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100 geänderte Dateien mit 25872 neuen und 447 gelöschten Zeilen
  1. 1 1
      Assets/Art/UIAssets/TextrueJson/battle.txt
  2. 0 1
      Assets/Art/UIAssets/TextrueJson/skillIcon.txt
  3. BIN
      Assets/Art/UIAssets/decorate/dec_boss_xuetiao.png
  4. 189 0
      Assets/Art/UIAssets/decorate/dec_boss_xuetiao.png.meta
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      Assets/Art/UIAssets/decorate/dec_fb1.png
  6. 189 0
      Assets/Art/UIAssets/decorate/dec_fb1.png.meta
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      Assets/Art/UIAssets/decorate/dec_fb2.png
  8. 189 0
      Assets/Art/UIAssets/decorate/dec_fb2.png.meta
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      Assets/Art/UIAssets/decorate/dec_fb3.png
  10. 189 0
      Assets/Art/UIAssets/decorate/dec_fb3.png.meta
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      Assets/Art/UIAssets/decorate/dec_fb4.png
  12. 189 0
      Assets/Art/UIAssets/decorate/dec_fb4.png.meta
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      Assets/Art/UIAssets/decorate/dec_huo.png
  14. 189 0
      Assets/Art/UIAssets/decorate/dec_huo.png.meta
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      Assets/Art/UIAssets/decorate/dec_jin.png
  16. 189 0
      Assets/Art/UIAssets/decorate/dec_jin.png.meta
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      Assets/Art/UIAssets/decorate/dec_mu.png
  18. 189 0
      Assets/Art/UIAssets/decorate/dec_mu.png.meta
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      Assets/Art/UIAssets/decorate/dec_shui.png
  20. 189 0
      Assets/Art/UIAssets/decorate/dec_shui.png.meta
  21. BIN
      Assets/Art/UIAssets/decorate/dec_tu.png
  22. 189 0
      Assets/Art/UIAssets/decorate/dec_tu.png.meta
  23. BIN
      Assets/Art/UIAssets/decorate/dec_tx.png
  24. 189 0
      Assets/Art/UIAssets/decorate/dec_tx.png.meta
  25. BIN
      Assets/Art/UIAssets/decorate/dec_yuanhuhei.png
  26. 189 0
      Assets/Art/UIAssets/decorate/dec_yuanhuhei.png.meta
  27. BIN
      Assets/Art/UIAssets/decorate/dec_yuanhuhong.png
  28. 189 0
      Assets/Art/UIAssets/decorate/dec_yuanhuhong.png.meta
  29. BIN
      Assets/Art/UIAssets/decorate/dec_yuanhulv.png
  30. 189 0
      Assets/Art/UIAssets/decorate/dec_yuanhulv.png.meta
  31. BIN
      Assets/Art/UIAssets/decorate/dec_zanting.png
  32. 189 0
      Assets/Art/UIAssets/decorate/dec_zanting.png.meta
  33. BIN
      Assets/Art/UIAssets/icon/icon_skill_1.png
  34. 189 0
      Assets/Art/UIAssets/icon/icon_skill_1.png.meta
  35. BIN
      Assets/Art/UIAssets/icon/icon_skill_10.png
  36. 189 0
      Assets/Art/UIAssets/icon/icon_skill_10.png.meta
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      Assets/Art/UIAssets/icon/icon_skill_11.png
  38. 189 0
      Assets/Art/UIAssets/icon/icon_skill_11.png.meta
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      Assets/Art/UIAssets/icon/icon_skill_12.png
  40. 189 0
      Assets/Art/UIAssets/icon/icon_skill_12.png.meta
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      Assets/Art/UIAssets/icon/icon_skill_2.png
  42. 189 0
      Assets/Art/UIAssets/icon/icon_skill_2.png.meta
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      Assets/Art/UIAssets/icon/icon_skill_3.png
  44. 189 0
      Assets/Art/UIAssets/icon/icon_skill_3.png.meta
  45. BIN
      Assets/Art/UIAssets/icon/icon_skill_4.png
  46. 189 0
      Assets/Art/UIAssets/icon/icon_skill_4.png.meta
  47. BIN
      Assets/Art/UIAssets/icon/icon_skill_5.png
  48. 189 0
      Assets/Art/UIAssets/icon/icon_skill_5.png.meta
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      Assets/Art/UIAssets/icon/icon_skill_6.png
  50. 189 0
      Assets/Art/UIAssets/icon/icon_skill_6.png.meta
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      Assets/Art/UIAssets/icon/icon_skill_7.png
  52. 189 0
      Assets/Art/UIAssets/icon/icon_skill_7.png.meta
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      Assets/Art/UIAssets/icon/icon_skill_8.png
  54. 189 0
      Assets/Art/UIAssets/icon/icon_skill_8.png.meta
  55. BIN
      Assets/Art/UIAssets/icon/icon_skill_9.png
  56. 189 0
      Assets/Art/UIAssets/icon/icon_skill_9.png.meta
  57. 19647 0
      Assets/Art/VFX/FXPrefabs/fx_ui_click.prefab
  58. 7 0
      Assets/Art/VFX/FXPrefabs/fx_ui_click.prefab.meta
  59. 8 8
      Assets/Res/UI/BuffWidget.prefab
  60. 579 230
      Assets/Res/UI/CombatPanel.prefab
  61. 15 0
      Assets/Res/UIAtlas/battle.spriteatlasv2
  62. 3 3
      Assets/Res/UIAtlas/battle.spriteatlasv2.meta
  63. 19 7
      Assets/Res/UIAtlas/skillIcon.spriteatlasv2
  64. 10 11
      Assets/Scenes/testCombat.scene
  65. 1 0
      Assets/Scripts/Core/Utility/BesselPath.cs
  66. 53 0
      Assets/Scripts/Core/Utility/BesselPathGroup.cs
  67. 3 0
      Assets/Scripts/Core/Utility/BesselPathGroup.cs.meta
  68. 50 0
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatCalculateTool.cs
  69. 8 5
      Assets/Scripts/GameLogic/Combat/Hero/Turntable/SkillTurntable.cs
  70. 1 0
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs
  71. 17 17
      Assets/Scripts/GameUI/UI/CombatPanel/CombatPanel.cs
  72. 1 1
      Assets/Scripts/GameUI/UI/CombatPanel/MagicWeaponWidget.cs
  73. 49 0
      Assets/Scripts/GameUI/UI/CombatPanel/UseSkillShowFxMono.cs
  74. 3 0
      Assets/Scripts/GameUI/UI/CombatPanel/UseSkillShowFxMono.cs.meta
  75. 21 12
      Assets/Scripts/GameUI/UI/CombatPanel/WuXingGongFaWidget.cs
  76. 146 22
      Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanel.cs
  77. 110 0
      Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanelData.cs
  78. 17 51
      Assets/Scripts/GameUI/UI/CombatPanel/gf_widget.cs
  79. 0 8
      Assets/StreamingAssets/Bundle.meta
  80. BIN
      Assets/StreamingAssets/Bundle/01lz
  81. 0 7
      Assets/StreamingAssets/Bundle/01lz.meta
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      Assets/StreamingAssets/Bundle/01np_dg2
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      Assets/StreamingAssets/Bundle/01np_dg2.meta
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      Assets/StreamingAssets/Bundle/01np_dg3
  85. 0 7
      Assets/StreamingAssets/Bundle/01np_dg3.meta
  86. BIN
      Assets/StreamingAssets/Bundle/403_banyuan_glow
  87. 0 7
      Assets/StreamingAssets/Bundle/403_banyuan_glow.meta
  88. BIN
      Assets/StreamingAssets/Bundle/603_ice_zd
  89. 0 7
      Assets/StreamingAssets/Bundle/603_ice_zd.meta
  90. 0 0
      Assets/StreamingAssets/Bundle/MD5.txt
  91. 0 7
      Assets/StreamingAssets/Bundle/MD5.txt.meta
  92. BIN
      Assets/StreamingAssets/Bundle/UnityBundle.unity3d
  93. 0 7
      Assets/StreamingAssets/Bundle/UnityBundle.unity3d.meta
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      Assets/StreamingAssets/Bundle/afx_ramp_hl_1
  95. 0 7
      Assets/StreamingAssets/Bundle/afx_ramp_hl_1.meta
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      Assets/StreamingAssets/Bundle/afx_ramp_hong
  97. 0 7
      Assets/StreamingAssets/Bundle/afx_ramp_hong.meta
  98. BIN
      Assets/StreamingAssets/Bundle/all
  99. 0 7
      Assets/StreamingAssets/Bundle/all.meta
  100. BIN
      Assets/StreamingAssets/Bundle/allicon

