This commit is contained in:
2026-08-25 17:00:03 +08:00
parent 550abb0530
commit 9d41d8959c
38 changed files with 37222 additions and 959 deletions
+652 -74
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@@ -3,7 +3,7 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
public class DefaultBJEvent : BJRedPacketEvent
public class DefaultHBBJEvent : BJRedPacketEvent
{
//public PlayableDirector playableDirector;
//private void Awake()
+51
View File
@@ -0,0 +1,51 @@
using System;
using UnityEngine;
/// <summary>
/// 默认 P(倍数)爆奖事件:n 次爆奖,每次评分一个倍数。
/// 逻辑:
/// 爆奖次数由前端定义(awardCount);
/// 每次自增倍数 = 总倍数(bJbeishu,服务端下发) / 爆奖次数(awardCount)。
/// 流程:
/// Timeline/动画事件每完成一轮调用一次 BeiShuFX():beishunum += (bJbeishu / awardCount),
/// xiaoGuo_Effect 显示本轮自增,beishu 显示累计
/// → 全部轮次走完后 TimeLineEnd()/EndBJ() 结算(保证最终显示总倍数 bJbeishu)。
/// 字段 beishu/beishunum/xiaoGuo_Effect/EndBJ 继承自 BJBeishuEvent。
/// </summary>
public class DefaultPBBJEvent : BJBeishuEvent
{
[Header("爆奖次数(前端定义)")]
[Tooltip("总共爆 n 次,每次评分 = 总倍数 bJbeishu / 爆奖次数")]
public int awardCount = 1;
/// <summary>已触发的爆奖次数</summary>
public int currCount;
public Action jiafenEndAction;
/// <summary>
/// 每次爆奖触发(awardCount 次调用):按"总倍数/次数"自增倍数。
/// xiaoGuo_Effect 显示本轮自增倍数,beishu 从旧值递增到新累计值(不直接跳变)。
/// </summary>
public void BeiShuFX()
{
if (awardCount <= 0) awardCount = 1;
// 每次自增 = 总倍数 / 爆奖次数
int old = beishunum;
int step = Mathf.CeilToInt((float)bJbeishu / awardCount);
beishunum += step;
SetFieldText(xiaoGuo_Effect, xiaoGuo_UGUI, step.ToString());
RollBeiShu(old,0, jiafenEndAction); // 从 old 递增到 beishunum(递增动画,而非直接等于)
currCount++;
}
/// <summary>时间轴/动画事件结束:把累计倍数递增到总倍数后统一结算</summary>
public void TimeLineEnd()
{
// 累计可能因整除有余数而与总倍数不一致,从当前值递增到服务端总倍数后再结算
int old = beishunum;
beishunum = bJbeishu;
RollBeiShu(old, 0f, () => EndBJ());
}
}
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using System;
using System.Collections;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 倍数爆奖二层基类(分 n 次加爆奖倍数)。
/// 与积分型 BJRedPacketEvent 对称:积分走"红包 + 分数面板 + 滚分",倍数走"累计倍数 + 结算"。
///
/// 提供倍数型子类共用能力:
/// beishu/beishu_UGUI(累计倍数)、beishunum(累计值)
/// chengshu/chengshu_UGUI(底分成数)、xiaoGuo_Effect/xiaoGuo_UGUI(本轮加成倍数)
/// 每个显示项都支持两种文本组件:TextMeshProUGUI 或 UnityEngine.UI.Text,拖哪个就用哪个
/// SetBeiShu(更新累计倍数,子类可 override 加滚动动画)
/// EndBJ(统一结算入口)→ OnScoreEnd(JiaFen + BJEndUI + die)
///
/// 子类职责:实现倍数玩法(转盘/翻牌/Timeline 轮次……),
/// 写入倍数时用 SetFieldText(...)(TMP 优先、UGUI 兜底),结束调 EndBJ。
/// </summary>
public class BJBeishuEvent : BJRedPacketEvent
{
[Header("倍数显示")]
public TextMeshProUGUI beishu; // 累计倍数显示(TMP)
public Text beishu_UGUI; // 累计倍数显示(UGUI,备用)
public int beishunum; // 累计倍数
public TextMeshProUGUI chengshu; // 底分(成数)显示(TMP)
public Text chengshu_UGUI; // 底分(成数)显示(UGUI,备用)
public TextMeshProUGUI xiaoGuo_Effect; // 本轮效果/加成倍数显示(TMP)
