1
This commit is contained in:
@@ -1,275 +1,15 @@
|
||||
////using Assets.MyGame.Scripts.Net.API;
|
||||
////using Spine.Unity;
|
||||
////using System;
|
||||
////using System.Collections;
|
||||
////using System.Collections.Generic;
|
||||
////using System.Linq;
|
||||
////using TMPro;
|
||||
////using Unity.VisualScripting;
|
||||
////using UnityEngine;
|
||||
////using UnityEngine.UI;
|
||||
|
||||
////public class SitPosData : MonoBehaviour
|
||||
////{
|
||||
//// [Header("用户id")]
|
||||
//// public string user;
|
||||
//// [Header("座位id")]
|
||||
//// public int posID;
|
||||
//// [Header("金币")]
|
||||
//// public TextMeshProUGUI tMP_TurretConsumeNum;
|
||||
//// public TextMeshProUGUI tMP_GoldNum;
|
||||
|
||||
//// public Button btn_TurretAdd;
|
||||
//// public Button btn_TurretMinus;
|
||||
|
||||
//// public long goldNum;
|
||||
//// public long consumeGoldNum;
|
||||
//// [Header("炮台")]
|
||||
//// public Dictionary<string, TurretData> dic_Turrets=new Dictionary<string, TurretData>();
|
||||
//// public List<TurretData> list_Turrets=new List<TurretData>();
|
||||
//// public int currentTurretIndex = 0;
|
||||
//// public string currentTurretID = "";
|
||||
//// public TurretData currentTurret;
|
||||
//// [Header("锁定")]
|
||||
//// public MonsterContral monCotl_Lock;
|
||||
//// public Transform monCotl_Lock_Position;
|
||||
//// public bool isLock=false;
|
||||
//// public GameObject lockFX;
|
||||
|
||||
//// [Header("当前炮塔")]
|
||||
//// public Transform tra_CurrTurret;
|
||||
//// public Transform tra_CurrFly; //星际迷航特有
|
||||
|
||||
//// public GameObject changeTurretList;
|
||||
|
||||
|
||||
//// public Action<TurretState> OnStateChange;
|
||||
|
||||
//// public void ChangeState(TurretState state)
|
||||
//// {
|
||||
//// OnStateChange?.Invoke(state);
|
||||
//// }
|
||||
|
||||
//// public void Awake()
|
||||
//// {
|
||||
//// //list_Turrets.Sort((td1,td2) =>
|
||||
//// //{
|
||||
//// // return td1.turretID.CompareTo(td2.turretLevel);
|
||||
//// //});
|
||||
//// dic_Turrets = list_Turrets.ToDictionary(td => td.turretID);
|
||||
//// btn_TurretAdd.onClick.AddListener(() =>
|
||||
//// {
|
||||
//// ChangeTurretAddConsumeNum(1000);
|
||||
//// });
|
||||
//// btn_TurretMinus.onClick.AddListener(() =>
|
||||
//// {
|
||||
//// ChangeTurretMinusConsumeNum(1000);
|
||||
|
||||
//// });
|
||||
//// }
|
||||
//// public void Update()
|
||||
//// {
|
||||
|
||||
//// }
|
||||
//// public void ChangeTurret(int n=0)
|
||||
//// {
|
||||
|
||||
//// if (currentTurretIndex>list_Turrets.Count|| currentTurretIndex<0)
|
||||
//// {
|
||||
//// //currentTurretIndex = currentTurretIndex;
|
||||
//// }
|
||||
//// else
|
||||
//// {
|
||||
//// currentTurretIndex = n;
|
||||
//// }
|
||||
//// if (currentTurret != null)
|
||||
//// {
|
||||
//// currentTurret.gameObject.SetActive(false);
|
||||
//// }
|
||||
|
||||
//// currentTurretID = list_Turrets[currentTurretIndex].turretID; //dic_Turrets[currentTurretID];
|
||||
//// currentTurret=dic_Turrets[currentTurretID];
|
||||
//// currentTurret.gameObject.SetActive(true);
|
||||
//// // ⭐ 关键:把状态机入口绑定到当前炮台
|
||||
