From a1a4beac5b75e128e2bc187c7ecb10891cbab3bf Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?=E5=A3=AE2003?= <2384017988@qq.com>
Date: Tue, 15 Sep 2026 16:30:20 +0800
Subject: [PATCH] 1
---
Assets/MyGame/Scenes/UIScene.unity | 298 +------
.../Net/WebResponses/RoomChangeResponse.cs | 6 +
.../Net/WebResponses/RoomJoinNotice.cs | 5 +
Assets/MyGame/Scripts/Turret/SitPosData.cs | 65 +-
Assets/MyGame/Scripts/Turret/TurretData.cs | 4 +
.../aa/Game/FLZY/BOSS/SLZP/SLZPDieEvent.cs | 4 +-
.../PW_Effect_Explosion_3 Variant.prefab | 24 +-
.../XJMH/Boss/JiXieXie/PW_Enemy_3000.prefab | 6 +-
.../aa/UI/Game/GameMainPanel_FishBase.cs | 63 +-
.../aa/UI/Game/XJMH/GameMainPanelXJMH.prefab | 833 +++++++++++++++++-
Assets/MyGame/aa/UI/Game/左下.prefab | 534 +++++++----
Assets/MyGame/aa/UI/Home/Sub/RankPanel.prefab | 6 +-
Assets/MyGame/aa/UI/Home/Sub/VIPPanel.prefab | 4 +-
Assets/MyGame/aa/UI/Home/Sub/ZhanLing.prefab | 27 +-
.../Resources/Fonts & Materials/GongGao.mat | 112 +++
.../Fonts & Materials/GongGao.mat.meta | 8 +
.../Fonts & Materials/SourceHanSans SDF.asset | 38 +-
.../Resources/Fonts & Materials/XJMHSkill.mat | 10 +-
.../jinbikuang_yangcheng.png.meta | 2 +-
.../Game/场内游戏金币框/条.png.meta | 4 +-
20 files changed, 1500 insertions(+), 553 deletions(-)
create mode 100644 Assets/TextMesh Pro/Resources/Fonts & Materials/GongGao.mat
create mode 100644 Assets/TextMesh Pro/Resources/Fonts & Materials/GongGao.mat.meta
diff --git a/Assets/MyGame/Scenes/UIScene.unity b/Assets/MyGame/Scenes/UIScene.unity
index 05d3258b0..94c31220c 100644
--- a/Assets/MyGame/Scenes/UIScene.unity
+++ b/Assets/MyGame/Scenes/UIScene.unity
@@ -7416,7 +7416,7 @@ MonoBehaviour:
spawnList: []
isCreateFish: 0
isFrozen: 0
- debugSpawnFishNumber: 11024
+ debugSpawnFishNumber: 11028
isleft: 1
fishList_All: []
fishList_Small: []
@@ -8105,79 +8105,6 @@ RectTransform:
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m_SizeDelta: {x: 100, y: 100}
m_Pivot: {x: 0.5, y: 0.5}
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GameObject:
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@@ -8227,152 +8154,6 @@ MonoBehaviour:
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m_UseSpriteMesh: 0
m_PixelsPerUnitMultiplier: 1
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@@ -8706,79 +8487,6 @@ CanvasRenderer:
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m_CullTransparentMesh: 1
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@@ -8834,7 +8542,3 @@ SceneRoots:
