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

李桃 3 mesi fa
parent
commit
09589e631b
42 ha cambiato i file con 1914 aggiunte e 493 eliminazioni
  1. 23 1
      Assets/Art/ArtHero/FaBao/fb_yuping.prefab
  2. 72 0
      Assets/Art/FaBaoMesh/1/fb_yuping_show.controller
  3. 8 0
      Assets/Art/FaBaoMesh/1/fb_yuping_show.controller.meta
  4. 263 3
      Assets/Art/HeroTimeLine/fb_yupingTimeline.playable
  5. 50 0
      Assets/Res/CombatHero/Nanzhu.prefab
  6. 290 290
      Assets/Res/CombatHero/fb_huohulu.prefab
  7. 571 0
      Assets/Res/CombatHero/fb_yuping.prefab
  8. 7 0
      Assets/Res/CombatHero/fb_yuping.prefab.meta
  9. 17 4
      Assets/Res/Config/MagicWeaponConfig.json
  10. 103 0
      Assets/Res/HeroAnimtion/fb_yuping.asset
  11. 8 0
      Assets/Res/HeroAnimtion/fb_yuping.asset.meta
  12. 1 1
      Assets/Res/TimeLineAssets/Nanzhu_timeline_TD.txt
  13. 0 0
      Assets/Res/TimeLineAssets/fb_yuping_TD.txt
  14. 7 0
      Assets/Res/TimeLineAssets/fb_yuping_TD.txt.meta
  15. 4 4
      Assets/Scenes/testCombat.scene
  16. 1 1
      Assets/Scripts/Core/Event/EasyEvent.cs
  17. 1 0
      Assets/Scripts/Core/Pool/GPool/ParticleSystemPool.cs
  18. 3 3
      Assets/Scripts/Core/Triiger/OnTriggerEnterEventTrigger.cs
  19. 7 1
      Assets/Scripts/GameData/ExcelConfig/MagicWeaponConfig.cs
  20. 5 1
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatCalculateTool.cs
  21. 1 1
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs
  22. 26 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroHitPoint.cs
  23. 6 1
      Assets/Scripts/GameLogic/Combat/Hero/CombatMagicWeaponEntity.cs
  24. 1 1
      Assets/Scripts/GameLogic/Combat/Hero/HeroAanimtion/CombatHeroAnimtion.cs
  25. 28 3
      Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponChuChangState.cs
  26. 20 11
      Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponIdleState.cs
  27. 1 1
      Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponMoveState.cs
  28. 9 2
      Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs
  29. 57 6
      Assets/Scripts/GameLogic/Combat/Skill/SkillFeaturesData.cs
  30. 1 0
      Assets/Scripts/GameLogic/Paritcle/GameTimeLineParticleFactory.cs
  31. 1 1
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAIBeelineBulletLogic.cs
  32. 5 3
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs
  33. 1 1
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxNavigationLogic.cs
  34. 61 12
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxParabolaBulletLogic.cs
  35. 1 1
      Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogic/TimeLineAlertLogic.cs
  36. 39 4
      Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogic/TimeLineEventParticleLogicBasic.cs
  37. 4 0
      Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventinterface/ILifetCycleHitPoint.cs
  38. 1 0
      Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventinterface/ITimeLineTriggerEvent.cs
  39. 0 0
      Assets/StreamingAssets/assetConfig.txt
  40. BIN
      Excel2Json/Excel/MagicWeapon.xlsx
  41. 209 136
      UserSettings/Layouts/default-2022.dwlt
  42. 1 0
      XiuXianGame.sln.DotSettings.user

+ 23 - 1
Assets/Art/ArtHero/FaBao/fb_yuping.prefab

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   m_Icon: {fileID: 0}
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+ 72 - 0
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+ 8 - 0
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+ 263 - 3
Assets/Art/HeroTimeLine/fb_yupingTimeline.playable

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     m_DisplayName: fx_fb_duipin_hit
   m_Markers:
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       "nickName": -1,
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       "name": 5,
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       "att": 100,
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       "nickName": -1,
       "nickName": -1,
+      "magicAttribute": 1,
       "name": 5,
       "name": 5,
       "headicon": "icon_tx10002",
       "headicon": "icon_tx10002",
       "model": "fb_huohulu",
       "model": "fb_huohulu",
       "att": 100,
       "att": 100,
       "skillID": [
       "skillID": [
-        1001,
-        2001
+        91002
+      ],
+      "heroStory": null
+    },
+    {
+      "ID": 10003,
+      "nickName": -1,
+      "magicAttribute": 1,
+      "name": 5,
+      "headicon": "icon_tx10003",
+      "model": "fb_yuping",
+      "att": 100,
+      "skillID": [
+        91003
       ],
       ],
       "heroStory": null
       "heroStory": null
     }
     }

+ 103 - 0
Assets/Res/HeroAnimtion/fb_yuping.asset

@@ -0,0 +1,103 @@
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+%TAG !u! tag:yousandi.cn,2023:
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+ 8 - 0
Assets/Res/HeroAnimtion/fb_yuping.asset.meta

@@ -0,0 +1,8 @@
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+guid: CHMZsyqqWynJrKEqsZV2flzx9D+gyEx5ZDiUtlNO49M0Dj+ehKrDOZw1mQh2
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+ 1 - 1
Assets/Res/TimeLineAssets/Nanzhu_timeline_TD.txt

@@ -1 +1 @@
-{"timeLineName":"Nanzhu_timeline","key":["TineLineAnimationPlayableSerialization"],"value":["{\"animName\":\"idle\",\"loopMode\":0,\"isRunPlay\":false,\"layerId\":0,\"isEquip\":false,\"equipId\":0,\"groupName\":\"idle\",\"isActivity\":true,\"startTime\":0,\"endTime\":2,\"continuedTime\":2,\"targetEntityType\":0,\"totalTime\":0}"],"heroName":"Nanzhu_timeline","allAssetSerializations":{},"allAssetSerializationsKeys":{"Count":0,"tranId":0,"buffer":null,"isNotPool":true,"size":0}}
+{"timeLineName":"Nanzhu_timeline","key":["TineLineAnimationPlayableSerialization"],"value":["{\"animName\":\"idle\",\"loopMode\":0,\"isRunPlay\":false,\"layerId\":0,\"isEquip\":false,\"equipId\":0,\"groupName\":\"idle\",\"isActivity\":false,\"startTime\":0,\"endTime\":2,\"continuedTime\":2,\"targetEntityType\":0,\"totalTime\":0}"],"heroName":"Nanzhu_timeline","allAssetSerializations":{},"allAssetSerializationsKeys":{"Count":0,"tranId":0,"buffer":null,"isNotPool":true,"size":0}}

File diff suppressed because it is too large
+ 0 - 0
Assets/Res/TimeLineAssets/fb_yuping_TD.txt


+ 7 - 0
Assets/Res/TimeLineAssets/fb_yuping_TD.txt.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: DnpOvSv4BX5yl7jcCfab8ssMGKYCJvZ3MBY/JrK7/JEdC96NH3h3K4+nEEsp
+TextScriptImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 4 - 4
Assets/Scenes/testCombat.scene

