DESKTOP-FB72PO8\Administrator hai 3 días
pai
achega
0510188a7c

+ 0 - 7
Assets/Res/Config/DialogueConfig1.json.meta

@@ -1,7 +0,0 @@
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+ 0 - 7
Assets/Res/Config/HeroBasicEquipConfig.json.meta

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+ 0 - 7
Assets/Res/Config/HeroPromoteConfig.json.meta

@@ -1,7 +0,0 @@
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+ 0 - 7
Assets/Res/Config/LuckToQualityConfig.json.meta

@@ -1,7 +0,0 @@
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+ 0 - 7
Assets/Res/Config/MentalPowerConfig.json.meta

@@ -1,7 +0,0 @@
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+ 0 - 7
Assets/Res/Config/RandomEventConfig.json.meta

@@ -1,7 +0,0 @@
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+ 6 - 6
Assets/Res/UI/CombatPanel.prefab

@@ -1153,7 +1153,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 1
+  m_IsActive: 0
 --- !u!224 &6191064708402353819
 RectTransform:
   m_ObjectHideFlags: 0
@@ -1268,7 +1268,7 @@ RectTransform:
   m_Father: {fileID: 2485395400814881333}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
-  m_AnchorMax: {x: 0, y: 1}
+  m_AnchorMax: {x: 0, y: 0}
   m_AnchoredPosition: {x: 0, y: 0}
   m_SizeDelta: {x: 10, y: 0}
   m_Pivot: {x: 0.5, y: 0.5}
@@ -2670,7 +2670,7 @@ RectTransform:
   m_Father: {fileID: 8236420421261262979}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 90.47}
   m_AnchorMin: {x: 0, y: 0}
-  m_AnchorMax: {x: 0, y: 1}
+  m_AnchorMax: {x: 0, y: 0}
   m_AnchoredPosition: {x: 0, y: -0.3049996}
   m_SizeDelta: {x: 40, y: 15.35}
   m_Pivot: {x: 0.5, y: 0.5}
@@ -2771,7 +2771,7 @@ MonoBehaviour:
   m_Name: 
   m_EditorClassIdentifier: 
   m_Material: {fileID: 0}
-  m_Color: {r: 1, g: 0.8313726, b: 0, a: 1}
+  m_Color: {r: 1, g: 1, b: 1, a: 0.12941177}
   m_RaycastTarget: 1
   m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
   m_Maskable: 1
@@ -4559,7 +4559,7 @@ MonoBehaviour:
   m_Name: 
   m_EditorClassIdentifier: 
   m_Material: {fileID: 0}
-  m_Color: {r: 1, g: 0.83099353, b: 0, a: 1}
+  m_Color: {r: 1, g: 1, b: 1, a: 0.105882354}
   m_RaycastTarget: 1
   m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
   m_Maskable: 1
@@ -6867,7 +6867,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 0
+  m_IsActive: 1
 --- !u!224 &9037135992368401232
 RectTransform:
   m_ObjectHideFlags: 0

+ 0 - 11
Assets/Scripts/GameData/ExcelConfig/HeroBasicEquipConfig.cs.meta

@@ -1,11 +0,0 @@
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+ 0 - 11
Assets/Scripts/GameData/ExcelConfig/HeroPromoteConfig.cs.meta

@@ -1,11 +0,0 @@
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+ 0 - 11
Assets/Scripts/GameData/ExcelConfig/MentalPowerConfig.cs.meta

@@ -1,11 +0,0 @@
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+ 0 - 11
Assets/Scripts/GameData/ExcelConfig/RandomEventConfig.cs.meta

@@ -1,11 +0,0 @@
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+ 2 - 24
Assets/Scripts/GameLogic/Bag/ItemInfo.cs

@@ -54,30 +54,8 @@ namespace GameLogic.Bag
             
         }
 
-        /// <summary>
-        /// 是一个装备吗
-        /// </summary>
-        /// <returns></returns>
-        public bool IsEquipItem()
-        {
-            if (eqInfo != null && eqInfo.basicEquipConfig.ID > 0)
-            {
-                return true;
-            }
-
-            return false;
-        }
+       
 
