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Merge branch 'master' of http://192.168.123.2:3000/ck/XiuXianGame

李桃 2 天之前
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02e05c519a
共有 73 个文件被更改,包括 3580 次插入500 次删除
  1. 1 1
      Assets/Art/Environment/cj03.prefab
  2. 12 0
      Assets/Art/Environment/fukong dao2.prefab
  3. 3 3
      Assets/Art/Environment/fukong dao3.prefab
  4. 12 0
      Assets/Art/Environment/fukong dao4.prefab
  5. 157 1
      Assets/Res/CombatScenes/CombatRoot.prefab
  6. 75 190
      Assets/Res/CombatScenes/LevelBattle01.prefab
  7. 5 17
      Assets/Res/CombatScenes/LevelBattle02.prefab
  8. 1 4
      Assets/Res/Config/EventConditionConfig.json
  9. 9 5
      Assets/Res/Config/EventLinkConfig.json
  10. 52 1
      Assets/Res/UI/AppBarPanel/AppBarPanel.prefab
  11. 95 0
      Assets/Res/UI/BackgroundCom.prefab
  12. 7 0
      Assets/Res/UI/BackgroundCom.prefab.meta
  13. 8 0
      Assets/Res/UI/BackgroundPanel.meta
  14. 274 0
      Assets/Res/UI/BackgroundPanel/BackgroundPanel.prefab
  15. 7 0
      Assets/Res/UI/BackgroundPanel/BackgroundPanel.prefab.meta
  16. 3 3
      Assets/Res/UI/BoxPanel/BoxPanel.prefab
  17. 1 1
      Assets/Res/UI/DivineSence/BossInfoPanel.prefab
  18. 1 1
      Assets/Res/UI/ItemDetailsPanel/ItemDetailsPanel.prefab
  19. 1 1
      Assets/Res/UI/ItemDetailsPanel/ItemDetailsWidget.prefab
  20. 1 1
      Assets/Res/UI/QiankundaiPanel/QiankundaiInfoPanel.prefab
  21. 1 1
      Assets/Res/UI/QiankundaiPanel/QiankundaiPanel.prefab
  22. 1 1
      Assets/Res/UI/RewardsPanel/RewardsPanel.prefab
  23. 153 7
      Assets/Res/UI/SkillSelectPanel/SkillSelectPanel.prefab
  24. 1 1
      Assets/Res/UI/Task/TaskInfoPanel.prefab
  25. 141 0
      Assets/Resources/MoHu.shader
  26. 9 0
      Assets/Resources/MoHu.shader.meta
  27. 847 82
      Assets/Scenes/testCombat.scene
  28. 1 0
      Assets/Scripts/Core/CameraEffect/StressReceiver.cs
  29. 18 0
      Assets/Scripts/Core/Pool/CObject/Entity.cs
  30. 210 7
      Assets/Scripts/Core/UI/Core/UIManager.cs
  31. 2 2
      Assets/Scripts/Core/UI/Core/UIPanel.cs
  32. 15 0
      Assets/Scripts/Core/Utility/CapyCamera.cs
  33. 11 0
      Assets/Scripts/Core/Utility/CapyCamera.cs.meta
  34. 8 0
      Assets/Scripts/Feature.meta
  35. 21 0
      Assets/Scripts/Feature/Feature.asmdef
  36. 7 0
      Assets/Scripts/Feature/Feature.asmdef.meta
  37. 96 99
      Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/CombatSenceController.cs
  38. 161 0
      Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneCJ2MonoConfig.cs
  39. 3 0
      Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneCJ2MonoConfig.cs.meta
  40. 74 14
      Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneMonoConfig.cs
  41. 35 0
      Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneMonoConfigBasic.cs
  42. 3 0
      Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneMonoConfigBasic.cs.meta
  43. 8 0
      Assets/Scripts/GameUI/Feature.meta
  44. 41 0
      Assets/Scripts/GameUI/Feature/InterceptGameFaeture.cs
  45. 11 0
      Assets/Scripts/GameUI/Feature/InterceptGameFaeture.cs.meta
  46. 98 0
      Assets/Scripts/GameUI/Feature/InterceptGamePass.cs
  47. 11 0
      Assets/Scripts/GameUI/Feature/InterceptGamePass.cs.meta
  48. 5 1
      Assets/Scripts/GameUI/Fort23.Mono.asmdef
  49. 16 8
      Assets/Scripts/GameUI/UI/AppBarPanel/AppBarPanel.cs
  50. 11 0
      Assets/Scripts/GameUI/UI/AppBarPanel/AppBarPanelData.cs
  51. 172 0
      Assets/Scripts/GameUI/UI/BackgroundCom.cs
  52. 11 0
      Assets/Scripts/GameUI/UI/BackgroundCom.cs.meta
  53. 29 0
      Assets/Scripts/GameUI/UI/BackgroundComData.cs
  54. 11 0
      Assets/Scripts/GameUI/UI/BackgroundComData.cs.meta
  55. 8 0
      Assets/Scripts/GameUI/UI/BackgroundPanel.meta
  56. 244 0
      Assets/Scripts/GameUI/UI/BackgroundPanel/BackgroundPanel.cs
  57. 11 0
      Assets/Scripts/GameUI/UI/BackgroundPanel/BackgroundPanel.cs.meta
  58. 40 0
      Assets/Scripts/GameUI/UI/BackgroundPanel/BackgroundPanelData.cs
  59. 11 0
      Assets/Scripts/GameUI/UI/BackgroundPanel/BackgroundPanelData.cs.meta
  60. 3 3
      Assets/Scripts/GameUI/UI/BoxPanel/BoxPanel.cs
  61. 1 1
      Assets/Scripts/GameUI/UI/CombatPanel/SkillKongWidget.cs
  62. 25 3
      Assets/Scripts/GameUI/UI/CombatPanel/SkillKongWidgetData.cs
  63. 247 32
      Assets/Scripts/GameUI/UI/CombatPanel/SkillSelectPanel.cs
  64. 1 1
      Assets/Scripts/GameUI/UI/DivineSence/BossInfoPanel.cs
  65. 1 1
      Assets/Scripts/GameUI/UI/DivineSence/EventTipsPanel.cs
  66. 1 1
      Assets/Scripts/GameUI/UI/ItemDetailsPanel/ItemDetailsPanel.cs
  67. 1 1
      Assets/Scripts/GameUI/UI/QiankundaiPanel/QiankundaiInfoPanel.cs
  68. 1 1
      Assets/Scripts/GameUI/UI/QiankundaiPanel/QiankundaiPanel.cs
  69. 2 2
      Assets/Scripts/GameUI/UI/RewardsPanel/RewardsPanel.cs
  70. 1 1
      Assets/Scripts/GameUI/UI/Task/TaskInfoPanel.cs
  71. 15 1
      Assets/Settings/rpAsset_Renderer.asset
  72. 0 0
      Assets/StreamingAssets/assetConfig.txt
  73. 二进制
      Excel2Json/Excel/skill.xlsx

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+    }
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+        Pass
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+            #pragma fragment frag
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+            {
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+                float2 uv : TEXCOORD0;
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+            float4 _MainTex_TexelSize;
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+                fixed4 col3 = tex2D(_MainTex, i.uv + fixed2(1, 0) * _MainTex_TexelSize.xy);
+                return (col + col2 + col3) / 3;
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+            ENDCG
+        }
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+            #pragma vertex vert
+            #pragma fragment frag
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+                float2 uv : TEXCOORD0;
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+                return (col + col2 + col3) / 3;
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+            ENDCG
+        }
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+        {
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+            #pragma vertex vert
+            #pragma fragment frag
+            #include "UnityCG.cginc"
+
+            struct appdata
+            {
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+                float2 uv : TEXCOORD0;
+            };
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+    m_RemovedGameObjects: []
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+    m_AddedComponents: []
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+  m_Modification:
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+    m_TransformParent: {fileID: 0}
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+      value: 0
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+      value: 0
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+    m_RemovedGameObjects: []
+    m_AddedGameObjects: []
+    m_AddedComponents: []
+  m_SourcePrefab: {fileID: 100100000, guid: fb39a21bdd72eae46936ffaebc380841, type: 3}
 --- !u!1001 &6588466611375917160
 PrefabInstance:
   m_ObjectHideFlags: 0
@@ -13406,6 +14094,71 @@ PrefabInstance:
     m_AddedGameObjects: []
     m_AddedComponents: []
   m_SourcePrefab: {fileID: 100100000, guid: a6adfd04f86f10044bca8a08a63f3b8a, type: 3}
+--- !u!1001 &7833750896296525313
+PrefabInstance:
+  m_ObjectHideFlags: 0
+  serializedVersion: 2
+  m_Modification:
+    serializedVersion: 3
+    m_TransformParent: {fileID: 0}
+    m_Modifications:
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+      propertyPath: m_LocalPosition.x
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 2054979651704895426, guid: e925951f87f5df24392c535f597b31aa, type: 3}
+      propertyPath: m_LocalPosition.y
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 2054979651704895426, guid: e925951f87f5df24392c535f597b31aa, type: 3}
+      propertyPath: m_LocalPosition.z
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 2054979651704895426, guid: e925951f87f5df24392c535f597b31aa, type: 3}
+      propertyPath: m_LocalRotation.w
+      value: 1
+      objectReference: {fileID: 0}
+    - target: {fileID: 2054979651704895426, guid: e925951f87f5df24392c535f597b31aa, type: 3}
+      propertyPath: m_LocalRotation.x
+      value: 0
+      objectReference: {fileID: 0}
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+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 2054979651704895426, guid: e925951f87f5df24392c535f597b31aa, type: 3}
+      propertyPath: m_LocalRotation.z
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 2054979651704895426, guid: e925951f87f5df24392c535f597b31aa, type: 3}
+      propertyPath: m_LocalEulerAnglesHint.x
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 2054979651704895426, guid: e925951f87f5df24392c535f597b31aa, type: 3}
+      propertyPath: m_LocalEulerAnglesHint.y
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 2054979651704895426, guid: e925951f87f5df24392c535f597b31aa, type: 3}
+      propertyPath: m_LocalEulerAnglesHint.z
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 2093453953714045176, guid: e925951f87f5df24392c535f597b31aa, type: 3}
+      propertyPath: m_Mesh
+      value: 
+      objectReference: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
+    - target: {fileID: 2579613789551132574, guid: e925951f87f5df24392c535f597b31aa, type: 3}
+      propertyPath: m_Name
+      value: cj03 (1)
+      objectReference: {fileID: 0}
+    - target: {fileID: 2579613789551132574, guid: e925951f87f5df24392c535f597b31aa, type: 3}
+      propertyPath: m_IsActive
+      value: 0
+      objectReference: {fileID: 0}
+    m_RemovedComponents: []
+    m_RemovedGameObjects: []
+    m_AddedGameObjects: []
+    m_AddedComponents: []
+  m_SourcePrefab: {fileID: 100100000, guid: e925951f87f5df24392c535f597b31aa, type: 3}
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 PrefabInstance:
   m_ObjectHideFlags: 0
@@ -13503,3 +14256,15 @@ SceneRoots:
   - {fileID: 59330909}
   - {fileID: 2481812744647472}
   - {fileID: 412876770}
+  - {fileID: 1522735223}
+  - {fileID: 221259014}
+  - {fileID: 1221725229}
+  - {fileID: 1197336699}
+  - {fileID: 461337753}
+  - {fileID: 336480152}
+  - {fileID: 1502207846}
+  - {fileID: 7833750896296525313}
+  - {fileID: 5398007561899227885}
+  - {fileID: 6425123862439900028}
+  - {fileID: 1444228855}
+  - {fileID: 722841957}