@@ -658,15 +658,15 @@ PrefabInstance:
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: myHeroInfo.Array.data[0].magicWeaponId.Array.size
       propertyPath: myHeroInfo.Array.data[0].magicWeaponId.Array.size
-      value: 2
+      value: 1
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: enemyHeroInfo.Array.data[0].magicWeaponId.Array.size
       propertyPath: enemyHeroInfo.Array.data[0].magicWeaponId.Array.size
-      value: 2
+      value: 1
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: myHeroInfo.Array.data[0].magicWeaponId.Array.data[0]
       propertyPath: myHeroInfo.Array.data[0].magicWeaponId.Array.data[0]
-      value: 10001
+      value: 10003
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: myHeroInfo.Array.data[0].magicWeaponId.Array.data[1]
       propertyPath: myHeroInfo.Array.data[0].magicWeaponId.Array.data[1]
@@ -674,7 +674,7 @@ PrefabInstance:
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: enemyHeroInfo.Array.data[0].magicWeaponId.Array.data[0]
       propertyPath: enemyHeroInfo.Array.data[0].magicWeaponId.Array.data[0]
-      value: 10001
+      value: 10003
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: enemyHeroInfo.Array.data[0].magicWeaponId.Array.data[1]
       propertyPath: enemyHeroInfo.Array.data[0].magicWeaponId.Array.data[1]

+ 1 - 1
Assets/Scripts/Core/Event/EasyEvent.cs

@@ -79,7 +79,7 @@ public class EasyEvent<T, K> : IEasyEvent
     public void UnRegister(Action<T, K> onEvent) => mOnEvent -= onEvent;
     public void UnRegister(Action<T, K> onEvent) => mOnEvent -= onEvent;
 
 
     public void Trigger(T t, K k) => mOnEvent?.Invoke(t, k);
     public void Trigger(T t, K k) => mOnEvent?.Invoke(t, k);
-
+    public void Close() => mOnEvent = null;
     IUnRegister IEasyEvent.Register(Action onEvent)
     IUnRegister IEasyEvent.Register(Action onEvent)
     {
     {
         return Register(Action);
         return Register(Action);

+ 1 - 0
Assets/Scripts/Core/Pool/GPool/ParticleSystemPool.cs

@@ -13,6 +13,7 @@ namespace Fort23.UTool
     {
     {
 #if !COMBAT_SERVER
 #if !COMBAT_SERVER
 
 
+        public string fxName;
         //public string endPlayerPartic;
         //public string endPlayerPartic;
         protected ParticleSystem[] m_particles;
         protected ParticleSystem[] m_particles;
         protected RenderSetting[] m_renderSetting;
         protected RenderSetting[] m_renderSetting;

+ 3 - 3
Assets/Scripts/Core/Triiger/OnTriggerEnterEventTrigger.cs

@@ -14,10 +14,10 @@ namespace Core.Triiger
     public class OnTriggerEnterEventTrigger : MonoBehaviour
     public class OnTriggerEnterEventTrigger : MonoBehaviour
     {
     {
         public ITriggerEntity triggerEntity;
         public ITriggerEntity triggerEntity;
-        public readonly EasyEvent<Collider> OnTriggerEnterEvent = new EasyEvent<Collider>();
+        public readonly EasyEvent<Collider,ITriggerEntity> OnTriggerEnterEvent = new EasyEvent<Collider,ITriggerEntity>();
         private void OnTriggerEnter(Collider collider)
         private void OnTriggerEnter(Collider collider)
         {
         {
-            OnTriggerEnterEvent.Trigger(collider);         
+            OnTriggerEnterEvent.Trigger(collider,triggerEntity);         
         }
         }
     }
     }
 
 
@@ -30,7 +30,7 @@ namespace Core.Triiger
         //         .Register(onTriggerEnter);
         //         .Register(onTriggerEnter);
         // }
         // }
         
         
-        public static IUnRegister OnTriggerEnterEvent(this GameObject self,ITriggerEntity triggerEntity, Action<Collider> onTriggerEnter)
+        public static IUnRegister OnTriggerEnterEvent(this GameObject self,ITriggerEntity triggerEntity, Action<Collider,ITriggerEntity> onTriggerEnter)
         {
         {
             OnTriggerEnterEventTrigger onTriggerEnterEventTrigger=  self.GetOrAddComponent<OnTriggerEnterEventTrigger>();
             OnTriggerEnterEventTrigger onTriggerEnterEventTrigger=  self.GetOrAddComponent<OnTriggerEnterEventTrigger>();
             onTriggerEnterEventTrigger.triggerEntity = triggerEntity;
             onTriggerEnterEventTrigger.triggerEntity = triggerEntity;

+ 7 - 1
Assets/Scripts/GameData/ExcelConfig/MagicWeaponConfig.cs

@@ -26,6 +26,12 @@ public int ID;
 public int nickName;
 public int nickName;
 
 
 
 
+		/// <summary>
+		///法宝类型 1=金 2=木 4=水 =8火 16=土
+		/// </summary>
+public int magicAttribute;
+
+
 		/// <summary>
 		/// <summary>
 		///名字
 		///名字
 		/// </summary>
 		/// </summary>
@@ -51,7 +57,7 @@ public long att;
 
 
 
 
 		/// <summary>
 		/// <summary>
-		///技能ID,技能丢列,主角为默认队列
+		///技能Id
 		/// </summary>
 		/// </summary>
 public int[] skillID;
 public int[] skillID;
 
 

+ 5 - 1
Assets/Scripts/GameLogic/Combat/CombatTool/CombatCalculateTool.cs

@@ -33,7 +33,11 @@ namespace GameLogic.Combat.CombatTool
             long v = (value * (long)(ration * 100)) / 10000;
             long v = (value * (long)(ration * 100)) / 10000;
             return v;
             return v;
         }
         }
-
+        public int GetVlaueRatioForInt(int value, float ration)
+        {
+            int v = (value * (int)(ration * 100)) / 10000;
+            return v;
+        }
 
 
         public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroEntity target, long att, AttType attType,
         public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroEntity target, long att, AttType attType,
             TriggerData triggerData, HarmType harmType = HarmType.Null)
             TriggerData triggerData, HarmType harmType = HarmType.Null)

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs

@@ -238,7 +238,7 @@ public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGet
         return combatHeroGameObject.GetMainHotPoin<CombatHeroHitPoint>(true).GetSpecialDotInfo(specialDotName);
         return combatHeroGameObject.GetMainHotPoin<CombatHeroHitPoint>(true).GetSpecialDotInfo(specialDotName);
     }
     }
 
 
-    public float GetAttSpeed()
+    public virtual float GetAttSpeed()
     {
     {
         return CombatHeroSkillControl.NormalAttSpeedScale;
         return CombatHeroSkillControl.NormalAttSpeedScale;
     }
     }

+ 26 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroHitPoint.cs

@@ -1,4 +1,5 @@
 using System.Collections.Generic;
 using System.Collections.Generic;
+using Fort23.UTool;
 using GameTimeLine.CustomizeTimeLogic;
 using GameTimeLine.CustomizeTimeLogic;
 using UnityEngine;
 using UnityEngine;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
@@ -13,6 +14,7 @@ namespace GameLogic.Combat.Hero
 
 
         public SpecialDotInfo MinSpecialDotInfo;
         public SpecialDotInfo MinSpecialDotInfo;
 
