diff --git a/Assets/MyGame/Scripts/Net/APIManager.cs b/Assets/MyGame/Scripts/Net/APIManager.cs
index 0b7b33583..b04961661 100644
--- a/Assets/MyGame/Scripts/Net/APIManager.cs
+++ b/Assets/MyGame/Scripts/Net/APIManager.cs
@@ -316,7 +316,7 @@ 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
diff --git a/Assets/MyGame/aa/UI/Game/FLZY/GameMainPanel_FLZY.prefab b/Assets/MyGame/aa/UI/Game/FLZY/GameMainPanel_FLZY.prefab
index 590a7f703..1e00dfc40 100644
--- a/Assets/MyGame/aa/UI/Game/FLZY/GameMainPanel_FLZY.prefab
+++ b/Assets/MyGame/aa/UI/Game/FLZY/GameMainPanel_FLZY.prefab
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m_fontMaterials: []
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m_fontColorGradient:
@@ -168,15 +167,15 @@ MonoBehaviour:
m_faceColor:
serializedVersion: 2
rgba: 4294967295
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- m_fontSizeBase: 35.04
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+ m_fontSizeBase: 25
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m_fontSizeMax: 72
m_fontStyle: 0
m_HorizontalAlignment: 4
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m_wordSpacing: 0
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@@ -4183,6 +4411,81 @@ MonoBehaviour:
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m_fontMaterials: []
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diff --git a/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs b/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs
index 249af88b6..2caf57d46 100644
--- a/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs
+++ b/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs
@@ -2298,11 +2298,19 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
}
}
- /// bot 进场时初始化运行时状态
+ ///
+ /// bot 进场时初始化运行时状态。
+ /// 按流程图:进场金币 / 入场限制金币 → 判断倍数等级 → 在对应档位区间随机选一个初始档位。
+ /// 这样多个 bot 即使进场金币相同(例如都是 1000),初始炮倍也会不一样。
+ ///
private void InitBotRuntimeState(SitPosData sit, long entryGold)
{
var cfg = GameManager.Instance.botConfig;
- int initIdx = cfg != null && cfg.multiplier != null ? cfg.multiplier.initialLevelIndex : 0;
+ int cfgInitIdx = cfg != null && cfg.multiplier != null ? cfg.multiplier.initialLevelIndex : 0;
+
+ // ⭐ 按流程图:识别进场金币是入场限制金币的多少倍 → 判断等级 → 区间内随机选初始档位
+ int count = GetPaoBeiCount();
+ int initIdx = CalcBotInitialLevelIndex(entryGold, count, cfg, cfgInitIdx);
var s = new BotRuntimeState
{
@@ -2319,6 +2327,76 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
ApplyBotLevelIndex(sit, initIdx);
}
+ ///
+ /// 按进场金币/入场限制金币的倍数,在对应档位区间内随机选一个初始档位。
+ /// 倍数越高,初始档位区间越高;区间内随机,保证多个 bot 即使金币相同炮倍也不同。
+ /// 读不到 roomGoldLimit 或档位不足时,降级用 cfgInitIdx + 随机偏移。
+ ///
+ private int CalcBotInitialLevelIndex(long entryGold, int count, BotConfig cfg, int cfgInitIdx)
+ {
+ if (count <= 1) return Mathf.Max(0, cfgInitIdx);
+
+ // 配置允许的档位范围 [minIdx, maxIdx]
+ int minIdx = Mathf.Max(0, cfg != null && cfg.multiplier != null ? cfg.multiplier.minLevelIndex : 0);
+ int maxIdx = cfg != null && cfg.multiplier != null && cfg.multiplier.maxLevelIndex >= 0
+ ? Mathf.Min(cfg.multiplier.maxLevelIndex, count - 1)
+ : count - 1;
+ if (maxIdx < minIdx) maxIdx = minIdx;
+ if (maxIdx <= minIdx) return minIdx;
+
+ // 读取当前房间的入场金币限制
+ int roomGoldLimit = GetCurrentRoomGoldLimit();
+ if (roomGoldLimit <= 0 || entryGold <= 0)
+ {
+ // 读不到限制 → 在 [minIdx, maxIdx] 全区间随机
+ return Random.Range(minIdx, maxIdx + 1);
+ }
+
+ // ratio = 进场金币 / 入场限制金币
+ float ratio = (float)entryGold / roomGoldLimit;
+ int span = maxIdx - minIdx;
+
+ // 根据 ratio 划分三档区间:低(<1) / 中(1~2) / 高(>2)
+ int lo, hi;
+ if (ratio < 1f)
+ {
+ lo = minIdx;
+ hi = minIdx + Mathf.Max(0, span / 3);
+ }
+ else if (ratio < 2f)
+ {
+ lo = minIdx + Mathf.Max(0, span / 3);
+ hi = minIdx + Mathf.Max(0, span * 2 / 3);
+ }
+ else
+ {
+ lo = minIdx + Mathf.Max(0, span * 2 / 3);
+ hi = maxIdx;
+ }
+ if (lo > hi) lo = hi;
+ // 在 [lo, hi] 区间内随机选一个档位
+ return Random.Range(lo, hi + 1);
+ }
+
+ /// 获取当前房间的入场金币限制(用于 bot 进场按金币倍数判断初始档位)
+ private int GetCurrentRoomGoldLimit()
+ {
+ var roomData = GameManager.Instance?.gameData?.currRoomData;
+ if (roomData == null) return 0;
+ int t = roomData.gameType;
+ int l = roomData.roomLevel;
+ var configs = GameManager.Instance?.gameConfig?.roomConfigs;
+ if (configs != null)
+ {
+ foreach (var item in configs)
+ {
+ if (item.gameType == t && l == item.roomLevel)
+ return item.roomGoldLimit;
+ }
+ }
+ return 0;
+ }
+
/// 获取 bot 运行时状态
private BotRuntimeState GetBotRuntimeState(SitPosData sit)
{
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diff --git a/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_JJJPanel.cs b/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_JJJPanel.cs
index af56e8e7b..7cd18905d 100644
--- a/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_JJJPanel.cs
+++ b/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_JJJPanel.cs
@@ -29,7 +29,12 @@ public class UIHome_BY_JJJPanel : SubUIBase
APIRequestList.GetRelief((callback) =>
{
UIManager.Instance.ShowBoardError("救济金领取成功");
- RefreshPanel();
+ // 先同步用户数据(更新 reliefGoldCount 和 gold),再刷新面板
+ APIRequestList.GetUser(user =>
+ {
+ GameManager.Instance.UpdataUserData(user);
+ RefreshPanel();
+ });
});
});
}
diff --git a/Assets/UIResources/Home/首页/技能底座.png b/Assets/UIResources/Home/首页/技能底座.png
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