+ 1 - 0
Assets/Scripts/Core/CameraEffect/StressReceiver.cs

@@ -3,6 +3,7 @@ using UnityEngine;
 
 public class StressReceiver : MonoBehaviour
 {
+  
     public float trauma;
     private float _trauma;
     private Vector3 _lastPosition;

+ 18 - 0
Assets/Scripts/Core/Pool/CObject/Entity.cs

@@ -430,6 +430,24 @@ namespace Fort23.Core
 
             return component as K;
         }
+        
+        
+        public Entity AddComponent< P1>(Type type1, P1 p1, bool isFromPool = false)
+        {
+            Type type = type1;
+            if (this._components != null && this._components.ContainsKey(type))
+            {
+                LogTool.Exception(new Exception($"entity already has component: {type.FullName}"));
+            }
+
+            Entity component = Create(type, isFromPool);
+            component.ID = this.ID;
+            component.ComponentParent = this;
+            EventSystem.Instance.Awake(component, new object[] {p1});
+            this.AddToComponent(type, component);
+
+            return component ;
+        }
 
         public K AddComponent<K, P1, P2>(P1 p1, P2 p2, bool isFromPool = false) where K : Entity, new()
         {

+ 210 - 7
Assets/Scripts/Core/UI/Core/UIManager.cs

@@ -67,7 +67,7 @@ namespace Fort23.Mono
         /// 所有top层ui
         /// </summary>
         public List<UIPanel> NoFocusTopUIPanels = new List<UIPanel>();
-        
+
         /// <summary>
         /// 弹窗ui
         /// </summary>
@@ -140,6 +140,9 @@ namespace Fort23.Mono
         /// </summary>
         public UIPanel LastUIPanel;
 
+
+        private Type BackgroundPanelType;
+
         [CustomMethod(CustomMethodType.Awake)]
         public async void Awake(Transform parent)
         {
@@ -173,6 +176,8 @@ namespace Fort23.Mono
                 UICamera = prefab.transform.GetComponentInChildren<Camera>();
             }
 
+            Assembly assembly = Assembly.Load("Fort23.Mono");
+            BackgroundPanelType = assembly.GetType(" Fort23.Mono.BackgroundPanel");
 
             // if (MaskWordData == null)
             // {
@@ -329,6 +334,157 @@ namespace Fort23.Mono
             _lastShowPanel.Clear();
         }
 
+        public async CTask<UIPanel> LoadAndOpenPanel(Type uipsnelType, Action<UIPanel> callback, UILayer layer = UILayer.Middle,
+            bool isFocus = true, object[] uiData = null, bool isShowBG = false, bool isFullUI = false,
+            bool isActiveAnima = true)
+        {
+            try
+            {
+                Type type;
+                current = EventSystem.current;
+
+                type = uipsnelType;
+                UIPanel uiPanel;
+                // 获取UI绑定属性
+                UIBindingAttribute uiBindingAttribute =
+                    type.GetCustomAttribute(typeof(UIBindingAttribute)) as UIBindingAttribute;
+                if (uiBindingAttribute == null)
+                {
+                    LogTool.Error($"类型{type.Name}没有添加UIBindingAttribute!");
+                    return null;
+                }
+
+
+                using (await CoroutineLockComponent.Instance.Wait(uiBindingAttribute.prefab))
+                {
+                    if (current != null)
+                    {
+                        // current.isClose = true;
+                    }
+
+
+                    // 不可以重复打开Panel,但是可以把上一个拿来使用。
+                    if (!Components.ContainsKey(type))
+                    {
+                        GameObject gameObjectPool = await FetchUI(uiBindingAttribute, GetLayer(layer));
+                        if (gameObjectPool == null)
+                            return null;
+                        uiPanel = AddComponent<GameObject>(type, gameObjectPool, false) as UIPanel;
+                        uiPanel.uiName = uiBindingAttribute.prefab;
+                        uiPanel.isFocus = isFocus;
+                        await uiPanel.SetUIGameObject(gameObjectPool);
+                        gameObjectPool.SetActive(false);
+                    }
+                    else
+                    {
+                        uiPanel = GetComponent(type) as UIPanel;
+                        if (uiPanel.DestroyTimerEntity != null)
+                        {
+                            TimerComponent.Instance.Remove(uiPanel.DestroyTimerEntity.ID);
+                            uiPanel.DestroyTimerEntity.Destroy();
+                        }
+
+                        destroyUI.Remove(uiBindingAttribute.prefab);
+                    }
+
+                    Assembly assembly = Assembly.Load("Fort23.Mono");
+                    Type combatPanel = assembly.GetType(" Fort23.Mono.CombatPanel");
+                    if (uiPanel.isAddStack && uiPanel.GetType() != combatPanel)
+                    {
+                        EventManager.Instance.Dispatch(CustomEventType.CancelEvent, null);
+                    }
+
+                    uiPanel.isFullUI = isFullUI;
+                    // 等待数据准备好才初始化UI
+                    if (await uiPanel.AsyncInit(uiData))
+                    {
+                        if (uiPanel.isAddStack)
+                        {
+                            if (uiPanel.IsBreadcrumbBarPanel) //打开界面之前判断是否已经在堆栈当中 如果是就移除此界面往后的堆栈 保持他时在堆栈的最上方
+                            {
+                                if (TopUIPanels.Contains(uiPanel))
+                                {
+                                    int index = TopUIPanels.IndexOf(uiPanel);
+                                    int count = TopUIPanels.Count - index;
+
+                                    for (int i = index + 1; i < TopUIPanels.Count; i++)
+                                    {
+                                        if (TopUIPanels[i].isShow)
+                                        {
+                                            HideUIUIPanel(TopUIPanels[i]);
+                                        }
+                                    }
+
+
+                                    TopUIPanels.RemoveRange(index, count);
+                                }
+                            }
+
+                            AddTopStack(uiPanel);
+                        }
+
+
+                        if (layer == UILayer.Top && !NoFocusTopUIPanels.Contains(uiPanel))
+                            NoFocusTopUIPanels.Add(uiPanel);
+                        uiPanel.isActiveAnima = isActiveAnima;
+                        await uiPanel.Open();
+                        AudioManager.Instance.PlayAudio("openui.wav");
+                        // if (currOpenPanel.add)
+                        // {
+                        //     currOpenPanel = uiPanel;
+                        // }
+
+                        if (current != null)
+                        {
+                            // current.isClose = false;
+                        }
+
+
+                        await TimerComponent.Instance.WaitAsync(1); //等待一帧 让渲染完成后在执行完成逻辑
+                        callback?.Invoke(uiPanel);
+
+
+                        RefreshFull();
+
+
+                        if (isShowBG)
+                        {
+                            uiPanel.IsShowCustomBGPanel = true;
+                            if (!AllShowBGUIs.Contains(uiPanel))
+                                AllShowBGUIs.Add(uiPanel);
+                            await GetBackgroundPanel(uiPanel, GetLayer(layer));
+                        }
+
+                        return uiPanel;
+                    }
+                    else
+                    {
+                        if (current != null)
+                        {
+                            // current.isClose = false;
+                        }
+
+                        // 界面数据没准备好,因此本次操作将被销毁
+                        LogTool.Log($"数据准备失败,请检查{type.Name}的Init方法中的逻辑");
+                        // ShowTips($"数据准备失败,请检查{buildType.Name}的Init方法中的逻辑");
+                        uiPanel.Close();
+                        return null;
+                    }
+                }
+            }
+            catch (Exception e)
+            {
+                if (current != null)
+                {
+                    // current.isClose = false;
+                }
+
+                LogTool.Error(uipsnelType.ToString() + "  " + e.Message);
+                LogTool.Exception(e);
+                return null;
+            }
+        }
+
         /// <summary>
         /// 用窗口打开某个界面(不可重复的预设,适用于一切带有关闭按钮的窗口UI) 
         /// </summary>
@@ -358,11 +514,8 @@ namespace Fort23.Mono
                 if (uiBindingAttribute == null)
                 {
                     LogTool.Error($"类型{type.Name}没有添加UIBindingAttribute!");
-                    // ShowTips($"类型{buildType.Name}没有添加UIBindingAttribute!");
                     return null;
                 }
-
-                // TDManager.Instance.PartCount(uiBindingAttribute.prefab);
                 // if (isFocus)
                 // {
                 //     if (currOpenPanel != null)
@@ -411,11 +564,12 @@ namespace Fort23.Mono
 
                         destroyUI.Remove(uiBindingAttribute.prefab);
                     }
+
                     Assembly assembly = Assembly.Load("Fort23.Mono");
                     Type combatPanel = assembly.GetType(" Fort23.Mono.CombatPanel");
                     if (uiPanel.isAddStack && uiPanel.GetType() != combatPanel)
                     {
-                        EventManager.Instance.Dispatch(CustomEventType.CancelEvent,null);
+                        EventManager.Instance.Dispatch(CustomEventType.CancelEvent, null);
                     }
 
                     uiPanel.isFullUI = isFullUI;
@@ -473,10 +627,11 @@ namespace Fort23.Mono
 
                         if (isShowBG)
                         {
+                            // await TimerComponent.Instance.WaitFrameAsync();
                             uiPanel.IsShowCustomBGPanel = true;
                             if (!AllShowBGUIs.Contains(uiPanel))
                                 AllShowBGUIs.Add(uiPanel);
-                            // await GetBackgroundPanel(uiPanel);
+                            await GetBackgroundPanel(uiPanel, GetLayer(layer));
                         }
 
                         return uiPanel;
@@ -874,7 +1029,7 @@ namespace Fort23.Mono
 
             if (uiPanel.IsShowCustomBGPanel) //如果是开了背景的界面关闭的时候将背景一起关闭
             {
-                // HideUIUIPanel(GetComponent<BackgroundPanel>(), UIDestroyType.NotDestroy);
+                HideUIUIPanel(GetComponent(BackgroundPanelType) as UIPanel, UIDestroyType.NotDestroy);
             }
             // CloseTopUI();
             // OpenTopUI();
@@ -1153,6 +1308,54 @@ namespace Fort23.Mono
             return number.ToString();
         }
 
+
+        /// <summary>
+        /// 获取背景
+        /// </summary>
+        /// <returns></returns>
+        public async CTask<UIPanel> GetBackgroundPanel(UIPanel uiPanel, Transform parent)
+        {
+            UIPanel popupPanel;
+            if (GetComponent(BackgroundPanelType) == null)
+            {
+                popupPanel = await LoadAndOpenPanel(BackgroundPanelType, null, UILayer.Top, false, isFullUI: true);
+            }
+            else
+            {
+                popupPanel = Instance.GetComponent(BackgroundPanelType) as UIPanel;
+            }
+            popupPanel.transform.SetParent(parent, false);
+            popupPanel.transform.SetAsFirstSibling();
+            int index01 = uiPanel.GObjectPoolInterface.transform.GetSiblingIndex();
+            // popupPanel.transform.SetParent(parent, false);
+          
+            popupPanel.transform.SetSiblingIndex(index01-1 );
+            await popupPanel.Open();
+
+            return popupPanel;
+        }
+
+        /// <summary>
+        /// 设置背景在需要显示背景的ui下面
+        /// </summary>
+        public async void SetBackgroundPanel(UIPanel uiBase)
+        {
+            if (AllShowBGUIs.Contains(uiBase))
+            {
+                AllShowBGUIs.Remove(uiBase);
+            }
+
+            for (int i = AllShowBGUIs.Count - 1; i >= 0; i--)
+            {
+                if (AllShowBGUIs[i].IsShowCustomBGPanel) //从后往前如果需要展示bg 就展示 否则将bg放到最上方需要展示的ui后面
+                {
+                    UIPanel popupPanel = await GetBackgroundPanel(AllShowBGUIs[i], AllShowBGUIs[i].transform.parent);
+
+                    break;
+                }
+            }
+        }
+
         /// <summary>
         /// 每日是否提醒标记
         /// </summary>

