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@@ -48,6 +48,7 @@ public class ZuanTouXie_DieEvent : DieEffect_TSY
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protected SitPosData _sit; // 击杀者座位
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protected GameObject _paoTai; // 生成的钻头炮台
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protected GameObject _normalTurret; // 被隐藏的普通炮台(恢复用)
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protected bool _zhanShenHidden; // 是否隐藏了击杀者的战神(恢复用,炮台/战神二选一)
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protected bool _endShown; // 结算(BJEndUI)只显示一次
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/// <summary>
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@@ -88,7 +89,14 @@ public class ZuanTouXie_DieEvent : DieEffect_TSY
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if (paoBei <= 0 && _sit.consumeGoldNum > 0) paoBei = (int)_sit.consumeGoldNum;
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// ===== 1. 炮台被钻头覆盖:关普通炮台 → 生成钻头炮台 → 禁普通开火 =====
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// ===== 1. 炮台被钻头覆盖 → 生成钻头炮台 → 禁普通开火 =====
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// ⭐ 炮台/战神二选一:隐藏的是"当前显示的那个"——战神出战(currentZhanShen!=null)时隐藏战神
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// (turretParent 本来就是隐藏状态),否则隐藏普通炮台 turretParent
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if (_sit.currentZhanShen != null)
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{
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_zhanShenHidden = true;
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_sit.currentZhanShen.SetActive(false);
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}
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_normalTurret = _sit.turretParent != null ? _sit.turretParent.gameObject : null;
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if (_normalTurret != null) _normalTurret.SetActive(false);
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@@ -139,12 +147,39 @@ public class ZuanTouXie_DieEvent : DieEffect_TSY
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EffectPool.Instance.Return(gameObject);
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}
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/// <summary>恢复普通炮台:销毁特殊鱼炮台 + 恢复 turretParent + 解除普通开火禁用</summary>
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/// <summary>
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/// 恢复击杀者座位炮台显示(爆奖结束后调用)。
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/// ⭐ 炮台/战神二选一:恢复的是【爆奖前的状态】——
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/// 击杀者装备着战神(currentZhanShen != null) → 战神继续显示,炮台保持隐藏;
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/// 没装备战神 → 恢复普通炮台 turretParent。
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/// </summary>
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protected void RestoreTurret()
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{
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if (_sit != null) _sit.isDrillActive = false;
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if (_paoTai != null) Destroy(_paoTai);
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if (_normalTurret != null) _normalTurret.SetActive(true);
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if (_normalTurret == null) return;
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// ⭐ 恢复爆奖前状态(炮台/战神二选一):
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// 隐藏过战神 → 重新显示战神(turretParent 保持隐藏,本来就是战神模式)
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// 没隐藏过战神 → 恢复普通炮台 turretParent
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if (_zhanShenHidden)
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{
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_zhanShenHidden = false;
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_normalTurret.SetActive(false); // 战神模式下 turretParent 本来就隐藏
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if (_sit.currentZhanShen != null)
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_sit.currentZhanShen.SetActive(true);
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return;
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}
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// 战神在爆奖期间才上场的(极端情况):保持战神显示,不硬显炮台
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if (_sit.currentZhanShen != null && _sit.currentZhanShen.activeSelf)
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{
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_normalTurret.SetActive(false);
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return;
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}
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// 无战神:恢复普通炮台
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_normalTurret.SetActive(true);
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}
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/// <summary>
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@@ -274,9 +309,21 @@ public class ZuanTouXie_DieEvent : DieEffect_TSY
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private void OnDestroy()
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{
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StopAllCoroutines();
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// 兜底:事件被外部销毁时恢复座位状态
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if (_sit != null) _sit.isDrillActive = false;
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// 兜底:事件被外部销毁时恢复座位状态(炮台/战神二选一,按爆奖前状态恢复)
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if (_sit != null)
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{
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_sit.isDrillActive = false;
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if (_zhanShenHidden)
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{
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_zhanShenHidden = false;
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if (_normalTurret != null) _normalTurret.SetActive(false);
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if (_sit.currentZhanShen != null) _sit.currentZhanShen.SetActive(true);
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}
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else if (_sit.currentZhanShen == null || !_sit.currentZhanShen.activeSelf)
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{
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if (_normalTurret != null) _normalTurret.SetActive(true);
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}
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}
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if (_paoTai != null) Destroy(_paoTai);
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if (_normalTurret != null) _normalTurret.SetActive(true);
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}
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}
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@@ -1827,7 +1827,7 @@ MonoBehaviour:
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skeletonAnimation: {fileID: 0}
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old_CurrAnimation: {fileID: 0}
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new_CurrAnimation: {fileID: 2419319936390476863}
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currTurretType: 0
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currTurretType: 3
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isFrenzy: 0
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idleAnim:
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attackAnim:
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@@ -613,7 +613,7 @@ MonoBehaviour:
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skeletonAnimation: {fileID: 0}
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old_CurrAnimation: {fileID: 0}
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new_CurrAnimation: {fileID: 1341473795112683486}
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currTurretType: 0
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currTurretType: 3
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isFrenzy: 0
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idleAnim:
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attackAnim:
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@@ -1157,7 +1157,7 @@ MonoBehaviour:
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skeletonAnimation: {fileID: 0}
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old_CurrAnimation: {fileID: 0}
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new_CurrAnimation: {fileID: 3494732693420063387}
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currTurretType: 0
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currTurretType: 3
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isFrenzy: 0
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idleAnim:
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attackAnim:
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@@ -1532,7 +1532,7 @@ MonoBehaviour:
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skeletonAnimation: {fileID: 0}
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old_CurrAnimation: {fileID: 0}
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new_CurrAnimation: {fileID: 8661363738911940257}
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currTurretType: 0
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currTurretType: 3
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isFrenzy: 0
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idleAnim:
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attackAnim:
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@@ -3767,7 +3767,7 @@ MonoBehaviour:
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skeletonAnimation: {fileID: 0}
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old_CurrAnimation: {fileID: 0}
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new_CurrAnimation: {fileID: 3827418405087986554}
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currTurretType: 0
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currTurretType: 3
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isFrenzy: 0
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idleAnim:
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attackAnim:
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@@ -943,7 +943,7 @@ MonoBehaviour:
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skeletonAnimation: {fileID: 0}
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old_CurrAnimation: {fileID: 0}
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new_CurrAnimation: {fileID: 5075593569239273572}
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currTurretType: 0
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currTurretType: 3
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isFrenzy: 0
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idleAnim:
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attackAnim:
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