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@@ -754,6 +754,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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await FishResourcesData.UnLoadFishAssetsData();
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await AudioResourcesData.UnLoadAudioGame();
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await MonsterMoveLine.UnLoadBezier();
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// ⭐ 清空子弹池 + 特效池(鱼池已在 UnLoadFishAssetsData 内清理)
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BulletPool.Instance.ClearAll();
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EffectPool.Instance.ClearAll();
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_resourcesUnloaded = true;
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}
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@@ -789,6 +792,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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CreateFishManager.Instance.ExitRoom();
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CreateFishManager.Instance.isResources = false;
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// ⭐ 清空子弹池 + 特效池(鱼池已在 UnLoadFishAssetsData 内清理)
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BulletPool.Instance.ClearAll();
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EffectPool.Instance.ClearAll();
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JinDuTiao.SetProgress(0.9f);
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// ⭐ 最后2秒留着(和加入游戏流程一致)
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@@ -1599,6 +1605,8 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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return;
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}
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pos = fallback.position;
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// ⭐ 修复:fallback 有效时也要激活图标(之前漏掉导致子锁定图标偶尔不显示)
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if (!icon.activeSelf) icon.SetActive(true);
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}
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else
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{
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@@ -1657,6 +1665,16 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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Transform lockTr = ResolveLockTransform(target, out colliderIndex);
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currSitData.SetLockTarget(target, lockTr);
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SyncLock(new List<string> { target?.guid }, colliderIndex);
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// ⭐ 切换目标的瞬间立即更新主锁定图标位置和显示,
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// 避免切换那帧图标还停在旧位置或没显示出来
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if (currSitData.lockFX != null && lockTr != null && lockTr.gameObject.activeInHierarchy)
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{
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if (!currSitData.lockFX.activeSelf) currSitData.lockFX.SetActive(true);
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Vector3 p = lockTr.position;
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p.z = Camera.main.transform.position.z + 1;
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currSitData.lockFX.transform.position = p;
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}
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}
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else
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{
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@@ -2434,7 +2452,8 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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entryGold = entryGold,
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entryTime = Time.time,
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currentLevelIndex = initIdx,
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nextMultiplierCheckTime = Time.time + 2f,
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// ⭐ 初始检查时间加随机偏移(0~3s),避免多个 bot 同时换炮倍
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nextMultiplierCheckTime = Time.time + 2f + Random.Range(0f, 3f),
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nextExitCheckTime = Time.time + 5f,
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hasExited = false
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};
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@@ -2600,7 +2619,8 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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if (cfg == null || cfg.multiplier == null) return;
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var mc = cfg.multiplier;
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if (Time.time < state.nextMultiplierCheckTime) return;
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state.nextMultiplierCheckTime = Time.time + mc.checkInterval;
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// ⭐ 检查间隔加随机抖动(0.5~1.5 倍),避免多个 bot 同时换炮倍
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state.nextMultiplierCheckTime = Time.time + mc.checkInterval * Random.Range(0.5f, 1.5f);
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float ratio = state.GetGoldRatio(sit.goldNum);
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int maxIdx = mc.maxLevelIndex < 0 ? GetPaoBeiCount() - 1 : mc.maxLevelIndex;
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