This commit is contained in:
2026-08-28 18:57:36 +08:00
parent 5e162fa05c
commit d75eacd1e6
37 changed files with 7567 additions and 8989 deletions
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@@ -7080,7 +7080,7 @@ MonoBehaviour:
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@@ -1983,6 +1983,8 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
// 统一注入击杀者座位信息(posID/paoBei 供 GetSeatPosition/范围杀鱼金币计算使用)
tsy.posID = sitData.posID;
tsy.paoBei = (int)sitData.consumeGoldNum;
// 倍数:服务端返回的爆奖倍数(小鱼模式 BJEndUI 结算显示用;未下发时保持默认 1)
tsy.bJbeishu = killFish.beishu > 0 ? killFish.beishu : 1;
if (tsy.baoJiangMode == TSYBaoJiangMode.Boss爆奖)
{
@@ -52,6 +52,8 @@ public class SitPosData : MonoBehaviour
[Header("特殊鱼炮台")]
[Tooltip("特殊鱼炮台实例化的父节点")]
public Transform tSYPTParent;
[Tooltip("特殊鱼炮台(钻头)是否正在使用:true=期间禁用普通开火,点击只发射钻头")]
public bool isDrillActive;
// -------------------------
// 炮台管理(动态克隆)
// -------------------------
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using UnityEngine;
/// <summary>
/// 特殊鱼:激光蟹 死亡玩法(继承 ZuanTouXie_DieEvent,只覆写发射部分)。
/// 和钻头蟹完全同构,区别仅在"点击发射":
/// 钻头蟹 → 发射钻头子弹(SpecialBulletMove:反弹/碰鱼爆炸)
/// 激光蟹 → 生成 3D 世界横穿屏幕的激光(SpecialLaserMove:蓝→紫两形态,扫到就杀)
/// 炮台持续到激光全部结束才恢复(restoreTurretAfterProjectile = true)。
/// </summary>
public class JiGuangXie_DieEvent : ZuanTouXie_DieEvent
{
/// <summary>激光蟹:炮台不随发射消失,持续到激光(蓝+紫两形态)全部结束才恢复普通炮台</summary>
protected override bool restoreTurretAfterProjectile => true;
[Header("====== 激光蟹:激光特效(直接拖,生成到 3D 世界横穿屏幕)======")]
[Tooltip("蓝色形态 hit 特效(先播 hitTime 秒)")]
public GameObject laserBlueHit;
[Tooltip("蓝色形态主激光(hit 播完生成,横穿屏幕持续 laserDuration 秒)")]
public GameObject laserBlue;
[Tooltip("紫色形态 hit 特效(蓝色结束后先播 hitTime 秒)")]
public GameObject laserPurpleHit;
[Tooltip("紫色形态主激光(hit 播完生成,横穿屏幕持续 laserDuration 秒)")]
public GameObject laserPurple;
[Header("====== 激光蟹:激光参数 ======")]
[Tooltip("hit 特效播放时长(秒)")]
public float hitTime = 0.5f;
[Tooltip("每种形态主激光持续时长(秒),期间扫到就杀")]
public float laserDuration = 3f;
[Tooltip("激光扫鱼判定宽度(世界单位)")]
public float laserWidth = 1.5f;
[Tooltip("杀鱼的物理层(默认取 Fish 层)")]
public LayerMask fishLayer;
/// <summary>
/// 覆写发射:直接使用【炮台预制体上配置好的 SpecialLaserMove】组件(特效引用在炮台里拖好),
/// 调它的 Init 启动激光(hit → 主激光 → 切换形态,扫到就杀)。
/// 返回 holder:激光跑完 onFinished 时销毁,父类 while(drill != null) 检测到走结算。
/// </summary>
protected override GameObject FireDrill(bool isKiller)
{
if (_sit == null) return null;
// ⭐ 优先取炮台实例上已配置好的 SpecialLaserMove(特效节点引用就是在那里拖的)
var laser = _paoTai != null
? _paoTai.GetComponentInChildren<SpecialLaserMove>(true)
: null;
var holder = new GameObject("LaserHolder");
if (laser != null && laser.gameObject.activeInHierarchy)
{
// 炮台上配好的:直接启动,跑完销毁 holder
laser.onFinished = () => { if (holder != null) Destroy(holder); };
laser.Init(_sit, _paoTai.transform, isKiller ? KillSmallFish : null);
}
else
{
// 兜底:炮台上没配组件 → holder 挂新组件并从本事件字段拷参数
var fb = holder.AddComponent<SpecialLaserMove>();
fb.laserBlueHit = laserBlueHit;
fb.laserBlue = laserBlue;
fb.laserPurpleHit = laserPurpleHit;
fb.laserPurple = laserPurple;
fb.hitTime = hitTime;
fb.laserDuration = laserDuration;
fb.laserWidth = laserWidth;
fb.fishLayer = fishLayer;
fb.onFinished = () => { if (holder != null) Destroy(holder); };
fb.Init(_sit, _paoTai != null ? _paoTai.transform : null, isKiller ? KillSmallFish : null);
}
return holder;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 激光控制脚本(激光蟹专用,与钻头蟹的 SpecialBulletMove 同级对应——控制"发射物")。
///
/// ⭐ 激光特效是【炮台预制体里的子节点】(随炮台摆好位置/朝向,跟随 turretRotate 旋转):
/// 不克隆特效,直接在生成的炮台实例里找到节点 SetActive 激活/关闭。
///
/// 两种形态的激活时序(Inspector 拖炮台里的 4 个特效节点,或用默认名自动找):
/// 蓝:LaserBlue_hit 激活 0.5s → 关 → LaserBlue 激活持续 N 秒(期间扫鱼)
/// 紫:Laserpurple_hit 激活 0.5s → 关 → Laserpurple 激活持续 N 秒(期间扫鱼)
/// 两种形态跑完 → 销毁自身(控制器检测到走 onFinished 结算)。
///
/// 扫鱼:每帧沿炮台瞄准方向(长×宽 OverlapBox),扫到的普通鱼全部死亡
/// (帧同步由创建方回调注入),同一条鱼只杀一次。
/// </summary>
public class SpecialLaserMove : MonoBehaviour
{
[Header("激光节点(从炮台预制体里拖;留空则按默认名在炮台实例里自动找)")]