//// OnStateChange = currentTurret.ChangeState;
|
||||
|
||||
//// gameObject.SetActive(true);
|
||||
//// tra_CurrTurret =currentTurret.transform.GetChild(0);
|
||||
//// tra_CurrFly = currentTurret.transform.GetChild(1);
|
||||
|
||||
//// }
|
||||
//// public void ChangeTurretConsumeNum(int n = 0)
|
||||
//// {
|
||||
//// consumeGoldNum = n;
|
||||
//// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
|
||||
|
||||
//// }
|
||||
//// public void ChangeTurretAddConsumeNum(int n = 0)
|
||||
//// {
|
||||
//// consumeGoldNum += n;
|
||||
//// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
|
||||
|
||||
//// }
|
||||
//// public void ChangeTurretMinusConsumeNum(int n = 0)
|
||||
//// {
|
||||
//// consumeGoldNum -= n;
|
||||
//// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
|
||||
|
||||
//// }
|
||||
//// public bool ConsumeGold(int bl=1)
|
||||
//// {
|
||||
//// long temp = goldNum - consumeGoldNum*bl;
|
||||
//// if (temp > 0)
|
||||
//// {
|
||||
//// goldNum = temp;
|
||||
//// tMP_GoldNum.text = goldNum.ToString();
|
||||
//// return true;
|
||||
//// }
|
||||
//// return false;
|
||||
//// }
|
||||
////}
|
||||
//using System;
|
||||
//using System.Collections.Generic;
|
||||
//using System.Linq;
|
||||
//using TMPro;
|
||||
//using UnityEngine;
|
||||
//using UnityEngine.UI;
|
||||
|
||||
//public class SitPosData : MonoBehaviour
|
||||
//{
|
||||
// // -------------------------
|
||||
// // 玩家信息
|
||||
// // -------------------------
|
||||
// public string user;
|
||||
// public int posID;
|
||||
|
||||
// [Header("金币")]
|
||||
// public long goldNum;
|
||||
// public long consumeGoldNum;
|
||||
// public TextMeshProUGUI tMP_TurretConsumeNum;
|
||||
// public TextMeshProUGUI tMP_GoldNum;
|
||||
|
||||
// // -------------------------
|
||||
// // 炮台管理
|
||||
// // -------------------------
|
||||
// public List<TurretData> list_Turrets = new List<TurretData>();
|
||||
// public Dictionary<string, TurretData> dic_Turrets = new Dictionary<string, TurretData>();
|
||||
// public int currentTurretIndex = 0;
|
||||
// public TurretData currentTurret;
|
||||
|
||||
// // 状态机入口(GameMainPanel 调用)
|
||||
// public Action<TurretState> OnStateChange;
|
||||
|
||||
// // -------------------------
|
||||
// // 炮台旋转
|
||||
// // -------------------------
|
||||
// public Transform tra_CurrTurret;
|
||||
// public float currentAngle;
|
||||
|
||||
// // -------------------------
|
||||
// // 锁定系统
|
||||
// // -------------------------
|
||||
// public MonsterContral monCotl_Lock;
|
||||
// public Transform monCotl_Lock_Position;
|
||||
// public bool isLock;
|
||||
// public GameObject lockFX;
|
||||
|
||||
// // -------------------------
|
||||
// // UI
|
||||
// // -------------------------
|
||||
// public Button btn_TurretAdd;
|
||||
// public Button btn_TurretMinus;
|
||||
// public GameObject changeTurretList;
|
||||
|
||||
// private void Awake()
|
||||
// {
|
||||
// dic_Turrets = list_Turrets.ToDictionary(t => t.turretID);
|
||||
|
||||
// btn_TurretAdd.onClick.AddListener(() => ChangeTurretAddConsumeNum(1000));
|
||||