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diff --git a/Assets/MyGame/Scripts/Net/WebResponses/RoomChangeResponse.cs b/Assets/MyGame/Scripts/Net/WebResponses/RoomChangeResponse.cs
index f71099300..63aa6a5bc 100644
--- a/Assets/MyGame/Scripts/Net/WebResponses/RoomChangeResponse.cs
+++ b/Assets/MyGame/Scripts/Net/WebResponses/RoomChangeResponse.cs
@@ -91,6 +91,12 @@ public class RoomPlayerInfo
/// VIP 等级
public int vipLevel;
+ /// 玩家等级(后端 RoomInfo 下发)
+ public int level;
+
+ /// 玩家经验(0~1,后端暂未下发,字段先占位等补充)
+ public float exp;
+
/// 卡牌等级
public int userCardLevel;
diff --git a/Assets/MyGame/Scripts/Net/WebResponses/RoomJoinNotice.cs b/Assets/MyGame/Scripts/Net/WebResponses/RoomJoinNotice.cs
index c368f3c4d..95ee1179f 100644
--- a/Assets/MyGame/Scripts/Net/WebResponses/RoomJoinNotice.cs
+++ b/Assets/MyGame/Scripts/Net/WebResponses/RoomJoinNotice.cs
@@ -38,6 +38,11 @@ namespace Assets.MyGame.Scripts.Net.WebResponses
///
public int Level { get; set; } = 0;
+ ///
+ /// 玩家经验(0~1,后端暂未下发,字段先占位等补充)
+ ///
+ public float Exp { get; set; } = 0f;
+
///
/// Vip等级
///
diff --git a/Assets/MyGame/Scripts/Turret/SitPosData.cs b/Assets/MyGame/Scripts/Turret/SitPosData.cs
index 246521f27..2e9307167 100644
--- a/Assets/MyGame/Scripts/Turret/SitPosData.cs
+++ b/Assets/MyGame/Scripts/Turret/SitPosData.cs
@@ -69,10 +69,12 @@ public class SitPosData : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
// 玩家基础信息
// -------------------------
[Header("玩家信息")]
- public string user;
- public TextMeshProUGUI tmp_UserNumber;
- public TextMeshProUGUI tmp_UserName;
- public Image img_Head;
+ public string user;//玩家唯一ID
+ public TextMeshProUGUI tmp_UserNumber;//ID:玩家编号
+ public TextMeshProUGUI tmp_UserName;//名字
+ public TextMeshProUGUI tmp_UserLevel;//LV:等级
+ public Slider slider_UserLevelEXP;//EXP:经验条
+ public Image img_Head;//头像
public Image img_Vip;
public List sprite_VipList;//这里一共有11个正好对应0-10级vip
public List sprite_VipLevelBG; //这里有5个 每两级对应一个0级用最基础的
@@ -978,14 +980,16 @@ public class SitPosData : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
/// 头像名/URL(走 GameManager 头像缓存,找不到回退默认头像)
/// VIP 等级 0~10
/// 玩家编号(短ID,显示在 tmp_UserNumber;空则回退显示 userId)
- public void SetUserInfo(string userId, string userName, string avatar, int vipLevel, string userNumber = null)
+ /// 玩家等级(显示在 tmp_UserLevel)
+ /// 玩家经验 0~1(显示在 slider_UserLevelEXP;后端暂未下发,先占位)
+ public void SetUserInfo(string userId, string userName, string avatar, int vipLevel, string userNumber = null, int level = 0, float exp = 0f)
{
- // 玩家 ID:优先显示后端下发的短编号 UserNumber,没有再用 userId
