Selaa lähdekoodia

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

# Conflicts:
#	Excel2Json/Excel/EventConfig.xlsx   resolved by master version
liao 2 päivää sitten
vanhempi
commit
0f41684840
59 muutettua tiedostoa jossa 5624 lisäystä ja 307 poistoa
  1. 1 1
      Assets/Res/Config/BuffConfig.json
  2. 109 5
      Assets/Res/Config/EventConfig.json
  3. 327 1
      Assets/Res/Config/EventLinkConfig.json
  4. 6 0
      Assets/Res/Config/EventNPC.json
  5. 87 31
      Assets/Res/Config/LanguageChineseConfig.json
  6. 231 231
      Assets/Res/Config/MonsterPowerUpConfig.json
  7. 54 0
      Assets/Res/Config/SentimentConfig.json
  8. 7 0
      Assets/Res/Config/SentimentConfig.json.meta
  9. 464 0
      Assets/Res/Config/SentimentEffectConfig.json
  10. 7 0
      Assets/Res/Config/SentimentEffectConfig.json.meta
  11. 10 0
      Assets/Res/Config/TowerConfig.json
  12. 7 0
      Assets/Res/Config/TowerConfig.json.meta
  13. 3 0
      Assets/Res/Config/TowerInfoConfig.json
  14. 7 0
      Assets/Res/Config/TowerInfoConfig.json.meta
  15. 220 0
      Assets/Res/UI/MainHeroPanel/MainHeroPanel.prefab
  16. 8 0
      Assets/Res/UI/SentimentPanel.meta
  17. 197 0
      Assets/Res/UI/SentimentPanel/SentimentEffectWidget.prefab
  18. 7 0
      Assets/Res/UI/SentimentPanel/SentimentEffectWidget.prefab.meta
  19. 1614 0
      Assets/Res/UI/SentimentPanel/SentimentInfoPanel.prefab
  20. 7 0
      Assets/Res/UI/SentimentPanel/SentimentInfoPanel.prefab.meta
  21. 1126 0
      Assets/Res/UI/SentimentPanel/SentimentPanel.prefab
  22. 7 0
      Assets/Res/UI/SentimentPanel/SentimentPanel.prefab.meta
  23. 372 0
      Assets/Res/UI/SentimentPanel/SentimentWidget.prefab
  24. 7 0
      Assets/Res/UI/SentimentPanel/SentimentWidget.prefab.meta
  25. 1 1
      Assets/Scripts/GameData/ExcelConfig/EventConfig.cs
  26. 1 1
      Assets/Scripts/GameData/ExcelConfig/EventLinkConfig.cs
  27. 50 0
      Assets/Scripts/GameData/ExcelConfig/SentimentConfig.cs
  28. 11 0
      Assets/Scripts/GameData/ExcelConfig/SentimentConfig.cs.meta
  29. 74 0
      Assets/Scripts/GameData/ExcelConfig/SentimentEffectConfig.cs
  30. 11 0
      Assets/Scripts/GameData/ExcelConfig/SentimentEffectConfig.cs.meta
  31. 44 0
      Assets/Scripts/GameData/ExcelConfig/TowerConfig.cs
  32. 11 0
      Assets/Scripts/GameData/ExcelConfig/TowerConfig.cs.meta
  33. 30 0
      Assets/Scripts/GameLogic/Player/AccountFileInfo.cs
  34. 28 1
      Assets/Scripts/GameLogic/Player/PlayerManager.cs
  35. 23 16
      Assets/Scripts/GameUI/EventManager/DialogueManager.cs
  36. 5 2
      Assets/Scripts/GameUI/GameApplction.cs
  37. 1 1
      Assets/Scripts/GameUI/UI/AppBarPanel/AppBarPanel.cs
  38. 18 16
      Assets/Scripts/GameUI/UI/MainHeroPnael/MainHeroPanel.cs
  39. 11 0
      Assets/Scripts/GameUI/UI/MainHeroPnael/MainHeroPanelData.cs
  40. 8 0
      Assets/Scripts/GameUI/UI/SentimentPanel.meta
  41. 29 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentEffectWidget.cs
  42. 11 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentEffectWidget.cs.meta
  43. 38 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanel.cs
  44. 11 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanel.cs.meta
  45. 106 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanelData.cs
  46. 11 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanelData.cs.meta
  47. 48 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentPanel.cs
  48. 11 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentPanel.cs.meta
  49. 40 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentPanelData.cs
  50. 11 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentPanelData.cs.meta
  51. 45 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentWidget.cs
  52. 11 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentWidget.cs.meta
  53. 29 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentWidgetData.cs
  54. 11 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentWidgetData.cs.meta
  55. 0 0
      Assets/StreamingAssets/assetConfig.txt
  56. BIN
      Excel2Json/Excel/HeroPowerUp.xlsx
  57. BIN
      Excel2Json/Excel/Language.xlsx
  58. BIN
      Excel2Json/Excel/MonsterPowerUp.xlsx
  59. BIN
      Excel2Json/Excel/Sentiment.xlsx

+ 1 - 1
Assets/Res/Config/BuffConfig.json

@@ -347,7 +347,7 @@
     {
       "ID": 10181,
       "nameTest": "感电",
-      "decTest": "麻痹敌人,敌人的身体受到麻痹,有{0}%*层数的概率是功法无法进入释放状态",
+      "decTest": "麻痹敌人,敌人的身体受到麻痹,有{0}%*层数的概率是功法无法进入释放状态,没触发一次,消耗一半感电",
       "icon": "icon_b1018",
       "buffName": 500003,
       "buffEffectDes": 500044,

