This commit is contained in:
2026-07-22 03:41:06 +08:00
parent d614ffe29c
commit 75c17c9731
82 changed files with 6865 additions and 580 deletions
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fileFormatVersion: 2
guid: 9682be993a47b1044b7d14f8d424e414
timeCreated: 1767546052
licenseType: Free
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName: assets_bundles_by_common_base_bundles_fonts_font_goldnumberlabel_default_ugui_low.bundle
assetBundleVariant:
@@ -1,154 +0,0 @@
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
public class AtlasAutoSplitter : EditorWindow
{
Texture2D sourceTexture;
Color32[] pixels;
int width, height;
bool[,] visited;
[MenuItem("Tools/Atlas Auto Splitter")]
static void Open()
{
GetWindow<AtlasAutoSplitter>("Atlas Splitter");
}
void OnGUI()
{
sourceTexture = (Texture2D)EditorGUILayout.ObjectField("图集 Texture2D", sourceTexture, typeof(Texture2D), false);
if (sourceTexture == null)
return;
if (GUILayout.Button("开始自动分割"))
{
SplitAtlas();
}
}
void SplitAtlas()
{
string path = AssetDatabase.GetAssetPath(sourceTexture);
TextureImporter importer = AssetImporter.GetAtPath(path) as TextureImporter;
if (importer == null)
{
Debug.LogError("无法获取 TextureImporter");
return;
}
// 强制读取像素
importer.isReadable = true;
// 如果不是 Multiple,自动改
if (importer.spriteImportMode != SpriteImportMode.Multiple)
{
importer.spriteImportMode = SpriteImportMode.Multiple;
}
// 应用修改并重新加载
AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
sourceTexture = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
width = sourceTexture.width;
height = sourceTexture.height;
pixels = sourceTexture.GetPixels32();
visited = new bool[width, height];
List<SpriteMetaData> metas = new List<SpriteMetaData>();
for (int y = height - 1; y >= 0; y--)
{
for (int x = 0; x < width; x++)
{
if (visited[x, y])
continue;
if (!IsSolidPixel(x, y))
{
visited[x, y] = true;
continue;
}
// 找到一个区域,开始 FloodFill
Rect rect = FloodFill(x, y);
SpriteMetaData meta = new SpriteMetaData();
meta.name = $"sprite_{metas.Count}";
// 修正坐标系:Unity 的 rect 原点在左下角
meta.rect = new Rect(rect.x, height - rect.y - rect.height, rect.width, rect.height);
meta.pivot = new Vector2(0.5f, 0.5f);
meta.alignment = (int)SpriteAlignment.Center; // 必须设置
metas.Add(meta);
}
}
importer.spritesheet = metas.ToArray();
// 确保写入并刷新
EditorUtility.SetDirty(importer);
AssetDatabase.WriteImportSettingsIfDirty(path);
AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
AssetDatabase.Refresh();
Debug.Log($"分割完成,共生成 {metas.Count} 个 Sprite");
}
bool IsSolidPixel(int x, int y)
{
Color32 c = pixels[y * width + x];
return c.a > 10; // 透明度阈值
}
Rect FloodFill(int startX, int startY)
{
Queue<Vector2Int> q = new Queue<Vector2Int>();
q.Enqueue(new Vector2Int(startX, startY));
int minX = startX, maxX = startX;
int minY = startY, maxY = startY;
visited[startX, startY] = true;
while (q.Count > 0)
{
Vector2Int p = q.Dequeue();
int x = p.x;
int y = p.y;
// 更新边界
if (x < minX) minX = x;
if (x > maxX) maxX = x;
if (y < minY) minY = y;
if (y > maxY) maxY = y;
// 四方向扩散
TryAdd(x + 1, y, q);
TryAdd(x - 1, y, q);
TryAdd(x, y + 1, q);
TryAdd(x, y - 1, q);
}
// 注意 Unity 的 rect 是左下角为原点
return new Rect(minX, minY, maxX - minX + 1, maxY - minY + 1);
}
void TryAdd(int x, int y, Queue<Vector2Int> q)
{
if (x < 0 || x >= width || y < 0 || y >= height)
return;
if (visited[x, y])
return;
visited[x, y] = true;
if (!IsSolidPixel(x, y))
return;
q.Enqueue(new Vector2Int(x, y));
}
}
@@ -0,0 +1,872 @@
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Text;
using System.Text.RegularExpressions;
using System.Collections.Generic;
/// <summary>
/// FntSpriteSplitter Editor 窗口
///
/// 功能:将 BMFont .fnt 文件中的字符定义分割为对应 PNG 的多个 Sprite,
/// 写入 PNG.meta 的 spriteSheet.sprites 中。
/// 使用方法:
/// 1. 把 .fnt 文件拖到「FNT 文件」槽位(或点击选择)
/// 2. 自动识别 .fnt 中 page file 引用的 PNG;可在「目标 PNG」槽位手动覆盖
/// 3. 点击「写入 Meta」即可生成分割 Sprite
///
/// 说明:
/// - BMFont 坐标原点在左上(y 向下递增),Unity Sprite rect 原点在左下(y 向上递增),
/// 写入时会自动翻转 y:y_unity = textureHeight - y_fnt - height
/// - 命名规则可选「按索引」(PNG名_0, PNG名_1...) 或「按字符含义」(0,1,...,plus,comma,dot...)
///
/// 作者:AI Assistant
/// </summary>
public class FntSpriteSplitter : EditorWindow
{
#region 字段
/// <summary>选中的 .fnt 文件路径(Assets/... 形式)</summary>
private string fntAssetPath = "";
/// <summary>目标 PNG 纹理</summary>
private Texture2D targetTexture;
/// <summary>.fnt 中声明的贴图尺寸(scaleW / scaleH)</summary>
private int fntTextureW = 0;
private int fntTextureH = 0;
/// <summary>解析出的字符列表</summary>
private List<FntCharInfo> charList = new List<FntCharInfo>();
/// <summary>字符列表滚动位置</summary>
private Vector2 scrollPos;
/// <summary>处理结果日志</summary>
private string logText = "";
private Vector2 logScrollPos;
private bool showLog = false;
/// <summary>命名方式:true=按索引,false=按字符含义</summary>
private bool nameByIndex = true;
/// <summary>写入前是否清空原有 sprites</summary>
private bool clearBeforeWrite = true;
/// <summary>命名前缀(默认使用 PNG 文件名,可手动修改)</summary>
private string namePrefix = "";
#endregion
#region 数据结构
/// <summary>单个 BMFont 字符的解析信息</summary>
private class FntCharInfo
{
public int id; // 字符 unicode id
public int x; // fnt 中 x(左上原点)
public int y; // fnt 中 y(左上原点)
public int width;
public int height;
public int xoffset;
public int yoffset;
public int xadvance;
/// <summary>Unity 坐标系下的 rect(已翻转 y)</summary>
public Rect unityRect;
}
#endregion
#region 菜单入口
[MenuItem("Tools/FNT Sprite Splitter")]
private static void ShowWindow()
{
var window = GetWindow<FntSpriteSplitter>("FNT Sprite Splitter");
window.minSize = new Vector2(440, 540);
window.Show();
}
#endregion
#region GUI 绘制
private void OnGUI()
{
DrawHeader();
DrawFntSlot();
DrawPngSlot();
DrawCharList();
DrawOptions();
DrawActionBar();
DrawLogArea();
}
/// <summary>顶部标题说明</summary>
private void DrawHeader()
{
EditorGUILayout.Space(8);
EditorGUILayout.HelpBox(
