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修改bug

DESKTOP-FB72PO8\Administrator 3 hours ago
parent
commit
38148b00d6
51 changed files with 22696 additions and 2281 deletions
  1. 1 1
      Assets/Art/ArtHero/Boss_QiongQi.prefab
  2. 1 1
      Assets/Art/ArtHero/Boss_ShuGuai.prefab
  3. 1 1
      Assets/Art/ArtHero/Gw_Man.prefab
  4. 1 1
      Assets/Art/ArtHero/Gw_Woman.prefab
  5. 1 1
      Assets/Art/ArtHero/Gw_zhizhu.prefab
  6. 1 1
      Assets/Art/ArtHero/gw_huli.prefab
  7. 1 1
      Assets/Art/ArtHero/gw_xianhe.prefab
  8. 383 249
      Assets/Res/CombatHero/Boss01.prefab
  9. 170 170
      Assets/Res/CombatHero/Boss_QiongQi.prefab
  10. 1 1
      Assets/Res/CombatHero/Boss_ShuGuai.prefab
  11. 1 1
      Assets/Res/CombatHero/Gw_Man.prefab
  12. 141 141
      Assets/Res/CombatHero/Gw_Woman.prefab
  13. 124 124
      Assets/Res/CombatHero/Gw_zhizhu.prefab
  14. 20729 523
      Assets/Res/CombatHero/Nanzhu.prefab
  15. 70 70
      Assets/Res/CombatHero/fb_3101.prefab
  16. 95 95
      Assets/Res/CombatHero/fb_dao1.prefab
  17. 103 103
      Assets/Res/CombatHero/fb_ding1.prefab
  18. 115 115
      Assets/Res/CombatHero/fb_huohulu.prefab
  19. 188 188
      Assets/Res/CombatHero/fb_jian1.prefab
  20. 50 50
      Assets/Res/CombatHero/fb_jian2.prefab
  21. 29 29
      Assets/Res/CombatHero/fb_linglongta.prefab
  22. 176 176
      Assets/Res/CombatHero/fb_wulonglun.prefab
  23. 129 129
      Assets/Res/CombatHero/fb_yuping.prefab
  24. 1 1
      Assets/Res/CombatHero/gw_huli.prefab
  25. 1 1
      Assets/Res/CombatHero/gw_xianhe.prefab
  26. 49 24
      Assets/Res/Config/GroupConfig.json
  27. 6 6
      Assets/Res/Config/SkillConfig.json
  28. 3 3
      Assets/Scenes/testCombat.scene
  29. 22 2
      Assets/Scripts/GameData/ExcelConfig/GroupConfig.cs
  30. 1 1
      Assets/Scripts/GameData/ExcelConfig/SkillConfig.cs
  31. 1 1
      Assets/Scripts/GameData/ExcelConfig/SkillConstant.cs
  32. 1 1
      Assets/Scripts/GameData/ExcelConfig/SkillPowerupConfig.cs
  33. 4 4
      Assets/Scripts/GameLogic/Combat/CombatState/CombatFightState.cs
  34. 4 4
      Assets/Scripts/GameLogic/Combat/CombatState/CombatUpdateState.cs
  35. 4 1
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatHeroController.cs
  36. 34 24
      Assets/Scripts/GameLogic/Combat/CombatType/LevelBattleCombatType.cs
  37. 20 8
      Assets/Scripts/GameLogic/Combat/CombatType/TestCombatType.cs
  38. 4 4
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroAi.cs
  39. 3 2
      Assets/Scripts/GameLogic/Combat/Skill/S2011.cs
  40. 2 2
      Assets/Scripts/GameLogic/Combat/Skill/S2014.cs
  41. 2 2
      Assets/Scripts/GameLogic/Combat/Skill/S2015.cs
  42. 2 2
      Assets/Scripts/GameLogic/Combat/Skill/S60105.cs
  43. 2 2
      Assets/Scripts/GameLogic/Combat/Skill/S9061.cs
  44. 12 8
      Assets/Scripts/GameLogic/Combat/Skill/S9092.cs
  45. 2 2
      Assets/Scripts/GameLogic/Combat/Skill/S9102.cs
  46. 3 3
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxNavigationLogic.cs
  47. 2 2
      Assets/Scripts/GameUI/UI/CombatPanel/CombatPanel.cs
  48. BIN
      Excel2Json/Excel/LevelBattle.xlsx
  49. BIN
      Excel2Json/Excel/skill.xlsx
  50. BIN
      Excel2Json/Excel/修仙游戏数据规划表.xlsx
  51. BIN
      Excel2Json/Excel/数据验证.xlsx

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

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Assets/Art/ArtHero/Boss_ShuGuai.prefab

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+ 383 - 249
Assets/Res/CombatHero/Boss01.prefab


