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

# Conflicts:
#	Excel2Json/Excel/EventConfig.xlsx   resolved by master version
#	UserSettings/Layouts/default-2022.dwlt   resolved by master version
lzx 3 天之前
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28600dc38d
共有 29 个文件被更改,包括 7163 次插入769 次删除
  1. 4892 0
      Assets/Art/ArtHero/FaBao/fb_3302.prefab
  2. 216 108
      Assets/Art/HeroTimeLine/fb_3302.playable
  3. 84 0
      Assets/Art/HeroTimeLine/fb_3401.playable
  4. 1 1
      Assets/Art/VFX/FXAnimation/fx_ui_fb_shifang.controller
  5. 二进制
      Assets/Art/VFX/FXMeshs/fx xishou zhaozi.FBX
  6. 120 0
      Assets/Art/VFX/FXMeshs/fx xishou zhaozi.FBX.meta
  7. 457 0
      Assets/Art/VFX/FXPrefabs/fx_fb_tw_mu hua.prefab
  8. 7 0
      Assets/Art/VFX/FXPrefabs/fx_fb_tw_mu hua.prefab.meta
  9. 1 1
      Assets/Art/VFX/Materials/UIMat/ui fb kuang glow3 mask uv.mat
  10. 167 0
      Assets/Art/VFX/Materials/fx fb 3401 xishou1.mat
  11. 8 0
      Assets/Art/VFX/Materials/fx fb 3401 xishou1.mat.meta
  12. 359 510
      Assets/Art/cs3.scene
  13. 3 0
      Assets/Res/Config/EventLinkConfig.json
  14. 112 112
      Assets/Res/Config/SkillConfig.json
  15. 0 0
      Assets/Res/TimeLineAssets/fb_3203_TD.txt
  16. 0 0
      Assets/Res/TimeLineAssets/fb_3302_TD.txt
  17. 580 21
      Assets/Res/UI/CombatPanel.prefab
  18. 6 2
      Assets/Scripts/Core/Pool/GPool/ParticleSystemPool.cs
  19. 31 5
      Assets/Scripts/Core/UI/UTool/MyImage.cs
  20. 1 1
      Assets/Scripts/GameLogic/Combat/CombatState/CombatUpdateState.cs
  21. 5 2
      Assets/Scripts/GameLogic/Combat/Hero/CombatMagicWeaponEntity.cs
  22. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3101.cs
  23. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3301.cs
  24. 70 4
      Assets/Scripts/GameUI/UI/CombatPanel/MagicWeaponWidget.cs
  25. 33 0
      Assets/Scripts/GameUI/UI/CombatPanel/MagicWeaponWidgetData.cs
  26. 8 0
      Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanel.cs
  27. 0 0
      Assets/StreamingAssets/assetConfig.txt
  28. 二进制
      Excel2Json/Excel/skill.xlsx
  29. 二进制
      Excel2Json/Excel/修仙游戏数据规划表.xlsx

文件差异内容过多而无法显示
+ 4892 - 0
Assets/Art/ArtHero/FaBao/fb_3302.prefab


+ 216 - 108
Assets/Art/HeroTimeLine/fb_3302.playable

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   m_Version: 3
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   m_Curves: {fileID: 0}
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   targetSpecialDotName: hitpos
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 --- !u!114 &4448712841006758773
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     m_ParentTrack: {fileID: 5356558486187184398}
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文件差异内容过多而无法显示
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   m_Name: 
   m_EditorClassIdentifier: 
   m_EditorClassIdentifier: 
   m_Material: {fileID: 0}
   m_Material: {fileID: 0}
-  m_Color: {r: 1, g: 1, b: 1, a: 1}
+  m_Color: {r: 0, g: 0, b: 0, a: 0.9254902}
   m_RaycastTarget: 1
   m_RaycastTarget: 1
   m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
   m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
   m_Maskable: 1
   m_Maskable: 1
@@ -9315,17 +9874,17 @@ MonoBehaviour:
   m_FillMethod: 1
   m_FillMethod: 1
   m_FillAmount: 0
   m_FillAmount: 0
   m_FillClockwise: 0
   m_FillClockwise: 0
-  m_FillOrigin: 0
+  m_FillOrigin: 1
   m_UseSpriteMesh: 0
   m_UseSpriteMesh: 0
   m_PixelsPerUnitMultiplier: 1
   m_PixelsPerUnitMultiplier: 1
-  _icon_name: icon_fb3401
+  _icon_name: dec_fbDiban
   isNotLoadDeftIcon: 0
   isNotLoadDeftIcon: 0
-  CurrSpriteAtlas: {fileID: 100100200, guid: df05f928400d848c387e627e40486378, type: 3}
+  CurrSpriteAtlas: {fileID: 100100200, guid: b02f6b41a7a9fa8458f4226ab6b3ea47, type: 3}
   packInfo:
   packInfo:
-    packName: skillIcon
-    packgJsonPath: /Art/UIAssets/TextrueJson/skillIcon.txt
-    packgSpritePath: Assets/Res/UIAtlas/skillIcon.spriteatlasv2
-    lasetJsonGUID: b2843643b4298cdf1d66ce110c944378
+    packName: tongyong
+    packgJsonPath: /Art/UIAssets/TextrueJson\tongyong.txt
+    packgSpritePath: Assets/Res/UIAtlas/tongyong.spriteatlasv2
+    lasetJsonGUID: 009d01eadc79b5b12c19322b6a4cd057
   useGradient: 0
   useGradient: 0
   topOrLeftColor: {r: 1, g: 1, b: 1, a: 1}
   topOrLeftColor: {r: 1, g: 1, b: 1, a: 1}
   bottomOrRightColor: {r: 0, g: 0, b: 0, a: 1}
   bottomOrRightColor: {r: 0, g: 0, b: 0, a: 1}