// btn_TurretMinus.onClick.AddListener(() => ChangeTurretMinusConsumeNum(1000));
|
||||
// }
|
||||
|
||||
// // -------------------------
|
||||
// // 切换炮台
|
||||
// // -------------------------
|
||||
// public void ChangeTurret(int index)
|
||||
// {
|
||||
// if (currentTurret != null)
|
||||
// currentTurret.gameObject.SetActive(false);
|
||||
|
||||
// currentTurretIndex = Mathf.Clamp(index, 0, list_Turrets.Count - 1);
|
||||
// currentTurret = list_Turrets[currentTurretIndex];
|
||||
// currentTurret.gameObject.SetActive(true);
|
||||
|
||||
// // 绑定状态机入口
|
||||
// OnStateChange = currentTurret.ChangeState;
|
||||
|
||||
// // 缓存旋转点
|
||||
// tra_CurrTurret = currentTurret.transform.GetChild(0);
|
||||
// }
|
||||
|
||||
// // -------------------------
|
||||
// // 切换状态(GameMainPanel 调用)
|
||||
// // -------------------------
|
||||
// public void ChangeState(TurretState state)
|
||||
// {
|
||||
// OnStateChange?.Invoke(state);
|
||||
// }
|
||||
|
||||
// // -------------------------
|
||||
// // 炮台旋转
|
||||
// // -------------------------
|
||||
// public void SetRotation(float angle)
|
||||
// {
|
||||
// currentAngle = angle;
|
||||
// tra_CurrTurret.rotation = Quaternion.Euler(0, 0, angle);
|
||||
// }
|
||||
|
||||
// // -------------------------
|
||||
// // 获取发射点(给 GameMainPanel)
|
||||
// // -------------------------
|
||||
// public Vector2 GetBulletStartPos()
|
||||
// {
|
||||
// return currentTurret.GetBulletStartWorldPos();
|
||||
// }
|
||||
|
||||
// // -------------------------
|
||||
// // 金币消耗
|
||||
// // -------------------------
|
||||
// public bool ConsumeGold(int mul = 1)
|
||||
// {
|
||||
// long temp = goldNum - consumeGoldNum * mul;
|
||||
// if (temp < 0) return false;
|
||||
|
||||
// goldNum = temp;
|
||||
// tMP_GoldNum.text = goldNum.ToString();
|
||||
// return true;
|
||||
// }
|
||||
|
||||
// public void ChangeTurretAddConsumeNum(int n)
|
||||
// {
|
||||
// consumeGoldNum += n;
|
||||
// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
|
||||
// }
|
||||
|
||||
// public void ChangeTurretMinusConsumeNum(int n)
|
||||
// {
|
||||
// consumeGoldNum -= n;
|
||||
// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
|
||||
// }
|
||||
//}
|
||||
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class SitPosData : MonoBehaviour
|
||||
{
|
||||
/// <summary>本地玩家的座位引用(由游戏面板初始化时设置)</summary>
|
||||
public static SitPosData localPlayerSit;
|
||||
|
||||
// -------------------------
|
||||
// 玩家基础信息
|
||||
// -------------------------
|
||||
@@ -284,14 +24,19 @@ public class SitPosData : MonoBehaviour
|
||||
public TextMeshProUGUI tMP_TurretConsumeNum;
|
||||
|
||||
// -------------------------
|
||||
// 炮台管理
|
||||
// 炮台管理(动态克隆)
|
||||
// -------------------------
|
||||
[Header("炮台")]
|
||||
public List<TurretData> list_Turrets = new List<TurretData>();
|
||||
public Dictionary<string, TurretData> dic_Turrets = new Dictionary<string, TurretData>();
|
||||
[Tooltip("炮台实例化的父节点")]
|
||||
public Transform turretParent;
|
||||
|
||||
public int currentTurretIndex = 0;
|
||||
public string currentTurretID = "";
|
||||
[Tooltip("炮台锚点位置(相对 turretParent)")]
|
||||