 
+        private List<ParticleSystemPool> _loopFx = new List<ParticleSystemPool>();
         public bool IsHide { get; set; }
         public bool IsHide { get; set; }
 
 
         public ILifeCycle IfLifeCycle
         public ILifeCycle IfLifeCycle
@@ -89,5 +91,29 @@ namespace GameLogic.Combat.Hero
             }
             }
             return specialDotInfo;
             return specialDotInfo;
         }
         }
+
+        public void AddLoopFx(ParticleSystemPool particleSystemPool)
+        {
+            
+            _loopFx.Add(particleSystemPool);
+        }
+
+        public bool IsLoopFx(string fxName)
+        {
+            for (int i = 0; i < _loopFx.Count; i++)
+            {
+                if(_loopFx[i].fxName.Equals(fxName))
+                {
+                    return true;
+                }
+            }
+
+            return false;
+        }
+
+        public void RemoveLoopFx(ParticleSystemPool particleSystemPool)
+        {
+            _loopFx.Remove(particleSystemPool);
+        }
     }
     }
 }
 }

+ 6 - 1
Assets/Scripts/GameLogic/Combat/Hero/CombatMagicWeaponEntity.cs

@@ -116,7 +116,7 @@ namespace GameLogic.Combat.Hero
             CombatAIBasic.Init(this);
             CombatAIBasic.Init(this);
 
 
 
 
-            AnimancerComponent animancerComponent = poolInterface.own.GetComponent<AnimancerComponent>();
+            // AnimancerComponent animancerComponent = poolInterface.own.GetComponentInChildren<AnimancerComponent>();
             combatHeroAnimtion = new CombatHeroAnimtion();
             combatHeroAnimtion = new CombatHeroAnimtion();
 
 
             poolInterface.own.SetActive(true);
             poolInterface.own.SetActive(true);
@@ -127,6 +127,11 @@ namespace GameLogic.Combat.Hero
             return this;
             return this;
         }
         }
 
 
+        public override float GetAttSpeed()
+        {
+            return 1;
+        }
+
         public override void Update(float t)
         public override void Update(float t)
         {
         {
             combatHeroTimeLineControl.Update(t);
             combatHeroTimeLineControl.Update(t);

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Hero/HeroAanimtion/CombatHeroAnimtion.cs

@@ -19,7 +19,7 @@ namespace GameLogic.Combat.Hero
 
 
         protected override void ProInit()
         protected override void ProInit()
         {
         {
-            AnimancerComponent = combatHeroEntity.GameObject.GetComponent<AnimancerComponent>();
+            AnimancerComponent = combatHeroEntity.GameObject.GetComponentInChildren<AnimancerComponent>();
             // AnimancerComponent.gameObject.OnAnimatorMove(OnAnimatorMove);
             // AnimancerComponent.gameObject.OnAnimatorMove(OnAnimatorMove);
 
 
             if (AnimancerComponent != null)
             if (AnimancerComponent != null)

+ 28 - 3
Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponChuChangState.cs

@@ -1,3 +1,4 @@
+using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.CombatTool;
 using UnityEngine;
 using UnityEngine;
 
 
@@ -12,6 +13,7 @@ namespace GameLogic.Combat.Hero.State
         private float _addTime;
         private float _addTime;
 
 
         private float _currTime;
         private float _currTime;
+        private TimeLineEventLogicGroupBasic timeLineEventLogicGroup;
 
 
         public MagicWeaponChuChangState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
         public MagicWeaponChuChangState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
         {
         {
@@ -20,6 +22,10 @@ namespace GameLogic.Combat.Hero.State
 
 
         protected override void ProEnter()
         protected override void ProEnter()
         {
         {
+            timeLineEventLogicGroup =
+                combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("jihuo");
+
+
             myCombatMagicWeaponEntity.GameObject.SetActive(true);
             myCombatMagicWeaponEntity.GameObject.SetActive(true);
             startPos = myCombatMagicWeaponEntity.MagicWeaponControl.combatHeroEntity.dotPos;
             startPos = myCombatMagicWeaponEntity.MagicWeaponControl.combatHeroEntity.dotPos;
             float y = myCombatMagicWeaponEntity.IsEnemy ? 5 : 3;
             float y = myCombatMagicWeaponEntity.IsEnemy ? 5 : 3;
@@ -27,7 +33,7 @@ namespace GameLogic.Combat.Hero.State
 
 
 
 
             endPos = startPos + new Vector3(x, y, 0);
             endPos = startPos + new Vector3(x, y, 0);
-            _addTime = 1.0f / (Vector3.Distance(startPos, endPos) / 10);
+            _addTime = 1.0f / (Vector3.Distance(startPos, endPos) / 3);
             _currTime = 0;
             _currTime = 0;
         }
         }
 
 
@@ -39,8 +45,27 @@ namespace GameLogic.Combat.Hero.State
             myCombatMagicWeaponEntity.combatHeroGameObject.SetPosition(pos);
             myCombatMagicWeaponEntity.combatHeroGameObject.SetPosition(pos);
             if (_currTime >= 1)
             if (_currTime >= 1)
             {
             {
-                myCombatMagicWeaponEntity.isCombatState = true;
-                myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
+                if (timeLineEventLogicGroup != null)
+                {
+                    timeLineEventLogicGroup.CloseLoopFx();
+                }
+                // myCombatMagicWeaponEntity.GameObject.SetActive(true);
+                timeLineEventLogicGroup =
+                    combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("show");
+                if (timeLineEventLogicGroup != null)
+                {
+                    timeLineEventLogicGroup.TimeLineUpdateEnd = delegate()
+                    {
+                        timeLineEventLogicGroup.CloseLoopFx();
+                        myCombatMagicWeaponEntity.isCombatState = true;
+                        myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
+                    };
+                }
+                else
+                {
+                    myCombatMagicWeaponEntity.isCombatState = true;
+                    myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
+                }
             }
             }
         }
         }
 
 

+ 20 - 11
Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponIdleState.cs

@@ -1,3 +1,4 @@
+using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 using Common.Utility.CombatEvent;
 using Common.Utility.CombatEvent;
 using Fort23.Core;
 using Fort23.Core;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.CombatTool;
@@ -24,6 +25,8 @@ namespace GameLogic.Combat.Hero
 
 
         protected override void ProEnter()
         protected override void ProEnter()
         {
         {
+            TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
+                combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("run");
             _awaitTime = 1.0f;
             _awaitTime = 1.0f;
         }
         }
 
 
@@ -32,22 +35,28 @@ namespace GameLogic.Combat.Hero
         {
         {
             if (myCombatMagicWeaponEntity.MagicWeaponCollisionId >= 0)
             if (myCombatMagicWeaponEntity.MagicWeaponCollisionId >= 0)
             {
             {
-                myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.move);
+                MagicWeaponCollisionInfo nMagicWeaponCollisionInfo =
+                    CombatController.currActiveCombat.MagicWeaponCombatSence.FindMagicWeaponCollisionInfo(
+                        myCombatMagicWeaponEntity.MagicWeaponCollisionId);
+                if (!nMagicWeaponCollisionInfo.a.isCombatState || !nMagicWeaponCollisionInfo.b.isCombatState)
+                {
+                    Quaternion newQuaternion = Quaternion.identity;
+
+                    myCombatMagicWeaponEntity.GameObject.transform.rotation = Quaternion.RotateTowards(
+                        myCombatMagicWeaponEntity.GameObject.transform.rotation,
+                        newQuaternion, 5);
+                }
+                else
+                {
+                    myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.move);
+                }
+
                 return;
                 return;
             }
             }
-
-            _awaitTime -= t;
-            if (_awaitTime <= 0)
+            else
             {
             {
                 myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);
                 myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);
-                return;
             }
             }
-
-            Quaternion newQuaternion = Quaternion.LookRotation(Vector3.up);
-
-            myCombatMagicWeaponEntity.GameObject.transform.rotation = Quaternion.RotateTowards(
-                myCombatMagicWeaponEntity.GameObject.transform.rotation,
-                newQuaternion, 5);
         }
         }
 
 
         protected override void ProExit()
         protected override void ProExit()

