同步进度
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using Assets.MyGame.Scripts.Net;
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using Assets.MyGame.Scripts.Net.API;
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using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass;
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using Assets.MyGame.Scripts.Net.APIResponses.Enum;
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using Assets.MyGame.Scripts.Net.WebResponses;
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using Newtonsoft.Json;
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Threading;
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using Unity.Collections;
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using Unity.Jobs;
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using UnityEditor;
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using UnityEngine;
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using Random = UnityEngine.Random;
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public class CreateFishManager : MonoSingleton<CreateFishManager>
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{
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#region //这里不用了 但是留着
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/*public CreateFishData createFishData;
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public async void InitCreateFishData(string path)
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{
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createFishData = await Addressables.LoadAssetAsync<CreateFishData>(path).Task;
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}
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public string path;*/
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/// <summary>
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/// 全局配置(外部初始化)
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/// </summary>
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//public GameConfig M_GameConfig { get { return GameManager.Instance.gameConfig; } }
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#endregion
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public GameConfig M_GameConfig => GameManager.Instance.gameConfig;
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// 缓存字段
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private Dictionary<GameTypeEnum, RoomFishConfig> roomFishConfig;
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private Dictionary<GameTypeEnum, Dictionary<string, RoomFishDetailConfig>> createDic;
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private Dictionary<string, FishTypeConfig> fishDatas;
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public Dictionary<string,MonsterContral> fishDatas_hashCodekey=new Dictionary<string, MonsterContral>();
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public Dictionary<string, FishTypeConfig> FishDatas { get {
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if (fishDatas != null)
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return fishDatas;
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fishDatas =new Dictionary<string, FishTypeConfig>();
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foreach (var item in M_GameConfig.fishTypeConfigs)
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{
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fishDatas.Add(item.fishNumber, item);
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}
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return fishDatas;
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} }
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#region 初始化鱼生成配置
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/// <summary>
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/// 懒加载初始化(只执行一次)
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/// </summary>
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private void EnsureInit()
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{
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if (roomFishConfig != null)
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return;
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roomFishConfig = new Dictionary<GameTypeEnum, RoomFishConfig>();
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createDic = new Dictionary<GameTypeEnum, Dictionary<string, RoomFishDetailConfig>>();
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var list = GameManager.Instance.gameConfig.roomFishConfigs;
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if (list == null || list.Count == 0)
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return;
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foreach (var item in list)
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{
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GameTypeEnum gameType = (GameTypeEnum)item.gameType;
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// 安全添加(避免重复 key 抛异常)
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roomFishConfig[gameType] = item;
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// 初始化子字典
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var fishDic = new Dictionary<string, RoomFishDetailConfig>();
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createDic[gameType] = fishDic;
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// 普通鱼
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if (item.normalFishList != null)
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{
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foreach (var fish in item.normalFishList)
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fishDic[fish.fishNumber] = fish;
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}
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// 等级鱼(若与基础鱼相同素材替换基础的)
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if (item.roomFishLevelList != null)
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{
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foreach (var fish in item.roomFishLevelList)
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fishDic[fish.fishNumber] = fish;
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}
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}
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}
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/// <summary>
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/// 房间鱼配置(按游戏类型)
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/// </summary>
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public Dictionary<GameTypeEnum, RoomFishConfig> RoomFishConfig
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{
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get
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{
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EnsureInit();
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return roomFishConfig;
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}
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}
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/// <summary>
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/// 鱼号 → 鱼配置(按游戏类型)
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/// </summary>
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public Dictionary<GameTypeEnum, Dictionary<string, RoomFishDetailConfig>> CreateDic
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{
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get
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{
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EnsureInit();
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return createDic;
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}
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}
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#endregion
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#region // 鱼生成计时器相关
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private NativeArray<float> timers;
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private NativeArray<float> frequencies;
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private NativeArray<int> shouldSpawn;
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public GameObject dieFXPrefab;
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private List<RoomFishDetailConfig> spawnList; // 当前房间的鱼配置
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public void InitSpawnSystem(GameTypeEnum gameType)
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{
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EnsureInit();
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var config = RoomFishConfig[gameType];
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spawnList = new List<RoomFishDetailConfig>();
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// 合并普通鱼 + 等级鱼
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spawnList.AddRange(config.normalFishList);
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spawnList.AddRange(config.roomFishLevelList);
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int count = spawnList.Count;
