This commit is contained in:
2026-08-15 19:39:01 +08:00
parent b9991566b5
commit 77819a03fc
49 changed files with 3424 additions and 20 deletions
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using Newtonsoft.Json.Linq;
using System;
using System.Collections;
using UnityEngine;
/// <summary>
/// 星际巡航 Boss 爆奖事件(继承 BJEventBase)。
///
/// ==================== 美术规格(4种形态) ====================
///
/// 形态一(富甲天下,无道具武器):
/// Settle: PW_Effect_Settle_FuJiaTianXia (Node子物体指认Source Image为tj_fcboss_0)
///
/// 形态二(铁拳 IronFist, weaponID=6):
/// 1. 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
/// </summary>
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 ====================
/// <summary>Boss 引用(爆奖结束时通知 Boss 回收)</summary>
[System.NonSerialized]
public XingJiXunHang_BOSS bossCtrl;
/// <summary>Boss 死亡位置(世界坐标,由 Boss 传入)</summary>
[HideInInspector]
public Vector3 diePos = Vector3.zero;
/// <summary>服务端返回的武器 ID(6=IronFist, 7=GammaStorm, 8=Symmetra, 0=富甲天下)</summary>
private int _weaponId = 0;
/// <summary>武器标签(GammaStorm / IronFist / Symmetra / FuJiaTianXia)</summary>
private string _weaponTag = "";
/// <summary>当前选中的结算预制体</summary>
private GameObject _settlePrefab;
/// <summary>当前选中的奖励框预制体</summary>
private GameObject _awardFramePrefab;
/// <summary>当前选中的全屏特效预制体</summary>
private GameObject _fullScreenPrefab;
/// <summary>当前选中的道具预制体</summary>
private GameObject _propPrefab;
/// <summary>当前选中的海报Sprite</summary>
private Sprite _posterSprite;
// ==================== 初始化 ====================
public override void Init(long goldCount, int posID, long paobei, long fishScore, int beishu,
Action<int> 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());
}
/// <summary>重写:不移动到屏幕中心,但缓存座位引用</summary>
protected override void ApplySeatOffset()
{
GetSeatPosition();
}
/// <summary>重置子类运行时状态</summary>
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<int>()
?? root["weaponId"]?.Value<int>()
?? root["weapon_id"]?.Value<int>()
?? 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;
}
}
/// <summary>根据武器 ID 选择对应的预制体和标签</summary>
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")}" +
$" prop={(_propPrefab != null ? _propPrefab.name : "null")}");
}
// ==================== 爆奖主流程 ====================
/// <summary>
/// 道具武器完整流程:
/// 1. 道具出场特效 (AppearProp)
/// 2. 全屏特效 (FullScreen: tap_tip → knock_tip → 隐藏Tip,仅 isSelf)
/// 3. 道具动画 (Prop: 各武器不同的子物体操作)
/// 4. 奖励框 (AwardFrame)
/// 5. CallBJ 发红包
/// 6. 满屏暴击文字 (TextCrit,仅 IronFist/GammaStorm)
/// 7. 结算特效 (Settle)
/// 8. EffEnd → 标准收尾
/// </summary>
private IEnumerator PropWeaponFlow()
{
Debug.Log($"[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($"[XingJiXunHang] 结算预制体为空 tag={_weaponTag}");
}
// -------- Phase 9: 清理全屏特效 --------
if (fullScreenObj != null)
StartCoroutine(DestroyAfterDelay(fullScreenObj, 1f));
yield return new WaitForSeconds(settleDuration);
// -------- Phase 10: 触发 EffEnd → 标准收尾 --------
if (!isEffEnd && !isScoreEnd)
{
Debug.Log("[XingJiXunHang] Phase10: 触发 EffEnd");
isGoldEffectStart = false;
EffEnd();
}
}
// ==================== 形态一:富甲天下流程 ====================
/// <summary>
/// 富甲天下流程:无道具武器,直接 CallBJ → 结算。
/// Settle: PW_Effect_Settle_FuJiaTianXia (Node子物体指认Source Image为tj_fcboss_0)
/// </summary>
private IEnumerator FuJiaTianXiaFlow()
{
Debug.Log("[XingJiXunHang] 富甲天下流程开始");
// CallBJ 发红包
for (int i = 0; i < bjCount; i++)
{
CallBJ(bjMinCount, bjMaxCount);