-        public AccountFileInfo.ItemData ToItemData()
-        {
-            AccountFileInfo.ItemData itemData = new AccountFileInfo.ItemData(itemID, count.Value, guid);
-
-            if (eqInfo != null)
-            {
-                itemData.eqData = eqInfo.ToData();
-            }
-            
-            return itemData;
-        }
+     
     }
 }

+ 7 - 7
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs

@@ -153,12 +153,12 @@ public class CombatHeroInfo
     }
 
 
-    protected Map<AttributeType, int> _AttributeCacheValue = new Map<AttributeType, int>();
+    protected Map<AttributeType, float> _AttributeCacheValue = new Map<AttributeType, float>();
 
 
-    public void AddAttributeValueToCache(AttributeType attributeType, int value)
+    public void AddAttributeValueToCache(AttributeType attributeType, float value)
     {
-        if (_AttributeCacheValue.TryGetValue(attributeType, out int v))
+        if (_AttributeCacheValue.TryGetValue(attributeType, out float v))
         {
             value += v;
         }
@@ -290,16 +290,16 @@ public class CombatHeroInfo
         for (int i = 0; i < skillConfig.addPropertyType.Length; i++)
         {
             int propertyType = skillConfig.addPropertyType[i];
-            int value = skillConfig.addPropertyValue[i];
+            float value = skillConfig.addPropertyValue[i];
             switch (propertyType)
             {
-                case 1:
+                case 101:
                     AddAttributeValueToCache(AttributeType.Hp, value);
                     break;
-                case 2:
+                case 102:
                     AddAttributeValueToCache(AttributeType.Att, value);
                     break;
-                case 3:
+                case 103:
                     AddAttributeValueToCache(AttributeType.Def, value);
                     break;
             }

+ 4 - 138
Assets/Scripts/GameLogic/Equipment/EquipmentController.cs

@@ -68,14 +68,7 @@ namespace GameLogic.Equipment
         }
         
 
-        public void Init(ItemInfo itemInfo)
-        {
-            AddEquipment(itemInfo);
-            if (itemInfo.eqInfo != null && itemInfo.eqInfo.isWear)
-            {
-                AddToCurEquip(itemInfo, true);
-            }
-        }
+    
 
         private void CalZyEqAddAttribute()
         {
@@ -324,16 +317,7 @@ namespace GameLogic.Equipment
                         }
                     }
 
-                    if (bestBwEq != null)
-                    {
-                        bool b = AddToCurEquip(bestBwEq);
-
-                        if (!changed)
-                        {
-                            changed = b;     
-                        }
-
-                    }
+                
                 }
             }
             
@@ -341,74 +325,7 @@ namespace GameLogic.Equipment
         }
 
 
-        /// <summary>
-        /// 把装备加到:当前已经穿的装备列表中管理
-        /// </summary>
-        /// <param name="bestEqItem"></param>
-        /// <param name="isInit">true 表示是初始化,初始化时,不支持保存数据的逻辑</param>
-        /// <returns></returns>
-        public bool AddToCurEquip(ItemInfo bestEqItem, bool isInit = false)
-        {
-            int zy = bestEqItem.eqInfo.basicEquipConfig.profession;
-            
-            bool isAdd = true;
-            
-            if (equipZyEqDic.TryGetValue(zy, out var eqList))
-            {
-                // 从后往前遍历,这样删除元素不会影响索引
-                for (int i = eqList.Count - 1; i >= 0; i--)
-                {
-                    ItemInfo itemInfo = eqList[i];
-                    if (itemInfo.eqInfo.basicEquipConfig.Type == bestEqItem.eqInfo.basicEquipConfig.Type)
-                    {
-                        //已经在已装备列表里面了,就不加了
-                        if (itemInfo.Equals(bestEqItem))
-                        {
-                            isAdd = false;
-                        }
-                        else
-                        {
-                            //老装备脱下来
-                            EquipLogic(false, itemInfo);
-                            //从已装备的列表处,移除
-                            eqList.RemoveAt(i);
-                            if (!isInit)
-                            {
-                                AccountFileInfo.Instance.SaveItemData(itemInfo);
-                            }
-                        }
-                        break;
-                    }
-                }
-
-                if (isAdd)
-                {
-                    EquipLogic(true, bestEqItem);
-                    eqList.Add(bestEqItem);
-                }
-            }
-            else
-            {
-                EquipLogic(true, bestEqItem);
-                
-                eqList = new List<ItemInfo>();
-                eqList.Add(bestEqItem);
-                equipZyEqDic.Add(zy, eqList);
-            }
-
-            //有装备变更时,计算一下装备提供的属性
-            if (isAdd)
-            {
-                CalZyEqAddAttribute();
-                if (!isInit)
-                {
-                    AccountFileInfo.Instance.SaveItemData(bestEqItem);
-                }
-            }
-
-            return isAdd;
-        }
-
+      
         /// <summary>
         /// 穿/脱 装备的逻辑
         /// </summary>
@@ -427,58 +344,7 @@ namespace GameLogic.Equipment
             }
         }
         
