diff --git a/Assets/Framework/Tool/Clipboard.cs b/Assets/Framework/Tool/Clipboard.cs
new file mode 100644
index 000000000..6342083b2
--- /dev/null
+++ b/Assets/Framework/Tool/Clipboard.cs
@@ -0,0 +1,20 @@
+using UnityEngine;
+
+public static class ClipboardUtility
+{
+ ///
+ /// 设置剪贴板文本(Windows / macOS / iOS / Android 通用)
+ ///
+ public static void SetText(string text)
+ {
+ GUIUtility.systemCopyBuffer = text ?? string.Empty;
+ }
+
+ ///
+ /// 获取剪贴板文本(Windows / macOS / iOS / Android 通用)
+ ///
+ public static string GetText()
+ {
+ return GUIUtility.systemCopyBuffer;
+ }
+}
diff --git a/Assets/Framework/Tool/Clipboard.cs.meta b/Assets/Framework/Tool/Clipboard.cs.meta
new file mode 100644
index 000000000..c93ffd537
--- /dev/null
+++ b/Assets/Framework/Tool/Clipboard.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Framework/Tool/UITool/SubUIBase.cs b/Assets/Framework/Tool/UITool/SubUIBase.cs
index c01a492ed..d17aa7609 100644
--- a/Assets/Framework/Tool/UITool/SubUIBase.cs
+++ b/Assets/Framework/Tool/UITool/SubUIBase.cs
@@ -15,7 +15,7 @@ public class SubUIBase : UIBase
[HideInInspector] public SubUIManager uIManager;
public Button btn_Close;
- Vector3 standardSize;
+ Vector3 standardSize=Vector3.one;
public UIEffect uIEffect=UIEffect.tan;
public virtual void Awake()
{
diff --git a/Assets/MyGame/Scenes/UIScene.unity b/Assets/MyGame/Scenes/UIScene.unity
index f9bbd0dcc..6955f5068 100644
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diff --git a/Assets/MyGame/Scripts/Net/WebResponses/ChineseChess/ChineseChessGameClassList.cs b/Assets/MyGame/Scripts/Net/WebResponses/ChineseChess/ChineseChessGameClassList.cs
index e461583be..9cd0d8fa8 100644
--- a/Assets/MyGame/Scripts/Net/WebResponses/ChineseChess/ChineseChessGameClassList.cs
+++ b/Assets/MyGame/Scripts/Net/WebResponses/ChineseChess/ChineseChessGameClassList.cs
@@ -38,7 +38,7 @@ namespace Assets.MyGame.Scripts.Net.WebResponses.ChineseChess
///
/// 金币数量
///
- public int gold { get; set; } = 1000;
+ public int gold { get; set; }
}
[Serializable]
///
@@ -82,7 +82,7 @@ namespace Assets.MyGame.Scripts.Net.WebResponses.ChineseChess
///
/// 金币数量
///
- public int gold { get; set; } = 1000;
+ public int gold { get; set; }
}
[Serializable]
///
@@ -164,7 +164,7 @@ namespace Assets.MyGame.Scripts.Net.WebResponses.ChineseChess
///
/// 金币数量
///
- public int gold { get; set; } = 0;
+ public int gold { get; set; }
}
diff --git a/Assets/MyGame/Scripts/Turret/SitPosData.cs b/Assets/MyGame/Scripts/Turret/SitPosData.cs
index 5a3a11f27..eae671f4c 100644
--- a/Assets/MyGame/Scripts/Turret/SitPosData.cs
+++ b/Assets/MyGame/Scripts/Turret/SitPosData.cs
@@ -1,125 +1,260 @@
-using Assets.MyGame.Scripts.Net.API;
-using Spine.Unity;
+//using Assets.MyGame.Scripts.Net.API;
+//using Spine.Unity;
+//using System;
+//using System.Collections;
+//using System.Collections.Generic;
+//using System.Linq;
+//using TMPro;
+//using Unity.VisualScripting;
+//using UnityEngine;
+//using UnityEngine.UI;
+
+//public class SitPosData : MonoBehaviour
+//{
+// [Header("用户id")]
+// public string user;
+// [Header("座位id")]
+// public int posID;
+// [Header("金币")]
+// public TextMeshProUGUI tMP_TurretConsumeNum;
+// public TextMeshProUGUI tMP_GoldNum;
+
+// public Button btn_TurretAdd;