yield return new WaitForSeconds(0.5f);
}
// 等待金币协程完成
if (_activeCoinRoutines > 0)
{
yield return new WaitUntil(() => _activeCoinRoutines <= 0);
}
// 结算特效
if (settleFuJiaTianXia != null)
{
Vector3 settlePos = isSelf ? Vector3.zero : GetSeatPosition();
if (!isSelf)
settlePos += Vector3.up * 2f;
var settleObj = Instantiate(settleFuJiaTianXia, settlePos, Quaternion.identity,
CreateFishManager.Instance.bjEffectRoot);
if (!isSelf)
settleObj.transform.localScale = Vector3.one * 0.6f;
Debug.Log($"[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 ====================
/// <summary>
/// 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
/// </summary>
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($"[XingJiXunHang] FullScreen: 激活 {tapTipName}");
}
yield return new WaitForSeconds(tapTipDuration);
// 2. 激活 knock_tip(设置海报Sprite)
if (knockTip != null)
{
knockTip.gameObject.SetActive(true);
// 设置海报Sprite到 knock_tip 的 Image 组件
if (_posterSprite != null)
{
var img = knockTip.GetComponent<UnityEngine.UI.Image>();
if (img == null)
img = knockTip.GetComponentInChildren<UnityEngine.UI.Image>();
if (img != null)
{
img.sprite = _posterSprite;
Debug.Log($"[XingJiXunHang] FullScreen: 设置 {knockTipName} 海报={_posterSprite.name}");
}
}
Debug.Log($"[XingJiXunHang] FullScreen: 激活 {knockTipName}");
}
yield return new WaitForSeconds(knockTipDuration);
// 3. 隐藏 Tip
if (tapTip != null) tapTip.gameObject.SetActive(false);
if (knockTip != null) knockTip.gameObject.SetActive(false);
Debug.Log("[XingJiXunHang] FullScreen: 隐藏 Tip");
}
// ==================== 道具动画(各武器不同) ====================
/// <summary>
/// 道具动画,根据武器类型执行不同的子物体操作。
/// </summary>
private IEnumerator PlayPropAnimation()
{
GameObject propObj = Instantiate(_propPrefab, diePos, Quaternion.identity,
CreateFishManager.Instance.bjEffectRoot);
Debug.Log($"[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));
}
/// <summary>
/// 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
/// </summary>
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);
}
/// <summary>
/// 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
/// </summary>
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);
}
/// <summary>
/// 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)
/// </summary>
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 ====================
/// <summary>
/// 播放满屏暴击文字(IronFist/GammaStorm 用)。
/// 自己看 TextCrit_Self,他人看 TextCrit_Other。
/// </summary>
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 ====================
/// <summary>
/// 播放伽马风暴暴击框(PW_Effect_Crit_GammaStorm)。
/// 仅 weaponID=7 (GammaStorm) 有效。
/// </summary>
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 ====================
/// <summary>递归查找子物体</summary>
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;
}
/// <summary>物体移动协程</summary>
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;
}
/// <summary>获取屏幕左下角世界坐标</summary>
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);
}
/// <summary>获取屏幕左边世界坐标</summary>
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);
}
/// <summary>获取屏幕右边世界坐标</summary>
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);
}
/// <summary>延迟销毁辅助协程</summary>
private IEnumerator DestroyAfterDelay(GameObject obj, float delay)
{
if (obj == null) yield break;
yield return new WaitForSeconds(delay);
if (obj != null) Destroy(obj);
}
// ==================== 销毁 ====================
