This commit is contained in:
2026-09-04 00:31:26 +08:00
parent 3081942895
commit 9b90277ed1
125 changed files with 64668 additions and 856 deletions
+1 -1
View File
@@ -1029,7 +1029,7 @@ PrefabInstance:
objectReference: {fileID: 0}
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propertyPath: m_AnchoredPosition.y
value: -0.0000076293945
value: -0.000011444092
objectReference: {fileID: 0}
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propertyPath: m_AnchorMax.x
+1
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@@ -243,6 +243,7 @@ namespace Assets.MyGame.Scripts.Net
if (req.result == UnityWebRequest.Result.Success)
{
var json = req.downloadHandler.text;
Debug.Log("url----" + url + "--" + "Json-" + json );
var res = JsonConvert.DeserializeObject<APIResponse<T>>(json);
#if UNITY_EDITOR
Debug.Log("url----" + url + "--" + "Json-" + json + "res--" + JsonConvert.SerializeObject(res));
+154
View File
@@ -1,4 +1,5 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
@@ -208,6 +209,11 @@ public class SitPosData : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
if (toggle_AutoAttack != null)
toggle_AutoAttack.onValueChanged.AddListener(OnAutoAttackToggleChanged);
// ⭐ 炮倍选择面板:按钮开/关;Awake 记录面板原始高度(动画还原目标值,之后会被压到 0)
if (btn_SelectPaoBei != null)
btn_SelectPaoBei.onClick.AddListener(OnClickSelectPaoBei);
EnsurePaoBeiPanelHeight();
// ⭐ 散射起点球父对象兜底:预制体没拖引用就自动创建(挂 beij 下,炮台两侧),
// 保证 UpdateJGFXParentsActive 永远有对象可激活,不依赖 Inspector 配置。
// XJMH(星际迷航)没有战神/激光概念,跳过不给它加节点。
@@ -1358,6 +1364,154 @@ public class SitPosData : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
WebSocketSendList.ChangeGunMultiple(roomId, user, newConsume);
}
// ==================== 炮倍选择面板 ====================
private Coroutine _paoBeiPanelAnim;
/// <summary>炮倍面板展开时的原始高度(Awake 记录,动画在 0 ↔ 该值之间滑动)</summary>
private float _paoBeiPanelOpenHeight = -1f;
/// <summary>记录炮倍面板的原始高度(Awake 时面板还没被动画改过,rect.height 即还原态高度)</summary>
private void EnsurePaoBeiPanelHeight()
{
if (_paoBeiPanelOpenHeight >= 0f || selectPaoBeiPanel == null) return;
var rt = selectPaoBeiPanel.GetComponent<RectTransform>();
if (rt == null) return;
_paoBeiPanelOpenHeight = rt.rect.height;
if (_paoBeiPanelOpenHeight <= 0f)
Debug.LogWarning("[SitPosData] 炮倍面板初始高度为 0,无法记录展开高度,检查 selectPaoBeiPanel 的 RectTransform 配置");
}
/// <summary>
/// 点击炮倍按钮:开关选择面板。
/// ⭐ 只有本地玩家座位可以打开(远程/bot 座位点了没反应,不能替别人换炮倍)。
/// </summary>
private void OnClickSelectPaoBei()
{
if (this != localPlayerSit) return;
if (selectPaoBeiPanel == null) return;
bool opening = !selectPaoBeiPanel.activeSelf;
if (opening) RefreshPaoBeiItems();
SetPaoBeiPanelOpen(opening);
}
/// <summary>
/// 开/关炮倍面板:height 在 0 ↔ 原始高度之间动画 0.5s。
/// ⭐ 不改面板 pivot/anchoredPosition,滑动方向完全由预制体里配好的 RectTransform 决定。
/// </summary>
private void SetPaoBeiPanelOpen(bool open)
{
var rt = selectPaoBeiPanel.GetComponent<RectTransform>();
if (rt == null)
{
selectPaoBeiPanel.SetActive(open);
return;
}
if (_paoBeiPanelAnim != null)
{
StopCoroutine(_paoBeiPanelAnim);
_paoBeiPanelAnim = null;
}
if (open)
{
selectPaoBeiPanel.SetActive(true);
_paoBeiPanelAnim = StartCoroutine(AnimPaoBeiHeight(rt, rt.rect.height, _paoBeiPanelOpenHeight));
}
else
{
_paoBeiPanelAnim = StartCoroutine(AnimPaoBeiHeight(rt, rt.rect.height, 0f,
() => selectPaoBeiPanel.SetActive(false)));
}
}
/// <summary>height 动画(0.5s);动画结束回调在收起时用于隐藏面板</summary>