[Tooltip("蓝色形态 hit 节点(先激活 hitTime 秒)")]
public GameObject laserBlueHit;
[Tooltip("蓝色形态主激光(hit 播完激活,持续 laserDuration 秒)")]
public GameObject laserBlue;
[Tooltip("紫色形态 hit 节点(蓝色结束后先激活 hitTime 秒)")]
public GameObject laserPurpleHit;
[Tooltip("紫色形态主激光(hit 播完激活,持续 laserDuration 秒)")]
public GameObject laserPurple;
[Header("激光参数")]
[Tooltip("hit 节点播放时长(秒)")]
public float hitTime = 0.5f;
[Tooltip("每种形态主激光持续时长(秒),期间扫到就杀")]
public float laserDuration = 3f;
[Tooltip("激光扫鱼判定宽度(世界单位)")]
public float laserWidth = 1.5f;
[Tooltip("杀鱼的物理层(默认取 Fish 层)")]
public LayerMask fishLayer;
/// <summary>杀鱼回调(创建方设置:Id_DieFish_FX 帧同步加分)</summary>
public System.Action<MonsterContral> onHitFish;
/// <summary>激光全部跑完回调(蓝+紫两形态结束):由创建方接(销毁等待用的 holder 等)</summary>
public System.Action onFinished;
private readonly HashSet<string> _killed = new HashSet<string>();
private SitPosData _sit; // 击杀者座位
private Transform _turret; // 生成的激光炮台实例(激光节点的父物体)
/// <summary>
/// 初始化并开始激光。
/// </summary>
/// <param name="sit">击杀者座位(扫射方向=turretRotate 朝向,起点=炮台子弹起点)</param>
/// <param name="turret">生成的激光炮台实例(激光特效节点在其中)</param>
/// <param name="hitFish">杀鱼回调(帧同步逻辑由创建方注入)</param>
public void Init(SitPosData sit, Transform turret, System.Action<MonsterContral> hitFish)
{
_sit = sit;
_turret = turret;
onHitFish = hitFish;
_killed.Clear();
if (fishLayer.value == 0) fishLayer = LayerMask.GetMask("Fish");
// Inspector 拖的引用是预制体资源上的节点 → 运行时要在【炮台实例】里找同名节点激活
laserBlueHit = ResolveNode(laserBlueHit, _turret);
laserBlue = ResolveNode(laserBlue, _turret);
laserPurpleHit = ResolveNode(laserPurpleHit, _turret);
laserPurple = ResolveNode(laserPurple, _turret);
StartCoroutine(LaserRoutine());
}
/// <summary>
/// 把预制体资源引用解析成炮台实例里的同名节点:
/// 拖的引用非炮台实例子物体时,按节点名在实例里深度查找(含未激活节点)。
/// </summary>
private GameObject ResolveNode(GameObject dragged, Transform turret)
{
if (dragged == null || turret == null) return dragged;
if (dragged.transform.IsChildOf(turret)) return dragged; // 已经是实例里的节点
// 拖的是预制体资源节点 → 在炮台实例里深度找同名节点(含未激活)
foreach (var t in turret.GetComponentsInChildren<Transform>(true))
{
if (t.name == dragged.name) return t.gameObject;
}
Debug.LogWarning($"[SpecialLaserMove] 炮台实例里未找到节点 {dragged.name},将直接激活拖入的引用");
return dragged;
}
private IEnumerator LaserRoutine()
{
// ===== 形态1:蓝色(hit → 主激光)=====
yield return PlayForm(laserBlueHit, laserBlue);
// ===== 形态2:紫色(hit → 主激光)=====
yield return PlayForm(laserPurpleHit, laserPurple);
// ===== 两种形态跑完 → 回调(创建方销毁等待 holder / 走结算)=====
// ⭐ 不销毁自身:本组件通常挂在炮台预制体上,炮台由事件流程统一销毁
onFinished?.Invoke();
}
/// <summary>播放一种形态:hit 节点激活 hitTime 秒 → 关 → 主激光激活 laserDuration 秒(期间扫鱼)</summary>
private IEnumerator PlayForm(GameObject hitObj, GameObject laserObj)
{
// 1. hit 节点:激活播 hitTime 秒
SetActive(hitObj, true);
yield return new WaitForSeconds(hitTime);
SetActive(hitObj, false);
// 2. 主激光:激活持续 laserDuration 秒,期间每帧扫鱼(节点在炮台里,自动跟随瞄准旋转)
SetActive(laserObj, true);
float fireEnd = Time.time + laserDuration;
while (Time.time < fireEnd)
{
SweepKillFish();
yield return null;
}
SetActive(laserObj, false);
}
/// <summary>沿炮台当前瞄准方向扫一条宽激光,范围内普通鱼全部击杀(同一条只杀一次)</summary>
private void SweepKillFish()
{
if (_sit == null || onHitFish == null) return;
// 起点:炮台子弹起点(3D 世界坐标)
Vector3 origin = _sit.currentTurret != null
? (Vector3)_sit.currentTurret.GetBulletStartWorldPos()
: (Vector3)_sit.GetBulletStartPos();
origin.z = 0;
// 朝向:turretRotate 的"上"(激光节点挂在炮台里,跟随一起旋转)
Vector2 dir = _sit.turretRotate != null
? (Vector2)(_sit.turretRotate.rotation * Vector3.up)
: Quaternion.Euler(0, 0, _sit.currentAngle) * Vector2.up;
if (dir.sqrMagnitude < 0.0001f) return;
dir.Normalize();
// 扫射长度=屏幕对角线(3D 不放特效,只有碰撞判定;特效在炮台里显示)
float len = ScreenDiagonal();
Vector2 center = origin + (Vector3)(dir * (len * 0.5f));
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
var hits = Physics2D.OverlapBoxAll(center, new Vector2(len, laserWidth), angle, fishLayer);
foreach (var h in hits)
{
if (!h.CompareTag("Fish")) continue;