+// public Button btn_TurretMinus;
+
+// public long goldNum;
+// public long consumeGoldNum;
+// [Header("炮台")]
+// public Dictionary dic_Turrets=new Dictionary();
+// public List list_Turrets=new List();
+// public int currentTurretIndex = 0;
+// public string currentTurretID = "";
+// public TurretData currentTurret;
+// [Header("锁定")]
+// public MonsterContral monCotl_Lock;
+// public Transform monCotl_Lock_Position;
+// public bool isLock=false;
+// public GameObject lockFX;
+
+// [Header("当前炮塔")]
+// public Transform tra_CurrTurret;
+// public Transform tra_CurrFly; //星际迷航特有
+
+// public GameObject changeTurretList;
+
+
+// public Action OnStateChange;
+
+// public void ChangeState(TurretState state)
+// {
+// OnStateChange?.Invoke(state);
+// }
+
+// public void Awake()
+// {
+// //list_Turrets.Sort((td1,td2) =>
+// //{
+// // return td1.turretID.CompareTo(td2.turretLevel);
+// //});
+// dic_Turrets = list_Turrets.ToDictionary(td => td.turretID);
+// btn_TurretAdd.onClick.AddListener(() =>
+// {
+// ChangeTurretAddConsumeNum(1000);
+// });
+// btn_TurretMinus.onClick.AddListener(() =>
+// {
+// ChangeTurretMinusConsumeNum(1000);
+
+// });
+// }
+// public void Update()
+// {
+
+// }
+// public void ChangeTurret(int n=0)
+// {
+
+// if (currentTurretIndex>list_Turrets.Count|| currentTurretIndex<0)
+// {
+// //currentTurretIndex = currentTurretIndex;
+// }
+// else
+// {
+// currentTurretIndex = n;
+// }
+// if (currentTurret != null)
+// {
+// currentTurret.gameObject.SetActive(false);
+// }
+
+// currentTurretID = list_Turrets[currentTurretIndex].turretID; //dic_Turrets[currentTurretID];
+// currentTurret=dic_Turrets[currentTurretID];
+// currentTurret.gameObject.SetActive(true);
+// // ⭐ 关键:把状态机入口绑定到当前炮台
+// OnStateChange = currentTurret.ChangeState;
+
+// gameObject.SetActive(true);
+// tra_CurrTurret =currentTurret.transform.GetChild(0);
+// tra_CurrFly = currentTurret.transform.GetChild(1);
+
+// }
+// public void ChangeTurretConsumeNum(int n = 0)
+// {
+// consumeGoldNum = n;
+// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
+
+// }
+// public void ChangeTurretAddConsumeNum(int n = 0)
+// {
+// consumeGoldNum += n;
+// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
+
+// }
+// public void ChangeTurretMinusConsumeNum(int n = 0)
+// {
+// consumeGoldNum -= n;
+// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
+
+// }
+// public bool ConsumeGold(int bl=1)
+// {
+// long temp = goldNum - consumeGoldNum*bl;
+// if (temp > 0)
+// {
+// goldNum = temp;
+// tMP_GoldNum.text = goldNum.ToString();
+// return true;
+// }
+// return false;
+// }
+//}
using System;
-using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
-using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
public class SitPosData : MonoBehaviour
{
- [Header("用户id")]
+ // -------------------------
+ // 玩家信息
+ // -------------------------
public string user;
- [Header("座位id")]
public int posID;
+
[Header("金币")]
+ public long goldNum;
+ public long consumeGoldNum;
public TextMeshProUGUI tMP_TurretConsumeNum;
public TextMeshProUGUI tMP_GoldNum;
- public Button btn_TurretAdd;
- public Button btn_TurretMinus;
-
- public long goldNum;
- public long consumeGoldNum;
- [Header("炮台")]
- public Dictionary dic_Turrets=new Dictionary();
