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m_Enabled: 1 + m_Enabled: 0 m_CastShadows: 0 m_ReceiveShadows: 0 m_DynamicOccludee: 1 @@ -19451,7 +19541,7 @@ ParticleSystemRenderer: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 8577284601698599570} - m_Enabled: 1 + m_Enabled: 0 m_CastShadows: 0 m_ReceiveShadows: 0 m_DynamicOccludee: 1 @@ -21876,7 +21966,7 @@ ParticleSystemRenderer: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 8808445110538360561} - m_Enabled: 1 + m_Enabled: 0 m_CastShadows: 0 m_ReceiveShadows: 0 m_DynamicOccludee: 1 diff --git a/Assets/Art/JABY/Fish/JiGuangControl.cs b/Assets/Art/JABY/Fish/JiGuangControl.cs index b49f91ef6..4316daf2b 100644 --- a/Assets/Art/JABY/Fish/JiGuangControl.cs +++ b/Assets/Art/JABY/Fish/JiGuangControl.cs @@ -39,6 +39,34 @@ public static class JiGuangControl JiGuangCreateCore(prefab, startPos, targets, fxList, parent, z); } + /// + /// 多起点创建:startPositions 与 targets 一一对应(每条激光独立起点), + /// 生成位置强制使用指定 Z。起点数量不足时复用最后一个起点。 + /// (如战神激光:第0条=座位点+偏移的主起点,第1/2条=散射左右父对象起点) + /// + public static void JiGuangCreate(GameObject prefab, List startPositions, List targets, List fxList, Transform parent, float z) + { + if (prefab == null || startPositions == null || startPositions.Count == 0 + || targets == null || fxList == null) + return; + + for (int i = 0; i < fxList.Count; i++) + if (fxList[i] != null) + Object.Destroy(fxList[i].gameObject); + fxList.Clear(); + + for (int i = 0; i < targets.Count; i++) + { + if (targets[i] == null) continue; + + Vector3 spawnPos = startPositions[Mathf.Min(i, startPositions.Count - 1)]; + spawnPos.z = z; + GameObject go = Object.Instantiate(prefab, spawnPos, Quaternion.identity, parent); + go.name = prefab.name + "_" + i; + fxList.Add(go.transform); + } + } + private static void JiGuangCreateCore(GameObject prefab, Vector3 startPos, List targets, List fxList, Transform parent, float? forcedZ) { if (prefab == null || targets == null || fxList == null) @@ -90,6 +118,35 @@ public static class JiGuangControl JiGuangDirectionCore(startPos, targets, fxList, z); } + /// + /// 多起点朝向:startPositions 与 targets/fxList 一一对应(每条激光独立起点), + /// 起点和终点强制使用指定 Z(同层)。起点数量不足时复用最后一个起点。 + /// + public static void JiGuangDirection(List startPositions, List targets, List fxList, float z) + { + if (startPositions == null || startPositions.Count == 0 + || targets == null || fxList == null || fxList.Count == 0) + return; + + int fxIndex = 0; + for (int i = 0; i < targets.Count; i++) + { + if (targets[i] == null) continue; + if (fxIndex >= fxList.Count) break; + + Vector3 startPos = startPositions[Mathf.Min(i, startPositions.Count - 1)]; + Vector3 endPos = targets[i].position; + startPos.z = z; + endPos.z = z; + Vector3 dir = endPos - startPos; + + if (dir.sqrMagnitude > 0.0001f) + fxList[fxIndex].rotation = Quaternion.LookRotation(dir); + + fxIndex++; + } + } + private static void JiGuangDirectionCore(Vector3 startPos, List targets, List fxList, float? forcedZ) { if (targets == null || fxList == null || fxList.Count == 0) @@ -144,6 +201,35 @@ public static class JiGuangControl JiGuangLengthCore(startPos, targets, fxList, fxBaseScale, lengthCorrect, z); } + /// + /// 多起点长度:startPositions 与 targets/fxList 一一对应(每条激光独立起点), + /// 起点和终点强制使用指定 Z(同层)。起点数量不足时复用最后一个起点。 + /// + public static void JiGuangLength(List startPositions, List targets, List fxList, Vector3 fxBaseScale, float lengthCorrect, float z) + { + if (startPositions == null || startPositions.Count == 0 + || targets == null || fxList == null || fxList.Count == 0) + return; + + int fxIndex = 0; + for (int i = 0; i < targets.Count; i++) + { + if (targets[i] == null) continue; + if (fxIndex >= fxList.Count) break; + + Vector3 startPos = startPositions[Mathf.Min(i, startPositions.Count - 1)]; + Vector3 endPos = targets[i].position; + startPos.z = z; + endPos.z = z; + float distance = (endPos - startPos).magnitude; + Vector3 scale = fxBaseScale; + scale.z = distance * fxBaseScale.z * lengthCorrect; + fxList[fxIndex].localScale = scale; + + fxIndex++; + } + } + private static void JiGuangLengthCore(Vector3 startPos, List targets, List fxList, Vector3 fxBaseScale, float lengthCorrect, float? forcedZ) { if (targets == null || fxList == null || fxList.Count == 0) diff --git a/Assets/MyGame/Scenes/UIScene.unity b/Assets/MyGame/Scenes/UIScene.unity index e7c9919fd..14b173f68 100644 --- a/Assets/MyGame/Scenes/UIScene.unity +++ b/Assets/MyGame/Scenes/UIScene.unity @@ -6718,7 +6718,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: afce420be78fe7e45bf80ca49529e276, type: 3} m_Name: m_EditorClassIdentifier: - enableBot: 1 + enableBot: 0 botConfig: enabled: 1 aiState: active @@ -7080,7 +7080,7 @@ MonoBehaviour: spawnList: [] isCreateFish: 0 isFrozen: 0 - debugSpawnFishNumber: 11023 + debugSpawnFishNumber: 11033 fishList_All: [] fishList_Small: [] fishList_Boss: [] diff --git a/Assets/MyGame/Scripts/Turret/SitPosData.cs b/Assets/MyGame/Scripts/Turret/SitPosData.cs index 92bc81d12..85a816120 100644 --- a/Assets/MyGame/Scripts/Turret/SitPosData.cs +++ b/Assets/MyGame/Scripts/Turret/SitPosData.cs @@ -58,6 +58,13 @@ public class SitPosData : MonoBehaviour public bool isDrillActive; [Tooltip("激光锁定:true=激光发射期间炮台锁定方向,SetRotation 不生效(原方向打到爆奖结束)")] public bool isLaserLocked; + + /// + /// 散射激光模式中(GameMainPanel 每帧刷新:三发+锁定+已锁目标)。 + /// ⭐ 激活左右起点球父对象用这个标记,不依赖实际锁定点数量(目标不足2个时散射模式开着也要显示起点球) + /// + [System.NonSerialized] + public bool isScatterLaserOn; // ------------------------- // 炮台管理(动态克隆) // ------------------------- @@ -92,12 +99,14 @@ public class SitPosData : MonoBehaviour // - laserPrefab 非空 → 预制体形态:JiGuangControl 工具类驱动(克隆激光预制体,方向/长度每帧刷新) // - laserPrefab 为空 → LineRenderer 兜底形态:直接新建 GameObject + LineRenderer // ------------------------- - /// LineRenderer 形态激光列表(起点=子弹创建位置,终点=锁定鱼的位置)。三发锁定=3条 + /// LineRenderer 形态激光列表。三发锁定=3条。起点:0=主激光(座位点+selfOffsetJGStart),1/2=散射左右(JGFX父对象位置) private readonly List _zhanShenLasers = new List(); /// 预制体形态激光实例列表(世界空间,由 JiGuangControl.JiGuangCreate 按目标数量重建) private readonly List _laserFx = new List(); /// 预制体形态激光的基准缩放(重建时取自 laserPrefab.transform.localScale) private Vector3 _laserFxBaseScale = Vector3.one; + /// 每条激光的起点缓存(索引与 _laserTargets 对齐,每帧复用避免 GC) + private readonly List _laserStarts = new List(); // ------------------------- // XJMH 炮台列表(星际迷航专用) @@ -154,7 +163,9 @@ public class SitPosData : MonoBehaviour public Button btn_TurretMinus; [Header("激光效果父对象")] + [Tooltip("散射激光左起点球的父对象:出场/换战神时克隆 ZhanShenTurretData.JGQiuStartPrefab 到它下面,散射激光激活时显示。不拖也没关系:Awake 会自动创建兜底节点")] public Transform JGFXLeftParent; + [Tooltip("散射激光右起点球的父对象:出场/换战神时克隆 ZhanShenTurretData.JGQiuStartPrefab 到它下面,散射激光激活时显示。不拖也没关系:Awake 会自动创建兜底节点")] public Transform JGFXRightParent; private void Awake() @@ -164,6 +175,10 @@ public class SitPosData : MonoBehaviour if (btn_TurretMinus != null) btn_TurretMinus.onClick.AddListener(() => ChangeTurretMinusConsumeNum()); + // ⭐ 散射起点球父对象兜底:预制体没拖引用就自动创建(挂 beij 下,炮台两侧), + // 保证 UpdateJGFXParentsActive 永远有对象可激活,不依赖 Inspector 配置 + EnsureJGFXParents(); + // XJMH 模式:隐藏钻石显示(只显示金币) if (turretControlMode == TurretControlMode.XJMH && tMP_DiamondNum != null) tMP_DiamondNum.gameObject.SetActive(false); @@ -174,6 +189,39 @@ public class SitPosData : MonoBehaviour InitXJMHTurret(); } + /// + /// 散射起点球父对象兜底:Inspector 没拖引用时自动创建两个 RectTransform + /// (挂在 turretRotate 的父节点 beij 下,炮台左右两侧 ±50),并写回字段。 + /// 拖了引用(预制体配置的座位)则什么都不做。 + /// + private void EnsureJGFXParents() + { + if (JGFXLeftParent != null && JGFXRightParent != null) return; + + // 挂载点:turretRotate 的父节点(beij);拿不到就挂座位根 + Transform attach = turretRotate != null && turretRotate.parent != null + ? turretRotate.parent + : transform; + + if (JGFXLeftParent == null) + JGFXLeftParent = CreateJGFXParent(attach, "JGFXLeftParent", -50f); + if (JGFXRightParent == null) + JGFXRightParent = CreateJGFXParent(attach, "JGFXRightParent", 50f); + } + + /// 创建一个散射起点球父节点(beij 下,x 偏移 ±50、y 100,默认隐藏) + private static RectTransform CreateJGFXParent(Transform parent, string name, float xOffset) + { + GameObject go = new GameObject(name, typeof(RectTransform)); + RectTransform rt = (RectTransform)go.transform; + rt.SetParent(parent, false); + rt.anchorMin = rt.anchorMax = new Vector2(0.5f, 0.5f); + rt.sizeDelta = new Vector2(44f, 37f); + rt.anchoredPosition = new Vector2(xOffset, 100f); + go.SetActive(false); + return rt; + } + /// /// XJMH 模式:炮台是座位自带子对象,预制体里已摆好激活状态,不需要 LoadTurret 加载。 /// 此方法只做引用初始化:从 取第一个激活的炮台赋给 currentTurret, @@ -234,6 +282,11 @@ public class SitPosData : MonoBehaviour } // 座位禁用时清理战神激光(世界空间对象,不随座位隐藏) DestroyZhanShenLaser(); + // 散射起点父对象藏起来(子对象保留,下次出场/换战神时重建) + if (JGFXLeftParent != null) + JGFXLeftParent.gameObject.SetActive(false); + if (JGFXRightParent != null) + JGFXRightParent.gameObject.SetActive(false); } private void Update() @@ -244,8 +297,12 @@ public class SitPosData : MonoBehaviour // ==================== 战神激光(锁定时显示) ==================== /// - /// 战神锁定时显示激光:起点=创建子弹的位置(GetBulletStartPos),终点=锁定鱼的位置,Z 统一压到 -50 显示层。 + /// 战神锁定时显示激光,Z 统一压到 -50 显示层。 /// ⭐ 一个锁定点一条激光:单发锁定=1条,三发锁定=3条(主目标+2个三发目标)。 + /// ⭐ 每条激光独立起点:第0条(主锁定)=turretRotate 子对象偏移 selfOffsetJGStart(⭐跟随炮台旋转), + /// 第1/2条(散射左右)=JGFXLeftParent/JGFXRightParent 的位置(座位 UI 上的起点球父对象)。 + /// ⭐ 使用散射激光时激活 JGFXLeftParent/JGFXRightParent 显示起点球,否则隐藏: + /// 本地座位=三发+锁定开着(isScatterLaserOn,面板每帧刷新);远程/bot座位=锁定点>1(三发目标凑满)。 /// ⭐ 两种形态:laserPrefab 非空 → 预制体形态(JiGuangControl 工具类);为空 → LineRenderer 兜底形态。 /// ⭐ 只是视觉表现:打中鱼仍按正常攻击频率由子弹完成(HandleAutoFire 以 attackTime 发射锁定子弹)。 /// 普通炮台没有此效果(currentZhanShenData 为 null 时不显示)。 @@ -274,6 +331,15 @@ public class SitPosData : MonoBehaviour } } + // ⭐ 散射激光使用中就激活左右起点父对象显示起点球: + // isScatterLaserOn=三发+锁定开着(面板每帧刷新,本地座位);锁定点>1=三发目标已凑满(远程/bot座位) + // 两个条件满足其一即激活——散射模式开着但目标不足时也要显示起点球 + UpdateJGFXParentsActive(currentZhanShenData != null && (_laserTargets.Count > 1 || isScatterLaserOn)); + +#if UNITY_EDITOR + DebugJGFXState(); +#endif + // 没有锁定点:隐藏所有激光 if (_laserTargets.Count == 0) { @@ -306,43 +372,42 @@ public class SitPosData : MonoBehaviour /// /// 预制体形态(laserPrefab 非空):JiGuangControl 工具类驱动。 /// 目标数量变化时全量重建(JiGuangCreate),每帧刷新位置/朝向/长度(JiGuangDirection/JiGuangLength,Z 强制 -50)。 + /// ⭐ 每条激光独立起点(多起点重载):0=主锁定(座位点+偏移),1/2=散射左右(JGFX父对象位置)。 /// private void UpdateZhanShenLaserFx() { var zsData = currentZhanShenData; - // 起点:创建子弹的位置(Z=-50,战神激光显示层,和 FireBullet 的 startPos 同源仅 Z 不同) - Vector3 startPos = GetBulletStartPos(); - startPos.z = -50f; + // 收集每条激光的起点(与 _laserTargets 一一对应) + _laserStarts.Clear(); + for (int i = 0; i < _laserTargets.Count; i++) + _laserStarts.Add(GetZhanShenLaserStart(i)); // 目标数量变化时全量重建(锁定建立/解除/三发目标增减时触发),并刷新基准缩放 if (_laserFx.Count != _laserTargets.Count) { _laserFxBaseScale = zsData.laserPrefab.transform.localScale; - JiGuangControl.JiGuangCreate(zsData.laserPrefab, startPos, _laserTargets, _laserFx, null, -50f); + JiGuangControl.JiGuangCreate(zsData.laserPrefab, _laserStarts, _laserTargets, _laserFx, null, -50f); } - // 炮口随炮台旋转会移动,位置需每帧同步;隐藏中的重新激活 + // 起点需每帧同步(座位布局/起点球位置变化);隐藏中的重新激活 for (int i = 0; i < _laserFx.Count; i++) { if (_laserFx[i] == null) continue; if (!_laserFx[i].gameObject.activeSelf) _laserFx[i].gameObject.SetActive(true); - _laserFx[i].position = startPos; + if (i < _laserStarts.Count) + _laserFx[i].position = _laserStarts[i]; } - // 朝向 + 长度(指定 Z=-50 的重载:起终点同层) - JiGuangControl.JiGuangDirection(startPos, _laserTargets, _laserFx, -50f); - JiGuangControl.JiGuangLength(startPos, _laserTargets, _laserFx, _laserFxBaseScale, zsData.laserLengthCorrect, -50f); + // 朝向 + 长度(多起点重载:起终点同层 Z=-50) + JiGuangControl.JiGuangDirection(_laserStarts, _laserTargets, _laserFx, -50f); + JiGuangControl.JiGuangLength(_laserStarts, _laserTargets, _laserFx, _laserFxBaseScale, zsData.laserLengthCorrect, -50f); } - /// LineRenderer 兜底形态(laserPrefab 为空):按需创建、多余的隐藏 + /// LineRenderer 兜底形态(laserPrefab 为空):按需创建、多余的隐藏。