"将 BMFont .fnt 文件中的字符定义分割为 PNG 的多个 Sprite。\n" +
"1. 拖入 .fnt 文件(自动识别对应 PNG)\n" +
"2. 点击「写入 Meta」生成分割 Sprite\n" +
"(y 坐标会自动从 BMFont 左上原点翻转为 Unity 左下原点)",
MessageType.Info
);
EditorGUILayout.Space(4);
}
/// <summary>.fnt 文件拖拽槽位</summary>
private void DrawFntSlot()
{
EditorGUILayout.LabelField("FNT 文件", EditorStyles.boldLabel);
Rect dropRect = EditorGUILayout.GetControlRect(GUILayout.Height(48));
GUI.Box(dropRect, "", GUI.skin.box);
var centeredStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
fontSize = 12
};
if (!string.IsNullOrEmpty(fntAssetPath))
{
string fileName = Path.GetFileName(fntAssetPath);
int charCount = charList.Count;
string texInfo = (fntTextureW > 0 && fntTextureH > 0)
? $" 贴图 {fntTextureW}x{fntTextureH} 字符 {charCount} 个"
: $" 字符 {charCount} 个";
GUI.Label(dropRect, $"{fileName}\n{texInfo}", centeredStyle);
}
else
{
GUI.Label(dropRect, "拖入 .fnt 文件 或 点击选择", centeredStyle);
}
// 拖拽事件
if (Event.current.type == EventType.DragUpdated && dropRect.Contains(Event.current.mousePosition))
{
bool valid = false;
foreach (var p in DragAndDrop.paths)
{
if (p.EndsWith(".fnt", System.StringComparison.OrdinalIgnoreCase))
{
valid = true;
break;
}
}
DragAndDrop.visualMode = valid ? DragAndDropVisualMode.Copy : DragAndDropVisualMode.Rejected;
Event.current.Use();
}
else if (Event.current.type == EventType.DragPerform && dropRect.Contains(Event.current.mousePosition))
{
DragAndDrop.AcceptDrag();
foreach (var p in DragAndDrop.paths)
{
if (p.EndsWith(".fnt", System.StringComparison.OrdinalIgnoreCase))
{
LoadFntFile(p);
break;
}
}
Event.current.Use();
}
// 点击选择按钮
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("选择 .fnt 文件", GUILayout.Height(24)))
{
string startDir = string.IsNullOrEmpty(fntAssetPath)
? Application.dataPath
: Path.GetDirectoryName(Path.GetFullPath(fntAssetPath));
string picked = EditorUtility.OpenFilePanelWithFilters(
"选择 FNT 文件", startDir, new[] { "FNT", "fnt", "All files", "*" });
if (!string.IsNullOrEmpty(picked))
{
string assetPath = "Assets" + picked.Substring(Application.dataPath.Length).Replace('\\', '/');
LoadFntFile(assetPath);
}
}
if (GUILayout.Button("清空", GUILayout.Height(24), GUILayout.Width(60)))
{
ClearAll();
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(6);
}
/// <summary>目标 PNG 显示槽位(可手动覆盖)</summary>
private void DrawPngSlot()
{
EditorGUILayout.LabelField("目标 PNG", EditorStyles.boldLabel);
Rect dropRect = EditorGUILayout.GetControlRect(GUILayout.Height(48));
GUI.Box(dropRect, "", GUI.skin.box);
var centeredStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
fontSize = 12
};
if (targetTexture != null)
{
string pngPath = AssetDatabase.GetAssetPath(targetTexture);
int texW = targetTexture.width;
int texH = targetTexture.height;
// 检查 PNG 实际尺寸与 .fnt 声明是否一致
string warning = "";
if (fntTextureW > 0 && (texW != fntTextureW || texH != fntTextureH))
{
warning = $"\n<color=red>⚠ 尺寸不匹配!FNT 声明 {fntTextureW}x{fntTextureH}</color>";
}
var richStyle = new GUIStyle(centeredStyle) { richText = true };
GUI.Label(dropRect, $"{Path.GetFileName(pngPath)}\n{texW} x {texH} px{warning}", richStyle);
}
else
{
GUI.Label(dropRect, "拖入 PNG 或 点击选择(留空则自动从 .fnt 识别)", centeredStyle);
}
// 拖拽事件
if (Event.current.type == EventType.DragUpdated && dropRect.Contains(Event.current.mousePosition))
{
bool valid = false;
foreach (var p in DragAndDrop.paths)
{
if (p.EndsWith(".png", System.StringComparison.OrdinalIgnoreCase))
{
valid = true;
break;
}
}
DragAndDrop.visualMode = valid ? DragAndDropVisualMode.Copy : DragAndDropVisualMode.Rejected;
Event.current.Use();
}
else if (Event.current.type == EventType.DragPerform && dropRect.Contains(Event.current.mousePosition))
{
DragAndDrop.AcceptDrag();
foreach (var p in DragAndDrop.paths)
{
if (p.EndsWith(".png", System.StringComparison.OrdinalIgnoreCase))
{
var tex = AssetDatabase.LoadAssetAtPath<Texture2D>(p);
if (tex != null)
{
targetTexture = tex;
namePrefix = Path.GetFileNameWithoutExtension(p);
}
break;
}
}
Event.current.Use();
}
// 点击选择
targetTexture = (Texture2D)EditorGUI.ObjectField(
new Rect(dropRect.x, dropRect.y, dropRect.width, dropRect.height),
targetTexture, typeof(Texture2D), false);
if (targetTexture != null)
{
string p = AssetDatabase.GetAssetPath(targetTexture);
if (!p.EndsWith(".png", System.StringComparison.OrdinalIgnoreCase))
{
targetTexture = null;
}
else if (string.IsNullOrEmpty(namePrefix))
{
namePrefix = Path.GetFileNameWithoutExtension(p);
}
}
EditorGUILayout.Space(6);
}
/// <summary>字符列表</summary>
private void DrawCharList()
{
EditorGUILayout.LabelField($"字符列表 ({charList.Count} 个)", EditorStyles.boldLabel);
Rect listRect = EditorGUILayout.GetControlRect(false, GUILayout.Height(180));
GUI.Box(listRect, "");
if (charList.Count == 0)
{
var hintStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
fontSize = 12,
normal = { textColor = Color.gray }
};
GUI.Label(listRect, "拖入 .fnt 文件后会显示字符列表", hintStyle);
}
else
{
var innerRect = new Rect(listRect.x + 4, listRect.y + 4, listRect.width - 8, listRect.height - 8);
// 表头高度
float headerH = 20;
float rowH = 20;
float contentH = headerH + charList.Count * rowH;
scrollPos = GUI.BeginScrollView(innerRect, scrollPos, new Rect(0, 0, innerRect.width - 16, contentH));
// 表头
var headerStyle = new GUIStyle(EditorStyles.boldLabel) { fontSize = 10 };
float col1 = innerRect.width * 0.12f; // index
float col2 = innerRect.width * 0.20f; // char
float col3 = innerRect.width * 0.30f; // rect (fnt)
float col4 = innerRect.width * 0.30f; // rect (unity)
// 余下用于 padding
GUI.Label(new Rect(2, 0, col1, headerH), "#", headerStyle);
GUI.Label(new Rect(col1, 0, col2, headerH), "char", headerStyle);
GUI.Label(new Rect(col1 + col2, 0, col3, headerH), "fnt(x,y,w,h)", headerStyle);
GUI.Label(new Rect(col1 + col2 + col3, 0, col4, headerH), "unity(x,y,w,h)", headerStyle);
for (int i = 0; i < charList.Count; i++)