+ 109 - 5
Assets/Res/Config/EventConfig.json

@@ -103,7 +103,7 @@
         1030
       ],
       "EventTriggerType": 1,
-      "EventTag": 1,
+      "EventTag": 3,
       "EventType": 2,
       "Score": 0,
       "EventQuality": 1,
@@ -131,7 +131,7 @@
         1040
       ],
       "EventTriggerType": 1,
-      "EventTag": 1,
+      "EventTag": 3,
       "EventType": 2,
       "Score": 0,
       "EventQuality": 1,
@@ -156,7 +156,7 @@
         1050
       ],
       "EventTriggerType": 1,
-      "EventTag": 1,
+      "EventTag": 3,
       "EventType": 2,
       "Score": 0,
       "EventQuality": 1,
@@ -181,7 +181,7 @@
         1060
       ],
       "EventTriggerType": 1,
-      "EventTag": 1,
+      "EventTag": 3,
       "EventType": 2,
       "Score": 0,
       "EventQuality": 1,
@@ -902,7 +902,11 @@
         1001813,
         1001814,
         1001815,
-        1001816
+        1001816,
+        1001817,
+        1001818,
+        1001819,
+        1001820
       ],
       "EventTriggerType": 4,
       "EventTag": 1,
@@ -1220,6 +1224,31 @@
       "EventName": 1943,
       "Description": 1944
     },
+    {
+      "ID": 1011,
+      "EventLinksId": [
+        101101
+      ],
+      "EventTriggerType": 1,
+      "EventTag": 7,
+      "EventType": 1,
+      "Score": 0,
+      "EventQuality": 3,
+      "PrizeIDs": [
+        1401
+      ],
+      "PrizeNums": [
+        1
+      ],
+      "RefreshProbability": null,
+      "RefreshCount": null,
+      "placeID": null,
+      "XiantuID": null,
+      "EventConditionId": null,
+      "EventCount": null,
+      "EventName": 3017,
+      "Description": 3018
+    },
     {
       "ID": 20001,
       "EventLinksId": [
@@ -1619,6 +1648,81 @@
       "EventCount": null,
       "EventName": null,
       "Description": null
+    },
+    {
+      "ID": 5001,
+      "EventLinksId": [
+        500101,
+        500102,
+        500103,
+        500104,
+        500105,
+        500106,
+        500107,
+        500108,
+        500109,
+        500110,
+        500111,
+        500112,
+        500113,
+        500114,
+        500115,
+        500116
+      ],
+      "EventTriggerType": 6,
+      "EventTag": 5,
+      "EventType": 1,
+      "Score": 10,
+      "EventQuality": 3,
+      "PrizeIDs": [
+        1401
+      ],
+      "PrizeNums": [
+        1
+      ],
+      "RefreshProbability": null,
+      "RefreshCount": null,
+      "placeID": 1,
+      "XiantuID": 1,
+      "EventConditionId": 10,
+      "EventValue": [
+        10008
+      ],
+      "EventCount": null,
+      "EventName": 3019,
+      "Description": 3020
+    },
+    {
+      "ID": 5002,
+      "EventTriggerType": null,
+      "EventTag": null,
+      "EventType": null,
+      "Score": null,
+      "EventQuality": null,
+      "RefreshProbability": null,
+      "RefreshCount": null,
+      "placeID": null,
+      "XiantuID": null,
+      "EventConditionId": null,
+      "EventCount": null,
+      "EventName": null,
+      "Description": null
+    },
+    {
+      "ID": 5003,
+      "EventTriggerType": null,
+      "EventTag": null,
+      "EventType": null,
+      "Score": null,
+      "EventQuality": null,
+      "RefreshProbability": null,
+      "RefreshCount": null,
+      "placeID": null,
+      "XiantuID": null,
+      "EventConditionId": null,
+      "EventCount": null,
+      "EventName": null,
+      "Description": null
     }
   ]
 }

