Browse Source

Merge branch 'master' of http://192.168.123.2:3000/fort23/XY001

李桃 5 months ago
parent
commit
184e92cbdc
73 changed files with 8861 additions and 8754 deletions
  1. 3 3
      Assembly-CSharp.csproj
  2. 1 1
      Assets/Art/ArtHero/Hero01.prefab
  3. 1 1
      Assets/Art/ArtHero/Hero02.prefab
  4. 1 1
      Assets/Art/ArtHero/Hero03.prefab
  5. 1 1
      Assets/Art/ArtHero/Hero04.prefab
  6. 106 0
      Assets/Art/HeroTimeLine/Hero03.playable
  7. 24 1
      Assets/Art/VFX/FXPrefabs/fx_hero03_zd.prefab
  8. 1 1
      Assets/Res/CombatHero/Hero01.prefab
  9. 1 1
      Assets/Res/CombatHero/Hero02.prefab
  10. 49 2
      Assets/Res/CombatHero/Hero03.prefab
  11. 1 1
      Assets/Res/CombatHero/Hero04.prefab
  12. 0 0
      Assets/Res/TimeLineAssets/Hero01_TD.txt
  13. 0 0
      Assets/Res/TimeLineAssets/Hero03_TD.txt
  14. 272 692
      Assets/Scenes/testCombat.scene
  15. 4 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs
  16. 10 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/CombatUseSkillEventData.cs
  17. 3 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/CombatUseSkillEventData.cs.meta
  18. 1 0
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatController.cs
  19. 66 1
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatHeroController.cs
  20. 17 6
      Assets/Scripts/GameLogic/Combat/CombatType/TestCombatType.cs
  21. 3 1
      Assets/Scripts/GameLogic/Combat/Hero/CombatAIBasic.cs
  22. 2 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroAnimtion.cs
  23. 9 4
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs
  24. 4 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroGameObject.cs
  25. 1 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs
  26. 5 1
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroSkillControl.cs
  27. 2 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroStateType.cs
  28. 42 0
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroFollowIdleState.cs
  29. 3 0
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroFollowIdleState.cs.meta
  30. 94 0
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroFollowMoveState.cs
  31. 3 0
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroFollowMoveState.cs.meta
  32. 0 2
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroIdleState.cs
  33. 4 4
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroMoveState.cs
  34. 7 0
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAIBeelineBulletLogic.cs
  35. 1 0
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs
  36. 0 0
      Assets/StreamingAssets/assetConfig.txt
  37. 240 240
      CodeStage.AFPSCounter.Editor.csproj
  38. 229 229
      CodeStage.AFPSCounter.Examples.csproj
  39. 229 229
      CodeStage.AFPSCounter.Runtime.csproj
  40. 240 240
      Coffee.SoftMaskForUGUI.Editor.csproj
  41. 229 229
      Coffee.SoftMaskForUGUI.csproj
  42. 240 240
      CoreEditor.csproj
  43. 229 229
      DownloadSystem.csproj
  44. 240 240
      EnhancedHierarchyEditor.csproj
  45. 230 230
      Fort23.Core.csproj
  46. 229 229
      Fort23.GameData.csproj
  47. 232 229
      Fort23.GameLogic.csproj
  48. 231 231
      Fort23.Mono.csproj
  49. 230 230
      GameTimeLine.csproj
  50. 241 241
      Kybernetik.Animancer.Editor.csproj
  51. 229 229
      Kybernetik.Animancer.FSM.csproj
  52. 230 230
      Kybernetik.Animancer.csproj
  53. 240 240
      NewAssembly.csproj
  54. 0 0
      Release/PC/1.1.1/Bundle/assetConfig.txt
  55. 240 240
      StompyRobot.SRDebugger.Editor.csproj
  56. 229 229
      StompyRobot.SRDebugger.csproj
  57. 240 240
      StompyRobot.SRF.Editor.csproj
  58. 229 229
      StompyRobot.SRF.csproj
  59. 229 229
      ThirdParty.csproj
  60. 240 240
      UniEaseCopy.csproj
  61. 229 229
      UniRx.csproj
  62. 240 240
      Unity.AI.Navigation.Editor.ConversionSystem.csproj
  63. 224 224
      Unity.AI.Navigation.Editor.Tests.csproj
  64. 240 240
      Unity.AI.Navigation.Editor.csproj
  65. 240 240
      Unity.AI.Navigation.Samples.Initialization.Editor.csproj
  66. 229 229
      Unity.AI.Navigation.Samples.csproj
  67. 213 213
      Unity.AI.Navigation.Tests.csproj
  68. 240 240
      Unity.AI.Navigation.Updater.csproj
  69. 229 229
      Unity.AI.Navigation.csproj
  70. 187 105
      UserSettings/Layouts/default-2022.dwlt
  71. 229 229
      XNode.csproj
  72. 4 0
      XY001.sln
  73. 240 240
      xNodeExamples.csproj

+ 3 - 3
Assembly-CSharp.csproj

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     </Reference>
     <Reference Include="UnityEditor">
-      <HintPath>F:\TuanJieHUB\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEditor.dll</HintPath>
+      <HintPath>D:\tuanJieEditor\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEditor.dll</HintPath>
     </Reference>
   </ItemGroup>
   <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />

+ 1 - 1
Assets/Art/ArtHero/Hero01.prefab

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Assets/Art/ArtHero/Hero02.prefab

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Assets/Art/ArtHero/Hero03.prefab