+ 1 - 1
Assets/Art/UIAssets/TextrueJson/battle.txt

@@ -1 +1 @@
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Datei-Diff unterdrückt, da er zu groß ist
+ 0 - 1
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Datei-Diff unterdrückt, da er zu groß ist
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+    - {fileID: 2800000, guid: 400a70f93890a604fb5dba2d1d0de503, type: 3}
+    - {fileID: 2800000, guid: c5819b45a6a4e4948a4cca50ef5b51e8, type: 3}
+    - {fileID: 2800000, guid: b39aa57a36e21ba4bb22b6c30c33e89f, type: 3}
+    - {fileID: 2800000, guid: 2274266728f81f646804b200c6d27805, type: 3}
+    - {fileID: 2800000, guid: d48f758f0aa4b3c4da8e7e4e1e7e96b1, type: 3}
+    - {fileID: 2800000, guid: 39c6c06d6f38e9a439ff834d88a563c3, type: 3}
   m_IsVariant: 0
   m_IsPlaceholder: 0

Datei-Diff unterdrückt, da er zu groß ist
+ 10 - 11
Assets/Scenes/testCombat.scene


+ 1 - 0
Assets/Scripts/Core/Utility/BesselPath.cs

@@ -12,6 +12,7 @@ namespace Core.Utility
     {
         public List<Vector3> controlPoints = new List<Vector3>();
 