+ 327 - 1
Assets/Res/Config/EventLinkConfig.json

@@ -1183,7 +1183,7 @@
       "EventConditionMessage": null,
       "NPCID": 102,
       "LanID": [
-        2115
+        3033
       ],
       "DialogueType": null,
       "EventID": 10004,
@@ -4338,6 +4338,332 @@
         102,
         101
       ]
+    },
+    {
+      "ID": 101101,
+      "conciseEventMessage": 2363,
+      "EventConditionMessage": null,
+      "NPCID": null,
+      "LanID": [
+        2364
+      ],
+      "DialogueType": null,
+      "EventID": 1011,
+      "optionType": null,
+      "ResultType": null
+    },
+    {
+      "ID": 500101,
+      "conciseEventMessage": 2365,
+      "EventConditionMessage": null,
+      "NPCID": 103,
+      "LanID": [
+        2366
+      ],
+      "DialogueType": null,
+      "EventID": 5001,
+      "optionType": null,
+      "ResultType": 1,
+      "ResultOptions": [
+        500102
+      ]
+    },
+    {
+      "ID": 500102,
+      "conciseEventMessage": 2365,
+      "EventConditionMessage": null,
+      "NPCID": 103,
+      "LanID": [
+        2367
+      ],
+      "DialogueType": null,
+      "EventID": 5001,
+      "optionType": null,
+      "ResultType": 1,
+      "ResultOptions": [
+        500103
+      ]
+    },
+    {
+      "ID": 500103,
+      "conciseEventMessage": 2365,
+      "EventConditionMessage": null,
+      "NPCID": 103,
+      "LanID": [
+        2368
+      ],
+      "DialogueType": null,
+      "EventID": 5001,
+      "optionType": null,
+      "ResultType": 1,
+      "ResultOptions": [
+        500104
+      ]
+    },
+    {
+      "ID": 500104,
+      "conciseEventMessage": 2365,
+      "EventConditionMessage": null,
+      "NPCID": 103,
+      "LanID": [
+        2369
+      ],
+      "DialogueType": null,
+      "EventID": 5001,
+      "optionType": null,
+      "ResultType": 1,
+      "ResultOptions": [
+        500105
+      ]
+    },
+    {
+      "ID": 500105,
+      "conciseEventMessage": 2365,
+      "EventConditionMessage": null,
+      "NPCID": 103,
+      "LanID": [
+        2370
+      ],
+      "DialogueType": null,
+      "EventID": 5001,
+      "optionType": null,
+      "ResultType": 1,
+      "ResultOptions": [
+        500107
+      ]
+    },
+    {
+      "ID": 500106,
+      "conciseEventMessage": 2365,
+      "EventConditionMessage": null,
+      "NPCID": 103,
+      "LanID": [
+        2371
+      ],
+      "DialogueType": null,
+      "EventID": 5001,
+      "optionType": null,
+      "ResultType": 1,
+      "ResultOptions": [
+        500108
+      ]
+    },
+    {
+      "ID": 500107,
+      "conciseEventMessage": 2365,
+      "EventConditionMessage": null,
+      "NPCID": 100,
+      "LanID": [
+        2372
+      ],
+      "DialogueType": null,
+      "EventID": 5001,
+      "optionType": 1,
+      "optionPara1": [
+        500107,
+        500107
+      ],
+      "optionPara2": [
+        2373,
+        2374
+      ],
+      "ResultType": null
+    },
+    {
+      "ID": 500108,
+      "conciseEventMessage": 2365,
+      "EventConditionMessage": null,
+      "NPCID": 103,
+      "LanID": [
+        2375
+      ],
+      "DialogueType": null,
+      "EventID": 5001,
+      "optionType": null,
+      "ResultType": 1,
+      "ResultOptions": [
+        500109
+      ]
+    },
+    {
+      "ID": 500109,
+      "conciseEventMessage": 2365,
+      "EventConditionMessage": null,
+      "NPCID": 103,
+      "LanID": [
+        2376
+      ],
+      "DialogueType": null,
+      "EventID": 5001,
+      "optionType": null,
+      "ResultType": 1,
+      "ResultOptions": [
+        500110
+      ]
+    },
+    {
+      "ID": 500110,
+      "conciseEventMessage": 2365,
+      "EventConditionMessage": null,
+      "NPCID": 103,
+      "LanID": [
+        2377
+      ],
+      "DialogueType": null,
+      "EventID": 5001,
+      "optionType": null,
+      "ResultType": 1,
+      "ResultOptions": [
+        500111
+      ]
+    },
+    {
+      "ID": 500111,
+      "conciseEventMessage": 2365,
+      "EventConditionMessage": null,
+      "NPCID": null,
+      "LanID": [
+        2378
+      ],
+      "DialogueType": null,
+      "EventID": 5001,
+      "optionType": null,
+      "ResultType": 1,
+      "ResultOptions": [
+        500112
+      ]
+    },
+    {
+      "ID": 500112,
+      "conciseEventMessage": 2365,
+      "EventConditionMessage": null,
+      "NPCID": 112,
+      "LanID": [
+        2379
+      ],
+      "DialogueType": null,
+      "EventID": 5001,
+      "optionType": null,
+      "ResultType": 1,
+      "ResultOptions": [
+        500113
+      ]
+    },
+    {
+      "ID": 500113,
+      "conciseEventMessage": 2365,
+      "EventConditionMessage": null,
+      "NPCID": 100,
+      "LanID": [
+        2380
+      ],
+      "DialogueType": null,
+      "EventID": 5001,
+      "optionType": null,
+      "ResultType": 1,
+      "ResultOptions": [
+        500114
+      ]
+    },
+    {
+      "ID": 500114,
+      "conciseEventMessage": 2365,
+      "EventConditionMessage": null,
+      "NPCID": null,
+      "LanID": [
+        2381
+      ],
+      "DialogueType": null,
+      "EventID": 5001,
+      "optionType": null,
+      "ResultType": 1,
+      "ResultOptions": [
+        500115
+      ]
+    },
+    {
+      "ID": 500115,
+      "conciseEventMessage": 2365,
+      "EventConditionMessage": null,
+      "NPCID": 112,
+      "LanID": [
+        2382
+      ],
+      "DialogueType": null,
+      "EventID": 5001,
+      "optionType": 2,
+      "optionPara1": [
+        10001
+      ],
+      "ResultType": 2,
+      "ResultOptions": [
+        500105,
+        100
+      ]
+    },
+    {
+      "ID": 500116,
+      "conciseEventMessage": 2365,
+      "EventConditionMessage": null,
+      "NPCID": 112,
+      "LanID": [
+        2383
+      ],
+      "DialogueType": null,
+      "EventID": 5001,
+      "optionType": 1,
+      "optionPara1": [
+        500117
+      ],
+      "optionPara2": [
+        2384
+      ],
+      "ResultType": null
+    },
+    {
+      "ID": 500117,
+      "conciseEventMessage": 2365,
+      "EventConditionMessage": null,
+      "NPCID": 112,
+      "LanID": [
+        2385
+      ],
+      "DialogueType": null,
+      "EventID": 5001,
+      "optionType": null,
+      "ResultType": 1,
+      "ResultOptions": [
+        500118
+      ]
+    },
+    {
+      "ID": 500118,
+      "conciseEventMessage": 2365,
+      "EventConditionMessage": null,
+      "NPCID": 103,
+      "LanID": [
+        2386
+      ],
+      "DialogueType": null,
+      "EventID": 5001,
+      "optionType": null,
+      "ResultType": 1,
+      "ResultOptions": [
+        500119
+      ]
+    },
+    {
+      "ID": 500119,
+      "conciseEventMessage": 2365,
+      "EventConditionMessage": null,
+      "NPCID": 103,
+      "LanID": [
+        2387
+      ],
+      "DialogueType": null,
+      "EventID": 5001,
+      "optionType": null,
+      "ResultType": null
     }
   ]
 }

+ 6 - 0
Assets/Res/Config/EventNPC.json

@@ -137,6 +137,12 @@
       "name": null,
       "ID_1": null,
       "DaoyouID": null
+    },
+    {
+      "ID": 112,
+      "name": 3021,
+      "ID_1": null,
+      "DaoyouID": null
     }
   ]
 }

