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@@ -588,14 +588,27 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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#region ② 炮台旋转系统(RotateModule)
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//private void HandleRotate(Vector2 pos)
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//{
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// if (toggle_Lock.isOn && currSitData.monCotl_Lock != null)
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// {
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// RotateToLockTarget(currSitData);
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// }
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// else
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// {
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// RotateToTouch(currSitData, pos);
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// }
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//}
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private void HandleRotate(Vector2 pos)
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{
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if (toggle_Lock.isOn && currSitData.monCotl_Lock != null)
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// ⭐ 只有真正锁定目标时才自动旋转
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if (toggle_Lock.isOn && currSitData.isLock && currSitData.monCotl_Lock != null)
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{
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RotateToLockTarget(currSitData);
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}
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else
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{
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// 锁定开关开着但没有锁定目标 → 允许手动旋转
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RotateToTouch(currSitData, pos);
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}
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}
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@@ -631,8 +644,7 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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private void HandleAutoRotate()
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{
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// 自动开火关闭 → 不自动旋转
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if (!toggle_SkillAuto.isOn) return;
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// 锁定模式优先
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if (toggle_Lock.isOn && currSitData.isLock)
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@@ -640,7 +652,8 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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RotateToLockTarget(currSitData);
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return;
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}
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// 自动开火关闭 → 不自动旋转
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if (!toggle_SkillAuto.isOn) return;
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// 自动扫射(左右摆动)
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AutoSweepRotate();
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}
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@@ -886,10 +899,10 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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private void HandleAutoLock()
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{
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// 自动锁定必须满足:自动开火 + 锁定开关开启
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if (!toggle_SkillAuto.isOn) return;
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if (toggle_Lock.isOn) return; // 手动锁定优先
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if (!toggle_Lock.isOn) return; // ✔ 自动锁定必须在锁定开关开启时才工作
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// TODO: 自动锁定最近鱼 / 最大鱼
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// 已经有锁定目标并且还活着,就不重复找
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if (currSitData.isLock &&
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currSitData.monCotl_Lock != null &&
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@@ -901,17 +914,16 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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MonsterContral target = FindAutoLockTarget();
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if (target != null)
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{
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// 这里用怪物本体作为锁定点,你也可以换成某个挂点
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currSitData.SetLockTarget(target, target.transform);
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SyncLock(target);
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}
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else
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{
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// 没有可锁定目标时,清理锁定状态
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currSitData.ClearLock();
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SyncLock(null);
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}
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}
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private MonsterContral FindAutoLockTarget()
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{
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if (CreateFishManager.Instance == null ||
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