var fish = h.GetComponentInParent<MonsterContral>();
if (fish == null || fish.isDead) continue;
if (!_killed.Add(fish.guid)) continue; // 同一条鱼只杀一次
onHitFish(fish);
}
}
/// <summary>屏幕对角线长度(激光默认长度,保证横穿屏幕)</summary>
private float ScreenDiagonal()
{
Camera cam = Camera.main;
if (cam == null || !cam.orthographic) return 40f;
float h = cam.orthographicSize * 2f;
float w = h * cam.aspect;
return Mathf.Sqrt(h * h + w * w);
}
private static void SetActive(GameObject obj, bool active)
{
if (obj != null) obj.SetActive(active);
}
private void OnDestroy()
{
StopAllCoroutines();
// 兜底:意外销毁时把节点全部复位
SetActive(laserBlueHit, false);
SetActive(laserBlue, false);
SetActive(laserPurpleHit, false);
SetActive(laserPurple, false);
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 钻头子弹(3D 预制体,按普通子弹的方式创建和移动)。
/// - 创建:位置 = 炮台子弹起点(GetBulletStartWorldPos),旋转 = Quaternion.Euler(0,0,angle);
/// - 移动:沿 _heading(2D 方向向量)直线飞行,模型保持预制体默认姿态、只转世界 Z 轴;
/// - 撞墙(Wall 层):法线反弹,每撞一次 peng--;次数用完仍继续反弹;
/// - 碰鱼(Fish 层):peng>0 → 回调杀这条鱼(钻头继续飞);peng<=0 → 在碰鱼位置最终爆炸炸死一群鱼;
/// - 超时 desTime:同样最终爆炸;
/// - 爆炸:范围杀鱼(没配特效也照常) → 可选特效 → 回调 onExploded → 销毁自身。
/// </summary>
public class SpecialBulletMove : MonoBehaviour
{
[Header("移动")]
[Tooltip("飞行速度(世界单位/秒)")]
public float moveSpeed = 30f;
[Tooltip("最长存活时间(秒),超时爆炸")]
public float desTime = 12f;
[Header("反弹 / 爆炸")]
[Tooltip("撞墙反弹次数,反弹完爆炸")]
public int peng = 7;
[Tooltip("最终爆炸特效预制体(没配也会照常炸范围杀鱼,特效后期补)")]
public GameObject explosionPrefab;
[Tooltip("最终爆炸杀鱼半径(世界单位)")]
public float explosionRadius = 3f;
[Header("层级")]
[Tooltip("墙层(默认取 Wall 层,另兼容 Wall 标签)")]
public LayerMask wallLayer;
[Tooltip("鱼层(默认取 Fish 层,另兼容 Fish 标签)")]
public LayerMask fishLayer;
/// <summary>碰鱼回调(创建方设置:杀鱼+加分)</summary>
public Action<MonsterContral> onHitFish;
/// <summary>爆炸回调(创建方设置:结束流程)</summary>
public Action onExploded;
/// <summary>爆炸视觉回调(Action 触发):外部可替换成任意特效;默认=explosionPrefab 或范围圈圈</summary>
public Action<Vector3> onExplodeVisual;
private readonly HashSet<string> _killed = new HashSet<string>();
private Vector2 _heading = Vector2.up; // 前进方向(2D 平面),与模型旋转解耦
private Quaternion _defaultRot; // 实例化时预制体的默认旋转(保留姿态用)
private float _time;
private bool _exploded;
private float _bounceCooldown = 0f; // 反弹冷却:防一帧/连续多帧内重复触发穿墙
/// <summary>最后一次爆炸生成的范围圈圈(走兜底圈圈时非空,供外部接 onFadeComplete)</summary>
[System.NonSerialized]
public ExplodeRangeCircle lastCircle;
/// <summary>
/// 初始化并设置前进方向。
/// ⭐ 只转世界 Z 轴:缓存预制体默认旋转(相机摆好的姿态),
/// 之后 rotation = Euler(0,0,z) * 默认旋转 —— 不经过 eulerAngles 读回
/// (X=±90 的姿态读回重组会把 X 归 0),移动方向用 _heading 单独算。
/// </summary>
public void Init(Vector2 heading)
{
_time = 0f;
_exploded = false;
_bounceCooldown = 0f;
_killed.Clear();
if (wallLayer.value == 0) wallLayer = LayerMask.GetMask("Wall");
if (fishLayer.value == 0) fishLayer = LayerMask.GetMask("Fish");
_defaultRot = transform.rotation; // 预制体默认姿态(含默认 X 轴)
SetHeading(heading);
}
/// <summary>设置前进方向:世界 Z 轴旋转叠加在默认姿态上(默认 X/Y 始终保留)</summary>
private void SetHeading(Vector2 heading)
{
_heading = heading.sqrMagnitude < 0.0001f ? Vector2.up : heading.normalized;
float z = Mathf.Atan2(_heading.y, _heading.x) * Mathf.Rad2Deg - 90f;
transform.rotation = Quaternion.Euler(0f, 0f, z) * _defaultRot;
}
private void Update()
{
if (_exploded) return;
_time += Time.deltaTime;
if (_bounceCooldown > 0f) _bounceCooldown -= Time.deltaTime;
if (_time >= desTime) { Explode(); return; }
// 直线飞行(沿 _heading,模型只转 Z 轴)
transform.position += (Vector3)(_heading * (moveSpeed * Time.deltaTime));
}
private void OnTriggerEnter2D(Collider2D other)
{
if (_exploded) return;
// —— 撞墙:反弹 + 计数(次数用完仍继续反弹,等碰鱼才引爆)——
if (IsWall(other) && _bounceCooldown <= 0f)
{
Bounce(other);
peng--;
_bounceCooldown = 0.05f; // 短冷却:防同一次碰撞连触发/穿墙
return;
}
// —— 碰鱼 ——
if (IsFish(other))
{
var fish = other.GetComponentInParent<MonsterContral>();
if (fish == null || fish.isDead) return;
// 反弹次数已用完 → 在碰鱼位置最终爆炸:炸死一群鱼 → 钻头消失
if (peng <= 0)
{
Explode();
return;
}
// 还有反弹次数 → 只杀这条鱼,钻头继续飞
