1
This commit is contained in:
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useRouteFlipX: 1
|
||||
baseMmove: 0
|
||||
isRotate: 1
|
||||
isNot1: 0
|
||||
ischild0: 1
|
||||
depthOffset: 900
|
||||
is2DFish: 0
|
||||
sortOrder2D: 0
|
||||
--- !u!4 &7952344689971121780 stripped
|
||||
Transform:
|
||||
m_CorrespondingSourceObject: {fileID: 4918264173551851, guid: a87bdbcfa12d35644b5c34825a6e6591,
|
||||
|
||||
@@ -1052,6 +1052,8 @@ MonoBehaviour:
|
||||
end: {x: 0, y: 0}
|
||||
moveTime: 0
|
||||
moveSpeed: 0
|
||||
cachedCamera: {fileID: 0}
|
||||
cachedUirootRect: {fileID: 0}
|
||||
skeleton: {fileID: 0}
|
||||
isSpine: 1
|
||||
fishTypeID: 13022
|
||||
@@ -1069,15 +1071,20 @@ MonoBehaviour:
|
||||
yzID:
|
||||
colliderList: []
|
||||
lockPoint: {fileID: 7626289246856194830}
|
||||
bingDongEffect: {fileID: 0}
|
||||
bingDongEffect:
|
||||
- {fileID: 0}
|
||||
needLockEvent: 0
|
||||
createVideoClip: {fileID: 0}
|
||||
rotationPY: 60
|
||||
useMirrorCompensate: 1
|
||||
useRouteFlipX: 1
|
||||
baseMmove: 0
|
||||
isRotate: 1
|
||||
isNot1: 0
|
||||
ischild0: 1
|
||||
depthOffset: 910
|
||||
is2DFish: 0
|
||||
sortOrder2D: 0
|
||||
--- !u!4 &8103313998890164229 stripped
|
||||
Transform:
|
||||
m_CorrespondingSourceObject: {fileID: 4900271049623953, guid: e4de03f3bbdf4d643b88a0ed7bd4df63,
|
||||
|
||||
@@ -433,6 +433,8 @@ MonoBehaviour:
|
||||
end: {x: 0, y: 0}
|
||||
moveTime: 0
|
||||
moveSpeed: 0
|
||||
cachedCamera: {fileID: 0}
|
||||
cachedUirootRect: {fileID: 0}
|
||||
skeleton: {fileID: 0}
|
||||
isSpine: 1
|
||||
fishTypeID: 13023
|
||||
@@ -450,15 +452,20 @@ MonoBehaviour:
|
||||
yzID:
|
||||
colliderList: []
|
||||
lockPoint: {fileID: 6415108411962225159}
|
||||
bingDongEffect: {fileID: 0}
|
||||
bingDongEffect:
|
||||
- {fileID: 0}
|
||||
needLockEvent: 0
|
||||
createVideoClip: {fileID: 0}
|
||||
rotationPY: 30
|
||||
useMirrorCompensate: 1
|
||||
useRouteFlipX: 1
|
||||
baseMmove: 0
|
||||
isRotate: 1
|
||||
isNot1: 0
|
||||
ischild0: 1
|
||||
depthOffset: 920
|
||||
is2DFish: 0
|
||||
sortOrder2D: 0
|
||||
--- !u!4 &3085370228904392803 stripped
|
||||
Transform:
|
||||
m_CorrespondingSourceObject: {fileID: 4967328832014496, guid: dfd6e1dcb49f5c9459f3a2abeb4c6135,
|
||||
|
||||
@@ -92,7 +92,7 @@ MonoBehaviour:
|
||||
minBJCount: 10
|
||||
maxBJCount: 15
|
||||
laserPrefab: {fileID: 0}
|
||||
laserLengthCorrect: 1
|
||||
laserLengthCorrect: 20
|
||||
lightningMaterial: {fileID: 2100000, guid: a023113e8eb8bf245b8ba10c3e9788d1, type: 2}
|
||||
lightningColor: {r: 1, g: 0.92156863, b: 0.015686275, a: 1}
|
||||
lightningWidth: 0.08
|
||||
|
||||
@@ -1395,6 +1395,11 @@ public class XingJiXunHangEvent : BJRedPacketEvent
|
||||
/// <summary>
|
||||
/// 播放满屏暴击文字(IronFist/GammaStorm 用)。
|
||||
/// 自己看 TextCrit_Self,他人看 TextCrit_Other。
|
||||
///
|
||||
/// ⭐ 文字内容:预制体里写死的是占位 '123',必须由代码写入「爆奖小鱼死亡累加的面板分」
|
||||
/// (<see cref="_bossPanelScore"/>,与奖励框上滚动的分同一个值,封顶 maxScore)。
|
||||
/// ⭐ 层级:克隆体根上挂着嵌套 Canvas,美术里是无效层ID + order 5,
|
||||
/// 会被 FullScreen 框(Default, order 12)压在下面 → 这里显式改成 Default + 更高 order。
|
||||
/// </summary>
|
||||
private void PlayTextCrit()
|
||||
{
|
||||
@@ -1405,20 +1410,59 @@ public class XingJiXunHangEvent : BJRedPacketEvent
|
||||
return;
|
||||
}
|
||||
|
||||
GameObject critObj;
|
||||
if (isSelf)
|
||||
{
|
||||
// ⭐ 满屏暴击文字是 UI → 放 UI 中心,加入统一销毁列表
|
||||
SpawnUiEffect(critPrefab);
|
||||
critObj = SpawnUiEffect(critPrefab);
|
||||
Debug.Log("[XingJiXunHang] 播放满屏暴击(自己,UI中心)");
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector3 critPos = GetSeatPosition() + Vector3.up * 2f;
|
||||
var critObj = SpawnWorldEffect(critPrefab, critPos);
|
||||
critObj = SpawnWorldEffect(critPrefab, critPos);
|
||||
if (critObj != null)
|
||||
critObj.transform.localScale = Vector3.one * 0.6f;
|
||||
Debug.Log($"[XingJiXunHang] 播放满屏暴击(他人) pos={critPos}");
|