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---- !u!137 &8697841209603117514
-SkinnedMeshRenderer:
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-  m_Mesh: {fileID: -128313207864270650, guid: 6015c8db4267dd048b4be4d64cd30c4a, type: 3}
-  m_Bones:
-  - {fileID: 6508870434291084861}
-  m_BlendShapeWeights: []
-  m_RootBone: {fileID: 6508870434291084861}
-  m_AABB:
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-    m_Extent: {x: 0.48711044, y: 0.23823026, z: 0.23135829}
-  m_DirtyAABB: 0
-  m_EnableVSSkinning: 1
-  m_ReleaseMeshData: 1
---- !u!1 &5225240940900619422
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: cebc90e0510b492d94dbb8ad1eefcd1a, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  DotName: pengpos
+  followSkeleton: 0
+  myRotation: {x: 0, y: 0, z: 0}
+--- !u!1 &7290756363277550563
 GameObject:
   m_ObjectHideFlags: 0
   m_CorrespondingSourceObject: {fileID: 0}
@@ -338,7 +386,7 @@ GameObject:
   m_PrefabAsset: {fileID: 0}
   serializedVersion: 7
   m_Component:
-  - component: {fileID: 6508870434291084861}
+  - component: {fileID: 2564966980489611311}
   m_Layer: 0
   m_HasEditorInfo: 1
   m_Name: Bone001
@@ -347,22 +395,22 @@ GameObject:
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   m_StaticEditorFlags: 0
   m_IsActive: 1
---- !u!4 &6508870434291084861
+--- !u!4 &2564966980489611311
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   m_CorrespondingSourceObject: {fileID: 0}
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
-  m_GameObject: {fileID: 5225240940900619422}
+  m_GameObject: {fileID: 7290756363277550563}
   serializedVersion: 2
   m_LocalRotation: {x: 0.0000054902584, y: -0.0000053734734, z: -0.70370746, w: 0.7104899}
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   m_Children: []
-  m_Father: {fileID: 3197094115664100941}
+  m_Father: {fileID: 4937577471738268729}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
---- !u!1 &5663388736524697426
+--- !u!1 &7699841520823696811
 GameObject:
   m_ObjectHideFlags: 0
   m_CorrespondingSourceObject: {fileID: 0}
@@ -370,7 +418,7 @@ GameObject:
   m_PrefabAsset: {fileID: 0}
   serializedVersion: 7
   m_Component:
-  - component: {fileID: 3197094115664100941}
+  - component: {fileID: 4937577471738268729}
   m_Layer: 0
   m_HasEditorInfo: 1
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@@ -379,71 +427,23 @@ GameObject:
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   m_StaticEditorFlags: 0
   m_IsActive: 1
---- !u!4 &3197094115664100941
+--- !u!4 &4937577471738268729
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   m_CorrespondingSourceObject: {fileID: 0}
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
-  m_GameObject: {fileID: 5663388736524697426}
+  m_GameObject: {fileID: 7699841520823696811}
   serializedVersion: 2
   m_LocalRotation: {x: -0.0000054429547, y: 0.0000054203256, z: 0.70370746, w: 0.7104899}
   m_LocalPosition: {x: 0.079, y: -0.024, z: -0}
   m_LocalScale: {x: 3.6666656, y: 3.6666656, z: 3.6666665}
   m_ConstrainProportionsScale: 0
   m_Children:
-  - {fileID: 6508870434291084861}
-  - {fileID: 3905531150884816205}
+  - {fileID: 2564966980489611311}
+  - {fileID: 2975530829370044692}
   m_Father: {fileID: 6598966518811955930}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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-GameObject:
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-  m_CorrespondingSourceObject: {fileID: 0}
-  m_PrefabInstance: {fileID: 0}
-  m_PrefabAsset: {fileID: 0}
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-  m_Icon: {fileID: 0}
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-Transform:
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-  m_CorrespondingSourceObject: {fileID: 0}
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-  m_PrefabAsset: {fileID: 0}
-  m_GameObject: {fileID: 6642471949105620041}
-  serializedVersion: 2
-  m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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-  m_LocalScale: {x: 1, y: 1, z: 1}
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-  m_Children: []
-  m_Father: {fileID: 2307709339058834475}
-  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
---- !u!114 &5388655931286758072
-MonoBehaviour:
-  m_ObjectHideFlags: 0
-  m_CorrespondingSourceObject: {fileID: 0}
-  m_PrefabInstance: {fileID: 0}
-  m_PrefabAsset: {fileID: 0}
-  m_GameObject: {fileID: 6642471949105620041}
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-  m_Script: {fileID: 11500000, guid: cebc90e0510b492d94dbb8ad1eefcd1a, type: 3}
-  m_Name: 
-  m_EditorClassIdentifier: 
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-  followSkeleton: 0
-  myRotation: {x: 0, y: 0, z: 0}
 --- !u!1 &8219916005125797274
 GameObject:
   m_ObjectHideFlags: 0
@@ -474,7 +474,7 @@ Transform:
   m_LocalScale: {x: 0.3, y: 0.3, z: 0.3}
   m_ConstrainProportionsScale: 0
   m_Children:
-  - {fileID: 3197094115664100941}
+  - {fileID: 4937577471738268729}
   m_Father: {fileID: 8974866603299107661}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!1 &8819436757115012534
@@ -508,7 +508,7 @@ Transform:
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
   m_Children: []
-  m_Father: {fileID: 8974866603299107661}
+  m_Father: {fileID: 4937577471738268729}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!137 &7715444761172679744
 SkinnedMeshRenderer:
@@ -518,7 +518,7 @@ SkinnedMeshRenderer:
   m_PrefabAsset: {fileID: 0}
   m_GameObject: {fileID: 8819436757115012534}
   m_Enabled: 1
-  m_CastShadows: 0
+  m_CastShadows: 1
   m_ReceiveShadows: 1
   m_DynamicOccludee: 1
   m_StaticShadowCaster: 0
@@ -533,7 +533,7 @@ SkinnedMeshRenderer:
   m_RenderingLayerMask: 1
   m_RendererPriority: 0
   m_Materials:
-  - {fileID: 2100000, guid: c87dc6d40fc68a445aa316c07eeee6f0, type: 2}
+  - {fileID: 2100000, guid: 4957e5184678c2d459ca5718cf85db80, type: 2}
   m_StaticBatchInfo:
     firstSubMesh: 0
     subMeshCount: 0
@@ -560,9 +560,9 @@ SkinnedMeshRenderer:
   m_SkinnedMotionVectors: 1
   m_Mesh: {fileID: -128313207864270650, guid: 6015c8db4267dd048b4be4d64cd30c4a, type: 3}
   m_Bones:
-  - {fileID: 6598966518811955930}
+  - {fileID: 2564966980489611311}
   m_BlendShapeWeights: []
-  m_RootBone: {fileID: 6598966518811955930}
+  m_RootBone: {fileID: 2564966980489611311}
   m_AABB:
     m_Center: {x: -0.47700614, y: -0.0041514784, z: -0.00009982288}
     m_Extent: {x: 0.48711044, y: 0.23823026, z: 0.23135829}