private IEnumerator AnimPaoBeiHeight(RectTransform rt, float from, float to, Action onComplete = null)
{
const float duration = 0.1f;
float t = 0f;
while (t < duration)
{
t += Time.deltaTime;
rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, Mathf.Lerp(from, to, Mathf.Clamp01(t / duration)));
yield return null;
}
rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, to);
onComplete?.Invoke();
_paoBeiPanelAnim = null;
}
/// <summary>
/// 按配置 paoBeiList 生成炮倍档位 item:
/// child0 的 TextMeshProUGUI 显示炮倍值;背景按值上色(&lt;5000 蓝 / 5000~10000 紫 / &gt;=10000 红),当前档位黄色。
/// 点击 item:换到该档位(走 ChangeGunMultiple 服务端确认协议)并直接关闭面板。
/// </summary>
private void RefreshPaoBeiItems()
{
if (paobeiItemPrefab == null || paobeiItemParent == null) return;
var list = CreateFishManager.Instance?.currGameType?.paoBeiList;
if (list == null || list.Count == 0)
{
Debug.LogWarning("[SitPosData] paoBeiList 为空,炮倍面板没有可选项");
return;
}
for (int i = paobeiItemParent.childCount - 1; i >= 0; i--)
Destroy(paobeiItemParent.GetChild(i).gameObject);
for (int i = 0; i < list.Count; i++)
{
int index = i;
GameObject item = Instantiate(paobeiItemPrefab, paobeiItemParent, false);
item.SetActive(true);
var tmp = item.transform.childCount > 0 ? item.transform.GetChild(0).GetComponent<TextMeshProUGUI>() : null;
if (tmp != null)
tmp.text = list[i].ToString();
var img = item.GetComponent<Image>();
if (img != null)
img.sprite = index == indexConsume ? yellowBG : GetPaoBeiSprite(list[i]);
var btn = item.GetComponent<Button>();
if (btn != null)
btn.onClick.AddListener(() =>
{
if (this != localPlayerSit) return; // 只有自己座位可以换炮倍
SelectPaoBeiByIndex(index);
SetPaoBeiPanelOpen(false); // 选择后直接关闭
});
}
}
/// <summary>炮倍档位背景色:5000 以下蓝,5000~10000 紫,10000 以上红(黄色留给选中态)</summary>
private Sprite GetPaoBeiSprite(int value)
{
if (value >= 10000) return redBG;
if (value >= 5000) return purpleBG;
return blueBG;
}
/// <summary>
/// 选择面板点选档位:本地记录索引并发起 ChangeGunMultiple 请求,
/// consumeGoldNum 和 UI 等服务端 ChangeGunMultipleNotice 确认后再应用(与加减按钮同一协议,防止扣费差值)。
/// </summary>
public void SelectPaoBeiByIndex(int index)
{
var list = CreateFishManager.Instance?.currGameType?.paoBeiList;
if (list == null || index < 0 || index >= list.Count) return;
indexConsume = index;
AudioManager.Instance.PlayerFX(62011);
int newConsume = list[index];
string roomId = GameManager.Instance.gameData?.currRoomData?.roomId;
if (!string.IsNullOrEmpty(roomId))
WebSocketSendList.ChangeGunMultiple(roomId, user, newConsume);
}
// ==================== 锁定系统 ====================
public void SetLockTarget(MonsterContral monster, Transform hitPos)
File diff suppressed because it is too large Load Diff
@@ -129,6 +129,8 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
public Button btn_TuiChu;
public Button btn_Setting;
/// <summary>切换房间:重新走一遍加入房间流程(离房 → QuickJoin → 连新房socket → JoinRoom)</summary>
public Button btn_ChangeRoom;
//[Header("我在这")]
public GameObject mySitAnim;
@@ -540,6 +542,10 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
{
StartLeaveCountdown();
});
// ⭐ 切换房间:离房后重新走一遍加入房间流程(QuickJoin同场次同等级 → 连新房socket → JoinRoom)
// 各游戏prefab未拖拽该按钮时为null,做保护
if (btn_ChangeRoom != null)
btn_ChangeRoom.onClick.AddListener(StartChangeRoom);
// 服务器广播监听
EventCenter.Instance.AddEventListener<SyncGameData>(ConstEventString.SyncGameData_Rotate, SyncGameData_Rotate);