||||
}
|
||||
|
||||
if (critObj == null)
|
||||
{
|
||||
Debug.LogWarning("[XingJiXunHang] 暴击文字生成失败,跳过分数写入");
|
||||
return;
|
||||
}
|
||||
|
||||
// ⭐ 写入分数:爆奖过程中小鱼死亡累加的面板分(_bossPanelScore)
|
||||
// 该 TMP 的 spriteAsset 已配好「数字→图片」映射,直接赋数字即可
|
||||
var critTmp = critObj.GetComponentInChildren<TMPro.TextMeshProUGUI>(true);
|
||||
if (critTmp != null)
|
||||
{
|
||||
critTmp.text = _bossPanelScore.ToString();
|
||||
Debug.Log($"[XingJiXunHang] 暴击文字分数 = {_bossPanelScore}(上限{maxScore})");
|
||||
if (_bossPanelScore <= 0)
|
||||
Debug.LogWarning("[XingJiXunHang] 暴击文字分数为 0:本次没有小鱼死亡累加(面板分仍为 0)");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"[XingJiXunHang] 暴击文字 {critObj.name} 上没找到 TMP,分数未写入");
|
||||
}
|
||||
|
||||
// ⭐ 修层级:嵌套 Canvas → Default(0) + 高于 FullScreen(order 12),
|
||||
// 否则暴击文字会被全屏特效框挡住(美术里的 -559336389 在本项目 TagManager 里不存在)
|
||||
var critCanvas = critObj.GetComponent<Canvas>();
|
||||
if (critCanvas == null)
|
||||
critCanvas = critObj.GetComponentInChildren<Canvas>(true);
|
||||
if (critCanvas != null)
|
||||
{
|
||||
critCanvas.overrideSorting = true;
|
||||
critCanvas.sortingLayerID = 0; // Default(本项目只有 Default 一个排序层)
|
||||
critCanvas.sortingOrder = 15; // 高于 FullScreen 的 12
|
||||
Debug.Log($"[XingJiXunHang] 暴击文字 Canvas 层级修正: Default / order={critCanvas.sortingOrder}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"[XingJiXunHang] 暴击文字 {critObj.name} 上没找到 Canvas,层级未修正");
|
||||
}
|
||||
}
|
||||
|
||||
// ==================== 伽马风暴暴击框 ====================
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -118,6 +118,18 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
/// <summary>是否正在退出倒计时(期间屏蔽帧同步和爆奖特效)</summary>
|
||||
private bool _isLeavingCountdown = false;
|
||||
private Coroutine _leaveCountdownCoroutine;
|
||||
|
||||
[Header("无操作自动退出")]
|
||||
[Tooltip("无操作总时长(秒),走完自动退出回大厅(<=0 关闭该功能)")]
|
||||
public float idleExitTotalSeconds = 70f;
|
||||
[Tooltip("最后多少秒才显示倒计时面板(autoExitGamePanel)并逐秒倒数,之前全程无提示")]
|
||||
public float idleExitPanelShowSeconds = 10f;
|
||||
/// <summary>无操作计时是否生效(资源加载完成后才开始计时,OnHide/离房时失效)</summary>
|
||||
private bool _idleExitArmed = false;
|
||||
/// <summary>最近一次玩家操作的时间(Time.realtimeSinceStartup,含切后台时间)</summary>
|
||||
private float _lastOperationTime = 0f;
|
||||
/// <summary>警告文本当前显示的剩余秒数(-1=未显示;避免每帧刷新 TMP 文本)</summary>
|
||||
private int _idleWarnShownSeconds = -1;
|
||||
[Header("游戏场景")]
|
||||
public string sceneName;
|
||||
public GameTypeEnum gameType;
|
||||
@@ -181,6 +193,8 @@ 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;
|
||||
@@ -189,14 +203,15 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
public Toggle toggle_BaoZou;
|
||||
public TextMeshProUGUI tmp_BaoZouCount;
|
||||
public Image img_BaoZou;
|
||||
float frenzyDuration = 5f; // 疯狂状态持续时间
|
||||
[Header("狂暴/冰封持续时间(秒,可在面板手动设置)")]
|
||||
public float frenzyDuration = 15f; // 疯狂状态持续时间
|
||||
public float currFrenzyTime = 0f;
|
||||
public Toggle toggle_BingFeng;
|
||||
public TextMeshProUGUI tmp_BingFengCount;
|
||||
public Image img_BingFeng;
|
||||
public GameObject bingFengEffect; // 冰封特效预制体(首次Instantiate,之后激活/隐藏)
|
||||
private GameObject _bingFengInstance; // 克隆出来的实例
|
||||
float bingFengDuration = 15f; // 冰封状态持续时间(服务端 FishFrozen 延长 15 秒,客户端写死 15s 倒计时)
|
||||
public float bingFengDuration = 15f; // 冰封状态持续时间(服务端 FishFrozen 延长 15 秒,可在面板调整)
|
||||
public float currBingFengTime = 0f;
|
||||
private Dictionary<Component, object> _frozenAnimSpeeds = new Dictionary<Component, object>();
|
||||
|
||||
@@ -243,7 +258,10 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
public GameObject bulletParent;
|
||||
float changeTurretTime = 0f;
|
||||
bool isChangingTurret = false;
|
||||
|
||||
[Header("超时自动退出倒计时")]
|
||||
public GameObject autoExitGamePanel; //倒计时面板
|
||||
public TextMeshProUGUI tmp_ExitDaoJiShi; //里面显示的是这个 n秒后自动关闭
|
||||