+ 87 - 31
Assets/Res/Config/LanguageChineseConfig.json

@@ -2790,7 +2790,7 @@
     },
     {
       "ID": 698,
-      "txt": "玄黄道"
+      "txt": "玄黄道 "
     },
     {
       "ID": 699,
@@ -2802,7 +2802,7 @@
     },
     {
       "ID": 701,
-      "txt": "每次使用功法时在当前位置留下一道属性印记,下一个放上来的功法如果和以前功法相生则功法效果提升{0}%,每次使用功法时都会治疗对应相生属性的{1}伤势。(均衡性功法搭配,转盘改变,变为金、水、木、火、土)"
+      "txt": "每次使用功法时在当前位置留下一道属性印记,下一个放上来的功法如果和以前功法相生则功法效果提升{0}%,每次使用功法时都会治疗对应相生属性的{1}伤势。(均衡性功法搭配,转盘改变,变为金、水、木、火、土)\n"
     },
     {
       "ID": 702,
@@ -8458,7 +8458,7 @@
     },
     {
       "ID": 2115,
-      "txt": "击败结界兽怎么想过去,就去吧.."
+      "txt": "击败结界兽"
     },
     {
       "ID": 2116,
@@ -9450,103 +9450,103 @@
     },
     {
       "ID": 2363,
-      "txt": ""
+      "txt": "神识探索至一处山洞之中,似乎别有洞天"
     },
     {
       "ID": 2364,
-      "txt": ""
+      "txt": "前往山洞之中收集药材"
     },
     {
       "ID": 2365,
-      "txt": ""
+      "txt": "受疯道人所托,追查《御风化影诀》的下落"
     },
     {
       "ID": 2366,
-      "txt": ""
+      "txt": "小友留步,老夫有一事相求"
     },
     {
       "ID": 2367,
-      "txt": ""
+      "txt": "三十年前北海妖族来犯,击退妖族后老夫捡到个被妖兽重伤的娃娃。"
     },
     {
       "ID": 2368,
-      "txt": ""
+      "txt": "他心口妖气汇聚,周身却萦绕着纯净的风灵根。这般矛盾体质,注定要卷入因果轮回。"
     },
     {
       "ID": 2369,
-      "txt": ""
+      "txt": "于是老夫收留他在门下修养"
     },
     {
       "ID": 2370,
-      "txt": ""
+      "txt": "但他心智被妖气所蛊惑一心只想报仇,整日念叨着要杀尽北海妖族。"
     },
     {
       "ID": 2371,
-      "txt": ""
+      "txt": "但十年的相处老夫早就把他当做亲人看待,为了断掉念想,只得让他离去,他离开之时盗走了洞府中的禁书《御风化影诀》。"
     },
     {
       "ID": 2372,
-      "txt": ""
+      "txt": "\"\""
     },
     {
       "ID": 2373,
-      "txt": ""
+      "txt": "前辈为何不追"
     },
     {
       "ID": 2374,
-      "txt": ""
+      "txt": "他怎会轻易盗走此书"
     },
     {
       "ID": 2375,
-      "txt": ""
+      "txt": "那孩子恐是为了给爹妈寻仇,也是看往日情面,老夫不想亲自动手。"
     },
     {
       "ID": 2376,
-      "txt": ""
+      "txt": "现如今老夫发现山中的生灵会莫名消失,村中孩童也是被神秘的妖气所卷走,这和书中的血肉炼化的方法一模一样,老夫断定是那孩子所为。"
     },
     {
       "ID": 2377,
-      "txt": ""
+      "txt": "小友,我追踪妖气波动,他就在西边的树林之中!"
     },
     {
       "ID": 2378,
-      "txt": ""
+      "txt": "(枯叶居然无风漂浮在空中,地面残留着扭曲的符文刻痕,见风无咎在地上刻画着什么)"
     },
     {
       "ID": 2379,
-      "txt": ""
+      "txt": "(看见主角到来)你小子身上怎会有老疯子的气,是那老头让你来抓我的吗。"
     },
     {
       "ID": 2380,
-      "txt": ""
+      "txt": "前辈见往日情面不愿亲自动手,我一人足以   "
     },
     {
       "ID": 2381,
-      "txt": ""
+      "txt": "(说罢,风无咎的影子化形,为了一妖,顿时煞气暴涨)"
     },
     {
       "ID": 2382,
-      "txt": ""
+      "txt": "如今我自断妖魂炼出影身,正好今天拿你试试!"
     },
     {
       "ID": 2383,
-      "txt": ""
+      "txt": "岂会如此!"
     },
     {
       "ID": 2384,
-      "txt": ""
+      "txt": "交还书页,我可留你魂魄入轮回。"
     },
     {
       "ID": 2385,
-      "txt": ""
+      "txt": " 轮回?今日是我大意了!老东西还有你,给我等着!(化作一震妖风带着《御风化影诀》逃往远方)"
     },
     {
       "ID": 2386,
-      "txt": ""
+      "txt": "这孩子天资聪颖,短短二十年就能参悟书中所写。"
     },
     {
       "ID": 2387,
-      "txt": ""
+      "txt": "无妨,此法需要大量血肉献祭,如此规模的法术定会妖气四散,找到他也是迟早之事。"
     },
     {
       "ID": 2388,
@@ -12066,15 +12066,71 @@
     },
     {
       "ID": 3017,
-      "txt": "0"
+      "txt": "药田"
     },
     {
       "ID": 3018,
-      "txt": "0"
+      "txt": "此乃洞天福地,此中还长了几株仙药。\n前往山洞之中收集药材。"
     },
     {
       "ID": 3019,
-      "txt": "0"
+      "txt": "风影为二"
+    },
+    {
+      "ID": 3020,
+      "txt": "风影为二详情占位"
+    },
+    {
+      "ID": 3021,
+      "txt": "风无咎"
+    },
+    {
+      "ID": 3022,
+      "txt": "逍遥自在"
+    },
+    {
+      "ID": 3023,
+      "txt": "万法归一"
+    },
+    {
+      "ID": 3024,
+      "txt": "出神入化"
+    },
+    {
+      "ID": 3025,
+      "txt": "无我无相"
+    },
+    {
+      "ID": 3026,
+      "txt": "星辰道可以获得充能,充能满后启动星辰道,转盘速度增加{0}%"
+    },
+    {
+      "ID": 3027,
+      "txt": "攻击+{0}%"
+    },
+    {
+      "ID": 3028,
+      "txt": "最终伤害抵抗+{0}%"
+    },
+    {
+      "ID": 3029,
+      "txt": "对异常状态敌人伤害增加{0}%"
+    },
+    {
+      "ID": 3030,
+      "txt": "金木水火土任意一个属性伤害增加(后期洗点可以指定属性)"
+    },
+    {
+      "ID": 3031,
+      "txt": "火焰专精:灼烧对敌人的伤害增加{0}%"
+    },
+    {
+      "ID": 3032,
+      "txt": "毒专精:毒照成的伤害+{0}%,且蔓延速度加快{1}%"
+    },
+    {
+      "ID": 3033,
+      "txt": "怎么想过去,就去吧.."
     }
   ]
 }

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 231 - 231
Assets/Res/Config/MonsterPowerUpConfig.json


+ 54 - 0
Assets/Res/Config/SentimentConfig.json

@@ -0,0 +1,54 @@
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+      "ID": 1,
+      "name": 3022,
+      "icon": "",
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+      "sentimentEffect": [
+        2,
+        3,
+        4,
+        5,
+        6,
+        7
+      ]
+    },
+    {
+      "ID": 2,
+      "name": 3023,
+      "icon": "",
+      "mainSentimentEffect": null
+    },
+    {
+      "ID": 3,
+      "name": 3024,
+      "icon": "",
+      "mainSentimentEffect": null
+    },
+    {
+      "ID": 4,
+      "name": 3025,
+      "icon": "",
+      "mainSentimentEffect": null
+    },
+    {
+      "ID": 5,
+      "name": 3025,
+      "icon": "",
+      "mainSentimentEffect": null
+    },
+    {
+      "ID": 6,
+      "name": 3025,
+      "icon": "",
+      "mainSentimentEffect": null
+    },
+    {
+      "ID": 7,
+      "name": 3025,
+      "icon": "",
+      "mainSentimentEffect": null
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+  ]
+}

