ソースを参照

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

DESKTOP-FB72PO8\Administrator 18 時間 前
コミット
2f504c1a64
23 ファイル変更1999 行追加540 行削除
  1. 303 0
      Assets/Res/Config/MonsterPowerUpConfig.json
  2. 25 526
      Assets/Res/UI/BattleSettlementPanel.prefab
  3. 0 0
      Assets/Res/UI/BattleSettlementPanel.prefab.meta
  4. 1221 0
      Assets/Res/UI/DivineSence/BossInfoPanel.prefab
  5. 7 0
      Assets/Res/UI/DivineSence/BossInfoPanel.prefab.meta
  6. 18 0
      Assets/Scripts/GameData/ExcelConfig/MonsterPowerUpConfig.cs
  7. 21 10
      Assets/Scripts/GameLogic/EventManager/DialogueManager.cs
  8. 2 0
      Assets/Scripts/GameLogic/EventManager/DialogueMono.cs
  9. 1 1
      Assets/Scripts/GameLogic/Hero/FaBaoInfo.cs
  10. 5 0
      Assets/Scripts/GameUI/DialogueMono.cs
  11. 8 0
      Assets/Scripts/GameUI/UI/BattleSettlementPanel.meta
  12. 50 0
      Assets/Scripts/GameUI/UI/BattleSettlementPanel/BattleSettlementPanel.cs
  13. 11 0
      Assets/Scripts/GameUI/UI/BattleSettlementPanel/BattleSettlementPanel.cs.meta
  14. 51 0
      Assets/Scripts/GameUI/UI/BattleSettlementPanel/BattleSettlementPanelData.cs
  15. 11 0
      Assets/Scripts/GameUI/UI/BattleSettlementPanel/BattleSettlementPanelData.cs.meta
  16. 1 1
      Assets/Scripts/GameUI/UI/CombatPanel/SkillSelectPanel.cs
  17. 2 2
      Assets/Scripts/GameUI/UI/CombatPanel/SkillWidget.cs
  18. 145 0
      Assets/Scripts/GameUI/UI/DivineSence/BossInfoPanel.cs
  19. 11 0
      Assets/Scripts/GameUI/UI/DivineSence/BossInfoPanel.cs.meta
  20. 95 0
      Assets/Scripts/GameUI/UI/DivineSence/BossInfoPanelData.cs
  21. 11 0
      Assets/Scripts/GameUI/UI/DivineSence/BossInfoPanelData.cs.meta
  22. 0 0
      Assets/StreamingAssets/assetConfig.txt
  23. BIN
      Excel2Json/Excel/MonsterPowerUp.xlsx

ファイルの差分が大きいため隠しています
+ 303 - 0
Assets/Res/Config/MonsterPowerUpConfig.json


+ 25 - 526
Assets/Res/UI/CombatHeroDiePanel.prefab → Assets/Res/UI/BattleSettlementPanel.prefab

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+ 7 - 0
Assets/Res/UI/DivineSence/BossInfoPanel.prefab.meta

@@ -0,0 +1,7 @@
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+guid: WnpJt3/4Bn2uzQcIXfRYRBAnmC/oAYbiKCNkJjU8eU7LiU50RqDci4TM1iR5
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+ 18 - 0
Assets/Scripts/GameData/ExcelConfig/MonsterPowerUpConfig.cs

@@ -26,6 +26,24 @@ public int ID;
 public int HeroLevel;
 
 
+		/// <summary>
+		///大境界ID
+		/// </summary>
+public int jingjie1;
+
+
+		/// <summary>
+		///中境界ID
+		/// </summary>
+public int jingjie2;
+
+
+		/// <summary>
+		///小境界ID
+		/// </summary>
+public int jingjie3;
+
+
 		/// <summary>
 		///生命倍率
 		/// </summary>