每条激光独立起点 private void UpdateZhanShenLaserLine() { - // 起点:创建子弹的位置(Z=-50,战神激光显示层,和 FireBullet 的 startPos 同源仅 Z 不同) - Vector3 start = GetBulletStartPos(); - start.z = -50f; - // 需要几条就创建几条(三发=3个 LineRenderer),多余的隐藏 for (int i = 0; i < _laserTargets.Count; i++) { @@ -351,6 +416,8 @@ public class SitPosData : MonoBehaviour if (!line.gameObject.activeSelf) line.gameObject.SetActive(true); + // 起点:第0条=主锁定(座位点+偏移),1/2=散射左右(JGFX父对象位置),Z=-50 + Vector3 start = GetZhanShenLaserStart(i); // 终点:该条锁定鱼的位置(Z=-50,与起点同层) Vector3 end = _laserTargets[i].position; end.z = -50f; @@ -412,6 +479,186 @@ public class SitPosData : MonoBehaviour _laserFx.Clear(); } + // ==================== 战神激光起点(每条激光独立起点) ==================== + + /// + /// 战神激光第 index 条的起点(鱼群世界坐标,Z=-50 显示层): + /// - 第 0 条(主锁定):turretRotate 子对象偏移(selfOffsetJGStart 是 turretRotate 的本地偏移, + /// ⭐ 跟随炮台旋转:炮口转向时起点绕炮台中心跟着转) + /// - 第 1 条(散射左):JGFXLeftParent 的位置 + /// - 第 2 条(散射右):JGFXRightParent 的位置 + /// - 越界/未配置:回退子弹炮口位置(旧版行为) + /// + private Vector3 GetZhanShenLaserStart(int index) + { + var zs = currentZhanShenData as ZhanShenTurretData; + + // 主起点:turretRotate 的子对象偏移(炮台旋转时该点跟着转,TransformPoint 含旋转+缩放) + if (index == 0 && zs != null) + { + Vector3 offset = new Vector3(zs.selfOffsetJGStart.x, zs.selfOffsetJGStart.y, 0f); + Vector3 startPoint = turretRotate != null + ? turretRotate.TransformPoint(offset) + : transform.position + offset; + return SeatUIToFishWorld(startPoint, -50f); + } + // 散射左右起点:座位上左右两个起点球父对象的位置 + if (index == 1 && JGFXLeftParent != null) + return SeatUIToFishWorld(JGFXLeftParent.position, -50f); + if (index == 2 && JGFXRightParent != null) + return SeatUIToFishWorld(JGFXRightParent.position, -50f); + + // 回退:子弹炮口(旧版行为,未配置左右父对象/未挂 ZhanShenTurretData 时) + Vector3 fallback = GetBulletStartPos(); + fallback.z = -50f; + return fallback; + } + + /// + /// 座位 UI 上的世界坐标(座位根节点/座位子节点位置)→ 鱼群世界坐标(子弹/激光所在空间)。 + /// 与 TurretData.GetBulletStartWorldPos 同一套换算(UI→屏幕→世界),Z 压到指定显示层。 + /// + private Vector3 SeatUIToFishWorld(Vector3 uiWorldPos, float z) + { + Canvas canvas = UIManager.Instance != null && UIManager.Instance.uiRoot != null + ? UIManager.Instance.uiRoot.GetComponent() + : null; + Camera cam = Camera.main; + if (canvas == null || cam == null) + { + // 编辑器没跑起来时兜底:直接用 UI 坐标压 Z + Vector3 fallback = uiWorldPos; + fallback.z = z; + return fallback; + } + + Vector3 screenPos = RectTransformUtility.WorldToScreenPoint( + canvas.renderMode == RenderMode.ScreenSpaceOverlay ? null : canvas.worldCamera, + uiWorldPos); + float distance = Mathf.Abs(cam.transform.position.z - 0f); + Vector3 worldPos = cam.ScreenToWorldPoint(new Vector3(screenPos.x, screenPos.y, distance)); + worldPos.z = z; + return worldPos; + } + + /// + /// 散射激光激活/隐藏左右起点父对象(JGFXLeftParent/JGFXRightParent): + /// 使用散射激光(三发+锁定开着,或锁定点>1)时激活显示起点球,关闭/单发时隐藏。 + /// + private void UpdateJGFXParentsActive(bool scatterActive) + { + if (JGFXLeftParent != null && JGFXLeftParent.gameObject.activeSelf != scatterActive) + JGFXLeftParent.gameObject.SetActive(scatterActive); + if (JGFXRightParent != null && JGFXRightParent.gameObject.activeSelf != scatterActive) + JGFXRightParent.gameObject.SetActive(scatterActive); + } + +#if UNITY_EDITOR + /// 散射起点诊断计时器(编辑器排查用,3秒一条,只在战神+锁定期间打印) + private float _jgfxLogTimer = -99f; + + /// + /// 编辑器诊断:锁定期间每3秒打印散射起点球的判定条件。 + /// 用来定位「三发+锁定开了但左右父对象不激活」断在哪个环节: + /// 三发目标数 / 激光条数 / 散射标记 / 左右父对象引用是否拖了 / 当前激活状态。 + /// + private void DebugJGFXState() + { + if (currentZhanShenData == null || !isLock) return; + if (Time.unscaledTime - _jgfxLogTimer < 3f) return; + _jgfxLogTimer = Time.unscaledTime; + + Debug.Log($"[SitPosData] 座位{posID} 散射起点诊断: " + + $"三发目标数={tripleLockTargets.Count} 激光条数={_laserTargets.Count} " + + $"散射标记={isScatterLaserOn} " + + $"左父对象={(JGFXLeftParent != null ? "已拖" : "NULL!")} " + + $"右父对象={(JGFXRightParent != null ? "已拖" : "NULL!")} " + + $"左激活={(JGFXLeftParent != null && JGFXLeftParent.gameObject.activeSelf)} " + + $"左子对象数={(JGFXLeftParent != null ? JGFXLeftParent.childCount : -1)}"); + } +#endif + + /// + /// 出场/换战神时刷新散射激光起点球: + /// 先清空 JGFXLeftParent/JGFXRightParent 的旧子对象,再各自克隆一份 + /// ZhanShenTurretData.JGQiuStartPrefab(保持预制体原始位置/旋转/缩放)。 + /// 没配置 JGQiuStartPrefab/组件就只清空并打警告;父对象默认隐藏,散射激光激活时由 UpdateZhanShenLaser 打开。 + /// + private void RefreshJGQiuStartFX() + { + var zs = currentZhanShenData as ZhanShenTurretData; + + ClearJGFXParents(); + + if (zs == null) + { + Debug.LogWarning($"[SitPosData] 战神 #{currentZhanShenNumber} 未挂 ZhanShenTurretData 组件,散射起点球无法创建(座位 {posID})"); + return; + } + if (zs.JGQiuStartPrefab == null) + { + Debug.LogWarning($"[SitPosData] 战神 #{currentZhanShenNumber} 的 ZhanShenTurretData.JGQiuStartPrefab 未配置,散射起点球无法创建(座位 {posID})——请在战神预制体上拖入起点球预制体"); + return; + } + + // 未配置父对象就不克隆(避免起点球落到场景根下),并提示去座位预制体上拖引用 + if (JGFXLeftParent == null || JGFXRightParent == null) + Debug.LogWarning($"[SitPosData] 座位{posID} 的 JGFXLeftParent/JGFXRightParent 未拖引用——散射起点球无处挂载,请在座位预制体上把左右起点球父对象拖进 SitPosData(座位 {posID} 战神 #{currentZhanShenNumber})"); + if (JGFXLeftParent != null) + Instantiate(zs.JGQiuStartPrefab, JGFXLeftParent, false); + if (JGFXRightParent != null) + Instantiate(zs.JGQiuStartPrefab, JGFXRightParent, false); + } + + /// 清空左右起点父对象的子对象并隐藏(清战神/重装起点球前调用) + private void ClearJGFXParents() + { + ClearChildren(JGFXLeftParent); + ClearChildren(JGFXRightParent); + if (JGFXLeftParent != null) + JGFXLeftParent.gameObject.SetActive(false); + if (JGFXRightParent != null) + JGFXRightParent.gameObject.SetActive(false); + } + + /// 清空一个父节点下的所有子对象 + private static void ClearChildren(Transform parent) + { + if (parent == null) return; + for (int i = parent.childCount - 1; i >= 0; i--) + Destroy(parent.GetChild(i).gameObject); + } + +#if UNITY_EDITOR + /// + /// 编辑器可视化:战神主激光起点(turretRotate 子对象偏移 selfOffsetJGStart,⭐ 跟随炮台旋转)。 + /// 运行中加载战神后在 Scene 视图可见(旋转炮台时球会绕炮台中心跟着转): + /// 黄色小球=turretRotate 位置(偏移基准),洋红线框球=主激光起点,连线=偏移方向。 + /// + private void OnDrawGizmos() + { + var zs = currentZhanShenData as ZhanShenTurretData; + if (zs == null) return; + + // 主起点:turretRotate 的本地偏移(跟随旋转,与 GetZhanShenLaserStart(0) 同一套计算) + Vector3 offset = new Vector3(zs.selfOffsetJGStart.x, zs.selfOffsetJGStart.y, 0f); + Vector3 basePoint = turretRotate != null ? turretRotate.position : transform.position; + Vector3 startPoint = turretRotate != null + ? turretRotate.TransformPoint(offset) + : basePoint + offset; + + // turretRotate 位置(偏移基准) + Gizmos.color = Color.yellow; + Gizmos.DrawSphere(basePoint, 8f); + + // 主激光起点 + 基准点连线(显示偏移关系) + Gizmos.color = Color.magenta; + Gizmos.DrawWireSphere(startPoint, 20f); + Gizmos.DrawLine(basePoint, startPoint); + UnityEditor.Handles.Label(startPoint + Vector3.up * 25f, "主激光起点(跟随炮台旋转)"); + } +#endif + /// /// 玩家加入 → 显示玩家 UI(child0),隐藏等待界面(child1)。 /// @@ -848,6 +1095,9 @@ public class SitPosData : MonoBehaviour OnStateChange = zsData.ChangeState; } + // ⭐ 出场/换战神:清空左右起点父对象并重新克隆 JGQiuStartPrefab(当前战神配置的起点球) + RefreshJGQiuStartFX(); + // ⭐ 炮台/战神显示二选一:显示战神时隐藏普通炮台 if (turretParent != null) turretParent.gameObject.SetActive(false); @@ -894,6 +1144,8 @@ public class SitPosData : MonoBehaviour currentZhanShenData = null; // 战神清了激光也没了 DestroyZhanShenLaser(); + // 散射起点球也清掉(下次出场/换战神时重建) + ClearJGFXParents(); } // ------------------------- // 切换状态(GameMainPanel 调用) diff --git a/Assets/MyGame/aa/Game/ZhanShen/Game/display_14080_0_DaTing.prefab b/Assets/MyGame/aa/Game/ZhanShen/Game/display_14080_0_DaTing.prefab index e8fb0aeef..0ddadb086 100644 --- a/Assets/MyGame/aa/Game/ZhanShen/Game/display_14080_0_DaTing.prefab +++ b/Assets/MyGame/aa/Game/ZhanShen/Game/display_14080_0_DaTing.prefab @@ -1055,12 +1055,12 @@ PrefabInstance: - target: {fileID: 5334740645755207235, guid: 94bd215d9bef08a4cba7385339e75ccc, type: 3} propertyPath: m_LocalRotation.w - value: 0.7071068 + value: 0.46174863 objectReference: {fileID: 0} - target: {fileID: 5334740645755207235, guid: 94bd215d9bef08a4cba7385339e75ccc, type: 3} propertyPath: m_LocalRotation.x - value: -0.7071068 + value: -0.8870109 