@@ -991,43 +997,54 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
}
finally
{
// ⭐ 无论中间是否异常,都必须关闭 GamePanel 并切回 Home
// ⭐ 无论中间是否异常,都必须关闭 GamePanel
// 否则 GamePanel 留在 panels 字典里,下次进入游戏时 Get 返回非 null 导致无法创建新面板
_leaveRoomResponseTcs = null;
if (JinDuTiao != null)
{
try { JinDuTiao.Hide(); } catch { }
}
// 进入 home 界面(关闭当前游戏面板)
switch (GameManager.Instance.gameData.currGameType)
if (_isChangeRoom)
{
case GameType.JQQD:
break;
case GameType.defaultPanel:
break;
case GameType.FLZY:
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, UIPanel.MainGamePanelFLZY);
break;
case GameType.YYSC:
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, UIPanel.MainGamePanelYYSC);
break;
case GameType.ZGXQ:
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, UIPanel.MainGamePanelZGXQ);
break;
case GameType.XJMH:
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, UIPanel.MainGamePanelXJMH);
break;
case GameType.HHWK:
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, UIPanel.MainGamePanelHHWK);
break;
default:
break;
// ⭐ 切换房间:不回大厅,关闭当前游戏面板(OnHide 卸载场景/关socket),
// 然后重新走一遍加入房间流程(QuickJoin → 连新房socket → JoinRoom → RoomJoinNotice 重建面板)
_isChangeRoom = false;
UIManager.Instance.Close(PanelType);
StartChangeRoomJoin();
}
else
{
// 进入 home 界面(关闭当前游戏面板)
switch (GameManager.Instance.gameData.currGameType)
{
case GameType.JQQD:
break;
case GameType.defaultPanel:
break;
case GameType.FLZY:
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, UIPanel.MainGamePanelFLZY);
break;
case GameType.YYSC:
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, UIPanel.MainGamePanelYYSC);
break;
case GameType.ZGXQ:
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, UIPanel.MainGamePanelZGXQ);
break;
case GameType.XJMH:
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, UIPanel.MainGamePanelXJMH);
break;
case GameType.HHWK:
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, UIPanel.MainGamePanelHHWK);
break;
default:
break;
}
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, GameManager.Instance.gameData.currGameType);
}
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, GameManager.Instance.gameData.currGameType);
}
}
@@ -1042,6 +1059,53 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
#endregion
#region 切换房间(重新走一遍加入房间流程)
/// <summary>正在切换房间(离房完成后不回大厅,直接重新快速加入新房间)</summary>
private bool _isChangeRoom = false;
/// <summary>
/// 切换房间入口:复用离房流程(LeaveRoom → 卸载资源 → 关面板),
/// 离房完成后由 BeginLeaveRoomUnload 的 finally 重新走加入房间流程。
/// </summary>
public void StartChangeRoom()
{
if (_leaveRoomResponseTcs != null) return; // 正在离房/切换中,防重复
_isChangeRoom = true;
// 与点退出一致:离房期间屏蔽帧同步和爆奖特效
_isLeavingCountdown = true;
RequestLeaveRoom();
}
/// <summary>
/// 重新走加入房间流程(与 UIHome_BY_SelectRoomLevelPanel.OnSelectRoom 快速进入分支完全一致):
/// /api/Room/QuickJoin(同场次同等级,服务器分配新房间)→ 连新房 game socket → JoinRoom(-1) 由服务器分配座位,
/// 之后服务端推送 RoomJoinNotice → 重新创建游戏面板 + 重载场景,完成切换。
/// </summary>
private void StartChangeRoomJoin()
{
var currRoom = GameManager.Instance.gameData.currRoomData;
int gameType = currRoom != null ? currRoom.gameType : (int)GameManager.Instance.gameData.currGameType;
int level = currRoom != null ? currRoom.roomLevel : 1;
APIRequestList.RoomQuickJoin(gameType, level, (resp) =>
{
if (resp == null || string.IsNullOrEmpty(resp.roomId))
{
// ⭐ 快速加入失败 → 回大厅,避免卡在无界面状态