+        
         /// <summary>
         /// 全部长度
         /// </summary>

+ 53 - 0
Assets/Scripts/Core/Utility/BesselPathGroup.cs

@@ -0,0 +1,53 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Core.Utility
+{
+    public class BesselPathGroup
+    {
+        public float lane;
+        public List<BesselPath> allBesselPath = new List<BesselPath>();
+
+        public void AddBesselPath(BesselPath besselPath)
+        {
+            allBesselPath.Add(besselPath);
+        }
+
+        public void Start()
+        {
+            lane = 0;
+            for (int i = 0; i < allBesselPath.Count; i++)
+            {
+                BesselPath besselPath = allBesselPath[i];
+                besselPath.SetLengthAtT();
+                lane += besselPath.allDis;
+            }
+        }
+
+        public Vector3 CalculatePoint(float t)
+        {
+            // BesselPath currBeselPath = null;
+            float currLane = 0;
+            for (int i = 0; i < allBesselPath.Count; i++)
+            {
+                BesselPath besselPath = allBesselPath[i];
+                float allLane = currLane;
+                allLane += besselPath.allDis;
+                float b = allLane / lane;
+                if (t <= b)
+                {
+                    float lasetB = currLane / lane;
+                    b -= lasetB;
+                    t -= lasetB;
+                    float currB = t / b;
+                    return besselPath.CalculatePoint(currB);
+                }
+
+                currLane = allLane;
+            }
+
+
+            return Vector3.zero;
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/Core/Utility/BesselPathGroup.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: b877daeb9e7942bda240e647e2e928dc
+timeCreated: 1747206576

+ 50 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/CombatCalculateTool.cs

@@ -426,5 +426,55 @@ namespace GameLogic.Combat.CombatTool
 
             return (b & Restrain[index]) != 0;
         }
+
+        public Color GetColor(WuXingType wuXingType)
+        {
+            switch ((int)wuXingType)
+            {
+                case 1:
+                    return new Color(1f, 0.98f, 0.09f);
+                    break;
+                case 2:
+                    return new Color(0.19f, 0.51f, 1f);
+
+                    break;
+                case 4:
+                    return new Color(0.17f, 1f, 0.35f);
+                    break;
+                case 8:
+                    return new Color(1f, 0.19f, 0.04f);
+                    break;
+                case 16:
+                    return new Color(1f, 0.65f, 0.17f);
+                    break;
+            }
+
+            return Color.white;
+        }
+
+        public Color GetColor(int wuXingType)
+        {
+            switch ((int)wuXingType)
+            {
+                case 1:
+                    return new Color(1f, 0.98f, 0.09f);
+                    break;
+                case 2:
+                    return new Color(0.19f, 0.51f, 1f);
+
+                    break;
+                case 3:
+                    return new Color(0.17f, 1f, 0.35f);
+                    break;
+                case 4:
+                    return new Color(1f, 0.19f, 0.04f);
+                    break;
+                case 5:
+                    return new Color(1f, 0.65f, 0.17f);
+                    break;
+            }
+
+            return Color.white;
+        }
     }
 }

+ 8 - 5
Assets/Scripts/GameLogic/Combat/Hero/Turntable/SkillTurntable.cs

@@ -49,12 +49,13 @@ namespace GameLogic.Combat.Hero.Turntable
                 return;
             }
 
-            DS60103 ds60103=  _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
+            DS60103 ds60103 =
+                _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
             if (ds60103 != null)
             {
                 currUseFinishSkill.Add(skillBasic);
             }
-          
+
             UseSkillFinishEventData useSkillFinishEventData = UseSkillFinishEventData.Create();
             useSkillFinishEventData.SkillBasic = skillBasic;
             CombatEventManager.Instance.Dispatch(CombatEventType.UseSkillFinish, useSkillFinishEventData);
@@ -186,7 +187,8 @@ namespace GameLogic.Combat.Hero.Turntable
                         FillInSkillSlotsEventData fillInSkillSlotsEventData = FillInSkillSlotsEventData.Create();
                         fillInSkillSlotsEventData.SkillBasic = dengDaiSkill;
                         fillInSkillSlotsEventData.SkillSlots = skillSlots;
-                        CombatEventManager.Instance.Dispatch(CombatEventType.FillInSkillSlots,fillInSkillSlotsEventData);
+                        CombatEventManager.Instance.Dispatch(CombatEventType.FillInSkillSlots,
+                            fillInSkillSlotsEventData);
                         return;
                     }
                 }
@@ -264,18 +266,19 @@ namespace GameLogic.Combat.Hero.Turntable
             //     }
             // }
 
-            DS60103 ds60103=  _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
+            DS60103 ds60103 =
+                _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
             if (ds60103 != null)
             {
                 skillSlots.SetSkill(null);
             }
 
             skillSlots.useCount++;
-            combatHeroSkillControl.AddCommandSkill(skillBasic);
             AddUseGongFaEventData addUseGongFaEventData = AddUseGongFaEventData.Create();
             addUseGongFaEventData.SkillBasic = skillBasic;
             addUseGongFaEventData.SkillSlots = skillSlots;
             CombatEventManager.Instance.Dispatch(CombatEventType.AddUseGongFa, addUseGongFaEventData);
+            combatHeroSkillControl.AddCommandSkill(skillBasic);
         }
 
 

+ 1 - 0
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs

@@ -106,6 +106,7 @@ namespace Common.Combat.FxAILogic
                 return;
             }
 
+            BarrierTriggerData = new BarrierTriggerData();
             isNotMove = false;
             extraMoveSpeed = 0;
             size = 1;