objectReference: {fileID: 0} - target: {fileID: 5334740645755207235, guid: 94bd215d9bef08a4cba7385339e75ccc, type: 3} @@ -1075,7 +1075,7 @@ PrefabInstance: - target: {fileID: 5334740645755207235, guid: 94bd215d9bef08a4cba7385339e75ccc, type: 3} propertyPath: m_LocalEulerAnglesHint.x - value: -90 + value: -125 objectReference: {fileID: 0} - target: {fileID: 5334740645755207235, guid: 94bd215d9bef08a4cba7385339e75ccc, type: 3} @@ -1840,7 +1840,7 @@ MonoBehaviour: type: 3} laserPrefab: {fileID: 4871744834294513039, guid: 999e5fe75ff584347af22cd20e757f8e, type: 3} - laserWidth: 3 + laserWidth: 10 laserColor: {r: 1, g: 0.3, b: 0.3, a: 0.9} laserLengthCorrect: 1 turretNumber: 0 @@ -1866,3 +1866,8 @@ MonoBehaviour: idleIndexParam: IdleIndex fireIndex: 0 idleIndex: 0 + JGQiuStartPrefab: {fileID: 3774533120367730850, guid: 9e114e29415d348448005cf3fcebe71c, + type: 3} + selfOffsetJGStart: {x: 0, y: 0} + selfOffsetZSRotateInit: 0 + otherOffsetZSRotateInit: 0 diff --git a/Assets/MyGame/aa/Game/ZhanShen/Game/display_FishEntry_4022.prefab b/Assets/MyGame/aa/Game/ZhanShen/Game/display_FishEntry_4022.prefab index 583fd6ed1..92b5f9d80 100644 --- a/Assets/MyGame/aa/Game/ZhanShen/Game/display_FishEntry_4022.prefab +++ b/Assets/MyGame/aa/Game/ZhanShen/Game/display_FishEntry_4022.prefab @@ -121,12 +121,12 @@ PrefabInstance: - target: {fileID: 1256688934348320475, guid: 03149f3f1fb264742b835eb7068654d0, type: 3} propertyPath: m_LocalRotation.w - value: 0.7071068 + value: 0.46174863 objectReference: {fileID: 0} - target: {fileID: 1256688934348320475, guid: 03149f3f1fb264742b835eb7068654d0, type: 3} propertyPath: m_LocalRotation.x - value: -0.7071068 + value: -0.8870109 objectReference: {fileID: 0} - target: {fileID: 1256688934348320475, guid: 03149f3f1fb264742b835eb7068654d0, type: 3} @@ -141,7 +141,7 @@ PrefabInstance: - target: {fileID: 1256688934348320475, guid: 03149f3f1fb264742b835eb7068654d0, type: 3} propertyPath: m_LocalEulerAnglesHint.x - value: -90 + value: -125 objectReference: {fileID: 0} - target: {fileID: 1256688934348320475, guid: 03149f3f1fb264742b835eb7068654d0, type: 3} @@ -607,6 +607,7 @@ MonoBehaviour: type: 3} laserWidth: 3 laserColor: {r: 1, g: 0.3, b: 0.3, a: 0.9} + laserLengthCorrect: 1 turretNumber: 0 turretType: 1 displayName: @@ -630,3 +631,8 @@ MonoBehaviour: idleIndexParam: IdleIndex fireIndex: 0 idleIndex: 0 + JGQiuStartPrefab: {fileID: 8826976359845876549, guid: ebdae2574a0ae4a4388300d711901565, + type: 3} + selfOffsetJGStart: {x: 0, y: 0} + selfOffsetZSRotateInit: 0 + otherOffsetZSRotateInit: 0 diff --git a/Assets/MyGame/aa/Game/ZhanShen/Game/display_FishEntry_6004.prefab b/Assets/MyGame/aa/Game/ZhanShen/Game/display_FishEntry_6004.prefab index f085fc5d8..4962536b4 100644 --- a/Assets/MyGame/aa/Game/ZhanShen/Game/display_FishEntry_6004.prefab +++ b/Assets/MyGame/aa/Game/ZhanShen/Game/display_FishEntry_6004.prefab @@ -1151,6 +1151,7 @@ MonoBehaviour: type: 3} laserWidth: 3 laserColor: {r: 1, g: 0.3, b: 0.3, a: 0.9} + laserLengthCorrect: 1 turretNumber: 0 turretType: 1 displayName: @@ -1174,3 +1175,6 @@ MonoBehaviour: idleIndexParam: IdleIndex fireIndex: 0 idleIndex: 0 + JGQiuStartPrefab: {fileID: 5231972868284677812, guid: 725cdf85f0036814887eb994c5b86e45, + type: 3} + selfOffsetJGStart: {x: 0, y: 0} diff --git a/Assets/MyGame/aa/Game/ZhanShen/Game/display_wargod_14901_0_dev.prefab b/Assets/MyGame/aa/Game/ZhanShen/Game/display_wargod_14901_0_dev.prefab index 48421f2aa..d094437e4 100644 --- a/Assets/MyGame/aa/Game/ZhanShen/Game/display_wargod_14901_0_dev.prefab +++ b/Assets/MyGame/aa/Game/ZhanShen/Game/display_wargod_14901_0_dev.prefab @@ -1526,6 +1526,7 @@ MonoBehaviour: type: 3} laserWidth: 3 laserColor: {r: 1, g: 0.3, b: 0.3, a: 0.9} + laserLengthCorrect: 1 turretNumber: 0 turretType: 1 displayName: @@ -1549,6 +1550,11 @@ MonoBehaviour: idleIndexParam: IdleIndex fireIndex: 0 idleIndex: 0 + JGQiuStartPrefab: {fileID: 2444395877751059100, guid: 3a10d8f351e3d52489bceee1b4740337, + type: 