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Assets/Art/ArtHero/Hero04.prefab

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+ 106 - 0
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   m_Rotation: {x: 0, y: 0, z: 0, w: 1}
   m_ApplyOffsets: 0
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 --- !u!114 &2406230606845025980
 MonoBehaviour:
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+ 24 - 1
Assets/Art/VFX/FXPrefabs/fx_hero03_zd.prefab

@@ -4794,6 +4794,7 @@ GameObject:
   - component: {fileID: 8338271220869426142}
   - component: {fileID: 281698734530898582}
   - component: {fileID: 2750357880578430250}
+  - component: {fileID: 3691117106846173520}
   m_Layer: 0
   m_HasEditorInfo: 1
   m_Name: fx_hero03_zd
@@ -4801,7 +4802,7 @@ GameObject:
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   m_NavMeshLayer: 0
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@@ -9629,8 +9630,30 @@ MonoBehaviour:
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   m_Name: 
   m_EditorClassIdentifier: 
+  hitFxName: fx_hero03_zd_hit
   isPenetrate: 0
   speed: 10
+--- !u!135 &3691117106846173520
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+ 1 - 1
Assets/Res/CombatHero/Hero01.prefab

@@ -1451,7 +1451,7 @@ NavMeshAgent:
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+ 1 - 1
Assets/Res/CombatHero/Hero02.prefab

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   m_Enabled: 1
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+  m_Radius: 0.2
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+ 49 - 2
Assets/Res/CombatHero/Hero03.prefab

@@ -305,6 +305,52 @@ Transform:
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   m_Father: {fileID: 7927737584220669992}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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   m_Enabled: 1
   m_AgentTypeID: 0
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+  m_Radius: 0.2
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@@ -2046,7 +2093,7 @@ Transform:
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   serializedVersion: 2
   m_LocalRotation: {x: 0, y: -0, z: -0, w: 1}
-  m_LocalPosition: {x: -0, y: 0, z: 0}
+  m_LocalPosition: {x: -0.006, y: -0.357, z: -0.002}
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+ 1 - 1
Assets/Res/CombatHero/Hero04.prefab

@@ -1482,7 +1482,7 @@ NavMeshAgent:
   m_GameObject: {fileID: 5883346983997825075}
   m_Enabled: 1
   m_AgentTypeID: 0
-  m_Radius: 0.7
+  m_Radius: 0.2
   m_Speed: 8
   m_Acceleration: 30
   avoidancePriority: 50

File diff suppressed because it is too large
+ 0 - 0
Assets/Res/TimeLineAssets/Hero01_TD.txt


File diff suppressed because it is too large
+ 0 - 0
Assets/Res/TimeLineAssets/Hero03_TD.txt


File diff suppressed because it is too large
+ 272 - 692
Assets/Scenes/testCombat.scene


+ 4 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs

@@ -12,5 +12,9 @@
         /// 预警触发
         /// </summary>
         AlertTrigger,
+        /// <summary>
+        /// 使用技能
+        /// </summary>
+        UseSkill,
     }
 }

+ 10 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/CombatUseSkillEventData.cs

@@ -0,0 +1,10 @@
+using Core.Utility.Event;
+using GameLogic.Combat.Skill;
+
+namespace Common.Utility.CombatEvent
+{
+    public class CombatUseSkillEventData: EventDataBasic<CombatUseSkillEventData>
+    {
+        public SkillBasic useSkill;
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/CombatUseSkillEventData.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: d151b0bf01704a7fbe6b9c14670f6e8f
+timeCreated: 1731899531

+ 1 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/CombatController.cs

@@ -21,6 +21,7 @@ namespace GameLogic.Combat.CombatTool
         public GameTimeLineParticleFactory GameTimeLineParticleFactory;
         public bool isUpdate;
 
+     
 
         public CombatStateBasic CurrState
         {

+ 66 - 1
Assets/Scripts/GameLogic/Combat/CombatTool/CombatHeroController.cs

@@ -2,6 +2,7 @@
 using Common.Utility.CombatEvent;
 using Fort23.Core;
 using GameLogic.Combat.Hero;
+using UnityEngine;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
 namespace GameLogic.Combat.CombatTool
@@ -18,9 +19,20 @@ namespace GameLogic.Combat.CombatTool
         private BetterList<CombatHeroEntity> heroDie = new BetterList<CombatHeroEntity>();
         private BetterList<CombatHeroEntity> heroDispose = new BetterList<CombatHeroEntity>();
 
+        public Vector3[] followMovePos = new Vector3[]
+        {
+            new Vector3(0, 0, 0),
+            new Vector3(-1f, 0, -0.5f),
+            new Vector3(1f, 0, -0.5f),
+            new Vector3(0, 0, -2f),
+        };
+
+        public CombatHeroEntity followTarget;
+
         public void Init(CombatController combatController)
         {
             this.combatController = combatController;
+            CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
         }
 
         public void RemoveDieHero(CombatHeroEntity combatHeroEntity)
@@ -74,6 +86,52 @@ namespace GameLogic.Combat.CombatTool
             }
         }
 