+ 2 - 2
Assets/Scripts/Core/UI/Core/UIPanel.cs

@@ -235,8 +235,8 @@ namespace Fort23.Mono
             Hide();
             IsClose = true;
             GObjectPoolInterface?.transform.SetSiblingIndex(0); //关闭界面的时候将他放在底部
-            // if (IsShowCustomBGPanel)
-            //     UIManager.Instance.SetBackgroundPanel(this);
+            if (IsShowCustomBGPanel)
+                UIManager.Instance.SetBackgroundPanel(this);
 
 
             if (this == UIManager.Instance.currOpenPanel)

+ 15 - 0
Assets/Scripts/Core/Utility/CapyCamera.cs

@@ -0,0 +1,15 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class CapyCamera : MonoBehaviour
+{
+    public Camera targetCamera;
+    public Camera myCamera;
+  
+    // Update is called once per frame
+    void Update()
+    {
+        myCamera.fieldOfView= targetCamera.fieldOfView;
+    }
+}

+ 11 - 0
Assets/Scripts/Core/Utility/CapyCamera.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: BngZ53yrAi8lo+6h+O0JTfaKHo2JcySLldrUJzF1PtDUcG6tq4xmOcohBp6M
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 8 - 0
Assets/Scripts/Feature.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: XCtLvHz+Vn0BS/g+lcos6ML4s/9GcJb9a2ENzW+1D6Us2pMV19DLXVWmYtZs
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 21 - 0
Assets/Scripts/Feature/Feature.asmdef

@@ -0,0 +1,21 @@
+{
+    "name": "Feature",
+    "rootNamespace": "",
+    "references": [
+        "GUID:df380645f10b7bc4b97d4f5eb6303d95",
+        "GUID:86bc95e6fdb13ff43aa04316542905ae",
+        "GUID:ab67fb10353d84448ac887a7367cbda8",
+        "GUID:15fc0a57446b3144c949da3e2b9737a9",
+        "GUID:343deaaf83e0cee4ca978e7df0b80d21",
+        "GUID:2bafac87e7f4b9b418d9448d219b01ab"
+    ],
+    "includePlatforms": [],
+    "excludePlatforms": [],
+    "allowUnsafeCode": false,
+    "overrideReferences": false,
+    "precompiledReferences": [],
+    "autoReferenced": true,
+    "defineConstraints": [],
+    "versionDefines": [],
+    "noEngineReferences": false
+}

+ 7 - 0
Assets/Scripts/Feature/Feature.asmdef.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: CXsX5i37AXgvd/8zsOzUorpGLlpZB63IHw7BXMSqyGXfqK0iBMKZ01kiZq93
+AssemblyDefinitionImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 96 - 99
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/CombatSenceController.cs

@@ -36,9 +36,9 @@ namespace GameLogic.Combat.CombatTool
         // private float _shengShiAddTime;
         private bool _isUpdateShengShi;
 
-        private SceneMonoConfig SceneMonoConfig;
+        private SceneMonoConfigBasic SceneMonoConfig;
 
-        private RandomAllMap RandomAllMap;
+        // private RandomAllMap RandomAllMap;
 
         private float shengShiRan;
         // private List
@@ -49,11 +49,11 @@ namespace GameLogic.Combat.CombatTool
             moveRoot = gameObject.transform;
             CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
 
-            var task_a = AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>("LevelBattle02.prefab",
+            var task_a = AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>("LevelBattle01.prefab",
                 delegate(AssetHandle assetHandle)
                 {
                     GameObject gameObject = assetHandle.AssetObject<GameObject>();
-                    SceneMonoConfig = gameObject.GetComponent<SceneMonoConfig>();
+                    SceneMonoConfig = gameObject.GetComponent<SceneMonoConfigBasic>();
                     SceneMonoConfig.shengShiMaterial.SetFloat(Ran,0.1f); 
                 });
             cTaskAwaitBuffer.AddTask(task_a);
@@ -66,10 +66,10 @@ namespace GameLogic.Combat.CombatTool
             lasetPos = new Vector3(0, 20, 0);
             await cTaskAwaitBuffer.WaitAll();
             currBesselPath = InitBesselPath(lasetPos);
-            SceneMonoConfig.Init(Camera.main.transform.parent);
-            RandomAllMap = new RandomAllMap();
-            RandomAllMap.Init(moveRoot, SceneMonoConfig);
-            RandomAllMap.Update();
+            SceneMonoConfig.Init(Camera.main.transform.parent,moveRoot);
+            // RandomAllMap = new RandomAllMap();
+            // RandomAllMap.Init(moveRoot, SceneMonoConfig);
+            // RandomAllMap.Update();
         }
 
 
@@ -121,92 +121,92 @@ namespace GameLogic.Combat.CombatTool
             // InitButton(besselPath);
         }
 
-        private async CTask InitRoadside(CombatSencePath besselPath)
-        {
-            SceneConfig sceneConfig = SceneMonoConfig.roadside;
-            int count = Random.Range(sceneConfig.minCount, sceneConfig.maxCount);
-            for (int i = 0; i < count; i++)
-            {
-                SceneObjectConfig sceneObjectConfig = sceneConfig.GetSceneObjectConfig();
-                if (sceneObjectConfig == null)
-                {
-                    continue;
-                }
-
-                float md = Random.Range(0.05f, 1f);
-                Vector3 p = besselPath.GetValue(md);
-                Vector3 p2 = besselPath.GetValue(md - 0.01f);
-                Vector3 dir = (p - p2);
-                Vector3 cross = Vector3.Cross(dir, Vector3.up);
-                cross = cross.normalized;
-                int odds = Random.Range(0, 100);
-                p += cross * Random.Range(12, 25) * (odds < 50 ? 1 : -1);
-                SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
-                GameObject g = gameObjectPool.pool.own;
-                besselPath.allPool.Add(gameObjectPool);
-                float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
-                g.transform.position = new Vector3(p.x, y, p.z);
-                g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
-            }
-        }
-
-        private async CTask InitRoadside_1(CombatSencePath besselPath)
-        {
-            SceneConfig sceneConfig = SceneMonoConfig.roadside_1;
-            int count = Random.Range(sceneConfig.minCount, sceneConfig.maxCount);
-            for (int i = 0; i < count; i++)
-            {
-                SceneObjectConfig sceneObjectConfig = sceneConfig.GetSceneObjectConfig();
-                if (sceneObjectConfig == null)
-                {
-                    continue;
-                }
-
-                float md = Random.Range(0.05f, 1f);
-                Vector3 p = besselPath.GetValue(md);
-                Vector3 p2 = besselPath.GetValue(md - 0.01f);
-                Vector3 dir = (p - p2);
-                Vector3 cross = Vector3.Cross(dir, Vector3.up);
-                cross = cross.normalized;
-                int odds = Random.Range(0, 100);
-                p += cross * Random.Range(40, 60) * (odds < 50 ? 1 : -1);
-                SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
-                GameObject g = gameObjectPool.pool.own;
-                besselPath.allPool.Add(gameObjectPool);
-                float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
-                g.transform.position = new Vector3(p.x, y, p.z);
-                g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
-            }
-        }
-
-        private async CTask InitButton(CombatSencePath besselPath)
-        {
-            SceneConfig sceneConfig = SceneMonoConfig.button;
-            int count = Random.Range(sceneConfig.minCount, sceneConfig.maxCount);
-            for (int i = 0; i < count; i++)
-            {
-                SceneObjectConfig sceneObjectConfig = sceneConfig.GetSceneObjectConfig();
-                if (sceneObjectConfig == null)
-                {
-                    continue;
-                }
-
-                float md = Random.Range(0.05f, 1f);
-                Vector3 p = besselPath.GetValue(md);
-                Vector3 p2 = besselPath.GetValue(md - 0.01f);
-                Vector3 dir = (p - p2);
-                Vector3 cross = Vector3.Cross(dir, Vector3.up);
-                cross = cross.normalized;
-                // int odds = Random.Range(0, 100);
-                p += cross * Random.Range(-20, 20);
-                SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
-                GameObject g = gameObjectPool.pool.own;
-                besselPath.allPool.Add(gameObjectPool);
-                float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
-                g.transform.position = new Vector3(p.x, y, p.z);
-                g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
-            }
-        }
+        // private async CTask InitRoadside(CombatSencePath besselPath)
+        // {
+        //     SceneConfig sceneConfig = SceneMonoConfig.roadside;
+        //     int count = Random.Range(sceneConfig.minCount, sceneConfig.maxCount);
+        //     for (int i = 0; i < count; i++)
+        //     {
+        //         SceneObjectConfig sceneObjectConfig = sceneConfig.GetSceneObjectConfig();
+        //         if (sceneObjectConfig == null)
+        //         {
+        //             continue;
+        //         }
+        //
+        //         float md = Random.Range(0.05f, 1f);
+        //         Vector3 p = besselPath.GetValue(md);
+        //         Vector3 p2 = besselPath.GetValue(md - 0.01f);
+        //         Vector3 dir = (p - p2);
+        //         Vector3 cross = Vector3.Cross(dir, Vector3.up);
+        //         cross = cross.normalized;
+        //         int odds = Random.Range(0, 100);
+        //         p += cross * Random.Range(12, 25) * (odds < 50 ? 1 : -1);
+        //         SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
+        //         GameObject g = gameObjectPool.pool.own;
+        //         besselPath.allPool.Add(gameObjectPool);
+        //         float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
+        //         g.transform.position = new Vector3(p.x, y, p.z);
+        //         g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
+        //     }
+        // }
+
+        // private async CTask InitRoadside_1(CombatSencePath besselPath)
+        // {
+        //     SceneConfig sceneConfig = SceneMonoConfig.roadside_1;
+        //     int count = Random.Range(sceneConfig.minCount, sceneConfig.maxCount);
+        //     for (int i = 0; i < count; i++)
+        //     {
+        //         SceneObjectConfig sceneObjectConfig = sceneConfig.GetSceneObjectConfig();
+        //         if (sceneObjectConfig == null)
+        //         {
+        //             continue;
+        //         }
+        //
+        //         float md = Random.Range(0.05f, 1f);
+        //         Vector3 p = besselPath.GetValue(md);
+        //         Vector3 p2 = besselPath.GetValue(md - 0.01f);
+        //         Vector3 dir = (p - p2);
+        //         Vector3 cross = Vector3.Cross(dir, Vector3.up);
+        //         cross = cross.normalized;
+        //         int odds = Random.Range(0, 100);
+        //         p += cross * Random.Range(40, 60) * (odds < 50 ? 1 : -1);
+        //         SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
+        //         GameObject g = gameObjectPool.pool.own;
+        //         besselPath.allPool.Add(gameObjectPool);
+        //         float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
+        //         g.transform.position = new Vector3(p.x, y, p.z);
+        //         g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
+        //     }
+        // }
+
+        // private async CTask InitButton(CombatSencePath besselPath)
+        // {
+        //     SceneConfig sceneConfig = SceneMonoConfig.button;
+        //     int count = Random.Range(sceneConfig.minCount, sceneConfig.maxCount);
+        //     for (int i = 0; i < count; i++)
+        //     {
+        //         SceneObjectConfig sceneObjectConfig = sceneConfig.GetSceneObjectConfig();
+        //         if (sceneObjectConfig == null)
+        //         {
+        //             continue;
+        //         }
+        //
+        //         float md = Random.Range(0.05f, 1f);
+        //         Vector3 p = besselPath.GetValue(md);
+        //         Vector3 p2 = besselPath.GetValue(md - 0.01f);
+        //         Vector3 dir = (p - p2);
+        //         Vector3 cross = Vector3.Cross(dir, Vector3.up);
+        //         cross = cross.normalized;
+        //         // int odds = Random.Range(0, 100);
+        //         p += cross * Random.Range(-20, 20);
+        //         SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
+        //         GameObject g = gameObjectPool.pool.own;
+        //         besselPath.allPool.Add(gameObjectPool);
+        //         float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
+        //         g.transform.position = new Vector3(p.x, y, p.z);
+        //         g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
+        //     }
+        // }
 
         private async CTask<SceneDecoration> GetSceneDecoration(SceneObjectConfig sceneObjectConfig)
         {
@@ -309,7 +309,7 @@ namespace GameLogic.Combat.CombatTool
 
         public void Update(float t)
         {
-            SceneMonoConfig?.Update();
+            SceneMonoConfig?.UpdateScene();
             if (currBesselPath != null)
             {
                 currBesselPath.Update(t);
@@ -320,10 +320,7 @@ namespace GameLogic.Combat.CombatTool
                 NextBesselPath.Update(t);
             }
 