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@@ -0,0 +1,464 @@
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Assets/Scripts/GameData/ExcelConfig/EventConfig.cs

@@ -33,7 +33,7 @@ public int EventTriggerType;
 
 
 		/// <summary>
-		///tag 1主线2支线 3通用 4地图通用 5道友6任务
+		///tag 1主线2支线 3通用 4地图通用 5道友6任务 7资源
 		/// </summary>
 public int EventTag;
 

+ 1 - 1
Assets/Scripts/GameData/ExcelConfig/EventLinkConfig.cs

@@ -15,7 +15,7 @@ namespace Excel2Json
 	public struct EventLinkConfig : IConfig
	{
 		public int GetID() {return ID;} 
 		/// <summary>
-		///条件ID
+		///ID
 		/// </summary>
 public int ID;
 

+ 50 - 0
Assets/Scripts/GameData/ExcelConfig/SentimentConfig.cs

@@ -0,0 +1,50 @@
+// Auto Generated Code By excel2json
+// Generate From Excel\Sentiment.xlsx. SheetName: SentimentConfig
+
+using System;
+using Fort23.GameData;
+
+namespace Excel2Json
+{
+	[Config(prefab = "SentimentConfig.json")]
+	public partial class SentimentConfigHolder : ConfigHolder<SentimentConfig>
	{
+	}
+
+
+	[Serializable]
+	public struct SentimentConfig : IConfig
	{
+		public int GetID() {return ID;} 
+		/// <summary>
+		///modelID
+		/// </summary>
+public int ID;
+
+
+		/// <summary>
+		///名称
+		/// </summary>
+public int name;
+
+
+		/// <summary>
+		///图片
+		/// </summary>
+public string icon;
+
+
+		/// <summary>
+		///
+		/// </summary>
+public int mainSentimentEffect;
+
+
+		/// <summary>
+		///
+		/// </summary>
+public int[] sentimentEffect;
+
+
+	}
+
+}
+// End of Auto Generated Code

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

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: C3odtyn/BXqUYRuJIcSirgU7181dd+uS0i5TvnxHS4CUUbKlwyLfDBdfxTjR
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 74 - 0
Assets/Scripts/GameData/ExcelConfig/SentimentEffectConfig.cs

@@ -0,0 +1,74 @@
+// Auto Generated Code By excel2json
+// Generate From Excel\Sentiment.xlsx. SheetName: SentimentEffectConfig
+
+using System;
+using Fort23.GameData;
+
+namespace Excel2Json
+{
+	[Config(prefab = "SentimentEffectConfig.json")]
+	public partial class SentimentEffectConfigHolder : ConfigHolder<SentimentEffectConfig>
	{
+	}
+
+
+	[Serializable]
+	public struct SentimentEffectConfig : IConfig
	{
+		public int GetID() {return ID;} 
+		/// <summary>
+		///modelID
+		/// </summary>
+public int ID;
+
+
+		/// <summary>
+		///等级
+		/// </summary>
+public int level;
+
+
+		/// <summary>
+		///名字
+		/// </summary>
+public int name;
+
+
+		/// <summary>
+		///图标
+		/// </summary>
+public string icon;
+
+
+		/// <summary>
+		///描述
+		/// </summary>
+public int massge;
+
+
+		/// <summary>
+		///见条件类型表
+		/// </summary>
+public int effectType;
+
+
+		/// <summary>
+		///效果值
+		/// </summary>
+public int[] effectVale;
+
+
+		/// <summary>
+		///消耗
+		/// </summary>
+public int upConstItemId;
+
+
+		/// <summary>
+		///消耗数量
+		/// </summary>
+public int upConstCount;
+
+
+	}
+
+}
+// End of Auto Generated Code

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

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: Bn8cvXv8WykFF/yGyYlDjQZSqrGEtbVD1gtlNNfn/fvs+k/aDbckME3LGRWK
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 44 - 0
Assets/Scripts/GameData/ExcelConfig/TowerConfig.cs

@@ -0,0 +1,44 @@
+// Auto Generated Code By excel2json
+// Generate From Excel\Tower.xlsx. SheetName: TowerConfig
+
+using System;
+using Fort23.GameData;
+
+namespace Excel2Json
+{
+	[Config(prefab = "TowerConfig.json")]
+	public partial class TowerConfigHolder : ConfigHolder<TowerConfig>
	{
+	}
+
+
+	[Serializable]
+	public struct TowerConfig : IConfig
	{
+		public int GetID() {return ID;} 
+		/// <summary>
+		///modelID
+		/// </summary>
+public int ID;
+
+
+		/// <summary>
+		///
+		/// </summary>
+public int name;
+
+
+		/// <summary>
+		///
+		/// </summary>
+public int massge;
+
+
+		/// <summary>
+		///塔的详情效果Id组
+		/// </summary>
+public int towerinfoIdGroup;
+
+
+	}
+
+}
+// End of Auto Generated Code

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

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: D3Id4SisBi0GEYa5t+iFUhMA+HGWBjGbQbRXz6PpszytRdFQ2vBDcf8RgSte
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 30 - 0
Assets/Scripts/GameLogic/Player/AccountFileInfo.cs

@@ -110,6 +110,36 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
         /// 
         /// </summary>
         public List<EventList> eventList = new List<EventList>();
+        
+        public List<SentimentData> SentimentDatas = new List<SentimentData>();
+    }
+    
+    /// <summary>
+    /// 心境数据
+    /// </summary>
+    [System.Serializable]
+    public class SentimentData
+    {
+        public int id;
+        
+        //主属性
+        public SentimentProperty mainSentiment;
+        
+        public List<SentimentProperty> sentimentProperties = new List<SentimentProperty>();
+        
+       
+    }
+    
+    /// <summary>
+    /// 心境属性
+    /// </summary>
+    public class SentimentProperty
+    {
+        // 属性类别
+        public int groupId;
+        // 词条档位
+        public int level = 1;
+  
     }
 
 

+ 28 - 1
Assets/Scripts/GameLogic/Player/PlayerManager.cs

@@ -55,6 +55,33 @@ public class PlayerManager : Singleton<PlayerManager>
         RandownDaoYou(gameConstantConfig.Daoyoushowuptime + 1000);
     }
 
