This commit is contained in:
2026-10-01 17:02:05 +08:00
parent 4d8ec49055
commit 74fbc76d23
3 changed files with 40 additions and 134 deletions
@@ -222,9 +222,11 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
// fangzhu 字段已删除:鱼创建改由服务端 OnFishSpawn 统一下发,客户端无需房主出鱼
public bool isResources = false;
[Header("扇形阵(700)")]
[Tooltip("同一扇内相邻两条鱼之间的生成间隔(秒),避免17条鱼同帧出生叠在一起")]
public float shanXingFishInterval = 0.05f;
[Header("鱼阵(700/701)组偏移")]
[Tooltip("每组(每条线)相对上一组多走的秒数。屏幕上组间距 ≈(该值 - 每组出鱼间隔)×moveLine.moveTime。\n" +
"扇形每组间隔 1 秒,所以该值必须>1 才拉得开(如 3 → 组间距≈(3-1)×15=30 世界单位);\n" +
"圈没有间隔,组间距≈该值×15")]
public float yzGroupStaggerTime = 3f;
[Header("鱼阵路线撞车")]
[Tooltip("同一条路线被鱼阵占用后,其他鱼阵再用到同一条线需要等待的秒数(避免同一出生点同帧重叠)")]
@@ -1208,7 +1210,8 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
}
// ⭐ 同线撞车:这条线刚被别的鱼阵用过时先等一会,避免同一出生点同帧叠一起
yield return WaitLineFree(pathList[lineIndex]);
yield return ShanXing(createFishData, yz, pos, prefab, pathList[lineIndex], count, time, arraySeq, lineIndex);
// ⭐ 一扇内部一次性全部创建(不再逐条延迟);组与组之间靠 1s 等待 + 创建时间偏移拉开
ShanXing(createFishData, yz, pos, prefab, pathList[lineIndex], count, time, arraySeq, lineIndex);
yield return new WaitForSeconds(1f);
}
}
@@ -1230,8 +1233,8 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
_lineBusyTime[pathId] = Time.time;
}
/// <summary>扇形阵:一条线的17条鱼按 shanXingFishInterval 逐条延迟生成(避免同帧出生叠在一起)。</summary>
private IEnumerator ShanXing(FrameData_CreateFish createFishData, FishArrayConfig yz,
/// <summary>扇形阵:一条线(一扇)的17条鱼一次性全部创建,不再逐条延迟。</summary>
private void ShanXing(FrameData_CreateFish createFishData, FishArrayConfig yz,
Vector3 pos, GameObject prefab, int pathId, int count, long time, int arraySeq, int lineIndex)
{
var cfg = spawnDic[createFishData.fishNumber];
@@ -1265,20 +1268,18 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
mc.guid = createFishData.guid + "_" + arraySeq + "_" + lineIndex + "_" + i;
RegisterFishInstance(mc, FishDatas[yz.fishNumber].fishType);
// ⭐ moveTime 归零(存活时长从本条鱼自己出生算起),
// "创建时刻偏移"单独放进 yzGroupTimeOffset:它只进位移公式,
// 让先出的那一组已经沿分布方向游出去、后出的从出生点出发,避免整组重叠在同一点
// ⭐ 创建时间偏移:每往下一组(每条线)+yzGroupStaggerTime 秒,
// 位移公式用 (moveTime + yzGroupTimeOffset) 定位,把各组沿分布方向拉开、不再重合。
// 注意:偏移必须大于"每组出鱼间隔(1s)",否则会精确抵消(半径完全相同,看着还是重合)
// moveTime 本身保持 0:存活时长仍从本条鱼自己出生算起,不受偏移影响
mc.moveTime = 0f;
mc.yzGroupTimeOffset = (BeijingTimeManager.Instance.CurrentTimestampMs - time) / 1000f;
mc.yzGroupTimeOffset = lineIndex * yzGroupStaggerTime;
mc.Init(pathId.ToString(), cfg.times, true, yz.arrayNumber);
// ⭐ 鱼阵调试日志:输出每条子鱼生成后的旋转与缩放(排查"有的正有的反")
Debug.Log($"[鱼阵调试] 阵={yz.arrayNumber}(扇形700) pathId={pathId} 第{i}/{16}条 guid={mc.guid} " +
$"rotation={fish.transform.eulerAngles.ToString("F1")} localScale={fish.transform.localScale.ToString("F3")}");
// ⭐ 同一扇内逐条延迟:避免17条鱼同帧出生全叠在出生点
yield return new WaitForSeconds(shanXingFishInterval);
}
}
@@ -1331,9 +1332,10 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
mc.guid = createFishData.guid + "_" + arraySeq + "_" + lineIndex + "_" + i;
RegisterFishInstance(mc, FishDatas[yz.fishNumber].fishType);
// ⭐ moveTime 归零 + 创建时刻偏移进 yzGroupTimeOffset(说明同扇形)
// ⭐ 创建时间偏移:每往下一组(每条线)+yzGroupStaggerTime 秒,位移定位用 (moveTime + yzGroupTimeOffset)
// (说明同扇形;圈本身同帧出,靠这个偏移把各圈沿分布方向拉开,不必加延迟)
mc.moveTime = 0f;
mc.yzGroupTimeOffset = (BeijingTimeManager.Instance.CurrentTimestampMs - time) / 1000f;
mc.yzGroupTimeOffset = lineIndex * yzGroupStaggerTime;
mc.Init(pathId.ToString(), cfg.times, true, yz.arrayNumber);