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@@ -908,7 +908,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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- target: {fileID: 22400762, guid: 67117722a812a2e46ab8cb8eafbf5f5e, type: 3}
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propertyPath: m_AnchoredPosition.y
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value: -0.0000076293945
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value: -0.000022888184
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objectReference: {fileID: 0}
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- target: {fileID: 22426080, guid: 67117722a812a2e46ab8cb8eafbf5f5e, type: 3}
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propertyPath: m_AnchorMax.x
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@@ -145,6 +145,10 @@ public class MonsterContral : MonoBehaviour
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{
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LoadHitEffect();
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baseMmove = isMove;
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// ⭐ isMove=true 的鱼初始放在屏幕外 (9999,9999,0),
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// 等待 MoveUpdate 根据 moveTime 算出曲线位置后自然显示
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if (isMove)
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transform.position = new Vector3(9999, 9999, 0);
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}
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public async void LoadHitEffect()
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{
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@@ -252,15 +256,7 @@ public class MonsterContral : MonoBehaviour
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// isMove=false 的鱼不需要移动路线,直接归位到 (0,0,0)
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if (!isMove)
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{
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transform.position = Vector3.zero;
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}
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else
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{
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// ⭐ isMove=true 的鱼刚创建时,初始位置设置成曲线的第一个点,
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// 避免在 moveTime 更新前卡在初始位置 (9999,9999,0) 中间
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transform.position = new Vector3(bezierData.start.x, bezierData.start.y, 0);
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}
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// 路径结束后自动销毁
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//StartCoroutine(yanchi(gameObject, time, isyuzhen));
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@@ -717,7 +717,6 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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CreateFishManager.Instance.isResources = true;
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JinDuTiao.SetProgress(0.9f);
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await Task.Delay(2000);
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// ⭐ 鱼创建由服务端 OnFishSpawn 事件统一下发,客户端无需房主出鱼/请求同步。
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// 玩家进入房间后服务端会主动推送 OnFishSpawn(type="init") 初始鱼,
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@@ -739,6 +738,7 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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// 处理完清空,避免重复处理(如场景重载)
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GameManager.Instance.gameData.currRoomData.activeFishes = null;
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}
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await Task.Delay(2000);
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JinDuTiao.SetProgress(1);
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await Task.Delay(300);
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