+        public void FindNumberMinHero()
+        {
+            int min = 9999;
+            followTarget = null;
+            for (int i = 0; i < myHero.Count; i++)
+            {
+                CombatHeroEntity c = myHero[i];
+                if (c.number < min)
+                {
+                    min = c.number;
+                    followTarget = c;
+                }
+            }
+        }
+
+        public void SetFollowTarget()
+        {
+            FindNumberMinHero();
+            for (int i = 0; i < myHero.Count; i++)
+            {
+                CombatHeroEntity c = myHero[i];
+                if (c != followTarget)
+                {
+                    c.isFollowState = true;
+                    c.CombatAIBasic.ChangeState(CombatHeroStateType.followIdle);
+                }
+            }
+        }
+
+        private void CombatUseSkillEventData(IEventData iEventData)
+        {
+            CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
+            if (combatUseSkillEventData.useSkill.SelfSkillConfig.SkillType == 1)
+            {
+                for (int i = 0; i < myHero.Count; i++)
+                {
+                    CombatHeroEntity c = myHero[i];
+                    if (c.isFollowState)
+                    {
+                        c.isFollowState = false;
+                        c.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
+                    }
+                }
+            }
+        }
+
         public void RemoveHero(CombatHeroEntity hero)
         {
             if (hero.IsEnemy)
@@ -114,7 +172,14 @@ namespace GameLogic.Combat.CombatTool
         {
             myHero.Dispose();
             enemyHero.Dispose();
-           
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
+        }
+
+        public Vector3 GetFollowPos(CombatHeroEntity combatHeroEntity)
+        {
+            int index = combatHeroEntity.number - followTarget.number;
+         return   followTarget.combatHeroGameObject.transform.TransformPoint((followMovePos[index]));
+            // return followMovePos[index] + .dotPos;
         }
 
         public CombatHeroEntity[] GetHero(bool isEnemy)

+ 17 - 6
Assets/Scripts/GameLogic/Combat/CombatType/TestCombatType.cs

@@ -12,27 +12,38 @@ namespace GameLogic.Combat.CombatType
         private TestCombatHeroConfig testCombatHeroConfig;
         private int currEnemyIndex;
 
+      
+
         protected override void ProHeroDie(CombatHeroEntity combatHeroEntity)
         {
             CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();
-            combatItemShowEventData.showItem = new List<string>() { "item"};
+            combatItemShowEventData.showItem = new List<string>() { "item" };
             combatItemShowEventData.startPos_WorldPos = combatHeroEntity.combatHeroGameObject.hpTransform.position;
-            EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow,combatItemShowEventData);
-            CombatHeroEntity[] allHero=  combatController.CombatHeroController.GetHero(true);
+            EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
+            CombatHeroEntity[] allHero = combatController.CombatHeroController.GetHero(true);
             if (allHero == null || allHero.Length <= 0)
             {
-                FindNextConfig();
-                CreateEnemy(new CTaskAwaitBuffer());
+                InitNewMonsterConfig();
             }
         }
 
+        private void InitNewMonsterConfig()
+        {
+            CombatController.currActiveCombat.CombatHeroController.SetFollowTarget();
+            FindNextConfig();
+            CreateEnemy(new CTaskAwaitBuffer());
+        }
+
         protected override async CTask ProStartGame()
         {
+          
             CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
             TestCombat(cTaskAwaitBuffer);
             CreateEnemy(cTaskAwaitBuffer);
             await cTaskAwaitBuffer.WaitAll();
+            CombatController.currActiveCombat.CombatHeroController.SetFollowTarget();
         }
+     
 
         private void CreateEnemy(CTaskAwaitBuffer cTaskAwaitBuffer)
         {
@@ -66,6 +77,7 @@ namespace GameLogic.Combat.CombatType
                     TestCombatHeroConfig.TestHeroInfoConfig testHeroInfoConfig = testCombatHeroConfig.myHeroInfo[i];
                     CombatHeroEntity heroEntity = new CombatHeroEntity();
                     heroEntity.IsEnemy = false;
+                    heroEntity.number = i;
                     CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
                     testHeroInfoConfig.CopyToCombatHeroInfo((combatHeroInfo));
                     cTaskAwaitBuffer.AddTask(heroEntity.Init(new CombatAIBasic(), combatHeroInfo,
@@ -74,7 +86,6 @@ namespace GameLogic.Combat.CombatType
                             combatController.CombatHeroController.AddHero(entity);
                             heroEntity.combatHeroGameObject.SetPosition(_combatScenesConfig.heroPoint[index].position);
                         }));
-                
                 }
             }
         }

+ 3 - 1
Assets/Scripts/GameLogic/Combat/Hero/CombatAIBasic.cs

@@ -79,6 +79,8 @@ public class CombatAIBasic : IDisposable
         stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
         stateControl.AddState(CombatHeroStateType.dile, new CombatHeroDieState(_combatHeroEntity));
         stateControl.AddState(CombatHeroStateType.rolling, new CombatHeroRollingState(_combatHeroEntity));
+        stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
+        stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
     }
 
     public void ChangeState(string name)
@@ -103,7 +105,7 @@ public class CombatAIBasic : IDisposable
         stateControl.Update(t);
         if (currFocusTarget != null)
         {
-            if (!stateControl.CurrStateName.Equals(CombatHeroStateType.move))
+            if (!stateControl.CurrStateName.Equals(CombatHeroStateType.move)&&!stateControl.CurrStateName.Equals(CombatHeroStateType.followMove))
             {
                 Vector3 nextPos = currFocusTarget.dotPos;
                 Vector3 p = nextPos - _combatHeroEntity.dotPos;

+ 2 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroAnimtion.cs

@@ -71,7 +71,9 @@ namespace GameLogic.Combat.Hero
 
             // clipTransition.Speed = speed;
             // clipTransition. = isLoop;
+           
             AnimancerState animancerState = AnimancerComponent.Play(clipTransition);
+            // AnimancerComponent.Animator.speed = speed;
             animancerState.Speed = speed;
             return animancerState;
         }