{
var ch = charList[i];
float y = headerH + i * rowH;
// 交替背景色
if (i % 2 == 0)
{
var origColor = GUI.color;
GUI.color = new Color(0.85f, 0.85f, 0.85f, 0.3f);
GUI.DrawTexture(new Rect(0, y, innerRect.width, rowH), EditorGUIUtility.whiteTexture);
GUI.color = origColor;
}
var rowStyle = new GUIStyle(GUI.skin.label) { fontSize = 10 };
GUI.Label(new Rect(2, y, col1, rowH), i.ToString(), rowStyle);
GUI.Label(new Rect(col1, y, col2, rowH), CharToLabel(ch.id), rowStyle);
GUI.Label(new Rect(col1 + col2, y, col3, rowH),
$"({ch.x},{ch.y},{ch.width}x{ch.height})", rowStyle);
GUI.Label(new Rect(col1 + col2 + col3, y, col4, rowH),
$"({(int)ch.unityRect.x},{(int)ch.unityRect.y},{(int)ch.unityRect.width}x{(int)ch.unityRect.height})",
rowStyle);
}
GUI.EndScrollView();
}
EditorGUILayout.Space(6);
}
/// <summary>选项区域</summary>
private void DrawOptions()
{
EditorGUILayout.LabelField("选项", EditorStyles.boldLabel);
nameByIndex = EditorGUILayout.Toggle(
new GUIContent("按索引命名",
"勾选:PNG名_0, PNG名_1, ...\n不勾选:按字符含义命名(0,1,...,plus,comma,dot,a,b,...)"),
nameByIndex);
clearBeforeWrite = EditorGUILayout.Toggle(
new GUIContent("写入前清空原有 sprites",
"勾选:先清空 meta 中已有的 sprites 列表再写入\n不勾选:追加到现有 sprites 末尾"),
clearBeforeWrite);
namePrefix = EditorGUILayout.TextField(
new GUIContent("命名前缀",
"Sprite 名称前缀。按索引命名时为「前缀_索引」,按字符命名时为「前缀_字符」。留空则使用 PNG 文件名。"),
namePrefix);
EditorGUILayout.Space(4);
}
/// <summary>操作按钮区</summary>
private void DrawActionBar()
{
bool canWrite = !string.IsNullOrEmpty(fntAssetPath) && targetTexture != null && charList.Count > 0;
GUI.enabled = canWrite;
if (GUILayout.Button("写入 Meta", GUILayout.Height(32)))
{
WriteSpritesToMeta();
}
GUI.enabled = true;
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("清空 Meta 中所有 sprites", GUILayout.Height(24)))
{
if (targetTexture != null &&
EditorUtility.DisplayDialog("确认清空",
$"将清空 {targetTexture.name}.png.meta 中所有 sprite 条目,确认继续?",
"确认", "取消"))
{
ClearSpritesInMeta();
}
}
if (GUILayout.Button("全部重置", GUILayout.Height(24)))
{
ClearAll();
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(6);
}
/// <summary>日志区域</summary>
private void DrawLogArea()
{
if (string.IsNullOrEmpty(logText)) return;
showLog = EditorGUILayout.Foldout(showLog, "处理日志");
if (showLog)
{
EditorGUILayout.BeginVertical(GUI.skin.box);
logScrollPos = EditorGUILayout.BeginScrollView(logScrollPos, GUILayout.Height(140));
EditorGUILayout.TextArea(logText, EditorStyles.wordWrappedLabel, GUILayout.ExpandHeight(true));
EditorGUILayout.EndScrollView();
EditorGUILayout.EndVertical();
}
}
#endregion
#region FNT 加载与解析
/// <summary>加载并解析 .fnt 文件</summary>
private void LoadFntFile(string assetPath)
{
if (string.IsNullOrEmpty(assetPath) || !File.Exists(Path.GetFullPath(assetPath)))
{
EditorUtility.DisplayDialog("错误", $"找不到文件:\n{assetPath}", "确定");
return;
}
fntAssetPath = assetPath;
charList.Clear();
logText = "";
string text = File.ReadAllText(Path.GetFullPath(assetPath), Encoding.UTF8);
// 解析 common 行:scaleW 和 scaleH
var commonMatch = Regex.Match(text, @"^common\s+.*?scaleW=(\d+)\s+scaleH=(\d+)",
RegexOptions.Multiline);
if (!commonMatch.Success)
{
EditorUtility.DisplayDialog("解析失败", "找不到 common 行或 scaleW/scaleH 字段", "确定");
fntTextureW = 0;
fntTextureH = 0;
return;
}
fntTextureW = int.Parse(commonMatch.Groups[1].Value);
fntTextureH = int.Parse(commonMatch.Groups[2].Value);
// 解析 page 行:file="xxx.png"
var pageMatch = Regex.Match(text, @"^page\s+id=\d+\s+file=""([^""]+)""",
RegexOptions.Multiline);
string pageFileName = pageMatch.Success ? pageMatch.Groups[1].Value : "";
// 解析所有 char 行
charList.Clear();
foreach (Match m in Regex.Matches(text,
@"^char\s+id=(-?\d+)\s+x=(-?\d+)\s+y=(-?\d+)\s+width=(\d+)\s+height=(\d+)" +
@"\s+xoffset=(-?\d+)\s+yoffset=(-?\d+)\s+xadvance=(-?\d+)",
RegexOptions.Multiline))
{
var info = new FntCharInfo
{
id = int.Parse(m.Groups[1].Value),
x = int.Parse(m.Groups[2].Value),
y = int.Parse(m.Groups[3].Value),
width = int.Parse(m.Groups[4].Value),
height = int.Parse(m.Groups[5].Value),
xoffset = int.Parse(m.Groups[6].Value),
yoffset = int.Parse(m.Groups[7].Value),
xadvance = int.Parse(m.Groups[8].Value),
};
// y 翻转:BMFont 左上原点 → Unity 左下原点
int flipY = fntTextureH - info.y - info.height;
info.unityRect = new Rect(info.x, flipY, info.width, info.height);
charList.Add(info);
}
// 自动查找对应 PNG
if (!string.IsNullOrEmpty(pageFileName))
{
// 优先从 .fnt 同目录查找
string fntDir = Path.GetDirectoryName(assetPath).Replace('\\', '/');
string candidatePath = fntDir + "/" + pageFileName;
var tex = AssetDatabase.LoadAssetAtPath<Texture2D>(candidatePath);
if (tex == null)
{
// 在整个项目中按文件名搜索
string nameWithoutExt = Path.GetFileNameWithoutExtension(pageFileName);
string[] guids = AssetDatabase.FindAssets(nameWithoutExt + " t:Texture2D");
foreach (string g in guids)
{
string p = AssetDatabase.GUIDToAssetPath(g);
if (p.EndsWith("/" + pageFileName, System.StringComparison.OrdinalIgnoreCase))
{
tex = AssetDatabase.LoadAssetAtPath<Texture2D>(p);
if (tex != null) break;
}
}
}
if (tex != null)
{
targetTexture = tex;
namePrefix = Path.GetFileNameWithoutExtension(pageFileName);
}
}
Repaint();
}
/// <summary>把字符 id 映射成可读的名称标签</summary>
private string CharToLabel(int charId)
{
switch (charId)
{
case 43: return "+";
case 44: return ",";
case 45: return "-";
case 46: return ".";
case 47: return "/";
case 58: return ":";
case 33: return "!";
case 63: return "?";
case 40: return "(";
case 41: return ")";
case 91: return "[";
case 93: return "]";
case 123: return "{";
case 125: return "}";
}
if (charId >= 48 && charId <= 57) return (charId - 48).ToString();
if (charId >= 65 && charId <= 90) return ((char)charId).ToString();
if (charId >= 97 && charId <= 122) return ((char)charId).ToString();
return $"u{charId}";
}
/// <summary>把字符 id 映射成可作为 sprite 名称的英文标识符</summary>
private string CharToName(int charId)
{
switch (charId)
{