UIManager.Instance.ShowBoardError("切换房间失败,请稍后重试");
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, GameManager.Instance.gameData.currGameType);
return;
}
// 用 QuickJoin 返回的 webSocketUrl 直接连新房 game socket,然后 JoinRoom(-1) 让服务器分配座位
GameManager.Instance.StartGameQuickJoin(resp.webSocketUrl, () =>
{
WebSocketSendList.JoinRoom(resp.roomId, GameManager.Instance.user.id, -1);
});
});
}
#endregion
#region 输入系统(InputModule)
private bool IsPointerOverUI(Vector2 pos)
{
@@ -1343,7 +1407,7 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
{
RectTransform tran = SittingListParent.GetComponent<RectTransform>();
tran.gameObject.SetActive(true);
tran.DOSizeDelta(new Vector2(466, 143), 0.2f);
tran.DOSizeDelta(new Vector2(319, 161), 0.2f);
isOpenSetting = true;
Vector3 v3 = btn_SettingList.transform.localScale;
v3.x = Mathf.Abs(v3.x) * -1;
@@ -1357,7 +1421,7 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
Vector3 v3 = btn_SettingList.transform.localScale;
v3.x = Mathf.Abs(v3.x);
btn_SettingList.transform.localScale = v3;
tran.DOSizeDelta(new Vector2(0, 143), 0.2f).OnComplete(() =>
tran.DOSizeDelta(new Vector2(0, 161), 0.2f).OnComplete(() =>
{
tran.gameObject.SetActive(false);
});
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using Assets.MyGame.Scripts.Net;
using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass;
using Assets.MyGame.Scripts.Net.APIResponses;
using DG.Tweening;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UIHome_BY_UISignViewPanel : SubUIBase
{
//text_CoinNums是转盘各个位置的详细值 他从GameManager的activityConfig里面读取signConfigs后端配置的个数和text_CoinNums的个数是对应的 这里赋值的时候需要加上其他的数据公式是 值+值*GameManager的gameConfig的vip的signInAdd签到加成
/* /// <summary>
/// 签到(GET)
/// 参数:用户ID
/// 返回:SignInfo(签到结果)
/// </summary>
public static void SignIn(Action<SignInfo> callback)
{
APIManager.Response<SignInfo>(APIType.Hall_SignIn, callback);
}
*///这个是签到的api封装的方法SLZPDieEvent这个脚本有之前写好的多层转盘的逻辑 签到这里只有单层 你可以直接看一下里面正确的
public List<Text> text_CoinNums;
public Button btn_ChouJiang;
public GameObject zhuanPan;
Dictionary<int, SignConfig> order_singConfig;
[Header("转盘参数(参照SLZPDieEvent)")]
public int spinRounds = 5; // 到达目标前转的圈数
public float rotateDuration = 2f; // 旋转总时长
public float dir = -1f; // 旋转方向(-1逆时针,1顺时针)
private bool isSpinning;
public override void Awake()
{
base.Awake();
btn_ChouJiang.onClick.AddListener(OnChouJiangClick);
}
protected override void OnShow(object args = null)
{
base.OnShow(args);
RefreshPanel();
}
private void RefreshPanel()
{
BuildOrderSignConfig();
UpdateSlotTexts();
UpdateBtnState();
}
/// <summary>从GameManager的activityConfig读取signConfigs,按order建立字典</summary>
private void BuildOrderSignConfig()
{
order_singConfig = new Dictionary<int, SignConfig>();
var signConfigs = GameManager.Instance.activityConfig?.signConfigs;
if (signConfigs == null) return;
foreach (var cfg in signConfigs)
{
if (cfg == null) continue;
order_singConfig[cfg.order] = cfg;
}
}
/// <summary>当前用户的VIP签到加成(gameConfig.vipLevelConfigs按用户vipLevel匹配signInAdd)</summary>
private double GetSignInAdd()
{
var vipConfigs = GameManager.Instance.gameConfig?.vipLevelConfigs;
if (vipConfigs == null || vipConfigs.Count == 0) return 0;
var user = GameManager.Instance.user;
if (user?.assets == null) return 0;
var vipCfg = vipConfigs.Find(v => v.level == user.assets.vipLevel);
return vipCfg?.signInAdd ?? 0;
}
