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文件差異過大導致無法顯示
+ 133 - 10
Assets/Res/Config/SentimentEffectConfig.json


+ 94 - 46
Assets/Res/UI/SentimentPanel/SentimentInfoPanel.prefab

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+  m_FillClockwise: 1
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+  m_PixelsPerUnitMultiplier: 1
+  _icon_name: 
+  isNotLoadDeftIcon: 0
+  CurrSpriteAtlas: {fileID: 0}
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+    packName: 
+    packgJsonPath: 
+    packgSpritePath: 
+    lasetJsonGUID: 
+  imageH: 100
+  useGradient: 0
+  topOrLeftColor: {r: 1, g: 1, b: 1, a: 1}
+  bottomOrRightColor: {r: 0, g: 0, b: 0, a: 1}
+  direction: 0
+--- !u!114 &5661247425326398908
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 4353551468588870654}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 4810a0857c909354fa00c3aafdeac753, type: 3}
+  m_Name: 
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+ 7 - 0
Assets/Res/UI/SentimentPanel/SentimentXianWidget.prefab.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: WixNtX78BnwHxXJHqEt2ORo4CCK8SOAg3spOP/z5K1soHY6ykIclu7SXLPge
+PrefabImporter:
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+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 6 - 0
Assets/Scripts/GameData/ExcelConfig/SentimentEffectConfig.cs

@@ -56,6 +56,12 @@ public int massge;
 public int pos;
 public int pos;
 
 
 
 
+		/// <summary>
+		///前置条件 (-1是主属性)
+		/// </summary>
+public int lastSentimentEffectId;
+
+
 		/// <summary>
 		/// <summary>
 		///见条件类型表
 		///见条件类型表
 		/// </summary>
 		/// </summary>

+ 38 - 1
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentEffectWidget.cs

@@ -1,6 +1,7 @@
 using Core.Language;
 using Core.Language;
 using Excel2Json;
 using Excel2Json;
 using Fort23.UTool;
 using Fort23.UTool;
+using UnityEngine;
 
 
 namespace Fort23.Mono
 namespace Fort23.Mono
 {
 {
@@ -9,7 +10,9 @@ namespace Fort23.Mono
     {
     {
         public AccountFileInfo.SentimentProperty sentimentProperty;
         public AccountFileInfo.SentimentProperty sentimentProperty;
 
 
-        SentimentEffectConfig sentimentEffectConfig;
+        public SentimentEffectConfig sentimentEffectConfig;
+
+        private SentimentEffectWidget lastSentimentWidget;
 
 
         private void Init()
         private void Init()
         {
         {
@@ -44,5 +47,39 @@ namespace Fort23.Mono
                 Text_Level.text = "lv." + level;
                 Text_Level.text = "lv." + level;
             }
             }
         }
         }
+
+        public async void CreatXian(RectTransform root, SentimentEffectWidget lastSentimentWidget)
+        {
+            this.lastSentimentWidget = lastSentimentWidget;
+
+
+            // Vector2 localPointA = root.worldToLocalMatrix * lastSentimentWidget.own.transform.position;
+            // Vector2 localPointB = root.worldToLocalMatrix * transform.position;
+
+            // SentimentXianWidget sentimentXianWidget = await UIManager.Instance.CreateGComponent<SentimentXianWidget>(null, root);
+            // sentimentXianWidget.own.name = lastSentimentWidget.sentimentEffectConfig.groupId.ToString();
+            //
+            //
+            // sentimentXianWidget.transform.anchoredPosition = localPointB;
+          
+            
+            
+            // 使用 worldToLocalMatrix 转换世界坐标到 Canvas 本地坐标
+            Vector2 localPointA = root.worldToLocalMatrix.MultiplyPoint3x4(lastSentimentWidget.own.transform.position);
+            Vector2 localPointB = root.worldToLocalMatrix.MultiplyPoint3x4(transform.position);
+
+            SentimentXianWidget sentimentXianWidget = await UIManager.Instance.CreateGComponent<SentimentXianWidget>(null, root);
+            sentimentXianWidget.transform.anchoredPosition = root.worldToLocalMatrix * transform.position;
+
+
+            // // 计算 Image 的长度(两点之间的距离)
+            float distance = Vector2.Distance(localPointA, localPointB);
+            sentimentXianWidget.transform.sizeDelta = new Vector2(sentimentXianWidget.transform.sizeDelta.x,distance);
+            //
+            // // 计算 Image 的旋转角度
+            Vector2 direction = transform.position - lastSentimentWidget.own.transform.position;
+            float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
+            sentimentXianWidget.transform.rotation = Quaternion.Euler(0, 0, angle);
+        }
     }
     }
 }
 }

+ 33 - 6
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanel.cs

@@ -20,6 +20,8 @@ namespace Fort23.Mono
 
 
         private List<SentimentEffectConfig> currentGroupSentimentEffectConfigs;
         private List<SentimentEffectConfig> currentGroupSentimentEffectConfigs;
 