- public List list_Turrets=new List();
+ // -------------------------
+ // 炮台管理
+ // -------------------------
+ public List list_Turrets = new List();
+ public Dictionary dic_Turrets = new Dictionary();
public int currentTurretIndex = 0;
- public string currentTurretID = "";
public TurretData currentTurret;
- [Header("锁定")]
+
+ // 状态机入口(GameMainPanel 调用)
+ public Action OnStateChange;
+
+ // -------------------------
+ // 炮台旋转
+ // -------------------------
+ public Transform tra_CurrTurret;
+ public float currentAngle;
+
+ // -------------------------
+ // 锁定系统
+ // -------------------------
public MonsterContral monCotl_Lock;
public Transform monCotl_Lock_Position;
- public bool isLock=false;
+ public bool isLock;
public GameObject lockFX;
- [Header("当前炮塔")]
- public SkeletonGraphic skeletonAnimation;
- public Animation old_CurrAnimation;
- public Transform tra_CurrTurret;
- public Transform tra_CurrFly; //星际迷航特有
-
+ // -------------------------
+ // UI
+ // -------------------------
+ public Button btn_TurretAdd;
+ public Button btn_TurretMinus;
public GameObject changeTurretList;
- public void Awake()
+ private void Awake()
{
- //list_Turrets.Sort((td1,td2) =>
- //{
- // return td1.turretID.CompareTo(td2.turretLevel);
- //});
- dic_Turrets = list_Turrets.ToDictionary(td => td.turretID);
- btn_TurretAdd.onClick.AddListener(() =>
- {
- ChangeTurretAddConsumeNum(1000);
- });
- btn_TurretMinus.onClick.AddListener(() =>
- {
- ChangeTurretMinusConsumeNum(1000);
+ dic_Turrets = list_Turrets.ToDictionary(t => t.turretID);
- });
+ btn_TurretAdd.onClick.AddListener(() => ChangeTurretAddConsumeNum(1000));
+ btn_TurretMinus.onClick.AddListener(() => ChangeTurretMinusConsumeNum(1000));
}
- public void Update()
+
+ // -------------------------
+ // 切换炮台
+ // -------------------------
+ public void ChangeTurret(int index)
{
-
- }
- public void ChangeTurret(int n=0)
- {
-
- if (currentTurretIndex>list_Turrets.Count|| currentTurretIndex<0)
- {
- //currentTurretIndex = currentTurretIndex;
- }
- else
- {
- currentTurretIndex = n;
- }
if (currentTurret != null)
- {
currentTurret.gameObject.SetActive(false);
- }
-
- currentTurretID = list_Turrets[currentTurretIndex].turretID; //dic_Turrets[currentTurretID];
- currentTurret=dic_Turrets[currentTurretID];
+
+ currentTurretIndex = Mathf.Clamp(index, 0, list_Turrets.Count - 1);
+ currentTurret = list_Turrets[currentTurretIndex];
currentTurret.gameObject.SetActive(true);
+ // 绑定状态机入口
+ OnStateChange = currentTurret.ChangeState;
- gameObject.SetActive(true);
- tra_CurrTurret =currentTurret.transform.GetChild(0);
- tra_CurrFly = currentTurret.transform.GetChild(1);
- skeletonAnimation = currentTurret.obj_Animation.GetComponent();
- old_CurrAnimation = currentTurret.obj_Animation.GetComponent();
-
+ // 缓存旋转点
+ tra_CurrTurret = currentTurret.transform.GetChild(0);
}
- public void ChangeTurretConsumeNum(int n = 0)
+
+ // -------------------------
+ // 切换状态(GameMainPanel 调用)
+ // -------------------------
+ public void ChangeState(TurretState state)
{
- consumeGoldNum = n;
- tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
-
+ OnStateChange?.Invoke(state);
}
- public void ChangeTurretAddConsumeNum(int n = 0)
+
+ // -------------------------
+ // 炮台旋转