public Button btn_CloseAutoExitGamePanel; //退出游戏按钮
|
||||
// XJMH 长按炮台扇形切换
|
||||
[Header("XJMH 炮台长按切换")]
|
||||
[Tooltip("长按炮台触发扇形切换的阈值(秒)")]
|
||||
@@ -279,6 +297,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
protected override void OnShow(object args = null)
|
||||
{
|
||||
base.OnShow(args);
|
||||
// ⭐ 无操作自动退出:加载期间不计时,LoadResources 完成后重新开始计;确保倒计时面板初始隐藏
|
||||
_idleExitArmed = false;
|
||||
HideIdleExitWarning();
|
||||
LoadResources();
|
||||
RefreshGGKCount();
|
||||
//UIManager.Instance.ShowBoard("太好看了");
|
||||
@@ -352,7 +373,11 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
currSitData.lockFX.transform.GetChild(0).gameObject.SetActive(false);
|
||||
currSitData.lockFX.transform.GetChild(1).gameObject.SetActive(true);
|
||||
if (mySitAnim != null && currSitData.turretParent != null)
|
||||
{
|
||||
mySitAnim.transform.position = currSitData.turretParent.position;
|
||||
// ⭐ 进入游戏圆圈:6 秒后自动消失(点击屏幕立即消失的逻辑在 HandleInput)
|
||||
StartCoroutine(HideMySitAnimAfter(6f));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -478,6 +503,10 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
UnhookOpenPTLongPress();
|
||||
UnhookAutoAttackOff();
|
||||
|
||||
// ⭐ 无操作自动退出:面板隐藏即停止计时
|
||||
_idleExitArmed = false;
|
||||
HideIdleExitWarning();
|
||||
|
||||
UnLoadResources();
|
||||
// 场景可能未加载或已卸载,做保护避免重复卸载报错
|
||||
var scene = SceneManager.GetSceneByName(sceneName);
|
||||
@@ -604,6 +633,10 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
if (btn_ChangeRoom != null)
|
||||
btn_ChangeRoom.onClick.AddListener(StartChangeRoom);
|
||||
|
||||
// ⭐ 无操作自动退出:关闭倒计时面板并重新计时(未拖引用时为null,做保护)
|
||||
if (btn_CloseAutoExitGamePanel != null)
|
||||
btn_CloseAutoExitGamePanel.onClick.AddListener(OnCloseAutoExitPanel);
|
||||
|
||||
// ⭐ 左侧道具按钮:开启/关闭 obj_PropPanel(一级列表由 PropConfigData 配置构建,
|
||||
// 点击一级道具在 tmp_PropTwoPanel 展开二级子道具)
|
||||
if (btn_Prop != null)
|
||||
@@ -726,6 +759,124 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
if (btn_QueRen != null) btn_QueRen.interactable = true;
|
||||
}
|
||||
|
||||
#region 无操作自动退出(60秒静默 → 最后10秒倒计时面板 → 70秒自动回大厅)
|
||||
|
||||
/// <summary>
|
||||
/// ⭐ 每帧记录玩家操作(触摸/鼠标/键盘,含 UI 点击),超时自动走离房流程回大厅。
|
||||
/// 机器人/其他玩家的同步数据不算操作;退出确认面板开着时超时同样生效。
|
||||
/// 只在资源加载完成后计时(加载慢不会被踢);离房流程进行中不重复触发。
|
||||
/// 流程:前 idleExitTotalSeconds - idleExitPanelShowSeconds(默认60秒)全程无提示
|
||||
/// → 最后 idleExitPanelShowSeconds(默认10秒)才弹出倒计时面板(autoExitGamePanel)
|
||||
/// 逐秒倒数 → 走满 idleExitTotalSeconds(默认70秒)自动退出回大厅;
|
||||
/// 期间任意操作或点 btn_CloseAutoExitGamePanel → 关闭面板并重新计时。
|
||||
/// </summary>
|
||||
private void UpdateIdleAutoExit()
|
||||
{
|
||||
if (idleExitTotalSeconds <= 0f || idleExitPanelShowSeconds <= 0f)
|
||||
{
|
||||
HideIdleExitWarning();
|
||||
return;
|
||||
}
|
||||
|
||||
// 任何触摸/鼠标/键盘输入(含点在 UI 上)都算一次操作
|
||||
if (IsAnyOperationThisFrame())
|
||||
{
|
||||
_lastOperationTime = Time.realtimeSinceStartup;
|
||||
// 有操作 → 立即隐藏倒计时面板
|
||||
HideIdleExitWarning();
|
||||
}
|
||||
|
||||
// 计时未生效(加载中/已隐藏)或已在离房流程中 → 跳过
|
||||
if (!_idleExitArmed || _leaveRoomResponseTcs != null) return;
|
||||
|
||||
float idleElapsed = Time.realtimeSinceStartup - _lastOperationTime;
|
||||
// 面板弹出时刻:总时长 - 面板显示时长(70 - 10 = 60 秒)
|
||||
float panelShowAt = idleExitTotalSeconds - idleExitPanelShowSeconds;
|
||||
|
||||
if (idleElapsed >= idleExitTotalSeconds)
|
||||
{
|
||||
HideIdleExitWarning();
|
||||
Debug.Log($"[IdleExit] 连续 {idleExitTotalSeconds} 秒无操作,自动退出游戏回大厅");
|
||||
// 退出确认面板还开着 → 先关掉,再走离房流程
|
||||
if (_isLeavingCountdown) CancelLeaveCountdown();
|
||||
RequestLeaveRoom();
|
||||
return;
|
||||
}
|
||||
|
||||
// 只有最后 idleExitPanelShowSeconds 秒才显示面板;之前保持隐藏
|
||||
if (idleElapsed >= panelShowAt)
|
||||
ShowIdleExitWarning(Mathf.CeilToInt(idleExitTotalSeconds - idleElapsed));
|
||||
else
|
||||
HideIdleExitWarning();
|
||||
}
|
||||
|
||||