+ 9 - 4
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs

@@ -15,6 +15,7 @@ public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAni
 {
     public bool IsEnemy;
     public bool isDie;
+    public int number;
     public CombatAIBasic CombatAIBasic;
     public CombatHeroGameObject combatHeroGameObject;
     public CombatHeroInfo CurrCombatHeroInfo;
@@ -23,6 +24,7 @@ public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAni
     public CombatHeroAnimtion combatHeroAnimtion;
     public CombatHeroSkillControl CombatHeroSkillControl;
 
+    public bool isFollowState;
     public Vector3 dotPos
     {
         get { return combatHeroGameObject.position; }
@@ -33,9 +35,9 @@ public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAni
     public async CTask<CombatHeroEntity> Init(CombatAIBasic combatAIBasic, CombatHeroInfo combatHeroInfo,
         System.Action<CombatHeroEntity> callBack = null)
     {
-        
         //后面记到检查战斗里面不要出现异步加载,也不要出现同步IO加载
 
+       
         GameObjectPool poolInterface =
             await GObjectPool.Instance.FetchAsync<GameObjectPool>(combatHeroInfo.modelName + ".prefab", null);
 #if !COMBAT_SERVER
@@ -43,6 +45,7 @@ public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAni
         {
             return null;
         }
+
         poolInterface.own.SetActive(false);
         AssetHandle assetHandle =
             await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(combatHeroInfo.modelName + "_TD.txt");
@@ -80,7 +83,7 @@ public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAni
 
         AnimancerComponent animancerComponent = poolInterface.own.GetComponent<AnimancerComponent>();
         combatHeroAnimtion = new CombatHeroAnimtion();
-        combatHeroAnimtion.Init(animancerComponent,this);
+        combatHeroAnimtion.Init(animancerComponent, this);
         CombatAIBasic.ChangeState(CombatHeroStateType.idle);
         CreateHeroHpEventData createHeroHpEventData = CreateHeroHpEventData.Create();
         createHeroHpEventData.combatHeroEntity = this;
@@ -91,6 +94,8 @@ public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAni
         return this;
     }
 
+
+
     public void Update(float t)
     {
         CombatAIBasic.Update(t);
@@ -144,10 +149,10 @@ public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAni
     public void HeroHurt(HarmReturnInfo harmReturnInfo)
     {
         CurrCombatHeroInfo.hp -= harmReturnInfo.att;
-        HarmUpdateEventData harmUpdateEventData= HarmUpdateEventData.Create();
+        HarmUpdateEventData harmUpdateEventData = HarmUpdateEventData.Create();
         harmUpdateEventData.HarmReturnInfo = harmReturnInfo;
         CombatEventManager.Instance.Dispatch(CombatEventType.HarmUpdate, harmUpdateEventData);
-        
+
         HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
         heroHpUpdateEventData.combatHeroEntity = this;
         CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);

+ 4 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroGameObject.cs

@@ -13,6 +13,10 @@ using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 public class CombatHeroGameObject: IDisposable
 {
     public GameObjectPool GameObjectPool;
+    public Transform transform
+    {
+        get { return GameObjectPool.own.transform; }
+    }
 
     public Vector3 position
     {

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs

@@ -7,6 +7,7 @@ using UnityEngine.Serialization;
 [System.Serializable]
 public class CombatHeroInfo
 {
+    
     public EncryptionLong hp=new EncryptionLong();
     public EncryptionLong defense=new EncryptionLong();
     public EncryptionLong attack=new EncryptionLong();

+ 5 - 1
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroSkillControl.cs

@@ -1,4 +1,5 @@
 using System;
+using Common.Utility.CombatEvent;
 using Excel2Json;
 using Fort23.UTool;
 using GameLogic.Combat.CombatTool;
@@ -76,6 +77,9 @@ namespace GameLogic.Combat.Hero
 
         public void UseSkill(SkillBasic skill)
         {
+            CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
+            combatUseSkillEventData.useSkill = skill;
+            CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
             currUseSkill = skill;
             skill.UseSkill();
             if (skill.SelfSkillConfig.SkillType == 1)
@@ -140,7 +144,7 @@ namespace GameLogic.Combat.Hero
             }
 
             NormalAttSpeedScale = attSpeed;
-            Debug.Log(NormalAttSpeedScale);
+            // Debug.Log(NormalAttSpeedScale);
             NormalAttCd = cd;
         }
 

+ 2 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroStateType.cs

@@ -7,5 +7,7 @@ namespace GameLogic.Combat.Hero
         public static readonly string move = "move";
         public static readonly string dile = "dile";
         public static readonly string rolling = "rolling";
+        public static readonly string followMove = "followMove";
+        public static readonly string followIdle= "followIdle";
     }
 }