3} + selfOffsetJGStart: {x: 0, y: 0} + selfOffsetZSRotateInit: 0 + otherOffsetZSRotateInit: 0 --- !u!95 &8661363738911940257 stripped Animator: m_CorrespondingSourceObject: {fileID: 8284544360685858346, guid: ffe5b917cd8f21941adf54c437e9a701, diff --git a/Assets/MyGame/aa/Game/ZhanShen/Game/display_wargod_14902_0_dev.prefab b/Assets/MyGame/aa/Game/ZhanShen/Game/display_wargod_14902_0_dev.prefab index 47b44abfa..11bada30c 100644 --- a/Assets/MyGame/aa/Game/ZhanShen/Game/display_wargod_14902_0_dev.prefab +++ b/Assets/MyGame/aa/Game/ZhanShen/Game/display_wargod_14902_0_dev.prefab @@ -3761,6 +3761,7 @@ MonoBehaviour: type: 3} laserWidth: 3 laserColor: {r: 1, g: 0.3, b: 0.3, a: 0.9} + laserLengthCorrect: 1 turretNumber: 0 turretType: 1 displayName: @@ -3784,6 +3785,11 @@ MonoBehaviour: idleIndexParam: IdleIndex fireIndex: 0 idleIndex: 0 + JGQiuStartPrefab: {fileID: 437630652280502677, guid: bec236ab3b54823468657c3cc7b0f204, + type: 3} + selfOffsetJGStart: {x: 0, y: 0} + selfOffsetZSRotateInit: 0 + otherOffsetZSRotateInit: 0 --- !u!95 &3827418405087986554 stripped Animator: m_CorrespondingSourceObject: {fileID: 2725459927999047066, guid: 83f830ab856bfc642b235330651c6513, diff --git a/Assets/MyGame/aa/Game/ZhanShen/Game/display_wargod_in_14053_0_dev.prefab b/Assets/MyGame/aa/Game/ZhanShen/Game/display_wargod_in_14053_0_dev.prefab index ddc645faa..d0a12eb0a 100644 --- a/Assets/MyGame/aa/Game/ZhanShen/Game/display_wargod_in_14053_0_dev.prefab +++ b/Assets/MyGame/aa/Game/ZhanShen/Game/display_wargod_in_14053_0_dev.prefab @@ -961,3 +961,8 @@ MonoBehaviour: idleIndexParam: IdleIndex fireIndex: 0 idleIndex: 0 + JGQiuStartPrefab: {fileID: 2223497904095183553, guid: 8f9fe68d9da9d29499ea4e12b20da6d4, + type: 3} + selfOffsetJGStart: {x: 0, y: 0} + selfOffsetZSRotateInit: 0 + otherOffsetZSRotateInit: 0 diff --git a/Assets/MyGame/aa/Game/ZhanShen/XiongMao/display_14080_0_DaTing.prefab b/Assets/MyGame/aa/Game/ZhanShen/XiongMao/display_14080_0_DaTing.prefab index 306db0b28..dd5bee179 100644 --- a/Assets/MyGame/aa/Game/ZhanShen/XiongMao/display_14080_0_DaTing.prefab +++ b/Assets/MyGame/aa/Game/ZhanShen/XiongMao/display_14080_0_DaTing.prefab @@ -1115,6 +1115,10 @@ MonoBehaviour: tra_RotationPivot: {fileID: 0} bulletPrefab_Two: {fileID: 0} bulletPrefab: {fileID: 0} + laserPrefab: {fileID: 0} + laserWidth: 0.3 + laserColor: {r: 1, g: 0.3, b: 0.3, a: 0.9} + laserLengthCorrect: 1 turretNumber: 0 turretType: 1 displayName: @@ -1133,3 +1137,12 @@ MonoBehaviour: laserStartAnim: laserLoopAnim: laserEndAnim: + playFireParam: PlayFire + fireIndexParam: FireIndex + idleIndexParam: IdleIndex + fireIndex: 0 + idleIndex: 0 + JGQiuStartPrefab: {fileID: 0} + selfOffsetJGStart: {x: -16, y: 234} + selfOffsetZSRotateInit: 0 + otherOffsetZSRotateInit: 0 diff --git a/Assets/MyGame/aa/Game/ZhanShen/ZhanShenTurretData.cs b/Assets/MyGame/aa/Game/ZhanShen/ZhanShenTurretData.cs index 23de1ef5f..ac3f04a53 100644 --- a/Assets/MyGame/aa/Game/ZhanShen/ZhanShenTurretData.cs +++ b/Assets/MyGame/aa/Game/ZhanShen/ZhanShenTurretData.cs @@ -4,6 +4,10 @@ using UnityEngine; public class ZhanShenTurretData : TurretData { + [Tooltip("散射激光起点球预制体:出场/换战神时克隆到座位的 JGFXLeftParent/JGFXRightParent 下")] public GameObject JGQiuStartPrefab; + [Tooltip("主激光起点偏移:turretRotate 的本地偏移(子对象语义),⭐ 跟随炮台旋转(炮口转向时起点绕炮台中心转)。编辑器运行时用 Gizmo 可视化")] public Vector2 selfOffsetJGStart; + public float selfOffsetZSRotateInit; + public float otherOffsetZSRotateInit; } diff --git a/Assets/MyGame/aa/Game/DefaultBossControl.cs b/Assets/MyGame/aa/UI/Game/DefaultBossControl.cs similarity index 100% rename from Assets/MyGame/aa/Game/DefaultBossControl.cs rename to Assets/MyGame/aa/UI/Game/DefaultBossControl.cs diff --git a/Assets/MyGame/aa/Game/DefaultBossControl.cs.meta b/Assets/MyGame/aa/UI/Game/DefaultBossControl.cs.meta similarity index 100% rename from Assets/MyGame/aa/Game/DefaultBossControl.cs.meta rename to Assets/MyGame/aa/UI/Game/DefaultBossControl.cs.meta