/// <summary>显示/刷新无操作退出倒计时面板(仅在剩余秒数变化时刷新文本,避免每帧 GC)</summary>
|
||||
private void ShowIdleExitWarning(int remainingSeconds)
|
||||
{
|
||||
// 弹出倒计时面板(未拖面板引用时退化为只显示文本)
|
||||
if (autoExitGamePanel != null)
|
||||
{
|
||||
if (!autoExitGamePanel.activeSelf)
|
||||
autoExitGamePanel.SetActive(true);
|
||||
}
|
||||
else if (tmp_ExitDaoJiShi != null && !tmp_ExitDaoJiShi.gameObject.activeSelf)
|
||||
{
|
||||
tmp_ExitDaoJiShi.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
if (tmp_ExitDaoJiShi != null && _idleWarnShownSeconds != remainingSeconds)
|
||||
{
|
||||
_idleWarnShownSeconds = remainingSeconds;
|
||||
tmp_ExitDaoJiShi.text =
|
||||
$"({remainingSeconds}秒后自动退出)";
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>隐藏无操作退出倒计时面板(有操作/关闭按钮/开始离房/面板隐藏时调用)</summary>
|
||||
private void HideIdleExitWarning()
|
||||
{
|
||||
if (autoExitGamePanel != null)
|
||||
{
|
||||
if (autoExitGamePanel.activeSelf)
|
||||
{
|
||||
autoExitGamePanel.SetActive(false);
|
||||
_idleWarnShownSeconds = -1;
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (tmp_ExitDaoJiShi != null && tmp_ExitDaoJiShi.gameObject.activeSelf)
|
||||
{
|
||||
tmp_ExitDaoJiShi.gameObject.SetActive(false);
|
||||
_idleWarnShownSeconds = -1;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>btn_CloseAutoExitGamePanel:关闭倒计时面板并从头重新计时</summary>
|
||||
private void OnCloseAutoExitPanel()
|
||||
{
|
||||
HideIdleExitWarning();
|
||||
_lastOperationTime = Time.realtimeSinceStartup;
|
||||
}
|
||||
|
||||
/// <summary>本帧是否有玩家输入:触摸/鼠标按下、按住、松开 或 任意按键</summary>
|
||||
private bool IsAnyOperationThisFrame()
|
||||
{
|
||||
var input = GetInput();
|
||||
if (input.isPressed || input.wasPressedThisFrame || input.wasReleasedThisFrame)
|
||||
return true;
|
||||
var keyboard = Keyboard.current;
|
||||
return keyboard != null && keyboard.anyKey.isPressed;
|
||||
}
|
||||
|
||||
/// <summary>开始无操作计时(LoadResources 完成后调用,计时从当前时刻重新起算)</summary>
|
||||
private void ArmIdleAutoExit()
|
||||
{
|
||||
_lastOperationTime = Time.realtimeSinceStartup;
|
||||
_idleExitArmed = true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public virtual void OnDestroy()
|
||||
{
|
||||
EventCenter.Instance.RemoveEventListener<SyncGameData>(ConstEventString.SyncGameData_Rotate, SyncGameData_Rotate);
|
||||
@@ -873,8 +1024,7 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
|
||||
protected virtual void Update()
|
||||
{
|
||||
|
||||
|
||||
UpdateIdleAutoExit();
|
||||
|
||||
HandleAutoRotate();
|
||||
HandleInput();
|
||||
@@ -991,6 +1141,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
ClearChangeRoomBar();
|
||||
else if (JinDuTiao != null)
|
||||
JinDuTiao.Hide();
|
||||
|
||||
// ⭐ 无操作自动退出:加载完成,从现在开始计无操作时间
|
||||
ArmIdleAutoExit();
|
||||
}
|
||||
|
||||
public async void UnLoadResources()
|
||||
@@ -2074,6 +2227,14 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
}
|
||||
|
||||
|
||||
/// <summary>进入游戏圆圈 mySitAnim:延时自动消失(6 秒没点屏幕也消失;点击屏幕立即消失在 HandleInput)</summary>
|
||||
private IEnumerator HideMySitAnimAfter(float delay)
|
||||
{
|
||||
yield return new WaitForSeconds(delay);
|
||||
if (mySitAnim != null && mySitAnim.gameObject.activeSelf)
|
||||
mySitAnim.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
private void HandleInput()
|
||||
{
|
||||
// ⭐ 退出倒计时期间屏蔽本地玩家手动输入(旋转/开火/锁定),其他玩家和机器人不受影响
|
||||
@@ -3123,7 +3284,7 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
MonsterContral m = kv.Value;
|
||||
if (m == null || !m.gameObject.activeInHierarchy) continue;
|
||||
if (selected.Contains(m.guid)) continue; // 跳过已选中的
|
||||
// ⭐ 路径进度过滤:刚出生(< 0.2)或即将离场(> 0.8)的鱼不作为目标
|
||||
// ⭐ 路径进度过滤:刚出生(< 0.1)或即将离场(> 0.9)的鱼不作为目标
|
||||
if (!IsFishPathLockable(m)) continue;
|
||||
// ⭐ 可锁定过滤:出场效果期间/needLockEvent 鱼未就绪 → 跳过换下一条
|
||||
if (!IsMonsterLockable(m)) continue;
|
||||
@@ -3444,20 +3605,23 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