+ 17 - 17
Assets/Scripts/GameUI/UI/CombatPanel/CombatPanel.cs

@@ -51,7 +51,7 @@ namespace Fort23.Mono
         {
             // CombatEventManager.Instance.AddEventListener(CombatEventType.AddMagicWeaponHeroEntity,
             //     AddMagicWeaponHeroEntity);
-            CombatEventManager.Instance.AddEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
+            // CombatEventManager.Instance.AddEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
             CombatEventManager.Instance.AddEventListener(CombatEventType.ShowUseMagicWeaponName, UseMagicWeapon);
             StaticUpdater.Instance.AddLateUpdateCallBack(Update);
             // CameraSelect.value = 0.7f;
@@ -61,7 +61,7 @@ namespace Fort23.Mono
         {
             // CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddMagicWeaponHeroEntity,
             //     AddMagicWeaponHeroEntity);
-            CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
+           
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.ShowUseMagicWeaponName, UseMagicWeapon);
             StaticUpdater.Instance.RemoveLateUpdateCallBack(Update);
         }
@@ -89,21 +89,21 @@ namespace Fort23.Mono
             // useQuqueSkill.transform.SetAsLastSibling();
         }
 
-        private async void AddUseGongFa(IEventData ieveData)
-        {
-            AddUseGongFaEventData eventData = ieveData as AddUseGongFaEventData;
-            SkillBasic skillBasic = eventData.SkillBasic;
-            if (skillBasic.CombatHeroEntity.IsEnemy)
-            {
-                return;
-            }
-
-            UseQuqueSkill useQuqueSkill =
-                await UIManager.Instance.CreateGComponentForObject<UseQuqueSkill>(UseQuqueSkill, null,
-                    UseQuqueSkillRoot, isInstance: true);
-            useQuqueSkill.ShowWidget(skillBasic);
-            useQuqueSkill.transform.SetAsLastSibling();
-        }
+        // private async void AddUseGongFa(IEventData ieveData)
+        // {
+        //     AddUseGongFaEventData eventData = ieveData as AddUseGongFaEventData;
+        //     SkillBasic skillBasic = eventData.SkillBasic;
+        //     if (skillBasic.CombatHeroEntity.IsEnemy)
+        //     {
+        //         return;
+        //     }
+        //
+        //     UseQuqueSkill useQuqueSkill =
+        //         await UIManager.Instance.CreateGComponentForObject<UseQuqueSkill>(UseQuqueSkill, null,
+        //             UseQuqueSkillRoot, isInstance: true);
+        //     useQuqueSkill.ShowWidget(skillBasic);
+        //     useQuqueSkill.transform.SetAsLastSibling();
+        // }
 
         private async void AddMagicWeaponHeroEntity()
         {

+ 1 - 1
Assets/Scripts/GameUI/UI/CombatPanel/MagicWeaponWidget.cs

@@ -68,7 +68,7 @@ namespace Fort23.Mono
             }
 
             float d = combatMagicWeaponEntity.cd / combatMagicWeaponEntity.MaxCd;
-            cd.fillAmount = d;
+            cd.fillAmount = 1-d;
         }
     }
 }

+ 49 - 0
Assets/Scripts/GameUI/UI/CombatPanel/UseSkillShowFxMono.cs

@@ -0,0 +1,49 @@
+using Core.Utility;
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine;
+
+namespace Fort23.Mono
+{
+    public class UseSkillShowFxMono : CObject
+    {
+        protected BesselPathGroup besselPathGroup;
+        protected ParticleSystemPool gObjectPoolInterface;
+        protected float _currTime;
+        protected float _timeAdd;
+        private float _speed =3;
+
+        public void Init(BesselPathGroup besselPathGroup, ParticleSystemPool gObjectPoolInterface)
+        {
+            besselPathGroup.Start();
+            this.besselPathGroup = besselPathGroup;
+            this.gObjectPoolInterface = gObjectPoolInterface;
+            _currTime = 0;
+            _timeAdd = 1.0f /3;
+            StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
+        }
+
+        public void Update()
+        {
+            _currTime += Time.deltaTime*_timeAdd;
+            Vector3 pos = besselPathGroup.CalculatePoint(_currTime);
+            gObjectPoolInterface.gameObject.transform.position = pos;
+            if (_currTime >= 1)
+            {
+                CObjectPool.Instance.Recycle(this);
+            }
+        }
+
+        public override void ActiveObj()
+        {
+        }
+
+        public override void DormancyObj()
+        {
+            GObjectPool.Instance.Recycle(gObjectPoolInterface);
+            besselPathGroup = null;
+            gObjectPoolInterface = null;
+            StaticUpdater.Instance.RemoveRenderUpdateCallBack(Update);
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameUI/UI/CombatPanel/UseSkillShowFxMono.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 499e3bce5a9c48e1bea83487d4f1971b
+timeCreated: 1747207713

+ 21 - 12
Assets/Scripts/GameUI/UI/CombatPanel/WuXingGongFaWidget.cs

@@ -17,7 +17,7 @@ namespace Fort23.Mono
 
         // private List<DengDaiSkillWidget> currDengDaiSkill = new List<DengDaiSkillWidget>();
 
