This commit is contained in:
2026-10-05 16:05:11 +08:00
parent 5fc782e43b
commit 95b442bc73
84 changed files with 2322 additions and 792 deletions
@@ -123,6 +123,10 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
/// <summary>当前房间 fishNumber → RoomFishDetailConfig</summary>
public Dictionary<string, RoomFishDetailConfig> spawnDic;
/// <summary>击杀广播:某条鱼被击杀时触发(monster=被击杀的鱼,sit=击杀者座位)。
/// XJMH 免费模式等"按鱼配置"的特性用它,监听方自行过滤需要的鱼号,不改动既有击杀流程。</summary>
public static event System.Action<MonsterContral, SitPosData> OnFishKilled;
public bool isCreateFish; //是否可以创建鱼
public bool isFrozen = false; //是否冰冻中(冻结出鱼+所有鱼定格)
@@ -1962,6 +1966,9 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
// ⭐ 统一标记死亡:死亡后子弹不再命中、不再被锁定(含不调 base.DieFish 的 Boss 子类)
monster.isDead = true;
// ⭐ 击杀广播:任何鱼被击杀(XJMH 免费模式等"按鱼配置"的特性用它,监听方自行过滤鱼号)
OnFishKilled?.Invoke(monster, sitData);
// 死亡粒子特效(池化,粒子播完自动回池)
EffectPool.Instance.Get(
monster.effect_Die != null ? monster.effect_Die : dieFXPrefab,