case 43: return "plus";
case 44: return "comma";
case 45: return "minus";
case 46: return "dot";
case 47: return "slash";
case 58: return "colon";
case 33: return "excl";
case 63: return "quest";
case 40: return "lparen";
case 41: return "rparen";
case 91: return "lbracket";
case 93: return "rbracket";
case 123: return "lbrace";
case 125: return "rbrace";
}
if (charId >= 48 && charId <= 57) return (charId - 48).ToString();
if (charId >= 65 && charId <= 90) return ((char)charId).ToString();
if (charId >= 97 && charId <= 122) return ((char)charId).ToString();
return $"u{charId}";
}
#endregion
#region Meta 写入
/// <summary>主入口:把字符列表写入 PNG.meta</summary>
private void WriteSpritesToMeta()
{
if (targetTexture == null || charList.Count == 0)
{
EditorUtility.DisplayDialog("提示", "请先加载 .fnt 文件并选择目标 PNG", "确定");
return;
}
string pngPath = AssetDatabase.GetAssetPath(targetTexture);
string metaPath = pngPath + ".meta";
if (!File.Exists(metaPath))
{
EditorUtility.DisplayDialog("错误", $"找不到 meta 文件:\n{metaPath}", "确定");
return;
}
// 使用 PNG 实际尺寸做 Y 翻转(如果与 fnt 声明不同,按实际尺寸为准)
int texW = targetTexture.width;
int texH = targetTexture.height;
if (texW != fntTextureW || texH != fntTextureH)
{
Debug.LogWarning($"[FntSpriteSplitter] PNG 实际尺寸 {texW}x{texH} 与 fnt 声明 {fntTextureW}x{fntTextureH} 不一致,按实际尺寸翻转 y");
foreach (var ch in charList)
{
int flipY = texH - ch.y - ch.height;
ch.unityRect = new Rect(ch.x, flipY, ch.width, ch.height);
}
}
string prefix = string.IsNullOrEmpty(namePrefix)
? Path.GetFileNameWithoutExtension(pngPath)
: namePrefix;
StringBuilder sb = new StringBuilder();
StringBuilder spritesYaml = new StringBuilder();
List<string> nameFileIdEntries = new List<string>();
for (int i = 0; i < charList.Count; i++)
{
var ch = charList[i];
string spriteName = nameByIndex
? $"{prefix}_{i}"
: $"{prefix}_{CharToName(ch.id)}";
spritesYaml.AppendLine(" - serializedVersion: 2");
spritesYaml.AppendLine($" name: {spriteName}");
spritesYaml.AppendLine(" rect:");
spritesYaml.AppendLine(" serializedVersion: 2");
spritesYaml.AppendLine($" x: {(int)ch.unityRect.x}");
spritesYaml.AppendLine($" y: {(int)ch.unityRect.y}");
spritesYaml.AppendLine($" width: {(int)ch.unityRect.width}");
spritesYaml.AppendLine($" height: {(int)ch.unityRect.height}");
spritesYaml.AppendLine(" alignment: 0");
spritesYaml.AppendLine(" pivot: {x: 0.5, y: 0.5}");
spritesYaml.AppendLine(" border: {x: 0, y: 0, z: 0, w: 0}");
spritesYaml.AppendLine(" outline: []");
spritesYaml.AppendLine(" physicsShape: []");
spritesYaml.AppendLine(" tessellationDetail: -1");
spritesYaml.AppendLine(" bones: []");
spritesYaml.AppendLine($" spriteID: {GenerateSpriteID(spriteName)}");
spritesYaml.AppendLine(" internalID: 0");
spritesYaml.AppendLine(" vertices: []");
spritesYaml.AppendLine(" indices: ");
spritesYaml.AppendLine(" edges: []");
spritesYaml.AppendLine(" weights: []");
nameFileIdEntries.Add($" {spriteName}: 0");
sb.AppendLine($" [+] {spriteName} rect=({(int)ch.unityRect.x},{(int)ch.unityRect.y},{(int)ch.unityRect.width}x{(int)ch.unityRect.height})");
}
string spritesContent = " sprites:\n" + spritesYaml.ToString().TrimEnd('\n', '\r') + "\n";
string tableContent = " nameFileIdTable:\n" +
string.Join("\n", nameFileIdEntries) + "\n";
// 读取 meta
string metaText = File.ReadAllText(metaPath, Encoding.UTF8);
string result = metaText;
// 替换 sprites 块
if (clearBeforeWrite || metaText.Contains("sprites: []"))
{
if (metaText.Contains(" sprites: []"))
{
result = ReplaceFirst(result, " sprites: []", spritesContent);
}
else
{
int idx = result.IndexOf(" sprites:");
if (idx >= 0)
{
int endIdx = FindBlockEnd(result, idx);
result = result.Substring(0, idx) + spritesContent + result.Substring(endIdx);
}
else
{
// 没有 sprites 字段,找 spriteSheet: 后插入
int sheetIdx = result.IndexOf(" spriteSheet:");
if (sheetIdx >= 0)
{
int lineEnd = result.IndexOf('\n', sheetIdx);
result = result.Substring(0, lineEnd + 1) + spritesContent + result.Substring(lineEnd + 1);
}
}
}
}
else
{
// 追加模式:在现有 sprites 块末尾插入新条目
int idx = result.IndexOf(" sprites:");
if (idx >= 0)
{
int blockEnd = FindBlockEnd(result, idx);
// blockEnd 指向下一个同级字段的起始位置
// 在 blockEnd 前插入新内容(去掉 " sprites:\n" 前缀)
string newEntries = spritesYaml.ToString();
result = result.Substring(0, blockEnd) + newEntries + result.Substring(blockEnd);
}
else
{
result = ReplaceFirst(result, " sprites: []", spritesContent);
}
}
// 替换 nameFileIdTable 块
int tblIdx = result.IndexOf(" nameFileIdTable:");
if (tblIdx >= 0)
{
if (clearBeforeWrite || result.Contains(" nameFileIdTable: {}"))
{
int tblEndIdx = FindBlockEnd(result, tblIdx);
result = result.Substring(0, tblIdx) + tableContent + result.Substring(tblEndIdx);
}
else
{
// 追加:在 nameFileIdTable 块末尾插入新条目
int tblEndIdx = FindBlockEnd(result, tblIdx);
string extra = string.Join("\n", nameFileIdEntries) + "\n";
result = result.Substring(0, tblEndIdx) + extra + result.Substring(tblEndIdx);
}
}
File.WriteAllText(metaPath, result, new UTF8Encoding(false));
AssetDatabase.ImportAsset(pngPath, ImportAssetOptions.ForceUpdate);
sb.AppendLine($"\n[完成] 已写入 {charList.Count} 个 Sprite 到:");
sb.AppendLine($" {metaPath}");
sb.AppendLine("\n→ Unity 已自动 Reimport,请在 Inspector / Sprite Editor 中确认。");
logText = sb.ToString();
showLog = true;
Debug.Log("[FntSpriteSplitter]\n" + logText);
}
/// <summary>清空 PNG.meta 中所有 sprites</summary>
private void ClearSpritesInMeta()
{
if (targetTexture == null) return;
string pngPath = AssetDatabase.GetAssetPath(targetTexture);
string metaPath = pngPath + ".meta";
if (!File.Exists(metaPath)) return;
string metaText = File.ReadAllText(metaPath, Encoding.UTF8);
// sprites: ...
string result = metaText;
int idx = result.IndexOf(" sprites:");
if (idx >= 0)
{
int endIdx = FindBlockEnd(result, idx);
result = result.Substring(0, idx) + " sprites: []\n" + result.Substring(endIdx);
}
// nameFileIdTable: ...