 
+        public SentimentEffectWidget mainSentimentEffectWidget;
+
         private SentimentEffectWidget currentSentimentEffectWidget;
         private SentimentEffectWidget currentSentimentEffectWidget;
 
 
         private void Init()
         private void Init()
@@ -73,19 +75,20 @@ namespace Fort23.Mono
         {
         {
             sentimentData = uiData[0] as AccountFileInfo.SentimentData;
             sentimentData = uiData[0] as AccountFileInfo.SentimentData;
             _sentimentEffectConfigs = ConfigComponent.Instance.GetAll<SentimentEffectConfig>().ToList();
             _sentimentEffectConfigs = ConfigComponent.Instance.GetAll<SentimentEffectConfig>().ToList();
-            SentimentEffectWidget sentimentEffectWidget = await UIManager.Instance.CreateGComponentForObject<SentimentEffectWidget>(MainSentimentEffectWidget, null);
-            sentimentEffectWidget.CustomInit(sentimentData.mainSentiment);
-            sentimentEffectWidget.OnClick = OnClick;
+            mainSentimentEffectWidget = await UIManager.Instance.CreateGComponentForObject<SentimentEffectWidget>(MainSentimentEffectWidget, null);
+            mainSentimentEffectWidget.CustomInit(sentimentData.mainSentiment);
+            mainSentimentEffectWidget.OnClick = OnClick;
             foreach (var sentimentDataSentimentProperty in sentimentData.sentimentProperties)
             foreach (var sentimentDataSentimentProperty in sentimentData.sentimentProperties)
             {
             {
                 int level = sentimentDataSentimentProperty.level <= 0 ? 1 : sentimentDataSentimentProperty.level;
                 int level = sentimentDataSentimentProperty.level <= 0 ? 1 : sentimentDataSentimentProperty.level;
-                int conFigId = sentimentDataSentimentProperty.groupId * 100 + level;
+                int conFigId = sentimentDataSentimentProperty.groupId * 10 + level;
                 var sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
                 var sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
-                int index =  sentimentEffectConfig.pos % 3;
-                
+                int index = sentimentEffectConfig.pos / 3;
+
                 SentimentEffectWidget sentimentEffectWidget1 = await UIManager.Instance.CreateGComponent<SentimentEffectWidget>(null, Root[index]);
                 SentimentEffectWidget sentimentEffectWidget1 = await UIManager.Instance.CreateGComponent<SentimentEffectWidget>(null, Root[index]);
                 sentimentEffectWidget1.CustomInit(sentimentDataSentimentProperty);
                 sentimentEffectWidget1.CustomInit(sentimentDataSentimentProperty);
                 sentimentEffectWidget1.OnClick = OnClick;
                 sentimentEffectWidget1.OnClick = OnClick;
+
                 sentimentEffectWidgets.Add(sentimentEffectWidget1);
                 sentimentEffectWidgets.Add(sentimentEffectWidget1);
                 if (currentSentimentEffectWidget == null)
                 if (currentSentimentEffectWidget == null)
                 {
                 {
@@ -93,9 +96,33 @@ namespace Fort23.Mono
                 }
                 }
             }
             }
 
 
+           
+
             return await base.AsyncInit(uiData);
             return await base.AsyncInit(uiData);
         }
         }
 
 
+        public async override CTask Show()
+        {
+             await base.Show();
+             foreach (var sentimentEffectWidget in sentimentEffectWidgets)
+             {
+                 int level = sentimentEffectWidget.sentimentProperty.level <= 0 ? 1 : sentimentEffectWidget.sentimentProperty.level;
+                 int conFigId = sentimentEffectWidget.sentimentProperty.groupId * 10 + level;
+                 var sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
+                 SentimentEffectWidget sentimentEffectWidget1 = null;
+                 if (sentimentEffectConfig.lastSentimentEffectId == -1)
+                 {
+                     sentimentEffectWidget1 = mainSentimentEffectWidget;
+                 }
+                 else
+                 {
+                     sentimentEffectWidget1 = sentimentEffectWidgets.FirstOrDefault(s => s.sentimentEffectConfig.groupId == sentimentEffectConfig.lastSentimentEffectId);
+                 }
+
+                 sentimentEffectWidget.CreatXian(XianRoot, sentimentEffectWidget1);
+             }
+        }
+
         private void UpdateUi()
         private void UpdateUi()
         {
         {
             int level = curretnSentimentProperty.level <= 0 ? 1 : curretnSentimentProperty.level;
             int level = curretnSentimentProperty.level <= 0 ? 1 : curretnSentimentProperty.level;

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

@@ -107,6 +107,17 @@ namespace Fort23.Mono
 	      return _Root;
 	      return _Root;
 	     }
 	     }
 	   }
 	   }
+	  private RectTransform _XianRoot;
+	  public RectTransform XianRoot
+	   {
+	   get{
+	      if (_XianRoot == null)
+	       {
+	         _XianRoot  = GetUIUnit<RectTransform>("XianRoot"); 
+	       }
+	      return _XianRoot;
+	     }
+	   }
 	  #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)
 	{
 	{

+ 24 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentXianWidget.cs

@@ -0,0 +1,24 @@
+namespace Fort23.Mono
+{
+	[UIBinding(prefab = "SentimentXianWidget"  )]
+	public partial class SentimentXianWidget : UIComponent
+	{
+		private void Init()
+		{
+
+		}
+		public override void AddEvent()
+		{
+
+		}
+		public override void DelEvent()
+		{
+
+		}
+		public override void AddButtonEvent()
+		{
+
+		}
+
+	}
+}

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

@@ -0,0 +1,11 @@
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+MonoImporter:
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+  serializedVersion: 2
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+  executionOrder: 0
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文件差異過大導致無法顯示
+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


二進制
Excel2Json/Excel/Sentiment.xlsx


部分文件因文件數量過多而無法顯示