+ 42 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroFollowIdleState.cs

@@ -0,0 +1,42 @@
+using GameLogic.Combat.CombatTool;
+using UnityEngine;
+
+namespace GameLogic.Combat.Hero.State
+{
+    public class CombatHeroFollowIdleState : CombatHeroStateBasic
+    {
+        public CombatHeroFollowIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
+        {
+        }
+
+        protected override void ProEnter()
+        {
+            combatHeroEntity.combatHeroAnimtion.Play("idle");
+        }
+
+        protected override void ProUpdate(float t)
+        {
+            Vector3 targetPos = CombatController.currActiveCombat.CombatHeroController.GetFollowPos(combatHeroEntity);
+            Vector3 myPos = combatHeroEntity.dotPos;
+            if (Vector3.SqrMagnitude(targetPos - myPos) > 0.5f)
+            {
+                combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.followMove);
+            }
+            // else
+            // {
+            //     GameObject[] b = combatHeroEntity.CombatAIBasic.AreaList;
+            //     if (b != null && b.Length > 0)
+            //     {
+            //         combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling);
+            //     }
+            //     else
+            //     {
+            //         if (combatHeroEntity.CombatHeroSkillControl.CanReleaseSkill() != null)
+            //         {
+            //             combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);
+            //         }
+            //     }
+            // }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroFollowIdleState.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 525954718c0943afa95ced9e82032676
+timeCreated: 1731898126

+ 94 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroFollowMoveState.cs

@@ -0,0 +1,94 @@
+using Animancer;
+using GameLogic.Combat.CombatTool;
+using UnityEngine;
+using UnityEngine.AI;
+
+namespace GameLogic.Combat.Hero.State
+{
+    public class CombatHeroFollowMoveState : CombatHeroStateBasic
+    {
+        protected Vector3 lasetTaregtPoint;
+
+        protected Vector3 lastMovePoint;
+        protected AnimancerState _transitionAsset;
+
+        public float defMoveSpeed;
+        public CombatHeroFollowMoveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
+        {
+        }
+
+        protected override void ProEnter()
+        {
+            lasetTaregtPoint = new Vector3(999999, 99999, 99999);
+            _transitionAsset = combatHeroEntity.combatHeroAnimtion.Play("run");
+            combatHeroEntity.CombatAIBasic.NavMeshAgent.updateRotation = false;
+            combatHeroEntity.CombatAIBasic.NavMeshAgent.isStopped = true;
+            combatHeroEntity.CombatAIBasic.NavMeshAgent.obstacleAvoidanceType =
+                ObstacleAvoidanceType.HighQualityObstacleAvoidance;
+            combatHeroEntity.CombatAIBasic.NavMeshAgent.avoidancePriority = 20;
+            defMoveSpeed = combatHeroEntity.CombatAIBasic.NavMeshAgent.speed;
+        }
+
+        protected override void ProExit()
+        {
+            combatHeroEntity.CombatAIBasic.NavMeshAgent.speed = defMoveSpeed;
+            combatHeroEntity.CombatAIBasic.NavMeshAgent.isStopped = true;
+            combatHeroEntity.CombatAIBasic.NavMeshAgent.velocity = Vector3.zero;
+            combatHeroEntity.CombatAIBasic.NavMeshAgent.avoidancePriority = 50;
+            // combatHeroEntity.CombatAIBasic.NavMeshAgent.acceleration = 0;
+        }
+
+        protected void SetNewPath(Vector3 taregtPos)
+        {
+            lastMovePoint = combatHeroEntity.dotPos;
+            lasetTaregtPoint = taregtPos;
+            combatHeroEntity.CombatAIBasic.NavMeshAgent.isStopped = false;
+            // combatHeroEntity.CombatAIBasic.NavMeshAgent.acceleration = 8;
+            combatHeroEntity.CombatAIBasic.NavMeshAgent.SetDestination(taregtPos);
+        }
+
+        protected override void ProUpdate(float t)
+        {
+            // if (combatHeroEntity.CombatAIBasic.currFocusTarget == null)
+            // {
+            //     combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
+            //     return;
+            // }
+
+            Vector3 targetPos = CombatController.currActiveCombat.CombatHeroController.GetFollowPos(combatHeroEntity);
+            Vector3 myPos = combatHeroEntity.dotPos;
+            float bl = Vector3.SqrMagnitude(lasetTaregtPoint - targetPos) / 1f;
+            combatHeroEntity.CombatAIBasic.NavMeshAgent.speed = bl * 2.5f + defMoveSpeed;
+            if (Vector3.SqrMagnitude(lasetTaregtPoint - targetPos) > 1)
+            {
+                SetNewPath(targetPos);
+            }
+            // else
+            // {
+            //     combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.followIdle);
+            //     return;
+            // }
+
+            if (_transitionAsset != null)
+            {
+                float v = combatHeroEntity.CombatAIBasic.NavMeshAgent.velocity.sqrMagnitude;
+                float v2 = v / 36;
+
+                _transitionAsset.Speed   = Mathf.Clamp(v2, 0.2f, 1.5f);
+            }
+
+
+            if (!combatHeroEntity.CombatAIBasic.NavMeshAgent.isStopped)
+            {
+                Vector3 nextPos = myPos;
+                Vector3 p = nextPos - lastMovePoint;
+                lastMovePoint = myPos;
+                if (p.sqrMagnitude > 0.00001)
+                {
+                    combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
+                        combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
+                }
+            }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroFollowMoveState.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 328875811a4144dca691727d236eeca4
+timeCreated: 1731897971

+ 0 - 2
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroIdleState.cs

@@ -21,8 +21,6 @@ namespace GameLogic.Combat.Hero.State
             {
                 return;
             }
-
-            
             Vector3 targetPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;
             Vector3 myPos = combatHeroEntity.dotPos;
             if (Vector3.SqrMagnitude(targetPos - myPos) > combatHeroEntity.CurrCombatHeroInfo.maxDisTo)