int tblIdx = result.IndexOf(" nameFileIdTable:");
if (tblIdx >= 0)
{
int tblEndIdx = FindBlockEnd(result, tblIdx);
result = result.Substring(0, tblIdx) + " nameFileIdTable: {}\n" + result.Substring(tblEndIdx);
}
File.WriteAllText(metaPath, result, new UTF8Encoding(false));
AssetDatabase.ImportAsset(pngPath, ImportAssetOptions.ForceUpdate);
logText = $"[清空] 已清空 {Path.GetFileName(metaPath)} 中所有 sprites";
showLog = true;
}
#endregion
#region 工具方法
/// <summary>重置所有状态</summary>
private void ClearAll()
{
fntAssetPath = "";
targetTexture = null;
charList.Clear();
fntTextureW = 0;
fntTextureH = 0;
namePrefix = "";
logText = "";
Repaint();
}
/// <summary>替换字符串中第一次出现的 oldText</summary>
private string ReplaceFirst(string text, string oldText, string newText)
{
int idx = text.IndexOf(oldText);
if (idx < 0) return text;
return text.Substring(0, idx) + newText + text.Substring(idx + oldText.Length);
}
/// <summary>
/// 从 blockStartIndex 开始,找到当前 YAML 块的结束位置。
/// 块以 " keyName:" 开头,后续行要么以 " - " 继续列表项,
/// 要么以更多缩进(6+ 空格)作为子属性。
/// 遇到同级缩进(4 空格 + 非 "-" 非空格)的行时结束。
/// </summary>
private int FindBlockEnd(string text, int blockStartIndex)
{
int i = blockStartIndex;
// 跳过 " keyName:" 这一行
int lineEnd = text.IndexOf('\n', i);
if (lineEnd < 0) return text.Length;
i = lineEnd + 1;
while (i < text.Length)
{
int nextNewline = text.IndexOf('\n', i);
if (nextNewline < 0) nextNewline = text.Length;
string line = text.Substring(i, nextNewline - i);
// 空行跳过
if (line.Trim().Length == 0)
{
i = nextNewline + 1;
continue;
}
// " - " 开头 → 仍是列表项
if (line.StartsWith(" - "))
{
i = nextNewline + 1;
continue;
}
// " "(6 空格)开头 → 子属性
if (line.StartsWith(" "))
{
i = nextNewline + 1;
continue;
}
// " "(4 空格)开头但不是 "-" → 下一个同级字段,块结束
if (line.StartsWith(" ") && !line.StartsWith(" - ") && !line.StartsWith(" "))
{
return i;
}
// 其他情况(缩进更少),块结束
return i;
}
return text.Length;
}
/// <summary>
/// 基于 sprite 名称生成稳定的 32 位 hex spriteID。
/// 使用 MD5 保证同一名称每次生成结果一致,便于多次写入时保持稳定。
/// </summary>
private string GenerateSpriteID(string name)
{
using (var md5 = System.Security.Cryptography.MD5.Create())
{
byte[] bytes = md5.ComputeHash(Encoding.UTF8.GetBytes("fnt-sprite-" + name));
var sb = new StringBuilder();
foreach (byte b in bytes) sb.Append(b.ToString("x2"));
return sb.ToString();
}
}
#endregion
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 9e1311fb27279f549b1260dade1cab15
guid: aa94987a764257c41a7a321857b6f340
MonoImporter:
externalObjects: {}
serializedVersion: 2
+11 -1
View File
@@ -254,7 +254,7 @@ namespace Assets.MyGame.Scripts.Net
var ut = res.data as UserToken;
if (ut != null) token = ut.token;
#if UNITY_EDITOR
Debug.Log("微信登录成功 Token" + token);
Debug.Log("登录成功 Token" + token);
#endif
@@ -310,7 +310,17 @@ namespace Assets.MyGame.Scripts.Net
Debug.Log("url----" + url + "--" + "Json-" + json + "res--" + JsonConvert.SerializeObject(res));
#endif
// 自动保存 token
if (typeof(T) == typeof(UserToken))
{
var ut = res.data as UserToken;
if (ut != null) token = ut.token;
#if UNITY_EDITOR
Debug.Log("微信登录成功 Token" + token);
#endif
}
if (res.code == 0)
{
action?.Invoke(res.data);
+18 -18
View File
@@ -217,25 +217,25 @@ namespace Assets.MyGame.Scripts.Net
UIManager.Instance.ShowBoardError($"[WebSocket] {type} 未连接,无法发送消息");
#endif
switch (type)
{
case SocketType.login:
break;
case SocketType.room:
break;
case SocketType.game:
//switch (type)
//{
// case SocketType.login:
// break;
// case SocketType.room:
// break;
// case SocketType.game:
//等待界面添加
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, GameManager.Instance.gameData.currGameType);
UIManager.Instance.ShowBoardGongGao("网络异常,请重新进入房间");
break;
case SocketType.chess:
break;
case SocketType.customer:
break;
default:
break;
}
// //等待界面添加
// UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, GameManager.Instance.gameData.currGameType);
// //UIManager.Instance.ShowBoardGongGao("网络异常,请重新进入房间");
// break;
// case SocketType.chess:
// break;
// case SocketType.customer:
// break;
// default:
// break;
//}
}
}
@@ -1,15 +1,30 @@
using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class ScoreNumEvent : MonoBehaviour
{
CoinScript coinScript;
public TextMeshProUGUI tmp_CoinNum;
public TMP_SpriteAsset tmp_goldSprite;
public TMP_SpriteAsset tmp_SilverSprite;
private void Awake()
{
coinScript =transform.parent. GetComponent<CoinScript>();
if (coinScript.isLocalCoin)
{
tmp_CoinNum.spriteAsset = tmp_goldSprite;
}
else
{
tmp_CoinNum.spriteAsset = tmp_SilverSprite;
}
}
public void eventShowCoin()
{
@@ -1,10 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class ScoreNumScrollEvent : MonoBehaviour
{
public void dieFen()
public TextMeshProUGUI tmp_CoinNum;
public TMP_SpriteAsset tmp_goldSprite;
public TMP_SpriteAsset tmp_SilverSprite;
/// <summary>
/// 切换分数 TMP 的 spriteAsset 样式。
/// isGold=true → 金币样式
/// isGold=false → 银币样式
/// 需对应 sprite 已在 Inspector 赋值,否则跳过。
/// </summary>
public void SetScoreStyle(bool isGold)
{
if (tmp_CoinNum == null) return;
var spriteAsset = isGold ? tmp_goldSprite : tmp_SilverSprite;
if (spriteAsset != null)
tmp_CoinNum.spriteAsset = spriteAsset;
}
/// <summary>设置分数文本(便捷封装,避免外部直接访问 tmp_CoinNum)</summary>
public void SetScoreText(string text)
{
if (tmp_CoinNum != null)
tmp_CoinNum.text = text;
}
public void dieFen()
{
Destroy(gameObject);
}
@@ -270,10 +270,13 @@ MonoBehaviour:
silver: {fileID: 3594360202698095509}
endPoint: {x: 0, y: 0, z: 0}
isBoss: 0
isLocalCoin: 0
coinCount: 0
userID:
sitID: 0
startPoint: {x: 0, y: 0, z: 0}
goldSprite: {fileID: 11400000, guid: 1a4dc7630d04fd648b6c145e3f6f0323, type: 2}
solverSprite: {fileID: 11400000, guid: aa8990c831ea83645802f2c34dd9db45, type: 2}
--- !u!1 &8236831357060171625
GameObject:
m_ObjectHideFlags: 0
@@ -628,6 +631,9 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: e68406c654e4a624bbfaf6191094ba67, type: 3}
m_Name:
m_EditorClassIdentifier:
tmp_CoinNum: {fileID: 5050591925468082569}
tmp_goldSprite: {fileID: 11400000, guid: 1a4dc7630d04fd648b6c145e3f6f0323, type: 2}
tmp_SilverSprite: {fileID: 11400000, guid: aa8990c831ea83645802f2c34dd9db45, type: 2}
--- !u!114 &5050591925468082569 stripped
MonoBehaviour:
m_CorrespondingSourceObject: {fileID: 4564244244925188642, guid: 9ba3090b45c21ec46931e999ea1fe73f,
@@ -6,12 +6,33 @@ using UnityEngine;
public class CoinScript : BJBase
{
public TMP_SpriteAsset goldSprite;
public TMP_SpriteAsset solverSprite;
public override void SetCoinCount()
{
tMP_CoinCount.text = NumAdd(coinCount.ToString());
// 自己爆奖显示金,别人显示银(由 Ws_DieFish 在创建时设置 isLocalCoin)
if (gold != null) gold.SetActive(isLocalCoin);
if (silver != null) silver.SetActive(!isLocalCoin);
if (isLocalCoin)
{
tMP_CoinCount.spriteAsset = goldSprite;
}
else
{
tMP_CoinCount.spriteAsset = solverSprite;
}
if (gold != null)
{
gold.SetActive(isLocalCoin);
}
if (silver != null)
{
silver.SetActive(!isLocalCoin);
}
}
}