+ // 玩家 ID:优先显示后端下发的短编号 UserNumber,没有再用 userId。带 "ID:" 前缀
if (tmp_UserNumber != null)
{
string displayId = string.IsNullOrEmpty(userNumber) ? userId : userNumber;
if (!string.IsNullOrEmpty(displayId))
- tmp_UserNumber.text = displayId;
+ tmp_UserNumber.text = "ID:" + displayId;
}
// 昵称:非本人的名字打码(前2后2保留,中间***),自己原样显示
@@ -994,6 +998,14 @@ public class SitPosData : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
? userName
: MaskUserName(userName);
+ // 等级:带 "LV:" 前缀显示玩家等级
+ if (tmp_UserLevel != null && level > 0)
+ tmp_UserLevel.text = "LV:" + level;
+
+ // 经验条:exp 为 0~1 的进度值(后端经验值字段暂未下发,明天补充后直接生效)
+ if (slider_UserLevelEXP != null)
+ slider_UserLevelEXP.value = Mathf.Clamp01(exp);
+
// 头像:优先 GameManager 头像缓存(Resources/Avatar),查不到用默认头像
if (img_Head != null)
{
@@ -1671,6 +1683,45 @@ public class SitPosData : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
WebSocketSendList.ChangeGunMultiple(roomId, user, newConsume);
}
+ ///
+ /// 非本地座位隐藏加减炮倍 UI(GameMainPanel 进房时对自己以外的座位调用):
+ /// - Normal:隐藏座位上的 btn_TurretAdd / btn_TurretMinus(未拖引用为 null 时跳过)
+ /// - XJMH:加减倍按钮适配在炮台上(TurretData.obj_Add / obj_Down),座位上没有按钮引用,
+ /// 把 XJMH 炮台列表里每把炮台的加减倍都隐藏(全部藏,之后切换炮台新炮台的也不会再显示)
+ ///
+ public void HideTurretAddMinusUI()
+ {
+ if (btn_TurretAdd != null)
+ btn_TurretAdd.gameObject.SetActive(false);
+ if (btn_TurretMinus != null)
+ btn_TurretMinus.gameObject.SetActive(false);
+
+ if (turretControlMode != TurretControlMode.XJMH) return;
+
+ if (xjmhTurretList != null && xjmhTurretList.Count > 0)
+ {
+ foreach (var td in xjmhTurretList)
+ HideTurretAddDown(td);
+ }
+ else
+ {
+ // 兜底:列表未配置时扫 turretParent 子对象(与 SwitchTurretChild 回退一致)
+ Transform parent = turretParent != null ? turretParent : transform;
+ for (int i = 0; i < parent.childCount; i++)
+ HideTurretAddDown(parent.GetChild(i).GetComponent());
+ }
+ }
+
+ /// 隐藏一把 XJMH 炮台上的加减倍对象(obj_Add / obj_Down,未拖引用跳过)
+ private static void HideTurretAddDown(TurretData td)
+ {
+ if (td == null) return;
+ if (td.obj_Add != null)
+ td.obj_Add.SetActive(false);
+ if (td.obj_Down != null)
+ td.obj_Down.SetActive(false);
+ }
+
public void ChangeTurretMinusConsumeNum()
{
// ⭐ paoBeiList 为从大到小排列:减号=更小的炮倍=更大的索引,到尾(最小档)回绕到头部(最大档)
diff --git a/Assets/MyGame/Scripts/Turret/TurretData.cs b/Assets/MyGame/Scripts/Turret/TurretData.cs
index 20b9157c5..71c954dda 100644
--- a/Assets/MyGame/Scripts/Turret/TurretData.cs
+++ b/Assets/MyGame/Scripts/Turret/TurretData.cs
@@ -96,6 +96,10 @@ public class TurretData : MonoBehaviour
[Tooltip("待机动画变体索引:0=Idle0 1=Idle1...")]