+ 21 - 10
Assets/Scripts/GameLogic/EventManager/DialogueManager.cs

@@ -115,16 +115,27 @@ public class DialogueManager : Singleton<DialogueManager>
             //进入战斗
             case 2:
                 LogTool.Log("对话结束,进入战斗");
-                CTask cTask = CTask.Create();
-                dialogue.StartCombat(dialogueConfig.optionPara1[0],
-                    delegate(bool isWin)
-                    {
-                        LogTool.Log("战斗完成" + isWin);
-                        isCombatWin = isWin;
-                        cTask.SetResult();
-                    });
-                await cTask;
-                dialogue.ChangeComabtState(CombatController.idle);
+
+                bool relust = await dialogue.OpenBossInfoPanel(dialogueConfig.optionPara1[0]);
+                if (relust)
+                {
+                    CTask cTask = CTask.Create();
+                    dialogue.StartCombat(dialogueConfig.optionPara1[0],
+                        delegate(bool isWin)
+                        {
+                            LogTool.Log("战斗完成" + isWin);
+                            isCombatWin = isWin;
+                            cTask.SetResult();
+                        });
+                    await cTask;
+                    dialogue.ChangeComabtState(CombatController.idle);
+                }
+                else
+                {
+                    PlayDialogue(dialogueConfig.ID);
+                    return;
+                }
+
                 break;
             //获得奖励
             case 3:

+ 2 - 0
Assets/Scripts/GameLogic/EventManager/DialogueMono.cs

@@ -15,4 +15,6 @@ public interface IDialogueMono
     void StartCombat(int levelBattle,System.Action<bool> finishCombat);
 
     void ChangeComabtState(string state);
+    
+    CTask<bool> OpenBossInfoPanel(int id);
 }

+ 1 - 1
Assets/Scripts/GameLogic/Hero/FaBaoInfo.cs

@@ -62,7 +62,7 @@ namespace GameLogic.Hero
             attriButedIC.Clear();
 
             //计算加得属性
-            for (var i = 0; i < FabaoConfig.ShuxingIDs.Length; i++)
+            for (var i = 0; i < FabaoConfig.ShuxingIDs?.Length; i++)
             {
                 long attribute = GetAttriBute(FabaoConfig.ShuxingIDs[i]);
                 long value = (long)(attribute * FabaoConfig.ShuxingPara[0] * 0.01f);

+ 5 - 0
Assets/Scripts/GameUI/DialogueMono.cs

@@ -51,5 +51,10 @@ namespace GameUI
         {
             CombatDrive.Instance.CombatController.ChangeState(state);
         }
+
+        public async  CTask<bool> OpenBossInfoPanel(int id)
+        {
+            return await BossInfoPanel.OpenPanel(id);
+        }
     }
 }

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

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: Bn8asHv7Vi6Vu4T0iPb9upAjZ7yKWKt/lYnu0zZWwimd02BBVvK0SujvzEjG
+folderAsset: yes
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+ 50 - 0
Assets/Scripts/GameUI/UI/BattleSettlementPanel/BattleSettlementPanel.cs

@@ -0,0 +1,50 @@
+using Fort23.Core;
+
+namespace Fort23.Mono
+{
+	[UIBinding(prefab = "BattleSettlementPanel"  )]
+	public partial class BattleSettlementPanel : UIPanel
+	{
+		private void Init()
+		{
+
+		}
+		protected override void AddEvent()
+		{
+
+		}
+		protected override void DelEvent()
+		{
+
+		}
+		public override void AddButtonEvent()
+		{
+			Button_ok.onClick.AddListener(() =>
+			{
+				UIManager.Instance.HideUIUIPanel(this);
+			});
+		}
+
+		public void CustomInit(bool isWin)
+		{
+			if (isWin)
+			{
+				Text_Desc.gameObject.SetActive(false);
+				Text_Settlement.text="胜利";
+			}
+			else
+			{
+				Text_Desc.gameObject.SetActive(true);
+				Text_Settlement.text="失败";
+			}
+		}
+
+		public async CTask<BattleSettlementPanel> OpenPanel(bool isWin)
+		{
+			BattleSettlementPanel battleSettlementPanel = await UIManager.Instance.LoadAndOpenPanel<BattleSettlementPanel>(null);
+			battleSettlementPanel.CustomInit(isWin);
+			return battleSettlementPanel;
+		}
+
+	}
+}