// ⭐ 用世界坐标(Z=0平面),和 bot AI 一致,否则距离计算会异常(出现 3.4E+38 之类)
|
||||
Vector3 origin = currSitData.turretWorldPos;
|
||||
|
||||
// ⭐ 规则:特殊Boss / Boss鱼 / 特殊鱼 为高价值组(按优先级 + 距离最近),
|
||||
// 黄金鱼 / 普通鱼 为普通组(随机选一只)
|
||||
// 高价值组有目标时只从高价值组选;高价值组无目标时从普通组随机
|
||||
// ⭐ 规则:严格按优先级分层,高价值到低价值:
|
||||
// 特殊Boss(5) > Boss鱼(4) > 特殊鱼(3) > 黄金鱼(2) > 普通鱼(1)
|
||||
// - 特殊Boss/Boss鱼/特殊鱼:同层取距离最近
|
||||
// - 黄金鱼/普通鱼:各自独立分层,同层随机选一只
|
||||
// 高层有目标时绝不选低层
|
||||
MonsterContral best = null;
|
||||
int bestPri = -1;
|
||||
float bestSqr = float.MaxValue;
|
||||
|
||||
var normalList = new List<MonsterContral>();
|
||||
var goldList = new List<MonsterContral>(); // 黄金鱼(2) 单独一层
|
||||
var smallList = new List<MonsterContral>(); // 普通鱼(1) 单独一层
|
||||
|
||||
foreach (var kv in CreateFishManager.Instance.fishDatas_hashCodekey)
|
||||
{
|
||||
MonsterContral m = kv.Value;
|
||||
if (m == null || !m.gameObject.activeInHierarchy) continue;
|
||||
// ⭐ 路径进度过滤:刚出生(< 0.2)或即将离场(> 0.8)的鱼不作为自动锁定目标
|
||||
// ⭐ 路径进度过滤:刚出生(< 0.1)或即将离场(> 0.9)的鱼不作为自动锁定目标
|
||||
if (!IsFishPathLockable(m)) continue;
|
||||
// ⭐ 可锁定过滤:出场效果期间/needLockEvent 鱼未就绪 → 跳过换下一条
|
||||
if (!IsMonsterLockable(m)) continue;
|
||||
@@ -3475,19 +3639,27 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
best = m;
|
||||
}
|
||||
}
|
||||
// 普通组:黄金鱼(2) / 普通鱼(1) → 先收集,后面随机
|
||||
// ⭐ 黄金鱼(2) / 普通鱼(1) 分开收集,不再混在一个列表里
|
||||
else if (pri == 2)
|
||||
{
|
||||
goldList.Add(m);
|
||||
}
|
||||
else
|
||||
{
|
||||
normalList.Add(m);
|
||||
smallList.Add(m);
|
||||
}
|
||||
}
|
||||
|
||||
// 高价值组有目标 → 直接返回最高价值(同价值最近)的目标
|
||||
// ① 特殊Boss/Boss鱼/特殊鱼 有目标 → 返回最高价值(同价值最近)的目标
|
||||
if (best != null) return best;
|
||||
|
||||
// 高价值组无目标 → 从普通组随机选一只
|
||||
if (normalList.Count > 0)
|
||||
return normalList[Random.Range(0, normalList.Count)];
|
||||
// ② 没有特殊鱼及以上 → 黄金鱼层随机选一只
|
||||
if (goldList.Count > 0)
|
||||
return goldList[Random.Range(0, goldList.Count)];
|
||||
|
||||
// ③ 没有黄金鱼 → 普通鱼层随机选一只
|
||||
if (smallList.Count > 0)
|
||||
return smallList[Random.Range(0, smallList.Count)];
|
||||
|
||||
return null;
|
||||
}
|
||||
@@ -4489,7 +4661,7 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
{
|
||||
var m = kv.Value;
|
||||
if (m == null || !m.gameObject.activeInHierarchy) continue;
|
||||
// ⭐ 路径进度过滤:刚出生(< 0.2)或即将离场(> 0.8)的 Boss 不作为目标
|
||||
// ⭐ 路径进度过滤:刚出生(< 0.1)或即将离场(> 0.9)的 Boss 不作为目标
|
||||
if (!IsFishPathLockable(m)) continue;
|
||||
|
||||
int ft = (int)m.fishenum;
|
||||
@@ -4820,7 +4992,7 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
{
|
||||
var m = kv.Value;
|
||||
if (m == null || !m.gameObject.activeInHierarchy) continue;
|
||||
// ⭐ 路径进度过滤:刚出生(< 0.2)或即将离场(> 0.8)的鱼不作为目标
|
||||
// ⭐ 路径进度过滤:刚出生(< 0.1)或即将离场(> 0.9)的鱼不作为目标
|
||||
if (!IsFishPathLockable(m)) continue;
|
||||
|
||||
Vector3 fishPos = m.transform.position;
|
||||
@@ -4867,7 +5039,7 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
var m = kv.Value;
|
||||
if (m == null || !m.gameObject.activeInHierarchy) continue;
|
||||
if (m == exclude) continue;
|
||||
// ⭐ 路径进度过滤:刚出生(< 0.2)或即将离场(> 0.8)的鱼不作为目标
|
||||
// ⭐ 路径进度过滤:刚出生(< 0.1)或即将离场(> 0.9)的鱼不作为目标
|
||||
if (!IsFishPathLockable(m)) continue;
|
||||
|
||||
Vector3 fishPos = m.transform.position;
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -103,8 +103,8 @@ RectTransform:
|
||||
m_GameObject: {fileID: 236891699104540088}
|
||||
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_LocalScale: {x: 0.8, y: 0.8, z: 0.8}
|
||||
m_ConstrainProportionsScale: 1
|
||||
m_Children:
|
||||
- {fileID: 7835773788371249517}
|
||||
- {fileID: 3278342634232470330}
|
||||
@@ -485,8 +485,8 @@ RectTransform:
|
||||
m_GameObject: {fileID: 633761538334472770}
|
||||
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_LocalScale: {x: 0.8, y: 0.8, z: 0.8}
|
||||
m_ConstrainProportionsScale: 1
|
||||
m_Children:
|
||||
- {fileID: 2642676799649327388}
