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FullScreen(PW_Effect_FullScreen_IronFist): 依次激活 tap_tip → knock_tip(Source Image=Prop_Poster_IronFist) → 隐藏Tip +/// 2. Prop(PW_Prop_IronFist): 激活Hole子对象 → Hole从死亡位置移动到屏幕左下角 → 隐藏Hole → 激活Hand +/// 3. TextCrit: PW_Effect_TextCrit_Other / PW_Effect_TextCrit_Self (满屏暴击) +/// 4. AwardFrame: PW_Effect_AwardFrame_IronFist +/// 5. Settle: PW_Effect_Settle_IronFist_Other +/// +/// 形态三(光子 Symmetra, weaponID=8): +/// 1. FullScreen(PW_Effect_FullScreen_Symmetra): 依次激活 tap_tip → knock_tip(Source Image=Prop_Poster_Symmetra) → 隐藏Tip +/// 2. Prop(PW_Prop_Symmetra): 从死亡位置移动到屏幕中心 → 隐藏Lock → PropL和PropR分别移动到屏幕两边 → 激活laser子物体 +/// 3. AwardFrame: PW_Effect_AwardFrame_Symmetra +/// 4. Settle: PW_Effect_Settle_Symmetra_Other / PW_Effect_Settle_Symmetra_Self +/// +/// 形态四(伽马风暴 GammaStorm, weaponID=7): +/// 1. FullScreen(PW_Effect_FullScreen_GammaStorm): 依次激活 tap_tip → knock_tip(Source Image=Prop_Poster_GammaStorm) → 隐藏Tip +/// 2. Prop(PW_Prop_GammaStorm): 从死亡位置移动到屏幕中心 → 根据视频内容激活特效 +/// 3. TextCrit: PW_Effect_TextCrit_Other / PW_Effect_TextCrit_Self (满屏暴击) +/// 4. Crit: PW_Effect_Crit_GammaStorm (暴击倍率) +/// 5. AwardFrame: PW_Effect_AwardFrame_GammaStorm +/// 6. Settle: PW_Effect_Settle_GammaStorm_Other +/// +/// ⭐ 注意: 美术表格中铁拳写的是"PW_Effect_FullScreen_Symmetra",但根据Lua逻辑 +/// (PW_EffectMgr.CreateEffect("FullScreen", "PW_Effect_FullScreen_" .. flag)) +/// 应该是 PW_Effect_FullScreen_IronFist,此处按Lua逻辑处理。 +/// +/// ==================== 完整流程 ==================== +/// +/// Init → 解析 weaponID → 道具出场 → 全屏特效(tap_tip/knock_tip序列) → 道具动画 +/// → 奖励框 → CallBJ发红包 → 暴击文字 → 结算特效 → EffEnd +/// → DelayThenScore → StartAddScore → MoveToSit → OnScoreEnd → JiaFen → die +/// +public class XingJiXunHangEvent : BJEventBase +{ + // ==================== 形态一:富甲天下(无道具武器) ==================== + + [Header("形态一 - 富甲天下")] + [Tooltip("富甲天下结算特效(PW_Effect_Settle_FuJiaTianXia_XingJiXunHang)")] + public GameObject settleFuJiaTianXia; + + // ==================== 形态二:铁拳 (weaponID=6) ==================== + + [Header("形态二 - 铁拳 IronFist")] + [Tooltip("铁拳道具预制体(PW_Prop_IronFist Variant)")] + public GameObject propIronFist; + [Tooltip("铁拳全屏特效(PW_Effect_FullScreen_IronFist_XingJiXunHang)")] + public GameObject fullScreenIronFist; + [Tooltip("铁拳奖励框(PW_Effect_AwardFrame_IronFist_XingJiXunHang)")] + public GameObject awardFrameIronFist; + [Tooltip("铁拳结算特效-自己(PW_Effect_Settle_IronFist_Self_XingJiXunHang)")] + public GameObject settleIronFistSelf; + [Tooltip("铁拳结算特效-他人(PW_Effect_Settle_IronFist_Other_XingJiXunHang)")] + public GameObject settleIronFistOther; + [Tooltip("铁拳海报Sprite(Prop_Poster_IronFist),设置到FullScreen的knock_tip上")] + public Sprite posterIronFist; + + // ==================== 形态三:光子 (weaponID=8) ==================== + + [Header("形态三 - 光子 Symmetra")] + [Tooltip("光子道具预制体(PW_Prop_Symmetra Variant)")] + public GameObject propSymmetra; + [Tooltip("光子全屏特效(PW_Effect_FullScreen_Symmetra_XingJiXunHang)")] + public GameObject fullScreenSymmetra; + [Tooltip("光子奖励框(PW_Effect_AwardFrame_Symmetra_XingJiXunHang)")] + public GameObject awardFrameSymmetra; + [Tooltip("光子结算特效-自己(PW_Effect_Settle_Symmetra_Self_XingJiXunHang)")] + public GameObject settleSymmetraSelf; + [Tooltip("光子结算特效-他人(PW_Effect_Settle_Symmetra_Other_XingJiXunHang)")] + public GameObject settleSymmetraOther; + [Tooltip("光子海报Sprite(Prop_Poster_Symmetra),设置到FullScreen的knock_tip上")] + public Sprite posterSymmetra; + + // ==================== 形态四:伽马风暴 (weaponID=7) ==================== + + [Header("形态四 - 伽马风暴 GammaStorm")] + [Tooltip("伽马风暴道具预制体(PW_Prop_GammaStorm Variant)")] + public GameObject propGammaStorm; + [Tooltip("伽马风暴全屏特效(PW_Effect_FullScreen_GammaStorm_XingJiXunHang)")] + public GameObject fullScreenGammaStorm; + [Tooltip("伽马风暴奖励框(PW_Effect_AwardFrame_GammaStorm_XingJiXunHang)")] + public GameObject awardFrameGammaStorm; + [Tooltip("伽马风暴结算特效-自己(PW_Effect_Settle_GammaStorm_Self_XingJiXunHang)")] + public GameObject settleGammaStormSelf; + [Tooltip("伽马风暴结算特效-他人(PW_Effect_Settle_GammaStorm_Other_XingJiXunHang)")] + public GameObject settleGammaStormOther; + [Tooltip("伽马风暴暴击框(PW_Effect_Crit_GammaStorm_XingJiXunHang)")] + public GameObject critFrameGammaStorm; + [Tooltip("伽马风暴海报Sprite(Prop_Poster_GammaStorm),设置到FullScreen的knock_tip上")] + public Sprite posterGammaStorm; + + // ==================== 