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DESKTOP-BGJIU14\ck 5 天之前
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1a0f8cc8af

+ 18 - 0
Assets/Scripts/GameLogic/Combat/CombatState/CombatFinishState.cs

@@ -7,5 +7,23 @@ namespace GameLogic.Combat.CombatState
         public CombatFinishState(CombatController combatController) : base(combatController)
         public CombatFinishState(CombatController combatController) : base(combatController)
         {
         {
         }
         }
+
+        protected override void ProEnter()
+        {
+            CombatHeroEntity[] heros= CombatController.CombatHeroController.GetHero(false,out int c);
+            for (int i = 0; i <c; i++)
+            {
+                CombatHeroEntity h = heros[i];
+                h.combatHeroTimeLineControl.ClearUpdateLogic();
+               
+            }
+            heros= CombatController.CombatHeroController.GetHero(true,out  c);
+            for (int i = 0; i < c; i++)
+            {
+                CombatHeroEntity h = heros[i];
+                h.combatHeroTimeLineControl.ClearUpdateLogic();
+            }
+            CombatController.MagicWeaponCombatSence.CloseSecene();
+        }
     }
     }
 }
 }

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

@@ -317,6 +317,7 @@ public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGet
         combatHeroGameObject.HeroDie();
         combatHeroGameObject.HeroDie();
         CombatAIBasic.ChangeState(CombatHeroStateType.dile);
         CombatAIBasic.ChangeState(CombatHeroStateType.dile);
         CombatEventManager.Instance.Dispatch(CombatEventType.HeroDieFinish, heroDieEventData);
         CombatEventManager.Instance.Dispatch(CombatEventType.HeroDieFinish, heroDieEventData);
+ 
     }
     }
 
 
     /// <summary>
     /// <summary>

+ 7 - 2
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroSkillControl.cs

@@ -213,14 +213,17 @@ namespace GameLogic.Combat.Hero
         }
         }
 
 
 
 
-        public virtual void Dispose()
+        public override void Dispose()
         {
         {
+            SkillTurntable.Dispose();
+            base.Dispose();
             _combatHeroEntity = null;
             _combatHeroEntity = null;
 
 
             currUseSkill = null;
             currUseSkill = null;
+            SkillTurntable = null;
         }
         }
 
 
-        public virtual void ProDormancyObj()
+        public override void ProDormancyObj()
         {
         {
             for (int i = 0; i < allSkill.size; i++)
             for (int i = 0; i < allSkill.size; i++)
             {
             {
@@ -231,5 +234,7 @@ namespace GameLogic.Combat.Hero
             allSkill.Clear();
             allSkill.Clear();
             SkillCommands.Clear();
             SkillCommands.Clear();
         }
         }
+
+        
     }
     }
 }
 }

+ 7 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroSkillControlBasic.cs

@@ -108,6 +108,13 @@ namespace GameLogic.Combat.Hero
 
 
         public virtual void Dispose()
         public virtual void Dispose()
         {
         {
+            for (int i = 0; i < allSkill.size; i++)
+            {
+                SkillBasic skillBasic = allSkill[i];
+                CObjectPool.Instance.Recycle(skillBasic);
+            }
+
+            allSkill.Clear();
             _combatHeroEntity = null;
             _combatHeroEntity = null;
         }
         }
 
 

+ 9 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroTimeLineControl.cs

@@ -151,5 +151,14 @@ namespace GameLogic.Combat.Hero
             _currRunEventLogicGroupList.Clear();
             _currRunEventLogicGroupList.Clear();
             _addTimeLienDatas.Clear();
             _addTimeLienDatas.Clear();
         }
         }
+        public void ClearUpdateLogic()
+        {
+            for (int i = 0; i < _currRunEventLogicGroupList.Count; i++)
+            {
+                _currRunEventLogicGroupList[i].CloseLoopFx();
+            }
+            
+           
+        }
     }
     }
 }
 }

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

@@ -21,6 +21,8 @@ namespace GameLogic.Combat.Hero.State
             // if (!combatHeroEntity.IsEnemy)
             // if (!combatHeroEntity.IsEnemy)
             // {
             // {
                 combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
                 combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
+          
+              
                 return;
                 return;
             // }
             // }
 
 

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

@@ -15,6 +15,7 @@ namespace GameLogic.Combat.Hero.State
             myCombatMagicWeaponEntity.MagicWeaponCollisionId = -1;
             myCombatMagicWeaponEntity.MagicWeaponCollisionId = -1;
             
             
             combatHeroEntity.GameObject.SetActive(false);
             combatHeroEntity.GameObject.SetActive(false);
+            combatHeroEntity.combatHeroTimeLineControl.ClearUpdateLogic();
         }
         }
     }
     }
 }
 }

+ 8 - 0
Assets/Scripts/GameLogic/Combat/Hero/Turntable/SkillSlots.cs

@@ -316,5 +316,13 @@ namespace GameLogic.Combat.Hero.Turntable
                 SkillBasic.ActiveSkill();
                 SkillBasic.ActiveSkill();
             }
             }
         }
         }
+
+        public void Dispose()
+        {
+            if (SkillBasic != null)
+            {
+                SkillBasic.Dispose();
+            }
+        }
     }
     }
 }
 }

+ 11 - 64
Assets/Scripts/GameLogic/Combat/Hero/Turntable/SkillTurntable.cs

@@ -225,70 +225,7 @@ namespace GameLogic.Combat.Hero.Turntable
                 return;
                 return;
             }
             }
 