+ 6 - 2
Assets/Scripts/Core/Pool/GPool/ParticleSystemPool.cs

@@ -195,8 +195,8 @@ namespace Fort23.UTool
                 }
                 }
 
 
                 Particles[i].Stop();
                 Particles[i].Stop();
-                Particles[i].Clear(true);
-                Particles[i].Play(true);
+                Particles[i].Clear(false);
+                Particles[i].Play(false);
             }
             }
 
 
             if (DelayShows != null)
             if (DelayShows != null)
@@ -261,6 +261,10 @@ namespace Fort23.UTool
             {
             {
                 delayTime = 30;
                 delayTime = 30;
             }
             }
+            else
+            {
+                delayTime = 2;
+            }
 
 
             if (currDelayTime < delayTime)
             if (currDelayTime < delayTime)
             {
             {

+ 31 - 5
Assets/Scripts/Core/UI/UTool/MyImage.cs

@@ -67,6 +67,7 @@ namespace UnityEngine.UI
         [SerializeField] public PackInfo packInfo;
         [SerializeField] public PackInfo packInfo;
 #endif
 #endif
         private UILoadSpriteHand _uiLoadSpriteHand;
         private UILoadSpriteHand _uiLoadSpriteHand;
+        public float imageH;
 
 
         public System.Action onSpriteAlter;
         public System.Action onSpriteAlter;
 
 
@@ -83,6 +84,9 @@ namespace UnityEngine.UI
             }
             }
         }
         }
 
 
+     
+
+      
         protected override void OnDestroy()
         protected override void OnDestroy()
         {
         {
             if (_uiLoadSpriteHand != null)
             if (_uiLoadSpriteHand != null)
@@ -309,7 +313,8 @@ namespace UnityEngine.UI
 
 
                     if (spriteMD5 == targetMD5)
                     if (spriteMD5 == targetMD5)
                     {
                     {
-                        LogTool.Log($"找到匹配的 Sprite: {textrueJson.newTextureJson[i].textrueName},所在图集: {allPackgInfo.packName},源文件: {targetPath}");
+                        LogTool.Log(
+                            $"找到匹配的 Sprite: {textrueJson.newTextureJson[i].textrueName},所在图集: {allPackgInfo.packName},源文件: {targetPath}");
                         packInfo = allPackgInfo;
                         packInfo = allPackgInfo;
                         CurrSpriteAtlas = UGUICacheInfo.GetSpriteAtlas(allPackgInfo.packName);
                         CurrSpriteAtlas = UGUICacheInfo.GetSpriteAtlas(allPackgInfo.packName);
                         icon_name = textrueJson.newTextureJson[i].textrueName;
                         icon_name = textrueJson.newTextureJson[i].textrueName;
@@ -426,13 +431,34 @@ namespace UnityEngine.UI
         protected override void OnPopulateMesh(VertexHelper vh)
         protected override void OnPopulateMesh(VertexHelper vh)
         {
         {
             base.OnPopulateMesh(vh);
             base.OnPopulateMesh(vh);
-
-            if (!useGradient || vh.currentVertCount == 0)
-                return;
-
             List<UIVertex> verts = new List<UIVertex>();
             List<UIVertex> verts = new List<UIVertex>();
             vh.GetUIVertexStream(verts);
             vh.GetUIVertexStream(verts);
+            if (imageH <= 0)
+            {
+                float minY = 11111;
+                float maxY = -111111;
+             
+                for (int i = 0; i < verts.Count; i++)
+                {
+                    UIVertex vertex = verts[i];
+                    float y = vertex.position.y;
+                    if (y < minY)
+                    {
+                        minY = y;
+                    }
 