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponMoveState.cs

@@ -65,7 +65,7 @@ namespace GameLogic.Combat.Hero.State
             return startPos + new Vector3(x, y, 0);
             return startPos + new Vector3(x, y, 0);
         }
         }
 
 
-        private void OnTriggerEnter(Collider collider)
+        private void OnTriggerEnter(Collider collider,ITriggerEntity triggerEntity)
         {
         {
             HeroEntityMono heroEntityMono = collider.GetComponent<HeroEntityMono>();
             HeroEntityMono heroEntityMono = collider.GetComponent<HeroEntityMono>();
             if (heroEntityMono == null || heroEntityMono.combatHeroEntity != myCombatMagicWeaponEntity.CollidingTarget)
             if (heroEntityMono == null || heroEntityMono.combatHeroEntity != myCombatMagicWeaponEntity.CollidingTarget)

+ 9 - 2
Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs

@@ -66,7 +66,7 @@ namespace GameLogic.Combat.Skill
         /// </summary>
         /// </summary>
         public CombatHeroEntity currFocusTarget;
         public CombatHeroEntity currFocusTarget;
 
 
-
+        private SkillFeaturesData SkillFeaturesData;
         /// <summary>
         /// <summary>
         /// 激活的timelinegoup名字
         /// 激活的timelinegoup名字
         /// </summary>
         /// </summary>
@@ -124,11 +124,18 @@ namespace GameLogic.Combat.Skill
 
 
         public void InitSkill(CombatHeroEntity combatHeroEntity)
         public void InitSkill(CombatHeroEntity combatHeroEntity)
         {
         {
-         
+            SkillFeaturesData = new SkillFeaturesData();
+            SkillFeaturesData.SkillFeaturesType = SkillFeaturesType.Earth;
+            SkillFeaturesData.hp = 100;
             _combatHeroEntity = combatHeroEntity;
             _combatHeroEntity = combatHeroEntity;
             ProInitSkill();
             ProInitSkill();
         }
         }
 
 
+        public SkillFeaturesData GetSkillFeaturesData()
+        {
+            return SkillFeaturesData.CapyFeaturesData();
+        }
+
         public override void ActiveObj()
         public override void ActiveObj()
         {
         {
         }
         }

+ 57 - 6
Assets/Scripts/GameLogic/Combat/Skill/SkillFeaturesData.cs

@@ -1,9 +1,13 @@
+using System;
 using Fort23.Core;
 using Fort23.Core;
 
 
 namespace GameLogic.Combat.Skill
 namespace GameLogic.Combat.Skill
 {
 {
+    [Flags]
     public enum SkillFeaturesType
     public enum SkillFeaturesType
     {
     {
+        Null = 0,
+
         // 金
         // 金
         Gold = 1,
         Gold = 1,
 
 
@@ -23,22 +27,69 @@ namespace GameLogic.Combat.Skill
     public class SkillFeaturesData : CObject
     public class SkillFeaturesData : CObject
     {
     {
         /// <summary>
         /// <summary>
-        /// 威能值,影响最后的伤害数
+        /// 防御
         /// </summary>
         /// </summary>
-        public float Vaillant;
+        public int def;
 
 
         /// <summary>
         /// <summary>
-        /// 伤害值,影响最终的伤害数
+        /// 生命
         /// </summary>
         /// </summary>
-        public float harmValue;
+        public int hp;
+
 
 
         public SkillFeaturesType SkillFeaturesType;
         public SkillFeaturesType SkillFeaturesType;
 
 
+        public int GetRestrained(SkillFeaturesType targetSkillFeaturesType)
+        {
+            int c = 0;
+            if (SkillFeaturesType.HasFlag(SkillFeaturesType.Gold))
+            {
+                if (targetSkillFeaturesType.HasFlag(SkillFeaturesType.Wood))
+                {
+                    c++;
+                }
+            }
+
+            if (SkillFeaturesType.HasFlag(SkillFeaturesType.Wood))
+            {
+                if (targetSkillFeaturesType.HasFlag(SkillFeaturesType.Earth))
+                {
+                    c++;
+                }
+            }
+
+            if (SkillFeaturesType.HasFlag(SkillFeaturesType.Water))
+            {
+                if (targetSkillFeaturesType.HasFlag(SkillFeaturesType.Fire))
+                {
+                    c++;
+                }
+            }
+
+            if (SkillFeaturesType.HasFlag(SkillFeaturesType.Fire))
+            {
+                if (targetSkillFeaturesType.HasFlag(SkillFeaturesType.Gold))
+                {
+                    c++;
+                }
+            }
+
+            if (SkillFeaturesType.HasFlag(SkillFeaturesType.Earth))
+            {
+                if (targetSkillFeaturesType.HasFlag(SkillFeaturesType.Wood))
+                {
+                    c++;
+                }
+            }
+
+            return c;
+        }
+
         public SkillFeaturesData CapyFeaturesData()
         public SkillFeaturesData CapyFeaturesData()
         {
         {
             SkillFeaturesData skillFeaturesData = CObjectPool.Instance.Fetch<SkillFeaturesData>();
             SkillFeaturesData skillFeaturesData = CObjectPool.Instance.Fetch<SkillFeaturesData>();
-            skillFeaturesData.Vaillant = Vaillant;
-            skillFeaturesData.harmValue = harmValue;
+            skillFeaturesData.hp = hp;
+            skillFeaturesData.def = def;
             skillFeaturesData.SkillFeaturesType = SkillFeaturesType;
             skillFeaturesData.SkillFeaturesType = SkillFeaturesType;
             return skillFeaturesData;
             return skillFeaturesData;
         }
         }

+ 1 - 0
Assets/Scripts/GameLogic/Paritcle/GameTimeLineParticleFactory.cs

@@ -101,6 +101,7 @@ public class GameTimeLineParticleFactory : ITimeLineParticleFactory
         ILifetCycleHitPoint fxTarget, Vector3 startPos, SpecialDotInfo targetSpecialDotInfo,
         ILifetCycleHitPoint fxTarget, Vector3 startPos, SpecialDotInfo targetSpecialDotInfo,
         Action<IGObjectPoolInterface> callBack)
         Action<IGObjectPoolInterface> callBack)
     {
     {
+        
         Clock clock = CreateParticle(timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.fxName, startPos,
         Clock clock = CreateParticle(timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.fxName, startPos,
             fxTarget,
             fxTarget,
             false, targetSpecialDotInfo, delegate(ParticleSystemPool combatParticleSystemPool)
             false, targetSpecialDotInfo, delegate(ParticleSystemPool combatParticleSystemPool)