if (!_killed.Add(fish.guid)) return; // 同一条鱼只杀一次
onHitFish?.Invoke(fish);
}
}
private bool IsWall(Collider2D c)
{
return (wallLayer.value != 0 && ((1 << c.gameObject.layer) & wallLayer.value) != 0)
|| c.CompareTag("Wall");
}
private bool IsFish(Collider2D c)
{
return (fishLayer.value != 0 && ((1 << c.gameObject.layer) & fishLayer.value) != 0)
|| c.CompareTag("Fish");
}
/// <summary>
/// 按墙面法线反弹(ClosestPoint 求近似法线,适配任意方向的墙)。
/// ⭐ 反弹时把钻头沿法线推回墙外(墙最近点 + 钻头半径 + 余量),防止高速下
/// 一帧跨进墙内 0.1 推出量不够 → 连触发/翻到墙背面造成穿模。
/// </summary>
private void Bounce(Collider2D wall)
{
Vector2 pos = transform.position;
Vector2 closest = wall.ClosestPoint(pos);
Vector2 normal = pos - closest;
if (normal.sqrMagnitude < 0.0001f)
normal = pos - (Vector2)wall.bounds.center;
if (normal.sqrMagnitude < 0.0001f) return;
normal.Normalize();
Vector2 reflected = Vector2.Reflect(_heading, normal);
if (reflected.sqrMagnitude < 0.0001f) return;
// 反弹后只改 Z 轴朝向(默认姿态保留)
SetHeading(reflected);
// 沿法线推回墙外:墙最近点 + 钻头碰撞半径 + 一帧步长余量
var selfCol = GetComponent<Collider2D>();
float radius = selfCol != null
? Mathf.Max(selfCol.bounds.extents.x, selfCol.bounds.extents.y)
: 0.5f;
float margin = moveSpeed * Time.deltaTime + 0.05f; // 至少让过一帧的步长
transform.position = closest + normal * (radius + margin);
}
/// <summary>
/// 最终爆炸:炸半径内普通鱼(没配特效预制体也照常炸范围)→ 视觉(Action 可替换,默认 prefab/范围圈圈) → 回调 → 销毁。
/// </summary>
private void Explode()
{
if (_exploded) return;
_exploded = true;
// 范围爆炸:炸 explosionRadius 内的普通鱼(同一条鱼只杀一次)
if (explosionRadius > 0f && onHitFish != null)
{
var hits = Physics2D.OverlapCircleAll((Vector2)transform.position, explosionRadius, fishLayer);
foreach (var h in hits)
{
if (!IsFish(h)) continue;
var fish = h.GetComponentInParent<MonsterContral>();
if (fish == null || fish.isDead) continue;
if (!_killed.Add(fish.guid)) continue;
onHitFish(fish);
}
}
// 爆炸视觉:优先走 Action(外部可替换);默认 = explosionPrefab;没配 prefab → 画范围圈圈
if (onExplodeVisual != null)
{
onExplodeVisual(transform.position);
}
else if (explosionPrefab != null)
{
var fx = Instantiate(explosionPrefab, transform.position, Quaternion.identity);
Destroy(fx, 2f);
}
else
{
SpawnRangeCircle(transform.position, explosionRadius);
}
onExploded?.Invoke();
Destroy(gameObject);
}
/// <summary>无特效预制体时的兜底视觉:范围触发圈圈(LineRenderer 画圆,淡出后自毁)</summary>
private void SpawnRangeCircle(Vector3 pos, float radius)
{
if (radius <= 0f) return;
var go = new GameObject("ExplodeRangeCircle");
go.transform.position = pos;
var lr = go.AddComponent<LineRenderer>();
lr.material = new Material(Shader.Find("Sprites/Default"));
lr.startColor = Color.red;
lr.endColor = Color.red;
lr.startWidth = 0.08f;
lr.endWidth = 0.08f;
lr.sortingOrder = 200;
lr.useWorldSpace = true;
int seg = 48;
lr.positionCount = seg + 1;
var pts = new Vector3[seg + 1];
for (int i = 0; i <= seg; i++)
{
float a = i / (float)seg * Mathf.PI * 2f;
pts[i] = pos + new Vector3(Mathf.Cos(a), Mathf.Sin(a), 0f) * radius;
}
lr.SetPositions(pts);
// 淡出挂在圈圈自身组件上(钻头马上销毁,不能协程依赖它)
lastCircle = go.AddComponent<ExplodeRangeCircle>();
lastCircle.FadeAndDestroy(0.5f);
}
}
/// <summary>爆炸范围圈圈:淡出后触发回调并自毁(独立组件,不依赖钻头生命周期)</summary>
public class ExplodeRangeCircle : MonoBehaviour
{
private LineRenderer _lr;
/// <summary>淡出完成回调(例如显示 BJEndUI 结算)</summary>
public System.Action onFadeComplete;
private void Awake() { _lr = GetComponent<LineRenderer>(); }
public void FadeAndDestroy(float duration)
{
StartCoroutine(FadeRoutine(duration));
}
private IEnumerator FadeRoutine(float duration)
{
if (_lr == null) yield break;
float t = 0f;
Color c = _lr.startColor;
while (t < duration)
{
t += Time.deltaTime;
float alpha = 1f - t / duration;
_lr.startColor = new Color(c.r, c.g, c.b, alpha);
_lr.endColor = new Color(c.r, c.g, c.b, alpha);
yield return null;
}
// 淡出完成 → 先回调(显示 BJEndUI 等),再自毁
onFadeComplete?.Invoke();
Destroy(gameObject);
}
}
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using System;
using System.Collections;