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

@@ -0,0 +1,11 @@
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+ 51 - 0
Assets/Scripts/GameUI/UI/BattleSettlementPanel/BattleSettlementPanelData.cs

@@ -0,0 +1,51 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine.UI;
+using UnityEngine;
+using System.Collections.Generic;
+namespace Fort23.Mono
+{
+	public partial class BattleSettlementPanel 
+	{
+	  #region 自定义数据 
+	  private Button _Button_ok;
+	  public Button Button_ok
+	   {
+	   get{
+	      if (_Button_ok == null)
+	       {
+	         _Button_ok  = GetUIUnit<Button>("Button_ok"); 
+	       }
+	      return _Button_ok;
+	     }
+	   }
+	  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_Settlement;
+	  public Text Text_Settlement
+	   {
+	   get{
+	      if (_Text_Settlement == null)
+	       {
+	         _Text_Settlement  = GetUIUnit<Text>("Text_Settlement"); 
+	       }
+	      return _Text_Settlement;
+	     }
+	   }
+	  #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/BattleSettlementPanel/BattleSettlementPanelData.cs.meta

@@ -0,0 +1,11 @@
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+ 1 - 1
Assets/Scripts/GameUI/UI/CombatPanel/SkillSelectPanel.cs

@@ -639,7 +639,7 @@ namespace Fort23.Mono
                 return null;
             SkillInfo skillInfo = showSkillInfo[index];
             SkillWidget skillWidget = await UIManager.Instance.CreateGComponent<SkillWidget>(null, ContentRoot);
-            skillWidget.InitSkillWidget(skillInfo, this);
+            skillWidget.InitSkillWidget(skillInfo);
             skillWidget.OnClick = OnClick;
             if (allUseSkill.Contains(skillWidget.skillConfigId))
             {

+ 2 - 2
Assets/Scripts/GameUI/UI/CombatPanel/SkillWidget.cs

@@ -37,9 +37,9 @@ namespace Fort23.Mono
             // };
         }
 
-        public void InitSkillWidget(SkillInfo skillId, SkillSelectPanel skillSelectPanel)
+        public void InitSkillWidget(SkillInfo skillId)
         {
-            this.skillSelectPanel = skillSelectPanel;
+           
             skillConfigId = skillId;
             SkillConfig skillConfig = skillId.skillConfig;
             icon.icon_name = skillConfig.icon;