-        private WuXingType huangDaoWuXingType;
+        public WuXingType huangDaoWuXingType;
 
         private void Init()
         {
@@ -53,25 +53,34 @@ namespace Fort23.Mono
             switch (index)
             {
                 case 0:
-                    Name.text = "金";
-                    myImage.color = new Color(1f, 0.98f, 0.09f);
+                    huangDaoWuXingType= WuXingType.Gold;
+                    myImage.icon_name = "dec_jin";
+                    // Name.text = "金";
+                    // myImage.color = new Color(1f, 0.98f, 0.09f);
                     break;
                 case 1:
-                    Name.text = "水";
-
-                    myImage.color = new Color(0.19f, 0.51f, 1f);
+                    // Name.text = "水";
+                    huangDaoWuXingType= WuXingType.Water;
+                    // myImage.color = new Color(0.19f, 0.51f, 1f);
+                    myImage.icon_name = "dec_shui";
                     break;
                 case 2:
-                    Name.text = "木";
-                    myImage.color = new Color(0.17f, 1f, 0.35f);
+                    // Name.text = "木";
+                    // myImage.color = new Color(0.17f, 1f, 0.35f);
+                    myImage.icon_name = "dec_mu";
+                    huangDaoWuXingType= WuXingType.Wood;
                     break;
                 case 3:
-                    Name.text = "火";
-                    myImage.color = new Color(1f, 0.19f, 0.04f);
+                    // Name.text = "火";
+                    // myImage.color = new Color(1f, 0.19f, 0.04f);
+                    myImage.icon_name = "dec_huo";
+                    huangDaoWuXingType= WuXingType.Fire;
                     break;
                 case 4:
-                    Name.text = "土";
-                    myImage.color = new Color(1f, 0.65f, 0.17f);
+                    // Name.text = "土";
+                    // myImage.color = new Color(1f, 0.65f, 0.17f);
+                    myImage.icon_name = "dec_tu";
+                    huangDaoWuXingType= WuXingType.Earth;
                     break;
             }
         }

+ 146 - 22
Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanel.cs

@@ -1,12 +1,16 @@
 using System;
 using System.Collections.Generic;
 using Common.Utility.CombatEvent;
+using Core.Utility;
 using Fort23.Core;
+using Fort23.UTool;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Hero;
 using GameLogic.Combat.Hero.Turntable;
 using GameLogic.Combat.Skill;
+using GameLogic.Player;
 using UnityEngine;
+using Utility;
 
 namespace Fort23.Mono
 {
@@ -14,21 +18,22 @@ namespace Fort23.Mono
     public partial class ZhuanPanPanel : UIComponent
     {
         private List<gf_widget> _gfWidgets = new List<gf_widget>();
-        
-        List<WuXingGongFaWidget> _wuXingGongFaWidgets = new List<WuXingGongFaWidget>();
 
-   
+        // List<WuXingGongFaWidget> _wuXingGongFaWidgets = new List<WuXingGongFaWidget>();
+
+        private Map<WuXingType, WuXingGongFaWidget> _wuXingGongFaWidgets = new Map<WuXingType, WuXingGongFaWidget>();
 
         public async CTask ShowPanel()
         {
-            
-            foreach (var wuXingGongFaWidget in _wuXingGongFaWidgets)
+            for (_wuXingGongFaWidgets.Begin(); _wuXingGongFaWidgets.Next();)
             {
-                UIManager.Instance.DormancyGComponent(wuXingGongFaWidget);
+                UIManager.Instance.DormancyGComponent(_wuXingGongFaWidgets.Value);
             }
+
+
             _wuXingGongFaWidgets.Clear();
-            
-        
+
+
             for (int i = 0; i < 5; i++)
             {
                 double hd = i * 72 * Math.PI / 180f;
@@ -36,8 +41,8 @@ namespace Fort23.Mono
                 double b = -Math.Sin(hd);
                 double c = Math.Sin(hd);
                 double d = a;
-                double x = a * 0 + b * 57;
-                double y = c * 0 + d * 57;
+                double x = a * 0 + b * 103;
+                double y = c * 0 + d * 103;
 
                 int index = i;
                 WuXingGongFaWidget widget = await UIManager.Instance.CreateGComponentForObject<WuXingGongFaWidget>(
@@ -45,11 +50,83 @@ namespace Fort23.Mono
                     isInstance: true);
                 widget.transform.anchoredPosition = new Vector2((float)x, (float)y);
                 widget.ShowWidget(index);
-                _wuXingGongFaWidgets.Add(widget);
+                _wuXingGongFaWidgets.Add(widget.huangDaoWuXingType, widget);
             }
+
             ExercisesAlter(null);
         }
 