using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// 特殊鱼炮台控制器(独立脚本,不继承任何爆奖事件基类,与之前的脚本无关)。
///
/// 职责:通用"炮台覆盖→等待点击→发射→恢复"流程,爆奖脚本只管死亡和结算:
/// 1. 关闭普通炮台(turretParent);
/// 2. 在 tSYPTParent 下生成特殊鱼炮台(localPos=0,不改默认旋转,相机渲染);
/// 3. isDrillActive=true 禁用普通开火;
/// 4. 等待击杀者点击(新版输入系统;他人/超时自动释放);
/// 5. 调用外部注入的 fireAction 发射(钻头=创建子弹;激光=激活节点+扫射);
/// 6. 发射后立刻恢复普通炮台(爆奖与炮台无关);
/// 7. 等发射物销毁(fireAction 返回的 GameObject 变 null);
/// 8. onFinished 委托触发 —— 通知爆奖脚本走结束部分(结算/BJEndUI/回池)。
///
/// 用法(爆奖脚本里):
/// var ctrl = gameObject.AddComponent&lt;TSYPaoTaiController&gt;();
/// ctrl.onFinished = () => StartCoroutine(EndRoutine());
/// ctrl.StartControl(sit, paoTaiPrefab, FireDrill, maxWaitTime, otherReleaseDelay);
/// </summary>
public class TSYPaoTaiController : MonoBehaviour
{
/// <summary>整个炮台流程结束(发射物跑完+炮台已恢复)回调:爆奖脚本接这个走结束部分</summary>
public Action onFinished;
private SitPosData _sit; // 击杀者座位
private GameObject _paoTai; // 生成的特殊鱼炮台
private GameObject _normalTurret; // 被隐藏的普通炮台(恢复用)
private Func<bool, GameObject> _fireAction; // 发射函数(参数=是否本地击杀者;返回=发射物,null=不等待)
private float _maxWaitTime;
private float _otherReleaseDelay;
private bool _running;
/// <summary>启动炮台控制流程</summary>
/// <param name="sit">击杀者座位</param>
/// <param name="paoTaiPrefab">特殊鱼炮台预制体</param>
/// <param name="fireAction">发射函数:钻头=创建子弹;激光=激活节点+扫射。返回发射物(供等待销毁)</param>
/// <param name="maxWaitTime">等待点击超时(秒)</param>
/// <param name="otherReleaseDelay">非击杀者自动释放延迟(秒)</param>
public void StartControl(SitPosData sit, GameObject paoTaiPrefab,
Func<bool, GameObject> fireAction, float maxWaitTime, float otherReleaseDelay)
{
_sit = sit;
_fireAction = fireAction;
_maxWaitTime = maxWaitTime;
_otherReleaseDelay = otherReleaseDelay;
StartCoroutine(ControlRoutine(paoTaiPrefab));
}
private IEnumerator ControlRoutine(GameObject paoTaiPrefab)
{
_running = true;
// ===== 1. 炮台覆盖:关普通炮台 → 生成特殊鱼炮台 → 禁普通开火 =====
_normalTurret = _sit.turretParent != null ? _sit.turretParent.gameObject : null;
if (_normalTurret != null) _normalTurret.SetActive(false);
if (paoTaiPrefab != null && _sit.tSYPTParent != null)
{
_paoTai = Instantiate(paoTaiPrefab, _sit.tSYPTParent, false);
_paoTai.transform.localPosition = Vector3.zero; // 其余值不改(相机渲染)
}
_sit.isDrillActive = true;
// ===== 2. 等待点击释放(击杀者点击;他人/超时自动)=====
bool isKiller = _sit.user == GameManager.Instance.user.id;
if (isKiller)
{
float end = Time.time + _maxWaitTime;
while (Time.time < end && !PressedThisFrame())
yield return null;
}
else
{
yield return new WaitForSeconds(_otherReleaseDelay);
}
// ===== 3. 发射(外部注入的发射函数:钻头/激光各自实现)=====
GameObject proj = _fireAction != null ? _fireAction(isKiller) : null;
// ===== 4. 立刻恢复普通炮台:爆奖与炮台无关 =====
_sit.isDrillActive = false;
if (_paoTai != null) Destroy(_paoTai);
if (_normalTurret != null) _normalTurret.SetActive(true);
// ===== 5. 等发射物跑完(钻头反弹/激光扫射,销毁即结束)=====
while (proj != null) yield return null;
// ===== 6. 流程结束 → Action 委托触发爆奖脚本的结束部分 =====
_running = false;
onFinished?.Invoke();
}
/// <summary>新版输入系统:本帧按下(鼠标/触摸)</summary>
private bool PressedThisFrame()
{
#if UNITY_STANDALONE || UNITY_EDITOR
return Mouse.current != null && Mouse.current.leftButton.wasPressedThisFrame;
#else
var touch = Touchscreen.current?.primaryTouch;
return touch != null && touch.press.wasPressedThisFrame;
#endif
}
/// <summary>外部强制停止(事件被销毁时调用),恢复座位状态</summary>
public void StopControl()
{
if (!_running) return;
_running = false;
StopAllCoroutines();
if (_sit != null) _sit.isDrillActive = false;
if (_paoTai != null) Destroy(_paoTai);
if (_normalTurret != null) _normalTurret.SetActive(true);
}
private void OnDestroy()
{
// 事件对象销毁时兜底恢复座位状态
if (_running) StopControl();
}
}
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using Assets.MyGame.Scripts.Net.APIResponses.Enum;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// 特殊鱼:钻头蟹 的死亡爆奖事件(继承 DieEffect_TSY 特殊鱼爆奖父对象)。
/// 特殊鱼:钻头蟹 死亡玩法(继承 DieEffect_TSY)。
///
/// 主要功能:
/// 1. 击杀钻头蟹之后,隐藏击杀者位置的炮台;