+    //添加心境
+    public void AddSentimentData(int id)
+    {
+        AccountFileInfo.SentimentData sentimentData = AccountFileInfo.Instance.playerData.SentimentDatas.FirstOrDefault(sd => sd.id == id);
+        if (sentimentData != null)
+        {
+            LogTool.Error("已经用心境 id:" + id);
+            return;
+        }
+
+        SentimentConfig sentimentConfig = ConfigComponent.Instance.Get<SentimentConfig>(id);
+
+        sentimentData = new AccountFileInfo.SentimentData();
+        sentimentData.id = id;
+        sentimentData.mainSentiment = new AccountFileInfo.SentimentProperty();
+        sentimentData.mainSentiment.groupId = sentimentConfig.mainSentimentEffect;
+        foreach (var i in sentimentConfig.sentimentEffect)
+        {
+            AccountFileInfo.SentimentProperty sentimentProperty = new AccountFileInfo.SentimentProperty();
+            sentimentProperty.groupId = i;
+            sentimentData.sentimentProperties.Add(sentimentProperty);
+        }
+
+        AccountFileInfo.Instance.playerData.SentimentDatas.Add(sentimentData);
+        AccountFileInfo.Instance.SavePlayerData();
+    }
+
     public void RandownDaoYou(int m)
     {
         _timerEntity?.Dispose();
@@ -119,7 +146,7 @@ public class PlayerManager : Singleton<PlayerManager>
                 levelBl = daoyouguajiResourcLevel.para2;
                 bl = (int)(guajibuff.GivingRate * levelBl * daoyouLevelupConfig.guajiGrowup * 0.01f * 0.01f);
                 return bl;
-    
+
                 break;
             case 2:
                 levelBl = daoyouguajiResourcLevel.para2;

+ 23 - 16
Assets/Scripts/GameUI/EventManager/DialogueManager.cs

@@ -48,22 +48,9 @@ public class DialogueManager : Singleton<DialogueManager>
         // EndDialogue1();
     }
 
-    private void PlayDialogue(int dialogueID)
+    private void UpdateDiaLogutLinkId(int dialogueID)
     {
         currentDialogueID = dialogueID;
-        // 找到当前对话组
-        var dialogueConfig = ConfigComponent.Instance.Get<EventLinkConfig>(dialogueID);
-      
-
-
-        // foreach (var eventConditionData in eventLinkDatas.eventConditions)
-        // {
-        //     if (!EventSystemManager.Instance.IsEvenkLinkComplete(eventConditionData))
-        //     {
-        //         TipMessagePanel.OpenTipMessagePanel(EventHelper.GetTaskMessage(eventConditionData));
-        //       
-        //     }
-        // }
 
 
         //神识探索的事件记录步骤
@@ -78,7 +65,17 @@ public class DialogueManager : Singleton<DialogueManager>
                     EventSystemManager.Instance.CurrentEventList.selectEventLinkIds.Add(currentDialogueID);
             }
         }
-        
+    }
+
+    private void PlayDialogue(int dialogueID)
+    {
+        currentDialogueID = dialogueID;
+
+        UpdateDiaLogutLinkId(dialogueID);
+        // 找到当前对话组
+        var dialogueConfig = ConfigComponent.Instance.Get<EventLinkConfig>(dialogueID);
+
+
         if (CurrentEventList != null)
         {
             var eventLinkDatas = CurrentEventList.eventLinks.FirstOrDefault(el => el.eventLinkId == dialogueID);
@@ -247,6 +244,17 @@ public class DialogueManager : Singleton<DialogueManager>
             // case 4:
             //     PlayerManager.Instance.BagController.DeductItem(dialogueConfig.ConditionPara[0], dialogueConfig.finishCount);
             //     break;
+
+            //关闭任务
+            case 5:
+                if (dialogueConfig.ResultType == 1)
+                {
+                    UpdateDiaLogutLinkId(dialogueConfig.ResultOptions[0]);
+                }
+
+                onCancel?.Invoke();
+                return;
+                break;
         }
 
         if (CurrentEventList != null)
@@ -290,7 +298,6 @@ public class DialogueManager : Singleton<DialogueManager>
                     {
                         onCancel?.Invoke();
                     }
-                    
                 }
 
                 break;

+ 5 - 2
Assets/Scripts/GameUI/GameApplction.cs

@@ -125,6 +125,8 @@ public class GameApplction : IGameStart
         //     skillInfo.index = -1;
         //     PlayerManager.Instance.GongFaControl.AddSkillInfo(skillInfo);
         // }
+
+        PlayerManager.Instance.AddSentimentData(1);
         foreach (var playerDataAllSkillData in AccountFileInfo.Instance.playerData.AllSkillDatas)
         {
             SkillInfo skillInfo = new SkillInfo(playerDataAllSkillData);
@@ -161,13 +163,14 @@ public class GameApplction : IGameStart
         CombatDrive.Instance.AddCombatController(new CombatController());
         gameStartUIPanel.ShowMassge("loadCombat");
         gameStartUIPanel.SetSlider(0.95f);
-        var eventList = EventSystemManager.Instance.AddEvent(10018);
-      
+        var eventList = EventSystemManager.Instance.AddEvent(10001);
+
         if (eventList != null)
         {
             AccountFileInfo.Instance.playerData.eventList.Add(eventList);
             AccountFileInfo.Instance.SavePlayerData();
         }
+
         EventSystemManager.Instance.UpdateZuizhongEventData();
         await CombatDrive.Instance.StartCombat(startCombatInfo);
         PlayerManager.Instance.GongFaControl.SaveUseSkill();

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

@@ -100,7 +100,7 @@ namespace Fort23.Mono
             Btn_Back.onClick.AddListener(() =>
             {
                 UIManager.Instance.HideUIUIPanel(currentOpenUIPanel);
-                // currentOpenUIPanel = null;
+                currentOpenUIPanel = null;
                 // UIManager.Instance.GetComponent<MainPanel>().Show();
                 // MainPanel.OpenPanel();
             });

+ 18 - 16
Assets/Scripts/GameUI/UI/MainHeroPnael/MainHeroPanel.cs

@@ -43,6 +43,7 @@ namespace Fort23.Mono
         public override void AddButtonEvent()
         {
             Btn_Close.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
+            Btn_Sentiment.onClick.AddListener(() => { SentimentPanel.OpenPanel(); });
         }
 
         public async void CustomInit()
@@ -59,40 +60,40 @@ namespace Fort23.Mono
             heroInfo = PlayerManager.Instance.myHero;
 