@@ -206,3 +206,6 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: f5d48b147517e204ba576052ec645afe, type: 3}
m_Name:
m_EditorClassIdentifier:
tmp_CoinNum: {fileID: 2469232617152954995}
tmp_goldSprite: {fileID: 11400000, guid: 1a4dc7630d04fd648b6c145e3f6f0323, type: 2}
tmp_SilverSprite: {fileID: 11400000, guid: aa8990c831ea83645802f2c34dd9db45, type: 2}
+7 -1
View File
@@ -8,6 +8,8 @@ public class BJEndUI : MonoBehaviour
{
public TextMeshProUGUI tMP_beishu;
public TextMeshProUGUI tMP_score;
public TMP_SpriteAsset goldSprite;
public TMP_SpriteAsset SilverSprite;
public bool useScoreAnim = false; // 是否启用分数递增动画
@@ -16,8 +18,12 @@ public class BJEndUI : MonoBehaviour
Destroy(gameObject, 5);
}
public void Init(int beishu, int score)
public void Init(int beishu, int score, bool isMine = false)
{
// 自己爆奖用金色精灵,别人用银色
tMP_beishu.spriteAsset = isMine ? goldSprite : SilverSprite;
tMP_score.spriteAsset = isMine ? goldSprite : SilverSprite;
tMP_beishu.text = "<sprite=6>"+ beishu.ToString();
if (useScoreAnim)
+46 -4
View File
@@ -71,6 +71,7 @@ public class BJEventBase : MonoBehaviour
private SitPosData _targetSit; // 目标座位引用
private Coroutine _scoreCoroutine; // 加分协程
private GameObject _scoreBoard; // 自动创建的分数版(用于移动)
private BJImage _bjImage; // 分数版上的 BJImage 组件(可选,用于切换金币/银币样式)
private int _activeCoinRoutines; // 正在运行的 CoinArrival 协程数量
public object obj;
@@ -102,6 +103,9 @@ public class BJEventBase : MonoBehaviour
// 是否是本地玩家自己打的
isSelf = _targetSit != null && _targetSit.user == GameManager.Instance.user.id;
// 根据 isSelf 切换分数样式(自己=金币,他人=银币)
ApplyScoreStyle();
action1?.Invoke();
}
private void Start()
@@ -133,8 +137,33 @@ public class BJEventBase : MonoBehaviour
var board = Instantiate(prefab, parent);
_scoreBoard = board;
var tmp = board.GetComponentInChildren<TextMeshProUGUI>();
if (tmp != null) tMP_Score = tmp;
// 优先获取 BJImage 组件(新预制体),用其 tmp_CoinNum 作为分数 TMP
_bjImage = board.GetComponentInChildren<BJImage>();
if (_bjImage != null && _bjImage.tmp_CoinNum != null)
{
tMP_Score = _bjImage.tmp_CoinNum;
}
else
{
// 回退:直接获取 TextMeshProUGUI
var tmp = board.GetComponentInChildren<TextMeshProUGUI>();
if (tmp != null) tMP_Score = tmp;
}
}
/// <summary>
/// 根据 isSelf 切换分数 TMP 的 spriteAsset:
/// 自己击杀 → goldSprite(金币样式)
/// 他人击杀 → silverSprite(银币样式)
/// 需要预制体上挂有 BJImage 组件且对应 sprite 已赋值;否则跳过不影响原有显示。
/// </summary>
protected virtual void ApplyScoreStyle()
{
if (_bjImage == null || tMP_Score == null) return;
var spriteAsset = isSelf ? _bjImage.goldSprite : _bjImage.silverSprite;
if (spriteAsset != null)
tMP_Score.spriteAsset = spriteAsset;
}
// ==================== 特效相关 ====================
@@ -268,7 +297,20 @@ public class BJEventBase : MonoBehaviour
if (addScorePrefab != null)
{
var inst = Instantiate(addScorePrefab, parent.position + Vector3.up * 60, Quaternion.identity, parent);
inst.transform.GetChild(0).GetComponent<TextMeshProUGUI>().text = CoinScript.NumAdd(r.Amount.ToString());
// 优先用 ScoreNumScrollEvent 组件,按 isSelf 切换金/银币样式
var scrollEvent = inst.GetComponent<ScoreNumScrollEvent>();
if (scrollEvent != null)
{
scrollEvent.SetScoreStyle(isSelf);
scrollEvent.SetScoreText(CoinScript.NumAdd(r.Amount.ToString()));
}
else
{
// 回退:直接取第一个子物体的 TMP
var tmp = inst.transform.GetChild(0).GetComponent<TextMeshProUGUI>();
if (tmp != null)
tmp.text = CoinScript.NumAdd(r.Amount.ToString());
}
}
//AudioManager.Instance.PlayerFX(62022);
@@ -388,7 +430,7 @@ public class BJEventBase : MonoBehaviour
}
var endUI = Instantiate(bjEndUI, uiPos, Quaternion.identity, CreateFishManager.Instance.bjEffectRoot);
endUI.Init(bJbeishu, maxScore);
endUI.Init(bJbeishu, maxScore, isSelf);
}
// 删除分数面板
@@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class BJImage : MonoBehaviour
{
public TextMeshProUGUI tmp_CoinNum;
public TMP_SpriteAsset goldSprite;
public TMP_SpriteAsset silverSprite;
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 7af97c1c3c67315429108cfd527e33c1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+38 -1
View File
@@ -281,11 +281,48 @@ PrefabInstance:
type: 3}
insertIndex: 0
addedObject: {fileID: 3832223424831496137}
m_AddedComponents: []
m_AddedComponents:
- targetCorrespondingSourceObject: {fileID: 6975063179180105496, guid: 3098188d5a351294099bcec3fd687086,
type: 3}
insertIndex: -1
addedObject: {fileID: 4808112615303316917}
m_SourcePrefab: {fileID: 100100000, guid: 3098188d5a351294099bcec3fd687086, type: 3}
--- !u!114 &3080829888871638985 stripped
MonoBehaviour:
m_CorrespondingSourceObject: {fileID: 2228169962128689794, guid: 3098188d5a351294099bcec3fd687086,
type: 3}
m_PrefabInstance: {fileID: 3759734589492948299}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: f4688fdb7df04437aeb418b961361dc5, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!224 &5057580892980106450 stripped
RectTransform:
m_CorrespondingSourceObject: {fileID: 8222835932527081881, guid: 3098188d5a351294099bcec3fd687086,
type: 3}
m_PrefabInstance: {fileID: 3759734589492948299}
m_PrefabAsset: {fileID: 0}
--- !u!1 &6116211215255876179 stripped
GameObject:
m_CorrespondingSourceObject: {fileID: 6975063179180105496, guid: 3098188d5a351294099bcec3fd687086,
type: 3}
m_PrefabInstance: {fileID: 3759734589492948299}
m_PrefabAsset: {fileID: 0}
--- !u!114 &4808112615303316917
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6116211215255876179}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 7af97c1c3c67315429108cfd527e33c1, type: 3}
m_Name:
m_EditorClassIdentifier:
tmp_CoinNum: {fileID: 3080829888871638985}
goldSprite: {fileID: 11400000, guid: b5a3b539bfcb41e46ad594b9b14d7732, type: 2}
silverSprite: {fileID: 11400000, guid: e034cf5e78470b44f8a1c4d42d5039d6, type: 2}
@@ -238,11 +238,36 @@ PrefabInstance:
insertIndex: -1
addedObject: {fileID: 6352458982913648792}
m_AddedComponents:
- targetCorrespondingSourceObject: {fileID: 4645764801385628004, guid: 04421d7f76935c445ac76dbda935f9d2,
type: 3}
insertIndex: -1
addedObject: {fileID: 7781089853711520346}
- targetCorrespondingSourceObject: {fileID: 2879358844775670308, guid: 04421d7f76935c445ac76dbda935f9d2,
type: 3}
insertIndex: -1
addedObject: {fileID: 4763235343590253523}
m_SourcePrefab: {fileID: 100100000, guid: 04421d7f76935c445ac76dbda935f9d2, type: 3}
--- !u!1 &3444441392116629287 stripped
GameObject:
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m_Name:
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tmp_CoinNum: {fileID: 5903505483906214589}
goldSprite: {fileID: 11400000, guid: b5a3b539bfcb41e46ad594b9b14d7732, type: 2}
silverSprite: {fileID: 11400000, guid: e034cf5e78470b44f8a1c4d42d5039d6, type: 2}
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@@ -64,6 +64,9 @@ public class JinLongEvent : BJEventBase
// paoBei = paobei;
// goldAddCount = paobei * 100;
//}
public TextMeshProUGUI tmp_CoinNum;
public TMP_SpriteAsset tmp_goldSprite;
public TMP_SpriteAsset tmp_SilverSprite;