public int idleIndex = 0;
+ [Header("XJMH加减炮倍")]
+ public GameObject obj_Add;
+ public GameObject obj_Down;
+
// ---- 战神模式运行时缓存(首次 PlayAnimator 时检测)----
private bool _warGodAnimChecked; // 是否已检测过参数
private bool _warGodAnimMode; // true=战神 PlayFire 约定
diff --git a/Assets/MyGame/aa/Game/FLZY/BOSS/SLZP/SLZPDieEvent.cs b/Assets/MyGame/aa/Game/FLZY/BOSS/SLZP/SLZPDieEvent.cs
index 9ff20fa84..c98386127 100644
--- a/Assets/MyGame/aa/Game/FLZY/BOSS/SLZP/SLZPDieEvent.cs
+++ b/Assets/MyGame/aa/Game/FLZY/BOSS/SLZP/SLZPDieEvent.cs
@@ -54,9 +54,9 @@ public class SLZPDieEvent : BJRedPacketEvent
[Header("三圈数值表(-1=升级格,必须与转盘美术格子数值一致)")]
[Tooltip("外圈数值(wai):抽到-1升级到中圈")]
- private int[] waiValues = new int[] { -1, 300, 350, 500, 550, 600, 650, 700 };
+ private int[] waiValues = new int[] { -1, 50, 100, 200, 300, 400, 500, 600 };
[Tooltip("中圈数值(zhong):抽到-1升级到内圈")]
- private int[] zhongValues = new int[] { -1, 300, 500, 600, 800, 1000 };
+ private int[] zhongValues = new int[] { -1, 100, 200, 300, 400, 500 };
[Tooltip("内圈数值(nei):直接出最终倍数")]
private int[] neiValues = new int[] { -1, 10000, 20000 };
diff --git a/Assets/MyGame/aa/Game/XJMH/Boss/JiXieXie/PW_Effect_Explosion_3 Variant.prefab b/Assets/MyGame/aa/Game/XJMH/Boss/JiXieXie/PW_Effect_Explosion_3 Variant.prefab
index a9fefbaa0..02a4238f4 100644
--- a/Assets/MyGame/aa/Game/XJMH/Boss/JiXieXie/PW_Effect_Explosion_3 Variant.prefab
+++ b/Assets/MyGame/aa/Game/XJMH/Boss/JiXieXie/PW_Effect_Explosion_3 Variant.prefab
@@ -283,35 +283,38 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
bjEndUI: {fileID: -382508373279050920, guid: 17dc9a98813d87f49ba228f1fdb93a53, type: 3}
- useScorePanel: 1
- tMP_Score: {fileID: 0}
- scorePanelPrefab: {fileID: 0}
- currScore: 0
- maxScore: 0
- scoreCount: 0
+ bjEndUIOffsetY: 150
posID: 0
paoBei: 0
fishScore: 0
bJbeishu: 0
+ maxScore: 0
+ startOffset: {x: 0, y: 0, z: -100}
+ isSelf: 0
+ isScoreEnd: 0
+ useScorePanel: 0
+ tMP_Score: {fileID: 0}
+ scorePanelPrefab: {fileID: 0}
+ currScore: 0
+ scoreCount: 0
+ bigPrizeFishMode: 0
showDelay: 3
moveDuration: 0.5
moveEase: 6
- startOffset: {x: 0, y: 0, z: -100}
- bjEndUIOffsetY: 150
coinFlyDuration: 0.5
coinArrivalInterval: 0.1
showAddScoreFX: 1
- isSelf: 0
autoFinishOnScoreFull: 1
totalBJCount: 0
currBJCount: 0
isEffEnd: 0
isScoreStart: 0
- isScoreEnd: 0
isGoldEffectStart: 0
config: {fileID: 11400000, guid: 4adb4d6d53ad6b74cabd5722c72c2d25, type: 2}
chipCount: 10
minPartAmount: 1
+ purpleBaseBeishu: 300
+ splitConcentration: 1.4
gemAppearInterval: 0.03
spawnYRatio: 0.78
flyToCenterDuration: 0.8
@@ -320,6 +323,7 @@ MonoBehaviour:
gridSpacingX: 120
gridRowGap: 160
flipInterval: 0.4
+ flipEndDelay: 1
flyToSeatDuration: 0.6
gemGreenIndex: 0
gemBlueIndex: 1
diff --git a/Assets/MyGame/aa/Game/XJMH/Boss/JiXieXie/PW_Enemy_3000.prefab b/Assets/MyGame/aa/Game/XJMH/Boss/JiXieXie/PW_Enemy_3000.prefab