+ 1 - 1
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAIBeelineBulletLogic.cs

@@ -59,7 +59,7 @@ namespace Common.Combat.FxAILogic
             Dispose();
             Dispose();
         }
         }
 
 
-        protected void OnTriggerEnterEvent(Collider collision)
+        protected void OnTriggerEnterEvent(Collider collision,ITriggerEntity triggerEntity)
         {
         {
             ITimeLineTriggerEvent timeLineTriggerEvent =
             ITimeLineTriggerEvent timeLineTriggerEvent =
                 TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
                 TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;

+ 5 - 3
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs

@@ -16,15 +16,15 @@ using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
 
 
 namespace Common.Combat.FxAILogic
 namespace Common.Combat.FxAILogic
 {
 {
-    public abstract class FxAILogicBasic : MonoBehaviour, IDisposable, ITimelineFxLogic,ITriggerEntity
+    public abstract class FxAILogicBasic : MonoBehaviour, IDisposable, ITimelineFxLogic, ITriggerEntity
     {
     {
         private TimeLineEventParticleLogicBasic _timeLineEventParticleLogicBasic;
         private TimeLineEventParticleLogicBasic _timeLineEventParticleLogicBasic;
         private ILifetCycleHitPoint _attTarget;
         private ILifetCycleHitPoint _attTarget;
 
 
         public SkillFeaturesData SkillFeaturesData;
         public SkillFeaturesData SkillFeaturesData;
         [Header("碰撞时的特效")] public string hitFxName;
         [Header("碰撞时的特效")] public string hitFxName;
-        [Header("碰撞音效")]
-        public string hitAudioName;
+        [Header("碰撞音效")] public string hitAudioName;
+
         public ILifetCycleHitPoint AttTarget
         public ILifetCycleHitPoint AttTarget
         {
         {
             get { return _attTarget; }
             get { return _attTarget; }
@@ -100,6 +100,8 @@ namespace Common.Combat.FxAILogic
             {
             {
                 trigger.TimelineFxLogicInit(timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.groupName, this,
                 trigger.TimelineFxLogicInit(timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.groupName, this,
                     triggerData);
                     triggerData);
+                SkillBasic skillBasic = trigger as SkillBasic;
+                SkillFeaturesData = skillBasic.GetSkillFeaturesData();
             }
             }
 
 
 
 

+ 1 - 1
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxNavigationLogic.cs

@@ -51,7 +51,7 @@ public class FxNavigationLogic : FxAILogicBasic
         _currPenetrateCount = 0;
         _currPenetrateCount = 0;
     }
     }
 
 
-    protected void OnTriggerEnterEvent(Collider collision)
+    protected void OnTriggerEnterEvent(Collider collision,ITriggerEntity triggerEntity)
     {
     {
         HeroEntityMono heroEntityMono = collision.gameObject.GetComponent<HeroEntityMono>();
         HeroEntityMono heroEntityMono = collision.gameObject.GetComponent<HeroEntityMono>();
         if (heroEntityMono == null)
         if (heroEntityMono == null)

+ 61 - 12
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxParabolaBulletLogic.cs

@@ -3,6 +3,7 @@ using Core.Audio;
 using Core.Triiger;
 using Core.Triiger;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Hero;
 using GameLogic.Combat.Hero;
+using GameLogic.Combat.Skill;
 using UnityEngine;
 using UnityEngine;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
 
@@ -32,7 +33,7 @@ namespace Common.Combat.FxAILogic
         protected override void ProInit()
         protected override void ProInit()
         {
         {
             maxDisSpr = maxDis * maxDis;
             maxDisSpr = maxDis * maxDis;
-            UnRegister = gameObject.OnTriggerEnterEvent(this,OnTriggerEnterEvent);
+            UnRegister = gameObject.OnTriggerEnterEvent(this, OnTriggerEnterEvent);
             if (isUseCustomTargetEndPos)
             if (isUseCustomTargetEndPos)
             {
             {
                 endPos = TimeLineEventParticleLogicBasic.customizePos[
                 endPos = TimeLineEventParticleLogicBasic.customizePos[
@@ -45,15 +46,17 @@ namespace Common.Combat.FxAILogic
             }
             }
 
 
             Vector3 off = _currPos - CombatHeroEntity.GameObject.transform.position;
             Vector3 off = _currPos - CombatHeroEntity.GameObject.transform.position;
-            startDir = CombatHeroEntity.GameObject.transform.TransformPoint(off+new Vector3(Mathf.Sign(Random.Range(-1, 1)*0.5f),
-                Random.Range(0.1f, 0.3f), 0));
-            
-            startDir =( startDir-_currPos).normalized;
+            startDir = CombatHeroEntity.GameObject.transform.TransformPoint(off +
+                                                                            new Vector3(
+                                                                                Mathf.Sign(Random.Range(-1, 1) * 0.5f),
+                                                                                Random.Range(0.1f, 0.3f), 0));
+
+            startDir = (startDir - _currPos).normalized;
             dirLerpTime = 0;
             dirLerpTime = 0;
             // dir = (endPos - CurrPos).normalized;
             // dir = (endPos - CurrPos).normalized;
             // gameObject.transform.rotation = Quaternion.LookRotation(dir);
             // gameObject.transform.rotation = Quaternion.LookRotation(dir);
         }
         }
-       
+
         void TriggerGround()
         void TriggerGround()
         {
         {
             ITimeLineTriggerEvent timeLineTriggerEvent =
             ITimeLineTriggerEvent timeLineTriggerEvent =
@@ -86,10 +89,8 @@ namespace Common.Combat.FxAILogic
             }
             }
         }
         }
 
 
-        protected void OnTriggerEnterEvent(Collider collision)
+        protected void OnTriggerEnterEvent(Collider collision, ITriggerEntity triggerEntity)
         {
         {
-            ITimeLineTriggerEvent timeLineTriggerEvent =
-                TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
             if (isTriggerGroundEnd)
             if (isTriggerGroundEnd)
             {
             {
                 if (collision.gameObject.CompareTag("dimian"))
                 if (collision.gameObject.CompareTag("dimian"))
@@ -99,7 +100,54 @@ namespace Common.Combat.FxAILogic
                 }
                 }
             }
             }
 