+ // -------------------------
+ public void SetRotation(float angle)
+ {
+ currentAngle = angle;
+ tra_CurrTurret.rotation = Quaternion.Euler(0, 0, angle);
+ }
+
+ // -------------------------
+ // 获取发射点(给 GameMainPanel)
+ // -------------------------
+ public Vector2 GetBulletStartPos()
+ {
+ return currentTurret.GetBulletStartWorldPos();
+ }
+
+ // -------------------------
+ // 金币消耗
+ // -------------------------
+ public bool ConsumeGold(int mul = 1)
+ {
+ long temp = goldNum - consumeGoldNum * mul;
+ if (temp < 0) return false;
+
+ goldNum = temp;
+ tMP_GoldNum.text = goldNum.ToString();
+ return true;
+ }
+
+ public void ChangeTurretAddConsumeNum(int n)
{
consumeGoldNum += n;
tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
-
}
- public void ChangeTurretMinusConsumeNum(int n = 0)
+
+ public void ChangeTurretMinusConsumeNum(int n)
{
consumeGoldNum -= n;
tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
-
- }
- public bool ConsumeGold(int bl=1)
- {
- long temp = goldNum - consumeGoldNum*bl;
- if (temp > 0)
- {
- goldNum = temp;
- tMP_GoldNum.text = goldNum.ToString();
- return true;
- }
- return false;
}
}
diff --git a/Assets/MyGame/Scripts/Turret/TurretData.cs b/Assets/MyGame/Scripts/Turret/TurretData.cs
index 872218a6f..d87ac09c5 100644
--- a/Assets/MyGame/Scripts/Turret/TurretData.cs
+++ b/Assets/MyGame/Scripts/Turret/TurretData.cs
@@ -1,32 +1,180 @@
using Spine.Unity;
-using System.Collections;
-using System.Collections.Generic;
using UnityEngine;
-using UnityEngine.UI;
+
+public enum TurretAnimType
+{
+ None = 0,
+ skeletonAnimation = 1,
+ animation = 2,
+ animator = 3
+}
+
+public enum TurretState
+{
+ None = 0,
+ Idle = 1,
+ Attack = 2,
+
+ LaserStart = 3,
+ LaserLoop = 4,
+ LaserEnd = 5
+}
public class TurretData : MonoBehaviour
{
+ [Header("基础")]
public string turretID;
- public int turretLevel;
public SitPosData setPosData;
- public Button btn_AddTurretNum;
- public Button btn_SubTractTurretNum;
-
- public GameObject bulletPrefab;
- public GameObject bulletPrefab_Two;
public Transform tra_BulletStartPosition;
- public GameObject obj_Animation;
- public string startTurret;
- public void OnEnable()
+
+ [Header("动画组件")]
+ public SkeletonGraphic skeletonAnimation;
+ public Animation old_CurrAnimation;
+ public Animator new_CurrAnimation;
+ public TurretAnimType currTurretType;
+ public bool isFrenzy=false;
+
+
+ [Header("动画名")]
+ public string idleAnim;
+ public string attackAnim;
+
+ public string laserStartAnim;
+ public string laserLoopAnim;
+ public string laserEndAnim;
+
+ private TurretState currState;
+
+ private void Awake()
{
- foreach (var item in GetComponentsInChildren())
+ if (setPosData != null)
+ setPosData.OnStateChange = ChangeState;
+ }
+
+ private void OnEnable()
+ {
+ PlayState(TurretState.Idle);
+ }
+ public Vector2 GetBulletStartWorldPos()
+ {
+ if (tra_BulletStartPosition == null)
+ return Vector2.zero;
+
+ // 如果是 UI RectTransform(UGUI)
+ RectTransform rect = tra_BulletStartPosition.GetComponent();
+ if (rect != null)
{
- if (item.gameObject.activeSelf)
- {
- item.AnimationState.SetAnimation(0, startTurret, false);
- }
-
+ // 1. UI 本地坐标 → Canvas 坐标
+ Vector2 canvasPos = CoordinateTransformation.AnchoredPos_ToCanvas(
+ rect,
+ UIManager.Instance.uiRoot.GetComponent