+ 1 - 1
Assets/Res/CombatHero/gw_huli.prefab

@@ -1073,7 +1073,7 @@ GameObject:
   - component: {fileID: 3730944769665907596}
   - component: {fileID: 1234639040695457102}
   - component: {fileID: 174987257967358945}
-  m_Layer: 0
+  m_Layer: 9
   m_HasEditorInfo: 1
   m_Name: gw_huli
   m_TagString: Untagged

+ 1 - 1
Assets/Res/CombatHero/gw_xianhe.prefab

@@ -362,7 +362,7 @@ GameObject:
   - component: {fileID: 9173767479712973966}
   - component: {fileID: 880246855749402126}
   - component: {fileID: 6278052668455844195}
-  m_Layer: 0
+  m_Layer: 9
   m_HasEditorInfo: 1
   m_Name: gw_xianhe
   m_TagString: Untagged

+ 49 - 24
Assets/Res/Config/GroupConfig.json

@@ -6,9 +6,17 @@
         5001,
         1002
       ],
-      "qiangDu": [
-        80,
-        40
+      "hpQiangDu": [
+        90,
+        30
+      ],
+      "attQiangDu": [
+        77,
+        26
+      ],
+      "duipingQiangDu": [
+        75,
+        25
       ],
       "levelAdd": [
         0,
@@ -18,7 +26,24 @@
     {
       "ID": 100002,
       "GroupMonster": [
-        1002
+        5001,
+        1006
+      ],
+      "hpQiangDu": [
+        90,
+        30
+      ],
+      "attQiangDu": [
+        77,
+        26
+      ],
+      "duipingQiangDu": [
+        75,
+        25
+      ],
+      "levelAdd": [
+        0,
+        -2
       ]
     },
     {
@@ -181,7 +206,7 @@
         5001,
         1001
       ],
-      "qiangDu": [
+      "hpQiangDu": [
         70,
         30
       ]
@@ -196,7 +221,7 @@
         5002,
         1002
       ],
-      "qiangDu": [
+      "hpQiangDu": [
         70,
         30
       ]
@@ -211,7 +236,7 @@
         5003,
         1003
       ],
-      "qiangDu": [
+      "hpQiangDu": [
         70,
         30
       ]
@@ -226,7 +251,7 @@
         5004,
         1004
       ],
-      "qiangDu": [
+      "hpQiangDu": [
         70,
         30
       ]
@@ -241,7 +266,7 @@
         5005,
         1005
       ],
-      "qiangDu": [
+      "hpQiangDu": [
         70,
         30
       ]
@@ -255,7 +280,7 @@
         5001,
         1001
       ],
-      "qiangDu": [
+      "hpQiangDu": [
         70,
         30
       ]
@@ -269,7 +294,7 @@
         5002,
         1002
       ],
-      "qiangDu": [
+      "hpQiangDu": [
         70,
         30
       ]
@@ -283,7 +308,7 @@
         5003,
         1003
       ],
-      "qiangDu": [
+      "hpQiangDu": [
         70,
         30
       ]
@@ -297,7 +322,7 @@
         5004,
         1004
       ],
-      "qiangDu": [
+      "hpQiangDu": [
         70,
         30
       ]
@@ -311,7 +336,7 @@
         5005,
         1005
       ],
-      "qiangDu": [
+      "hpQiangDu": [
         70,
         30
       ]
@@ -325,7 +350,7 @@
         5001,
         1001
       ],
-      "qiangDu": [
+      "hpQiangDu": [
         70,
         30
       ]
@@ -339,7 +364,7 @@
         5002,
         1002
       ],
-      "qiangDu": [
+      "hpQiangDu": [
         70,
         30
       ]
@@ -353,7 +378,7 @@
         5003,
         1003
       ],
-      "qiangDu": [
+      "hpQiangDu": [
         70,
         30
       ]
@@ -367,7 +392,7 @@
         5004,
         1004
       ],
-      "qiangDu": [
+      "hpQiangDu": [
         70,
         30
       ]
@@ -381,7 +406,7 @@
         5005,
         1005
       ],
-      "qiangDu": [
+      "hpQiangDu": [
         70,
         30
       ]
@@ -395,7 +420,7 @@
         5001,
         1001
       ],
-      "qiangDu": [
+      "hpQiangDu": [
         70,
         30
       ]
@@ -409,7 +434,7 @@
         5002,
         1002
       ],
-      "qiangDu": [
+      "hpQiangDu": [
         70,
         30
       ]
@@ -423,7 +448,7 @@
         5003,
         1003
       ],
-      "qiangDu": [
+      "hpQiangDu": [
         70,
         30
       ]
@@ -437,7 +462,7 @@
         5004,
         1004
       ],
-      "qiangDu": [
+      "hpQiangDu": [
         70,
         30
       ]
@@ -451,7 +476,7 @@
         5005,
         1005
       ],
-      "qiangDu": [
+      "hpQiangDu": [
         70,
         30
       ]