index dc3161f06..84d557faa 100644
--- a/Assets/MyGame/aa/Game/XJMH/Boss/JiXieXie/PW_Enemy_3000.prefab
+++ b/Assets/MyGame/aa/Game/XJMH/Boss/JiXieXie/PW_Enemy_3000.prefab
@@ -143,10 +143,13 @@ MonoBehaviour:
yzID:
colliderList: []
lockPoint: {fileID: 0}
- bingDongEffect: {fileID: 0}
+ bingDongEffect:
+ - {fileID: 0}
needLockEvent: 0
createVideoClip: {fileID: 0}
rotationPY: 60
+ useMirrorCompensate: 1
+ useRouteFlipX: 1
baseMmove: 0
isRotate: 0
isNot1: 0
@@ -167,6 +170,7 @@ MonoBehaviour:
v3: {x: 0, y: 0, z: 0}
isLocalCoin: 0
killerSitPos: -1
+ bossLifeTime: 30
--- !u!114 &8745352577998363756 stripped
MonoBehaviour:
m_CorrespondingSourceObject: {fileID: 114517790449158321, guid: 75d387735e7c6cb4d806a8603178a855,
diff --git a/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs b/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs
index 2b05eb65b..9a207f197 100644
--- a/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs
+++ b/Assets/MyGame/aa/UI/Game/GameMainPanel_FishBase.cs
@@ -181,6 +181,11 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
public Toggle toggle_Lock;
public Toggle toggle_Three;
public Toggle toggle_Shuang;
+ // ⭐ 双倍开火:toggle_Shuang 开启后计时 shuangDuration 秒自动关闭(DaoJiShi 驱动),
+ // child0 的 Image(Filled 360°) 做环形倒计时显示(GetShuangFillImage 懒获取)
+ float shuangDuration = 15f;
+ public float currShuangTime = 0f;
+ private Image _shuangFillImage;
public Toggle toggle_BaoZou;
public TextMeshProUGUI tmp_BaoZouCount;
public Image img_BaoZou;
@@ -332,11 +337,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
}
else
{
- // ⭐ 各游戏prefab未拖拽加减倍按钮时为null,做保护(XJMH座位没有该按钮)
- if (item.btn_TurretAdd != null)
- item.btn_TurretAdd.gameObject.SetActive(false);
- if (item.btn_TurretMinus != null)
- item.btn_TurretMinus.gameObject.SetActive(false);
+ // ⭐ 非本地座位隐藏加减炮倍:Normal 藏座位按钮(未拖引用为 null 跳过),
+ // XJMH 藏炮台上的加减倍(TurretData.obj_Add / obj_Down)
+ item.HideTurretAddMinusUI();
// ⭐ 自动攻击开关与加减倍按钮一样:非本地座位隐藏
if (item.toggle_AutoAttack != null)
item.toggle_AutoAttack.gameObject.SetActive(false);
@@ -823,6 +826,26 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
GameManager.Instance.user.id,
"40003", 0);
});
+ // ⭐ 双倍开火开关:开启(重新)计时 15 秒 + 满环开始倒计时,关闭停表清环。
+ // isDouble 不需要同步开关状态:每次开火随 SyncFire 的 twoRTruect 传给服务端,
+ // 三处开火入口(TryFire/HandleAutoFire/OnFlyTurretUpwardFire)都实时读 isOn
+ if (toggle_Shuang != null)
+ {
+ toggle_Shuang.onValueChanged.AddListener(on =>
+ {
+ var fill = GetShuangFillImage();
+ if (on)
+ {
+ currShuangTime = shuangDuration;
+ if (fill != null) fill.fillAmount = 1f;
+ }
+ else
+ {
+ currShuangTime = 0f;
+ if (fill != null) fill.fillAmount = 0f;
+ }
+ });
+ }
@@ -2503,6 +2526,33 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
if (_bingFengInstance != null) _bingFengInstance.SetActive(false);
}
}
+
+ // ⭐ 双倍开火倒计时:child0 的环形填充图(Image Filled 360°)随时间耗尽,