/// 2. 在炮台【世界坐标】位置生成新的钻头预制体(Z_1596_PT Variant);
/// 3. 拷贝炮台旋转,让钻头与炮台朝向一致;
/// 4. 钻头按炮台朝向贯穿全场直线飞行,沿途击杀普通鱼(金币 = 炮倍 × 鱼底分);
/// 5. 飞出屏幕后恢复炮台,再按 baoJiangMode 走标准爆奖/结算流程并回收自身。
///
/// 挂载:替换 effect_DieAward 预制体(Z_1596 Variant)上的改类脚本;
/// drillPrefab 拖入 Z_1596_PT Variant。paoBei/posID/isLocalCoin 由
/// CreateFishManager 杀鱼流程自动注入。
/// 流程:
/// 1. 死亡 → 普通炮台被钻头效果覆盖:关闭 turretParent,
/// 在 tSYPTParent 下生成钻头炮台(localPos=0,不改默认旋转),
/// isDrillActive=true 禁用普通开火(期间点击/拖动只瞄准);
/// 2. 点击屏幕 → 按普通子弹的创建方式发射钻头
/// (位置=GetBulletStartWorldPos,旋转=Euler(0,0,当前瞄准角));
/// 发射后【立刻】恢复普通炮台(turretParent=true)——爆奖与炮台无关;
/// 3. 钻头飞行:撞墙(Wall层)反弹 peng 次、碰到鱼回调杀鱼(Id_DieFish_FX 帧同步);
/// 4. 反弹次数用完后继续反弹,下次碰鱼 -> 最终爆炸(范围炸一群鱼,无特效则画范围圈圈);
/// 圈圈淡出完成(或兜底) -> ShowEndUI:加分 + 显示 BJEndUI -> 结束爆奖回池。
/// </summary>
public class ZuanTouXie_DieEvent : DieEffect_TSY
{
[Header("====== 钻头蟹:钻头 ======")]
[Tooltip("钻头预制体(Z_1596_PT Variant)")]
public GameObject drillPrefab;
[Tooltip("钻头挂载父节点(可选,不填=世界根节点)")]
public Transform drillParent;
[Tooltip("钻头相对炮台子弹起点的额外世界坐标偏移")]
public Vector3 drillOffset;
[Tooltip("钻头飞行速度(世界单位/秒)")]
public float drillSpeed = 20f;
[Tooltip("钻头杀鱼检测半径(世界单位)")]
public float killRadius = 1.5f;
[Tooltip("钻头最长飞行时间(秒)")]
public float maxDuration = 8f;
[Tooltip("飞出屏幕边界后额外外扩余量(世界单位)")]
public float boundMargin = 2f;
[Tooltip("钻头结束后恢复炮台的延迟(秒)")]
public float restoreTurretDelay = 0.2f;
[Tooltip("杀鱼的物理层(默认取 Fish 层)")]
public LayerMask fishLayer;
[Header("====== 钻头炮台 ======")]
[Tooltip("钻头炮台预制体(Z_1596_PT),生成到 tSYPTParent,localPos=0")]
public GameObject paoTaiPrefab;
public override void SetCoinCount()
[Header("====== 钻头子弹 ======")]
[Tooltip("钻头子弹预制体(3D,按普通子弹方式创建)")]
public GameObject bulletPrefab;
[Tooltip("最终爆炸特效预制体")]
public GameObject explosionPrefab;
[Tooltip("撞墙反弹次数,反弹完爆炸")]
public int peng = 7;
[Tooltip("钻头飞行速度(世界单位/秒)")]
public float bulletSpeed = 30f;
[Tooltip("钻头最长存活时间(秒)")]
public float bulletLife = 12f;
[Tooltip("子弹无碰撞体时自动补圆形触发器半径")]
public float bulletTriggerRadius = 0.6f;
[Header("====== 时序 ======")]
[Tooltip("等待击杀者点击释放的最长时间(秒),超时自动释放")]
public float maxWaitTime = 10f;
[Tooltip("非击杀者端自动释放延迟(秒,纯表现)")]
public float otherReleaseDelay = 1.5f;
[Tooltip("爆炸后到显示结算的延迟(秒)")]
public float endDelay = 0.5f;
protected SitPosData _sit; // 击杀者座位
protected GameObject _paoTai; // 生成的钻头炮台
protected GameObject _normalTurret; // 被隐藏的普通炮台(恢复用)
protected bool _endShown; // 结算(BJEndUI)只显示一次
/// <summary>
/// 恢复普通炮台的时机:false=发射后立刻恢复(钻头蟹);true=发射物跑完才恢复(激光蟹,炮台持续到激光结束)。
/// </summary>
protected virtual bool restoreTurretAfterProjectile => false;
/// <summary>
/// 参数注入完成即启动整个流程(不再等外部调 SetCoinCount)。
/// ⭐ 不覆写 SetCoinCount:外部(如 not-self 分流检测)发现子类重写了 SetCoinCount 会走原克隆流程,
/// 挪到 Init 里启动后保持基类空实现即可避开。
/// </summary>
public override void Init(long goldCount, int posID, long paobei, long fishScore, int beishu,
Action<int> action, Action action1 = null)
{
StartCoroutine(DrillRoutine());
base.Init(goldCount, posID, paobei, fishScore, beishu, action, action1);
StartCoroutine(MainRoutine());
}
private IEnumerator DrillRoutine()
protected virtual IEnumerator MainRoutine()
{
// 0. 定位击杀者座位(posID 由 CreateFishManager 杀鱼流程注入)
SitPosData sit = _targetSit;
if (sit == null)
_endShown = false; // 对象池复用安全
// ===== 0. 击杀者座位 =====
_sit = _targetSit;
if (_sit == null)
{
var sits = CreateFishManager.Instance?.currGameType?.list_Sits;
if (sits != null && posID >= 0 && posID < sits.Count) sit = sits[posID];
if (sits != null && posID >= 0 && posID < sits.Count) _sit = sits[posID];
}
// 无座位/炮台 → 直接按模式走爆奖/结算结束,防止流程卡死
if (sit == null || sit.currentTurret == null)
if (_sit == null)
{
yield return new WaitForSeconds(0.2f);
CreateBaoJiangEffect();
@@ -63,74 +86,197 @@ public class ZuanTouXie_DieEvent : DieEffect_TSY
yield break;
}
if (fishLayer.value == 0) fishLayer = LayerMask.GetMask("Fish");
if (paoBei <= 0 && _sit.consumeGoldNum > 0) paoBei = (int)_sit.consumeGoldNum;
// 保底:本地杀鱼路径未注入 paoBei 时,用击杀者座位当前炮倍