 
-            HeroAttributeWidget heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam,null, Content,isInstance:true);
+            HeroAttributeWidget heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null, Content, isInstance: true);
             heroAttributeWidget.CustomInit(new HeroAttributeData("生命", "", PlayerManager.Instance.myHero.hp.Value.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
 
-            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam,null, Content,isInstance:true);
+            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null, Content, isInstance: true);
             heroAttributeWidget.CustomInit(new HeroAttributeData("攻击", "", PlayerManager.Instance.myHero.attack.Value.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
 
-            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam,null, Content,isInstance:true);
+            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null, Content, isInstance: true);
             heroAttributeWidget.CustomInit(new HeroAttributeData("防御", "", PlayerManager.Instance.myHero.defense.Value.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
 
-            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam,null, Content,isInstance:true);
+            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null, Content, isInstance: true);
             heroAttributeWidget.CustomInit(new HeroAttributeData("攻击速度", "", PlayerManager.Instance.myHero.attSpeed.Value.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
-            
-            
-            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam,null, Content,isInstance:true);
+
+
+            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null, Content, isInstance: true);
             heroAttributeWidget.CustomInit(new HeroAttributeData("金灵根", "", PlayerManager.Instance.myHero.Metal_Injury.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
-            
-            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam,null, Content,isInstance:true);
+
+            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null, Content, isInstance: true);
             heroAttributeWidget.CustomInit(new HeroAttributeData("木灵根", "", PlayerManager.Instance.myHero.Wood_Injury.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
-            
-            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam,null, Content,isInstance:true);
+
+            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null, Content, isInstance: true);
             heroAttributeWidget.CustomInit(new HeroAttributeData("水灵根", "", PlayerManager.Instance.myHero.Water_Injury.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
-            
-            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam,null, Content,isInstance:true);
+
+            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null, Content, isInstance: true);
             heroAttributeWidget.CustomInit(new HeroAttributeData("火灵根", "", PlayerManager.Instance.myHero.Fire_Injury.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
-            
-            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam,null, Content,isInstance:true);
+
+            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null, Content, isInstance: true);
             heroAttributeWidget.CustomInit(new HeroAttributeData("土灵根", "", PlayerManager.Instance.myHero.Earth_Injury.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
         }
@@ -130,11 +131,12 @@ namespace Fort23.Mono
             }
 
             btnFaBaoWidgets.Clear();
-            
+
             foreach (var heroAttributeWidget in HeroAttributeWidgets)
             {
                 UIManager.Instance.DormancyGComponent(heroAttributeWidget);
             }
+
             HeroAttributeWidgets.Clear();
             base.Close();
         }

+ 11 - 0
Assets/Scripts/GameUI/UI/MainHeroPnael/MainHeroPanelData.cs

@@ -74,6 +74,17 @@ namespace Fort23.Mono
 	      return _HeroAttributeWidgetGam;
 	     }
 	   }
+	  private Button _Btn_Sentiment;
+	  public Button Btn_Sentiment
+	   {
+	   get{
+	      if (_Btn_Sentiment == null)
+	       {
+	         _Btn_Sentiment  = GetUIUnit<Button>("Btn_Sentiment"); 
+	       }
+	      return _Btn_Sentiment;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

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

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: B34c4H6rBnthtZ/mKEHUtb4LMMt/Eg2vS1i6CBYvyGXL2BIxqPefK/oBtvXl
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 29 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentEffectWidget.cs

@@ -0,0 +1,29 @@
+namespace Fort23.Mono
+{
+	[UIBinding(prefab = "SentimentEffectWidget"  )]
+	public partial class SentimentEffectWidget : UIComponent
+	{
+		private void Init()
+		{
+
+		}
+		public override void AddEvent()
+		{
+
+		}
+		public override void DelEvent()
+		{
+
+		}
+		public override void AddButtonEvent()
+		{
+
+		}
+
+		public void CustomInit(AccountFileInfo.SentimentProperty sentimentProperty)
+		{
+			
+		}
+
+	}
+}

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

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: Xi9OtHyuWi1fHN+Br97CO6J5Omv0SOgpYYp57evVE9O85tZxmMLlNPXumvdh
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 38 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanel.cs

@@ -0,0 +1,38 @@
+using Fort23.Core;
+
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "SentimentInfoPanel")]
+    public partial class SentimentInfoPanel : UIPanel
+    {
+        private AccountFileInfo.SentimentData sentimentData;
+
+        private void Init()
+        {
+        }
+
+        protected override void AddEvent()
+        {
+        }
+
+        protected override void DelEvent()
+        {
+        }
+
+        public override void AddButtonEvent()
+        {
+            Btn_Close.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
+        }
+
+        public override CTask<bool> AsyncInit(object[] uiData)
+        {
+            sentimentData = uiData[0] as AccountFileInfo.SentimentData;
+            return base.AsyncInit(uiData);
+        }
+
+        public async CTask OpenPanel(AccountFileInfo.SentimentData sentimentData)
+        {
+            await UIManager.Instance.LoadAndOpenPanel<SentimentInfoPanel>(null, uiData: new object[] { sentimentData });
+        }
+    }
+}

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

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: Bn1L4yn8VH1mLhjliA86BWzL+aKB0coPDayT7PLsRXqDLjI5baN+87b2Bb03
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 106 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanelData.cs