 
+                    if (y > maxY)
+                    {
+                        maxY = y;
+                    }
+                }
+
+                imageH = maxY - minY;
+            }
+
+            if (!useGradient || vh.currentVertCount == 0)
+                return;
+            
             for (int i = 0; i < verts.Count; i += 6)
             for (int i = 0; i < verts.Count; i += 6)
             {
             {
                 ApplyGradientToQuad(verts, i);
                 ApplyGradientToQuad(verts, i);

+ 1 - 1
Assets/Scripts/GameLogic/Combat/CombatState/CombatUpdateState.cs

@@ -32,7 +32,7 @@ namespace GameLogic.Combat.CombatState
             CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
             CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
             if (playerHeroEntity != null)
             if (playerHeroEntity != null)
             {
             {
-                playerHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Flight);
+                playerHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Flight,isQiangZhi:true);
                 playerHeroEntity.CurrCombatHeroInfo.Shield = playerHeroEntity.MaxCombatHeroInfo.Shield;
                 playerHeroEntity.CurrCombatHeroInfo.Shield = playerHeroEntity.MaxCombatHeroInfo.Shield;
                 CombatCalculateTool.Instance.Recover(playerHeroEntity,
                 CombatCalculateTool.Instance.Recover(playerHeroEntity,
                     playerHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(), 999999, AttType.Normal, HarmType.Default,
                     playerHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(), 999999, AttType.Normal, HarmType.Default,

+ 5 - 2
Assets/Scripts/GameLogic/Combat/Hero/CombatMagicWeaponEntity.cs

@@ -234,9 +234,12 @@ namespace GameLogic.Combat.Hero
                 if (b1008 == null)
                 if (b1008 == null)
                 {
                 {
                     cd -= t;
                     cd -= t;
-                    if (_rootMagicWeaponControl.isAutoUse && IsCanUse())
+                    if ( IsCanUse())
                     {
                     {
-                        UseMagicWeapon();
+                        if (_rootMagicWeaponControl.isAutoUse && cd < -1f)//自动的延迟一秒释放
+                        {
+                            UseMagicWeapon();
+                        }
                     }
                     }
                 }
                 }
             }
             }

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3101.cs

@@ -74,7 +74,7 @@ namespace GameLogic.Combat.Skill.MagicSkill
             
             
             BetterList<ILifetCycleHitPoint> cBetterList = new BetterList<ILifetCycleHitPoint>(1);
             BetterList<ILifetCycleHitPoint> cBetterList = new BetterList<ILifetCycleHitPoint>(1);
             cBetterList.Add(lifetCycleHitPoint);
             cBetterList.Add(lifetCycleHitPoint);
-            ActivationTimeLineData("gongji", currTarget: cBetterList);
+            ActivationTimeLineData("sk1_hit", currTarget: cBetterList);
             SkillPlayFinish();
             SkillPlayFinish();
             
             
             // HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch<HarmReturnInfo>();
             // HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch<HarmReturnInfo>();

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3301.cs

@@ -105,7 +105,7 @@ namespace GameLogic.Combat.Skill.MagicSkill
 
 
             BetterList<ILifetCycleHitPoint> cBetterList = new BetterList<ILifetCycleHitPoint>(1);
             BetterList<ILifetCycleHitPoint> cBetterList = new BetterList<ILifetCycleHitPoint>(1);
             cBetterList.Add(lifetCycleHitPoint);
             cBetterList.Add(lifetCycleHitPoint);
-            ActivationTimeLineData("gongji", currTarget: cBetterList);
+            ActivationTimeLineData("sk1_hit", currTarget: cBetterList);
             SkillPlayFinish();
             SkillPlayFinish();
             // TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic =
             // TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic =
             //     ActivationTimeLineData("sk1_xiaoshi");
             //     ActivationTimeLineData("sk1_xiaoshi");

+ 70 - 4
Assets/Scripts/GameUI/UI/CombatPanel/MagicWeaponWidget.cs

@@ -2,9 +2,11 @@ using Common.Utility.CombatEvent;
 using Core.Language;
 using Core.Language;
 using Excel2Json;
 using Excel2Json;
 using Fort23.Core;
 using Fort23.Core;
+using Fort23.UTool;
 using GameLogic.Combat.Buff;
 using GameLogic.Combat.Buff;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Hero;
 using GameLogic.Combat.Hero;
+using UnityEngine;
 
 
 namespace Fort23.Mono
 namespace Fort23.Mono
 {
 {
@@ -13,6 +15,15 @@ namespace Fort23.Mono
     {
     {
         private CombatMagicWeaponEntity combatMagicWeaponEntity;
         private CombatMagicWeaponEntity combatMagicWeaponEntity;
 