+ // 15 秒后自动关闭。SetIsOnWithoutNotify 不触发 onValueChanged(避免重置计时逻辑);
+ // 关闭后三处开火入口读 isOn=false,后续 SyncFire 的 twoRTruect 自动恢复单倍
+ if (toggle_Shuang != null && toggle_Shuang.isOn && shuangDuration > 0)
+ {
+ var fill = GetShuangFillImage();
+ if (fill != null)
+ fill.fillAmount = Mathf.Clamp01(currShuangTime / shuangDuration);
+
+ currShuangTime -= Time.deltaTime;
+
+ if (currShuangTime <= 0)
+ {
+ toggle_Shuang.SetIsOnWithoutNotify(false);
+ currShuangTime = 0f;
+ if (fill != null) fill.fillAmount = 0f;
+ }
+ }
+ }
+
+ /// toggle_Shuang.child0 的环形填充图(Image Filled 360°),首次调用懒获取并缓存
+ private Image GetShuangFillImage()
+ {
+ if (_shuangFillImage == null && toggle_Shuang != null && toggle_Shuang.transform.childCount > 0)
+ _shuangFillImage = toggle_Shuang.transform.GetChild(0).GetComponent();
+ return _shuangFillImage;
}
#endregion
@@ -4152,7 +4202,8 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
// (RoomChangeResponse 用户列表,RoomInfo 消息下发),按 userId 查询
var playerInfo = GameManager.Instance.gameData?.currRoomData?.players?
.Find(p => p.userId == sit.user);
- sit.SetUserInfo(sit.user, playerInfo?.userName, playerInfo?.avatar, playerInfo?.vipLevel ?? 0, playerInfo?.userNumber);
+ sit.SetUserInfo(sit.user, playerInfo?.userName, playerInfo?.avatar, playerInfo?.vipLevel ?? 0,
+ playerInfo?.userNumber, playerInfo?.level ?? 0, playerInfo?.exp ?? 0f);
// ⭐ 记录金币流水:已加钱(进房设置初始金币,本地已执行)
GameManager.LogGoldFlowAppliedGain("JoinGame", $"座位={sitNum} 初始金币={goldNum} 钻石={diamondNum} 炮台消耗={consumeGold} 房间={GameManager.Instance.gameData?.currRoomData?.roomId}");
diff --git a/Assets/MyGame/aa/UI/Game/XJMH/GameMainPanelXJMH.prefab b/Assets/MyGame/aa/UI/Game/XJMH/GameMainPanelXJMH.prefab
index 167c9ded7..80d8d62a4 100644
--- a/Assets/MyGame/aa/UI/Game/XJMH/GameMainPanelXJMH.prefab
+++ b/Assets/MyGame/aa/UI/Game/XJMH/GameMainPanelXJMH.prefab
@@ -362,6 +362,8 @@ MonoBehaviour:
idleIndexParam: IdleIndex
fireIndex: 0
idleIndex: 0
+ obj_Add: {fileID: 7218901645302023225}
+ obj_Down: {fileID: 6542138374165343523}
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GameObject:
m_ObjectHideFlags: 0
@@ -2611,6 +2613,8 @@ MonoBehaviour:
idleIndexParam: IdleIndex
fireIndex: 0
idleIndex: 0
+ obj_Add: {fileID: 5793598482317687512}
+ obj_Down: {fileID: 7079531305881953847}
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GameObject:
m_ObjectHideFlags: 0
@@ -3907,6 +3911,7 @@ MonoBehaviour:
toggle_Lock: {fileID: 1095565694137767186}
toggle_Three: {fileID: 557993769889242771}
toggle_Shuang: {fileID: 6788830007509759241}
+ currShuangTime: 0
toggle_BaoZou: {fileID: 7018376083791635923}
tmp_BaoZouCount: {fileID: 7639431059393200537}
img_BaoZou: {fileID: 704441504674685449}
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takeoffAnim:
flyLoopAnim:
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