@@ -0,0 +1,106 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine.UI;
+using UnityEngine;
+using System.Collections.Generic;
+namespace Fort23.Mono
+{
+	public partial class SentimentInfoPanel 
+	{
+	  #region 自定义数据 
+	  private Button _Btn_Close;
+	  public Button Btn_Close
+	   {
+	   get{
+	      if (_Btn_Close == null)
+	       {
+	         _Btn_Close  = GetUIUnit<Button>("Btn_Close"); 
+	       }
+	      return _Btn_Close;
+	     }
+	   }
+	  private GameObject _MainSentimentEffectWidget;
+	  public GameObject MainSentimentEffectWidget
+	   {
+	   get{
+	      if (_MainSentimentEffectWidget == null)
+	       {
+	         _MainSentimentEffectWidget  = GetUIUnit<GameObject>("MainSentimentEffectWidget"); 
+	       }
+	      return _MainSentimentEffectWidget;
+	     }
+	   }
+	  private GameObject _ItemWidgetType1Gam;
+	  public GameObject ItemWidgetType1Gam
+	   {
+	   get{
+	      if (_ItemWidgetType1Gam == null)
+	       {
+	         _ItemWidgetType1Gam  = GetUIUnit<GameObject>("ItemWidgetType1Gam"); 
+	       }
+	      return _ItemWidgetType1Gam;
+	     }
+	   }
+	  private Text _Text_Name;
+	  public Text Text_Name
+	   {
+	   get{
+	      if (_Text_Name == null)
+	       {
+	         _Text_Name  = GetUIUnit<Text>("Text_Name"); 
+	       }
+	      return _Text_Name;
+	     }
+	   }
+	  private Text _Text_Desc;
+	  public Text Text_Desc
+	   {
+	   get{
+	      if (_Text_Desc == null)
+	       {
+	         _Text_Desc  = GetUIUnit<Text>("Text_Desc"); 
+	       }
+	      return _Text_Desc;
+	     }
+	   }
+	  private Text _Text_Level;
+	  public Text Text_Level
+	   {
+	   get{
+	      if (_Text_Level == null)
+	       {
+	         _Text_Level  = GetUIUnit<Text>("Text_Level"); 
+	       }
+	      return _Text_Level;
+	     }
+	   }
+	  private Button _Btn_LingWu;
+	  public Button Btn_LingWu
+	   {
+	   get{
+	      if (_Btn_LingWu == null)
+	       {
+	         _Btn_LingWu  = GetUIUnit<Button>("Btn_LingWu"); 
+	       }
+	      return _Btn_LingWu;
+	     }
+	   }
+	  private RectTransform _Content;
+	  public RectTransform Content
+	   {
+	   get{
+	      if (_Content == null)
+	       {
+	         _Content  = GetUIUnit<RectTransform>("Content"); 
+	       }
+	      return _Content;
+	     }
+	   }
+	  #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/SentimentPanel/SentimentInfoPanelData.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: DXJKtCP4ViqNbhwMxrBj1rTFsffGYaOX4jcKT74MJdIE9XE9ki5tJF0ChzGS
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 48 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentPanel.cs

@@ -0,0 +1,48 @@
+using Fort23.Core;
+
+namespace Fort23.Mono
+{
+	[UIBinding(prefab = "SentimentPanel"  )]
+	public partial class SentimentPanel : UIPanel
+	{
+		private void Init()
+		{
+
+		}
+		protected override void AddEvent()
+		{
+
+		}
+		protected override void DelEvent()
+		{
+
+		}
+		public override void AddButtonEvent()
+		{
+
+		}
+
+		public async override CTask<bool> AsyncInit(object[] uiData)
+		{
+			for (var i = 0; i < SentimentWidgetGams.Count; i++)
+			{
+				SentimentWidget sentimentWidget =  await UIManager.Instance.CreateGComponentForObject<SentimentWidget>(SentimentWidgetGams[i], null);
+				sentimentWidget.CustomInit(i+1);
+				sentimentWidget.OnClick = OnClick;
+			}
+
+			return await base.AsyncInit(uiData);
+		}
+
+		private void OnClick(ItemWidgetBasic obj)
+		{
+			SentimentWidget sentimentWidget = obj as SentimentWidget;
+		}
+
+		public async static CTask OpenPanel()
+		{
+			await UIManager.Instance.LoadAndOpenPanel<SentimentPanel>(null);
+		}
+
+	}
+}

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

@@ -0,0 +1,11 @@
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+ 40 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentPanelData.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 SentimentPanel 
+	{
+	  #region 自定义数据 
+	  private Button _Btn_Close;
+	  public Button Btn_Close
+	   {
+	   get{
+	      if (_Btn_Close == null)
+	       {
+	         _Btn_Close  = GetUIUnit<Button>("Btn_Close"); 
+	       }
+	      return _Btn_Close;
+	     }
+	   }
+	  private List<GameObject> _SentimentWidgetGams;
+	  public List<GameObject> SentimentWidgetGams
+	   {
+	   get{
+	      if (_SentimentWidgetGams == null)
+	       {
+	         _SentimentWidgetGams  = GetUIUnit<List<GameObject>>("SentimentWidgetGams"); 
+	       }
+	      return _SentimentWidgetGams;
+	     }
+	   }
+	  #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/SentimentPanel/SentimentPanelData.cs.meta

@@ -0,0 +1,11 @@
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+ 45 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentWidget.cs

@@ -0,0 +1,45 @@
+using System.Linq;
+using Core.Language;
+using Excel2Json;
+using Fort23.UTool;
+
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "SentimentWidget")]
+    public partial class SentimentWidget : ItemWidgetBasic
+    {
+        public AccountFileInfo.SentimentData sentimentData;
+
+        private void Init()
+        {
+        }
+
+        public override void AddEvent()
+        {
+        }
+
+        public override void DelEvent()
+        {
+        }
+
+        public override void AddButtonEvent()
+        {
+            base.AddButtonEvent();
+        }
+
+        public void CustomInit(int id)
+        {
+            sentimentData = AccountFileInfo.Instance.playerData.SentimentDatas.FirstOrDefault(sd => sd.id == id);
+            SentimentConfig sentimentConfig = ConfigComponent.Instance.Get<SentimentConfig>(id);
+            Text_Name.text = LanguageManager.Instance.Text(sentimentConfig.name);
+            if (sentimentData == null)
+            {
+                transform.Gray();
+            }
+            else
+            {
+                transform.RecoverColor();
+            }
+        }
+    }
+}

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

@@ -0,0 +1,11 @@
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+ 29 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentWidgetData.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 SentimentWidget 
+	{
+	  #region 自定义数据 
+	  private Text _Text_Name;
+	  public Text Text_Name
+	   {
+	   get{
+	      if (_Text_Name == null)
+	       {
+	         _Text_Name  = GetUIUnit<Text>("Text_Name"); 
+	       }
+	      return _Text_Name;
+	     }
+	   }
+	  #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/SentimentPanel/SentimentWidgetData.cs.meta

@@ -0,0 +1,11 @@
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Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


BIN
Excel2Json/Excel/HeroPowerUp.xlsx


BIN
Excel2Json/Excel/Language.xlsx


BIN
Excel2Json/Excel/MonsterPowerUp.xlsx


BIN
Excel2Json/Excel/Sentiment.xlsx


Kaikkia tiedostoja ei voida näyttää, sillä liian monta tiedostoa muuttui tässä diffissä