+        private void SetSkillFxMovePlay(SkillSlots skillSlots)
+        {
+            WuXingType wuXingType = skillSlots.SkillBasic.wuXingType;
+            Vector2 startPos = Vector2.zero;
+            for (int i = 0; i < _gfWidgets.Count; i++)
+            {
+                if (_gfWidgets[i].SkillSlots == skillSlots)
+                {
+                    startPos=  _gfWidgets[i].transform.position;
+                }
+            }
+            // double hd = skillSlots.angle * Math.PI / 180f;
+            // double a = Math.Cos(hd);
+            // double b = -Math.Sin(hd);
+            // double c = Math.Sin(hd);
+            // double d = a;
+            // double x = a * 0 + b * 150;
+            // double y = c * 0 + d * 150;
+
+
+          
+            Vector2 endPos = _wuXingGongFaWidgets[wuXingType].transform.position;
+            Vector2 center = endPos - startPos;
+            center = startPos + (center * 0.5f);
+            BesselPath besselPath = new BesselPath();
+            besselPath.controlPoints.Add(startPos);
+            besselPath.controlPoints.Add(new Vector3(center.x, center.y, -0.5f));
+            besselPath.controlPoints.Add(endPos);
+            besselPath.controlPoints.Add(endPos);
+
+            Vector2 startPos2 = endPos;
+            Vector2 endPos2 = currUseSkillRoot.transform.position;
+            Vector2 center2 = endPos2 - startPos2;
+            center2 = startPos2 + (center2 * 0.5f);
+            BesselPath besselPath2 = new BesselPath();
+            besselPath2.controlPoints.Add(startPos2);
+            besselPath2.controlPoints.Add(new Vector3(center2.x, center2.y, -0.5f));
+            besselPath2.controlPoints.Add(endPos2);
+            besselPath2.controlPoints.Add(endPos2);
+
+            BesselPathGroup besselPathGroup = new BesselPathGroup();
+            besselPathGroup.AddBesselPath(besselPath);
+            besselPathGroup.AddBesselPath(besselPath2);
+
+            GameObject fxObject = null;
+            switch (wuXingType)
+            {
+                case WuXingType.Gold:
+                    fxObject = fx_skill_jing;
+                    break;
+                case WuXingType.Water:
+                    fxObject = fx_skill_shui;
+                    break;
+                case WuXingType.Wood:
+                    fxObject = fx_skill_huo;
+                    break;
+                case WuXingType.Fire:
+                    fxObject = fx_skill_huo;
+                    break;
+                case WuXingType.Earth:
+                    fxObject = fx_skill_shui;
+                    break;
+            }
+
+            UseSkillShowFxMono useSkillShowFxMono = CObjectPool.Instance.Fetch<UseSkillShowFxMono>();
+            ParticleSystemPool particleSystemPool =
+                GObjectPool.Instance.FetchAsyncForGameObject<ParticleSystemPool>(fxObject, fxObject.name);
+            particleSystemPool.transform.parent = fxObject.transform.parent;
+            useSkillShowFxMono.Init(besselPathGroup, particleSystemPool);
+        }
+
         private void Init()
         {
         }
@@ -58,23 +135,70 @@ namespace Fort23.Mono
         {
             StaticUpdater.Instance.AddLateUpdateCallBack(Update);
             CombatEventManager.Instance.AddEventListener(CombatEventType.ExercisesAlter, ExercisesAlter);
-
-
             CombatEventManager.Instance.AddEventListener(CombatEventType.TaoismSkillAlter, TaoismSkillAlter);
-            
-           
+            CombatEventManager.Instance.AddEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, UseSkill);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkillFinish, UseSkillFinish);
         }
 
         public override void DelEvent()
         {
             StaticUpdater.Instance.RemoveLateUpdateCallBack(Update);
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.ExercisesAlter, ExercisesAlter);
-            // CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
-
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.TaoismSkillAlter, TaoismSkillAlter);
-          
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkillFinish, UseSkillFinish);
+        }
+
+        private async void UseSkillFinish(IEventData ieveData)
+        {
+            UseSkillFinishEventData eventData = ieveData as UseSkillFinishEventData;
+            if (eventData.SkillBasic.CombatHeroEntity.IsEnemy)
+            {
+                return;
+            }
+
+            CombatHeroSkillControl combatHeroSkillControl =
+                eventData.SkillBasic.CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>();
+            if (combatHeroSkillControl.useSkillCount <= 0)
+            {
+                currUseSkillRoot.SetActive(false);
+            }
+        }
+
+        private async void UseSkill(IEventData ieveData)
+        {
+            CombatUseSkillEventData eventData = ieveData as CombatUseSkillEventData;
+            if (eventData.useSkill.CombatHeroEntity.IsEnemy)
+            {
+                return;
+            }
+
+            currUseSkillRoot.SetActive(true);
+            currUseSkillIcon.icon_name = eventData.useSkill.SelfSkillConfig.icon;
         }
 
+        private async void AddUseGongFa(IEventData ieveData)
+        {
+            AddUseGongFaEventData eventData = ieveData as AddUseGongFaEventData;
+            SkillBasic skillBasic = eventData.SkillBasic;
+            if (skillBasic.CombatHeroEntity.IsEnemy)
+            {
+                return;
+            }
+
+            SetSkillFxMovePlay(eventData.SkillSlots);
+            CombatHeroSkillControl combatHeroSkillControl =
+                skillBasic.CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>();
+            if (combatHeroSkillControl.useSkillCount > 0 || combatHeroSkillControl.currUseSkill != null)
+            {
+                UseQuqueSkill useQuqueSkill =
+                    await UIManager.Instance.CreateGComponentForObject<UseQuqueSkill>(UseQuqueSkill, null,
+                        UseQuqueSkillRoot, isInstance: true);
+                useQuqueSkill.ShowWidget(skillBasic);
+                useQuqueSkill.transform.SetAsLastSibling();
+            }
+        }
 
         public override void AddButtonEvent()
         {
@@ -85,7 +209,7 @@ namespace Fort23.Mono
         {
         }
 