-            if (RandomAllMap != null)
-            {
-                RandomAllMap.Update();
-            }
+            
 
             if (_isUpdateShengShi)
             {

+ 161 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneCJ2MonoConfig.cs

@@ -0,0 +1,161 @@
+using System.Collections.Generic;
+using Fort23.UTool;
+using UnityEngine;
+using Utility;
+
+namespace GameLogic.Combat.CombatTool.SceneTool
+{
+    public class SceneCJ2MonoConfig : SceneMonoConfigBasic
+    {
+        public Color fogColor;
+        public float fogStartDistance;
+        public float fogEndDistance;
+        public GameObject[] allObject;
+        public float radius;
+        private Map<int, GameObjectPool> _allGameObjectPools = new Map<int, GameObjectPool>();
+        private Map<int, GameObjectPool> _downAllGameObjectPools = new Map<int, GameObjectPool>();
+
+        protected override void ProInit()
+        {
+            RenderSettings.fogColor= fogColor;
+            RenderSettings.fogStartDistance = fogStartDistance;
+            RenderSettings.fogEndDistance = fogEndDistance;
+        }
+
+        protected override void ProUpdate()
+        {
+        
+
+            Vector3 pos = moveRoot.position;
+            List<int> removeKey = new List<int>();
+            for (_allGameObjectPools.Begin(); _allGameObjectPools.Next();)
+            {
+                if (_allGameObjectPools.Value == null)
+                {
+                    continue;
+                }
+
+                Vector3 objetcPos = _allGameObjectPools.Value.own.transform.position;
+                if (Vector3.Distance(pos, objetcPos) > 600)
+                {
+                    removeKey.Add(_allGameObjectPools.Key);
+                    GObjectPool.Instance.Recycle(_allGameObjectPools.Value);
+                    // _allGameObjectPools.Value.SetActive(false);
+                }
+            }
+
+            for (int i = 0; i < removeKey.Count; i++)
+            {
+                _allGameObjectPools.Remove(removeKey[i]);
+            }
+
+            removeKey.Clear();
+
+            for (_downAllGameObjectPools.Begin(); _downAllGameObjectPools.Next();)
+            {
+                if (_downAllGameObjectPools.Value == null)
+                {
+                    continue;
+                }
+
+                Vector3 objetcPos = _downAllGameObjectPools.Value.own.transform.position;
+                if (Vector3.Distance(pos, objetcPos) > 600)
+                {
+                    removeKey.Add(_downAllGameObjectPools.Key);
+                    GObjectPool.Instance.Recycle(_downAllGameObjectPools.Value);
+                    // _allGameObjectPools.Value.SetActive(false);
+                }
+            }
+
+            for (int i = 0; i < removeKey.Count; i++)
+            {
+                _downAllGameObjectPools.Remove(removeKey[i]);
+            }
+
+            // float radius = radius;
+            int x = (int)(pos.x / radius);
+            int z = (int)(pos.z / radius);
+            float xStartInit = x;
+            float zStartInit = z;
+            for (int i = -4; i <= 20; i++)
+            {
+                for (int j = -4; j <= 20; j++)
+                {
+                    float currX = (xStartInit + i) * radius;
+                    float currZ = (zStartInit + j) * radius;
+                    int key = (int)(currX * 1000 + currZ);
+                    InitUp(key, currX, currZ);
+                    InitDown(key, currX, currZ, i, j);
+                }
+            }
+        }
+
+        private void InitUp(int key, float currX, float currZ)
+        {
+            if (_allGameObjectPools.ContainsKey(key))
+            {
+                return;
+            }
+
+            GameObjectPool gameObjectPool = GetObejct(80);
+            if (gameObjectPool != null)
+            {
+                float y = Random.Range(45.0f, 65.0f);
+                float x = Random.Range(-3.0f, 3.0f);
+                float z = Random.Range(-2.0f, 2.0f);
+                gameObjectPool.own.transform.position = new Vector3(currX + x, y, currZ + z);
+                float ry = Random.Range(0, 360);
+                Vector3 eulerAngles = gameObjectPool.own.transform.eulerAngles;
+                gameObjectPool.own.transform.eulerAngles = new Vector3(eulerAngles.x, ry, eulerAngles.z);
+            }
+
+            _allGameObjectPools.Add(key, gameObjectPool);
+        }
+
+        private void InitDown(int key, float currX, float currZ, int xintdex, int yindex)
+        {
+            if (_downAllGameObjectPools.ContainsKey(key))
+            {
+                return;
+            }
+
+            int odds = 50;
+          
+            GameObjectPool gameObjectPool = GetObejct(odds);
+            if (gameObjectPool != null)
+            {
+                float y = Random.Range(-1.0f, 5.0f);
+                if(Mathf.Abs(Mathf.Abs(xintdex)-1)<=1)
+                {
+                     y = Random.Range(-1.0f, 1.0f);
+                }
+               
+                float x = Random.Range(-3.0f, 3.0f);
+                float z = Random.Range(-2.0f, 2.0f);
+                gameObjectPool.own.transform.position = new Vector3(currX + x, y, currZ + z);
+                float ry = Random.Range(0, 360);
+
+                Vector3 eulerAngles = gameObjectPool.own.transform.eulerAngles;
+                gameObjectPool.own.transform.eulerAngles = new Vector3(eulerAngles.x, ry, eulerAngles.z);
+            }
+
+            _downAllGameObjectPools.Add(key, gameObjectPool);
+        }
+
+        private GameObjectPool GetObejct(int currOdds)
+        {
+            int odds = Random.Range(0, 100);
+            if (odds < currOdds)
+            {
+                return null;
+            }
+
+            int index = Random.Range(0, allObject.Length);
+            GameObject gameObject = allObject[index];
+            // GameObject go = GameObject.Instantiate(gameObject);
+            GameObjectPool gameObjectPool =
+                GObjectPool.Instance.FetchAsyncForGameObject<GameObjectPool>(gameObject, gameObject.name);
+            return gameObjectPool;
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneCJ2MonoConfig.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 43f1d0747d2d4b1ab0a3a298f9db7f35
+timeCreated: 1755068477

+ 74 - 14
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneMonoConfig.cs

@@ -1,33 +1,93 @@
+using System.Collections.Generic;
+using Fort23.UTool;
 using OfficeOpenXml.FormulaParsing.Excel.Functions.Math;
 using UnityEngine;
+using Utility;
 
 namespace GameLogic.Combat.CombatTool.SceneTool
 {
-    public class SceneMonoConfig : MonoBehaviour
+    public class SceneMonoConfig : SceneMonoConfigBasic
     {
+        public Color fogColor;
+        public float fogStartDistance;
+        public float fogEndDistance;
         public GameObject[] allObject;
         public float radius;
         public string dec;
-        public SceneConfig roadside;
-        public SceneConfig roadside_1;
-        public SceneConfig button;
 
-        public GameObject skyObejct;
+        // private Transform root;
 
-        public Material shengShiMaterial;
-        private Transform root;
+        private SceneMonoConfig sceneMonoConfig;
 
-        public void Init(Transform root)
+        private Map<int, GameObjectPool> _allGameObjectPools = new Map<int, GameObjectPool>();
+
+        protected override void ProInit()
         {
-            this.root = root;
-            roadside.Init();
-            roadside_1.Init();
-            button.Init();
+            RenderSettings.fogColor= fogColor;
+            RenderSettings.fogStartDistance = fogStartDistance;
+            RenderSettings.fogEndDistance = fogEndDistance;
+            this.sceneMonoConfig = this;
+        }
+
+        protected override void ProUpdate()
+        {
+            Vector3 pos = moveRoot.position;
+            List<int> removeKey = new List<int>();
+            for (_allGameObjectPools.Begin(); _allGameObjectPools.Next();)
+            {
+                Vector3 objetcPos = _allGameObjectPools.Value.own.transform.position;
+                if (Vector3.Distance(pos, objetcPos) > 300)
+                {
+                    removeKey.Add(_allGameObjectPools.Key);
+                    GObjectPool.Instance.Recycle(_allGameObjectPools.Value);
+                    // _allGameObjectPools.Value.SetActive(false);
+                }
+            }
+
+            for (int i = 0; i < removeKey.Count; i++)
+            {
+                _allGameObjectPools.Remove(removeKey[i]);
+            }
+
+
+            float radius = sceneMonoConfig.radius;
+            int x = (int)(pos.x / radius);
+            int z = (int)(pos.z / radius);
+            float xStartInit = x;
+            float zStartInit = z;
+            for (int i = -3; i <= 3; i++)
+            {
+                for (int j = -3; j <= 4; j++)
+                {
+                    // if (i == 0 && j == 0)
+                    // {
+                    //     continue;
+                    // }
+
+                    float currX = (xStartInit + i) * radius;
+                    float currZ = (zStartInit + j) * radius;
+                    int key = (int)(currX * 1000 + currZ);
+                    if (_allGameObjectPools.ContainsKey(key))
+                    {
+                        continue;
+                    }
+
+                    GameObjectPool gameObjectPool = GetObejct();
+                    float y = Random.Range(-2, 0);
+                    gameObjectPool.own.transform.position = new Vector3(currX, y, currZ);
+                    _allGameObjectPools.Add(key, gameObjectPool);
+                }
+            }
         }
 
-        public void Update()
+        private GameObjectPool GetObejct()
         {
-            skyObejct.transform.position = new Vector3(root.position.x, 0, root.position.z);
+            int index = Random.Range(0, sceneMonoConfig.allObject.Length);
+            GameObject gameObject = sceneMonoConfig.allObject[index];
+            // GameObject go = GameObject.Instantiate(gameObject);
+            GameObjectPool gameObjectPool =
+                GObjectPool.Instance.FetchAsyncForGameObject<GameObjectPool>(gameObject, gameObject.name);
+            return gameObjectPool;
         }
     }
 }

+ 35 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneMonoConfigBasic.cs

@@ -0,0 +1,35 @@
+using Fort23.UTool;
+using UnityEngine;
+
+namespace GameLogic.Combat.CombatTool.SceneTool
+{
+    public class SceneMonoConfigBasic: MonoBehaviour
+    {
+        public GameObject skyObejct;
+
+        public Material shengShiMaterial;
+        protected Transform root;
+        protected Transform moveRoot;
+        public void Init(Transform root,Transform moveRoot)
+        {
+            this.root = root;
+            this.moveRoot = moveRoot;
+            ProInit();
+        }
+
+        protected virtual void ProInit()
+        {
+            
+        }
+
+        public void UpdateScene()
+        {
+            skyObejct.transform.position = new Vector3(root.position.x, 0, root.position.z);
+            ProUpdate();
+        }
+        protected virtual void ProUpdate()
+        {
+            
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneMonoConfigBasic.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 5342693c698b4ee5a1dba9d34a13b73e
+timeCreated: 1755067965