+ 6 - 6
Assets/Res/Config/SkillConfig.json

@@ -14087,7 +14087,7 @@
       "SkillType": 1,
       "level": 1,
       "effectValue": [
-        20.0
+        300.0
       ],
       "intensifierIndex": [
         1
@@ -14110,7 +14110,7 @@
       "SkillType": 1,
       "level": 2,
       "effectValue": [
-        30.0
+        400.0
       ],
       "intensifierIndex": [
         1
@@ -14133,7 +14133,7 @@
       "SkillType": 1,
       "level": 3,
       "effectValue": [
-        40.0
+        500.0
       ],
       "intensifierIndex": [
         1
@@ -14156,7 +14156,7 @@
       "SkillType": 1,
       "level": 4,
       "effectValue": [
-        50.0
+        600.0
       ],
       "intensifierIndex": [
         1
@@ -14179,7 +14179,7 @@
       "SkillType": 1,
       "level": 5,
       "effectValue": [
-        60.0
+        700.0
       ],
       "intensifierIndex": [
         1
@@ -14202,7 +14202,7 @@
       "SkillType": 1,
       "level": 6,
       "effectValue": [
-        70.0
+        800.0
       ],
       "intensifierIndex": [
         1

+ 3 - 3
Assets/Scenes/testCombat.scene

@@ -2189,7 +2189,7 @@ PrefabInstance:
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: enemyLevel
-      value: 2
+      value: 125
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: isZhanZhuang
@@ -2197,7 +2197,7 @@ PrefabInstance:
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: levelBattleId
-      value: 0
+      value: 100002
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: zhanZhuangTime
@@ -2277,7 +2277,7 @@ PrefabInstance:
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: enemyHeroInfo.Array.data[0].heroID
-      value: 5007
+      value: 9001
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: enemyHeroInfo.Array.data[1].heroID

+ 22 - 2
Assets/Scripts/GameData/ExcelConfig/GroupConfig.cs

@@ -48,9 +48,29 @@ namespace Excel2Json
 		///每个怪的比例强度 一个都不填就是默认强度
 		/// </summary>
 #if !COMBAT_SERVER
-		public int[] qiangDu;
+		public int[] hpQiangDu;
 #else
-		public int[] qiangDu{ set; get; }
+		public int[] hpQiangDu{ set; get; }
+#endif
+		
+
+		/// <summary>
+		///攻击强度
+		/// </summary>
+#if !COMBAT_SERVER
+		public int[] attQiangDu;
+#else
+		public int[] attQiangDu{ set; get; }
+#endif
+		
+
+		/// <summary>
+		///对拼强度
+		/// </summary>
+#if !COMBAT_SERVER
+		public int[] duipingQiangDu;
+#else
+		public int[] duipingQiangDu{ set; get; }
 #endif
 		
 

+ 1 - 1
Assets/Scripts/GameData/ExcelConfig/SkillConfig.cs

@@ -1,5 +1,5 @@
 // Auto Generated Code By excel2json
-// Generate From Excel\skill.xlsx. SheetName: SkillConfig
+// Generate From Excel\Skill.xlsx. SheetName: SkillConfig
 
 using System;
 using Fort23.GameData;

+ 1 - 1
Assets/Scripts/GameData/ExcelConfig/SkillConstant.cs

@@ -1,5 +1,5 @@
 // Auto Generated Code By excel2json
-// Generate From Excel\skill.xlsx. SheetName: SkillConstant
+// Generate From Excel\Skill.xlsx. SheetName: SkillConstant
 
 using System;
 using Fort23.GameData;

+ 1 - 1
Assets/Scripts/GameData/ExcelConfig/SkillPowerupConfig.cs

@@ -1,5 +1,5 @@
 // Auto Generated Code By excel2json
-// Generate From Excel\skill.xlsx. SheetName: SkillPowerupConfig
+// Generate From Excel\Skill.xlsx. SheetName: SkillPowerupConfig
 
 using System;
 using Fort23.GameData;