满屏暴击文字(铁拳/伽马风暴共用) ==================== + + [Header("满屏暴击文字")] + [Tooltip("满屏暴击-自己(PW_Effect_TextCrit_Self_XingJiXunHang)")] + public GameObject textCritSelf; + [Tooltip("满屏暴击-他人(PW_Effect_TextCrit_Other_XingJiXunHang)")] + public GameObject textCritOther; + + // ==================== 道具出场特效 ==================== + + [Header("道具出场")] + [Tooltip("道具出场特效(三种武器共用,PW_Effect_Appear_Prop)")] + public GameObject appearPropEffect; + + // ==================== FullScreen 子物体名称配置 ==================== + + [Header("FullScreen 子物体名称")] + [Tooltip("tap_tip 子物体名(点击提示)")] + public string tapTipName = "tap_tip"; + [Tooltip("knock_tip 子物体名(敲击提示,需设置海报Sprite)")] + public string knockTipName = "knock_tip"; + + // ==================== Prop 子物体名称配置 ==================== + + [Header("铁拳 Prop 子物体名称")] + [Tooltip("铁拳-Hole子物体名(从死亡位置移到屏幕左下角)")] + public string ironFistHoleName = "Hole"; + [Tooltip("铁拳-Hand子物体名(Hole隐藏后激活)")] + public string ironFistHandName = "Hand"; + + [Header("光子 Prop 子物体名称")] + [Tooltip("光子-Lock子物体名(到屏幕中心后隐藏)")] + public string symmetraLockName = "Lock"; + [Tooltip("光子-PropL子物体名(移到屏幕左边)")] + public string symmetraPropLName = "PropL"; + [Tooltip("光子-PropR子物体名(移到屏幕右边)")] + public string symmetraPropRName = "PropR"; + [Tooltip("光子-laser子物体名(PropL/PropR到位后激活)")] + public string symmetraLaserName = "laser"; + + // ==================== 爆奖配置 ==================== + + [Header("爆奖配置")] + [Tooltip("爆奖红包次数(CallBJ 调用次数)")] + public int bjCount = 1; + [Tooltip("每次 CallBJ 最小红包数")] + public int bjMinCount = 10; + [Tooltip("每次 CallBJ 最大红包数")] + public int bjMaxCount = 15; + + [Header("时间配置")] + [Tooltip("道具出场特效持续时间")] + public float appearDuration = 1f; + [Tooltip("tap_tip 显示持续时间")] + public float tapTipDuration = 0.5f; + [Tooltip("knock_tip 显示持续时间")] + public float knockTipDuration = 0.8f; + [Tooltip("全屏特效总持续时间")] + public float fullScreenDuration = 2f; + [Tooltip("道具动画持续时间(Hole移动/Prop移动等)")] + public float propAnimDuration = 1.5f; + [Tooltip("结算特效持续时间")] + public float settleDuration = 3f; + + // ==================== 运行时状态 ==================== + + /// Boss 引用(爆奖结束时通知 Boss 回收) + [System.NonSerialized] + public XingJiXunHang_BOSS bossCtrl; + + /// Boss 死亡位置(世界坐标,由 Boss 传入) + [HideInInspector] + public Vector3 diePos = Vector3.zero; + + /// 服务端返回的武器 ID(6=IronFist, 7=GammaStorm, 8=Symmetra, 0=富甲天下) + private int _weaponId = 0; + + /// 武器标签(GammaStorm / IronFist / Symmetra / FuJiaTianXia) + private string _weaponTag = ""; + + /// 当前选中的结算预制体 + private GameObject _settlePrefab; + + /// 当前选中的奖励框预制体 + private GameObject _awardFramePrefab; + + /// 当前选中的全屏特效预制体 + private GameObject _fullScreenPrefab; + + /// 当前选中的道具预制体 + private GameObject _propPrefab; + + /// 当前选中的海报Sprite + private Sprite _posterSprite; + + // ==================== 初始化 ==================== + + public override void Init(long goldCount, int posID, long paobei, long fishScore, int beishu, + Action action, Action action1 = null) + { + base.Init(goldCount, posID, paobei, fishScore, beishu, action, action1); + + // 恢复位置到 Boss 死亡位置 + transform.position = diePos; + + // 设置爆奖次数 + scoreCount = bjCount; + totalBJCount = bjCount; + + // 解析武器 ID + ParseWeaponId(); + + // 根据武器 ID 选择预制体 + SelectWeaponPrefabs(); + + // 启动完整爆奖流程 + StartCoroutine(PropWeaponFlow()); + } + + /// 重写:不移动到屏幕中心,但缓存座位引用 + protected override void ApplySeatOffset() + { + GetSeatPosition(); + } + + /// 重置子类运行时状态 + protected override void ResetState() + { + base.ResetState(); + _weaponId = 0; + _weaponTag = ""; + _settlePrefab = null; + _awardFramePrefab = null; + _fullScreenPrefab = null; + _propPrefab = null; + _posterSprite = null; + bossCtrl = null; + diePos = Vector3.zero; + } + + // ==================== 武器 ID 解析 ==================== + + private void ParseWeaponId() + { + if (obj == null) + { + Debug.LogWarning("[XingJiXunHang] obj 为 null,无法解析 weaponID,走富甲天下"); + _weaponId = 0; + return; + } + + try + { + JToken root = obj is JToken t ? t : JToken.Parse(obj.ToString()); + + _weaponId = root["weaponID"]?.Value() + ?? root["weaponId"]?.Value() + ?? root["weapon_id"]?.Value() + ?? 