-        /// <summary>
-        /// 这里2次管理装备item的目的是为了:后续穿脱装备时,遍历效率更高
-        /// </summary>
-        /// <param name="eqItemInfo"></param>
-        public void AddEquipment(ItemInfo eqItemInfo)
-        {
-            if (!eqItemInfo.IsEquipItem())
-            {
-                return;
-            }
-            
-            // allEqDic.Add(eqItemInfo.guid, eqItemInfo);
-            
-            int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
-            int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
-            if (allZyEqDic.TryGetValue(zy, out var bwDic))
-            {
-                if (bwDic.TryGetValue(bw, out var eqBwList))
-                {
-                    bool isAdd = true;
-                    foreach (ItemInfo itemInfo in eqBwList)
-                    {
-                        if (itemInfo.guid == eqItemInfo.guid)
-                        {
-                            isAdd = false;
-                            // LogTool.Warning("已经有这个装备,不再重复添加:"+ eqItemInfo.guid);
-                            break;
-                        }
-                    }
-
-                    if (isAdd)
-                    {
-                        eqBwList.Add(eqItemInfo);
-                    }
-                    
-                }
-                else
-                {
-                    eqBwList = new List<ItemInfo>();
-                    eqBwList.Add(eqItemInfo);
-                    bwDic.Add(bw, eqBwList);
-                }
-            }
-            else
-            {
-                bwDic = new Dictionary<int, List<ItemInfo>>();
-                List<ItemInfo> eqBwList = new List<ItemInfo>();
-                eqBwList.Add(eqItemInfo);
-                bwDic.Add(bw, eqBwList);
-                allZyEqDic.Add(zy, bwDic);
-            }
-        }
+     
 
         // public void RemoveEquipment(ItemInfo eqItemInfo)
         // {

+ 4 - 71
Assets/Scripts/GameLogic/Equipment/EquipmentInfo.cs

@@ -9,13 +9,7 @@ namespace GameLogic.Equipment
 {
     public class EquipmentInfo
     {
-        /// <summary>
-        /// guid= itemID + eLv + quality
-        /// 这几个值一样,那装备的属性就一定相同
-        /// 后续要做特殊装备的话,在加新的字段,以及根据新资源,来组合新guid
-        /// </summary>
-        // public string guid;
-        public HeroBasicEquipConfig basicEquipConfig;
+     
         // public ItemConfig itemConfig;
         // public ItemInfo itemInfo;
         // public int count;
@@ -44,8 +38,7 @@ namespace GameLogic.Equipment
             myItemInfo = itemInfo;
             isWear = eqData.isEquip;
             
-            basicEquipConfig = ConfigComponent.Instance.Get<HeroBasicEquipConfig>(eqData.zyEqId);
-            level = basicEquipConfig.lv;
+        
             quality = eqData.quality;
 
             // CalAtt();
@@ -82,74 +75,14 @@ namespace GameLogic.Equipment
         public void InitEquipment(int itemID, int dropLv, int quality)
         {
             // itemInfo = new ItemInfo(itemID);
-            ItemConfig itemConfig = ConfigComponent.Instance.Get<ItemConfig>(itemID);
-            // this.itemConfig = itemConfig;
-            this.quality = quality;
-            this.dropLv = dropLv;
 