-    
+
         private async void ExercisesAlter(IEventData iEventData)
         {
             _gfWidgets.Clear();
@@ -104,7 +228,7 @@ namespace Fort23.Mono
                 gf_widget gfWidget = await UIManager.Instance.CreateGComponentForObject<gf_widget>(this.gf_widget, null,
                     Gf_root, isInstance: true);
                 gfWidget.SkillSlots = skillBasic;
-                gfWidget.InitWidget(skillBasic,CombatController.currActiveCombat
+                gfWidget.InitWidget(skillBasic, CombatController.currActiveCombat
                     .playerHeroEntity);
                 _gfWidgets.Add(gfWidget);
             }
@@ -146,8 +270,8 @@ namespace Fort23.Mono
                 double b = -Math.Sin(hd);
                 double c = Math.Sin(hd);
                 double d = a;
-                double x = a * 0 + b * 122;
-                double y = c * 0 + d * 122;
+                double x = a * 0 + b * 150;
+                double y = c * 0 + d * 150;
 
                 gfWidget.transform.anchoredPosition = new Vector2((float)x, (float)y);
             }

+ 110 - 0
Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanelData.cs

@@ -98,6 +98,116 @@ namespace Fort23.Mono
 	      return _pan;
 	     }
 	   }
+	  private GameObject _currUseSkillRoot;
+	  public GameObject currUseSkillRoot
+	   {
+	   get{
+	      if (_currUseSkillRoot == null)
+	       {
+	         _currUseSkillRoot  = GetUIUnit<GameObject>("currUseSkillRoot"); 
+	       }
+	      return _currUseSkillRoot;
+	     }
+	   }
+	  private MyImage _currUseSkillIcon;
+	  public MyImage currUseSkillIcon
+	   {
+	   get{
+	      if (_currUseSkillIcon == null)
+	       {
+	         _currUseSkillIcon  = GetUIUnit<MyImage>("currUseSkillIcon"); 
+	       }
+	      return _currUseSkillIcon;
+	     }
+	   }
+	  private MyImage _currUseSkillQuan;
+	  public MyImage currUseSkillQuan
+	   {
+	   get{
+	      if (_currUseSkillQuan == null)
+	       {
+	         _currUseSkillQuan  = GetUIUnit<MyImage>("currUseSkillQuan"); 
+	       }
+	      return _currUseSkillQuan;
+	     }
+	   }
+	  private RectTransform _UseQuqueSkillRoot;
+	  public RectTransform UseQuqueSkillRoot
+	   {
+	   get{
+	      if (_UseQuqueSkillRoot == null)
+	       {
+	         _UseQuqueSkillRoot  = GetUIUnit<RectTransform>("UseQuqueSkillRoot"); 
+	       }
+	      return _UseQuqueSkillRoot;
+	     }
+	   }
+	  private GameObject _UseQuqueSkill;
+	  public GameObject UseQuqueSkill
+	   {
+	   get{
+	      if (_UseQuqueSkill == null)
+	       {
+	         _UseQuqueSkill  = GetUIUnit<GameObject>("UseQuqueSkill"); 
+	       }
+	      return _UseQuqueSkill;
+	     }
+	   }
+	  private GameObject _fx_skill_mu;
+	  public GameObject fx_skill_mu
+	   {
+	   get{
+	      if (_fx_skill_mu == null)
+	       {
+	         _fx_skill_mu  = GetUIUnit<GameObject>("fx_skill_mu"); 
+	       }
+	      return _fx_skill_mu;
+	     }
+	   }
+	  private GameObject _fx_skill_jing;
+	  public GameObject fx_skill_jing
+	   {
+	   get{
+	      if (_fx_skill_jing == null)
+	       {
+	         _fx_skill_jing  = GetUIUnit<GameObject>("fx_skill_jing"); 
+	       }
+	      return _fx_skill_jing;
+	     }
+	   }
+	  private GameObject _fx_skill_shui;
+	  public GameObject fx_skill_shui
+	   {
+	   get{
+	      if (_fx_skill_shui == null)
+	       {
+	         _fx_skill_shui  = GetUIUnit<GameObject>("fx_skill_shui"); 
+	       }
+	      return _fx_skill_shui;
+	     }
+	   }
+	  private GameObject _fx_skill_huo;
+	  public GameObject fx_skill_huo
+	   {
+	   get{
+	      if (_fx_skill_huo == null)
+	       {
+	         _fx_skill_huo  = GetUIUnit<GameObject>("fx_skill_huo"); 
+	       }
+	      return _fx_skill_huo;
+	     }
+	   }
+	  private GameObject _fx_skill_tu;
+	  public GameObject fx_skill_tu
+	   {
+	   get{
+	      if (_fx_skill_tu == null)
+	       {
+	         _fx_skill_tu  = GetUIUnit<GameObject>("fx_skill_tu"); 
+	       }
+	      return _fx_skill_tu;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

+ 17 - 51
Assets/Scripts/GameUI/UI/CombatPanel/gf_widget.cs

@@ -1,5 +1,6 @@
 using Common.Utility.CombatEvent;
 using Fort23.Core;
+using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Hero.Turntable;
 using GameLogic.Combat.Skill;
 using GameLogic.Player;
@@ -18,6 +19,7 @@ namespace Fort23.Mono
         public WuXingType HuangDaoWuXingType;
 
         public CombatHeroEntity combatHeroEntity;
+
         private void Init()
         {
         }
@@ -26,8 +28,6 @@ namespace Fort23.Mono
         {
             CombatEventManager.Instance.AddEventListener(CombatEventType.SkillSlotsAlter, SkillSlotsAlter);
             CombatEventManager.Instance.AddEventListener(CombatEventType.HuangDaoAlterSlots, HuangDaoAlterSlots);
-           
-            
         }
 