0; + + Debug.Log($"[XingJiXunHang] 解析武器 ID: weaponID={_weaponId}"); + } + catch (Exception e) + { + Debug.LogError($"[XingJiXunHang] 解析 weaponID 失败: {e.Message}; 原始={obj}"); + _weaponId = 0; + } + } + + /// 根据武器 ID 选择对应的预制体和标签 + private void SelectWeaponPrefabs() + { + switch (_weaponId) + { + case 0: + // 形态一:富甲天下(无道具武器) + _weaponTag = "FuJiaTianXia"; + _settlePrefab = settleFuJiaTianXia; + _awardFramePrefab = null; + _fullScreenPrefab = null; + _propPrefab = null; + _posterSprite = null; + break; + + case 6: + _weaponTag = "IronFist"; + _settlePrefab = isSelf ? settleIronFistSelf : settleIronFistOther; + _awardFramePrefab = awardFrameIronFist; + _fullScreenPrefab = fullScreenIronFist; + _propPrefab = propIronFist; + _posterSprite = posterIronFist; + break; + + case 7: + _weaponTag = "GammaStorm"; + _settlePrefab = isSelf ? settleGammaStormSelf : settleGammaStormOther; + _awardFramePrefab = awardFrameGammaStorm; + _fullScreenPrefab = fullScreenGammaStorm; + _propPrefab = propGammaStorm; + _posterSprite = posterGammaStorm; + break; + + case 8: + _weaponTag = "Symmetra"; + _settlePrefab = isSelf ? settleSymmetraSelf : settleSymmetraOther; + _awardFramePrefab = awardFrameSymmetra; + _fullScreenPrefab = fullScreenSymmetra; + _propPrefab = propSymmetra; + _posterSprite = posterSymmetra; + break; + + default: + Debug.LogWarning($"[XingJiXunHang] 未知 weaponID={_weaponId},走富甲天下"); + goto case 0; + } + + Debug.Log($"[XingJiXunHang] 选择武器: tag={_weaponTag} isSelf={isSelf}" + + $" settle={(_settlePrefab != null ? _settlePrefab.name : "null")}" + + $" awardFrame={(_awardFramePrefab != null ? _awardFramePrefab.name : "null")}" + + $" fullScreen={(_fullScreenPrefab != null ? _fullScreenPrefab.name : "null")}" + + $" prop={(_propPrefab != null ? _propPrefab.name : "null")}"); + } + + // ==================== 爆奖主流程 ==================== + + /// + /// 道具武器完整流程: + /// 1. 道具出场特效 (AppearProp) + /// 2. 全屏特效 (FullScreen: tap_tip → knock_tip → 隐藏Tip,仅 isSelf) + /// 3. 道具动画 (Prop: 各武器不同的子物体操作) + /// 4. 奖励框 (AwardFrame) + /// 5. CallBJ 发红包 + /// 6. 满屏暴击文字 (TextCrit,仅 IronFist/GammaStorm) + /// 7. 结算特效 (Settle) + /// 8. EffEnd → 标准收尾 + /// + private IEnumerator PropWeaponFlow() + { + Debug.Log($"[XingJiXunHang] 开始爆奖流程 tag={_weaponTag} isSelf={isSelf} diePos={diePos}"); + + // -------- 形态一(富甲天下):直接结算,无道具流程 -------- + if (_weaponId == 0) + { + yield return StartCoroutine(FuJiaTianXiaFlow()); + yield break; + } + + // -------- Phase 1: 道具出场特效 -------- + if (appearPropEffect != null) + { + var appearObj = Instantiate(appearPropEffect, diePos, Quaternion.identity, + CreateFishManager.Instance.bjEffectRoot); + Debug.Log("[XingJiXunHang] Phase1: 道具出场特效"); + yield return new WaitForSeconds(appearDuration); + if (appearObj != null) Destroy(appearObj); + } + else + { + yield return new WaitForSeconds(appearDuration); + } + + // -------- Phase 2: 全屏特效(仅 isSelf) -------- + GameObject fullScreenObj = null; + if (isSelf && _fullScreenPrefab != null) + { + fullScreenObj = Instantiate(_fullScreenPrefab, Vector3.zero, Quaternion.identity, + CreateFishManager.Instance.bjEffectRoot); + Debug.Log("[XingJiXunHang] Phase2: 全屏特效(自己)"); + + // 执行 tap_tip → knock_tip 序列 + yield return StartCoroutine(PlayFullScreenTipSequence(fullScreenObj)); + } + else + { + yield return new WaitForSeconds(0.1f); + } + + // -------- Phase 3: 道具动画 -------- + if (_propPrefab != null) + { + yield return StartCoroutine(PlayPropAnimation()); + } + + // -------- Phase 4: 奖励框 -------- + if (_awardFramePrefab != null) + { + var awardFrameObj = Instantiate(_awardFramePrefab, diePos, Quaternion.identity, + CreateFishManager.Instance.bjEffectRoot); + Debug.Log("[XingJiXunHang] Phase4: 奖励框"); + StartCoroutine(DestroyAfterDelay(awardFrameObj, fullScreenDuration + settleDuration + 2f)); + } + + // -------- Phase 5: CallBJ 发红包 -------- + for (int i = 0; i < bjCount; i++) + { + Debug.Log($"[XingJiXunHang] Phase5: CallBJ {i + 1}/{bjCount}"); + CallBJ(bjMinCount, bjMaxCount); + yield return new WaitForSeconds(0.5f); + } + + // -------- Phase 6: 满屏暴击文字(仅 IronFist/GammaStorm) -------- + if (_weaponId == 6 || _weaponId == 7) + { + PlayTextCrit(); + yield return new WaitForSeconds(0.5f); + } + + // -------- Phase 6.5: 伽马风暴暴击框 -------- + if (_weaponId == 7 && critFrameGammaStorm != null) + { + PlayGammaStormCritFrame(); + yield return new WaitForSeconds(0.5f); + } + + // -------- Phase 7: 等待金币协程完成 -------- + if (_activeCoinRoutines > 0) + { + yield return new WaitUntil(() => _activeCoinRoutines <= 0); + } + + // -------- Phase 8: 结算特效 -------- + if (_settlePrefab != null) + { + Vector3 settlePos = isSelf ? Vector3.zero : GetSeatPosition(); + if (!isSelf) + settlePos += Vector3.up * 2f; + + var settleObj = Instantiate(_settlePrefab, settlePos, Quaternion.identity, + CreateFishManager.Instance.bjEffectRoot); + + if (!isSelf) + settleObj.transform.localScale = Vector3.one * 0.6f; + + Debug.Log($"[XingJiXunHang] Phase8: 结算特效 pos={settlePos} scale={settleObj.transform.localScale}"); + } + else + { + Debug.LogWarning($"[XingJiXunHang] 结算预制体为空 tag={_weaponTag}"); + } + + // -------- Phase 9: 清理全屏特效 -------- + if (fullScreenObj != null) + StartCoroutine(DestroyAfterDelay(fullScreenObj, 1f)); + + yield return new WaitForSeconds(settleDuration); + + // -------- Phase 10: 触发 EffEnd → 标准收尾 -------- + if (!isEffEnd && !isScoreEnd) + { + Debug.Log("[XingJiXunHang] Phase10: 触发 EffEnd"); + isGoldEffectStart = false; + EffEnd(); + } + } + + // ==================== 形态一:富甲天下流程 ==================== + + /// + /// 富甲天下流程:无道具武器,直接 CallBJ → 结算。 + /// Settle: PW_Effect_Settle_FuJiaTianXia (Node子物体指认Source Image为tj_fcboss_0) + /// + private IEnumerator FuJiaTianXiaFlow() + { + Debug.Log("[XingJiXunHang] 富甲天下流程开始"); + + // CallBJ 发红包 + for (int i = 0; i < bjCount; i++) + { + CallBJ(bjMinCount, bjMaxCount); + yield return new WaitForSeconds(0.5f); + } + + // 等待金币协程完成 + if (_activeCoinRoutines > 0) + { + yield return new WaitUntil(() => _activeCoinRoutines <= 0); + } + + // 结算特效 + if (settleFuJiaTianXia != null) + { + Vector3 settlePos = isSelf ? Vector3.zero : GetSeatPosition(); + if (!isSelf) + settlePos += Vector3.up * 2f; + + var settleObj = Instantiate(settleFuJiaTianXia, settlePos, Quaternion.identity, + CreateFishManager.Instance.bjEffectRoot); + + if (!isSelf) + settleObj.transform.localScale = Vector3.one * 0.6f; + + Debug.Log($"[XingJiXunHang] 富甲天下结算 pos={settlePos}"); + } + + yield return new WaitForSeconds(settleDuration); + + // 触发 EffEnd + if (!isEffEnd && !isScoreEnd) + { + isGoldEffectStart = false; + EffEnd(); + } + } + + // ==================== FullScreen tap_tip/knock_tip 序列 ==================== + + /// + /// 全屏特效的 tap_tip → knock_tip 序列(美术规格要求)。 + /// 1. 激活 tap_tip + /// 2. 等待 tapTipDuration + /// 3. 激活 knock_tip(设置海报Sprite) + /// 4. 等待 knockTipDuration + /// 5. 隐藏 tap_tip 和 knock_tip + /// + private IEnumerator PlayFullScreenTipSequence(GameObject fullScreenObj) + { + if (fullScreenObj == null) yield break; + + // 查找子物体 + Transform tapTip = FindChildRecursive(fullScreenObj.transform, tapTipName); + Transform knockTip = FindChildRecursive(fullScreenObj.transform, knockTipName); + + // 初始隐藏 + if (tapTip != null) tapTip.gameObject.SetActive(false); + if (knockTip != null) knockTip.gameObject.SetActive(false); + + // 1. 激活 tap_tip + if (tapTip != null) + { + tapTip.gameObject.SetActive(true); + Debug.Log($"[XingJiXunHang] FullScreen: 激活 {tapTipName}"); + } + + yield return new WaitForSeconds(tapTipDuration); + + // 2. 激活 knock_tip(设置海报Sprite) + if (knockTip != null) + { + knockTip.gameObject.SetActive(true); + + // 设置海报Sprite到 knock_tip 的 Image 组件 + if (_posterSprite != null) + { + var img = knockTip.GetComponent(); + if (img == null) + img = knockTip.GetComponentInChildren(); + if (img != null) + { + img.sprite = _posterSprite; + Debug.Log($"[XingJiXunHang] FullScreen: 设置 {knockTipName} 海报={_posterSprite.name}"); + } + } + + Debug.Log($"[XingJiXunHang] FullScreen: 激活 {knockTipName}"); + } + + yield return new WaitForSeconds(knockTipDuration); + + // 3. 隐藏 Tip + if (tapTip != null) tapTip.gameObject.SetActive(false); + if (knockTip != null) knockTip.gameObject.SetActive(false); + + Debug.Log("[XingJiXunHang] FullScreen: 隐藏 Tip"); + } + + // ==================== 道具动画(各武器不同) ==================== + + /// + /// 道具动画,根据武器类型执行不同的子物体操作。 + /// + private IEnumerator PlayPropAnimation() + { + GameObject propObj = Instantiate(_propPrefab, diePos, Quaternion.identity, + CreateFishManager.Instance.bjEffectRoot); + + Debug.Log($"[XingJiXunHang] Phase3: 道具动画 tag={_weaponTag} pos={diePos}"); + + switch (_weaponId) + { + case 6: + yield return StartCoroutine(IronFistPropAnim(propObj)); + break; + case 7: + yield return StartCoroutine(GammaStormPropAnim(propObj)); + break; + case 8: + yield return StartCoroutine(SymmetraPropAnim(propObj)); + break; + } + + // 道具完成后延迟销毁 + StartCoroutine(DestroyAfterDelay(propObj, settleDuration + 1f)); + } + + /// + /// 铁拳道具动画(美术规格): + /// 1. 激活 Hole 子对象 + /// 2. Hole 从死亡位置移动到屏幕左下角 + /// 3. 隐藏 Hole + /// 4. 