-            // int equipmentConfigID = itemConfig.itemParam[0] * 10000 + itemConfig.itemParam[1] * 1000 + eLv;
-            
-            // int equipmentConfigID =
-            //     GlobalParam.GenerateEquipmentID(itemConfig.itemParam[0], itemConfig.itemParam[1], dropLv,
-            //         PlayerManager.Instance.heroController.mainLevel);
-            //
-            
-            // basicEquipConfig = ConfigComponent.Instance.Get<HeroBasicEquipConfig>(equipmentConfigID);
-            level = basicEquipConfig.lv;
-            // guid = GlobalParam.GenerateGUID();
-            myItemInfo.guid = itemConfig.ID.ToString() + basicEquipConfig.lv + quality;
             
-            // LogTool.Log("装备职业:"+ basicEquipConfig.profession +
-            //             "-装备位置:" + basicEquipConfig.Type + 
-            //             "-装备品质:" + quality +
-            //             "-装备等级:" + basicEquipConfig.lv);
-            // CalAtt();
+        
         }
         
 
-        // public void CalAtt()
-        // {
-        //     // m_Attack = basicEquipConfig.att
-        //     // foreach (int attTyp in basicEquipConfig.AttType)
-        //     for(int i=0; i < basicEquipConfig.AttType.Length; i++)
-        //     {
-        //         int attTyp = basicEquipConfig.AttType[i];
-        //         int value =  Mathf.RoundToInt( basicEquipConfig.AttValue[i] *
-        //                                        PlayerManager.Instance.eqController.
-        //                                            GetEquipmentRarityAttributeFactor(quality));
-        //         switch (attTyp)
-        //         {
-        //             case 1:
-        //                 m_HP = value;
-        //                 break;
-        //             case 2:
-        //                 m_Attack = value;
-        //                 break;
-        //             case 3:
-        //                 m_Defense = value;
-        //                 break;
-        //         }
-        //     }
-        // }
-        
-        
 
-        public AccountFileInfo.EqData ToData()
-        {
-            AccountFileInfo.EqData eqData = new AccountFileInfo.EqData
-            {
-                // guid = guid,
-                // count = count,
-                // itemConfigID = myItemInfo.config.ID,
-                // dropLv = dropLv,
-                zyEqId = basicEquipConfig.ID,
-                quality = quality,
-                // zy = zy,
-                isEquip = isWear,
-            };
-            return eqData;
-        }
-        
+     
         
     }
     

+ 2 - 2
Assets/Scripts/GameLogic/Player/AccountFileInfo.cs

@@ -172,7 +172,7 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
             // }
 
             // 快速找到索引,直接修改
-            playerData.ItemListData[index] = itemInfo.ToItemData();
+            // playerData.ItemListData[index] = itemInfo.ToItemData();
         }
         else
         {
@@ -185,7 +185,7 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
             }
 
             // 添加新数据并更新索引表
-            playerData.ItemListData.Add(itemInfo.ToItemData());
+            // playerData.ItemListData.Add(itemInfo.ToItemData());
             itemIndexMap[itemInfo.guid] = playerData.ItemListData.Count - 1;
         }
 

+ 2 - 1
Assets/Scripts/GameUI/UI/CombatPanel/SkillKongWidget.cs

@@ -1,4 +1,5 @@
 
+using Core.Language;
 using Excel2Json;
 using Fort23.UTool;
 using GameLogic.Hero;
@@ -41,7 +42,7 @@ namespace Fort23.Mono
                 }
 
                 SkillConfig skillConfig= SkillInfo.skillConfig;
-                SkillMassgePanel.OpenSkillSelectPanel(skillConfig.name, skillConfig.dec);
+                SkillMassgePanel.OpenSkillSelectPanel(LanguageManager.Instance.Text(skillConfig.name) , LanguageManager.Instance.Text(skillConfig.dec));
             };
         }
 