|
||||
- {fileID: 5142449319288461331}
|
||||
@@ -1465,8 +1465,8 @@ RectTransform:
|
||||
m_GameObject: {fileID: 2630252367303179408}
|
||||
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_LocalScale: {x: 0.8, y: 0.8, z: 0.8}
|
||||
m_ConstrainProportionsScale: 1
|
||||
m_Children:
|
||||
- {fileID: 5338333950028160419}
|
||||
m_Father: {fileID: 992911195842070766}
|
||||
@@ -2761,7 +2761,7 @@ RectTransform:
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0.5, y: 0}
|
||||
m_AnchorMax: {x: 0.5, y: 0}
|
||||
m_AnchoredPosition: {x: 0, y: 0}
|
||||
m_AnchoredPosition: {x: 0, y: -8.9}
|
||||
m_SizeDelta: {x: 371.3, y: 90.2755}
|
||||
m_Pivot: {x: 0.5, y: 0}
|
||||
--- !u!114 &7282809205694097740
|
||||
@@ -2781,8 +2781,8 @@ MonoBehaviour:
|
||||
m_Right: 0
|
||||
m_Top: 0
|
||||
m_Bottom: 0
|
||||
m_ChildAlignment: 0
|
||||
m_Spacing: 0
|
||||
m_ChildAlignment: 4
|
||||
m_Spacing: -16.22
|
||||
m_ChildForceExpandWidth: 0
|
||||
m_ChildForceExpandHeight: 1
|
||||
m_ChildControlWidth: 0
|
||||
@@ -2950,8 +2950,8 @@ RectTransform:
|
||||
m_GameObject: {fileID: 6013575717776043754}
|
||||
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_LocalScale: {x: 0.8, y: 0.8, z: 0.8}
|
||||
m_ConstrainProportionsScale: 1
|
||||
m_Children:
|
||||
- {fileID: 3477348704099036915}
|
||||
- {fileID: 2154829562891718650}
|
||||
@@ -3349,8 +3349,8 @@ RectTransform:
|
||||
m_GameObject: {fileID: 7078537490689401426}
|
||||
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_LocalScale: {x: 0.8, y: 0.8, z: 0.8}
|
||||
m_ConstrainProportionsScale: 1
|
||||
m_Children:
|
||||
- {fileID: 7704570457894514173}
|
||||
- {fileID: 823219710641931391}
|
||||
@@ -3753,8 +3753,8 @@ RectTransform:
|
||||
m_GameObject: {fileID: 7273522503763847789}
|
||||
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_LocalScale: {x: 0.8, y: 0.8, z: 0.8}
|
||||
m_ConstrainProportionsScale: 1
|
||||
m_Children:
|
||||
- {fileID: 8819816701581450929}
|
||||
- {fileID: 3177524625614227146}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -318,6 +318,16 @@ PrefabInstance:
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||||
propertyPath: m_SortingLayer
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||||
value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 3397302884702173062, guid: 509192cd5f627cf409a54e9be694a24d,
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type: 3}
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propertyPath: m_AnchorMax.x
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 3397302884702173062, guid: 509192cd5f627cf409a54e9be694a24d,
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type: 3}
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propertyPath: m_AnchorMax.y
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 3494573310348252002, guid: 509192cd5f627cf409a54e9be694a24d,
|
||||
type: 3}
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||||
propertyPath: m_SortingLayer
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||||
@@ -496,7 +506,7 @@ PrefabInstance:
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- target: {fileID: 4843941669050715073, guid: 509192cd5f627cf409a54e9be694a24d,
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type: 3}
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propertyPath: m_AnchoredPosition.y
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value: 128
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value: 147.6
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objectReference: {fileID: 0}
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- target: {fileID: 4874233463245360906, guid: 509192cd5f627cf409a54e9be694a24d,
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type: 3}
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@@ -798,6 +808,16 @@ PrefabInstance:
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propertyPath: m_SortingLayer
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 7782089659438206966, guid: 509192cd5f627cf409a54e9be694a24d,
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type: 3}
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propertyPath: m_AnchorMax.y
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 7782089659438206966, guid: 509192cd5f627cf409a54e9be694a24d,
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type: 3}
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propertyPath: m_AnchorMin.y
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 7782089659438206966, guid: 509192cd5f627cf409a54e9be694a24d,
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type: 3}
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||||
propertyPath: m_LocalScale.y
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||||
@@ -806,7 +826,7 @@ PrefabInstance:
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- target: {fileID: 7782089659438206966, guid: 509192cd5f627cf409a54e9be694a24d,
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propertyPath: m_AnchoredPosition.y
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value: -73.5
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value: -8.5
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objectReference: {fileID: 0}
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- target: {fileID: 7782089659438206966, guid: 509192cd5f627cf409a54e9be694a24d,
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@@ -48,6 +48,16 @@ PrefabInstance:
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propertyPath: m_SortingLayer
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 397833008454374056, guid: c9c177e60fd350e49844955f7e8a5874,
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type: 3}
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propertyPath: m_AnchorMax.x
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 397833008454374056, guid: c9c177e60fd350e49844955f7e8a5874,
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propertyPath: m_AnchorMax.y
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objectReference: {fileID: 0}
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- target: {fileID: 450003735944806845, guid: c9c177e60fd350e49844955f7e8a5874,
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type: 3}
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propertyPath: m_SortingLayer
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@@ -53,6 +53,16 @@ PrefabInstance:
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propertyPath: m_SortingLayer
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 397833008454374056, guid: c9c177e60fd350e49844955f7e8a5874,
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propertyPath: m_AnchorMax.x
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 397833008454374056, guid: c9c177e60fd350e49844955f7e8a5874,
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propertyPath: m_AnchorMax.y
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 450003735944806845, guid: c9c177e60fd350e49844955f7e8a5874,
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type: 3}
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propertyPath: m_SortingLayer
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@@ -83,6 +93,11 @@ PrefabInstance:
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propertyPath: m_LocalScale.y
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value: -1
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objectReference: {fileID: 0}
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propertyPath: m_AnchoredPosition.y
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objectReference: {fileID: 0}
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propertyPath: m_SortingLayer