+ 145 - 0
Assets/Scripts/GameUI/UI/DivineSence/BossInfoPanel.cs

@@ -0,0 +1,145 @@
+using System.Collections.Generic;
+using Animancer;
+using Core.Language;
+using Excel2Json;
+using Fort23.Core;
+using Fort23.UTool;
+using GameLogic.Hero;
+using UnityEngine;
+using UnityEngine.UI;
+using Utility;
+
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "BossInfoPanel")]
+    public partial class BossInfoPanel : UIPanel
+    {
+        private bool isOk;
+
+        private void Init()
+        {
+            isAddStack = false;
+        }
+
+        protected override void AddEvent()
+        {
+        }
+
+        protected override void DelEvent()
+        {
+        }
+
+        public override void AddButtonEvent()
+        {
+            Btn_Close.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
+            Btn_Ok.onClick.AddListener(() =>
+            {
+                isOk = true;
+                UIManager.Instance.HideUIUIPanel(this);
+            });
+        }
+
+        private CTask<bool> result;
+        List<SkillWidget> _skillWidgets = new List<SkillWidget>();
+
+        List<FaBaoWidget> _faBaoWidgets = new List<FaBaoWidget>();
+
+        public async void CustomInit(int levebattleId, CTask<bool> result)
+        {
+            this.result = result;
+            LevelbattleConfig levelbattleConfig = ConfigComponent.Instance.Get<LevelbattleConfig>(levebattleId);
+            GroupConfig groupConfig = ConfigComponent.Instance.Get<GroupConfig>(levelbattleConfig.Group[0]);
+            HeroModelConfig heroModelConfig = ConfigComponent.Instance.Get<HeroModelConfig>(groupConfig.GroupMonster[0]);
+            Text_Name.text = "名称:" + LanguageManager.Instance.Text(heroModelConfig.name);
+
+            MonsterPowerUpConfig heroPowerUpConfig = ConfigComponent.Instance.Get<MonsterPowerUpConfig>(PlayerManager.Instance.myHero.level.Value);
+
+            Text_Jingjie.text = "境界:" + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie1) +
+                                LanguageManager.Instance.Text(heroPowerUpConfig.jingjie2) +
+                                LanguageManager.Instance.Text(heroPowerUpConfig.jingjie3);
+
+            using (CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer())
+            {
+                for (var i = 0; i < heroModelConfig.fa_bao_id.Length; i++)
+                {
+                    if (heroModelConfig.fa_bao_id[i] != -1)
+                    {
+                        int index = i;
+                        cTaskAwaitBuffer.AddTask(UIManager.Instance.CreateGComponent<FaBaoWidget>((faBaoWidget) =>
+                        {
+                            faBaoWidget.CustomInit(new FaBaoInfo(heroModelConfig.fa_bao_id[index], heroPowerUpConfig.FabaoLv, 1), false);
+                            faBaoWidget.OnClick = FaBaoWidgetOnClick;
+                            _faBaoWidgets.Add(faBaoWidget);
+                        }, FabaoRoot));
+                        // FaBaoWidget faBaoWidget = await UIManager.Instance.CreateGComponent<FaBaoWidget>(null, FabaoRoot);
+                        // faBaoWidget.CustomInit(new FaBaoInfo(heroModelConfig.fa_bao_id[i], heroPowerUpConfig.FabaoLv, 1), false);
+                        // faBaoWidget.OnClick = FaBaoWidgetOnClick;
+                        // _faBaoWidgets.Add(faBaoWidget);
+                    }
+                }
+
+                for (var i = 0; i < heroModelConfig.skillID.Length; i++)
+                {
+                    if (heroModelConfig.skillID[i] != -1)
+                    {
+                        int index = i;
+                        cTaskAwaitBuffer.AddTask(UIManager.Instance.CreateGComponent<SkillWidget>((skillWidget) =>
+                        {
+                            skillWidget.InitSkillWidget(new SkillInfo(heroModelConfig.skillID[index] * 10 + heroPowerUpConfig.GongfaStar - 1, heroPowerUpConfig.GongfaLv));
+                            skillWidget.OnClick = SkillWidgetOnClick;
+                            _skillWidgets.Add(skillWidget);
+                        }, GongfaRoot));
+                        // SkillWidget skillWidget = await UIManager.Instance.CreateGComponent<SkillWidget>(null, GongfaRoot);
+                    }
+                }
+
+                await cTaskAwaitBuffer.WaitAll();
+            }
+
+
+            LayoutRebuilder.ForceRebuildLayoutImmediate(GongfaRoot);
+            LayoutRebuilder.ForceRebuildLayoutImmediate(FabaoRoot);
+            LayoutRebuilder.ForceRebuildLayoutImmediate(FabaoRoot.parent.GetComponent<RectTransform>());
+        }
+
+        private void FaBaoWidgetOnClick(ItemWidgetBasic obj)
+        {
+            FaBaoWidget faBaoWidget = obj as FaBaoWidget;
+            SkillMassgePanel.OpenSkillSelectPanel(LanguageManager.Instance.Text(faBaoWidget.faoInfo.SkillConfig.name), UtilTools.GetString(LanguageManager.Instance.Text(faBaoWidget.faoInfo.SkillConfig.dec), faBaoWidget.faoInfo.SkillConfig.effectValue));
+        }
+
+        private void SkillWidgetOnClick(ItemWidgetBasic obj)
+        {
+            SkillWidget skillWidget = obj as SkillWidget;
+            SkillMassgePanel.OpenSkillSelectPanel(LanguageManager.Instance.Text(skillWidget.skillConfigId.skillConfig.name), UtilTools.GetString(LanguageManager.Instance.Text(skillWidget.skillConfigId.skillConfig.dec), skillWidget.skillConfigId.skillConfig.effectValue));
+        }
+
+        public override void Close()
+        {
+            foreach (var faBaoWidget in _faBaoWidgets)
+            {
+                UIManager.Instance.DormancyGComponent(faBaoWidget);
+            }
+
+            _faBaoWidgets.Clear();
+
+            foreach (var faBaoWidget in _skillWidgets)
+            {
+                UIManager.Instance.DormancyGComponent(faBaoWidget);
+            }
+
+            _skillWidgets.Clear();
+
+            result?.SetResult(isOk);
+            base.Close();
+        }
+
+        public async static CTask<bool> OpenPanel(int levebattleId)
+        {
+            CTask<bool> result = CTask<bool>.Create();
+            BossInfoPanel bossInfoPanel = await UIManager.Instance.LoadAndOpenPanel<BossInfoPanel>(null);
+            bossInfoPanel.CustomInit(levebattleId, result);
+            return await result;
+        }
+    }
+}