+ 8 - 0
Assets/Scripts/GameUI/Feature.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: XnsZ4SqsUSklN8r+9h455quMP53ARTUnKpixUX9qCutlAay5rr3WDFG4QCG6
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 41 - 0
Assets/Scripts/GameUI/Feature/InterceptGameFaeture.cs

@@ -0,0 +1,41 @@
+using System.Collections;
+using System.Collections.Generic;
+using Fort23.Mono.Test;
+
+using UnityEngine;
+using UnityEngine.Rendering.Universal;
+using UnityEngine.Serialization;
+
+public class InterceptGameFaeture : ScriptableRendererFeature
+{
+   // public InterceptGamePass interceptGamePass;
+
+
+    // private RenderTargetHandle m_CameraColorAttachment;
+
+
+
+    // 屏幕拷贝Pass
+    private InterceptGamePass m_CopyTransparentColorPass;
+
+    public override void Create()
+    {
+        // 初始化构建屏幕拷贝Pass
+        m_CopyTransparentColorPass = new InterceptGamePass(RenderPassEvent.AfterRenderingTransparents);
+
+        // 映射到显存中的RT
+        // m_CameraColorAttachment.Init("_CameraColorTexture");
+
+    }
+
+    public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
+    {
+        // Debug.Log("AddRenderPasses");
+        if (renderingData.cameraData.cameraType == CameraType.Game)
+        {
+            // Debug.Log("AddRenderPasses——Game");
+            m_CopyTransparentColorPass.Setup(renderer);
+            renderer.EnqueuePass(m_CopyTransparentColorPass);
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/GameUI/Feature/InterceptGameFaeture.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: WXsWtCn4W39X5SKiV/Ae/s27G/6AsapXnzjOaQF+c+XZysdioiANbs8w0PPK
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 98 - 0
Assets/Scripts/GameUI/Feature/InterceptGamePass.cs

@@ -0,0 +1,98 @@
+
+using UnityEngine;
+using UnityEngine.Experimental.Rendering;
+using UnityEngine.Rendering;
+using UnityEngine.Rendering.Universal;
+using UnityEngine.Serialization;
+
+namespace Fort23.Mono.Test
+{
+    [System.Serializable]
+    public class InterceptGamePass : ScriptableRenderPass
+    {
+        private static bool isIntercept;
+
+        // private RenderTextureDescriptor RenderTextureDescriptor;
+        private static RenderTexture RenderTexture;
+
+
+        private const string m_ProfilerTag = "Intercept";
+
+        
+        public RenderTargetHandle m_Destination;
+
+        private static System.Action _finish;
+
+        private static int count;
+        private RenderTextureDescriptor cameraTextureDescriptor;
+        private static System.Action<ScriptableRenderContext, RenderingData, RenderTexture, RenderTargetIdentifier, RenderTextureDescriptor> OnExecuteCallBack;
+
+        private ScriptableRenderer renderer;
+        public static void SetRenderTexture(RenderTexture renderTexture, System.Action finish,
+            System.Action<ScriptableRenderContext, RenderingData, RenderTexture, RenderTargetIdentifier, RenderTextureDescriptor> executeCallBack = null)
+        {
+            // Debug.Log("开始准备背景界面");
+            // finish?.Invoke();
+            // return;
+            RenderTexture = renderTexture;
+            _finish+= finish;
+            isIntercept = true;
+            OnExecuteCallBack = executeCallBack;
+            count = 1;
+        }
+
+        public InterceptGamePass(RenderPassEvent evt)
+        {
+            renderPassEvent = evt;
+        }
+
+        public void Setup(ScriptableRenderer renderer)
+        {
+            this.renderer = renderer;
+        }
+
+        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
+        {
+            if (isIntercept)
+            {
+                // Debug.Log("执行背景背景界面");
+                count--;
+                // 执行拷贝命令
+                CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
+                // var descriptor = RenderTextureDescriptor;
+                // descriptor.depthBufferBits = 0;
+                //
+                // RenderTargetIdentifier renderTargetIdentifier = new RenderTargetIdentifier(RenderTexture);
+                // m_Destination.Init(renderTargetIdentifier);
+                
+                cmd.Blit(renderer.cameraColorTargetHandle, RenderTexture);
+
+               
+                context.ExecuteCommandBuffer(cmd);
+                CommandBufferPool.Release(cmd);
+                OnExecuteCallBack?.Invoke(context, renderingData, RenderTexture, renderer.cameraColorTargetHandle, cameraTextureDescriptor);
+            }
+        }
+
+        public override void OnFinishCameraStackRendering(CommandBuffer cmd)
+        {
+            // if (m_Destination != RenderTargetHandle.CameraTarget)
+            // {
+            //     // m_Destination = RenderTargetHandle.CameraTarget;
+            // }
+
+            if (count <= 0&&isIntercept)
+            {
+                // Debug.Log("完成背景界面");
+                isIntercept = false;
+                _finish?.Invoke();
+                _finish = null;
+            }
+        }
+
+        public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
+        {
+            this.cameraTextureDescriptor = cameraTextureDescriptor;
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/GameUI/Feature/InterceptGamePass.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: DH5JtH+vVHla1z7GE5BEefTu+/q3JAAZpXS5W6ruHmXe/V9dFLxm1o0KCg1s
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 5 - 1
Assets/Scripts/GameUI/Fort23.Mono.asmdef

@@ -14,7 +14,11 @@
         "GUID:5efd170ecd8084500bed5692932fe14e",
         "GUID:4c25c05f410a3a447a75c3b0909152ef",
         "GUID:c03a7518d60db354c9d04ea9d1517aa1",
-        "GUID:8097be56b8f8a81458fa9b1971038cec"
+        "GUID:8097be56b8f8a81458fa9b1971038cec",
+        "GUID:15fc0a57446b3144c949da3e2b9737a9",
+        "GUID:ab67fb10353d84448ac887a7367cbda8",
+        "GUID:86bc95e6fdb13ff43aa04316542905ae",
+        "GUID:df380645f10b7bc4b97d4f5eb6303d95"
     ],
     "includePlatforms": [],
     "excludePlatforms": [],

+ 16 - 8
Assets/Scripts/GameUI/UI/AppBarPanel/AppBarPanel.cs

@@ -20,6 +20,8 @@ namespace Fort23.Mono
             isAddStack = false;
         }
 
+        private BackgroundCom _backgroundCom;
+
         protected override void AddEvent()
         {
             EventManager.Instance.AddEventListener(CustomEventType.DivineSensePointChange, DivineSensePointChange);
@@ -50,28 +52,34 @@ namespace Fort23.Mono
                 UIManager.Instance.HideUIUIPanel(currentOpenUIPanel);
                 // currentOpenUIPanel = null;
             });
-            Btn_Menu.onClick.AddListener(() =>
+            Btn_Menu.onClick.AddListener(async () =>
             {
+                _backgroundCom = await UIManager.Instance.CreateGComponent<BackgroundCom>(null, root: MenuBgRoot);
+
                 MenuRoot.SetActive(true);
             });
-            Btn_Back1.onClick.AddListener(() =>
-            {
-                MenuRoot.SetActive(false);
-            });
-            
+            Btn_Back1.onClick.AddListener(() => { CloseMenu(); });
+
             Btn_DaoYou.onClick.AddListener(() =>
             {
                 DaoYouPanel.OpenPanel();
-                MenuRoot.SetActive(false);
+                CloseMenu();
             });
 
             Btn_Tower.onClick.AddListener(() =>
             {
                 TowerPanel.OpenPanel(1);
-                MenuRoot.SetActive(false);
+                CloseMenu();
             });
         }
 
+        private void CloseMenu()
+        {
+            UIManager.Instance.DormancyGComponent(_backgroundCom);
+            _backgroundCom = null;
+            MenuRoot.SetActive(false);
+        }
+
         public async void Btn_Shop_Click()
         {
             if (currentOpenUIPanel is ShopPanel)

+ 11 - 0
Assets/Scripts/GameUI/UI/AppBarPanel/AppBarPanelData.cs

@@ -162,6 +162,17 @@ namespace Fort23.Mono
 	      return _Btn_DaoYou;
 	     }
 	   }
+	  private RectTransform _MenuBgRoot;
+	  public RectTransform MenuBgRoot
+	   {
+	   get{
+	      if (_MenuBgRoot == null)
+	       {
+	         _MenuBgRoot  = GetUIUnit<RectTransform>("MenuBgRoot"); 
+	       }
+	      return _MenuBgRoot;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

+ 172 - 0
Assets/Scripts/GameUI/UI/BackgroundCom.cs

@@ -0,0 +1,172 @@
+using Fort23.Core;
+using Fort23.Mono.Test;
+using Fort23.UTool;
+using UnityEngine;
+using UnityEngine.Rendering;
+using UnityEngine.Rendering.Universal;
+using UnityEngine.UI;
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "BackgroundCom")]
+    public partial class BackgroundCom : UIComponent
+    {
+        protected Material Material = new Material(Shader.Find("Unlit/MoHu"));
+        private void Init()
+        {
+            
+        }
+
+        public override void AddEvent()
+        {
+        }
+
+        public override void DelEvent()
+        {
+        }
+
+        public override void AddButtonEvent()
+        {
+        }
+        
+        
+
+        public async override CTask<bool> AsyncInit(object[] uiData)
+        {
+            ManualAsyncTask ct = ManualAsyncTask.Create();
+            if (GObjectPoolInterface != null)
+            {
+                GObjectPoolInterface.SetActive(false);
+            }
+            // var rect = panelObj.AddComponent<RectTransform>();
+          
+            UIManager.Instance.RefreshFull();
+            // Shader.SetGlobalTexture(CameraTransparentColorTexture, renderTexture);
+            InterceptGamePass.SetRenderTexture(renderTexture, delegate { ct.SetResult(); }, executeCallBack: Execute);
+            await ct.Wait();
+            RawImage.texture = renderTexture;
+            
+            RawImage.SetNativeSize();
+            TimerComponent.Instance.AddTimer(500, delegate
+            {
+                UIManager.Instance.RefreshFull();
+              
+          
+            });
+            await base.AsyncInit(uiData);
+            return true;
+        }
+
+        
+
+
+        private RenderTexture renderTexture
+        {
+            get
+            {
+                if (_renderTexture == null)
+                {
+                    _renderTexture = new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.Default);
+                }
+
+                return _renderTexture;
+            }
+        }
+
+        private RenderTexture _renderTexture;
+
+        public override void Show()
+        {
+            base.Show();
+            transform.anchorMin = Vector2.zero;
+            transform.anchorMax = Vector2.one;
+            CanvasScaler scaler=  transform.GetComponentInParent<CanvasScaler>();
+            RectTransform scalerTran=   scaler.GetComponent<RectTransform>();
+            transform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, scalerTran.sizeDelta.x);
+            transform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, scalerTran.sizeDelta.y);
+        }
+
+        protected void Execute(ScriptableRenderContext context, RenderingData renderingData, RenderTexture renderTargetHandle, RenderTargetIdentifier source, RenderTextureDescriptor cameraTextureDescriptor)
+        {
+            if (Material == null)
+            {
+                Material = new Material(Shader.Find("Unlit/MoHu"));
+            }
+            // return;
+            LogTool.Log("回调背景图加载");
+            CommandBuffer cmd = CommandBufferPool.Get("background");
+            int w = cameraTextureDescriptor.width;
+            int h = cameraTextureDescriptor.height;
+            int randerIndex = -255;
+            RenderTargetIdentifier lasetIdentifier = default;
+            int lasetranderIndex = 10000;
+
+            for (int i = 0; i < 4; i++)
+            {
+                w /= 2;
+                h /= 2;
+                if (w <= 1 || h <= 1)
+                {
+                    break;
+                }
+            
+                int index =  Shader.PropertyToID("back_tu"+i);
+                // isTu1 = !isTu1;
+                cmd.GetTemporaryRT(index, w, h, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32);
+                RenderTargetIdentifier renderTargetIdentifier = new RenderTargetIdentifier(index);
+                if (lasetranderIndex != 10000)
+                {
+                    cmd.Blit(lasetIdentifier, renderTargetIdentifier, Material, 0);
+                    cmd.ReleaseTemporaryRT(lasetranderIndex);
+                }
+                else
+                {
+                    cmd.Blit(source, renderTargetIdentifier, Material, 0);
+                }
+            
+                lasetIdentifier = renderTargetIdentifier;
+                lasetranderIndex = index;
+                // break;
+            }
+            
+            for (int i = 0; i < 4; i++)
+            {
+                w *= 2;
+                h *= 2;
+                if (w > cameraTextureDescriptor.width || h > cameraTextureDescriptor.height)
+                {
+                    break;
+                }
+            
+                int index =  Shader.PropertyToID("back_fd"+i);
+                cmd.GetTemporaryRT(index, w, h, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32);
+                RenderTargetIdentifier renderTargetIdentifier = new RenderTargetIdentifier(index);
+                if (lasetranderIndex != 10000)
+                {
+                    cmd.Blit(lasetIdentifier, renderTargetIdentifier, Material, 1);
+                    cmd.ReleaseTemporaryRT(lasetranderIndex);
+                }
+            
+                lasetIdentifier = renderTargetIdentifier;
+                lasetranderIndex = index;
+                // break;
+            }
+
+
+            // int index = Shader.PropertyToID("back_tu");
+            // isTu1 = !isTu1;
+            // cmd.GetTemporaryRT(index, w, h, 0, FilterMode.Bilinear,
+            //     RenderTextureFormat.ARGB32);
+            // RenderTargetIdentifier renderTargetIdentifier = new RenderTargetIdentifier(index);
+            // cmd.Blit(source, renderTargetIdentifier,Material,0);
+            cmd.Blit(lasetIdentifier, renderTargetHandle,Material,2);
+            cmd.ReleaseTemporaryRT(lasetranderIndex);
+            context.ExecuteCommandBuffer(cmd);
+            CommandBufferPool.Release(cmd);
+        }
+
+        public override void Dispose()
+        {
+            base.Dispose();
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/BackgroundCom.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: DX0X4yKlUXIBBtUxFv+4+Dpowo4slZZ3kMjGmWZ3hNMLn8OJSL8mfKhezXwo
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 29 - 0
Assets/Scripts/GameUI/UI/BackgroundComData.cs