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timers = new NativeArray<float>(count, Allocator.Persistent);
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frequencies = new NativeArray<float>(count, Allocator.Persistent);
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shouldSpawn = new NativeArray<int>(count, Allocator.Persistent);
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for (int i = 0; i < count; i++)
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{
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timers[i] = 0;
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frequencies[i] = spawnList[i].fishFrequency;
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shouldSpawn[i] = 0;
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}
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}
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public void CloseSpawnSystem()
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{
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spawnList = null;
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}
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#endregion
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/// <summary>
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/// 鱼的父节点(用于层级管理)
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/// </summary>
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public Transform fishRoot;
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protected void Awake()
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{
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if (fishRoot == null)
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{
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fishRoot = new GameObject("FishRoot").transform;
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}
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// CreateSingleFish();
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new FishResourcesData(); //这里用来测试加载鱼预制体
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}
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private void Update()
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{
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if (spawnList == null)
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return;
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var job = new FishSpawnTimerJob
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{
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deltaTime = Time.deltaTime,
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timers = timers,
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frequencies = frequencies,
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shouldSpawn = shouldSpawn
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};
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JobHandle handle = job.Schedule();
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handle.Complete();
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// 主线程执行生成
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for (int i = 0; i < spawnList.Count; i++)
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{
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if (shouldSpawn[i] == 1)
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{
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var fish = spawnList[i];
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SpawnFishMainThread(fish);
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}
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}
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}
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private async void SpawnFishMainThread(RoomFishDetailConfig cfg)
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{
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if (cfg.type==1)
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{
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bool flowControl = OnlyFish(cfg);
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if (!flowControl)
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{
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return;
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}
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}
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else if (cfg.type==2)
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{
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//cfg.fishNumber;3
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var yz = GameManager.Instance.gameConfig.fishArrayConfigs.Find(a => a.arrayNumber == cfg.fishNumber);
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FishTypeConfig fishType = M_GameConfig.fishTypeConfigs
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.Find(f => f.fishNumber == yz.fishNumber);
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// 3. 出生点
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Vector3 pos = new Vector3(
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9999, 9999, 0
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);
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var prefab = FishResourcesData.GetFishPrefab(fishType.fishNumber);
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switch (cfg.fishNumber)
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{
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case "30001":
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for (int i = 0; i < yz.fishCount; i++)
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{
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// 4. 实例化
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GameObject fish = Instantiate(prefab, pos, Quaternion.Euler(Vector3.forward* (yz.fishCount *10/2)+ Vector3.forward*i*10), fishRoot);
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var v = fish.GetComponent<MonsterContral>();
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v.monsterData.roomFishDetailConfig = cfg;
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v.hashCode = v.gameObject.GetHashCode().ToString();
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fishDatas_hashCodekey[v.hashCode] = v;
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var list = FishDatas[cfg.fishNumber].pathList;
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//int pathId = list[Random.Range(0, list.Count)];
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int pathId = list[Random.Range(0, 5)];
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v.Init(MonsterMoveLine.dic_BezierCurveDatas["鱼阵" + pathId+1], 10,true);
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v.fishType = (FishTypeEnum)FishDatas[cfg.fishNumber].fishType;
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}
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break;
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default:
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break;
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}
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//// 4. 实例化
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//GameObject fish = Instantiate(prefab, pos, Quaternion.identity, fishRoot);
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//var v = fish.GetComponent<MonsterContral>();
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}
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}
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private bool OnlyFish(RoomFishDetailConfig cfg)
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{
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// 1. 找到鱼的基础配置
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FishTypeConfig fishType = M_GameConfig.fishTypeConfigs
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.Find(f => f.fishNumber == cfg.fishNumber);
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if (fishType == null)
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{
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Debug.LogError($"找不到鱼配置:{cfg.fishNumber}");
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return false;
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}
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// 2. 加载 Prefab(imageUrl 你可以换成自己的字段)
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//var prefab = await Addressables.LoadAssetAsync<GameObject>(fishType.imageUrl).Task;
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var prefab = FishResourcesData.GetFishPrefab(fishType.fishNumber);
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// 3. 出生点
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Vector3 pos = new Vector3(
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9999, 9999, 0
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);
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// 4. 实例化
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GameObject fish = Instantiate(prefab, pos, Quaternion.identity, fishRoot);
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var v = fish.GetComponent<MonsterContral>();