+ 4 - 4
Assets/Scripts/GameLogic/Combat/CombatState/CombatFightState.cs

@@ -36,8 +36,8 @@ namespace GameLogic.Combat.CombatState
             }
 
             CombatHeroEntity[] allHero =
-                CombatController.currActiveCombat.CombatHeroController.GetHero(true);
-            IHero ihero = FindMinDixtance(allHero);
+                CombatController.currActiveCombat.CombatHeroController.GetHero(true,out int maxCount);
+            IHero ihero = FindMinDixtance(allHero,maxCount);
             if (ihero == null)
             {
                 CombatController.ChangeState("update");
@@ -51,7 +51,7 @@ namespace GameLogic.Combat.CombatState
             CombatController.GameTimeLineParticleFactory.CombatUpdate(t);
         }
 
-        protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
+        protected IHero FindMinDixtance(CombatHeroEntity[] allHero,int maxCount)
         {
             IHero minDistanceHero = null;
             if (allHero == null)
@@ -61,7 +61,7 @@ namespace GameLogic.Combat.CombatState
 
             CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
             float minDistance = float.MaxValue;
-            for (int i = 0; i < allHero.Length; i++)
+            for (int i = 0; i < maxCount; i++)
             {
                 CombatHeroEntity hero = allHero[i];
                 if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)

+ 4 - 4
Assets/Scripts/GameLogic/Combat/CombatState/CombatUpdateState.cs

@@ -67,8 +67,8 @@ namespace GameLogic.Combat.CombatState
 
 
             CombatHeroEntity[] allHero =
-                CombatController.currActiveCombat.CombatHeroController.GetHero(true);
-            IHero ihero = FindMinDixtance(allHero);
+                CombatController.currActiveCombat.CombatHeroController.GetHero(true,out int maxCount);
+            IHero ihero = FindMinDixtance(allHero,maxCount);
             if (ihero != null)
             {
                 CombatController.ChangeState("fight");
@@ -95,7 +95,7 @@ namespace GameLogic.Combat.CombatState
             CombatController.GameTimeLineParticleFactory.CombatUpdate(t);
         }
 
-        protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
+        protected IHero FindMinDixtance(CombatHeroEntity[] allHero,int maxCount)
         {
             IHero minDistanceHero = null;
             if (allHero == null)
@@ -105,7 +105,7 @@ namespace GameLogic.Combat.CombatState
 
             CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
             float minDistance = float.MaxValue;
-            for (int i = 0; i < allHero.Length; i++)
+            for (int i = 0; i < maxCount; i++)
             {
                 CombatHeroEntity hero = allHero[i];
                 if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)

+ 4 - 1
Assets/Scripts/GameLogic/Combat/CombatTool/CombatHeroController.cs

@@ -299,14 +299,17 @@ namespace GameLogic.Combat.CombatTool
             }
         }
 
-        public CombatHeroEntity[] GetHero(bool isEnemy)
+        public CombatHeroEntity[] GetHero(bool isEnemy, out int count)
         {
             if (isEnemy)
             {
+                count = enemyHero.Count;
+
                 return enemyHero.ToArray();
             }
             else
             {
+                count = myHero.Count;
                 return myHero.ToArray();
             }
         }

+ 34 - 24
Assets/Scripts/GameLogic/Combat/CombatType/LevelBattleCombatType.cs

@@ -42,16 +42,16 @@ namespace GameLogic.Combat.CombatType
 
         protected override void ProHeroDie(CombatHeroEntity combatHeroEntity, HarmReturnInfo harmReturnInfo)
         {
-            CombatHeroEntity[] allHero = combatController.CombatHeroController.GetHero(true);
-            if (allHero == null || allHero.Length <= 0)
+            CombatHeroEntity[] allHero = combatController.CombatHeroController.GetHero(true, out int maxCount);
+            if (allHero == null || maxCount <= 0)
             {
                 //胜利
                 CombatController.currActiveCombat.GameOver(true);
                 return;
             }
 
-            allHero = combatController.CombatHeroController.GetHero(false);
-            if (allHero == null || allHero.Length <= 0)
+            allHero = combatController.CombatHeroController.GetHero(false, out maxCount);
+            if (allHero == null || maxCount <= 0)
             {
                 //失败
                 CombatController.currActiveCombat.GameOver(false);
@@ -68,7 +68,7 @@ namespace GameLogic.Combat.CombatType
             await cTaskAwaitBuffer.WaitAll();
             CombatController.currActiveCombat.CombatHeroController.SetFollowTarget();
         }
- 
+
         public async CTask LoadCombat(int levelBattleId, System.Action<bool> caombatFinish)
         {
             levelbattleConfig = ConfigComponent.Instance.Get<LevelbattleConfig>(levelBattleId);
@@ -79,15 +79,11 @@ namespace GameLogic.Combat.CombatType
                 GroupConfig groupConfig = ConfigComponent.Instance.Get<GroupConfig>(group);
                 int[] monster = groupConfig.GroupMonster;
                 int[] levels = groupConfig.GroupMonsterLevel;
-               
 
-            
 
                 for (int j = 0; j < monster.Length; j++)
                 {
-                    
-                     
-                    int level =  PlayerManager.Instance.myHero.level.Value;
+                    int level = PlayerManager.Instance.myHero.level.Value;
                     if (levels != null)
                     {
                         level = levels[j];
@@ -98,26 +94,40 @@ namespace GameLogic.Combat.CombatType
                         level += groupConfig.levelAdd[j];
                     }
 