if (paoBei <= 0 && sit.consumeGoldNum > 0) paoBei = (int)sit.consumeGoldNum;
// ===== 1. 炮台被钻头覆盖:关普通炮台 → 生成钻头炮台 → 禁普通开火 =====
_normalTurret = _sit.turretParent != null ? _sit.turretParent.gameObject : null;
if (_normalTurret != null) _normalTurret.SetActive(false);
// 1. 隐藏击杀者炮台
var turretGo = sit.currentTurret.gameObject;
turretGo.SetActive(false);
// 2. 出生点 = 炮台子弹起点(世界坐标)+ 偏移;旋转 = turretRotate(与炮台一致的旋转节点)
Vector3 worldPos = (Vector3)sit.currentTurret.GetBulletStartWorldPos() + drillOffset;
Quaternion rot = sit.turretRotate != null
? sit.turretRotate.rotation
: Quaternion.Euler(0, 0, sit.currentAngle);
// 3. 在【世界坐标】生成钻头并拷贝炮台旋转
GameObject drill = null;
if (drillPrefab != null)
if (paoTaiPrefab != null && _sit.tSYPTParent != null)
{
drill = Instantiate(drillPrefab, drillParent != null ? drillParent : null);
drill.transform.position = worldPos;
drill.transform.rotation = rot;
_paoTai = Instantiate(paoTaiPrefab, _sit.tSYPTParent, false);
_paoTai.transform.localPosition = Vector3.zero; // 其余值不改(相机渲染)
}
_sit.isDrillActive = true;
// ===== 2. 等待点击释放钻头(击杀者点击;他人/超时自动释放)=====
bool isKiller = _sit.user == GameManager.Instance.user.id;
if (isKiller)
{
float end = Time.time + maxWaitTime;
while (Time.time < end && !PressedThisFrame())
yield return null;
}
else
{
yield return new WaitForSeconds(otherReleaseDelay);
}
// 4. 贯穿全场直线飞行 + 沿途杀鱼(同一鱼只杀一次)
var killed = new HashSet<string>();
Camera cam = Camera.main;
Vector3 sitPos = sit.transform.position;
float halfH = cam != null ? cam.orthographicSize : Screen.height / 2f;
float halfW = cam != null ? halfH * cam.aspect : Screen.width / 2f;
// ===== 3. 发射钻头(普通子弹的创建方式)=====
GameObject drill = FireDrill(isKiller);
float elapsed = 0f;
while (drill != null && elapsed < maxDuration)
{
elapsed += Time.deltaTime;
drill.transform.position += drill.transform.up * drillSpeed * Time.deltaTime;
// ===== 4. 恢复普通炮台时机:钻头蟹=发射后立刻恢复(爆奖与炮台无关)=====
if (!restoreTurretAfterProjectile)
RestoreTurret();
Vector3 pos = drill.transform.position;
var hits = Physics2D.OverlapCircleAll((Vector2)pos, killRadius, fishLayer);
foreach (var hit in hits)
{
if (!hit.CompareTag("Fish")) continue;
var c = hit.GetComponentInParent<MonsterContral>();
if (c == null) continue;
if (c.fishenum != FishTypeEnum.普通鱼) continue;
if (!killed.Add(c.guid)) continue;
CreateFishManager.Instance.Id_DieFish_FX(
c.guid,
new RedPacketRecord { Amount = paoBei * c.monsterData.fishTypeConfig.fishScore },
sitPos, isLocalCoin);
}
// ===== 5. 等钻头跑完(撞墙反弹/杀鱼/最终爆炸)=====
// 爆炸时 onExploded 会把 ShowEndUI 挂到范围圈圈的 onFadeComplete 上(圈圈淡完显示 BJEndUI)
while (drill != null) yield return null;
// 飞出屏幕 → 结束
if (Mathf.Abs(pos.x) > halfW + boundMargin || Mathf.Abs(pos.y) > halfH + boundMargin)
break;
// ===== 4b. 激光蟹等覆写为 true:发射物跑完(激光结束)才恢复炮台 =====
if (restoreTurretAfterProjectile)
RestoreTurret();
// ===== 6. 兜底触发结算(圈圈回调没执行/有特效预制体时直接显示)=====
yield return new WaitForSeconds(endDelay);
ShowEndUI();
// Boss爆奖模式:红包流程要跑一会儿,等它结束(isScoreEnd)再回收,避免回池杀协程
float timeout = Time.time + 15f;
while (baoJiangMode == TSYBaoJiangMode.Boss爆奖 && !isScoreEnd && Time.time < timeout)
yield return null;
}
// 5. 回收钻头
if (drill != null) Destroy(drill);
// 6. 等一小段后恢复炮台
yield return new WaitForSeconds(restoreTurretDelay);
if (turretGo != null) turretGo.SetActive(true);
// 7. 按 baoJiangMode 走爆奖/结算流程,随后回收自身
CreateBaoJiangEffect();
EffectPool.Instance.Return(gameObject);
}
}
/// <summary>恢复普通炮台:销毁特殊鱼炮台 + 恢复 turretParent + 解除普通开火禁用</summary>
protected void RestoreTurret()
{
if (_sit != null) _sit.isDrillActive = false;
if (_paoTai != null) Destroy(_paoTai);
if (_normalTurret != null) _normalTurret.SetActive(true);
}
/// <summary>
/// 最终结算:显示 BJEndUI(由范围圈圈淡出回调 or 兜底触发,_endShown 保证只执行一次)。
/// - Boss爆奖模式 -> CreateBaoJiangEffect 走完整红包流程(内部最终显示 BJEndUI);
/// - 小鱼爆奖模式 -> 加分(JiaFenEx) + 直接实例化 bjEndUI(endUIEntries 里配置的结算预制体)。
/// </summary>
protected virtual void ShowEndUI()
{
if (_endShown) return;
_endShown = true;
// Boss爆奖模式:走完整红包流程(CallBJ -> 滚分 -> BJEndUI)