public Text xiaoGuo_UGUI; // 本轮效果/加成倍数显示(UGUI,备用)
[Header("倍数递增动画")]
[Tooltip("累计倍数从旧值滚到新值的时长(不直接跳变)")]
public float beiShuRollDuration = 0.5f;
/// <summary>写文本:优先 TMP,否则用 UGUI(两个字段在同一显示项上二选一拖)</summary>
protected void SetFieldText(TextMeshProUGUI tmp, Text ugui, string value)
{
if (tmp != null) tmp.text = value;
else if (ugui != null) ugui.text = value;
}
/// <summary>
/// 累计倍数递增显示:从 fromRoll 一点一点滚到 beishunum(而非直接等于)。
/// 复用基类 RollNumber,自动停止上一次未完成的滚动。
/// </summary>
protected void RollBeiShu(int fromRoll, float duration = 0f, Action onDone = null)
{
if (duration <= 0f) duration = beiShuRollDuration;
RollNumber(
v => SetFieldText(beishu, beishu_UGUI, v.ToString()),
fromRoll, beishunum, duration, onDone);
}
/// <summary>更新累计倍数显示(子类可 override 加滚动动画,如 FLXJEvent)</summary>
public virtual void SetBeiShu()
{
SetFieldText(beishu, beishu_UGUI, beishunum.ToString());
}
/// <summary>结束爆奖:走基类统一结算(JiaFen + BJEndUI + die)</summary>
public void EndBJ()
{
GameManager.Instance.StartCoroutine(yanchi());
}
IEnumerator yanchi()
{
yield return new WaitForSeconds(1f);
OnScoreEnd();
}
}
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{
base.Init(goldCount, posID, paobei, fishScore, beishu, action, action1);
bJ_BeiShu[Convert.ToInt32(obj)].SetActive(true);
bJ_BeiShu[Convert.ToInt32(obj)-1].SetActive(true);
}
public void PlayEnd(PlayableDirector playableDirector)
@@ -85,4 +85,9 @@ public class RYGZDieEvent : BJRedPacketEvent
onComplete?.Invoke();
}
private void OnDisable()
{
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}
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skeleton: {fileID: 0}
isSpine: 1
fishTypeID: 0
fishTypeID: 11037
currState: 0
HP: 5
effect_Die: {fileID: 0}
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is2DFish: 0
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bossName:
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@@ -1,7 +1,6 @@
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
@@ -9,6 +8,7 @@ using Random = UnityEngine.Random;
/// <summary>
/// Timeline 驱动的倍数型爆奖事件(分 n 次加爆奖倍数)。
/// 继承倍数二层类 BJBeishuEvent(累计倍数/底分/本轮加成字段与 SetBeiShu/EndBJ 已在其基类)。
/// FLXJ / GSL 共用流程:
/// Timeline 每轮触发 SetxiaoGuo_Effect(本轮加成倍数 + 随机激活效果面板)
/// → SetBeiShu(累计倍数显示)→ 最后一轮 EndBJ 结算(基类统一 JiaFen + BJEndUI + die)。
@@ -19,13 +19,9 @@ using Random = UnityEngine.Random;
///
/// ⭐ 字段名与原 FLXJEvent / GSLDieEvent 完全一致,预制体序列化数据无需重拖。
/// </summary>
public class TimelineBeiShuEvent : BJRedPacketEvent
public class TimelineBeiShuEvent : BJBeishuEvent
{
public LeiLongkillObj flxjKill; // 服务端下发的每轮加成倍数
public TextMeshProUGUI beishu; // 累计倍数显示
public int beishunum; // 累计倍数
public TextMeshProUGUI chengshu; // 底分(成数)显示
public TextMeshProUGUI xiaoGuo_Effect; // 本轮效果/加成倍数显示
public int currCount = 0; // 已结算轮次
public int count; // 总轮次(服务端 res 数量)