@@ -0,0 +1,29 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine.UI;
+using UnityEngine;
+using System.Collections.Generic;
+namespace Fort23.Mono
+{
+	public partial class BackgroundCom 
+	{
+	  #region 自定义数据 
+	  private RawImage _RawImage;
+	  public RawImage RawImage
+	   {
+	   get{
+	      if (_RawImage == null)
+	       {
+	         _RawImage  = GetUIUnit<RawImage>("RawImage"); 
+	       }
+	      return _RawImage;
+	     }
+	   }
+	  #endregion 自定义数据结束 
+	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
+	{
+	 await base.SetUIGameObject(gObjectPoolInterface);
+	 Init();
+	}
+	}
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/BackgroundComData.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: Wy9N4HukW3PQMNu/c/7OUYVBjeCauR3yIZL8ll+fIGt0VXYjg9n86YHBIhhl
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 8 - 0
Assets/Scripts/GameUI/UI/BackgroundPanel.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: CyhOvXj4W3MSqdixehYdSNDVjTyp7OaMklZ5TLr1rfBkCAL8xOc6GSeCStFj
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 244 - 0
Assets/Scripts/GameUI/UI/BackgroundPanel/BackgroundPanel.cs

@@ -0,0 +1,244 @@
+using Fort23.Core;
+using Fort23.Mono.Test;
+using Fort23.UTool;
+using UnityEngine;
+using UnityEngine.Events;
+using UnityEngine.Rendering;
+using UnityEngine.Rendering.Universal;
+
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "BackgroundPanel")]
+    public partial class BackgroundPanel : UIPanel
+    {
+        // public RawImage backImage;
+        public UnityAction callback;
+
+        protected Material Material;
+
+        /// <summary>
+        /// 是否激活背景开关
+        /// </summary>
+        public bool EnableBGBtn
+        {
+            get { return _enableBGBtn; }
+            set { _enableBGBtn = value; }
+        }
+
+        private bool _enableBGBtn = true;
+
+        public void Init()
+        {
+            isAddStack = false;
+            IsShowAppBar = false;
+        }
+
+        protected override void AddEvent()
+        {
+        }
+
+        private RenderTexture renderTexture
+        {
+            get
+            {
+                if (_renderTexture == null)
+                {
+                    _renderTexture = new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.Default);
+                }
+
+                return _renderTexture;
+            }
+        }
+
+        private RenderTexture _renderTexture;
+
+        public override CTask Show()
+        {
+            if (GObjectPoolInterface == null)
+            {
+                return null;
+            }
+
+            CTask cTask = CTask.Create();
+            _isShow = true;
+            GObjectPoolInterface.SetActive(true);
+            if (timerEntity != null)
+            {
+                TimerComponent.Instance.Remove(timerEntity);
+            }
+
+            if (openTimerEntity != null)
+            {
+                TimerComponent.Instance.Remove(openTimerEntity);
+            }
+
+
+            ShowAnimator();
+            cTask.SetResult();
+
+            return cTask;
+        }
+
+        protected override async CTask ProOpen()
+        {
+            ManualAsyncTask ct = ManualAsyncTask.Create();
+            // if (GObjectPoolInterface != null)
+            // {
+            //     GObjectPoolInterface.SetActive(false);
+            // }
+
+            IsClose = true;
+            isFullUI = true;
+            UIManager.Instance.RefreshFull();
+            IsClose = false;
+            // Shader.SetGlobalTexture(CameraTransparentColorTexture, renderTexture);
+            InterceptGamePass.SetRenderTexture(renderTexture, delegate { ct.SetResult(); }, executeCallBack: Execute);
+            await ct.Wait();
+            LogTool.Log("完成背景图加载");
+            if (RawImage.texture != renderTexture)
+            {
+                RawImage.texture = renderTexture;
+            }
+
+            if (GObjectPoolInterface != null)
+            {
+                GObjectPoolInterface.SetActive(true);
+            }
+
+            UIManager.Instance.RefreshFull();
+            // TimerComponent.Instance.AddTimer(500, delegate { UIManager.Instance.RefreshFull(); });
+        }
+
+        protected void Execute(ScriptableRenderContext context, RenderingData renderingData,
+            RenderTexture renderTargetHandle, RenderTargetIdentifier source,
+            RenderTextureDescriptor cameraTextureDescriptor)
+        {
+            if (Material == null)
+            {
+                Material = new Material(Shader.Find("Unlit/MoHu"));
+            }
+
+            // return;
+            // LogTool.Log("回调背景图加载");
+            CommandBuffer cmd = CommandBufferPool.Get("background");
+            int w = cameraTextureDescriptor.width;
+            int h = cameraTextureDescriptor.height;
+            int randerIndex = -255;
+            RenderTargetIdentifier lasetIdentifier = default;
+            int lasetranderIndex = 10000;
+
+            for (int i = 0; i < 4; i++)
+            {
+                w /= 2;
+                h /= 2;
+                if (w <= 1 || h <= 1)
+                {
+                    break;
+                }
+
+                int index = Shader.PropertyToID("back_tu" + i);
+                // isTu1 = !isTu1;
+                cmd.GetTemporaryRT(index, w, h, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32);
+                RenderTargetIdentifier renderTargetIdentifier = new RenderTargetIdentifier(index);
+                if (lasetranderIndex != 10000)
+                {
+                    cmd.Blit(lasetIdentifier, renderTargetIdentifier, Material, 0);
+                    cmd.ReleaseTemporaryRT(lasetranderIndex);
+                }
+                else
+                {
+                    cmd.Blit(source, renderTargetIdentifier, Material, 0);
+                }
+
+                lasetIdentifier = renderTargetIdentifier;
+                lasetranderIndex = index;
+            }
+
+            for (int i = 0; i < 4; i++)
+            {
+                w *= 2;
+                h *= 2;
+                if (w > cameraTextureDescriptor.width || h > cameraTextureDescriptor.height)
+                {
+                    break;
+                }
+
+                int index = Shader.PropertyToID("back_fd" + i);
+                cmd.GetTemporaryRT(index, w, h, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32);
+                RenderTargetIdentifier renderTargetIdentifier = new RenderTargetIdentifier(index);
+                if (lasetranderIndex != 10000)
+                {
+                    cmd.Blit(lasetIdentifier, renderTargetIdentifier, Material, 1);
+                    cmd.ReleaseTemporaryRT(lasetranderIndex);
+                }
+
+                lasetIdentifier = renderTargetIdentifier;
+                lasetranderIndex = index;
+            }
+
+
+            // int index = Shader.PropertyToID("back_tu");
+            // isTu1 = !isTu1;
+            // cmd.GetTemporaryRT(index, w, h, 0, FilterMode.Bilinear,
+            //     RenderTextureFormat.ARGB32);
+            // RenderTargetIdentifier renderTargetIdentifier = new RenderTargetIdentifier(index);
+            // cmd.Blit(source, renderTargetIdentifier,Material,0);
+            cmd.Blit(lasetIdentifier, renderTargetHandle, Material, 2);
+            cmd.ReleaseTemporaryRT(lasetranderIndex);
+            context.ExecuteCommandBuffer(cmd);
+            CommandBufferPool.Release(cmd);
+        }
+
+
+        /// <summary>
+        /// 关闭当前有背景的面板
+        /// </summary>
+        public void CloseTopPanel()
+        {
+            if (!EnableBGBtn)
+            {
+                return;
+            }
+
+            if (UIManager.Instance.AllShowBGUIs.Count > 0 && UIManager.Instance.AllShowBGUIs[^1] != null)
+            {
+                UIPanel uiPanel = UIManager.Instance.AllShowBGUIs[^1];
+                if (!uiPanel.IsHindBackground())
+                {
+                    return;
+                }
+            }
+
+            UnityAction action = callback;
+            callback = null;
+            if (action != null)
+                action?.Invoke();
+            Close();
+            if (UIManager.Instance.AllShowBGUIs.Count > 0 && UIManager.Instance.AllShowBGUIs[^1] != null)
+            {
+                UIPanel uiPanel = UIManager.Instance.AllShowBGUIs[^1];
+                uiPanel.BackgroundCallBack();
+                UIManager.Instance.HideUIUIPanel(uiPanel);
+            }
+        }
+
+        public override void AddButtonEvent()
+        {
+            Btn_BG.onClick.AddListener(CloseTopPanel);
+        }
+
+        public void CustomInit()
+        {
+        }
+
+        protected override void DelEvent()
+        {
+        }
+
+        public override void Close()
+        {
+            EnableBGBtn = true;
+            base.Close();
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/BackgroundPanel/BackgroundPanel.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: D3hJtyOlBin6wG0GFK8zmJ3eqrh03obkE8aVwzat6i2c/THreyHGjjQ9qb55
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 40 - 0
Assets/Scripts/GameUI/UI/BackgroundPanel/BackgroundPanelData.cs