-                    if (level <=0)
+                    if (level <= 0)
                     {
                         level = 1;
                     }
 
                     int monsterHeroModel = monster[j];
                     int qiangdu = 100;
+                    if (groupConfig.hpQiangDu != null)
+                    {
+                        qiangdu = groupConfig.hpQiangDu[j];
+                    }
+
+                    int attQiangdu = 100;
+                    if (groupConfig.attQiangDu != null)
+                    {
+                        attQiangdu = groupConfig.attQiangDu[j];
+                    }
 
-                    if (groupConfig.qiangDu != null)
+                    int duiPingQiangdu = 100;
+                    if (groupConfig.duipingQiangDu != null)
                     {
-                        qiangdu = groupConfig.qiangDu[j];
+                        duiPingQiangdu = groupConfig.duipingQiangDu[j];
                     }
-                    
+
                     HeroInfo heroInfo = new HeroInfo();
                     heroInfo.InitMonster(monsterHeroModel, level);
-                    heroInfo.hp = (EncryptionLong)CombatCalculateTool.Instance.GetVlaueRatioForLong(heroInfo.hp.Value,qiangdu);
-                    heroInfo.attack = (EncryptionLong)CombatCalculateTool.Instance.GetVlaueRatioForLong(heroInfo.attack.Value,qiangdu);
-                    heroInfo.defense = (EncryptionLong)CombatCalculateTool.Instance.GetVlaueRatioForLong(heroInfo.defense.Value,qiangdu);
-                    heroInfo.gongFaStrength = qiangdu - 100;
-                    
+                    heroInfo.hp =
+                        (EncryptionLong)CombatCalculateTool.Instance.GetVlaueRatioForLong(heroInfo.hp.Value, qiangdu);
+                    heroInfo.attack =
+                        (EncryptionLong)CombatCalculateTool.Instance.GetVlaueRatioForLong(heroInfo.attack.Value,
+                            attQiangdu);
+
+                    heroInfo.gongFaStrength = duiPingQiangdu - 100;
+
                     CreateEnemy(cTaskAwaitBuffer, heroInfo, j);
                 }
             }
@@ -157,7 +167,6 @@ namespace GameLogic.Combat.CombatType
 
         private void TestCombat(CTaskAwaitBuffer cTaskAwaitBuffer)
         {
-        
             // TestCombatHeroConfig testCombatHeroConfig = GameObject.FindObjectOfType<TestCombatHeroConfig>();
             // if (testCombatHeroConfig != null)
             // {
@@ -166,18 +175,19 @@ namespace GameLogic.Combat.CombatType
             //     testHeroInfoConfig.skill, testHeroInfoConfig.magicWeaponId);
 
 
-            
             CombatHeroEntity heroEntity = new CombatHeroEntity();
 
             heroEntity.IsEnemy = false;
             heroEntity.number = 0;
 
-          
+
             if (CombatController.currActiveCombat.playerHeroEntity != null)
             {
-                GameObjectPool gameObjectPool= CombatController.currActiveCombat.playerHeroEntity.combatHeroGameObject.GameObjectPool;
+                GameObjectPool gameObjectPool = CombatController.currActiveCombat.playerHeroEntity.combatHeroGameObject
+                    .GameObjectPool;
                 Vector3 pos = gameObjectPool.own.transform.position;
-                cTaskAwaitBuffer.AddTask(heroEntity.InitForObject(gameObjectPool,new CombatHeroAi(), PlayerManager.Instance.myHero, pos,
+                cTaskAwaitBuffer.AddTask(heroEntity.InitForObject(gameObjectPool, new CombatHeroAi(),
+                    PlayerManager.Instance.myHero, pos,
                     delegate(CombatHeroEntity entity)
                     {
                         // entity.CurrCombatHeroInfo.hp = (EncryptionLong)(20000);

+ 20 - 8
Assets/Scripts/GameLogic/Combat/CombatType/TestCombatType.cs

@@ -30,8 +30,8 @@ namespace GameLogic.Combat.CombatType
         protected Vector3[] enemyHeroPosOff =
         {
             new Vector3(0, 0, 0),
-            new Vector3(3, 0, -3),
-            new Vector3(-3, 0, -3)
+            new Vector3(3, 0, 3),
+            new Vector3(-3, 0, 3)
         };
 
         protected override void ProInit()
@@ -51,7 +51,7 @@ namespace GameLogic.Combat.CombatType
             showTextEventData.Color = new Color(1f, 0.64f, 0.22f);
             showTextEventData.worldPos = combatHeroEntity.combatHeroGameObject.position;
             EventManager.Instance.Dispatch(CustomEventType.ShowText, showTextEventData);
-            CombatHeroEntity[] allHero = combatController.CombatHeroController.GetHero(true);
+            // CombatHeroEntity[] allHero = combatController.CombatHeroController.GetHero(true, out int maxCount);
         }
 
 
@@ -127,18 +127,30 @@ namespace GameLogic.Combat.CombatType
 
                     int monsterHeroModel = monster[j];
                     int qiangdu = 100;
+                    if (groupConfig.hpQiangDu != null)
+                    {
+                        qiangdu = groupConfig.hpQiangDu[j];
+                    }
+
+                    int attQiangdu = 100;
+                    if (groupConfig.attQiangDu != null)
+                    {
+                        attQiangdu = groupConfig.attQiangDu[j];
+                    }
 