/// <summary>
/// 回收爆奖预制体 + 回收 Boss 本体。
/// </summary>
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();
}
}
@@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
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userData:
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@@ -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;
/// <summary>
/// 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。
/// </summary>
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 ====================
/// <summary>爆奖事件引用(死亡时赋值,供外部检查爆奖是否结束)</summary>
[System.NonSerialized]
public XingJiXunHangEvent currEvent;
/// <summary>当前死亡次数(从 1 开始)</summary>
private int _deathCount = 0;
/// <summary>星际巡航专用 fishId(带次数后缀,由 GetResponse 返回)</summary>
private string _cruiseFishId = "";
/// <summary>缓存的击杀数据(最终死亡时使用)</summary>
private RoomKillNotice _cachedKillNotice;
/// <summary>是否已进入最终死亡流程</summary>
private bool _isFinalDeath = false;
/// <summary>Boss 是否已从鱼列表回收(防止重复回收)</summary>
private bool _removed = false;
/// <summary>死亡位置(删除 Boss 前缓存,供爆奖事件使用)</summary>
private Vector3 _diePos;
/// <summary>是否已缓存死亡位置</summary>
private bool _diePosCached = false;
/// <summary>爆奖事件是否已 Init(决定特效实例由谁回收)</summary>
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 ====================
/// <summary>非最终死亡:显示 BJEndUI,Boss 保留,等待下次击杀</summary>
private void NonFinalDeath(RoomKillNotice obj, int beishu)
{
_cachedKillNotice = obj;
Debug.Log($"[XingJiXunHang] 非最终死亡:显示 BJEndUI,Boss 保留");
// 显示 BJEndUI(倍数+分数)
ShowNonFinalDeathBjEndUI(obj, beishu);
// 跳过爆奖特效初始化(CreateFishManager 仍会创建 effect_DieAward)
action_effect_DieAward = (o) =>
{
Debug.Log("[XingJiXunHang] 非最终死亡:跳过爆奖特效");
// ⭐ o 是从 EffectPool 取的实例,必须用 Return 回池,不能 Destroy(会破坏对象池)
if (o != null) EffectPool.Instance.Return(o);
};
// ⭐ 不设置 isDieFish,不调用 base.DieFish,不从鱼列表删除
// 延迟后恢复游动状态
StartCoroutine(ResumeMoveAfterDelay());
}
/// <summary>非最终死亡后恢复游动</summary>
private IEnumerator ResumeMoveAfterDelay()
{
yield return new WaitForSeconds(resumeMoveDelay);
// 恢复游动状态(如果 Boss 需要继续移动)
if (!_isFinalDeath && isInitialized)
{
ChangeState(CharacterStateType.move);
isMove = true;
Debug.Log("[XingJiXunHang] 非最终死亡后恢复游动");
}
}
/// <summary>非最终死亡:显示 BJEndUI</summary>
private void ShowNonFinalDeathBjEndUI(RoomKillNotice obj, int beishu)
{
if (nonFinalDeathBjEndUI == null || obj == null)
{
Debug.LogWarning("[XingJiXunHang] nonFinalDeathBjEndUI 或 obj 为 null,跳过 BJEndUI 显示");
return;
}
// 计算位置(座位上方)
int posID = 0;
Vector3 seatPos = transform.position;
foreach (var item in CreateFishManager.Instance.currGameType.list_Sits)
{
if (item.user == obj.userId)
{
posID = item.posID;
seatPos = item.currentTurret != null
? item.currentTurret.transform.position
: item.transform.position;
break;
}
}
float y = 150f; // 默认 bjEndUIOffsetY
if (posID == 2 || posID == 3) y *= -1f;
Vector3 uiPos = seatPos + Vector3.up * y;
bool isMine = obj.userId == GameManager.Instance.user.id;
var endUI = Instantiate(nonFinalDeathBjEndUI, uiPos, Quaternion.identity,
CreateFishManager.Instance.bjEffectRoot);
endUI.Init(beishu, (int)obj.gold, isMine);
Debug.Log($"[XingJiXunHang] 非最终死亡 BJEndUI: 倍数={beishu} 分数={obj.gold} isMine={isMine} posID={posID}");
}
// ==================== 最终死亡 ====================
/// <summary>最终死亡:⭐ 直接删除 Boss + 初始化爆奖事件</summary>
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($"[XingJiXunHang] 最终死亡 isKill=true:直接删除 Boss beishu={beishu} gold={obj?.gold} guid={guid} pos={_diePos}");