         public override void DelEvent()
@@ -35,10 +35,11 @@ namespace Fort23.Mono
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.SkillSlotsAlter, SkillSlotsAlter);
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.HuangDaoAlterSlots, HuangDaoAlterSlots);
         }
+
         private void HuangDaoAlterSlots(IEventData iEventData)
         {
             HuangDaoAlterSlotsEventData huangDaoAlterSlotsEventData = iEventData as HuangDaoAlterSlotsEventData;
-            if (huangDaoAlterSlotsEventData.CombatHeroEntity != combatHeroEntity||SkillSlots==null)
+            if (huangDaoAlterSlotsEventData.CombatHeroEntity != combatHeroEntity || SkillSlots == null)
             {
                 return;
             }
@@ -48,39 +49,21 @@ namespace Fort23.Mono
                 return;
             }
 
-            HuangDaoWuXingType= huangDaoAlterSlotsEventData.WuXingType;
-            switch ((int)HuangDaoWuXingType)
-            {
-                case 1:
-                    quan.color = new Color(1f, 0.98f, 0.09f);
-                    break;
-                case 2:
-                    quan.color = new Color(0.19f, 0.51f, 1f);
-                
-                    break;
-                case 4:
-                    quan.color = new Color(0.17f, 1f, 0.35f);
-                    break;
-                case 8:
-                    quan.color = new Color(1f, 0.19f, 0.04f);
-                    break;
-                case 16:
-                    quan.color = new Color(1f, 0.65f, 0.17f);
-                    break;
-            }
-
+            HuangDaoWuXingType = huangDaoAlterSlotsEventData.WuXingType;
+            quan.color = CombatCalculateTool.Instance.GetColor(HuangDaoWuXingType);
         }
+
         public void SkillSlotsAlter(IEventData eventData)
         {
             SkillSlotsAlterEventData skillSlotsAlterEventData = (SkillSlotsAlterEventData)eventData;
             if (skillSlotsAlterEventData.SkillSlots == SkillSlots)
             {
                 SkillBasic = SkillSlots.SkillBasic;
-                if (SkillBasic != null && HuangDaoWuXingType != WuXingType.Null)//有黄道,播放黄道家成表现
+                if (SkillBasic != null && HuangDaoWuXingType != WuXingType.Null) //有黄道,播放黄道家成表现
                 {
                     if (PlayerGf_widget != null)
                     {
-                        PlayerGf_widget.Play("huangdao",false);
+                        PlayerGf_widget.Play("huangdao", false);
                     }
                 }
 
@@ -97,7 +80,7 @@ namespace Fort23.Mono
             if (SkillBasic == null)
             {
                 useSkillIcon.transform.parent.gameObject.SetActive(false);
-                quan.color = new Color(1, 1, 1, 0.2f);
+                quan.color = new Color(1, 1, 1, 1);
                 // if (PlayerGf_widget != null)
                 // {
                 //     PlayerGf_widget.Play("likai",false);
@@ -105,10 +88,12 @@ namespace Fort23.Mono
 
                 return;
             }
+
             if (PlayerGf_widget != null)
             {
-                PlayerGf_widget.Play("enter",false);
+                PlayerGf_widget.Play("enter", false);
             }
+
             useSkillIcon.transform.parent.gameObject.SetActive(true);
             useSkillIcon.icon_name = SkillBasic.SelfSkillConfig.icon;
             cd.fillAmount = 0;
@@ -118,31 +103,12 @@ namespace Fort23.Mono
                 return;
             }
 
-            // useCount= SkillBasic.UseCount;
-            switch (SkillBasic.SelfSkillConfig.attribute)
-            {
-                case 1:
-                    quan.color = new Color(1f, 0.98f, 0.09f);
-                    break;
-                case 2:
-                    quan.color = new Color(0.19f, 0.51f, 1f);
-                
-                    break;
-                case 4:
-                    quan.color = new Color(0.17f, 1f, 0.35f);
-                    break;
-                case 8:
-                    quan.color = new Color(1f, 0.19f, 0.04f);
-                    break;
-                case 16:
-                    quan.color = new Color(1f, 0.65f, 0.17f);
-                    break;
-            }
+            quan.color = CombatCalculateTool.Instance.GetColor((WuXingType)SkillBasic.SelfSkillConfig.attribute);
         }
 
         public void Update()
         {
-            if (SkillSlots == null|| SkillBasic == null)
+            if (SkillSlots == null || SkillBasic == null)
             {
                 return;
             }
@@ -157,7 +123,7 @@ namespace Fort23.Mono
             cd.fillAmount = bl;
         }
 
-        public void InitSkillWidget(SkillBasic SkillBasic,CombatHeroEntity combatHeroEntity)
+        public void InitSkillWidget(SkillBasic SkillBasic, CombatHeroEntity combatHeroEntity)
         {
             this.combatHeroEntity = combatHeroEntity;
             this.SkillBasic = SkillBasic;
@@ -165,7 +131,7 @@ namespace Fort23.Mono
             SetUIInfo();
         }
 
-        public void InitWidget(SkillSlots skillSlots,CombatHeroEntity combatHeroEntity)
+        public void InitWidget(SkillSlots skillSlots, CombatHeroEntity combatHeroEntity)
         {
             this.combatHeroEntity = combatHeroEntity;
             this.SkillSlots = skillSlots;

+ 0 - 8
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