 
+        private bool isChargedFinish;
+
+        private bool isForewarn;
+
+        private ParticleSystemPool noshifang;
+
+        private ParticleSystemPool chargedFinish;
+
+        // private ParticleSystemPool chargedFinish;
         private void Init()
         private void Init()
         {
         {
         }
         }
@@ -21,6 +32,7 @@ namespace Fort23.Mono
         {
         {
             StaticUpdater.Instance.AddLateUpdateCallBack(Update);
             StaticUpdater.Instance.AddLateUpdateCallBack(Update);
             CombatEventManager.Instance.AddEventListener(CombatEventType.AddBuff, AddBuff);
             CombatEventManager.Instance.AddEventListener(CombatEventType.AddBuff, AddBuff);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.UseMagicWeapon, UseMagicWeapon);
             CombatEventManager.Instance.AddEventListener(CombatEventType.RemoveBuff, RemoveBuff);
             CombatEventManager.Instance.AddEventListener(CombatEventType.RemoveBuff, RemoveBuff);
         }
         }
 
 
@@ -29,9 +41,20 @@ namespace Fort23.Mono
         {
         {
             StaticUpdater.Instance.RemoveLateUpdateCallBack(Update);
             StaticUpdater.Instance.RemoveLateUpdateCallBack(Update);
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddBuff, AddBuff);
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddBuff, AddBuff);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseMagicWeapon, UseMagicWeapon);
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.RemoveBuff, RemoveBuff);
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.RemoveBuff, RemoveBuff);
         }
         }
 
 
+        private void UseMagicWeapon(IEventData iEventData)
+        {
+            UseMagicWeaponEventData useMagicWeaponEventData = iEventData as UseMagicWeaponEventData;
+            if (useMagicWeaponEventData.combatMagicWeaponEntity == combatMagicWeaponEntity)
+            {
+                GObjectPool.Instance.Recycle(chargedFinish);
+                chargedFinish = null;
+            }
+        }
+
         private void AddBuff(IEventData iEventData)
         private void AddBuff(IEventData iEventData)
         {
         {
             BuffEventData buffEventData = iEventData as BuffEventData;
             BuffEventData buffEventData = iEventData as BuffEventData;
@@ -39,7 +62,15 @@ namespace Fort23.Mono
             {
             {
                 if (buffEventData.BuffBasic is b_1008)
                 if (buffEventData.BuffBasic is b_1008)
                 {
                 {
-                    feng.SetActive(true);
+                    GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_fb_Noshifang",
+                        delegate(ParticleSystemPool pool)
+                        {
+                            pool.transform.SetParent(transform);
+                            pool.transform.localPosition = new Vector3(0, 0, 0);
+                            pool.transform.SetAsLastSibling();
+                            noshifang = pool;
+                        });
+                    // feng.SetActive(true);
                 }
                 }
             }
             }
         }
         }
@@ -51,7 +82,8 @@ namespace Fort23.Mono
             {
             {
                 if (buffEventData.BuffBasic is b_1008)
                 if (buffEventData.BuffBasic is b_1008)
                 {
                 {
-                    feng.SetActive(false);
+                    GObjectPool.Instance.Recycle(noshifang);
+                    noshifang = null;
                 }
                 }
             }
             }
         }
         }
@@ -88,7 +120,9 @@ namespace Fort23.Mono
 
 
         public void InitWidget(CombatMagicWeaponEntity combatMagicWeaponEntity)
         public void InitWidget(CombatMagicWeaponEntity combatMagicWeaponEntity)
         {
         {
-            feng.SetActive(false);
+            noshifang = null;
+            chargedFinish = null;
+            // feng.SetActive(false);
             this.combatMagicWeaponEntity = combatMagicWeaponEntity;
             this.combatMagicWeaponEntity = combatMagicWeaponEntity;
         }
         }
 