 
-            HeroEntityMono heroEntityMono = collision.gameObject.GetComponent<HeroEntityMono>();
+            FxAILogicBasic fxAILogicBasic = triggerEntity as FxAILogicBasic;
+            if (fxAILogicBasic != null) //击中其他的功法
+            {
+                SkillFeaturesData skillFeaturesData = fxAILogicBasic.SkillFeaturesData;
+                int myRestrained = SkillFeaturesData.GetRestrained(skillFeaturesData.SkillFeaturesType);
+                int targetRestrained = skillFeaturesData.GetRestrained(SkillFeaturesData.SkillFeaturesType);
+                int c = myRestrained - targetRestrained;
+                int myHp = SkillFeaturesData.hp;
+                int targetHp = skillFeaturesData.hp;
+                if (c < 0) //我被压制
+                {
+                    myHp -= CombatCalculateTool.Instance.GetVlaueRatioForInt(myHp, 10 * (Mathf.Abs(c)));
+                }
+                else if (c > 0)
+                {
+                    targetHp -= CombatCalculateTool.Instance.GetVlaueRatioForInt(targetHp, 10 * (Mathf.Abs(c)));
+                }
+
+                if (myHp > targetHp)
+                {
+                    myHp -= targetHp;
+                    SkillFeaturesData.hp = myHp;
+                    fxAILogicBasic.Dispose();
+                }
+                else if (myHp < targetHp)
+                {
+                    targetHp -= myHp;
+                    skillFeaturesData.hp = targetHp;
+                    Dispose();
+                }
+                else if (myHp == targetHp)
+                {
+                    myHp = 0;
+                    fxAILogicBasic.Dispose();
+                    Dispose();
+                }
+
+                return;
+            }
+            else
+            {
+                HeroEntityMono heroEntityMono = collision.gameObject.GetComponent<HeroEntityMono>();
+                TriggerHero(collision, heroEntityMono);
+            }
+        }
+
+        protected void TriggerHero(Collider collision, HeroEntityMono heroEntityMono)
+        {
             if (heroEntityMono == null)
             if (heroEntityMono == null)
             {
             {
                 return;
                 return;
@@ -111,6 +159,8 @@ namespace Common.Combat.FxAILogic
                 return;
                 return;
             }
             }
 
 
+            ITimeLineTriggerEvent timeLineTriggerEvent =
+                TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
             if (timeLineTriggerEvent != null)
             if (timeLineTriggerEvent != null)
             {
             {
                 timeLineTriggerEvent.TimeLineTrigger(TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
                 timeLineTriggerEvent.TimeLineTrigger(TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
@@ -141,7 +191,7 @@ namespace Common.Combat.FxAILogic
         protected override void ProCombatUpdate(float time)
         protected override void ProCombatUpdate(float time)
         {
         {
             currTime += _addTime * time;
             currTime += _addTime * time;
-            dirLerpTime += time*4F;
+            dirLerpTime += time * 4F;
             if (dirLerpTime > 1)
             if (dirLerpTime > 1)
             {
             {
                 dirLerpTime = 1;
                 dirLerpTime = 1;
@@ -160,7 +210,6 @@ namespace Common.Combat.FxAILogic
             {
             {
                 Dispose();
                 Dispose();
             }
             }
-            
         }
         }
 
 
         protected override void ProDispose()
         protected override void ProDispose()

+ 1 - 1
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogic/TimeLineAlertLogic.cs

@@ -75,7 +75,7 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
             }
             }
         }
         }
 
 
-        protected void OnTriggerEnterEvent(Collider collider)
+        protected void OnTriggerEnterEvent(Collider collider,ITriggerEntity triggerEntity)
         {
         {
             TimeLineAlertSeriailztion timeLineAlertSeriailztion =
             TimeLineAlertSeriailztion timeLineAlertSeriailztion =
                 mTimeLineAssetSerialization as TimeLineAlertSeriailztion;
                 mTimeLineAssetSerialization as TimeLineAlertSeriailztion;

+ 39 - 4
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogic/TimeLineEventParticleLogicBasic.cs

@@ -18,12 +18,15 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
         // private Timer timer;
         // private Timer timer;
 
 
         private BetterList<Clock> loadTask = new BetterList<Clock>();
         private BetterList<Clock> loadTask = new BetterList<Clock>();
+
         // private BetterList<string> long = new BetterList<Clock>();
         // private BetterList<string> long = new BetterList<Clock>();
         public BetterList<ParticleSystemPool> loopFx = new BetterList<ParticleSystemPool>();
         public BetterList<ParticleSystemPool> loopFx = new BetterList<ParticleSystemPool>();
         public BetterList<ParticleSystemPool> _allLoadFx = new BetterList<ParticleSystemPool>();
         public BetterList<ParticleSystemPool> _allLoadFx = new BetterList<ParticleSystemPool>();
+        public BetterList<ILifetCycleHitPoint> _loopTarget = new BetterList<ILifetCycleHitPoint>();
         private CombatTimer _combatTimer;
         private CombatTimer _combatTimer;
 
 
         private int _loadCount;
         private int _loadCount;
+
         public TimeLinePlayFxSerializtion timeLinePlayFxSerializtion
         public TimeLinePlayFxSerializtion timeLinePlayFxSerializtion
         {
         {
             get { return mTimeLineAssetSerialization as TimeLinePlayFxSerializtion; }
             get { return mTimeLineAssetSerialization as TimeLinePlayFxSerializtion; }
@@ -34,6 +37,7 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
         {
         {
             loopFx.Clear();
             loopFx.Clear();
             _allLoadFx.Clear();
             _allLoadFx.Clear();
+            _loopTarget.Clear();
             loadTask.Clear();
             loadTask.Clear();
             CombatTimerManager.Instance.RemoveTimer(_combatTimer);
             CombatTimerManager.Instance.RemoveTimer(_combatTimer);
             _combatTimer = null;
             _combatTimer = null;
@@ -89,9 +93,14 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
             ParticleSystemPool[] pool = loopFx.ToArray();
             ParticleSystemPool[] pool = loopFx.ToArray();
             for (int i = 0; i < pool.Length; i++)
             for (int i = 0; i < pool.Length; i++)
             {
             {
+                for (int j = 0; j < _loopTarget.Count; j++)
+                {
+                    _loopTarget[j].RemoveLoopFx(pool[i]);
+                }
                 GObjectPool.Instance.Recycle(pool[i]);
                 GObjectPool.Instance.Recycle(pool[i]);
+                
             }
             }
-
+            _loopTarget.Clear();
             loopFx.Clear();
             loopFx.Clear();
         }
         }
 
 
@@ -105,9 +114,10 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
             ParticleSystemPool[] pool = _allLoadFx.ToArray();
             ParticleSystemPool[] pool = _allLoadFx.ToArray();
             for (int i = 0; i < pool.Length; i++)
             for (int i = 0; i < pool.Length; i++)
             {
             {
+               
                 GObjectPool.Instance.Recycle(pool[i]);
                 GObjectPool.Instance.Recycle(pool[i]);
             }
             }
-
+         
             _allLoadFx.Clear();
             _allLoadFx.Clear();
         }
         }
 
 
@@ -130,6 +140,7 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
             CloseAllFx();
             CloseAllFx();
             loopFx.Clear();
             loopFx.Clear();
             _allLoadFx.Clear();
             _allLoadFx.Clear();
+            _loopTarget.Clear();
         }
         }
 
 
 
 
@@ -214,6 +225,20 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
                     startPos = new Vector3(startPos.x, (float)0.7f);
                     startPos = new Vector3(startPos.x, (float)0.7f);
                 }
                 }
 
 
+                if (timeLinePlayFxSerializtion.isLoop&&timeLinePlayFxSerializtion.loopAlone)
+                {
+                    if (fxTarget != null)
+                    {
+                        bool isFix = fxTarget.IsLoopFx(timeLinePlayFxSerializtion.fxName);
+                        if (isFix)
+                        {
+                            index++;
+                            ExecuteFxTarget(combatTarget, index);
+                            return;
+                        }
+                    }
+                }
+
                 LoadFx(lifeCycle, fxTarget, startPos, targetSpecialDotInfo);
                 LoadFx(lifeCycle, fxTarget, startPos, targetSpecialDotInfo);
             }
             }
 