/// <summary>转盘格子赋值:值+值*signInAdd(VIP签到加成),按order排序后与text_CoinNums一一对应</summary>
private void UpdateSlotTexts()
{
if (order_singConfig == null || order_singConfig.Count == 0 || text_CoinNums == null) return;
var list = new List<SignConfig>(order_singConfig.Values);
list.Sort((a, b) => a.order - b.order);
double add = GetSignInAdd();
int count = Mathf.Min(list.Count, text_CoinNums.Count);
for (int i = 0; i < count; i++)
{
long gold = list[i].gold;
long showGold = gold + (long)Math.Round(gold * add);
text_CoinNums[i].text = FormatGold(showGold);
}
}
/// <summary>今日是否已签到</summary>
private bool IsSignedToday()
{
var sign = GameManager.Instance.user?.sign;
return sign != null && sign.isSign;
}
private void UpdateBtnState()
{
btn_ChouJiang.interactable = !isSpinning && !IsSignedToday();
}
private void OnChouJiangClick()
{
if (isSpinning) return;
btn_ChouJiang.interactable = false;
APIRequestList.SignIn(res =>
{
// day是第几天签到(1开始),对应转盘格子 = day-1
int count = text_CoinNums.Count > 0 ? text_CoinNums.Count : 1;
int slot = res.day > 0 ? (res.day - 1) % count : 0;
RotateToSlot(slot, () =>
{
string msg = "签到成功";
if (res.rewardGold > 0) msg += $",获得{FormatGold(res.rewardGold)}金币";
if (res.rewardDiamond > 0) msg += $",{FormatGold(res.rewardDiamond)}钻石";
UIManager.Instance.ShowBoardError(msg);
APIRequestList.GetUser(user =>
{
GameManager.Instance.UpdataUserData(user);
UpdateBtnState();
});
});
});
}
/// <summary>单层转盘旋转停靠(参照SLZPDieEvent:LocalAxisAdd增量旋转+OutCubic缓动+完成强制校正)</summary>
private void RotateToSlot(int slot, Action onComplete)
{
isSpinning = true;
int cellCount = text_CoinNums.Count > 0 ? text_CoinNums.Count : 1;
float targetAngle = slot * (360f / cellCount);
float curr = zhuanPan.transform.localRotation.eulerAngles.z;
float deltaToTarget = AngleDiff(curr, targetAngle, dir);
float totalDelta = dir * spinRounds * 360f + deltaToTarget;
Tween tween = zhuanPan.transform.DOLocalRotate(new Vector3(0, 0, totalDelta), rotateDuration, RotateMode.LocalAxisAdd);
tween.SetEase(Ease.OutCubic);
tween.OnComplete(() =>
{
// 强制校正到精确目标角度,消除浮点误差
zhuanPan.transform.localRotation = Quaternion.Euler(0, 0, targetAngle);
isSpinning = false;
onComplete?.Invoke();
});
}
/// <summary>从curr到target的同向角度差(参照SLZPDieEvent.AngleDiff)</summary>
private float AngleDiff(float curr, float target, float dir)
{
float diff = (target - curr) % 360f;
if (diff < 0) diff += 360f;
if (dir < 0 && diff > 0) diff -= 360f;
return diff;
}
/// <summary>金币数值格式化(万/亿单位)</summary>
private static string FormatGold(long gold)
{
if (gold >= 100000000) // 亿
return $"{(gold / 100000000f):F1}亿";
if (gold >= 10000) // 万
return $"{(gold / 10000f):F1}万";
return gold.ToString("N0");
}
}
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+5
View File
@@ -47,6 +47,7 @@ public class UIHomeMain : UIBase
public Button btn_JJJ;
public Button btn_Activity;
public Button btn_JGHL;
public Button btn_QianDao;
#endregion
[Header("Right")]
#region Right
@@ -132,6 +133,10 @@ public class UIHomeMain : UIBase
{
subUIManager.ShowAsync(UIPanel.JiGuHuiLi);
});
btn_QianDao.onClick.AddListener(() =>
{
subUIManager.ShowAsync(UIPanel.QianDaoPanel);
});
#endregion
#region right
+4
View File
@@ -85,3 +85,7 @@ MonoBehaviour:
type: 154
address: Assets/MyGame/aa/UI/Home/Sub/Hl_Act_RebateView Variant.prefab
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