public Vector2 turretAnchoredPos = Vector2.zero;
|
||||
|
||||
[Tooltip("当前装备的炮台编号")]
|
||||
public int currentTurretNumber;
|
||||
|
||||
/// <summary>当前运行中的炮台实例</summary>
|
||||
public TurretData currentTurret;
|
||||
|
||||
// 状态机入口(GameMainPanel 调用)
|
||||
@@ -319,48 +64,90 @@ public class SitPosData : MonoBehaviour
|
||||
[Header("UI")]
|
||||
public Button btn_TurretAdd;
|
||||
public Button btn_TurretMinus;
|
||||
public GameObject changeTurretList;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
btn_TurretAdd.onClick.AddListener(() => ChangeTurretAddConsumeNum());
|
||||
btn_TurretMinus.onClick.AddListener(() => ChangeTurretMinusConsumeNum());
|
||||
// 构建字典
|
||||
dic_Turrets = list_Turrets.ToDictionary(t => t.turretID);
|
||||
|
||||
// 炮台倍率按钮
|
||||
|
||||
}
|
||||
// -------------------------
|
||||
// 切换炮台
|
||||
// -------------------------
|
||||
public void ChangeTurret(int index)
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// 如果是本地玩家的座位,自动注册为 localPlayerSit
|
||||
if (user == GameManager.Instance?.user?.id)
|
||||
{
|
||||
localPlayerSit = this;
|
||||
|
||||
// 加载玩家当前装备的炮台
|
||||
var cannonUsing = GameManager.Instance.user.cannonUsing;
|
||||
if (cannonUsing != null && int.TryParse(cannonUsing.number, out int num))
|
||||
LoadTurret(num);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
if (localPlayerSit == this)
|
||||
localPlayerSit = null;
|
||||
}
|
||||
|
||||
// ==================== 炮台加载(动态克隆) ====================
|
||||
|
||||
/// <summary>
|
||||
/// 根据炮台编号,从 Addressables 加载预制体并克隆到 turretParent。
|
||||
/// 位置/旋转/缩放保持预制体原始值,不动。
|
||||
/// </summary>
|
||||
public void LoadTurret(int turretNumber)
|
||||
{
|
||||
// 关闭旧炮台
|
||||
if (currentTurret != null)
|
||||
currentTurret.gameObject.SetActive(false);
|
||||
{
|
||||
Destroy(currentTurret.gameObject);
|
||||
currentTurret = null;
|
||||
}
|
||||
|
||||
// 计算新索引
|
||||
currentTurretIndex = Mathf.Clamp(index, 0, list_Turrets.Count - 1);
|
||||
currentTurretNumber = turretNumber;
|
||||
|
||||
// 获取新炮台
|
||||
currentTurret = list_Turrets[currentTurretIndex];
|
||||
currentTurretID = currentTurret.turretID;
|
||||
currentTurret.gameObject.SetActive(true);
|
||||
// 从 TurretResourcesData 拿预制体
|
||||
GameObject prefab = TurretResourcesData.GetTurretPrefab(turretNumber);
|
||||
if (prefab == null)
|
||||
{
|
||||
Debug.LogWarning($"[SitPosData] 炮台预制体未加载: #{turretNumber}");
|
||||
return;
|
||||
}
|
||||
|
||||
// 绑定状态机入口
|
||||
// 克隆到父节点
|
||||
GameObject instance = Instantiate(prefab, turretParent, false);
|
||||
instance.SetActive(true);
|
||||
|
||||
// 固定位置归零,由外部父节点定位
|
||||
var rt = instance.GetComponent<RectTransform>();
|
||||
if (rt != null)
|
||||
rt.anchoredPosition = turretAnchoredPos;
|
||||
|
||||
currentTurret = instance.GetComponent<TurretData>();
|
||||
if (currentTurret == null)
|
||||
{
|
||||
Debug.LogError($"[SitPosData] 预制体上未找到 TurretData 组件: #{turretNumber}");
|
||||
Destroy(instance);
|
||||
return;
|
||||
}
|
||||
|
||||
currentTurret.turretNumber = turretNumber;
|
||||
|
||||
// 缓存旋转节点
|
||||
tra_CurrTurret = currentTurret.transform.GetChild(0);
|
||||
|
||||