+ 2 - 1
Assets/Scripts/GameUI/UI/CombatPanel/SkillWidget.cs

@@ -1,3 +1,4 @@
+using Core.Language;
 using Excel2Json;
 using Fort23.UTool;
 using GameLogic.Hero;
@@ -29,7 +30,7 @@ namespace Fort23.Mono
             myButton.OnPressAndHold=delegate
             {
                 SkillConfig skillConfig = skillConfigId.skillConfig;
-                SkillMassgePanel.OpenSkillSelectPanel(skillConfig.name, skillConfig.dec);
+                SkillMassgePanel.OpenSkillSelectPanel(LanguageManager.Instance.Text(skillConfig.name), LanguageManager.Instance.Text(skillConfig.dec));
             };
         }
 

+ 2 - 1
Assets/Scripts/GameUI/UI/CombatPanel/TaoismPanel.cs

@@ -1,4 +1,5 @@
 using System.Collections.Generic;
+using Core.Language;
 using Excel2Json;
 using Fort23.Core;
 using Fort23.UTool;
@@ -83,7 +84,7 @@ namespace Fort23.Mono
         {
             SkillConfig skillConfig = allSkill[index];
             myHeroTaoismSkillId = skillConfig.ID;
-            massge.text = skillConfig.dec;
+            massge.text = LanguageManager.Instance.Text(skillConfig.dec);
         }
     }
 }

+ 5 - 3
Assets/Scripts/GameUI/UI/CombatPanel/gf_widget.cs

@@ -50,7 +50,8 @@ namespace Fort23.Mono
             if (SkillBasic == null)
             {
                 useSkillIcon.transform.parent.gameObject.SetActive(false);
-                quan.color = Color.white;
+                quan.color = new Color(1, 1, 1, 0.2f);
+                
                 return;
             }
 
@@ -70,10 +71,11 @@ namespace Fort23.Mono
                     quan.color = new Color(1f, 0.98f, 0.09f);
                     break;
                 case 2:
-                    quan.color = new Color(0.17f, 1f, 0.35f);
+                    quan.color = new Color(0.19f, 0.51f, 1f);
+                
                     break;
                 case 4:
-                    quan.color = new Color(0.19f, 0.51f, 1f);
+                    quan.color = new Color(0.17f, 1f, 0.35f);
                     break;
                 case 8:
                     quan.color = new Color(1f, 0.19f, 0.04f);

+ 2 - 51
Assets/Scripts/GameUI/UI/RewardsPanel/WidgetItem.cs

@@ -101,56 +101,7 @@ namespace Fort23.Mono
             }
         }
 
-        /// <summary>
-        /// 设置单个装备的小红点
-        /// </summary>
-        /// <param name="oldEq"></param>
-        public bool SetEqItemRedPoint(ItemInfo best, int bwIdx)
-        {
-            //有更好的装备,且装备类型相同
-            if (best != null && best.eqInfo.basicEquipConfig.Type == bwIdx)
-            {
-                alertRed.SetActive(true);
-                // if (itemInfo == null)
-                // {
-                //     alertRed.SetActive(true);
-                // }
-                // //有装备,且装备类型相同,且装备等级更高
-                // if (itemInfo != null && best.eqInfo.basicEquipConfig.Type == eqTypIdx)
-                // {
-                //     alertRed.SetActive(true);
-                // }
-
-                return true;
-            }
-            else
-            {
-                alertRed.SetActive(false);
-            }
-
-            return false;
-        }
-
-        public void SetEmpty(Action onClickItem = null)
-        {
-            itemInfo = null;
-            this.onClickItem = onClickItem;
-
-            border.gameObject.SetActive(false);
-            light.gameObject.SetActive(false);
-
-            numObj.SetActive(false);
-            icon.gameObject.SetActive(false);
-            corner.gameObject.SetActive(false);
-            glow.gameObject.SetActive(false);
-            lvObj.SetActive(false);
-            heroShards.SetActive(false);
-            alertRed.SetActive(false);
-        }
-
-        public override void DormancyObj()
-        {
-            base.DormancyObj();
-        }
+   
+     
     }
 }