 
-            // if (skillBasic.wuXingType.HasFlag(WuXingType.Gold))
-            // {
-            //     int odds = Random.Range(0, 100);
-            //     if (odds < 50)
-            //     {
-            //         _combatHeroEntity.CurrCombatHeroInfo.Water_Injury -= Random.Range(2, 5);
-            //         if (_combatHeroEntity.CurrCombatHeroInfo.Water_Injury < 0)
-            //         {
-            //             _combatHeroEntity.CurrCombatHeroInfo.Water_Injury = 0;
-            //         }
-            //     }
-            // }
-            //
-            // if (skillBasic.wuXingType.HasFlag(WuXingType.Wood))
-            // {
-            //     int odds = Random.Range(0, 100);
-            //     if (odds < 50)
-            //     {
-            //         _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury -= Random.Range(2, 5);
-            //         if (_combatHeroEntity.CurrCombatHeroInfo.Fire_Injury < 0)
-            //         {
-            //             _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury = 0;
-            //         }
-            //     }
-            // }
-            //
-            // if (skillBasic.wuXingType.HasFlag(WuXingType.Water))
-            // {
-            //     int odds = Random.Range(0, 100);
-            //     if (odds < 50)
-            //     {
-            //         _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury -= Random.Range(2, 5);
-            //         if (_combatHeroEntity.CurrCombatHeroInfo.Wood_Injury < 0)
-            //         {
-            //             _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury = 0;
-            //         }
-            //     }
-            // }
-            //
-            // if (skillBasic.wuXingType.HasFlag(WuXingType.Fire))
-            // {
-            //     int odds = Random.Range(0, 100);
-            //     if (odds < 50)
-            //     {
-            //         _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury -= Random.Range(2, 5);
-            //         if (_combatHeroEntity.CurrCombatHeroInfo.Earth_Injury < 0)
-            //         {
-            //             _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury = 0;
-            //         }
-            //     }
-            // }
-            //
-            // if (skillBasic.wuXingType.HasFlag(WuXingType.Earth))
-            // {
-            //     int odds = Random.Range(0, 100);
-            //     if (odds < 50)
-            //     {
-            //         _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury -= Random.Range(2, 5);
-            //         if (_combatHeroEntity.CurrCombatHeroInfo.Metal_Injury < 0)
-            //         {
-            //             _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury = 0;
-            //         }
-            //     }
-            // }
+      
             if (!_combatHeroEntity.IsCantAddGongFa())
             if (!_combatHeroEntity.IsCantAddGongFa())
             {
             {
                 return;
                 return;
@@ -336,5 +273,15 @@ namespace GameLogic.Combat.Hero.Turntable
                 }
                 }
             }
             }
         }
         }
+
+        public void Dispose()
+        {
+            for (int i = 0; i < allSkillSlots.Count; i++)
+            {
+                SkillSlots skillSlots = allSkillSlots[i];
+                skillSlots.Dispose();
+            }
+            allSkillSlots.Clear();
+        }
     }
     }
 }
 }

+ 6 - 0
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3501.cs

@@ -79,6 +79,12 @@ namespace GameLogic.Combat.Skill.MagicSkill
                 pengZhuang.SetActive(false);
                 pengZhuang.SetActive(false);
                 pengZhuang = null;
                 pengZhuang = null;
             }
             }
+            if (loop != null)
+            {
+                loop.CloseLoopFx();
+            }
+
+            loop = null;
         }
         }
 
 
         protected override void ProBreakMagicSkill()
         protected override void ProBreakMagicSkill()

+ 2 - 0
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventinterface/ITimeLineAudio.cs

@@ -7,7 +7,9 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface
     public interface ITimeLineAudio:ITimeLineEventBasic
     public interface ITimeLineAudio:ITimeLineEventBasic
     {
     {
 
 
+        
         CTask<AudioSourcePool> PlayAudio(string audioName,bool isLoop);
         CTask<AudioSourcePool> PlayAudio(string audioName,bool isLoop);
+        
     }
     }
 
 
 }
 }

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


+ 1 - 0
XiuXianGame.sln.DotSettings.user

@@ -57,6 +57,7 @@
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 	<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ARandom_002Ecs_002Fl_003AC_0021_003FUsers_003FAdministrator_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E3_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003F5c4a01f363eb46748231fc41bd9bdd8517e000_003F5e_003F47954b4f_003FRandom_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
 	<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ARandom_002Ecs_002Fl_003AC_0021_003FUsers_003FAdministrator_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E3_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003F9c2967a135e648bdb993c5397a44991b573620_003F9f_003F293a2b71_003FRandom_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
 	<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ARandom_002Ecs_002Fl_003AC_0021_003FUsers_003FAdministrator_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E3_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003F9c2967a135e648bdb993c5397a44991b573620_003F9f_003F293a2b71_003FRandom_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
 	<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ARandom_002Ecs_002Fl_003AC_0021_003FUsers_003FAdministrator_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E3_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003Fb18a8b3398e74bca86895881dd02956c573648_003F4c_003Fb5eddf34_003FRandom_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
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+	<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ARenderChain_002Ecs_002Fl_003AC_0021_003FUsers_003Fck_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E2_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003F56d039fe633a4adf8fb266a0b1797e6c17a000_003Fad_003F950abb89_003FRenderChain_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
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部分文件因为文件数量过多而无法显示