+ 4 - 4
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroMoveState.cs

@@ -13,6 +13,7 @@ namespace GameLogic.Combat.Hero.State
 
         public CombatHeroMoveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
         {
+            
         }
 
         protected override void ProEnter()
@@ -23,8 +24,7 @@ namespace GameLogic.Combat.Hero.State
             combatHeroEntity.CombatAIBasic.NavMeshAgent.isStopped = true;
             combatHeroEntity.CombatAIBasic.NavMeshAgent.obstacleAvoidanceType =
                 ObstacleAvoidanceType.HighQualityObstacleAvoidance;
-            combatHeroEntity.CombatAIBasic.NavMeshAgent.avoidancePriority = 20;
-            // SetNewPath();
+            combatHeroEntity.CombatAIBasic.NavMeshAgent.avoidancePriority = 40;
         }
 
         protected override void ProExit()
@@ -71,9 +71,9 @@ namespace GameLogic.Combat.Hero.State
             if (_transitionAsset != null)
             {
                 float v = combatHeroEntity.CombatAIBasic.NavMeshAgent.velocity.sqrMagnitude;
-                float v2 = v / 15;
+                float v2 = v / 36;
 
-                _transitionAsset.Speed = Mathf.Clamp(v2, 0.2f, 1.5f);
+                _transitionAsset.Speed  = Mathf.Clamp(v2, 0.2f, 1.5f);
             }
 
 

+ 7 - 0
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAIBeelineBulletLogic.cs

@@ -1,5 +1,6 @@
 using System;
 using Core.Triiger;
+using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Hero;
 using UnityEngine;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
@@ -42,6 +43,12 @@ namespace Common.Combat.FxAILogic
             {
                 timeLineTriggerEvent.TimeLineTrigger(TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
                     target.GetMainHotPoin<ILifetCycleHitPoint>(), this, triggerData);
+                if (!string.IsNullOrEmpty(hitFxName))
+                {
+                    CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle(hitFxName,
+                        collision.ClosestPoint(gameObject.transform.position), null, false, null, null);
+                }
+
                 Dispose();
             }
         }

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

@@ -19,6 +19,7 @@ namespace Common.Combat.FxAILogic
         private TimeLineEventParticleLogicBasic _timeLineEventParticleLogicBasic;
         private ILifetCycleHitPoint _attTarget;
 
+       [Header("碰撞时的特效")] public string hitFxName;
         public ILifetCycleHitPoint AttTarget
         {
             get { return _attTarget; }

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


+ 240 - 240
CodeStage.AFPSCounter.Editor.csproj

@@ -41,8 +41,8 @@
     <ImplicitlyExpandDesignTimeFacades>false</ImplicitlyExpandDesignTimeFacades>
   </PropertyGroup>
   <ItemGroup>
-    <Analyzer Include="F:\TuanJieHUB\2022.3.38t2\Editor\Data\Tools\Unity.SourceGenerators\Unity.SourceGenerators.dll" />
-    <Analyzer Include="F:\TuanJieHUB\2022.3.38t2\Editor\Data\Tools\Unity.SourceGenerators\Unity.Properties.SourceGenerator.dll" />
+    <Analyzer Include="D:\tuanJieEditor\2022.3.38t2\Editor\Data\Tools\Unity.SourceGenerators\Unity.SourceGenerators.dll" />
+    <Analyzer Include="D:\tuanJieEditor\2022.3.38t2\Editor\Data\Tools\Unity.SourceGenerators\Unity.Properties.SourceGenerator.dll" />
   </ItemGroup>
   <ItemGroup>
     <Compile Include="Assets\Scripts\ThirdParty\AdvancedFPSCounter\Editor\Scripts\EditorUIUtils.cs" />
@@ -50,718 +50,718 @@
     <Compile Include="Assets\Scripts\ThirdParty\AdvancedFPSCounter\Editor\Scripts\AFPSRenderRecorderEditor.cs" />
     <None Include="Assets\Scripts\ThirdParty\AdvancedFPSCounter\Editor\CodeStage.AFPSCounter.Editor.asmdef" />
     <Reference Include="UnityEngine">
-      <HintPath>F:\TuanJieHUB\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.dll</HintPath>
+      <HintPath>D:\tuanJieEditor\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.dll</HintPath>
     </Reference>
     <Reference Include="UnityEngine.AIModule">
-      <HintPath>F:\TuanJieHUB\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.AIModule.dll</HintPath>
+      <HintPath>D:\tuanJieEditor\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.AIModule.dll</HintPath>
     </Reference>
     <Reference Include="UnityEngine.ARModule">
-      <HintPath>F:\TuanJieHUB\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.ARModule.dll</HintPath>
+      <HintPath>D:\tuanJieEditor\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.ARModule.dll</HintPath>
     </Reference>
     <Reference Include="UnityEngine.AccessibilityModule">
-      <HintPath>F:\TuanJieHUB\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.AccessibilityModule.dll</HintPath>
+      <HintPath>D:\tuanJieEditor\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.AccessibilityModule.dll</HintPath>
     </Reference>
     <Reference Include="UnityEngine.AndroidJNIModule">
-      <HintPath>F:\TuanJieHUB\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.AndroidJNIModule.dll</HintPath>
+      <HintPath>D:\tuanJieEditor\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.AndroidJNIModule.dll</HintPath>
     </Reference>
     <Reference Include="UnityEngine.AnimationModule">
-      <HintPath>F:\TuanJieHUB\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.AnimationModule.dll</HintPath>
+      <HintPath>D:\tuanJieEditor\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.AnimationModule.dll</HintPath>
     </Reference>
     <Reference Include="UnityEngine.AssetBundleModule">
-      <HintPath>F:\TuanJieHUB\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.AssetBundleModule.dll</HintPath>
+      <HintPath>D:\tuanJieEditor\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.AssetBundleModule.dll</HintPath>
     </Reference>
     <Reference Include="UnityEngine.AudioModule">
-      <HintPath>F:\TuanJieHUB\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.AudioModule.dll</HintPath>
+      <HintPath>D:\tuanJieEditor\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.AudioModule.dll</HintPath>
     </Reference>
     <Reference Include="UnityEngine.AutoStreamingModule">
-      <HintPath>F:\TuanJieHUB\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.AutoStreamingModule.dll</HintPath>
+      <HintPath>D:\tuanJieEditor\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.AutoStreamingModule.dll</HintPath>
     </Reference>
     <Reference Include="UnityEngine.ClothModule">
-      <HintPath>F:\TuanJieHUB\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.ClothModule.dll</HintPath>
+      <HintPath>D:\tuanJieEditor\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.ClothModule.dll</HintPath>
     </Reference>
     <Reference Include="UnityEngine.ClusterInputModule">
-      <HintPath>F:\TuanJieHUB\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.ClusterInputModule.dll</HintPath>
+      <HintPath>D:\tuanJieEditor\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.ClusterInputModule.dll</HintPath>
     </Reference>
     <Reference Include="UnityEngine.ClusterRendererModule">
-      <HintPath>F:\TuanJieHUB\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.ClusterRendererModule.dll</HintPath>
+      <HintPath>D:\tuanJieEditor\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.ClusterRendererModule.dll</HintPath>
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+ 229 - 229
CodeStage.AFPSCounter.Runtime.csproj