 
@@ -236,6 +261,10 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
         {
         {
             loopFx.Remove(particleSystemPool);
             loopFx.Remove(particleSystemPool);
             _allLoadFx.Remove(particleSystemPool);
             _allLoadFx.Remove(particleSystemPool);
+            for (int i = 0; i < _loopTarget.Count; i++)
+            {
+                _loopTarget[i].RemoveLoopFx(particleSystemPool);
+            }
         }
         }
 
 
         protected void LoadFx(ILifetCycleHitPoint effectTarget, ILifetCycleHitPoint fxTarget, Vector3 startPos,
         protected void LoadFx(ILifetCycleHitPoint effectTarget, ILifetCycleHitPoint fxTarget, Vector3 startPos,
@@ -246,7 +275,7 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
             if (iTimeLineParticleFactory != null)
             if (iTimeLineParticleFactory != null)
             {
             {
                 _loadCount++;
                 _loadCount++;
-                Clock   clock = iTimeLineParticleFactory.CreateParticle(this, effectTarget, fxTarget, startPos,
+                Clock clock = iTimeLineParticleFactory.CreateParticle(this, effectTarget, fxTarget, startPos,
                     targetSpecialDotInfo,
                     targetSpecialDotInfo,
                     delegate(IGObjectPoolInterface systemPool)
                     delegate(IGObjectPoolInterface systemPool)
                     {
                     {
@@ -259,11 +288,17 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
                                 GObjectPool.Instance.Recycle(pool);
                                 GObjectPool.Instance.Recycle(pool);
                                 return;
                                 return;
                             }
                             }
-
+                            pool.fxName= timeLinePlayFxSerializtion.fxName;
                             pool.OnEndFx = ParticleSystemPoolEndFx;
                             pool.OnEndFx = ParticleSystemPoolEndFx;
                             if (timeLinePlayFxSerializtion.isLoop)
                             if (timeLinePlayFxSerializtion.isLoop)
                             {
                             {
                                 loopFx.Add(pool);
                                 loopFx.Add(pool);
+                                if (fxTarget != null)
+                                {
+                                    _loopTarget.Add(fxTarget);
+                                    fxTarget.AddLoopFx(pool);
+                                }
+                              
                             }
                             }
 
 
                             _allLoadFx.Add(pool);
                             _allLoadFx.Add(pool);

+ 4 - 0
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventinterface/ILifetCycleHitPoint.cs

@@ -1,4 +1,5 @@
 
 
+using Fort23.UTool;
 using UnityEngine;
 using UnityEngine;
 
 
 namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface
 namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface
@@ -13,5 +14,8 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface
         Vector3 Position { get; }
         Vector3 Position { get; }
         T This<T>();
         T This<T>();
         SpecialDotInfo GetSpecialDotInfo(string specialDotName);
         SpecialDotInfo GetSpecialDotInfo(string specialDotName);
+        void AddLoopFx(ParticleSystemPool particleSystemPool);
+        bool IsLoopFx(string fxName);
+        void RemoveLoopFx(ParticleSystemPool particleSystemPool);
     }
     }
 }
 }

+ 1 - 0
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventinterface/ITimeLineTriggerEvent.cs

@@ -14,5 +14,6 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface
         public void TimeLineTrigger(string groupName,  ILifetCycleHitPoint targetEntity,ITimelineFxLogic timelineFxLogic,TriggerData triggerData);
         public void TimeLineTrigger(string groupName,  ILifetCycleHitPoint targetEntity,ITimelineFxLogic timelineFxLogic,TriggerData triggerData);
         public void TimelineFxLogicInit(string groupName,ITimelineFxLogic timelineFxLogic,TriggerData triggerData);
         public void TimelineFxLogicInit(string groupName,ITimelineFxLogic timelineFxLogic,TriggerData triggerData);
         public void TimeLineTriggerGround(string groupName,ITimelineFxLogic timelineFxLogic,TriggerData triggerData);
         public void TimeLineTriggerGround(string groupName,ITimelineFxLogic timelineFxLogic,TriggerData triggerData);
+     
     }
     }
 }
 }

File diff suppressed because it is too large
+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


