.Count - 1]; + + // ⭐ 正常炮台 三发 + 锁定:三合一打一个——三发子弹(-20/0/+20)全部追踪主锁目标(最老版本行为) + // 战神+锁定在上面已提前走 FireLaser(分散打三个),能到这里的一定是正常炮台 // 必须保证三发子弹都创建,否则金币消耗和后端对不上 if (isSanShe && isLock) { - // 三发默认角度(无目标时用):左 -20,中 0,右 +20 + // 三发出膛角度:左 -20,中 0,右 +20(锁定子弹会追踪转向主锁目标) float[] defaultAngles = { angle - 20, angle, angle + 20 }; for (int i = 0; i < 3; i++) { - string bulletId = i < bullitIDs.Count ? bullitIDs[i] : bullitIDs[0]; - MonsterContral targetMonster = null; - Transform targetHitPos = null; - - // 尝试按 GUID 查找目标 - if (fireTargetMonsterIDs != null && i < fireTargetMonsterIDs.Count) - { - if (CreateFishManager.Instance.fishDatas_hashCodekey.TryGetValue(fireTargetMonsterIDs[i], out var m) - && m != null && m.gameObject.activeInHierarchy - // ⭐ 手动锁定的主目标(i==0 且是本地玩家主锁)不受路径进度限制 - && ((i == 0 && sit == currSitData && m == currSitData.monCotl_Lock && currSitData.isManualLock) - || IsFishPathLockable(m))) - { - targetMonster = m; - targetHitPos = ResolveLockTransform(m); - } - } - - if (targetMonster != null && targetHitPos != null) - { - // 朝目标发射 - Vector3 targetWorldPos = targetHitPos.position; - Vector2 dir = ((Vector2)targetWorldPos - startPos).normalized; - float targetAngle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - 90f; - CreateBullet(sit, startPos, targetAngle, isDouble, true, bulletId, targetMonster, targetHitPos, GetBulletGold(i)); - } - else - { - // 目标不足或失效 → 按默认角度发射(不锁定) - CreateBullet(sit, startPos, defaultAngles[i], isDouble, isLock, bulletId, null, null, GetBulletGold(i)); - } + // lockTarget 传 null:CreateBullet 内部兜底会 Lock(sit.monCotl_Lock, sit.monCotl_Lock_Position), + // 三发全部锁定同一条主锁目标;主锁目标为空时按普通子弹发射(不锁定) + CreateBullet(sit, startPos, defaultAngles[i], isDouble, true, SafeBid(i), null, null, GetBulletGold(i)); } } else if (isSanShe) { - // ⭐ 安全取值:bullitIDs 不足3个时复用最后一个,避免越界 - string SafeBid(int i) => i < bullitIDs.Count ? bullitIDs[i] : bullitIDs[bullitIDs.Count - 1]; CreateBullet(sit, startPos, angle - 20, isDouble, isLock, SafeBid(0), null, null, GetBulletGold(0)); CreateBullet(sit, startPos, angle, isDouble, isLock, SafeBid(1), null, null, GetBulletGold(1)); CreateBullet(sit, startPos, angle + 20, isDouble, isLock, SafeBid(2), null, null, GetBulletGold(2)); @@ -2440,13 +2414,16 @@ public class GameMainPanel_FishBase : GameMainPanel_Base { if (currSitData == null) return; - // ⭐ 散射激光模式标记(座位用它激活左右起点球父对象):三发+锁定开着+有锁定目标就算散射中, + // ⭐ 散射激光模式标记(座位用它激活左右起点球父对象):战神+三发+锁定开着+有锁定目标就算散射中, // 不依赖实际凑满几个目标(目标不足时散射模式开着也要显示起点球) + // ⭐ 正常炮台三合一打一个,不算散射激光模式(不显示左右起点球) currSitData.isScatterLaserOn = toggle_Three != null && toggle_Three.isOn && toggle_Lock != null && toggle_Lock.isOn - && currSitData.isLock; + && currSitData.isLock + && currSitData.currentZhanShenData != null; - bool isTripleLock = toggle_Three.isOn && toggle_Lock.isOn && currSitData.isLock; + // ⭐ 三发锁定圈(3个圈)只在战神模式显示;正常炮台三合一只有主锁圈(1个) + bool isTripleLock = currSitData.isScatterLaserOn; if (!isTripleLock) { currSitData.HideTripleLockIcons(); @@ -2961,8 +2938,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base auto = currSitData.IsAutoAttackOn }; - // ⭐ 三发 + 锁定:查找 3 个优先级目标,写入 monsterIDs - if (isSanShe && isLock) + // ⭐ 战神 三发 + 锁定:查找 3 个优先级目标,写入 monsterIDs(FireLaser 分散打三个用) + // 正常炮台三合一打主锁目标(monCotl_Lock 已由 SyncLock/SyncBotLock 同步),不需要 monsterIDs + if (isSanShe && isLock && currSitData.currentZhanShenData != null) { var targets = FindFireTargets(3); if 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