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

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: Dy5J5yKrWyqVxhAibFIeJYI3D19Qg5V0hwgYtM8t6uptDGb+SQJOEDw4EV/t
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 95 - 0
Assets/Scripts/GameUI/UI/DivineSence/BossInfoPanelData.cs

@@ -0,0 +1,95 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine.UI;
+using UnityEngine;
+using System.Collections.Generic;
+namespace Fort23.Mono
+{
+	public partial class BossInfoPanel 
+	{
+	  #region 自定义数据 
+	  private MyImage _bg;
+	  public MyImage bg
+	   {
+	   get{
+	      if (_bg == null)
+	       {
+	         _bg  = GetUIUnit<MyImage>("bg"); 
+	       }
+	      return _bg;
+	     }
+	   }
+	  private Button _Btn_Close;
+	  public Button Btn_Close
+	   {
+	   get{
+	      if (_Btn_Close == null)
+	       {
+	         _Btn_Close  = GetUIUnit<Button>("Btn_Close"); 
+	       }
+	      return _Btn_Close;
+	     }
+	   }
+	  private Button _Btn_Ok;
+	  public Button Btn_Ok
+	   {
+	   get{
+	      if (_Btn_Ok == null)
+	       {
+	         _Btn_Ok  = GetUIUnit<Button>("Btn_Ok"); 
+	       }
+	      return _Btn_Ok;
+	     }
+	   }
+	  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_Jingjie;
+	  public Text Text_Jingjie
+	   {
+	   get{
+	      if (_Text_Jingjie == null)
+	       {
+	         _Text_Jingjie  = GetUIUnit<Text>("Text_Jingjie"); 
+	       }
+	      return _Text_Jingjie;
+	     }
+	   }
+	  private RectTransform _FabaoRoot;
+	  public RectTransform FabaoRoot
+	   {
+	   get{
+	      if (_FabaoRoot == null)
+	       {
+	         _FabaoRoot  = GetUIUnit<RectTransform>("FabaoRoot"); 
+	       }
+	      return _FabaoRoot;
+	     }
+	   }
+	  private RectTransform _GongfaRoot;
+	  public RectTransform GongfaRoot
+	   {
+	   get{
+	      if (_GongfaRoot == null)
+	       {
+	         _GongfaRoot  = GetUIUnit<RectTransform>("GongfaRoot"); 
+	       }
+	      return _GongfaRoot;
+	     }
+	   }
+	  #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/DivineSence/BossInfoPanelData.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: WXpO5yz7USn7aBqMx0mBX27iwo8L/QpJppA90KiQukiYyp0nUEKugFZFMJfs
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

ファイルの差分が大きいため隠しています
+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


BIN
Excel2Json/Excel/MonsterPowerUp.xlsx


この差分においてかなりの量のファイルが変更されているため、一部のファイルを表示していません