@@ -0,0 +1,40 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine.UI;
+using UnityEngine;
+using System.Collections.Generic;
+namespace Fort23.Mono
+{
+	public partial class BackgroundPanel 
+	{
+	  #region 自定义数据 
+	  private Button _Btn_BG;
+	  public Button Btn_BG
+	   {
+	   get{
+	      if (_Btn_BG == null)
+	       {
+	         _Btn_BG  = GetUIUnit<Button>("Btn_BG"); 
+	       }
+	      return _Btn_BG;
+	     }
+	   }
+	  private RawImage _RawImage;
+	  public RawImage RawImage
+	   {
+	   get{
+	      if (_RawImage == null)
+	       {
+	         _RawImage  = GetUIUnit<RawImage>("RawImage"); 
+	       }
+	      return _RawImage;
+	     }
+	   }
+	  #endregion 自定义数据结束 
+	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
+	{
+	 await base.SetUIGameObject(gObjectPoolInterface);
+	 Init();
+	}
+	}
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/BackgroundPanel/BackgroundPanelData.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: XCsc4S35WnK6+G1q022b48ufkRjQ6VIbZurdQS/vCA6frzM6fSl4Xs7urHzU
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 3 - 3
Assets/Scripts/GameUI/UI/BoxPanel/BoxPanel.cs

@@ -77,19 +77,19 @@ namespace Fort23.Mono
 
         public static async void OpenBoxPanel()
         {
-            BoxPanel boxPanel = await UIManager.Instance.LoadAndOpenPanel<BoxPanel>(null, layer: UILayer.Middle);
+            BoxPanel boxPanel = await UIManager.Instance.LoadAndOpenPanel<BoxPanel>(null, layer: UILayer.Middle,isShowBG:true);
             boxPanel.OpenPanel();
         }
 
         private void Init()
         {
             isAddStack = true;
-            // IsShowAppBar = false;
+            IsShowAppBar = false;
         }
 
         public override CTask GetFocus()
         {
-            AppBarPanel.ClosePanel();
+            // AppBarPanel.ClosePanel();
             return base.GetFocus();
         }
 

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

@@ -47,7 +47,7 @@ namespace Fort23.Mono
             base.AddButtonEvent();
         }
 
-        public void SelectState(bool isSelect)
+        public void SelectState(bool isSelect) 
         {
             _isSelect = isSelect;
             myBg.color = _isSelect ? Color.green : Color.white;

+ 25 - 3
Assets/Scripts/GameUI/UI/CombatPanel/SkillKongWidgetData.cs

@@ -19,13 +19,13 @@ namespace Fort23.Mono
 	      return _icon;
 	     }
 	   }
-	  private Image _myBg;
-	  public Image myBg
+	  private MyImage _myBg;
+	  public MyImage myBg
 	   {
 	   get{
 	      if (_myBg == null)
 	       {
-	         _myBg  = GetUIUnit<Image>("myBg"); 
+	         _myBg  = GetUIUnit<MyImage>("myBg"); 
 	       }
 	      return _myBg;
 	     }
@@ -52,6 +52,28 @@ namespace Fort23.Mono
 	      return _Text_Tips;
 	     }
 	   }
+	  private RectTransform _InfoPos;
+	  public RectTransform InfoPos
+	   {
+	   get{
+	      if (_InfoPos == null)
+	       {
+	         _InfoPos  = GetUIUnit<RectTransform>("InfoPos"); 
+	       }
+	      return _InfoPos;
+	     }
+	   }
+	  private RectTransform _Icon_YingXiang;
+	  public RectTransform Icon_YingXiang
+	   {
+	   get{
+	      if (_Icon_YingXiang == null)
+	       {
+	         _Icon_YingXiang  = GetUIUnit<RectTransform>("Icon_YingXiang"); 
+	       }
+	      return _Icon_YingXiang;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

+ 247 - 32
Assets/Scripts/GameUI/UI/CombatPanel/SkillSelectPanel.cs

@@ -33,7 +33,7 @@ namespace Fort23.Mono
         /// </summary>
         private int infoType = 1;
 
-        SkillWidget currentSelectedSkill;
+        SkillInfo currentSelectedSkill;
 
         public static async CTask<SkillSelectPanel> OpenSkillSelectPanel()
         {
@@ -83,6 +83,8 @@ namespace Fort23.Mono
             currenRoadSkilId = PlayerManager.Instance.myHero.TaoismSkillId;
             UpdateSkillWidget();
             UpdateRoad();
+
+            CloseSelect();
             return base.AsyncInit(uiData);
         }
 
@@ -160,13 +162,14 @@ namespace Fort23.Mono
 
                     if (!IsPassiveGongFaChange(skills[i].skillConfig))
                         continue;
-                    allKongSkill[indexList[i]].SetSKill(skills[i]);
-                    allUseSkill[indexList[i]] = skills[i];
+                    allKongSkill[indexList[i][0]].SetSKill(skills[i]);
+                    allUseSkill[indexList[i][0]] = skills[i];
                 }
 
                 isAlter = true;
 
                 UpdateSkillWidget();
+                BaoChun();
             });
 
             Btn_ChangeOk.onClick.AddListener(() =>
@@ -188,7 +191,7 @@ namespace Fort23.Mono
             {
                 if (currentSelectedSkill != null)
                 {
-                    GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(currentSelectedSkill.skillConfigId);
+                    GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(currentSelectedSkill);
                     await gongFaUpgradePanel.UIClosed();
                     Sort(type1, type2);
                 }
@@ -327,13 +330,14 @@ namespace Fort23.Mono
                 UpdateSkillWidget();
                 CloseSelect();
             });
-            
+
             Sv.onValueChanged.AddListener((s) =>
             {
                 if (currentSelectedSkill == null)
                 {
                     return;
                 }
+
                 Btn_Info.transform.SetAsLastSibling();
             });
         }
@@ -352,6 +356,21 @@ namespace Fort23.Mono
             // 
         }
 
+        private void BaoChun()
+        {
+            // ChangeInfoType(1);
+            // if (isAlter)
+            {
+                PlayerManager.Instance.GongFaControl.SaveUseSkill(allUseSkill);
+
+                PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(currenRoadSkilId);
+                PlayerManager.Instance.myHero.heroData.TaoismSkillId = currenRoadSkilId;
+                AccountFileInfo.Instance.SavePlayerData();
+            }
+
+            isAlter = false;
+        }
+
         private void ChangeInfoType(int type)
         {
             if (type == 1)
@@ -374,7 +393,14 @@ namespace Fort23.Mono
 
         List<SkillInfo> showSkillInfo = new List<SkillInfo>();
 
-        List<int> indexList = new List<int>() { 0, 6, 8, 4, 2 };
+        List<List<int>> indexList = new List<List<int>>()
+        {
+            new List<int>() { 0, 1, 9 },
+            new List<int>() { 6, 7, 5 },
+            new List<int>() { 8, 9, 7 },
+            new List<int>() { 4, 5, 3 },
+            new List<int>() { 2, 3, 1 },
+        };
 
         private void Sort(int type1, int type2)
         {
@@ -503,15 +529,25 @@ namespace Fort23.Mono
 
         private SkillKongWidget dianjiSkillKongWidget;
 
-        private void OnClickSkillKongWidget(ItemWidgetBasic obj)
+        private async void OnClickSkillKongWidget(ItemWidgetBasic obj)
         {
+            SkillKongWidget skillKongWidget = obj as SkillKongWidget;
             if (infoType == 1)
+            {
+                if (skillKongWidget.SkillInfo == null)
+                    return;
+
+                GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(skillKongWidget.SkillInfo);
+                await gongFaUpgradePanel.UIClosed();
+                Sort(type1, type2);
                 return;
+            }
+
             Btn_Info.transform.SetParent(transform);
             Btn_Info.gameObject.SetActive(false);
-            currentSelectedSkill = null;
+            currentSelectedSkill = skillKongWidget.SkillInfo;
 
-            SkillKongWidget skillKongWidget = obj as SkillKongWidget;
+            // SkillKongWidget skillKongWidget = obj as SkillKongWidget;
 
             if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig == null)
             {
@@ -548,30 +584,64 @@ namespace Fort23.Mono
                 skillKongWidget.SetSKill(selectSkillConfig);
                 allUseSkill[skillKongWidget.index] = selectSkillConfig;
                 CloseSelect();
+                BaoChun();
             }
             //替换功法
             else if (skillKongWidget.SkillInfo != null && dianjiSkillKongWidget == null && selectSkillConfig != null)
             {
-                if (allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType == 1)
+                // if (allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType == 1)
+                // {
+                //     if (!IsMainGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 1)
+                //     {
+                //         TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
+                //         CloseSelect();
+                //         return;
+                //     }
+                // }
+                //
+                // if (allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType == 2)
+                // {
+                //     if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 2)
+                //     {
+                //         TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
+                //         CloseSelect();
+                //         return;
+                //     }
+                // }
+                if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 2)
                 {
-                    if (!IsMainGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 1)
-                    {
-                        TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
-                        CloseSelect();
-                        return;
-                    }
+                    TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
+                    CloseSelect();
+                    return;
                 }
 
-                if (allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType == 2)
+                if (!IsMainGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 1)
                 {
-                    if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 2)
-                    {
-                        TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
-                        CloseSelect();
-                        return;
-                    }
+                    TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
+                    CloseSelect();
+                    return;
                 }
 
+                // if (selectSkillConfig.skillConfig.SkillType == 1)
+                // {
+                //     if (!IsMainGongFaChange(selectSkillConfig.skillConfig))
+                //     {
+                //         TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
+                //         CloseSelect();
+                //         return;
+                //     }
+                // }
+                //
+                // if (selectSkillConfig.skillConfig.SkillType == 2)
+                // {
+                //     if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig))
+                //     {
+                //         TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
+                //         CloseSelect();
+                //         return;
+                //     }
+                // }
+
 
                 isAlter = true;
                 allUseSkill[skillKongWidget.SkillInfo.index] = null;
@@ -579,6 +649,7 @@ namespace Fort23.Mono
                 allUseSkill[skillKongWidget.index] = selectSkillConfig;
                 skillKongWidget.SetSKill(selectSkillConfig);
                 CloseSelect();
+                BaoChun();
             }
             else
             {
@@ -595,7 +666,10 @@ namespace Fort23.Mono
                     dianjiSkillKongWidget = skillKongWidget;
                     Btn_RemoveGongFa.transform.position = dianjiSkillKongWidget.RemovePos.position;
                     Btn_RemoveGongFa.gameObject.SetActive(true);
-                    SelectSkill(skillKongWidget.SkillInfo, false);
+                    Btn_Info.transform.position = dianjiSkillKongWidget.InfoPos.position;
+                    Btn_Info.gameObject.SetActive(true);
+                    SelectSkill(skillKongWidget.SkillInfo, false, false);
+                    // BaoChun();
                 }
                 else
                 {
@@ -615,6 +689,7 @@ namespace Fort23.Mono
                     skillKongWidget.SetSKill(selectSkillConfig);
                     allUseSkill[skillKongWidget.index] = selectSkillConfig;
                     CloseSelect();
+                    BaoChun();
                 }
             }
 
@@ -622,24 +697,106 @@ namespace Fort23.Mono
         }
 
 
-        public void SelectSkill(SkillInfo skillConfig, bool max)
+        public void SelectSkill(SkillInfo skillConfig, bool max, bool isClick)
         {
-            selectSkillConfig = skillConfig;
-            _isSelectSkill = true;
             for (int i = 0; i < allKongSkill.Count; i++)
             {
                 allKongSkill[i].SelectState(false);
             }
 