激活 Hand + /// + private IEnumerator IronFistPropAnim(GameObject propObj) + { + Transform hole = FindChildRecursive(propObj.transform, ironFistHoleName); + Transform hand = FindChildRecursive(propObj.transform, ironFistHandName); + + // 初始状态 + if (hole != null) hole.gameObject.SetActive(false); + if (hand != null) hand.gameObject.SetActive(false); + + // 1. 激活 Hole + if (hole != null) + { + hole.gameObject.SetActive(true); + hole.position = diePos; + Debug.Log("[XingJiXunHang] 铁拳: 激活Hole"); + } + + yield return new WaitForSeconds(0.2f); + + // 2. Hole 移动到屏幕左下角 + Vector3 bottomLeft = GetScreenBottomLeft(); + if (hole != null) + { + yield return StartCoroutine(MoveTo(hole, bottomLeft, propAnimDuration)); + Debug.Log("[XingJiXunHang] 铁拳: Hole移动到左下角"); + } + + // 3. 隐藏 Hole + if (hole != null) hole.gameObject.SetActive(false); + + // 4. 激活 Hand + if (hand != null) + { + hand.gameObject.SetActive(true); + hand.position = bottomLeft; + Debug.Log("[XingJiXunHang] 铁拳: 激活Hand"); + } + + yield return new WaitForSeconds(0.3f); + } + + /// + /// 光子道具动画(美术规格): + /// 1. Prop 从死亡位置移动到屏幕中心 + /// 2. 隐藏 Lock + /// 3. PropL 和 PropR 分别移动到屏幕两边 + /// 4. 激活 laser 子物体 + /// + private IEnumerator SymmetraPropAnim(GameObject propObj) + { + Transform lockObj = FindChildRecursive(propObj.transform, symmetraLockName); + Transform propL = FindChildRecursive(propObj.transform, symmetraPropLName); + Transform propR = FindChildRecursive(propObj.transform, symmetraPropRName); + Transform laser = FindChildRecursive(propObj.transform, symmetraLaserName); + + // 初始状态 + if (lockObj != null) lockObj.gameObject.SetActive(true); + if (propL != null) propL.gameObject.SetActive(false); + if (propR != null) propR.gameObject.SetActive(false); + if (laser != null) laser.gameObject.SetActive(false); + + // 1. Prop 移动到屏幕中心 + propObj.transform.position = diePos; + yield return StartCoroutine(MoveTo(propObj.transform, Vector3.zero, propAnimDuration)); + Debug.Log("[XingJiXunHang] 光子: 移动到屏幕中心"); + + // 2. 隐藏 Lock + if (lockObj != null) + { + lockObj.gameObject.SetActive(false); + Debug.Log("[XingJiXunHang] 光子: 隐藏Lock"); + } + + // 3. PropL/PropR 移动到屏幕两边 + Vector3 leftPos = GetScreenLeft(); + Vector3 rightPos = GetScreenRight(); + + if (propL != null && propR != null) + { + propL.gameObject.SetActive(true); + propR.gameObject.SetActive(true); + propL.position = Vector3.zero; + propR.position = Vector3.zero; + + StartCoroutine(MoveTo(propL, leftPos, propAnimDuration * 0.5f)); + yield return StartCoroutine(MoveTo(propR, rightPos, propAnimDuration * 0.5f)); + Debug.Log("[XingJiXunHang] 光子: PropL/PropR移动到两边"); + } + + // 4. 激活 laser + if (laser != null) + { + laser.gameObject.SetActive(true); + Debug.Log("[XingJiXunHang] 光子: 激活laser"); + } + + yield return new WaitForSeconds(0.3f); + } + + /// + /// 伽马风暴道具动画(美术规格): + /// 1. Prop 从死亡位置移动到屏幕中心 + /// 2. 根据视频内容激活特效(由动画事件或Timeline驱动) + /// + private IEnumerator GammaStormPropAnim(GameObject propObj) + { + // 1. 移动到屏幕中心 + propObj.transform.position = diePos; + yield return StartCoroutine(MoveTo(propObj.transform, Vector3.zero, propAnimDuration)); + Debug.Log("[XingJiXunHang] 伽马风暴: 移动到屏幕中心"); + + // 2. 特效由预制体自身的动画/Timeline驱动,这里只等待 + yield return new WaitForSeconds(0.5f); + } + + // ==================== 满屏暴击文字 ==================== + + /// + /// 播放满屏暴击文字(IronFist/GammaStorm 用)。 + /// 自己看 TextCrit_Self,他人看 TextCrit_Other。 + /// + private void PlayTextCrit() + { + GameObject critPrefab = isSelf ? textCritSelf : textCritOther; + if (critPrefab == null) + { + Debug.LogWarning("[XingJiXunHang] 暴击文字预制体为空"); + return; + } + + Vector3 critPos = isSelf ? Vector3.zero : GetSeatPosition() + Vector3.up * 2f; + var critObj = Instantiate(critPrefab, critPos, Quaternion.identity, + CreateFishManager.Instance.bjEffectRoot); + + if (!isSelf) + critObj.transform.localScale = Vector3.one * 0.6f; + + Debug.Log($"[XingJiXunHang] 播放满屏暴击 isSelf={isSelf}"); + StartCoroutine(DestroyAfterDelay(critObj, 2f)); + } + + // ==================== 伽马风暴暴击框 ==================== + + /// + /// 播放伽马风暴暴击框(PW_Effect_Crit_GammaStorm)。 + /// 仅 weaponID=7 (GammaStorm) 有效。 + /// + public void PlayGammaStormCritFrame() + { + if (_weaponTag != "GammaStorm" || critFrameGammaStorm == null) return; + + var critObj = Instantiate(critFrameGammaStorm, diePos, Quaternion.identity, + CreateFishManager.Instance.bjEffectRoot); + Debug.Log("[XingJiXunHang] 播放伽马风暴暴击框"); + StartCoroutine(DestroyAfterDelay(critObj, 2f)); + } + + // ==================== 辅助方法 ==================== + + /// 递归查找子物体 + private Transform FindChildRecursive(Transform parent, string name) + { + if (parent.name == name) return parent; + + for (int i = 0; i < parent.childCount; i++) + { + var result = FindChildRecursive(parent.GetChild(i), name); + if (result != null) return result; + } + return null; + } + + /// 物体移动协程 + private IEnumerator MoveTo(Transform target, Vector3 destination, float duration) + { + if (target == null) yield break; + + Vector3 start = target.position; + float elapsed = 0f; + + while (elapsed < duration) + { + elapsed += Time.deltaTime; + float t = elapsed / duration; + target.position = Vector3.Lerp(start, destination, t); + yield return null; + } + + target.position = destination; + } + + /// 获取屏幕左下角世界坐标 + private Vector3 GetScreenBottomLeft() + { + var cam = Camera.main; + if (cam != null) + return cam.ScreenToWorldPoint(new Vector3(0, 0, cam.transform.position.z * -1f)); + return new Vector3(-5, -3, 0); + } + + /// 获取屏幕左边世界坐标 + private Vector3 GetScreenLeft() + { + var cam = Camera.main; + if (cam != null) + return cam.ScreenToWorldPoint(new Vector3(0, Screen.height * 0.5f, cam.transform.position.z * -1f)); + return new Vector3(-5, 0, 0); + } + + /// 获取屏幕右边世界坐标 + private Vector3 GetScreenRight() + { + var cam = Camera.main; + if (cam != null) + return cam.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height * 0.5f, cam.transform.position.z * -1f)); + return new Vector3(5, 0, 0); + } + + /// 延迟销毁辅助协程 + private IEnumerator DestroyAfterDelay(GameObject obj, float delay) + { + if (obj == null) yield break; + yield return new WaitForSeconds(delay); + if (obj != null) Destroy(obj); + } + + // ==================== 销毁 ==================== + + /// + /// 回收爆奖预制体 + 回收 Boss 本体。 + /// + public override void die() + { + CleanupBeforeDie(); + + if (bossCtrl != null) + { + // ⭐ Boss 本体已在最终死亡(isKill=true)时由 XingJiXunHang_BOSS 直接删除, + // 这里不需要再调 Id_DieFish_NotFX(重复调用会报"找不到鱼"警告) + bossCtrl.NotifyBossRemoved(); + bossCtrl = null; + } + + EffectPool.Instance.Return(gameObject); + } + + private void OnDestroy() + { + StopAllCoroutines(); + } +} diff --git a/Assets/MyGame/aa/Game/XJMH/Boss/XingJiXunHang/XingJiXunHangEvent.cs.meta b/Assets/MyGame/aa/Game/XJMH/Boss/XingJiXunHang/XingJiXunHangEvent.cs.meta new file mode 100644 index 000000000..2b171dfb3 --- /dev/null +++ b/Assets/MyGame/aa/Game/XJMH/Boss/XingJiXunHang/XingJiXunHangEvent.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2200aa315d66d464780f758b386a448e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/MyGame/aa/Game/XJMH/Boss/XingJiXunHang/XingJiXunHang_BOSS.cs b/Assets/MyGame/aa/Game/XJMH/Boss/XingJiXunHang/XingJiXunHang_BOSS.cs new file mode 100644 index 000000000..f2a3b30ab --- /dev/null +++ b/Assets/MyGame/aa/Game/XJMH/Boss/XingJiXunHang/XingJiXunHang_BOSS.cs @@ -0,0 +1,392 @@ +using Assets.MyGame.Scripts.Net.APIResponses.GameConfig_SubClass; +using Assets.MyGame.Scripts.Net.WebResponses; +using Newtonsoft.Json.Linq; +using System; +using System.Collections; +using UnityEngine; + +/// +/// 星际巡航 Boss(继承 MonsterControl_BossBase)。 +/// +/// 支持多次死亡(1~3次,服务端配置决定): +/// 非最终死亡 → 显示 BJEndUI(倍数+分数),Boss 不消失,等待下次击杀 +/// 最终死亡 → 触发完整爆奖流程 + 道具武器掉落 +/// +/// 死亡判定来源: +/// 方式1(优先):从 RoomKillNotice.param 解析 isKill/beishu/fishId(服务端下发) +/// 方式2(兜底):调用 InterstellarCruiseConfig.GetResponse(fishId) 客户端计算 +/// +/// fishId 格式:原ID-总次数-当前次数(由 InterstellarCruiseConfig.GetResponse 管理) +/// 例:4000-3-2 表示总共3次,当前第2次 +/// +/// ⭐ 非最终死亡时不从鱼列表删除 Boss,等最终死亡爆奖流程结束后, +/// 由 XingJiXunHangEvent.die() 通知 Boss 回收。 +/// +public class XingJiXunHang_BOSS : MonsterControl_BossBase +{ + // ==================== Inspector 字段 ==================== + + [Header("星际巡航 - 多次死亡")] + [Tooltip("非最终死亡时显示的 BJEndUI 预制体(只显示倍数+分数,Boss 不消失)")] + public BJEndUI nonFinalDeathBjEndUI; + + [Tooltip("非最终死亡后,Boss 恢复游动的延迟(秒)")] + public float resumeMoveDelay = 2f; + + [Header("星际巡航 - 服务端参数解析")] + [Tooltip("是否从 param 解析 isKill(关闭则用客户端配置计算)")] + public bool useServerParam = true; + + [Header("星际巡航 - 客户端兜底配置")] + [Tooltip("星际巡航死亡配置(兜底用,服务端未下发 param 时使用)。