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@@ -448,6 +463,16 @@ PrefabInstance:
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propertyPath: m_SortingLayer
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objectReference: {fileID: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 0.7967, y: 0.7967, z: 0.7967}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 7609364501153394415}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -130.99982, y: 15}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 53.000183, y: 69.6}
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m_SizeDelta: {x: 88, y: 88}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &6645034468252132292
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@@ -5330,7 +5330,7 @@ RectTransform:
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m_GameObject: {fileID: 7917363225261056705}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 0.8, y: 0.8, z: 0.8}
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m_LocalScale: {x: 0.7, y: 0.72928804, z: 0.72928804}
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m_ConstrainProportionsScale: 0
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m_Children:
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- {fileID: 4710570228793354968}
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@@ -5359,8 +5359,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -214.40002, y: -136}
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m_SizeDelta: {x: 368, y: 134}
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m_AnchoredPosition: {x: -214.40002, y: -151.766}
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m_SizeDelta: {x: 368, y: 113.2365}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &8378108290391890554
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CanvasRenderer:
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@@ -5811,14 +5811,14 @@ RectTransform:
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m_GameObject: {fileID: 8715748350172511410}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1.25, y: 1.25, z: 1.25}
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m_ConstrainProportionsScale: 0
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 1
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m_Children: []
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m_Father: {fileID: 4710570228793354968}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0.5}
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m_AnchorMax: {x: 0, y: 0.5}
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m_AnchoredPosition: {x: 67.5, y: -1.9819}
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m_AnchoredPosition: {x: 69.9, y: -2.3000078}
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m_SizeDelta: {x: 38, y: 13.149}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &4580168597633069950
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@@ -5877,8 +5877,8 @@ MonoBehaviour:
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m_faceColor:
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serializedVersion: 2
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rgba: 4294967295
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m_fontSize: 16.25
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m_fontSizeBase: 16.25
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m_fontSize: 20
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m_fontSizeBase: 20
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m_fontWeight: 400
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m_enableAutoSizing: 0
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m_fontSizeMin: 18
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Reference in New Issue
Block a user