-                    if (groupConfig.qiangDu != null)
+                    int duiPingQiangdu = 100;
+                    if (groupConfig.duipingQiangDu != null)
                     {
-                        qiangdu = groupConfig.qiangDu[j];
+                        duiPingQiangdu = groupConfig.duipingQiangDu[j];
                     }
 
+
                     CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
                     combatHeroInfo.InitMonster(monsterHeroModel, level);
                     combatHeroInfo.hp = (EncryptionLong)CombatCalculateTool.Instance.GetVlaueRatioForLong(combatHeroInfo.hp.Value,qiangdu);
-                    combatHeroInfo.attack = (EncryptionLong)CombatCalculateTool.Instance.GetVlaueRatioForLong(combatHeroInfo.attack.Value,qiangdu);
-                    combatHeroInfo.defense = (EncryptionLong)CombatCalculateTool.Instance.GetVlaueRatioForLong(combatHeroInfo.defense.Value,qiangdu);
-                    combatHeroInfo.gongFaStrength = qiangdu - 100;
+                    combatHeroInfo.attack = (EncryptionLong)CombatCalculateTool.Instance.GetVlaueRatioForLong(combatHeroInfo.attack.Value,attQiangdu);
+                   
+                    combatHeroInfo.gongFaStrength = duiPingQiangdu - 100;
                     int index = j;
                     index %= monster.Length;
                     // TestCombatHeroConfig.TestHeroInfoConfig testHeroInfoConfig = enemyHeroInfo[index];

+ 4 - 4
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroAi.cs

@@ -139,8 +139,8 @@ namespace GameLogic.Combat.Hero
                     (currFocusTarget is BannerHero && !_combatHeroEntity.IsEnemy))
                 {
                     CombatHeroEntity[] allHero =
-                        CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
-                    IHero minDistanceHero = FindMinDixtance(allHero);
+                        CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy, out int maxCount);
+                    IHero minDistanceHero = FindMinDixtance(allHero,maxCount);
                     currFocusTarget = minDistanceHero as CombatHeroEntity;
                     if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
                     {
@@ -178,7 +178,7 @@ namespace GameLogic.Combat.Hero
         }
 
 
-        protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
+        protected IHero FindMinDixtance(CombatHeroEntity[] allHero,int maxCount)
         {
             IHero minDistanceHero = null;
             if (allHero == null)
@@ -187,7 +187,7 @@ namespace GameLogic.Combat.Hero
             }
 
             float minDistance = float.MaxValue;
-            for (int i = 0; i < allHero.Length; i++)
+            for (int i = 0; i < maxCount; i++)
             {
                 CombatHeroEntity hero = allHero[i];
                 if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)

+ 3 - 2
Assets/Scripts/GameLogic/Combat/Skill/S2011.cs

@@ -38,9 +38,10 @@ namespace GameLogic.Combat.Skill
                 long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(addHarm, effectValue[0]);
                 if (v > 0)
                 {
+                    
                     CombatHeroEntity[] allHero =
-                        CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);
-                    for (int i = 0; i < allHero.Length; i++)
+                        CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy,out int maxCount);
+                    for (int i = 0; i <  maxCount; i++)
                     {
                         HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, allHero[i],
                             v,

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Skill/S2014.cs

@@ -46,13 +46,13 @@ namespace GameLogic.Combat.Skill
 
                         long v2 = CombatCalculateTool.Instance.GetVlaueRatioForLong(v, effectValue[2]);
                         CombatHeroEntity[] allHero =
-                            CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);
+                            CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy,out int maxCount);
                         if (allHero == null)
                         {
                             return;
                         }
 
-                        for (int i = 0; i < allHero.Length; i++)
+                        for (int i = 0; i < maxCount; i++)
                         {
                             if (allHero[i] == target)
                             {

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Skill/S2015.cs

@@ -35,10 +35,10 @@ namespace GameLogic.Combat.Skill
                 if (skillBasic != null && IsPassiveActivateSkill(skillBasic))
                 {
                     CombatHeroEntity[] allHero =
-                        CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);
+                        CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy,out int maxCount);
                     if (allHero != null)
                     {
-                        for (int i = 0; i < allHero.Length; i++)
+                        for (int i = 0; i < maxCount; i++)
                         {
                             if (allHero[i] != buffEventData.target)
                             {

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Skill/S60105.cs

@@ -22,9 +22,9 @@ namespace GameLogic.Combat.Skill
         private void OnSkillActivefinish()
         {
             CombatHeroEntity[] allHero =
-                CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);
+                CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy,out int maxCount);
 
-            for (int i = 0; i < allHero.Length; i++)
+            for (int i = 0; i < maxCount; i++)
             {
                 CombatHeroEntity combatHeroEntity = allHero[i];
                 b_1024 b1024 = combatHeroEntity.BuffControl.GetBuffBasicForType<b_1024>();