public override void Init(int goldCount, int posID, int paobei, int fishScore, int beishu, Action<int> action, Action action1 = null)
{
base.Init(goldCount, posID, paobei, fishScore, beishu, action, action1);
@@ -128,4 +131,5 @@ public class JinLongEvent : BJEventBase
var v = layeredPool.BossGlodCoinRandrom(tMP_Score.transform.position, min, max);
return v;
}
}
@@ -43,7 +43,9 @@ public class LeiLongEvent : BJEventBase
state.SetAnimation(0, first, false);
state.AddAnimation(0, next, true, 0f);
}
public TextMeshProUGUI tmp_CoinNum;
public TMP_SpriteAsset tmp_goldSprite;
public TMP_SpriteAsset tmp_SilverSprite;
public override void Init(int goldCount,int posID,int paobei,int fishScore,int beishu,Action<int> action,Action action1=null)
{
JiaFen =()=>{
@@ -196,8 +196,8 @@
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曲线197;1362.2872,97.19241;1142.4093,106.75233;970.33093,119.49887;833.30554,129.05878;734.51984,132.24542;501.8954,154.55188;313.88385,157.73851;138.61885,144.99196;-90.81899,141.80533;-291.5771,141.80533;-457.2822,132.24542;-616.614,116.31223;-782.31915,113.125595;-957.58417,106.75233;-1107.3561,100.37905;-1288.9944,94.005775
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曲线199;1.5934601,-760.0128;-74.88582,-613.42755;-195.978,-470.0289;-275.64392,-361.68326;-348.93655,-259.71088;-415.85593,-170.48506;-479.58862,-68.51269;-536.9481,27.08641;-575.18774,119.49887;-575.18774,231.03114;-546.508,326.63025;-482.77527,434.9759;-396.73608,514.6418;-301.13702,587.93445;-170.48491,683.53357;-65.3259,779.1326
曲线200;173.67183,-772.75934;317.0705,-635.734;431.78937,-463.6556;508.26868,-352.12335;556.06824,-250.15097;575.18805,-87.63251;556.06824,65.32605;498.70874,186.41824;431.78937,275.64407;333.00366,361.68326;221.47139,460.469;100.379196,546.5082;-1.5931702,616.6142;-119.498726,709.0266;-237.40428,791.8792
曲线199;-1259.0399,-18.641823;-1104.1694,-7.1699305;-983.7146,-12.905875;-877.5996,-7.1699305;-748.54083,-7.1699305;-625.218,-4.301958;-501.89517,-4.301958;-338.42072,7.1699333;-232.30574,7.1699333;-54.491425,7.1699333;63.09546,7.1699333;235.1738,1.4339876;395.7803,18.641825;590.8025,7.1699333;777.2207,1.4339876;923.4873,-7.1699305;1064.018,-10.037904;1244.7002,-10.037904;1356.5511,-12.905875
曲线200;1353.6832,-53.057495;1190.2087,-53.057495;1107.0376,-53.057495;977.97876,-53.057495;860.39185,-53.057495;739.937,-47.32155;599.4064,-41.5856;476.08353,-41.5856;324.08096,-38.71763;220.83395,-47.32155;34.41574,-47.32155;-117.58682,-53.057495;-249.51358,-55.92547;-398.64816,-55.92547;-527.7069,-64.52938;-688.3134,-70.26533;-794.4284,-78.86925;-926.3551,-90.34114;-1086.9617,-101.81303;-1270.5118,-113.28492;-1347.9471,-119.02086
曲线201;-890.6648,718.58655;-826.93207,584.7478;-756.82605,489.1487;-689.9067,352.12335;-632.5472,240.59106;-597.4942,135.43205;-549.69464,14.339865;-492.3352,-81.25923;-431.78912,-148.1786;-323.44345,-208.7247;-211.91118,-240.59106;-109.93881,-266.08414;4.7801056,-278.8307;113.12575,-285.20398;211.91148,-288.3906;333.00366,-275.64407;438.16266,-234.21779;546.5083,-167.29842;661.22723,-52.579502;753.63965,55.76614;820.5591,119.49887;963.95764,221.47124;1062.7434,243.7777;1206.1421,269.27078;1285.808,278.8307;1422.8334,282.01733
曲线202;715.4,826.9322;673.97375,664.4137;632.5475,556.06805;600.6811,473.2155;565.6281,368.05652;536.94836,294.7639;495.5221,192.7915;450.90918,103.56569;396.7364,14.339865;342.56354,-65.32605;304.3239,-113.125595;240.5912,-164.11179;160.92528,-205.53806;74.88609,-227.84451;-4.7798004,-250.15097;-132.24527,-262.89752;-275.64392,-269.27078;-463.65546,-246.96432;-575.18774,-186.41824;-629.3606,-97.19241;-680.34674,20.713137;-728.1463,119.49887;-798.2523,160.92514;-884.2915,202.35143;-1011.75696,246.96432;-1097.7961,269.27078;-1247.5681,297.95053
曲线203;-1355.9137,-11.153228;-1231.6349,-14.339865;-1075.4896,-30.273046;-897.0381,-65.32605;-775.94586,-106.75233;-549.69464,-189.60487;-412.66928,-227.84451;-282.01718,-240.59106;-119.498726,-250.15097;-55.76599,-253.3376;100.379196,-237.40442;195.97829,-224.65788;323.44373,-208.7247;438.16266,-195.97815;584.7479,-160.92514;734.51984,-148.1786;865.172,-148.1786;999.01074,-164.11179;1113.7296,-183.2316;1241.1951,-218.2846;1375.0338,-250.15097;1457.8864,-288.3906
+3
View File
@@ -323,6 +323,9 @@ MonoBehaviour:
m_EditorClassIdentifier:
tMP_beishu: {fileID: 4340237964197962142}
tMP_score: {fileID: 8500458599698691596}
goldSprite: {fileID: 11400000, guid: b5a3b539bfcb41e46ad594b9b14d7732, type: 2}
SilverSprite: {fileID: 11400000, guid: e034cf5e78470b44f8a1c4d42d5039d6, type: 2}
useScoreAnim: 0
--- !u!114 &4340237964197962142 stripped
MonoBehaviour:
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@@ -59,7 +59,7 @@ MonoBehaviour:
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m_OnCullStateChanged:
@@ -110,7 +110,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0.5}
m_AnchorMax: {x: 0, y: 0.5}
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@@ -259,10 +259,10 @@ RectTransform:
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@@ -177,6 +177,8 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
private Dictionary<int, BotSkillRuntime> botSkills = new Dictionary<int, BotSkillRuntime>();
// bot 目标记忆
private Dictionary<int, string> botTargetGuid = new Dictionary<int, string>();
// bot 锁定同步节流:记录上次广播的锁定目标 guid(null 表示未锁定),只有目标变化才广播
private Dictionary<int, string> botLastSyncLockGuid = new Dictionary<int, string>();
// bot 状态计时:开火后持续 Attack 动画,空闲 0.3s 切回 Idle
private Dictionary<int, float> botIdleTimer = new Dictionary<int, float>();
// bot 最近的 FrameData_FireBullet(给其他客户端还原技能状态)
@@ -1153,8 +1155,11 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
{
CreateBullet(sit, startPos, angle, isDouble, isLock, bullitIDs[0]);
}
if (sit.posID==currSitData.posID)
{
AudioManager.Instance.PlayFX(bulletClip);
AudioManager.Instance.PlayFX(bulletClip);
}
}
private bool isLaser = false;
@@ -2241,20 +2246,20 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
{
if (sit.monCotl_Lock != target)
{
sit.isLock = true;
sit.monCotl_Lock = target;
// ⭐ 统一用 ResolveLockTransform:colliderList 第一个活跃 → lockPoint → transform
sit.monCotl_Lock_Position = ResolveLockTransform(target);
if (sit.lockFX != null) sit.lockFX.SetActive(true);
// ⭐ 统一用 SetLockTarget:内部会设置 isLock / monCotl_Lock / monCotl_Lock_Position / lockFX.SetActive
sit.SetLockTarget(target, ResolveLockTransform(target));
// ⭐ 广播锁定状态给其他客户端(节流:目标 guid 变化才广播)
SyncBotLock(sit, target.guid);
}
}
else
{
if (sit.isLock)
{
sit.isLock = false;
sit.monCotl_Lock = null;
if (sit.lockFX != null) sit.lockFX.SetActive(false);
// ⭐ 统一用 ClearLock:内部会清空 isLock / monCotl_Lock / lockFX.SetActive(false)
sit.ClearLock();
// ⭐ 广播取消锁定给其他客户端
SyncBotLock(sit, null);
}
}
@@ -2484,13 +2489,16 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
WebSocketSendList.LeaveRoom(roomId, sit.user);