@@ -51,7 +47,7 @@ public class TimelineBeiShuEvent : BJRedPacketEvent
/// <summary>显示底分(成数)</summary>
public void SetChengshu()
{
chengshu.text = fishScore.ToString();
SetFieldText(chengshu, chengshu_UGUI, fishScore.ToString());
}
/// <summary>触发爆奖效果面板:累加倍数、随机激活效果面板(按 currCount 取 index)</summary>
@@ -60,16 +56,19 @@ public class TimelineBeiShuEvent : BJRedPacketEvent
int index = currCount;
int addbeishu = flxjKill.res[index].score;
beishunum += addbeishu;
xiaoGuo_Effect.text = addbeishu.ToString();
SetFieldText(xiaoGuo_Effect, xiaoGuo_UGUI, addbeishu.ToString());
// 随机激活一个效果面板
int temp = Random.Range(0, gameObjects.Count);
foreach (var item in gameObjects)
if (gameObjects != null && gameObjects.Count > 0)
{
if (item.activeSelf)
item.SetActive(false);
int temp = Random.Range(0, gameObjects.Count);
foreach (var item in gameObjects)
{
if (item.activeSelf)
item.SetActive(false);
}
gameObjects[temp].SetActive(true);
}
gameObjects[temp].SetActive(true);
currCount++;
}
@@ -103,16 +102,4 @@ public class TimelineBeiShuEvent : BJRedPacketEvent
director.time = jumpFrame / fps;
director.Play();
}
/// <summary>更新累计倍数显示(子类可 override 加滚动动画,如 FLXJEvent)</summary>
public virtual void SetBeiShu()
{
beishu.text = beishunum.ToString();
}
/// <summary>结束爆奖:走基类统一结算(JiaFen + BJEndUI + die)</summary>
public void EndBJ()
{
OnScoreEnd();
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class YangJianBJEvent : BJBeishuEvent
{
[Header("爆奖次数(前端定义)")]
[Tooltip("总共爆 n 次,每次评分 = 总倍数 bJbeishu / 爆奖次数")]
public int awardCount = 1;
/// <summary>已触发的爆奖次数</summary>
public int currCount;
public Action jiafenEndAction;
/// <summary>最近一个阶段递增到的数值(供结算时作为递增起点,避免画面跳变)</summary>
private int _stageShown;
/// <summary>
/// 每次爆奖触发(awardCount 次调用):按"总倍数/次数"自增倍数。
/// 阶段性递增效果:每次从 0 滚到"每次自增 step",而非从旧累计值连续滚。
/// stageDuration 为单个阶段的滚动时长(0 用 beiShuRollDuration)。
/// </summary>
public void BeiShuFX(float stageDuration = 0f)
{
if (awardCount <= 0) awardCount = 1;
// 每次自增 = 总倍数 / 爆奖次数
int step = Mathf.CeilToInt((float)bJbeishu / awardCount);
beishunum += step;
SetFieldText(xiaoGuo_Effect, xiaoGuo_UGUI, step.ToString());
// 阶段性递增:从 0 → 每次自增 step(加参数控制每阶段滚动时长)
if (stageDuration <= 0f) stageDuration = beiShuRollDuration;
RollNumber(v => SetFieldText(beishu, beishu_UGUI, v.ToString()), 0, step, stageDuration, jiafenEndAction);
_stageShown = step;
currCount++;
}
/// <summary>时间轴/动画事件结束:从最后阶段值递增到服务端总倍数后统一结算</summary>
public void TimeLineEnd()
{
// 累计可能因整除有余数而与总倍数不一致,从最后阶段值递增到总倍数后再结算
int from = _stageShown;
beishunum = bJbeishu;
RollNumber(v => SetFieldText(beishu, beishu_UGUI, v.ToString()), from, bJbeishu, beiShuRollDuration, () => EndBJ());
}
public Text text_BeiShu;
private void Awake()
{
jiafenEndAction = () =>
{
text_BeiShu.text=beishunum.ToString();
};
}
}
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