// 绑定状态机入口
|
||||
OnStateChange = currentTurret.ChangeState;
|
||||
|
||||
// 缓存旋转点
|
||||
tra_CurrTurret = currentTurret.transform.GetChild(0);
|
||||
if (CreateFishManager.Instance.currGameType != null)
|
||||
{
|
||||
// 如果当前处于狂暴状态,切换炮台后也要继续倍速
|
||||
bool frenzy = CreateFishManager.Instance.currGameType.isFrenzy;
|
||||
currentTurret.SetFrenzy(frenzy);
|
||||
}
|
||||
|
||||
Debug.Log($"[SitPosData] 炮台已加载: #{turretNumber}");
|
||||
}
|
||||
|
||||
/// <summary>根据炮台编号字符串加载。</summary>
|
||||
public void LoadTurret(string turretNumberStr)
|
||||
{
|
||||
if (int.TryParse(turretNumberStr, out int num))
|
||||
LoadTurret(num);
|
||||
}
|
||||
|
||||
// -------------------------
|
||||
@@ -386,61 +173,53 @@ public class SitPosData : MonoBehaviour
|
||||
// -------------------------
|
||||
public Vector2 GetBulletStartPos()
|
||||
{
|
||||
return currentTurret.GetBulletStartWorldPos();
|
||||
return currentTurret != null
|
||||
? currentTurret.GetBulletStartWorldPos()
|
||||
: Vector2.zero;
|
||||
}
|
||||
|
||||
// -------------------------
|
||||
// 金币消耗
|
||||
// -------------------------
|
||||
// ==================== 金币消耗 ====================
|
||||
|
||||
public bool ConsumeGold(int mul = 1)
|
||||
{
|
||||
long temp = goldNum - consumeGoldNum * mul;
|
||||
if (temp < 0) return false;
|
||||
|
||||
goldNum = temp;
|
||||
tMP_GoldNum.text = goldNum.ToString();
|
||||
return true;
|
||||
}
|
||||
int indexConsume=0;
|
||||
|
||||
int indexConsume = 0;
|
||||
|
||||
public void ChangeTurretAddConsumeNum()
|
||||
{
|
||||
if (CreateFishManager.Instance.currGameType.paoBeiList.Count-1> indexConsume)
|
||||
{
|
||||
if (CreateFishManager.Instance.currGameType.paoBeiList.Count - 1 > indexConsume)
|
||||
indexConsume++;
|
||||
}
|
||||
else
|
||||
{
|
||||
indexConsume = 0;
|
||||
}
|
||||
|
||||
|
||||
consumeGoldNum = CreateFishManager.Instance.currGameType.paoBeiList[indexConsume];
|
||||
tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
|
||||
}
|
||||
|
||||
public void ChangeTurretMinusConsumeNum()
|
||||
{
|
||||
|
||||
if (indexConsume>0)
|
||||
{
|
||||
if (indexConsume > 0)
|
||||
indexConsume--;
|
||||
}
|
||||
else
|
||||
{
|
||||
indexConsume = CreateFishManager.Instance.currGameType.paoBeiList.Count - 1;
|
||||
}
|
||||
|
||||
consumeGoldNum = CreateFishManager.Instance.currGameType.paoBeiList[indexConsume];
|
||||
tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
|
||||
}
|
||||
|
||||
// -------------------------
|
||||
// 锁定系统(本地)
|
||||
// -------------------------
|
||||
// ==================== 锁定系统 ====================
|
||||
|
||||
public void SetLockTarget(MonsterContral monster, Transform hitPos)
|
||||
{
|
||||
monCotl_Lock = monster;
|
||||
monCotl_Lock_Position = hitPos;
|
||||
isLock = monster != null;
|
||||
|
||||
lockFX.SetActive(isLock);
|
||||
}
|
||||
|
||||
@@ -449,9 +228,7 @@ public class SitPosData : MonoBehaviour
|
||||
monCotl_Lock = null;
|
||||
monCotl_Lock_Position = null;
|
||||
isLock = false;
|
||||
|
||||
lockFX.SetActive(false);
|
||||
ChangeState(TurretState.Idle);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user