}
// 清理锁定
sit.isLock = false;
sit.monCotl_Lock = null;
if (sit.lockFX != null) sit.lockFX.SetActive(false);
// 清理锁定(统一用 ClearLock,并广播取消锁定给其他客户端)
if (sit.isLock)
{
sit.ClearLock();
SyncBotLock(sit, null);
}
// 清理记忆
botTargetGuid.Remove(sit.posID);
botLastSyncLockGuid.Remove(sit.posID);
botFireTimer.Remove(sit.posID);
botIdleTimer.Remove(sit.posID);
botSkills.Remove(sit.posID);
@@ -2837,6 +2845,39 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
WebSocketSendList.SyncGameData(sgd);
}
/// <summary>
/// 机器人锁定状态广播(房主代发,复用 changeAutoTarget 帧类型)。
/// 用 bot 自己的 sitPos,接收端 SyncGameData_ChangeTargetMonster 会根据 sitPos
/// 调用 SetLockTarget/ClearLock 更新对应 bot 座位,从而激活 lockFX 特效和锁定字段。
/// 内置节流:只有目标 guid 变化(包括锁定→取消锁定)才真正广播。
/// </summary>
/// <param name="botSit">bot 座位</param>
/// <param name="targetGuid">锁定目标 guid,null 表示取消锁定</param>
private void SyncBotLock(SitPosData botSit, string targetGuid)
{
// ⭐ 节流:目标 guid 未变化不广播(避免每帧都发)
botLastSyncLockGuid.TryGetValue(botSit.posID, out string lastSynced);
if (lastSynced == targetGuid) return;
botLastSyncLockGuid[botSit.posID] = targetGuid;
List<string> guidList = null;
if (!string.IsNullOrEmpty(targetGuid))
guidList = new List<string> { targetGuid };
SyncGameData sgd = new SyncGameData
{
sitPos = botSit.posID,
frameType = FrameDataType.changeAutoTarget,
time = BeijingTimeManager.Instance.CurrentTimestampMs,
frameData = new FrameData_ChangeAutoTarget
{
targetGuid = guidList,
colliderIndex = -1
}
};
WebSocketSendList.SyncGameData(sgd);
}
/// <summary>人机开火同步(房主代发)</summary>
private void SyncFire_ForBot(SitPosData botSit, float angle, long gold,
bool isSanShe, bool isDouble, bool isLock, List<string> monsterIDs)
+6 -6
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m_fontSize: 25.05
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m_fontColor32:
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rgba: 4294967295
m_fontColor: {r: 1, g: 1, b: 1, a: 1}
rgba: 4286053887
m_fontColor: {r: 1, g: 0.99215686, b: 0.46666667, a: 1}
m_enableVertexGradient: 0
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@@ -2045,8 +2045,8 @@ MonoBehaviour:
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m_fontColor32:
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rgba: 4294967295
m_fontColor: {r: 1, g: 1, b: 1, a: 1}
rgba: 4286053887
m_fontColor: {r: 1, g: 0.9927163, b: 0.4669811, a: 1}
m_enableVertexGradient: 0
m_colorMode: 3
m_fontColorGradient:
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@@ -5114,7 +5114,7 @@ RectTransform:
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 843.0013, y: -58.5}
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m_Pivot: {x: 0.5, y: 0.5}
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@@ -6137,8 +6137,8 @@ MonoBehaviour:
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m_fontColor32:
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rgba: 4294967295
m_fontColor: {r: 1, g: 1, b: 1, a: 1}
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m_fontColor: {r: 1, g: 0.99215686, b: 0.46666667, a: 1}
m_enableVertexGradient: 0
m_colorMode: 3
m_fontColorGradient:
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@@ -10466,7 +10466,7 @@ GameObject:
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Destroy(tra_PrefabParent.GetChild(i).gameObject);
}
// ==================== 金币商城 ====================
APIRequestList.GetGoldShopList(goldList =>
{
foreach (var item in goldList)
{
var obj = Instantiate(obj_ItemPrefab, tra_PrefabParent).transform;
//// ==================== 金币商城 ====================
//APIRequestList.GetGoldShopList(goldList =>
//{
// foreach (var item in goldList)
// {
// var obj = Instantiate(obj_ItemPrefab, tra_PrefabParent).transform;
if (item.sprite_Icon == null)
{
WebTool.DownImage(APIManager.baseURL + item.icon, (texture) =>
{
item.sprite_Icon = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
obj.GetChild(0).GetComponent<Image>().sprite = item.sprite_Icon;
});
}
else
{
obj.GetChild(0).GetComponent<Image>().sprite = item.sprite_Icon;
}
obj.name = item.number;
dic_GoldItems[item.number] = item;
obj.GetChild(2).GetComponent<Button>().onClick.AddListener(() =>
{
UIManager.Instance.ShowTiShi($"确定要花费{item.diamond}钻石购买{item.gold}金币吗?", () =>
{
APIRequestList.BuyGold(new BuyGoldParam { number = item.number, count = 1 }, (response) =>
{
UIManager.Instance.ShowBoardError("购买成功");
APIRequestList.GetUser(GameManager.Instance.user.id, (a) =>
{
GameManager.Instance.UpdataUserData(a);
RefreshUI();
});
});
});
});
// if (item.sprite_Icon == null)
// {
// WebTool.DownImage(APIManager.baseURL + item.icon, (texture) =>
// {
// item.sprite_Icon = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
// obj.GetChild(0).GetComponent<Image>().sprite = item.sprite_Icon;
// });
// }
// else
// {
// obj.GetChild(0).GetComponent<Image>().sprite = item.sprite_Icon;
// }
// obj.name = item.number;
// dic_GoldItems[item.number] = item;
// obj.GetChild(2).GetComponent<Button>().onClick.AddListener(() =>
// {
// UIManager.Instance.ShowTiShi($"确定要花费{item.diamond}钻石购买{item.gold}金币吗?", () =>
// {
// APIRequestList.BuyGold(new BuyGoldParam { number = item.number, count = 1 }, (response) =>
// {
// UIManager.Instance.ShowBoardError("购买成功");
// APIRequestList.GetUser(GameManager.Instance.user.id, (a) =>
// {
// GameManager.Instance.UpdataUserData(a);
// RefreshUI();
// });
// });
// });
// });
obj.GetChild(2).GetChild(0).GetComponent<TextMeshProUGUI>().text = "<sprite name=\"钻石\">" + item.diamond;
obj.GetChild(3).GetComponent<TextMeshProUGUI>().text = item.gold.ToString();
}
});
// obj.GetChild(2).GetChild(0).GetComponent<TextMeshProUGUI>().text = "<sprite name=\"钻石\">" + item.diamond;
// obj.GetChild(3).GetComponent<TextMeshProUGUI>().text = item.gold.ToString();
// }
//});
btn_GlodCoins.onValueChanged.AddListener((a) =>
{
@@ -350,6 +350,7 @@ public class UIHome_BY_ShopPanel : SubUIBase
RefreshUI();
// 根据参数切换 Tab(默认金币)
var tab = ShopTab.Gold;
if (args is ShopTab st) tab = st;
else if (args is int i) tab = (ShopTab)i;
+2
View File
@@ -20,6 +20,7 @@ public class UIHomeMain : UIBase
[Header("user")]
public TextMeshProUGUI userName;
public TextMeshProUGUI userID;
public TextMeshProUGUI levelNum;
public Image sprite_Avatar;
public Image sprite_AvatarFrame;
public Image img_VIP;
@@ -220,6 +221,7 @@ public class UIHomeMain : UIBase
userName.text = GameManager.Instance.user.BaseInfo.userName;
userID.text = GameManager.Instance.user.BaseInfo.number;
levelNum.text = GameManager.Instance.user.assets.level.ToString();
// VIP 图标越界保护:vipLevel 超出列表范围时用最后一个,避免异常中断刷新
int vipLevel = GameManager.Instance.user.assets.vipLevel;
+1 -1
View File
@@ -31,7 +31,7 @@ public class UILoginPanel : UIBase
#else
phoneLogin1.SetActive(false);
#endif
APIManager.token = null;
}
private void Start()
{
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