留空则按 maxDeathCount 简单判定。")] + public BossConfig.InterstellarCruiseConfig cruiseConfig; + + [Tooltip("最大死亡次数(cruiseConfig 为空时生效,默认2次)")] + public int maxDeathCount = 2; + + // ==================== 运行时状态 ==================== + + /// 爆奖事件引用(死亡时赋值,供外部检查爆奖是否结束) + [System.NonSerialized] + public XingJiXunHangEvent currEvent; + + /// 当前死亡次数(从 1 开始) + private int _deathCount = 0; + + /// 星际巡航专用 fishId(带次数后缀,由 GetResponse 返回) + private string _cruiseFishId = ""; + + /// 缓存的击杀数据(最终死亡时使用) + private RoomKillNotice _cachedKillNotice; + + /// 是否已进入最终死亡流程 + private bool _isFinalDeath = false; + + /// Boss 是否已从鱼列表回收(防止重复回收) + private bool _removed = false; + + /// 死亡位置(删除 Boss 前缓存,供爆奖事件使用) + private Vector3 _diePos; + + /// 是否已缓存死亡位置 + private bool _diePosCached = false; + + /// 爆奖事件是否已 Init(决定特效实例由谁回收) + private bool _awardInitCalled = false; + + // ==================== Unity 生命周期 ==================== + + public override void OnEnable() + { + base.OnEnable(); + _deathCount = 0; + _cruiseFishId = ""; + _cachedKillNotice = null; + _isFinalDeath = false; + _removed = false; + _diePosCached = false; + _awardInitCalled = false; + currEvent = null; + } + + // ==================== 死亡逻辑 ==================== + + public override void DieFish(RoomKillNotice obj = null) + { + _deathCount++; + + // 解析 isKill 和 beishu + bool isKill; + int beishu; + + if (useServerParam && obj?.param != null) + { + // 方式1:从服务端 param 解析 + Debug.Log($"[XingJiXunHang] DieFish 第{_deathCount}次 param原文: {obj.param.ToString(Newtonsoft.Json.Formatting.None)}"); + (isKill, beishu) = ParseServerParam(obj.param); + Debug.Log($"[XingJiXunHang] DieFish 第{_deathCount}次(服务端) isKill={isKill} beishu={beishu} guid={guid}"); + } + else + { + // 方式2:调用客户端配置计算 + (isKill, beishu, _cruiseFishId) = GetClientConfigResponse(obj); + Debug.Log($"[XingJiXunHang] DieFish 第{_deathCount}次(客户端) isKill={isKill} beishu={beishu} fishId={_cruiseFishId}"); + } + + if (!isKill) + { + // ===== 非最终死亡:显示 BJEndUI,Boss 不消失 ===== + NonFinalDeath(obj, beishu); + } + else + { + // ===== 最终死亡:完整爆奖流程 ===== + FinalDeath(obj, beishu); + } + } + + // ==================== 非最终死亡 ==================== + + /// 非最终死亡:显示 BJEndUI,Boss 保留,等待下次击杀 + private void NonFinalDeath(RoomKillNotice obj, int beishu) + { + _cachedKillNotice = obj; + + Debug.Log($"[XingJiXunHang] 非最终死亡:显示 BJEndUI,Boss 保留"); + + // 显示 BJEndUI(倍数+分数) + ShowNonFinalDeathBjEndUI(obj, beishu); + + // 跳过爆奖特效初始化(CreateFishManager 仍会创建 effect_DieAward) + action_effect_DieAward = (o) => + { + Debug.Log("[XingJiXunHang] 非最终死亡:跳过爆奖特效"); + // ⭐ o 是从 EffectPool 取的实例,必须用 Return 回池,不能 Destroy(会破坏对象池) + if (o != null) EffectPool.Instance.Return(o); + }; + + // ⭐ 不设置 isDieFish,不调用 base.DieFish,不从鱼列表删除 + // 延迟后恢复游动状态 + StartCoroutine(ResumeMoveAfterDelay()); + } + + /// 非最终死亡后恢复游动 + private IEnumerator ResumeMoveAfterDelay() + { + yield return new WaitForSeconds(resumeMoveDelay); + + // 恢复游动状态(如果 Boss 需要继续移动) + if (!_isFinalDeath && isInitialized) + { + ChangeState(CharacterStateType.move); + isMove = true; + Debug.Log("[XingJiXunHang] 非最终死亡后恢复游动"); + } + } + + /// 非最终死亡:显示 BJEndUI + private void ShowNonFinalDeathBjEndUI(RoomKillNotice obj, int beishu) + { + if (nonFinalDeathBjEndUI == null || obj == null) + { + Debug.LogWarning("[XingJiXunHang] nonFinalDeathBjEndUI 或 obj 为 null,跳过 BJEndUI 显示"); + return; + } + + // 计算位置(座位上方) + int posID = 0; + Vector3 seatPos = transform.position; + foreach (var item in CreateFishManager.Instance.currGameType.list_Sits) + { + if (item.user == obj.userId) + { + posID = item.posID; + seatPos = item.currentTurret != null + ? item.currentTurret.transform.position + : item.transform.position; + break; + } + } + + float y = 150f; // 默认 bjEndUIOffsetY + if (posID == 2 || posID == 3) y *= -1f; + Vector3 uiPos = seatPos + Vector3.up * y; + + bool isMine = obj.userId == GameManager.Instance.user.id; + var endUI = Instantiate(nonFinalDeathBjEndUI, uiPos, Quaternion.identity, + CreateFishManager.Instance.bjEffectRoot); + endUI.Init(beishu, (int)obj.gold, isMine); + + Debug.Log($"[XingJiXunHang] 非最终死亡 BJEndUI: 倍数={beishu} 分数={obj.gold} isMine={isMine} posID={posID}"); + } + + // ==================== 最终死亡 ==================== + + /// 最终死亡:⭐ 直接删除 Boss + 初始化爆奖事件 + private void FinalDeath(RoomKillNotice obj, int beishu) + { + _isFinalDeath = true; + _cachedKillNotice = obj; + isDieFish = true; + + // ⭐ 先缓存死亡位置(删除后 transform 位置就不可靠了) + _diePos = transform.position; + _diePosCached = true; + + if (obj != null) + poolNum = (int)obj.gold; + + // 相机震动 + 死亡音效 + GameManager.Instance.cameraShake.ShakePresets.Explosion2D(3f, 4f, 1f); + + var res = FishResourcesData.fishResourcesDatasDic.ContainsKey(fishTypeID) + ? FishResourcesData.fishResourcesDatasDic[fishTypeID] + : null; + if (res != null && res.dieAudio != null && res.dieAudio.Count > 0) + AudioManager.Instance.PlayerFX(res.dieAudio[UnityEngine.Random.Range(0, res.dieAudio.Count)]); + + Debug.Log($"[XingJiXunHang] 最终死亡 isKill=true:直接删除 Boss beishu={beishu} gold={obj?.gold} guid={guid} pos={_diePos}"); + + // 设置爆奖特效初始化回调(爆奖事件用缓存的 _diePos) + action_effect_DieAward = (o) => InitAwardEffect(o, beishu); + + // ⭐ isKill=true → 直接从鱼列表删除 Boss(等1帧让 Ws_DieFish 当帧在正确位置创建爆奖特效) + StartCoroutine(RemoveBossNextFrame()); + } + + /// + /// 下一帧删除 Boss:Ws_DieFish 在 DieFish 返回后同帧会实例化爆奖特效 + /// (用 Boss 的 transform 定位)并触发 action_effect_DieAward 回调。 + /// 等到下一帧:① Boss 一定被删除 ② 此时已知爆奖事件是否初始化成功, + /// 没初始化(座位没找到)则把特效实例回池,防止残留在屏幕上。 + /// + private IEnumerator RemoveBossNextFrame() + { + yield return null; + + if (!_removed) + { + _removed = true; + + // ⭐ 兜底:爆奖事件没初始化成功(击杀者不在座位列表)→ 特效实例回池 + // (回调里已 Init 过的不动,由 BJEventBase 自己的流程收尾回收) + if (!_awardInitCalled && currEffect_DieAward != null) + { + Debug.LogError($"[XingJiXunHang] 爆奖事件未初始化(座位未找到 userId={_cachedKillNotice?.userId}),回收特效实例"); + var effect = currEffect_DieAward; + currEffect_DieAward = null; + EffectPool.Instance.Return(effect); + } + + CreateFishManager.Instance.Id_DieFish_NotFX(guid); + Debug.Log($"[XingJiXunHang] Boss 已删除(isKill=true 直接回收)guid={guid}"); + } + } + + /// 初始化爆奖事件(由 action_effect_DieAward 回调触发) + private void InitAwardEffect(GameObject o, int beishu) + { + // ⭐ 用缓存的死亡位置(Boss 下一帧就被删除回池,transform.position 不可靠) + Vector3 diePos = _diePosCached ? _diePos : transform.position; + Debug.Log($"[XingJiXunHang] action_effect_DieAward: 鱼位置={diePos} guid={guid}"); + + if (_cachedKillNotice == null) + { + Debug.LogWarning("[XingJiXunHang] _cachedKillNotice 为 null,跳过爆奖初始化"); + return; + } + + // 查找击杀者座位,初始化爆奖事件 + bool seatFound = false; + foreach (var item in CreateFishManager.Instance.currGameType.list_Sits) + { + if (item.user == _cachedKillNotice.userId) + { + seatFound = true; + _awardInitCalled = true; // ⭐ 标记已 Init(特效实例交给 BJEventBase 流程自己回收) + + var v = o.GetComponent(); + var evt = v as XingJiXunHangEvent; + if (evt != null) + { + evt.bossCtrl = this; + evt.diePos = diePos; + currEvent = evt; + Debug.Log($"[XingJiXunHang] 设置爆奖事件 位置={diePos}"); + } + else + { + Debug.LogError("[XingJiXunHang] 爆奖预制体上没有 XingJiXunHangEvent 组件!" + + "(effect_DieAward 拖的是默认预制体?只走基类 BJEventBase 流程)"); + } + + v.Init( + _cachedKillNotice.gold, // goldCount(最终回加金币) + item.posID, // posID(击杀者座位) + _cachedKillNotice.skillsGold, // paobei(炮倍) + _cachedKillNotice.fishScore, // fishScore(底分) + beishu, // beishu(总倍数,BJEndUI 显示) + JiaFen, // action(加分回调) + () => { v.obj = _cachedKillNotice.param; } // 服务端爆奖参数 + ); + break; + } + } + + if (!seatFound) + { + Debug.LogError($"[XingJiXunHang] 未找到击杀者座位 userId={_cachedKillNotice.userId},爆奖事件未初始化!" + + "(特效实例将由 RemoveBossNextFrame 回收)"); + } + } + + /// 爆奖流程正常结束时调用(XingJiXunHangEvent.die()) + public void NotifyBossRemoved() + { + _removed = true; + } + + // ==================== 参数解析 ==================== + + /// + /// 从服务端 param 解析 isKill 和 beishu。 + /// param 结构(JToken): + /// { "isKill": true/false, "beishu": 100, "fishId": "4000-3-2", "weaponID": 6 } + /// + private (bool isKill, int beishu) ParseServerParam(JToken param) + { + bool isKill = true; + int beishu = 1; + + try + { + JToken root = param is JObject jo ? jo : JObject.Parse(param.ToString()); + + isKill = root["isKill"]?.Value() ?? true; + beishu = root["beishu"]?.Value() ?? 1; + + // 同步更新 _cruiseFishId(如果服务端返回了) + var fishIdToken = root["fishId"]; + if (fishIdToken != null) + _cruiseFishId = fishIdToken.Value(); + } + catch (Exception e) + { + Debug.LogWarning($"[XingJiXunHang] 解析 param 失败: {e.Message},使用默认值 isKill=true beishu=1"); + } + + return (isKill, beishu); + } + + /// + /// 调用客户端 InterstellarCruiseConfig.GetResponse 计算死亡结果。 + /// 用于服务端未下发 param 时的兜底方案。 + /// + private (bool isKill, int beishu, string fishId) GetClientConfigResponse(RoomKillNotice obj) + { + // 方式A:使用 Inspector 配置的 InterstellarCruiseConfig + if (cruiseConfig != null) + { + string currentFishId = string.IsNullOrEmpty(_cruiseFishId) + ? fishTypeID.ToString() + : _cruiseFishId; + + var result = cruiseConfig.GetResponse(currentFishId); + _cruiseFishId = result.fishId; + return result; + } + + // 方式B:cruiseConfig 为空,用简单死亡次数判定(类似 LieYanFengBao 模式) + bool kill = _deathCount >= maxDeathCount; + int bs = obj?.beishu > 0 ? 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