// 设置爆奖特效初始化回调(爆奖事件用缓存的 _diePos)
action_effect_DieAward = (o) => InitAwardEffect(o, beishu);
// ⭐ isKill=true → 直接从鱼列表删除 Boss(等1帧让 Ws_DieFish 当帧在正确位置创建爆奖特效)
StartCoroutine(RemoveBossNextFrame());
}
/// <summary>
/// 下一帧删除 Boss:Ws_DieFish 在 DieFish 返回后同帧会实例化爆奖特效
/// (用 Boss 的 transform 定位)并触发 action_effect_DieAward 回调。
/// 等到下一帧:① Boss 一定被删除 ② 此时已知爆奖事件是否初始化成功,
/// 没初始化(座位没找到)则把特效实例回池,防止残留在屏幕上。
/// </summary>
private IEnumerator RemoveBossNextFrame()
{
yield return null;
if (!_removed)
{
_removed = true;
// ⭐ 兜底:爆奖事件没初始化成功(击杀者不在座位列表)→ 特效实例回池
// (回调里已 Init 过的不动,由 BJEventBase 自己的流程收尾回收)
if (!_awardInitCalled && currEffect_DieAward != null)
{
Debug.LogError($"[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($"[XingJiXunHang] Boss 已删除(isKill=true 直接回收)guid={guid}");
}
}
/// <summary>初始化爆奖事件(由 action_effect_DieAward 回调触发)</summary>
private void InitAwardEffect(GameObject o, int beishu)
{
// ⭐ 用缓存的死亡位置(Boss 下一帧就被删除回池,transform.position 不可靠)
Vector3 diePos = _diePosCached ? _diePos : transform.position;
Debug.Log($"[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<BJEventBase>();
var evt = v as XingJiXunHangEvent;
if (evt != null)
{
evt.bossCtrl = this;
evt.diePos = diePos;
currEvent = evt;
Debug.Log($"[XingJiXunHang] 设置爆奖事件 位置={diePos}");
}
else
{
Debug.LogError("[XingJiXunHang] 爆奖预制体上没有 XingJiXunHangEvent 组件!" +
"(effect_DieAward 拖的是默认预制体?只走基类 BJEventBase 流程)");
}
v.Init(
_cachedKillNotice.gold, // goldCount(最终回加金币)
item.posID, // posID(击杀者座位)
_cachedKillNotice.skillsGold, // paobei(炮倍)
_cachedKillNotice.fishScore, // fishScore(底分)
beishu, // beishu(总倍数,BJEndUI 显示)
JiaFen, // action<int>(加分回调)
() => { v.obj = _cachedKillNotice.param; } // 服务端爆奖参数
);
break;
}
}
if (!seatFound)
{
Debug.LogError($"[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)");
}
}
/// <summary>爆奖流程正常结束时调用(XingJiXunHangEvent.die())</summary>
public void NotifyBossRemoved()
{
_removed = true;
}
// ==================== 参数解析 ====================
/// <summary>
/// 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 }
/// </summary>
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<bool>() ?? true;
beishu = root["beishu"]?.Value<int>() ?? 1;
// 同步更新 _cruiseFishId(如果服务端返回了)
var fishIdToken = root["fishId"];
if (fishIdToken != null)
_cruiseFishId = fishIdToken.Value<string>();
}
catch (Exception e)
{
Debug.LogWarning($"[XingJiXunHang] 解析 param 失败: {e.Message},使用默认值 isKill=true beishu=1");
}
return (isKill, beishu);
}
/// <summary>
/// 调用客户端 InterstellarCruiseConfig.GetResponse 计算死亡结果。
/// 用于服务端未下发 param 时的兜底方案。
/// </summary>
private (bool isKill, int beishu, string fishId) GetClientConfigResponse(RoomKillNotice obj)
{
// 方式A:使用 Inspector 配置的 InterstellarCruiseConfig
if (cruiseConfig != null)
{
string currentFishId = string.IsNullOrEmpty(_cruiseFishId)
? fishTypeID.ToString()
: _cruiseFishId;
var result = cruiseConfig.GetResponse(currentFishId);
_cruiseFishId = result.fishId;
return result;
}
// 方式B:cruiseConfig 为空,用简单死亡次数判定(类似 LieYanFengBao 模式)
bool kill = _deathCount >= maxDeathCount;
int bs = obj?.beishu > 0 ? (int)obj.beishu : 1;
Debug.Log($"[XingJiXunHang] 客户端兜底(无配置): 第{_deathCount}次/{maxDeathCount}次 isKill={kill} beishu={bs}");
return (kill, bs, _cruiseFishId);
}
// ==================== 清理 ====================
private void OnDestroy()
{
StopAllCoroutines();
}
}
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