+
             if (!max)
             {
-                for (int i = 0; i < allKongSkill.Count; i++)
+                if (isClick)
+                {
+                    int index = 0;
+
+                    //金
+                    if (skillConfig.skillConfig.attribute == 1)
+                    {
+                        index = 0;
+                    }
+
+                    //木
+                    if (skillConfig.skillConfig.attribute == 2)
+                    {
+                        index = 1;
+                    }
+
+                    //水
+                    if (skillConfig.skillConfig.attribute == 4)
+                    {
+                        index = 2;
+                    }
+
+                    //火
+                    if (skillConfig.skillConfig.attribute == 8)
+                    {
+                        index = 3;
+                    }
+
+                    //土
+                    if (skillConfig.skillConfig.attribute == 16)
+                    {
+                        index = 4;
+                    }
+
+                    bool isSuccess = false;
+
+                    //先上对应位置
+                    foreach (var i in indexList[index])
+                    {
+                        if (allKongSkill[i].SkillInfo == null)
+                        {
+                            allKongSkill[i].SetSKill(skillConfig);
+                            allUseSkill[i] = skillConfig;
+                            isSuccess = true;
+                            break;
+                        }
+                    }
+
+                    //对应位置已经上了 ,就随便找给位置上
+                    if (!isSuccess)
+                    {
+                        for (var i = 0; i < allKongSkill.Count; i++)
+                        {
+                            if (allKongSkill[i].SkillInfo == null)
+                            {
+                                allKongSkill[i].SetSKill(skillConfig);
+                                allUseSkill[i] = skillConfig;
+                                break;
+                            }
+                        }
+                    }
+
+                    if (isSuccess)
+                    {
+                        BaoChun();
+                        ChangeFuZhuYingXiang();
+                        UpdateSkillWidget();
+                    }
+                    else
+                    {
+                        for (int i = 0; i < allKongSkill.Count; i++)
+                        {
+                            allKongSkill[i].SelectState(true);
+                        }
+                    }
+                }
+                else
                 {
-                    allKongSkill[i].SelectState(true);
+                    selectSkillConfig = skillConfig;
+                    _isSelectSkill = true;
+                    for (int i = 0; i < allKongSkill.Count; i++)
+                    {
+                        allKongSkill[i].SelectState(true);
+                    }
                 }
             }
             else
             {
+                selectSkillConfig = skillConfig;
+                _isSelectSkill = true;
                 for (int i = 0; i < allKongSkill.Count; i++)
                 {
                     if (allKongSkill[i].SkillInfo != null)
@@ -650,6 +807,8 @@ namespace Fort23.Mono
             }
         }
 
+        List<int> yingxiang = new List<int>();
+
         private void CloseSelect()
         {
             _isSelectSkill = false;
@@ -661,12 +820,68 @@ namespace Fort23.Mono
             Btn_Info.gameObject.SetActive(false);
             currentSelectedSkill = null;
 
+
             for (int i = 0; i < allKongSkill.Count; i++)
             {
                 allKongSkill[i].SelectState(false);
             }
+
+            ChangeFuZhuYingXiang();
         }
 
+        private void ChangeFuZhuYingXiang()
+        {
+            yingxiang.Clear();
+            for (int i = 0; i < allKongSkill.Count; i++)
+            {
+                allKongSkill[i].Icon_YingXiang.gameObject.SetActive(false);
+
+                if (allKongSkill[i].SkillInfo != null && allKongSkill[i].SkillInfo.skillConfig.SkillType == 2 && allKongSkill[i].SkillInfo.skillConfig.PromoteLanPara_1 != null)
+                {
+                    foreach (var f in allKongSkill[i].SkillInfo.skillConfig.PromoteLanPara_1)
+                    {
+                        if (f != 0)
+                        {
+                            var nubs = GetNumbers(i, f);
+                            foreach (var nub in nubs)
+                            {
+                                if (!yingxiang.Contains(nub))
+                                {
+                                    yingxiang.Add(nub);
+                                }
+                            }
+                        }
+                    }
+                }
+            }
+
+            foreach (var i in yingxiang)
+            {
+                allKongSkill[i].Icon_YingXiang.gameObject.SetActive(true);
+            }
+        }
+
+        public List<int> GetNumbers(int start, float offset)
+        {
+            List<int> indexs = new List<int>();
+
+
+            for (int i = 0; i < Math.Abs(offset); i++)
+            {
+                if (offset >= 0)
+                {
+                    indexs.Add(SafeMod(start + i + 1));
+                }
+                else
+                {
+                    indexs.Add(SafeMod(start - i - 1));
+                }
+            }
+
+            // 确保结果在0-9范围内(循环数组)
+            int SafeMod(int n) => (n % 10 + 10) % 10;
+            return indexs;
+        }
 
         public override void Hide()
         {
@@ -730,7 +945,7 @@ namespace Fort23.Mono
                 Btn_Info.transform.SetParent(ContentRoot);
                 Btn_Info.transform.position = skillWidget.InfoPos.position;
                 Btn_Info.gameObject.SetActive(true);
-                currentSelectedSkill = skillWidget;
+                currentSelectedSkill = skillWidget.skillConfigId;
                 if (allUseSkill.Contains(skillWidget.skillConfigId))
                 {
                     return;
@@ -741,11 +956,11 @@ namespace Fort23.Mono
 
                 if (!IsMainGongFaChange(skillWidget.skillConfigId.skillConfig) || !IsPassiveGongFaChange(skillWidget.skillConfigId.skillConfig))
                 {
-                    SelectSkill(skillWidget.skillConfigId, true);
+                    SelectSkill(skillWidget.skillConfigId, true, true);
                 }
                 else
                 {
-                    SelectSkill(skillWidget.skillConfigId, false);
+                    SelectSkill(skillWidget.skillConfigId, false, true);
                 }
             }
         }

+ 1 - 1
Assets/Scripts/GameUI/UI/DivineSence/BossInfoPanel.cs

@@ -218,7 +218,7 @@ namespace Fort23.Mono
         public async static CTask<bool> OpenPanel(int levebattleId)
         {
             CTask<bool> result = CTask<bool>.Create();
-            BossInfoPanel bossInfoPanel = await UIManager.Instance.LoadAndOpenPanel<BossInfoPanel>(null, UILayer.Top, uiData: new object[] { levebattleId, result });
+            BossInfoPanel bossInfoPanel = await UIManager.Instance.LoadAndOpenPanel<BossInfoPanel>(null, UILayer.Top, uiData: new object[] { levebattleId, result },isShowBG:true);
             // bossInfoPanel.CustomInit(levebattleId, result);
             return await result;
         }

+ 1 - 1
Assets/Scripts/GameUI/UI/DivineSence/EventTipsPanel.cs

@@ -75,7 +75,7 @@ namespace Fort23.Mono
         public static async CTask<bool> OpenPanel(AccountFileInfo.EventLinkData eventLinkData)
         {
             CTask<bool> callBack = CTask<bool>.Create();
-            await UIManager.Instance.LoadAndOpenPanel<EventTipsPanel>(null, UILayer.Top, uiData: new object[] { eventLinkData, callBack });
+            await UIManager.Instance.LoadAndOpenPanel<EventTipsPanel>(null, UILayer.Top, uiData: new object[] { eventLinkData, callBack },isShowBG:true);
             return await callBack;
         }
 

+ 1 - 1
Assets/Scripts/GameUI/UI/ItemDetailsPanel/ItemDetailsPanel.cs

@@ -69,7 +69,7 @@ namespace Fort23.Mono
 
         public static async CTask OpenPanel(ItemInfo itemInfo)
         {
-            await UIManager.Instance.LoadAndOpenPanel<ItemDetailsPanel>(null,UILayer.Top, uiData: new object[] { itemInfo });
+            await UIManager.Instance.LoadAndOpenPanel<ItemDetailsPanel>(null,UILayer.Top, uiData: new object[] { itemInfo },isShowBG:true);
         }
 
         public override void Close()

+ 1 - 1
Assets/Scripts/GameUI/UI/QiankundaiPanel/QiankundaiInfoPanel.cs

@@ -84,7 +84,7 @@ namespace Fort23.Mono
 
         public static async CTask OpenPanel()
         {
-            await UIManager.Instance.LoadAndOpenPanel<QiankundaiInfoPanel>(null, UILayer.Top);
+            await UIManager.Instance.LoadAndOpenPanel<QiankundaiInfoPanel>(null, UILayer.Top,isShowBG:true);
         }
 
         public override void Close()

+ 1 - 1
Assets/Scripts/GameUI/UI/QiankundaiPanel/QiankundaiPanel.cs

@@ -99,7 +99,7 @@ namespace Fort23.Mono
 
         public static async CTask OpenPanel()
         {
-            await UIManager.Instance.LoadAndOpenPanel<QiankundaiPanel>(null, UILayer.Top);
+            await UIManager.Instance.LoadAndOpenPanel<QiankundaiPanel>(null, UILayer.Top,isShowBG:true);
         }
 
         public override void Close()

+ 2 - 2
Assets/Scripts/GameUI/UI/RewardsPanel/RewardsPanel.cs

@@ -78,14 +78,14 @@ namespace Fort23.Mono
 
         public async static CTask<RewardsPanel> OpenPanel(Dictionary<string, ItemInfo> rewardsDic, Action onClose = null)
         {
-            RewardsPanel rewardsPanel = await UIManager.Instance.LoadAndOpenPanel<RewardsPanel>(null, layer: UILayer.Top);
+            RewardsPanel rewardsPanel = await UIManager.Instance.LoadAndOpenPanel<RewardsPanel>(null, layer: UILayer.Top,isShowBG:true);
             rewardsPanel.InitRewardsPanel(rewardsDic, onClose);
             return rewardsPanel;
         }
 
         public async static CTask<RewardsPanel> OpenPanel(List<ItemInfo> rewardsDic, Action onClose = null, int titleId = 0)
         {
-            RewardsPanel rewardsPanel = await UIManager.Instance.LoadAndOpenPanel<RewardsPanel>(null, layer: UILayer.Top);
+            RewardsPanel rewardsPanel = await UIManager.Instance.LoadAndOpenPanel<RewardsPanel>(null, layer: UILayer.Top,isShowBG:true);
             rewardsPanel.InitRewardsPanel(rewardsDic, onClose);
             if (titleId != 0)
                 rewardsPanel.SetTitle(LanguageManager.Instance.Text(titleId));

+ 1 - 1
Assets/Scripts/GameUI/UI/Task/TaskInfoPanel.cs

@@ -116,7 +116,7 @@ namespace Fort23.Mono
 
         public async static CTask<TaskInfoPanel> OpenPanel(AccountFileInfo.EventList eventList, int type)
         {
-            TaskInfoPanel taskInfoPanel = await UIManager.Instance.LoadAndOpenPanel<TaskInfoPanel>(null, UILayer.Top);
+            TaskInfoPanel taskInfoPanel = await UIManager.Instance.LoadAndOpenPanel<TaskInfoPanel>(null, UILayer.Top,isShowBG:true);
             taskInfoPanel.CustomInit(eventList, type);
             return taskInfoPanel;
         }

+ 15 - 1
Assets/Settings/rpAsset_Renderer.asset

@@ -52,7 +52,8 @@ MonoBehaviour:
   - {fileID: 8096991511476621891}
   - {fileID: -1306005803540324591}
   - {fileID: -3260757889090043925}
-  m_RendererFeatureMap: 43d2ea46e14a5e70115f6125a422e0edeb3f3ce2f975bfd2
+  - {fileID: 5558826321195499833}
+  m_RendererFeatureMap: 43d2ea46e14a5e70115f6125a422e0edeb3f3ce2f975bfd23901f35216eb244d
   m_UseNativeRenderPass: 0
   postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}
   xrSystemData: {fileID: 11400000, guid: 60e1133243b97e347b653163a8c01b64, type: 2}
@@ -92,6 +93,19 @@ MonoBehaviour:
   m_CopyDepthMode: 1
   m_AccurateGbufferNormals: 0
   m_IntermediateTextureMode: 1
+--- !u!114 &5558826321195499833
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 0}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: f1913e8483d33ab43bf9d65b9f38c99b, type: 3}
+  m_Name: InterceptGameFaeture
+  m_EditorClassIdentifier: 
+  m_Active: 1
 --- !u!114 &8096991511476621891
 MonoBehaviour:
   m_ObjectHideFlags: 0

文件差异内容过多而无法显示
+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


二进制
Excel2Json/Excel/skill.xlsx


部分文件因为文件数量过多而无法显示