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@@ -14088,7 +14088,7 @@ ParticleSystemRenderer:
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1942241928147034026}
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@@ -14243,11 +14243,12 @@ RectTransform:
m_GameObject: {fileID: 3774533120367730850}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
- m_LocalScale: {x: 1, y: 1, z: 1}
- m_ConstrainProportionsScale: 0
+ m_LocalScale: {x: 2.5, y: 2.5, z: 2.5}
+ m_ConstrainProportionsScale: 1
m_Children:
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- {fileID: 5010675526231036134}
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m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: -0, z: -0}
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@@ -16567,7 +16568,7 @@ ParticleSystemRenderer:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5012536189732367151}
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@@ -18916,7 +18917,7 @@ ParticleSystemRenderer:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5409947224001648805}
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@@ -21435,7 +21436,7 @@ ParticleSystemRenderer:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6297624202066476235}
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@@ -24096,7 +24097,7 @@ ParticleSystemRenderer:
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8260459685158596211}
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m_DynamicOccludee: 1
@@ -24243,6 +24244,97 @@ Animation:
m_PlayAutomatically: 1
m_AnimatePhysics: 0
m_CullingType: 0
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+ m_Father: {fileID: 7274721101021965849}
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+ m_AnchoredPosition: {x: 87.69881, y: 131.4168}
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+ m_Pivot: {x: 0.5, y: 0.5}
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+ m_OnCullStateChanged:
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+ m_IsTrail: 0
+ m_IgnoreCanvasScaler: 0
+ m_AbsoluteMode: 0
+ m_Scale3D: {x: 10, y: 10, z: 10}
+ m_AnimatableProperties: []
+ m_Particles:
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+ - {fileID: 7663915474117320682}
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GameObject:
m_ObjectHideFlags: 0
@@ -26504,7 +26596,7 @@ ParticleSystemRenderer:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 9105801768594421848}
- m_Enabled: 1
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diff --git a/Assets/Art/FengLei/PaoTai/XiongMao/laser.prefab b/Assets/Art/FengLei/PaoTai/XiongMao/laser.prefab
index b74c43c59..8a4608d05 100644
--- a/Assets/Art/FengLei/PaoTai/XiongMao/laser.prefab
+++ b/Assets/Art/FengLei/PaoTai/XiongMao/laser.prefab
@@ -79,7 +79,7 @@ LineRenderer:
- {x: 0, y: 0, z: 0}
m_Parameters:
serializedVersion: 3
- widthMultiplier: 5
+ widthMultiplier: 15
widthCurve:
serializedVersion: 2
m_Curve:
diff --git a/Assets/Art/FengLei/PaoTai/YangJian/gun_barrel_14901_multy.prefab b/Assets/Art/FengLei/PaoTai/YangJian/gun_barrel_14901_multy.prefab
index d377d2c6b..cddb43414 100644
--- a/Assets/Art/FengLei/PaoTai/YangJian/gun_barrel_14901_multy.prefab
+++ b/Assets/Art/FengLei/PaoTai/YangJian/gun_barrel_14901_multy.prefab
@@ -2381,7 +2381,7 @@ ParticleSystemRenderer:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 268630265903693139}
- m_Enabled: 1
+ m_Enabled: 0
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
@@ -2447,6 +2447,95 @@ ParticleSystemRenderer:
m_MeshWeighting2: 1
m_MeshWeighting3: 1
m_MaskInteraction: 0
+--- !u!1 &1342118598067250190
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+ - component: {fileID: 5176732891755268105}
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+ m_Father: {fileID: 8223493439014318215}
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+ m_AnchoredPosition: {x: 39.02406, y: -2.8532968}
+ m_SizeDelta: {x: 0, y: 0}
+ m_Pivot: {x: 0.5, y: 0.5}
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+ m_Maskable: 1
+ m_OnCullStateChanged:
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+ m_IsTrail: 0
+ m_IgnoreCanvasScaler: 0
+ m_AbsoluteMode: 0
+ m_Scale3D: {x: 10, y: 10, z: 10}
+ m_AnimatableProperties: []
+ m_Particles:
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--- !u!1 &1482267876903877469
GameObject:
m_ObjectHideFlags: 0
@@ -2522,11 +2611,12 @@ Transform:
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
- m_LocalScale: {x: 1, y: 1, z: 1}
- m_ConstrainProportionsScale: 0
+ m_LocalScale: {x: 2.5, y: 2.5, z: 2.5}
+ m_ConstrainProportionsScale: 1
m_Children:
- {fileID: 197662430289101878}
- {fileID: 1981340736255027452}
+ - {fileID: 2826291771310781170}
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: -0, z: -0}
--- !u!1 &2479486549035994066
@@ -4948,7 +5038,7 @@ ParticleSystemRenderer:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2597476128985493786}
- m_Enabled: 1
+ m_Enabled: 0
m_CastShadows: 0
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m_DynamicOccludee: 1
@@ -7586,7 +7676,7 @@ ParticleSystemRenderer:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5588286336026077028}
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+ m_Enabled: 0
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m_DynamicOccludee: 1
@@ -9921,7 +10011,7 @@ ParticleSystemRenderer:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5833900628454788486}
- m_Enabled: 1
+ m_Enabled: 0
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m_ReceiveShadows: 0
m_DynamicOccludee: 1
@@ -12265,7 +12355,7 @@ ParticleSystemRenderer:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6298165326571752070}
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+ m_Enabled: 0
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m_DynamicOccludee: 1
@@ -14669,7 +14759,7 @@ ParticleSystemRenderer:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7454342797302155631}
- m_Enabled: 1
+ m_Enabled: 0
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m_DynamicOccludee: 1
@@ -17107,7 +17197,7 @@ ParticleSystemRenderer:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8211215532581698278}
- m_Enabled: 1
+ m_Enabled: 0
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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
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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
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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