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Coffee.SoftMaskForUGUI.Editor.csproj

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+ 229 - 229
Coffee.SoftMaskForUGUI.csproj

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+ 240 - 240
CoreEditor.csproj

@@ -41,8 +41,8 @@
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-    <Analyzer Include="F:\TuanJieHUB\2022.3.38t2\Editor\Data\Tools\Unity.SourceGenerators\Unity.Properties.SourceGenerator.dll" />
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DownloadSystem.csproj

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+ 240 - 240
EnhancedHierarchyEditor.csproj

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Fort23.Core.csproj

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Fort23.GameData.csproj

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+ 232 - 229
Fort23.GameLogic.csproj

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     <Compile Include="Assets\Scripts\GameLogic\Combat\CombatTool\HarmReturnInfo.cs" />
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     <Compile Include="Assets\Scripts\GameLogic\Combat\Hero\CombatAIBasic.cs" />
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     <Compile Include="Assets\Scripts\GameLogic\Combat\CombatType\CombatTypeBasic.cs" />
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Fort23.Mono.csproj

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GameTimeLine.csproj

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+ 241 - 241
Kybernetik.Animancer.Editor.csproj

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+ 229 - 229
Kybernetik.Animancer.FSM.csproj

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+ 230 - 230
Kybernetik.Animancer.csproj

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+ 240 - 240
NewAssembly.csproj

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StompyRobot.SRDebugger.Editor.csproj

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+ 229 - 229
StompyRobot.SRDebugger.csproj

@@ -41,8 +41,8 @@
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+ 240 - 240
StompyRobot.SRF.Editor.csproj

@@ -41,8 +41,8 @@
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StompyRobot.SRF.csproj

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+ 240 - 240
UniEaseCopy.csproj

@@ -41,8 +41,8 @@
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@@ -68,718 +68,718 @@
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+ 240 - 240
Unity.AI.Navigation.Editor.ConversionSystem.csproj

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Unity.AI.Navigation.Editor.Tests.csproj

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Unity.AI.Navigation.Editor.csproj

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Unity.AI.Navigation.Samples.csproj

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+ 213 - 213
Unity.AI.Navigation.Tests.csproj

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Unity.AI.Navigation.Updater.csproj

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Unity.AI.Navigation.csproj

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+ 187 - 105
UserSettings/Layouts/default-2022.dwlt

@@ -19,7 +19,7 @@ MonoBehaviour:
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     height: 1349
   m_ShowMode: 4
-  m_Title: Hierarchy
+  m_Title: Console
   m_RootView: {fileID: 10}
   m_MinSize: {x: 875, y: 300}
   m_MaxSize: {x: 10000, y: 10000}
@@ -40,14 +40,14 @@ MonoBehaviour:
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     x: 0
-    y: 430
-    width: 578
-    height: 600
-  m_MinSize: {x: 102, y: 121}
-  m_MaxSize: {x: 4002, y: 4021}
-  m_ActualView: {fileID: 16}
+    y: 580
+    width: 743
+    height: 211
+  m_MinSize: {x: 100, y: 100}
+  m_MaxSize: {x: 4000, y: 4000}
+  m_ActualView: {fileID: 17}
   m_Panes:
-  - {fileID: 16}
+  - {fileID: 17}
   m_Selected: 0
   m_LastSelected: 0
 --- !u!114 &3
@@ -67,14 +67,14 @@ MonoBehaviour:
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   m_Position:
     serializedVersion: 2
-    x: 1056
+    x: 979
     y: 0
-    width: 578
-    height: 1030
+    width: 743
+    height: 791
   m_MinSize: {x: 100, y: 100}
   m_MaxSize: {x: 8096, y: 16192}
   vertical: 1
-  controlID: 2450
+  controlID: 95
   draggingID: 0
 --- !u!114 &4
 MonoBehaviour:
@@ -91,15 +91,15 @@ MonoBehaviour:
   m_Children: []
   m_Position:
     serializedVersion: 2
-    x: 484
+    x: 510
     y: 0
-    width: 572
-    height: 1030
+    width: 469
+    height: 791
   m_MinSize: {x: 202, y: 221}
   m_MaxSize: {x: 4002, y: 4021}
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+ 229 - 229
XNode.csproj