 
@@ -102,7 +136,39 @@ namespace Fort23.Mono
             float d =
             float d =
                 (combatMagicWeaponEntity.cd + combatMagicWeaponEntity.RootMagicWeaponControl.globalMagicWeaponCd) /
                 (combatMagicWeaponEntity.cd + combatMagicWeaponEntity.RootMagicWeaponControl.globalMagicWeaponCd) /
                 (combatMagicWeaponEntity.MaxCd);
                 (combatMagicWeaponEntity.MaxCd);
-            cd.fillAmount = 1 - d;
+            float max = 140;
+            float spMax = 80;
+            float a = (max - spMax) / 2 / max;
+            float startA = 1 - a;
+            float fa = 1 - ((startA - d) / (startA - a));
+            float y = icon_hui.imageH;
+            icon_hui.fillAmount = fa;
+            bg_hui.fillAmount = d;
+            // bg_.fillAmount = d;
+            if (combatMagicWeaponEntity.cd < 1 && !isForewarn)
+            {
+                isForewarn = true;
+                GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_fb_gw_Starshifang",
+                    delegate(ParticleSystemPool pool)
+                    {
+                        pool.transform.SetParent(transform);
+                        pool.transform.localPosition = new Vector3(0, 0, 0);
+                        pool.transform.SetAsLastSibling();
+                    });
+            }
+
+            if (!isChargedFinish && combatMagicWeaponEntity.cd <= 0)
+            {
+                isChargedFinish = true;
+                GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_fb_shifang",
+                    delegate(ParticleSystemPool pool)
+                    {
+                        pool.transform.SetParent(transform);
+                        pool.transform.localPosition = new Vector3(0, 0, 0);
+                        pool.transform.SetSiblingIndex(3);
+                        chargedFinish = pool;
+                    });
+            }
         }
         }
     }
     }
 }
 }

+ 33 - 0
Assets/Scripts/GameUI/UI/CombatPanel/MagicWeaponWidgetData.cs

@@ -52,6 +52,39 @@ namespace Fort23.Mono
 	      return _feng;
 	      return _feng;
 	     }
 	     }
 	   }
 	   }
+	  private MyImage _fb_kuang;
+	  public MyImage fb_kuang
+	   {
+	   get{
+	      if (_fb_kuang == null)
+	       {
+	         _fb_kuang  = GetUIUnit<MyImage>("fb_kuang"); 
+	       }
+	      return _fb_kuang;
+	     }
+	   }
+	  private MyImage _icon_hui;
+	  public MyImage icon_hui
+	   {
+	   get{
+	      if (_icon_hui == null)
+	       {
+	         _icon_hui  = GetUIUnit<MyImage>("icon_hui"); 
+	       }
+	      return _icon_hui;
+	     }
+	   }
+	  private MyImage _bg_hui;
+	  public MyImage bg_hui
+	   {
+	   get{
+	      if (_bg_hui == null)
+	       {
+	         _bg_hui  = GetUIUnit<MyImage>("bg_hui"); 
+	       }
+	      return _bg_hui;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{
 	{

+ 8 - 0
Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanel.cs

@@ -26,6 +26,8 @@ namespace Fort23.Mono
         private ParticleSystemPool fx_ui_zhuangPan;
         private ParticleSystemPool fx_ui_zhuangPan;
         public async CTask ShowPanel()
         public async CTask ShowPanel()
         {
         {
+            GObjectPool.Instance.DormancyPool<ParticleSystemPool>("fx_ui_fb_shifang");
+            GObjectPool.Instance.DormancyPool<ParticleSystemPool>("fx_ui_fb_Noshifang");
             CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
             CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
             cTaskAwaitBuffer.AddTask(
             cTaskAwaitBuffer.AddTask(
                 GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_jin_tw", Prestore: true));
                 GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_jin_tw", Prestore: true));
@@ -37,6 +39,12 @@ namespace Fort23.Mono
                 GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_huo_tw", Prestore: true));
                 GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_huo_tw", Prestore: true));
             cTaskAwaitBuffer.AddTask(
             cTaskAwaitBuffer.AddTask(
                 GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_tu_tw", Prestore: true));
                 GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_tu_tw", Prestore: true));
+            cTaskAwaitBuffer.AddTask(
+                GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_fb_shifang", Prestore: true));
+            cTaskAwaitBuffer.AddTask(
+                GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_fb_Noshifang", Prestore: true));
+            cTaskAwaitBuffer.AddTask(
+                GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_fb_gw_Starshifang", Prestore: true));
             cTaskAwaitBuffer.AddTask(
             cTaskAwaitBuffer.AddTask(
                 GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_zhuanpanBuff_xingchendao",
                 GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_zhuanpanBuff_xingchendao",
                     delegate(ParticleSystemPool pool)
                     delegate(ParticleSystemPool pool)

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


二进制
Excel2Json/Excel/skill.xlsx


二进制
Excel2Json/Excel/修仙游戏数据规划表.xlsx


部分文件因为文件数量过多而无法显示