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// 5. 初始化路径
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if (v == null)
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{
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v = fish.AddComponent<MonsterContral>();
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}
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v.monsterData.roomFishDetailConfig = cfg;
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v.hashCode = v.gameObject.GetHashCode().ToString();
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fishDatas_hashCodekey[v.hashCode] = v;
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var list = FishDatas[cfg.fishNumber].pathList;
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int pathId = list[Random.Range(0, list.Count)];
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v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + pathId], 10);
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v.fishType = (FishTypeEnum)FishDatas[cfg.fishNumber].fishType;
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//v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + Random.Range(1, 4).ToString()], 10);
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////初始化
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//GameObject obj = Instantiate(prefab, Vector3.one * 999, Quaternion.identity);
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//var v = obj.GetComponent<MonsterControl>();
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////v.dic_AnimKeyAnimName.Add(CharacterAnimationType.move, "stand2");
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//v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + Random.Range(1, 4).ToString()], 10);
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Debug.Log($"生成鱼:{fishType.fishName}");
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return true;
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}
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public void CreateFishArray(string arrayNumber)
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{
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var array = M_GameConfig.fishArrayConfigs
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.Find(a => a.fishArrayNumber == arrayNumber);
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if (array == null)
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{
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Debug.LogError($"找不到鱼阵:{arrayNumber}");
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return;
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}
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// 未来扩展:阵型、路径、Boss、普通鱼
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//// array.ty.fishNumber
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// // 2. 加载 Prefab(imageUrl 你可以换成自己的字段)
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// //var prefab = await Addressables.LoadAssetAsync<GameObject>(fishType.imageUrl).Task;
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// var prefab = FishResourcesData.CreateFishPrefab(fishType.fishNumber);
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// // 3. 随机出生点
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// Vector3 pos = new Vector3(
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// Random.Range(-8f, 8f),
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// Random.Range(-5f, 5f),
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// 0
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// );
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// // 4. 实例化
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// GameObject fish = Instantiate(prefab, pos, Quaternion.identity, fishRoot);
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// var v = fish.GetComponent<MonsterContral>();
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// // 5. 初始化路径
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// if (v == null)
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// {
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// v = fish.AddComponent<MonsterContral>();
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// }
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// v.monsterData.roomFishDetailConfig = cfg;
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// v.hashCode = v.gameObject.GetHashCode().ToString();
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// fishDatas_hashCodekey[v.hashCode] = v;
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// var list = FishDatas[cfg.fishNumber].pathList;
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// int pathId = list[Random.Range(0, list.Count)];
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// v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + pathId], 10);
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// v.fishType = (FishTypeEnum)FishDatas[cfg.fishNumber].fishType;
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// //v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + Random.Range(1, 4).ToString()], 10);
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// ////初始化
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// //GameObject obj = Instantiate(prefab, Vector3.one * 999, Quaternion.identity);
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// //var v = obj.GetComponent<MonsterControl>();
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// ////v.dic_AnimKeyAnimName.Add(CharacterAnimationType.move, "stand2");
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// //v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + Random.Range(1, 4).ToString()], 10);
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// Debug.Log($"生成鱼:{fishType.fishName}");
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}
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public void EnterRoom(GameTypeEnum gameType)
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{
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InitSpawnSystem(gameType);
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}
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public void ExitRoom()
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{
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CloseSpawnSystem();
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}
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// ============================================================
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// 1. 生成单条鱼
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// ============================================================
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public async void CreateSingleFish(string fishNumber, int pathId)
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{
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switch ((GameTypeEnum)GameManager.Instance.gameData.currGameType)
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{
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case GameTypeEnum.风雷之渊:
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break;
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case GameTypeEnum.太古仙墟:
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break;
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case GameTypeEnum.中国象棋:
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break;
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case GameTypeEnum.星际迷航:
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break;
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case GameTypeEnum.黑神话悟空:
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break;
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default:
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break;
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}
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}
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public void DesFish(string msg)
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{
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var killFish = JsonConvert.DeserializeObject<WebSocketResponseBase<RoomKillNotice>>(msg).arguments[0];
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if (fishDatas_hashCodekey.ContainsKey(killFish.fishId))
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{
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var monster = fishDatas_hashCodekey[killFish.fishId];
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Instantiate(monster.effect_Die == null ? dieFXPrefab : monster.effect_Die, monster.transform.position, Quaternion.identity, transform.parent);
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Destroy(monster.gameObject);
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fishDatas_hashCodekey.Remove(killFish.fishId);
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GameManager.Instance.gameData.roomJoinNotice.gold += killFish.gold;
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}
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}
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}
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Block a user