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+    <Analyzer Include="D:\tuanJieEditor\2022.3.38t2\Editor\Data\Tools\Unity.SourceGenerators\Unity.SourceGenerators.dll" />
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+      <HintPath>D:\tuanJieEditor\2022.3.38t2\Editor\Data\NetStandard\compat\2.1.0\shims\netfx\System.Xml.Linq.dll</HintPath>
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     </Reference>
     <Reference Include="UnityEditor.UI">
-      <HintPath>D:\UnityProject\XY001\xy001\XY001\Library\ScriptAssemblies\UnityEditor.UI.dll</HintPath>
+      <HintPath>D:\unityProject\XY001\Library\ScriptAssemblies\UnityEditor.UI.dll</HintPath>
     </Reference>
     <Reference Include="UnityEngine.UI">
-      <HintPath>D:\UnityProject\XY001\xy001\XY001\Library\ScriptAssemblies\UnityEngine.UI.dll</HintPath>
+      <HintPath>D:\unityProject\XY001\Library\ScriptAssemblies\UnityEngine.UI.dll</HintPath>
     </Reference>
   </ItemGroup>
   <ItemGroup>

+ 4 - 0
XY001.sln

@@ -21,6 +21,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GameTimeLine", "GameTimeLin
 EndProject
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Kybernetik.Animancer.Editor", "Kybernetik.Animancer.Editor.csproj", "{7ff57b24-3cdc-f1f3-965d-b7f88f25eba7}"
 EndProject
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Kybernetik.Animancer.Samples", "Kybernetik.Animancer.Samples.csproj", "{c22ad7dd-eb12-3c4c-f6ed-05134acf4a9a}"
+EndProject
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EnhancedHierarchyEditor", "EnhancedHierarchyEditor.csproj", "{82e3b869-9260-65b9-ff66-1cff0654fc3d}"
 EndProject
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Unity.AI.Navigation.Editor", "Unity.AI.Navigation.Editor.csproj", "{52511e11-1e89-469b-1914-4eb8f363019f}"
@@ -96,6 +98,8 @@ Global
 		{5f5b9cfa-a408-6622-a470-75aea4790283}.Debug|Any CPU.Build.0 = Debug|Any CPU
 		{7ff57b24-3cdc-f1f3-965d-b7f88f25eba7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
 		{7ff57b24-3cdc-f1f3-965d-b7f88f25eba7}.Debug|Any CPU.Build.0 = Debug|Any CPU
+		{c22ad7dd-eb12-3c4c-f6ed-05134acf4a9a}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+		{c22ad7dd-eb12-3c4c-f6ed-05134acf4a9a}.Debug|Any CPU.Build.0 = Debug|Any CPU
 		{82e3b869-9260-65b9-ff66-1cff0654fc3d}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
 		{82e3b869-9260-65b9-ff66-1cff0654fc3d}.Debug|Any CPU.Build.0 = Debug|Any CPU
 		{52511e11-1e89-469b-1914-4eb8f363019f}.Debug|Any CPU.ActiveCfg = Debug|Any CPU

+ 240 - 240
xNodeExamples.csproj

@@ -41,8 +41,8 @@
     <ImplicitlyExpandDesignTimeFacades>false</ImplicitlyExpandDesignTimeFacades>
   </PropertyGroup>
   <ItemGroup>
-    <Analyzer Include="F:\TuanJieHUB\2022.3.38t2\Editor\Data\Tools\Unity.SourceGenerators\Unity.SourceGenerators.dll" />
-    <Analyzer Include="F:\TuanJieHUB\2022.3.38t2\Editor\Data\Tools\Unity.SourceGenerators\Unity.Properties.SourceGenerator.dll" />
+    <Analyzer Include="D:\tuanJieEditor\2022.3.38t2\Editor\Data\Tools\Unity.SourceGenerators\Unity.SourceGenerators.dll" />
+    <Analyzer Include="D:\tuanJieEditor\2022.3.38t2\Editor\Data\Tools\Unity.SourceGenerators\Unity.Properties.SourceGenerator.dll" />
   </ItemGroup>
   <ItemGroup>
     <Compile Include="Assets\Scripts\ThirdParty\NodeBasic\xNode-examples\Examples\RuntimeMathGraph\Scripts\RuntimeNodes\UGUIDisplayValue.cs" />
@@ -77,718 +77,718 @@
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     <None Include="Assets\Scripts\ThirdParty\NodeBasic\xNode-examples\xNodeExamples.asmdef" />
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-      <HintPath>F:\TuanJieHUB\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.dll</HintPath>
+      <HintPath>D:\tuanJieEditor\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.dll</HintPath>
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+      <HintPath>D:\tuanJieEditor\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.AIModule.dll</HintPath>
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+      <HintPath>D:\tuanJieEditor\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.ARModule.dll</HintPath>
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     <Reference Include="UnityEngine.AccessibilityModule">
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+      <HintPath>D:\tuanJieEditor\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.AndroidJNIModule.dll</HintPath>
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