diff --git a/Assets/MyGame/aa/Game/DefaultHBBJEvent.cs b/Assets/MyGame/aa/UI/Game/DefaultHBBJEvent.cs similarity index 100% rename from Assets/MyGame/aa/Game/DefaultHBBJEvent.cs rename to Assets/MyGame/aa/UI/Game/DefaultHBBJEvent.cs diff --git a/Assets/MyGame/aa/Game/DefaultHBBJEvent.cs.meta b/Assets/MyGame/aa/UI/Game/DefaultHBBJEvent.cs.meta similarity index 100% rename from Assets/MyGame/aa/Game/DefaultHBBJEvent.cs.meta rename to Assets/MyGame/aa/UI/Game/DefaultHBBJEvent.cs.meta diff --git a/Assets/MyGame/aa/Game/DefaultPBBJEvent.cs b/Assets/MyGame/aa/UI/Game/DefaultPBBJEvent.cs similarity index 100% rename from Assets/MyGame/aa/Game/DefaultPBBJEvent.cs rename to Assets/MyGame/aa/UI/Game/DefaultPBBJEvent.cs diff --git a/Assets/MyGame/aa/Game/DefaultPBBJEvent.cs.meta b/Assets/MyGame/aa/UI/Game/DefaultPBBJEvent.cs.meta similarity index 100% rename from Assets/MyGame/aa/Game/DefaultPBBJEvent.cs.meta rename to Assets/MyGame/aa/UI/Game/DefaultPBBJEvent.cs.meta diff --git a/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs b/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs index ce0b8603d..ca8056f04 100644 --- a/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs +++ b/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs @@ -1954,6 +1954,12 @@ 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, + // 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) + currSitData.isScatterLaserOn = toggle_Three != null && toggle_Three.isOn + && toggle_Lock != null && toggle_Lock.isOn + && currSitData.isLock; + bool isTripleLock = toggle_Three.isOn && toggle_Lock.isOn && currSitData.isLock; if (!isTripleLock) { diff --git a/Assets/MyGame/aa/Game/UI_baojiang.prefab b/Assets/MyGame/aa/UI/Game/UI_baojiang.prefab similarity index 100% rename from Assets/MyGame/aa/Game/UI_baojiang.prefab rename to Assets/MyGame/aa/UI/Game/UI_baojiang.prefab diff --git a/Assets/MyGame/aa/Game/UI_baojiang.prefab.meta b/Assets/MyGame/aa/UI/Game/UI_baojiang.prefab.meta similarity index 100% rename from Assets/MyGame/aa/Game/UI_baojiang.prefab.meta rename to Assets/MyGame/aa/UI/Game/UI_baojiang.prefab.meta diff --git a/Assets/MyGame/aa/Game/XJMH/XJMHCreateFish.asset b/Assets/MyGame/aa/UI/Game/XJMH/XJMHCreateFish.asset similarity index 100% rename from Assets/MyGame/aa/Game/XJMH/XJMHCreateFish.asset rename to Assets/MyGame/aa/UI/Game/XJMH/XJMHCreateFish.asset diff --git a/Assets/MyGame/aa/Game/XJMH/XJMHCreateFish.asset.meta b/Assets/MyGame/aa/UI/Game/XJMH/XJMHCreateFish.asset.meta similarity index 100% rename from Assets/MyGame/aa/Game/XJMH/XJMHCreateFish.asset.meta rename to Assets/MyGame/aa/UI/Game/XJMH/XJMHCreateFish.asset.meta diff --git a/Assets/MyGame/aa/Game/appear.signal b/Assets/MyGame/aa/UI/Game/appear.signal similarity index 100% rename from Assets/MyGame/aa/Game/appear.signal rename to Assets/MyGame/aa/UI/Game/appear.signal diff --git a/Assets/MyGame/aa/Game/appear.signal.meta b/Assets/MyGame/aa/UI/Game/appear.signal.meta similarity index 100% rename from Assets/MyGame/aa/Game/appear.signal.meta rename to Assets/MyGame/aa/UI/Game/appear.signal.meta diff --git a/Assets/MyGame/aa/Game/bj.signal b/Assets/MyGame/aa/UI/Game/bj.signal similarity index 100% rename from Assets/MyGame/aa/Game/bj.signal rename to Assets/MyGame/aa/UI/Game/bj.signal diff --git a/Assets/MyGame/aa/Game/bj.signal.meta b/Assets/MyGame/aa/UI/Game/bj.signal.meta similarity index 100% rename from Assets/MyGame/aa/Game/bj.signal.meta rename to Assets/MyGame/aa/UI/Game/bj.signal.meta diff --git a/Assets/MyGame/aa/Game/bjEnd.signal b/Assets/MyGame/aa/UI/Game/bjEnd.signal similarity index 100% rename from Assets/MyGame/aa/Game/bjEnd.signal rename to Assets/MyGame/aa/UI/Game/bjEnd.signal diff --git a/Assets/MyGame/aa/Game/bjEnd.signal.meta b/Assets/MyGame/aa/UI/Game/bjEnd.signal.meta similarity index 100% rename from Assets/MyGame/aa/Game/bjEnd.signal.meta rename to 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