BIN
Excel2Json/Excel/MagicWeapon.xlsx


+ 209 - 136
UserSettings/Layouts/default-2022.dwlt

@@ -19,7 +19,7 @@ MonoBehaviour:
     width: 2560
     width: 2560
     height: 1349
     height: 1349
   m_ShowMode: 4
   m_ShowMode: 4
-  m_Title: Inspector
+  m_Title: Hierarchy
   m_RootView: {fileID: 6}
   m_RootView: {fileID: 6}
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     serializedVersion: 2
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   m_MaxSize: {x: 10002, y: 10021}
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+  - {fileID: 21}
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     serializedVersion: 2
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-  m_MaxSize: {x: 4001, y: 4021}
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+  m_MaxSize: {x: 4000, y: 4000}
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   m_Panes:
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-  - {fileID: 14}
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+  m_ActualView: {fileID: 19}
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+  - {fileID: 19}
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   m_Script: {fileID: 12006, guid: 0000000000000000e000000000000000, type: 0}
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+  m_Name: SceneView
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   m_MaxSize: {x: 4002, y: 4021}
-  m_ActualView: {fileID: 12}
+  m_ActualView: {fileID: 23}
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+  - {fileID: 23}
+  - {fileID: 18}
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   - {fileID: 12}
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+--- !u!114 &13
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 MonoBehaviour:
 MonoBehaviour:
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---- !u!114 &14
+--- !u!114 &15
 MonoBehaviour:
 MonoBehaviour:
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     m_LastAppliedPresetName: Default
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     m_SaveData: []
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---- !u!114 &15
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 MonoBehaviour:
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---- !u!114 &16
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---- !u!114 &17
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     serializedVersion: 2
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       scrollPos: {x: 0, y: 0}
-      m_SelectedIDs: c03b0100
-      m_LastClickedID: 80832
-      m_ExpandedIDs: 1e23ffffc03b0100
+      m_SelectedIDs: 
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       m_RenameOverlay:
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---- !u!114 &19
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     m_PrefName: Preview_InspectorPreview
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   m_PreviewWindow: {fileID: 0}
---- !u!114 &20
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     serializedVersion: 2
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     m_SearchArea: 1
     m_Folders:
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+    - Assets/Art/VFX/FXPrefabs
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     m_Globs: []
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   m_StartGridSize: 16
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+  - Assets/Art/VFX/FXPrefabs
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+--- !u!114 &22
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@@ -2638,9 +2711,9 @@ MonoBehaviour:
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     m_Tooltip: 
   m_Pos:
   m_Pos:
     serializedVersion: 2
     serializedVersion: 2
-    x: 0
-    y: 73
-    width: 944
+    x: -32000
+    y: -31970
+    width: 679
     height: 1278
     height: 1278
   m_SerializedDataModeController:
   m_SerializedDataModeController:
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     m_DataMode: 0
@@ -2694,29 +2767,29 @@ MonoBehaviour:
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       serializedVersion: 2
       x: 0
       x: 0
       y: 21
       y: 21
-      width: 944
+      width: 679
       height: 1257
       height: 1257
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     m_Scale: {x: 0.7740148, y: 0.7740148}
-    m_Translation: {x: 472, y: 628.5}
+    m_Translation: {x: 339.5, y: 628.5}
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     m_MarginLeft: 0
     m_MarginRight: 0
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     m_MarginBottom: 0
     m_MarginBottom: 0
     m_LastShownAreaInsideMargins:
     m_LastShownAreaInsideMargins:
       serializedVersion: 2
       serializedVersion: 2
-      x: -609.8075
+      x: -438.62213
       y: -812
       y: -812
-      width: 1219.615
+      width: 877.24426
       height: 1624
       height: 1624
     m_MinimalGUI: 1
     m_MinimalGUI: 1
   m_defaultScale: 0.7740148
   m_defaultScale: 0.7740148
-  m_LastWindowPixelSize: {x: 944, y: 1278}
+  m_LastWindowPixelSize: {x: 679, y: 1278}
   m_ClearInEditMode: 1
   m_ClearInEditMode: 1
   m_NoCameraWarning: 1
   m_NoCameraWarning: 1
   m_LowResolutionForAspectRatios: 00000000000000000000
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   m_RenderTexture: {fileID: 0}
   m_RenderTexture: {fileID: 0}
---- !u!114 &22
+--- !u!114 &23
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 MonoBehaviour:
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   m_ObjectHideFlags: 52
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@@ -2736,10 +2809,10 @@ MonoBehaviour:
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     m_Tooltip: 
   m_Pos:
   m_Pos:
     serializedVersion: 2
     serializedVersion: 2
-    x: 945
-    y: 73
-    width: 707
-    height: 635
+    x: -31320
+    y: -31970
+    width: 972
+    height: 475
   m_SerializedDataModeController:
   m_SerializedDataModeController:
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     m_DataMode: 0
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     m_PreferredDataMode: 0
@@ -2794,7 +2867,7 @@ MonoBehaviour:
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       displayed: 0
       snapOffset: {x: 0, y: 0}
       snapOffset: {x: 0, y: 0}
-      snapOffsetDelta: {x: 0, y: 25}
+      snapOffsetDelta: {x: 0, y: 0}
       snapCorner: 1
       snapCorner: 1
       id: unity-search-toolbar
       id: unity-search-toolbar
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       index: 1
@@ -2846,7 +2919,7 @@ MonoBehaviour:
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       displayed: 0
       snapOffset: {x: 0, y: 0}
       snapOffset: {x: 0, y: 0}
-      snapOffsetDelta: {x: 0, y: 25}
+      snapOffsetDelta: {x: 0, y: 0}
       snapCorner: 0
       snapCorner: 0
       id: Scene View/Light Settings
       id: Scene View/Light Settings
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       index: 2
@@ -2872,7 +2945,7 @@ MonoBehaviour:
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       displayed: 0
       snapOffset: {x: 0, y: 0}
       snapOffset: {x: 0, y: 0}
-      snapOffsetDelta: {x: 0, y: 25}
+      snapOffsetDelta: {x: 0, y: 0}
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       snapCorner: 0
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       id: Scene View/Cloth Constraints
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       index: 3
@@ -2885,7 +2958,7 @@ MonoBehaviour:
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       displayed: 0
       snapOffset: {x: 0, y: 0}
       snapOffset: {x: 0, y: 0}
-      snapOffsetDelta: {x: 0, y: 25}
+      snapOffsetDelta: {x: 0, y: 0}
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       snapCorner: 0
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       id: Scene View/Cloth Collisions
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       index: 4
@@ -2937,7 +3010,7 @@ MonoBehaviour:
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       displayed: 0
       snapOffset: {x: 0, y: 0}
       snapOffset: {x: 0, y: 0}
-      snapOffsetDelta: {x: 0, y: 25}
+      snapOffsetDelta: {x: 0, y: 0}
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       snapCorner: 0
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       id: Scene View/Occlusion Culling
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@@ -2950,7 +3023,7 @@ MonoBehaviour:
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       displayed: 0
       snapOffset: {x: 0, y: 0}
       snapOffset: {x: 0, y: 0}
-      snapOffsetDelta: {x: 0, y: 25}
+      snapOffsetDelta: {x: 0, y: 0}
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       snapCorner: 0
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       id: Scene View/Physics Debugger
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       index: 6
@@ -2963,7 +3036,7 @@ MonoBehaviour:
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       displayed: 0
       snapOffset: {x: 0, y: 0}
       snapOffset: {x: 0, y: 0}
-      snapOffsetDelta: {x: 0, y: 25}
+      snapOffsetDelta: {x: 0, y: 0}
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       snapCorner: 0
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       id: Scene View/Scene Visibility
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       index: 7
@@ -3103,17 +3176,17 @@ MonoBehaviour:
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     m_OverlaysVisible: 1
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   m_WindowGUID: d9e8ac729943301469eff8c7180f0e02
   m_Gizmos: 1
   m_Gizmos: 1
-  m_OverrideSceneCullingMask: 0
-  m_SceneIsLit: 0
+  m_OverrideSceneCullingMask: 6917529027641081856
+  m_SceneIsLit: 1
   m_SceneLighting: 1
   m_SceneLighting: 1
   m_2DMode: 0
   m_2DMode: 0
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   m_isRotationLocked: 0
   m_PlayAudio: 0
   m_PlayAudio: 0
   m_AudioPlay: 0
   m_AudioPlay: 0
   m_Position:
   m_Position:
-    m_Target: {x: 0.18988268, y: 6.9786572, z: -0.19547078}
+    m_Target: {x: -1.4418998, y: 8.068302, z: 4.0124907}
     speed: 2
     speed: 2
-    m_Value: {x: 141.06546, y: 5, z: 324.7752}
+    m_Value: {x: -1.4418998, y: 8.068302, z: 4.0124907}
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   m_RenderMode: 0
   m_CameraMode:
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     drawMode: 0
@@ -3124,7 +3197,7 @@ MonoBehaviour:
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   m_SceneViewState:
     m_AlwaysRefresh: 1
     m_AlwaysRefresh: 1
     showFog: 1
     showFog: 1
-    showSkybox: 0
+    showSkybox: 1
     showFlares: 1
     showFlares: 1
     showImageEffects: 1
     showImageEffects: 1
     showParticleSystems: 1
     showParticleSystems: 1
@@ -3159,13 +3232,13 @@ MonoBehaviour:
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     m_GridAxis: 1
     m_gridOpacity: 0.5
     m_gridOpacity: 0.5
   m_Rotation:
   m_Rotation:
-    m_Target: {x: 0.2072155, y: 0.16522801, z: -0.035507984, w: 0.9636152}
+    m_Target: {x: 0.33301866, y: -0.56865865, z: 0.2696374, w: 0.70219404}
     speed: 2
     speed: 2
-    m_Value: {x: -0.38900453, y: 0.07091076, z: -0.030064663, w: -0.91801053}
+    m_Value: {x: 0.33300954, y: -0.56864303, z: 0.26963, w: 0.7021748}
   m_Size:
   m_Size:
-    m_Target: 0.9073434
+    m_Target: 3.8479714
     speed: 2
     speed: 2
-    m_Value: 0.8660254
+    m_Value: 3.8479714
   m_Ortho:
   m_Ortho:
     m_Target: 0
     m_Target: 0
     speed: 2
     speed: 2

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XiuXianGame.sln.DotSettings.user

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