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Skill/S9061.cs

@@ -39,9 +39,9 @@ namespace GameLogic.Combat.Skill
             if (summonCombatHeroEntity != null && summonCombatHeroEntity.ownerEntity == CombatHeroEntity)
             {
                 CombatHeroEntity[] combatHeroEntities =
-                    CombatController.currActiveCombat.CombatHeroController.GetHero(CombatHeroEntity.IsEnemy);
+                    CombatController.currActiveCombat.CombatHeroController.GetHero(CombatHeroEntity.IsEnemy,out int maxCount);
                 bool isOk = false;
-                for (int i = 0; i < combatHeroEntities.Length; i++)
+                for (int i = 0; i < maxCount; i++)
                 {
                     SummonCombatHeroEntity t = combatHeroEntities[i] as SummonCombatHeroEntity;
                     if (t != null)

+ 12 - 8
Assets/Scripts/GameLogic/Combat/Skill/S9092.cs

@@ -15,10 +15,10 @@ namespace GameLogic.Combat.Skill
         protected override void ProUseSkill()
         {
             CombatHeroEntity[] allHero =
-                CombatController.currActiveCombat.CombatHeroController.GetHero(CombatHeroEntity.IsEnemy);
+                CombatController.currActiveCombat.CombatHeroController.GetHero(CombatHeroEntity.IsEnemy,out int maxCount);
             CombatHeroEntity target = null;
             float minHp = 9999;
-            for (int i = 0; i < allHero.Length; i++)
+            for (int i = 0; i < maxCount; i++)
             {
                 CombatHeroEntity t = allHero[i];
                 if (t.HpBl < minHp)
@@ -41,12 +41,16 @@ namespace GameLogic.Combat.Skill
             ITimelineFxLogic timelineFxLogic,
             TriggerData triggerData, ISkillFeatures skillFeatures)
         {
-            List<BuffBasic> allBuff = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForBuffType(2, 1);
-            if (allBuff.Count > 0)
-            {
-                int index = CombatCalculateTool.Instance.GetOdd(0, allBuff.Count);
-                targetEntity.combatHeroEntity.BuffControl.RemoveBuff(allBuff[index]);
-            }
+            long att = CombatHeroEntity.CurrCombatHeroInfo.attack.Value;
+            long v=CombatCalculateTool.Instance.GetVlaueRatioForLong(att,effectValue[0]);
+            CombatCalculateTool.Instance.Recover(CombatHeroEntity, targetEntity, v, AttType.Skill, HarmType.Default,
+                triggerData);
+            // List<BuffBasic> allBuff = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForBuffType(2, 1);
+            // if (allBuff.Count > 0)
+            // {
+            //     int index = CombatCalculateTool.Instance.GetOdd(0, allBuff.Count);
+            //     targetEntity.combatHeroEntity.BuffControl.RemoveBuff(allBuff[index]);
+            // }
         }
     }
 }

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Skill/S9102.cs

@@ -15,9 +15,9 @@ namespace GameLogic.Combat.Skill
         protected override void ProUseSkill()
         {
             CombatHeroEntity[] allHero =
-                CombatController.currActiveCombat.CombatHeroController.GetHero(CombatHeroEntity.IsEnemy);
+                CombatController.currActiveCombat.CombatHeroController.GetHero(CombatHeroEntity.IsEnemy,out int maxCount);
             List<CombatHeroEntity> debuffHero = new List<CombatHeroEntity>();
-            for (int i = 0; i < allHero.Length; i++)
+            for (int i = 0; i < maxCount; i++)
             {
                 List<BuffBasic> allBuff = allHero[i].BuffControl.GetBuffBasicForBuffType(2, 1);
                 if (allBuff.Count > 0)

+ 3 - 3
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxNavigationLogic.cs

@@ -146,13 +146,13 @@ public class FxNavigationLogic : FxAILogicBasic
     {
         _currNavigationTargetHero = null;
         CombatHeroEntity[] allHero =
-            CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);
-        if (allHero == null || allHero.Length <= 0)
+            CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy,out int maxCount);
+        if (allHero == null || maxCount <= 0)
         {
             return;
         }
 
-        int index = CombatCalculateTool.Instance.GetOdd(0, allHero.Length);
+        int index = CombatCalculateTool.Instance.GetOdd(0, maxCount);
         _currNavigationTargetHero = allHero[index];
         // for (int i = 0; i < allHero.Length; i++)
         // {

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

@@ -136,8 +136,8 @@ namespace Fort23.Mono
             playerHeroHpWidget.isFollowTarget = false;
             playerHeroHpWidget.Init(CombatController.currActiveCombat.playerHeroEntity);
 
-            CombatHeroEntity[] allEnemy = CombatController.currActiveCombat.CombatHeroController.GetHero(true);
-            for (int i = 0; i < allEnemy.Length; i++)
+            CombatHeroEntity[] allEnemy = CombatController.currActiveCombat.CombatHeroController.GetHero(true,out int maxCount);
+            for (int i = 0; i < maxCount; i++)
             {
                 CombatHeroEntity enemy = allEnemy[i];
                 if (enemy.isCreateHeroHp)

BIN
Excel2Json/Excel/LevelBattle.xlsx


BIN
Excel2Json/Excel/skill.xlsx


BIN
Excel2Json/Excel/修仙游戏数据规划表.xlsx


BIN
Excel2Json/Excel/数据验证.xlsx


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