if (baoJiangMode == TSYBaoJiangMode.Boss爆奖)
{
CreateBaoJiangEffect();
return;
}
// 小鱼爆奖模式:先把击杀金币回给玩家
JiaFenEx?.Invoke(0);
// 结算预制体:endUIType -> endUIEntries 映射(Inspector 配置)
ResolveEndUI();
if (bjEndUI == null)
{
Debug.LogWarning("[钻头蟹] 未配置 BJEndUI:请在预制体 endUIEntries 拖入对应 endUIType 的结算预制体(或把 baoJiangMode 设为 Boss爆奖)");
return;
}
// 倍数:CreateFishManager 已把 killFish.beishu 注入 bJbeishu;此处只做兜底(默认1)
if (bJbeishu <= 0) bJbeishu = 1;
maxScore = (int)coinCount;
isSelf = isLocalCoin;
// 父节点:击杀者座位的 UI 爆奖面板挂点(obj_BaoJiangZhongPanelPosition),回退座位自身
// ⭐ UI_baojiang 是 UGUI 面板,必须挂 UI 座位节点下(localPosition=0),不能挂 3D 世界坐标
Transform parent = _sit.obj_BaoJiangZhongPanelPosition != null
? _sit.obj_BaoJiangZhongPanelPosition
: _sit.transform;
var endUI = Instantiate(bjEndUI, parent);
endUI.transform.localPosition = Vector3.zero;
endUI.transform.localRotation = Quaternion.identity;
endUI.transform.localScale = Vector3.one;
endUI.Init(bJbeishu, maxScore, isSelf);
}
/// <summary>新版输入系统:本帧按下(鼠标/触摸)</summary>
private bool PressedThisFrame()
{
#if UNITY_STANDALONE || UNITY_EDITOR
return Mouse.current != null && Mouse.current.leftButton.wasPressedThisFrame;
#else
var touch = Touchscreen.current?.primaryTouch;
return touch != null && touch.press.wasPressedThisFrame;
#endif
}
/// <summary>
/// 按普通子弹方式发射钻头:位置=炮台子弹起点(3D 世界坐标);
/// 旋转=用预制体默认旋转实例化(保留默认 X 轴姿态),之后只改 Z 轴;
/// 前进方向由当前瞄准角单独算出传给 Init。
/// 子类(激光蟹)可覆写此方法改为激活激光节点+扫鱼,返回临时对象供 while(drill!=null) 等待。
/// </summary>
protected virtual GameObject FireDrill(bool isKiller)
{
if (bulletPrefab == null) return null;
// 位置:与普通子弹创建位置一致
Vector3 muzzle = _sit.currentTurret != null
? (Vector3)_sit.currentTurret.GetBulletStartWorldPos()
: (Vector3)_sit.GetBulletStartPos();
muzzle.z = 0;
// 旋转:预制体默认旋转(保留默认 X 轴,不重置),Z 轴由 SpecialBulletMove 按 heading 设置
GameObject drill = Instantiate(bulletPrefab, muzzle, bulletPrefab.transform.rotation);
// 前进方向:当前瞄准角 → 方向(同普通子弹的 angle 语义)
Vector2 heading = Quaternion.Euler(0, 0, _sit.currentAngle) * Vector2.up;
// 无物理组件时补触发器,保证碰墙/碰鱼检测生效
if (drill.GetComponent<Rigidbody2D>() == null)
{
var rb = drill.AddComponent<Rigidbody2D>();
rb.gravityScale = 0f;
rb.isKinematic = true;
}
if (drill.GetComponent<Collider2D>() == null)
{
var cc = drill.AddComponent<CircleCollider2D>();
cc.isTrigger = true;
cc.radius = bulletTriggerRadius;
}
var sb = drill.GetComponent<SpecialBulletMove>();
if (sb == null) sb = drill.AddComponent<SpecialBulletMove>();
sb.moveSpeed = bulletSpeed;
sb.desTime = bulletLife;
sb.peng = peng;
sb.explosionPrefab = explosionPrefab;
if (isKiller) sb.onHitFish = KillSmallFish; // 只有击杀者端杀鱼(走帧同步)
// 爆炸 -> 圈圈淡出完成时显示 BJEndUI;有特效预制体(无圈圈)则爆炸后直接显示
sb.onExploded = () =>
{
if (sb.lastCircle != null)
sb.lastCircle.onFadeComplete += ShowEndUI;
else
ShowEndUI();
};
sb.Init(heading);
return drill;
}
/// <summary>杀小鱼:金币=炮倍×底分,Id_DieFish_FX 帧同步到全房间</summary>
protected void KillSmallFish(MonsterContral fish)
{
if (fish == null || fish.isDead) return;
CreateFishManager.Instance.Id_DieFish_FX(
fish.guid,
new RedPacketRecord { Amount = paoBei * fish.monsterData.fishTypeConfig.fishScore },
_sit.transform.position, isLocalCoin);
}
private void OnDestroy()
{
StopAllCoroutines();
// 兜底:事件被外部销毁时恢复座位状态
if (_sit != null) _sit.isDrillActive = false;
if (_paoTai != null) Destroy(_paoTai);
if (_normalTurret != null) _normalTurret.SetActive(true);
}
}
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private void TryFire()
{
// ⭐ 特殊鱼炮台(钻头)活动期间禁用普通开火,点击只发射钻头
if (currSitData != null && currSitData.isDrillActive) return;
clickTime += Time.deltaTime;
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@@ -1566,6 +1569,8 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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// ⭐ 退出倒计时期间屏蔽本地玩家自动开火,其他玩家和机器人不受影响
if (_isLeavingCountdown) return;
// ⭐ 特殊鱼炮台(钻头)活动期间禁用普通自动开火
if (currSitData.isDrillActive) return;
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